You are on page 1of 653

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 really
nobility, as acknowledged by the Sidhe, but it is said that they were once a Noble House unto themselves. Most Actaeons have
gained 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 and
noble, their wildness not that of drunken reveling but rather of a nature unrestrained by society. They are likely to go on drunken
bouts of depression, or violent flashes of rage, but have a powerful sense of dignity and pride, and will not compromise those
aspects. To a Seelie Actaeon, honor is everything. They will die for the lands they protect, or the vows they have sworn. An
Unseelie (sometimes called a Periton) violates codes of honor for sheer perverse pleasure, but will still act with dignity and
pride.
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 the
Satyrfolk, but they are, after all, of a Kith. The loyalty that binds all Satyrs binds them as well, and even the worst Unseelie will
never 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 the
Sidhe, 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, cherubic
children, with glorious voices and two little nubby horns on each crown; the only difference is that the Actaeon childling's horns
are covered with a soft fuzz, instead of being hard and bony. Actaeon childlings are shy and skittish, but love to roam the
woodlands. 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 nobility of a prince -- as though they know no other life
than 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 sometimes
give aid to those who truly need it, in the form of shelter or sustenance. They have the air of the noble savage, and the horns
crowning their heads are magnificent and broad.

Lifestyles
Most Actaeons live in or near the woods. Many are hunters or survivalists.

Affinity
Nature

Birthrights

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 earth
itself? 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 is
their 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 they
serve.

ADH-SIDHE
By Colin Chapman (col.chapman@virgin.net) (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-Sidhe
themselves. 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 often
strained. 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 atrocities
and victims grow, and the Adh-Sidhe fight to weaken the tide. It is a futile struggle perhaps, but the Adh-Sidhe are nothing if not
relentless.
With the spread of Irish blood around the globe the Adh-Sidhe have reached foreign lands, carrying out their task regardless, but
they are spread terribly thin.
Despite their savage and terrifying countenance the Adh-Sidhe have good hearts, with a deep and profound love and respect
for all things good and beautiful. Indeed, this only fuels their desire to destroy the cancer of injustice before it destroys even
more. 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 the
Gates 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 AdhSidhe 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 the
Resurgence, and in some cases, the Accordance War. As it stands, relations between the Adh-Sidhe and House Scathach are
strained, and the Adh-Sidhe refuse to join Scathach, or any other noble household. As a matter of calling, many Adh-Sidhe
would avoid swearing allegiance to a household, even if relations were good. They are fully aware that noble allegiance could
put 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 the
flaming red of burning embers. They resemble dark Sidhe, save for when they open their mouths revealing a mouthful of daggerlike teeth...
Clothing is of little concern for this kith and they favour tough, functional, clothing that enables them to blend in with normal
people. Jeans, sturdy boots, t-shirts and shirts, denim and leather are prefered. The pointless affections of 'youth culture' don't
sway them, and 'all black' wouldn't allow them to fit in. Likewise, trenchcoats are often impractical, and jewelry is a pointless
affection 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 are
usually mature beyond their years.
Wilder Adh-Sidhe are the scourge of bullies, becoming increasingly brutal in their punishment. Few remain in education for any

real period of time, usually being expelled for violent behaviour to other pupils (the bullies). Many take to the streets forming
militant 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 but
the signs that accompany age in an Adh-Sidhe are never 'kindly'. The wrinkles they gain are angular, shadowy and demonic, and
their 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 perform
is for basic survival only and they favour security and enforcement work, giving them an increased opportunity to target those in
need 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 (even
above 5), and 2 extra Bruised Health Levels. In addition they can double all their movement rates. A hoof attack in this form does
Str + 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 unremembered
lifetime (not uncommon among Changelings since the Shattering) is 9. This ability is an unconcious one and requires no
Glamour to activate. It operates every single time the Adh-Sidhe meets someone, even if they have met before, so even if they
don'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 a
result 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 commit
atrocious 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.

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 Courts
and Households.

The path of righteous vengeance is honourable but methinks they are too driven

AETHERIANS
By DeGorian Smith (daiodannen@hotmail.com) 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 call
them, 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 an
archaic/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

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.

ALVEN
By Jamie Fickes (jlf44783@marauder.millersv.edu)

Description
The Alven were born of the dreams of the vengeful faeries who lived under the ground. While the sluagh evolved into the skulker,
the Alven held onto the dreams of action and vengeance. The sluagh grew into the abbies and merchant houses while the Alven
remained in the faerie mounds crafting their magical blades and their beautiful armors.
They were blamed for poisoning the weak and evil, ruthlessly. They delighted in the darkness and punished the wicked with a
fervor and a nobility that the sluagh began to lose.
During the Shattering, the sidhe returned to Arcadia and the Alven retreated to the secret mounds where they crafted their
magicks. As the sidhe retreated, the Alven sought to follow them and stop them from abandoning the rest of the commoner
kithain. They saw the Sidhe retreat through their trods, and went to their mounds and forges to don their armor. It was then they
found that the sidhe had managed to seal them within their own homes. The sluagh could not break the seals but kept the
knowledge of these people in their lore, so if the seals were ever to break, they would help their brethren.
it was not until 1969 that the Alven awoke to find their mounds open again. They wandered outside to find a very different world.
Quickly they were found by their sluagh brethren and told to inhabit mortal bodies. The Alven, reluctant to rip the soul of a existing
mortal to replace with their own essence, all chose to inhabit the bodies of infants. They asked their brethren, the sluagh to again
keep their lore until they awoke as mortals to reclaim it.
The Alven began to chrysalise at the same time and began relearning the old ways. It came quickly to them, and they set out to
punish the wicked and practice their dark arts once again.
They are primarily Unseelie in court, but as a whole disdain ravaging, as they see it as a great weakness. They are known for
their beauty and their ferocity in battle. Their reemergence from their mounds is a close kept secret, as the sluagh hope to back
the Alven when they become strong enough to overtake the Sidhe rulers.
The Alven as a whole are unaware of a Shadow Court, as the Shadow Court is unaware of them at the present time. Should one
know of the other a great war might erupt between the two.

Affinity
Nature

Birthrights
Night's Blessing: Beautiful creatures of the night, while they are typically of European descent, in their fae seeming they are
dark as the night's sky. Some even have the flicks of stars upon their skin. They gain a dot of appearance even if it exceeds 5.
They may not botch Stealth or Etiquette rolls.

Night's Blade: The Alven were once a race of underdwellers, like the sluagh. They are warriors all. They may craft chimerical
blades or hand held weapons. They can't forge firearms, chimerical siege engines, animate chimera, or anything non-war
related. They must have access to chimerical metal for this to work. When crafting they make a Crafts+Greymare roll diff(8). The
number of successes equals the bonus melee levels gained when using the sword. In order to craft the actual sword, you must
have access to a chimerical forge and roll at least a 3 succ's on a Dexterity+Crafts roll diff (9).
They may create armor as well. Crafts+Dexterity will craft armor like the sidhe plate Diff (8).
The Alven Gain one die in their Dexterity pools permanently (in their fae meins).
.

Frailties
Night's Curse: Alven lose 2 die on all rolls while in the presence of bright light. During the day, fully covered and sun glasses
may reduce this to one die. A normally lit room is -1 die.
The Alven are not social creatures. Arrogance and condescension cling to them often. They are down one die in all social
interactions, even among their own kith.

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 content
with 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 cause
worth 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 we
once dwelt. They performed a great service to us. For that we owe them respect. If they would see the Dark again as we do, they
would 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 you
cause. I will bring to you the terror you bring to your victims. I will show you death

ANNIS
By Hastur7 (staffler@wycol.com)

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. Leaving
only 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 to
use the now common practice of living inside human bodies. They are becoming more common (unfortunately) although high
king 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, and
Unseelie Redcaps. They lure humans to their freeholds and devour them with little care. The few Seelie of the species live as
lone wolves, eating only wicked and banal humans and helping lost children find good homes and loving families. The
changelings 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 gray
hair. 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 leave
an 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 family
tempter, 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 majority of this kith. These Annis are usually very fat (from all the people they have eaten) and
cannot seduce mortals as they use to. This bothers them little, however, as they are now strong enough to hunt for their meals full
time. 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

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) they
must 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."

THE PEOPLE OF THE TREES (ARDECH)


By Mitch Kelly (mitch.kelly@tesco.net) (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. They
are an old Kith, mentioned by the Sidhe as one of the oldest, but others, especially the Sluagh, say that they were not originally
Kith at all, but something different. In essence, there are three separate stories of their origins. The first says that they were once
Dryads, who took on a more active role, and joined the Kith. Another says that they were at one time a group of Sidhe and Trolls
who 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 blood
was 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. The
Seelie usually try to persuade people not to harm the forests, but one warning is all they give. The Unseelie in general simply
terrorize 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 approach
than has been the case in the past. The Ardech are moving through the Kith, making alliances and serving others to build up a
stock 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 is
striking. 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 body
gains 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 generally
opinionated, willful and argumentative.
Grumps are passionate but deliberate; they are master planners, often deviously snaring others in their plots. The Seelie are
bad enough at this, but Unseelie Grumps are downright brutal in their dealings with others.

Lifestyles
People of the Trees are predominantly rural dwelling Kith, but some are now moving into the cities, attempting to protect the few
green 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 also
ignore 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 wood
completely. The difficulty rises by one if the wood is dead.

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 source
of 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 them
humbled.

"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 pity on them, for if you know what we know, you would
see 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 is
balance 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."

AUTUMN DWELLERS
By Fionacat (fionacat@furry46.freeserve.co.uk)

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 until
eventually 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. All
the 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 sadly
happens 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 a
riddle. 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 own
kind.

Appearance
Unlike many fae the Autumn Dwellers have a mainly unchanged fae mien. The most notable change in an Autumn Dweller is not
the 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 this
far, 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 by
now. 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 the
truth 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 three
times 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 the
storyteller 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 raise
these attributes to above 5.

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 we
can...."

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 be
done.

Sidhe: These ancient and banal fae are best avoided. They spend too much time with us already. They risk taking us with
them....

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?

BAGA-DJIMBIRI
By Daniel Mitchell (tempest@yoyo.cc.monash.edu.au) 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 with
the 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, they
were 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 they
could, 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 whole
Werewolf 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 and
hateful. 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 are
highly combative. If a Baga-Djimbiri ever lives long enough to reach Elder status, he or she is accorded much respect in the
tribe.

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 a
Song 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 Trait
maximum 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 have
an Intelligence over 2 and all tasks involving human-level thought processes are at +2 difficulty.

Opinions of the Other Kiths

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.

BAKHNA RAKHNA
By Colin Chapman (col.chapman@virgin.net)

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 moonlit
dances.
Living in magnificent subterranean dwellings, lavishly decorated with ornate furniture and dcor, they are tended by invisible
servitors, but are far from lazy. By far their largest communal freehold is 'The Open Heart', amounting to a small town in size, and
riddling Goree Island, south of the Cape Peninsula, with interconnecting tunnels and dwellings. Over time it has acquired a
haunting reputation among the local tribesfolk, who give the island a wide berth, but tell many tales of gracious spiritfolk who
aided those in need.
On the best of terms with the wandering Eshu, the Bakhna Rakhna always welcome their cousins with open arms, fine food and
a warm hearth, eager to hear tales of the wild and wondrous world into which they themselves rarely venture. For their part the
Eshu 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 subtle
means 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 truly
stunning to the vision of the fae. They lose several inches in height, their skin becomes pearlescent white, their eyes gain the
depth, 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 rainbowcoloured 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 children
anyone 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 freely
as 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 Eshu
and 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.

Affinity
Fae

Birthrights

Helpful Hands: When a Bakhna Rakhna undergoes their Chrysalis, they receive a chimerical servitor that appears as nothing
more 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 is
destroyed, the Bakhna Rakhna may recreate them by expending 1 permanent Glamour point. Needless to say, the Bakhna
Rakhna 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 the
helpful hands have learnt it) sign language. They float in the air where normal hands would appear, but are difficult to hit due to
their 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 not
exceed 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. Acting
contrary 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!"

BARBEGAZI
Description
Barbegazi are the gnomes of the Alpine mountians running from France to Switzerland. In past times, they lived in vast tunnelcomplexes deep within the snow-covered peaks, rarely interacting with man, or venturing lower than the tree-line. Happy with
their 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 are
opening 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 find
herself 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 is
profuse. Hair colour is the purest white, and their skin is pale. These kithain have eyes of the purest icy-blue, and the males grow
facial hair. All the head and facial hair of this kith seems to shimmer in the light, but closer inspection reveals tiny chimerical
icicles 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 have
eschewed 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 leaves
them) 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 to
trapped climbers, and this is actually true. They talk with the dog using cantrips, and lead them to the trapped climbers. Grumps
tend 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 join
mountain 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 movement
rate 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.

They can also use their feet as skis. They can ride down avalanches in complete safety for the cost of 1 Glamour point. Lower
the difficulty of any snow based activity by 2, and they can never botch such a roll.

Frailties
Burning Heat: Barbegazi are extremely susceptible to heat. In 'cool' climates they suffer a +1 diff. penalty on all actions. In
'temperate' climates the penalty is +2, and they suffer 1 Health level of damage a week. In 'warm' climates the penalty is +3, and
they suffer 1 Health level of damage per day. In 'hot' climates the penalty is +5, and they suffer 1 Health level of damage per hour.
Flame based attacks do an extra 2 dice of damage to them. Their failing health is noticeable by the 'thawing' of the chimerical
ice in their hair.

Quote
Race you to the bottom!

Outlook
Adh-Sidhe: Why do you hurt people?
Because sins must be punished. Don't worry, you are safe.
Bean-Sidhe: Cheer up, things can't be all that bad.
How little you know.
Boggan: Here, this herbal brew should make you feel better.
M-m-m-my t-t-thanks. (shiver)
Eshu: It's fantastic to see you here! Come on in! Haven't seen you for ages! You should visit more often.
It's nice to meet you again, for you've always been very welcoming. If only your mountain homeland was so hospitable.
Leprechaun: Nope, I really can't say I need snowshoes or boots.
Well feck off then!
Nockers: Wow! Can you really make me a chimerical quicksilver snowboard?!
(scoffs) Of course! But you'll have to arrange delivery or pickup. Damned if I'm going to your bloody home!
Pooka: Put on your furry seeming and we'll hit the slopes!
Last one out's a sloppy sidhe!
Redcaps: Of course my blood is red. Why do you ask?
Because I'm freezing, and you piss me off you little shit!
Satyr: Hey, you're as hairy as me!
Yeah, now come on over here and warm me up...
Sidhe: Sorry, but making a big roaring fire is out of the question.
What!?! You dare to ref..aitchoo!
Sluagh: Poor thing! You look like you haven't eaten in weeks. Here, have some grub.
Leave me alone you insufferable gnome.
Troll: You're so tall I bet you get snow on your head!
(deep chuckle) No my little friend, I don't.

BEAN-SIDHE (version 2)
By Colin Chapman (col.chapman@virgin.net)

Description

Description
In the mists of time, the Bean-Sidhe once stood; the greatest of Fae voices, enchanting with song of aching quality that none
could resist. These were the days before Courts, when Fae were equal, leading not by birth, but by quality. The Bean-Sidhe
were proud of their talent, in great demand by all kith for the emotion they carried, but the Bean-Sidhe grew arrogant. Swollen
with prode, they began to feel superior, engaging in petty tyrannies at first, charging for their talents, commanding others to obey
with the power of their voice. Thus began their fall...
The other kith noted the growing power and arrogance of the Bean-Sidhe and became disturbed. The dreams of the medieval
had not yet shaped their society; lordship and control such as the Bean-Sidhe were gathering were alien and immoral. The
situation grew worse by the year. The final day of reckoning came when the Bean-Sidhe matriarch ordered the death of 20 kith
for refusing to pander to her tastes. The rebellion was swift and harsh, the kith gathering the Bean-Sidhe in one mighty freehold.
There they stood accused of crimes against their cousins. The decision was final and damning:
'In your arrogance you have tried to take the life from us. In the names of all kithain we curse you, damn you to eternal woe! You
will no longer sing with power, and the life you saught to take will be forever beyond your view! Death you wished to give, now
death is all you will see!'
The curse has remained forever since.
Over time as the blood of the Irish has reached far off shores the Bean-Sidhe are with them. For many years they have assumed
the mantle of Harbingers of Death, Oathbinding themselves to Fae and mortals, hoping to use their curse for benefit, trying to
atone for the sins of the past.
Tortured by their curse and fall, these Kith are wretched indeed, and their howl can sometimes be heard over the moor and glen.

Appearance
The Bean-Sidhe are an unsettling sight, their long black hair hangs wild and tangled about their frame, drifting slightly in a
chimerical breeze. Eyes full of sorrow, blood red from weeping, look out from a face filled with woe. As has always been their
tradition, many wear clothing of dark grey, avoiding colour in their perpetual sadness save for one outer garment that is always
green. A final reminder of home.

Seemings
Childling Bean-Sidhe are shy and meek, often terrified by the decay they see around them. Quiet and withdrawn, eyes wide with
fear and uncertainty, they often weep for the evil they see. Sadly, they are usually friendless, shunned by other kith and mortal
children.
Wilder Bean-Sidhe are prone to angst and dark moods, wallowing in self-pity, and sometimes taking a perverse delight in their
tortured existence. Unsurprisingly they fall easily into gothic culture, but even goths shun these Fae finding them too disturbing.
Grump Bean-Sidhe acheive a measure of peace, slowly coming to accept their curse. They become the Harbingers of legend,
often Oathbinding themselves to a chosen family of individual, either mortal or fae. As a watch-guardian, the Bean-Sidhe will try
to use their curse for benefit, alerting friends, relatives and Oathbound should their ward be injured or endangered.

Lifestyles
Bean-Sidhe are withdrawn and reclusive at the best of times. Quiet, solitary oursuits such as poetry are their lifeblood, but on
very rare occassions a Bean-Sidhe will perform a song, swaying the audience to tears with a heart-rending ballad. Although still
gifted singers, the magic of their voice has gone, and singing is a painful reminder of how far they've fallen.

Affinity

Actor

Birthrights
Howl of Torment: The howl of the Bean-Sidhe is a wretched and terrible thing, blending the howl of a wolf, the cry of wild
geese, the groans of a woman in labour, and the screams of an abandoned child. No other sound can match the sorrow it bears,
striking the stoutest heart with depression and terror.
The Bean-Sidhe spends 1 Glamour point to howl. All who hear the howl must roll Willpower (diff. 9 for strangers and enemies,
diff. 6 for Oathbound and friends). Failure forces strangers and enemies to flee in terror for 1 turn for each success they failed by.
Friends and oathbound who fail merely suffer a -1 Impairment penalty as the sound chills their heart. Even if a stranger or enemy
passes the roll they suffer a -1 penalty for 1 turn. Friends and Oathbound who pass the roll suffer no ill effects. Anyone bound to
the Bean-Sidhe by any Oath can hear their howl at any distance and in any realm.

The Sands of Life: A double-edged sword for the Bean-Sidhe, their curse has some minor benefit. As they see the presence
of death and decay, they can recognise it's wax or wane, judging the health of any subject. They can tell exactly how many Health
Levels a mortal subject has (including Kithain) and what her Sta attribute is. This abilty doesn't require a roll or expenditure of
any kind.

Frailties
The Sands of Life: They see the shadow of death and decay as it approaches all living things. To the eyes of the Bean-Sidhe
Death has touched everything to some degree. All dreams are to perish and all truths to ultimately end. Not surprisingly the
Bean-Sidhe fall easy prey to the crushing heel of Banality with almost welcome relief. Much like the Sidhe, each point of Banality
they gain becomes two, and Banality affects them as if it were one point higher.

Touch of Decay: The touch of death can be felt by all on the souls of this kith. They are unsettling and chilling to others, an
unwanted reminder of unwelcome ends. They suffer a +3 difficulty penalty in any social situation.

Quote
'I will howl a dirge at your death my friend. It is all I have left to give.'

Outlook
Adh-Sidhe: our vengeful cousins understand death, but they also possess a life and vigour we cannot.
The punishment they suffer is harsh. Perhaps too harsh, but we must all pay the price for our sins.
Boggan: Small, kind folk. Full of life.
Well, I wouldn't go an' choose one for a nice conversation.
Eshu: They live a life of wonder.
They have seen much. From the look in their eyes I would say too much.
Nockers: Their creations outlive them. A long-standing monument and legacy.
They put me off me work!
Pooka: The tricksters are reckless and happy, living life to its full, blissfully unaware of mortality. I envy them.
They don't laugh, don't smile and are impossible to cheer up or prank. Scarey and boring.
Redcap: These vile fiends have no appreciation of life. They foolishly destroy it.
Do 'em a favour and out 'em out of their misery
Satyr: They live with gusto, often burning bright and burning out.
See them. Note them. Avoid them. They remind us of things best ignored.
Sidhe: They bind their flame in protocol, dimming its light.

We should all look to these Fae as a lesson in humility.


Sluagh: The dark crawlers should truly awaken to the light of life. Decay has touched them greatly.
It is truly uplifting to know there are those more accursed than we.
Trolls: Their hearts beat as steady and strong as a rock.
The fallen are to be pitied. Respect their solace and leave them alone.

BEAN-SIDHE (Ban-Shee) (version 1)


By "The Weaver" (weaver42@ix.netcom.com)

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, defending
against 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 and
Houses by the Sidhe to the mundane realm of Earth, where their recycled faerie blood respawned itself into forgotten
Changelings. It was a curse that they have to live with in all of their memories; a curse put upon them because they themselves
could 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 they
tried to keep out. They are often defensive and spiteful towards the mortal community. However, once they are part of an
Oathcircle, they are some of the most devoted to the cause of their Kith companions. Strong bonds can be formed with a Beansidhe, if enough determination and resilience is applied to the relationship. Once the seed is sewn, great benefits will be
reaped.
Another unfortunate factor the Bean-sidhe carry with them is, to some degree, a form of self-loathing. The ancient "failure" (from
a job given to them that they could never have expected to succeed) stays with them in their subconscious, guiding their lives
with 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 mythology
and 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, hairstyles, 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 a
t 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

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 one
Health 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 he
will 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 he
will soon die. Although it may seem immediately like a gift, it can end only in pain for the Bean-sidhe. She will believe that the
death is somehow, perhaps, her own fault, and it will push her into a period of darkened depression lasting several hours, in
which 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 Beansidhe, of course.

BEATIFIC
(bee-at-tiff-ic)
By Charles Phipps (tcp@zoomnet.net)

Nickname
Angels/Demons

Description
Long has humanity pined away at the Heavens and wondered what God's and Satan's servant's would appear as (or goddess's
or otherwise but more on that later). The Ancient Persian Zoroastrians imagined beings of unending beauty lead by Archangels
and horrid monsters. The Judaic traditions would add their own spin cataloging many and soon Christianity and Islam would add
their own. The dreams of religion having a powerful effect on the Dreaming.
Some claim this Kith is but an offshoot of the Sidhe, with many of the nobility hoping to "tap" the legends of their now
Christianized country by appearing as beings of God and Jesus rather than "devil folk." Other changeling scholars put them as
much older. Besides, not all this Kith are good; many enjoyed the legends of the demonic folk and found them attractive: the
"midnight visits" and corruption of the church occasionally being challenged by not necessarily evil kith and kinain who glady
called themselves "demons."
After the Shattering many Beatific did make the journey to Arcadia but a greater number were turned away as traitors and more
so felt obligated to their beleaguered church. So, many of this Kith took to the Changeling way. Of course the demons were not
allowed as rebels and even still they exist in far greater numbers than their counterparts in this world.

Appearance
The beatific are beautiful to say the least, appearing as perfectly formed humans (usually blonde) with an ethereal glow about
their features. Wings of glorious white feathers or bat wings are always present upon them, most often dictated by court. They
wear clothing usually of great glowing armor (a version of Sidhe plate), robes, togas, or vestments. The demons wearing wear
as little as possible and showing a definite preference for leather.

Lifestyle
The "angel" beatific believe it is their duty to aid mortals return to religion. Touched by an Angel isn't just a show to them; it's a
lifestyle. Others are less pleasant, with the Seelie "angels" viewing themselves as punishers and avengers of all blasphemers or
heathens. The "demons" make corruption a way of life but not necessarily true evil; freeing up an Autumn person to her baser
instincts is an act viewed by most as a good thing. Not the Seelie; alone among the Kiths is the war between them still going on.
Their enmity is great.

Seemings
Childlings: Angelic cherubs, they look after children, calm bullies, and shoot little bows and arrows to make grownups "right for
each other" fall in love. Unseelie can be as evil as Damien from the original Omen or just the children who point out the
hypocrites and liars among mortals and Kith. However, most childlings even among demons, begin as angels.

Wilders: Again Touched by an Angel is a merit with the angels first getting their taste of the real world and suffering. It is a rite
of passage with many falling to their "demon side" but others becoming much stronger and more faithful for the experience. The
demons put many satyrs to shame, fostering forbidden desires among the hopelessly suppressed.

Grumps: Clarence from It's a Wonderful Life, these work diligently to improve the lives of those and make a difference. Others
settle into freehold monasteries for quiet contemplation. Still in this Autumn world very few make it without falling to banality or
their demon sides (though even then they remain usually chaste and pious folk).
Demons become Al Pacino from the Devil's Advocate and later Damien's seeking massive amounts of power to affect the
world. These Kith become fabulously wealthy crime lords, masterminds, and "pact makers." The Shadow Court becomes a true
home for these folk as they have found dreamers among the worst of the worst.

Affinity
Actor

Birthrights
Flight: All of this Kith have the power of Flight and can soar into the sky with the greatest of ease with their wings. Banality has
far less effect upon these Kith with this power and they can usually rely on the mists to protect them.
Heavenly Charm: All Beatific get 2 extra dice to put in appearance or Charisma, even it raises them over Six. Demons, for
some reason, may add this to Manipulation as well.

Frailties
Faith: Faith has a powerful affect on them. Not only can they review and rapture from acts of it but it affects them in great ways.
First demons can be turned away by True Faith and true holy ground causes them pain (Willpower roll to enter it unless invited -just like a vampire). Angels have a similar frailty with the Wyrm and Devil's children.
Worse the disbelief of the modern world is anathma to the Beatific. An atheist Autumn causes twice as much banality to a
Beatific as a normal person would. The simple saying, I don't believe in God or Satan, itself if true gives a temporarily banality
point.

Opinions
Boggans
On them both: We were the first angels on this Earth and I don't rightly care for their masquerading as such. Still I like what
some of them do, but no one's going to tempt me in my house!

Angels: True friends among the world but often too clouded by their comfort to do real good.
Demons: The only Kith who exemplify banality; they need to seriously loosen up.
Eshu
On them both: Their tales of temptation, greed, love, and charity make grand stories. However, once in their presence get
ready for a sermon. The demons are fun though but dangerous....

Angels: Usually true-hearted but too fickle.


Demons: I can show them some things that they can talk about forever....
Nockers
On them both: They always are asking us to @^@*! fix their armor, swords, etc and worse ask us to mind our language. @^(^)
self-righteous @*!!^@. Demons always worse offer to help for a price. I know more about this than those @&@@!

Angels: Such vile dispositions.


Demons: I can fix their flaws.
Pooka
On them: The Angels are nice folk and I almost feel guilty stealing their sandals. The succubus-looker I mistook for a bat pooka
but she was nice....<devious grin>

Angels: I'm sure many tricks will await them in Hell. Where are my sandals?!
Demons: These guys don't know half the party but they at least are willing to learn.

Redcaps
On them: Flaming sword my ass. I'll pluck those damn feathers! Demons, wow they showed me a few things....<devious grin>
Angels: To Hell with you vermin! <rips out flaming sword>
Demons: Oooo let's do this instead.
Satyrs
On them: I'm wary of the succubi. They make worse our ways, but I cannot resist their charms -- damn my nature! The angels
though do not even recognize the purity of our ways.

Angels: Fornication is not the path to God.


Demons: They've been warned about us but a little low cut and it won't matter....
Sidhe
On them: They are traitors to our lineage, embracing human terms for us to survive the Shattering. Still, they are Sidhe and
should be treated as above the rabble.

Angels: Such arrogance -- theirs is a divine rulership and yet they recognize not its source!
Demons: Let's show the king and queen how they can truly avoid banality. I'm sure the courts have gotten a little...boring.
Sluagh
On them: I know their secrets and I tremble for them.
Angels: One cannot embrace the mysteries of death that the devil makes up and not be tainted.
Demons: Here's a story for you. I'll even introduce you to some of my...friends.
Trolls
On them: A warrior at your side in an Angel is a warrior you will never regret having. Pull the tongues out of their enemy's mouths
though.

Angels: Steadfast if occasionally a bit pagan, the noblest of Kith after us.
Demons: Blech.

Quotes
Angels: "I am the Sword of God, foul cretin! Sent to this earth to send you to Hell!"
Demons: "Care to make a deal?"

Suggested Legacies
Saint, Paladin, and Sage are especially appropriate for Seelie while Unseelie are Knave, Beast, Ringleader, and Riddler.

Suggested Merits and Flaws


Higher Purpose, Driving Goal, True Faith, Intolerance, Lifesaver, Softhearted, and Echoes are all appropriate for this kith.

BENDITH Y MAMAU
(Ben-dith uh Momay)
By Colin Chapman (col.chapman@virgin.net)
It's a Welsh kith!

Description
Fae of Carmarthenshire (Wales), the Bendith y Mamau are reviled in folklore. Possibly related to hobgoblins, they were
notorious child and baby snatchers, secreting them from their homes and taking them back to their freeholds. They would raise
the 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 had
reputations 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. The
Seelie 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 a
rare 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 extent
that 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 that
they can never reach Rapture, and perhaps this is the reason behind their envy of beauty, and their subsequent kidnapping
activities?

Appearance
The Bendith y Mamau are a stunted and ugly kith; short, with twisted limbs and greyish skin. Their eyes are puckered and
inscrutable and their noses large and bulbous. Their mouths are usually grim with their lower lip protruding over their upper, much
like the mouths gurners are so fond of pulling. Their hair is thick and wirey, usually ginger in colour, with the male grumps
invariably 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 children
and 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 beyond
their reach. They use their musical gifts to compensate for their homely mien, only meeting with very limited success. Thus, they
are often frustrated and angry, driving themselves harder into their music. Their tastes have become very eclectic in this modern
era, 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 is
the Grumps that are most likely to practice their ancient traditions of kidnap, as their envy and lust for beauty and Glamour gnaws
at 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 local
Welsh folk music. More recent years have seen an increasing number turning to comtemporary music, or giving a modern twist
to older elements.

Affinity

Actor

Birthrights
Voices of Angels, Music of Gods: They are, without doubt, the greatest musicians and singers of the Fae; their music
showing deeper, less frantic passion than that of the Satyrs. Lower the Difficulty of any Performance roll involving song or music
by 2, and they automatically start with 2 dots in Performance for free. They may never botch a Performance roll.

Frailties
A Bitter Seeming: Due to their withdrawn, bitter and jealous natures, and their tendency to still kidnap babies on occasion, the
Bendith suffer a +2 difficulty on any social rolls except Performance.

Glamour Beyond Reach: No matter how hard they try, the Bendith y Mamau have never been able to reach Rapture. A prime
cause of their bitterness.

Quote
All my talent is worthless if I cannot inspire myself!

Outlook
Adh-Sidhe: Um, I'm just looking after the child for a friend. Yes! That's it!
I know you're lying you fool!
Bean-Sidhe: It's really refreshing to find someone who suffers more than I do.
Stop gloating and leave me alone.
Boggans: Gossip, gossip, gossip...
At least we don't steal babies!' (indignation)
Eshu: Your tales can never match my music!
Perhaps, but your anger fails to cover the envy in your heart.
Leprechaun: Go drink yourself into a stupor you worthless sop.
Feck off ye' miserable, ugly, baby-thievin' leek-eater!!
Nockers: You call what you do 'creation'?!
You see this spanner?! CRACKK!!
Pooka: Leave me be!
Child-Stealer, Baby-Snatcher, better be good, or the Adh-Sidhe'll catch ya! (poem)
Recaps: Your reputation isn't exactly tarnish free either.
Who gives a fuck? Do I look like I care?
Satyrs: So? You can play. Am I supposed to be impressed?
You nasty, bitter piece of crap, you!
Sidhe: Just because you're attractive you think you can lord it over me!
Do I detect the hint of jealousy? I think I do...
Sluagh: I could never envy you. You're much uglier and misbegotten than I.
I care not, but you should be careful what you say...

Trolls: Stop watching me!


As soon as you have sworn the Oath I will cease watching you...less intently.

Changeling: Beyond Arcadia


By DeGorian Smith (daiodannen@hotmail.com)

History
"Earth is gone. It was destroyed during the last quarter of the 21st century."
-- The Mirrorball Man
Or so they thought. In reality Winter has come. The Mages were not the only ones to head for space on their own. The
changelings knew about the coming Winter. The royalty of the changelings did not want to be around when Winter came, and did
everything in their power to return to the Dreaming, to no avail.
Finally the sidhe asked the nockers for help. They wanted a spaceship to get off Earth. The nockers replied on the condition that
they could come with them. The sidhe lied and said yes. After the ship, The Golgafricham, was finished the sidhe with their
associates left Earth, leaving behind the nockers and the other commoners to face the Winter alone. The commoners and their
friends and families went into hiding, deep hiding. They went underground, into the layers of the sluagh. And thus the Winter
began. The year was 2190.
The remaining changelings decided to try to rebuild Earth, a difficult task with the geological-metaphysical changes. The folks
who remained on the surface had to fight the elements, the remaining humans, the Euthanatoi, and the Tempest itself. In the end
the changelings persevered.
The year is 2277. Spring has returned and the world is a whole different place.

Note: On Earth the changelings normally wander around in their mortal seemings. In space they forgo the mortal seemings for
their faerie miens.

Rules
Mage: The Void was used as a background for this. It would be a good resource for some settings in Changeling: Beyond
Arcadia. It is advisable to have the books for Changeling: The Dreaming, particularly Dreams and Nightmares. The books for
Mage: The Ascension will also be useful, particularly the Book of Worlds.

The Kithain
Boggans
The boggans are still around, and they're still homebodies. They were among of the few changelings that helped rebuild Earth.

Spaceships: When the boggans leave the Terran system, they would use one-man convertible ships called Omnibees. They
also use colossus wasps to fly to distant worlds.

Base of Operations: The boggans' base of operations is the planet Earth. They rarely leave the Solar Systems.
Clurichaun
These guys travel the universe for a good fight or the perfect drink. They also travel the universe in jest to the Celestial
Crusaders, who, some of them blame for the destruction of their homeland.

Spaceships: The clurichaun travel around in a ship patterned after a bird of prey.
Base of Operations: The clurichaun's base of operations has been and shall always be the Emerald Isle.
Eshu
The original space gypsies. When the mages left Earth, the eshu followed and have been traveling ever since.

Spaceships: They don't uses ships. They use carpets. They also bum rides or go star clad.
Base of Operations They have none.

Ghille Dhu
The ghille dhu are traditionally earthbound. Some have followed the Verbena to space.

Spaceships: The ghille dhu have smaller, more fanciful versions of the Verbena treeships.
Base of Operations The new rain forest of Earth.
Nockers
The nockers helped rebuild Earth and explored space all at the same time. The nockers already had advance scouting parties
into space centuries before Winter set in. They have the most accurate maps.

Spaceships: The nockers have many ships, too many for an accurate list. Their main ships are Inferno Freighters and
Aetherlight Patrollers.

Base of Operations: Mummer 2. A space station between the Earth and Moon.
Pooka
The clowns of the changeling society are still around and, somewhat like the eshu, they pop up in the strangest places.

Spaceships: Even the pooka spaceships look like animals, mostly cats.
Base of Operations Wherever they can cause the most trouble and have the most fun.
Redcaps
The redcaps are the terrors of space battles. They go through battles like they go through dinner, fast and messy.

Spaceships: Redcaps go around in swarms of dark ax-shaped fighters.


Base of Operations: The Red Planet, Mars
Satyrs
The universal partiers.

Spaceships: Luxury yachts and hotels.


Base of Operations: Anyplace a party is needed.
Selkies
They rarely leave the seas of Earth. When they do, they travel in . . . .

Spaceships: . . . Elegant aquatic creature-designed spaceships.


Base of Operations: The seas of Earth.
Sidhe
The sidhe fancy themselves as the undisputed masters of space.

Spaceships: The sidhe spaceships are different for each house but their standard ships are the Starcastles, Star Vipers and
Storms.

Base of Operations: Alpha Beta City on Earth's moon.


Sluagh
The underground and the dark places still ring of the sluagh's silence.

Spaceships: Dark shadowy ships that resemble spiders.


Base of Operations: The planet of eternal night, Pluto.

Trolls
The trolls are still the stout guardians they have always been.

Spaceships: Large and protecting the main ships of the Troll Defense Fleet are their Pinnacle Battlestars.
Base of Operations: Titan, biggest moon of the solar system.

The Thallain
"Where the kithain go the thallain shall follow."
-- Darksong Jester, Eshu scout

Beasties
The beasties are a band of marauders.

Spaceships: The beasties use modified Y-wings.


Base of Operations: A moon of Mars, Phobos.
Boggarts
A band of space business men somewhat similar to the Freetraders.

Spaceships: Spaceships called Marauders are what the boggart use.


Base of Operations: The moon of Jupiter called Io.
Bogies
Another dweller of the underground.

Spaceships: The bogies use ships they call Raiders.


Base of Operations: The moon of Pluto, Charon.
Goblins
The little chaos makers of the universe.

Spaceships: Special fighter they designed called Chaos Fighters.


Base of Operations: Solar Space Dock, in orbit of Earth.
Ogres
They are the thugs of outer space.

Spaceships: The ogres travel through space in big bulky ships.


Base of Operations They don't have one; they are too stupid.

The Nunnehi
The nunnehi typically do not leave Earth. The ones who rarely do are describe below.

May-may-gwya-shi
Earth fishers you have become space miners.

Spaceships: Asteroid mining ships.


Base of Operations: Earth and the asteroid Ceres.

Rock Giants
Warriors and brutes of space.

Spaceships Big battleships called Dreadnaughts, or small heavily armed freighters.


Base of Operations: Earth
Yunwi Tsundsi
Like the boggans, the yunwi tsundsi are workers in space.

Spaceships: They use Omnibees and space tugs.


Base of Operations: Earth
Canotili
The privateers of space.

Spaceships: Privateer rockets, Arrow fighters and space bows.


Base of Operations: Earth
Kachinas
The farmers of space.

Spaceships: Cloudship
Base of Operations: Earth, Venus and the Cloud Giants.
Waterbabies
The protector of any space orphan.

Spaceships: Similar to the selkie ships but filled with water.


Base of Operations: Earth
Numuzo'ho
Another group of space miners.

Spaceships: Asteroid mining ships.


Base of Operations: Earth and the asteroid Ceres.

The Gallain
The ships of the gallain depend on the location of the gallain.

South America
The boto don't normally leave Earth. When they do they travel in ship that put the selkie ships to shame.
The curupira use ships that are a combination of ghille dhu and canotili.

Europe
The fatae travel in the same luxury as the sidhe.
The pamarindo travel in luxury yachts.
The folletti travel in high speed fighters.

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 a
base 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.

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.

Base of Operations: Secret. So secret that even the greys won't speak about about it.
Juicers
Drug enhanced nockers.

Spaceships: As of now, Nocker-made ships.


Base of Operations: Earth
Kaemera
A strange race of shapeshifters made of energy.

Spaceships: Strange crystal organic technical ships.


Base of Operations: Right now in orbit of Earth and a base on the moon.
The Myriad
A race of spacefaring, psychic fae.

Spaceships: Their ships are called Colonyships. They are strange-looking flying saucers.
Base of Operations: Anywhere they're wanted or needed.
Neutrinos
A bunch of fun-loving telekinetic changelings.

Spaceships: Quick cruisers called Runners.


Base of Operations: A dimension they called X and the Planet Mercury.
New Atlanteans
An ancient race that has come out of hiding.

Spaceships: Aquatic-modular ships.


Base of Operations: Atlantis with an outpost on the moon
Psirens
Psychic changelings.

Spaceships: They either travel by astral projection or strange ancient ships.


Base of Operations: Earth
Robots
Nocker made robots.

Spaceships: As of now, Nocker-made ships.


Base of Operations: Earth

The New Houses of the New World


With new changelings and fae, comes new noble houses.

House Avalon
A house whose members are small in size but great in resolve.

Spaceships: Avalon ships are many and mighty.


Base of Operations: The mystic isle of Avalon
House Blackadder
A small house who reach space by sheer dumb luck....

Spaceships: House Blackadder has only one ship, the Inferno's Game.
Base of Operations: House Blackadder's base is the Inferno's Game.
The Borg
Members of House Dougal who have gone too far with their technological upgrades.

Spaceship: Their ships are monsters of order and terror.


Base of Operations: Somewhere in Deep Space, a place called the Hive.
Imperial House of Centauri
A house of taurs and their kin.

Spaceships: The Centaur use ships that make portals from one place to another.
Base of Operations: Alpha Centauri.
The Changelings In Black
The changeling branch of the Men In Black.

Spaceships: Patrol ships and Cruisers.


Base of Operation The Terran system.
House of Chronos (The Timelords)
A house of the changeling guardians of time, the Timelords.

Spaceships: Ships called TARDIS.


Base of Operations: A giant TARDIS called the Phoenix.
Darklords of the Sithe
A house of disillusioned Dougal sidhe.

Spaceships: Sithe spaceships are large, dark and threatening.


Base of Operations: A planet they call Exular.
House Dracos (The Draconian Empire)
A house allied with the ancient dragons.

Spaceships: They will either use dragons or spaceships that look like dragons.
Base of Operations: The infamous planet of Pern.
Elven Labor Force
The hardest working house in the system.

Spaceships: The ELF's ships are any that they have designed and sold.
Base of Operations: The North Pole of Planet Earth

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. They
are 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 had
changeling help to survive.

Brujah: Some survived because they where duped by the Eiluned, and subjugated.
Malkavian: They survived because some of them escaped to the Dreaming while others escaped to space in spaceships the
nockers had made. The Malkavians have been seen in orbit of Neptune in one of their two ships.

Nosferatu: Most survived because they went underground with the Sluagh.
Ventrue: Some of them were enslaved by the Eiluned.
Werewolves
Not many of the garou survived the Winter. The ones that survived are now rebuilding Earth with the nature loving changelings.
There are a few prominent garou tribes around.

Fianna: Some of the Fianna did not want their cubs to face the coming Winter and gave their cubs to House Fiona. Well, the
cubs have returned with some new fire in them.

Glass Walkers: They tried to follow the nockers into space and had to be rescue by the nockers. They now help with the
technical rebuilding of the Earth.

Nuwisha: The Nuwisha knew what was about to happen and tried to warn the others, but no one listened. Now the Nuwisha try
to teach the young ones not to fall into the same mistake.

Shadow Lords: The Shadow Lords were not going to go quietly into the night. They built themselves a bomb shelter to survive
the Winter. Only one half of them survived.

Wraiths
The wraiths don't get involved with the changelings save the sluagh, who they thank for the company during the Winter.

Mages
The mages consider themselves the rulers of space. They also think Earth has been destroyed. They don't really know that the
changelings have a fleet as powerful as theirs. Only a few mages have an inkling of the changelings potential.

Dreamspeakers: The only clue to the Dreamspeakers of the changelings might is the survival of the djidjigargaly, who come to
them with insight and leave with mystery.

Euthanatos: Upon returning to Earth, they were attacked by a nocker patrol. The sluagh have made a treaty with them. The
other changelings don't trust them.

Hollow Ones: The Hollow Ones went underground with the sluagh.
Jedi Knights: A new class of mages who chase after the The Darklords of the Sithe.
Marauders: The growing numbers of changelings in their space does not faze them at all.
Sons of Ether: The Sons of Ether owe their escape from Earth to the nocker Aethernauts. Now the Sons of Ether and the
Aethernauts travel space together.

Timelords: The timelords know about the changelings but are not getting involved.
Verbena: Their only sign of the Return of Spring when a small forest on their colony of Spring disappeared.
Wu Lung: They have an alliance with the Draconian Empire, well their Celestial Dragons do anyway.
Immortals The immortals do not leave Earth. Only one has. The rest wholeheartedly do not leave Earth. The only reason is
unknown. The sluagh found out that it has something to do with something called "Zeist". What "Zeist" is, the sluagh don't say.

Psychics: They knew about the coming Winter and were prepared. They knew about the returning Spring and were prepared.
They are welcomed around changelings but watched.

Homeworlds
"There's no place like home."
-- Dorothy, The Wizard of Oz
The Terran System

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 the
Kachinas 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 the
Sons 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 the
planets 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 and
repair 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 and
House 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

Range: Long
Usage: Travel and Defense
Description: A smaller more personal type of treeship.
Inferno Freighter
Users: Nockers
Range: Long
Usage: Transport, Attack and Defense
Description: One of the workhorses of the Nocker fleet.
Space Cat
Users: Pooka
Range: Long
Usage: Exploration
Description: A comical looking ship.
Dark Axe Fighter
Users: Redcaps
Range: Medium to Long
Usage: Assault
Description: Dark, heavy armored and armed fighter.
Luxury Yacht
Users: Satyrs, Pamarindo
Range: Medium to Long
Usage: Travel
Description: A space yacht.
Callifrey Cruiser
Users: Selkies
Range: Short to Long
Usage: Travel
Description: An aquatic piece of art in space.
Sidhe Star Castle
Users: Sidhe, Fatae
Range: Long
Usage: Base of Operations
Description: Beautiful floating technical wonders.
Spidercruiser

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.

Asteroid Miner
Users: May-may-gwya-shi, Numuzo'ho
Range: Medium
Usage: Asteroid mining
Description: Powerhouse of the small Nunnehi mining company.
Rock Giant Freighter
Users: Rock Giants
Range: Medium to Long
Usage: Transport and Battle
Description: Heavy stock freighter.
Arrow Fighter
Users: Canotili
Range: Medium
Usage: Defense
Description: A canotili standard patrol fighter.
Kachina Cloudship
Users: Kachina
Range: Medium
Usage: Ecological replenishment
Description: A beautiful ship used for planetary ecological replenishment.
Manta
Users: Waterbabies
Range: Short
Usage: Joyrides
Description: A water filled ship.
Boto Hitchhiker
Users: Boto
Range: Long
Usage: Escape
Description: A beautiful aquatic organic ship.
Canopy Treeship
Users: Curupira
Range: Short
Usage: Transport
Description: Similar to the Treant Treeships.

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

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

Usage: Travel
Description: The ever-changing rarely seen ships of House Liam.
Scathach Starship
Users: House Scathach
Range: Medium to Long
Usage: Transport and Defense
Description: The Scathach alien-looking ship.
Clone Fighter
Users: Androids, Robots
Range: Long
Usage: Transport, Defense and Attack.
Description: A stripped down modified version of the Pirate Y-wing.
Giga Fighter
Users: Anamori
Range: Long
Usage: Patrol
Description: Main vehicles use in the Anamori Earth Defense Core.
CHiMeRa Omniform
Users: CHiMeRa
Range: Long
Usage: Travel and Defense
Description: Alien ship made by an alien phyla.
Star League Cruiser
Users: Dopplegangers, Star League
Range: Long
Usage: Defense
Description: A ship similar to the Liam Omni Cruiser, but more seen.
Skiff
Users: The Grey
Range: Long
Usage: Travel
Description: A ship seen in the past by unsuspected humans.
Jumpship
Users: Juicers, Imperial House of Centauri

Range: Long
Usage: Transport
Description: An experimental ship which uses Wayfare in its design.
Crystalis Shuttle
Users: The Kaemera
Range: Long
Usage: Transport
Description: A crystal-organic shuttlecraft.
Conclave Colonyship
Users: The Myriad
Range: Long
Usage: Transport, Base of Operations
Description: The colonization ships of the myriad.
Neutrino Runner
Users: Neutrinos
Range: Long
Usage: Joy riding
Description: Strange little quick ship.
Attilan Spaceship
Users: New Atlanteans
Range: Medium
Usage: Transport
Description: Transport of the New Atlanteans.
Dreamer Starship
Users: Psirens
Range: Long
Usage: Transport
Description: A ship powered by thought.
Molecular Fighter
Users: House Avalon
Range: Medium to Long
Usage: Defense
Description: A multi-vector attack fighter.
Inferno's Game

Users: House Blackadder


Range: Long
Usage: Base of Operations
Description: The "flagship" of House Blackadder.
Borg Starship
Users: The Borg
Range: Long
Usage: Assimilation
Description: A strange technical juggernaut.
CIB Patrolship
Users: CIB
Range: Medium
Usage: Patrol and Retrieval
Description: The Changelings in Black space age LTD.
TARDIS
Users: Timelords
Range: Infinite
Usage: Time Travel
Description: Time And Relative Dimensions In Space.
Star Destroyer
Users: The Sithe
Range: Long
Usage: Terror Tactics
Description: Large and foreboding.
Draconis Spelljammer
Users: House Dracos
Range: Long
Usage: Transport and Defense
Description: A large starship big enough to hold one full grown dragon.
ELF Shuttle
Users: Elven Labor Force
Range: Long
Usage: Escape
Description: Runabout for the Elven Labor Force.

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.

BOOGEYMEN
By Jaa7526395@aol.com (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 live
with 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, they
fear 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 kept
everyone 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 and
pointed and their eyes are green.

Seemings
Childlings spend their time delighting in scaring others, especially children. The Boogey Childlings are much like Pookas; they're
highly 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 eating
old 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 be
graveyard 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 the
person wakes up screaming and doesn't remember why. To get this effect the Boogeyman must make a
manipulation+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

like vampires -- only the damage is soakable and is nonaggravated.

BOTO
(BOH-toh)
By Jose Alexandre Nalon (nalon@brnet.com.br) and Colin Chapman (col.chapman@virgin.net)

Description
The time of the village festival is fast approaching, and the static of wild excitement colours the humid air. People from
neighbouring villages arrive for the celebration, eager with anticipation. But there's also the excitement of mystery, for it's these
vast festivals that the creature finds irresistible, and the villagers can hardly contain their desire to discover who among them is a
Boto. Extremely rare, the Boto are unusual kithain, spending most of their time in the form of pink dolphins, lazily swimming in the
great rivers, under the great bows of hanging trees. Elusive and shy, few people will ever be honoured enough to see the Boto
for what they truly are.
Despite this elusive nature, they are as gregarious and friendly as any dolphin, living a life full of fun and frolic. Friendly people
will find that Boto are kind-hearted, relishing the very fact that they are alive, the taste of Glamour of sheer existence. Boto live a
largely solitary existence, and despite the fact that they greatly enjoy good company, they spend almost all of their lives alone.
Sometimes, however, the lure of fun and good companionship proves too much to resist, and the Boto will join a crowd of
people, just to enjoy being with them. Because of their good humour and lightness of heart, they actively seek those people who
are enjoying themselves, and thus they are most likely to be found at small village festivals. Any Boto at such a party will almost
certainly attract a great deal of attention, for they are both attractive and charismatic. Of course, much of the attention is from
members of the opposite sex. A passionate kith, they are extremely fond of love, both physical and spiritual, but sadly it rarely
lasts for more the one night. But, that night of passion is splendid in its intensity, with the Boto leaving behind a contented or
broken heart come the following morning . . .

Appearance
Seductive and handsome in their human form, the Boto are an attractive kith, but their beauty is not the unearthly beauty of the
Sidhe, but is instead a beauty that is much more natural and easily felt by mere mortals. Their natural dolphin form is that of the
bizarre pink dolphin of South American rivers (especially the Amazon), but their most unusual trait is their blowhole, which is
present even in their human form. In their fae seemings their skin is smooth, with a pink tinge, and their eyes are large, deep and
fluid, sparkling with merriment.

Seemings
Childling Boto have vanished in recent years, gradually disappearing from view. The reasons for this aren't fully known, but sadly,
this kith is dying out. (Note: actual pink dolphins are under threat of extinction).
Wilder Boto are exceedingly rare, though they are among the most attractive people in the world, combining the freshness of
youth with the glamour of their souls.
Grump Boto are the most numerous of this kith but their numbers are still pitifully low. The total world population of Boto (mainly
in the Amazon basin) does not exceed 100. These Grumps age gracefully, with the full beauty that age can bring, perhaps tinged
with a little sorrow and regret at the future they face.

Lifestyles
Boto are, unusually, not humans with Fae souls, but dolphins with Fae souls. They spend most of their time in their natural
habitat, living life as a dolphin, and only leave this form if they have a strong desire for companionship, or if they need their
human form to avoid attacks, or travel where there is no waterway.

Affinity
Actor

Birthrights

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 that
they 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 it
can make an Intelligence + Mythlore roll (Difficulty 6). If successful, the person understands the true nature of the Boto, and the
Boto 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 a
circumstances. 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."

BRAG
By Eric Burns (eburns41@PORTLAND.CAPS.MAINE.EDU) (10 September 1995)

Description
Hated and feared because of their shapeshifting abilities, these kithain are perhaps the most distrusted in fae society. Able to
duplicate the forms of other kithain and mortals, Brags are quite often used as spies by more powerful beings, fae and
otherwise.
Mortal legends also speak of the Brags. Tales of cruel, shapeshifting beings, including dark tales of "otherselves": the Fetch and
the Dopplegangers, all refer to these beings. The Brags' dark reputation has been earned, however, at least in part. Unseelie
Brag have been known to replace mortals, tying up the originals, or killing them, just to get a taste of mortal society first hand.
Brags are also known for their cruel tricks. Many Brags have taken pleasure in driving people to insanity or methodically ruinning
their lives.
And if that weren't enough, there is a highly suspect tradition in Brag society known as "Turnabout." Brags delight in making
things, in at least one respect, the opposite as they once were. Sometimes a situation may become reversed: a rich slumlord
may lose all his wealth to a poor tenant that he has exploited. Other times, actual people will be "reversed": a drug addicted
hedonist might become a a devoted man of the cloth, or vice versa. The latter is considered the greatest of victories. Seelie
Brags often use Turnabout to give people their just desserts, or to accomplish the greatest good. Unseelie usually use Turnabout
for the greatest amount of humor or to exact revenge.
As Turnabout shows, Brags crave change more than anything. Brags refer to mortals as "statics," and seek to inspire change in
mortal (and fae) society as much as possible. Brags also seek change within themselves as well. Most Brags bounce rapidly
between the two fae courts, Seelie one week, Unseelie the next. Political and philosophical opinions change as rapidly, as do
tastes in music, clothing, and food. Brags often travel a great deal, becoming bored easily. The only constant with Brags is their
inconsistency.

Appearance
In their natural (and rarely taken) form, Brags are tall, willowy, and featureless. A Brag's skin is pale and colorless. Brags have
empty slabs for faces, a slit for a mouth and lack even eyes. Brags have difficulty talking in their natural forms and tend to
mumble. While in their natural forms, Brags' seemings can only be described as amazingly nondescript. They appear as
"normal" as one can resonably appear without drawing suspicion.

Seemings
Childlings mind their manners and do as they're told...while adults are around. When alone with other children, they are capable
of any number of things. When the other children tell the adults about the childling's behavior though, they are instantly
disbelieved. ("Why are you trying to get Johnny in trouble, Billy? Look, he's crying. Now apologize and play nice. I'll be back in a
few minutes.")
Wilders are megalomaniacs, one and all. The see humanity as one great collection of toys to play with. Even the more wellbehaved wilders tend to leave a trail of ruined lives.
Grumps are very rare. As easily jaded as Brags are, very few fight off banality into their old age. Typically, a Brag will "replace"
someone for some entertainment, and then forget that he really isn't that person. The few self-aware grumps that do survive
generally play such bizarre and complex games that they are best avoided.

Lifestyles
Brag lifestyles vary by the week, day, or sometimes the hour. Brags will generally try anything for a little entertainment.

Affinity
Actor

Birthrights

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 and
weaknesses (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 duplicate
a non-fae supernatural (like garou and magi), a chimera, or an animal. A Brag may not take the form of an Autumn Person, or a
mortal "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 roll
empathy + manipulation against a difficulty of 8 (or 6 if the Brag has either fetched the target's form before, or has somehow
gained glamour from the target before). A net success of 1 or more means that the Brag successfully takes her target's form. A
normal failure means that the Brag keeps her old form (but still loses a point of Glamour), and the Brag may not attempt to take
that 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 a
difficulty of 8 to avoid gaining a temporary point of banality. A Brag who falls out of the dreaming this way will think she is who
she 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 Brag
may have a willpower higher than 5. In addition, the difficulty for all rolls made to resist any sort of mind control (including anything
from vampiric presence and domination to normal post-hypnotic suggestion and brainwashing) are increased by 2. It is because
of 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 fey
community. Many kithain of any kith would kill a Brag to avoid future trouble, and few would mind.

Quote
"Turnabout's fair play, eh?"

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 pleasure
in cleaning someone elses. Brownies are small furry humanoids that are known to do favors for others even when they aren't
even 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 great
Faerie 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 the
fact that a Brownie cares more about others than it does itself. A Brownie cannot accept any gift other than a dairy product for a
meal. Any Brownie who does accept more finds itself being torn apart from its Faerie nature. Payment of money is a mortal
tradition 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 Unseelie
Brownie 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 many
of 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 it
deals with the region that the Brownies ancestors once inhabited. Nevertheless they are always coverd with short brown fur, and
have giant round eyes.
In more recent times the younger Brownies have tried to rebel against their past with little effect. Instead of worrying about others
needs they wish to concern themselves with their own needs. Many of these Brownies have become Boggarts, much to the
dismay of many Grumps. These Brownies have become saddened by the fact that their habits may not be of choice but some
natural 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. All
Brownies have some trait that their past has given them. Some have tails with a small tuft of long fur at the end. Others have
large noses attached to their face and no mouths (These Brownies have been known as Killimoulis in Kithain society). A vast
majority of Brownies have no noses, and instead of fingers or toes they have stubs. Brownies often wear dark clothes that reveal
various parts of their body.

Seemings
Childlings: Childing Brownies are not as concerned with helping others as much as Wilders or Grumps. They do help on
occasion, but they enjoy playing pranks and jabbering almost non stop. They enjoy nursery rhymes and will often recite 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 find
enjoyment 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 task
is 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 often
enjoy their presence.

Affinity

Prop

Birthrights
Family Heirloom: Brownies all have some special gift that they have been granted that is in conjunction with their
appearance. Every Brownie has one of the following traits. Brownies can only have one of these traits.
Prehensile Tail: This tail is long (about body length) and can act as a third apendage. Brownies with this trait gain
one extra action with no penalties. This ability also works in combat situations. This tail also allows them to hang
from rafters and other such structures at ease. The tail can support twice the Brownie's body weight.
Large Nose: Brownies with this ability have a large nose that covers their entire faces with the exception of their
eyes. In order to eat, food is stuffed up the nostrils because they have no mouths. Kithain with this trait gain an extra
point in Perception, even if it raises this trait above five. This is because they have a keen sense of smell. Brownies
with this trait are known as Killimoulis.
No Toes, Fingers, Or Nose: These are the classic Brownies of the Scottish Highlands, Lowlands, and Midlands.
Their ability is that of agility. For an unknown reason these Brownies are exceedingly fast and thus gain an extra
point in Dexterity, even if it raises the trait above five. Faerie historians believe that this ability is gained from their
original homeland of Scotland.

The Graveyard Shift


Brownies have an amazing stamina and are almost always tireless. Brownies only need five minutes of sleep a week, and
only if they have not slept do they ever suffer the effects of lethargy. For this reason Brownies can experience the thrill of
work for days straight.

Frailties
Minimum Wage: Any Brownie who accepts any sort of payment, with the exception of a dairy product, gain one point of
permanent banality. They can only digest milks, cheeses, and creams. Brownies who do accept any other payment are
frowned apon by other Brownies for going against their heritage.

Quote
Why worry about my problems when I can worry about yours.

Outlook
Boggans: Our crafty cousins work hard but for the wrong goal. We still like their company though.
Eshu: How do you hide an Eshu's paycheck?...Put it in his work shoes. Ha Ha Ha!
Nockers: Good at what they do. If they were not around there would be no brooms.
Pookas: Friendly folk. A little goofy, but friendly nonetheless.
Redcaps: Can we ignore them?
Satyrs: "Whistle while you work". They whistle while we work.
Sidhe: Nice large houses to clean and live in.
Sluagh : Filthy buggers.
Trolls: Gentle but large. I mean huge. No I mean Gigantic!!!

CENTAUR
By Colin Chapman (col.chapman@virgin.net)

Description
Born from dreams of passion and lust in the decadent days of Ancient Greece, Centaurs are a wild kith; lascivious barbarians of
Thessaly. Cousins of the Satyrs, they have much in common with their goat-legged relatives, with unfettered libidos, viewing
kithain, mortal, and horse alike as fair game for their lusts.
Physical and active, they possess great stamina and a weakness for alcohol, a trait that exasperates their already low selfcontrol. Disdaining the cities of Man, they are dedicated to living in a more natural environment such as wilderness freeholds,
and unsurprisingly, they make excellent outdoorsmen.
Living in troops they can be uncontrollable and rapacious, often mingling with Satyr Tragos (and vice versa). Such parties are
the wildest you can ever encounter as many unwary kithain have found out. It should come as no surprise to learn that most hail
from the Unseelie Court, calling themselves 'Ixions' after the progenitor of their lust. These Centaurs are barbaric, thinking little of
forcing their attentions on weaker individuals.
Sadly, the Seelie Centaurs are in the minority, but are regarded with great admiration and respect. Calling themselves Chronus
after their mythological father, the great Chiron was a member of this group. Many follow his example, holding their beastial
natures in check through force of will and decicating themselves to higher ideals, and the pursuit of art, crafts, and herbalism.
Indeed, all Centaurs have a great aptitude for such pursuits, but only the Chronus really take advantage of this birthright.
Rarely evincing any concern for the titles or trappings of nobility, they have nonetheless earned themselves a reputation as the
best cavalry in the service of both Courts. In their duties as cavalry they act as hit-and-run archers, scouts, and skirmishers, or
the rare knight; fully caparisoned, armed and armoured, with torso plate, barding and shield, often wielding a lance. These rare
knights are usually the Chronus, the Ixions lacking the civility and control for such a position.

Appearance
Centaurs are a rugged kith, combining the torso, head and arms of a muscular man with the body of a poweful horse. Typically
hirsute, they wear their manes of hair long and wild, and rarely shave. Despite (or perhaps because of) this they possess a feral
appeal that many other kithain (especially Satyrs) find irresistable. Their ears are pointed and their hair is typically dark due to
their Greek heritage. They disdain clothing, finding it uncomfortable and impractical for their equine bodies. Like Satyrs they are
shamelessly forward and sexual beings.

Seemings
Childling Centaurs are wild and playful, running and singing with gusto. They often enjoy giving their childling friends rides.
Wilder Centaurs are carefree, sexually active and athletic. Only those of the Chronus are temepered enough to enjoy other
pursuits, but even they are prey to the occassional indulgance.
Grump Centaurs reach the epitome of their aspect as either lustful, wild kith, prone to vice and lacking in control, or gracious,
intelligent and wise. Many Chronus see it as their life-task to pass their knowledge on to those worthy and willing to learn.

Lifestyles
Given their physical restrictions and wild nature, Centaurs favour an outdoor lifestyle, living in isolated communities, living off the
land or perhaps becoming rangers, ranchers or park wardens. Chronus often become wise hermits, sought by other kithain for
their wisdom and tutelage.

Affinity
Nature

Birthrights

Stature of Equs: With the body of a muscular horse, Centaurs are strong, swift and hardy. They gain +2 dots of Strength (even
above 5), +2 dots of Stamina (even above 5), and can move at double their normal rate. In addition, they gain one extra Bruised
Health Level at Childling seeming, and a further extra Bruised Level upon reaching Wilder seeming. They can attack with their
hooves (Str + 1 damage) and can never botch an athletics roll.

Wild Wisdom: Despite their savage appetite, Centaurs have an innate aptitude for arts, crafts, and natural medicine. They gain
one extra experience point per session that may only be spent on learning an art, craft or herbalism. they don't mystically acquire
this knowledge. They must still seek it.

Frailties
Curse of Dionysus: Prone to lusts and wild passions, Centaurs find it difficult to override their beastial natures. The difficulty of
all Willpower rolls to resist temptation or maintain self-control are increased by +2 (or even more if the Centaur is intoxicated). It
points to the sheer determination and strength of will of the Chronus that they rarely succumb to their base urges.

Stature of Equs: Their greatest strength is also their greatest problem. Any activity that is beyond the abilities of a horses body
is effectively impossible for them. They can obviously use tools, weapons etc. because they have human torsos, arms and
hands, but they obviously couldn't drive a car, climb a ladder etc. If the Storyteller is feeling generous, he may allow the Centaur
to 'drop' her Fae seeming for a scene, thereby becoming a normal human, but doing so automatically inflicts 1 point of
temporary Banality.

Quote
"Ride the wild ways of life!"

Outlook
Adh-Sidhe: Dull and dark, their 'NightMare' form a mockery of a real horse.
Weak-willed and sinful. We would have destroyed them long ago if not for the Chronus.
Bean-Sidhe: Constantly moaning. I'll give them something that will really make them 'moan'.
Brutes.
Bendith y Mamau: Hideous and irritating. Leave them with their petty music.
No appreciation for the finer things.
Boggans: Homely and homey, sedate and boring.
Arrogant gatecrashers!
Eshu: Now they understand the thrill of freedom!
Wild, free spirits but never offer them a drink...
Fatae: Fatae look real fragile but...
Coarse, selfish beasts.
Goblins: Foul-featured. I go limp just looking at one.
For all their bravado, they're easy to prank.
Leprechauns: Drink! Drink! Drink!
Woah! Feck off me drink ye ass!
Nockers: Sinewy and unappealing, but they have made some unusual sex-toys...
Philistines!
Pooka: Mmmm...cute and furry...
Christ! Would ya look at the size of that!
Pixies: Mmmm... I'll make their noses curl...

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.

CHAMPIRE
By Magnus Edlund (magnus.edlund@mailbox.swipnet.se) (1 December 1995)

Nicknames
Nerds (by others), Dark Knights (by themselves)

Description
The Champire is the king of the night. He is the ruler of humanity and one of the four horsemen of the Apocalyse. According
himself, anyway. In reality he is a pathetic creature with few friends and many enemies.
The Champire often lives alone, and doesn't like to meet other of his kind (he likes to think of himself as one of kind). When
meetings between Champires occur, they challenge each other in a fist-fight (this is the only thing a Champire does without any
drama). The looser must obey the winner for (of some reason) 5 days and 12 hours.
The Champires are mysterious creatures who seek out dramatical situations so that they may have oppertunity to show off their
powers and flourish their black and red cloaks. On some occasions, a Champire may follow his prey for many days just so that
he can attack her in the most dramatic way possible. What Champires like the most is to impress his fellow beings.
Champires always sleeps in coffins, which they store in some spooky house. A Champire would do anythin to be able to live in a
real castle. They are always trying to be as vampire-like as possible, and strive to do things as a real (Hollywood) vampire
would.
When it comes to blood Champires don't realy need it to survive, but if they want to keep their vampire-powers they must drink it.
Very few Champires know this -- they are all convinced that they must have blood to survive. Champires are very careful whose
blood they drink. The most common Champire-victim is a beatiful woman between 15 and 25 years old. If possible the
Champire will attack her in a circus or theater or some other dramatic place.
Kindred and Champires are not the best of friends. Very few Kindred know about the Champires, but those who do attack on
sight. The main reason for doing this is because the Campires don't obey the Traditions (especially the Masquerade). The
Campires don't know what the Masquerade is, and even if they did they would never obey it -- it isn't dramatic to hide your nature
and not be able to use your powers freely.
It is important to note that Champires do age, and that they cannot create new Champires.

Appearance
Champires are pale and thin changelings with black hair. They are often tall, and move very fast. They have two fangs which they
cannot hide completely even with their mouths closed.

Seemings
Childling: Childlings looks like beautiful children with curly hair and cute smiles They have very small fangs. Childlings like to
make their victims take them home before they drink their blood.

Wilder: A handsome young man/woman who is very active and energetic. They like to stalk their victims and give them a few
hints that they are being followed so that they will becom frightened. If the victim starts running, the Champire will be very happy.

Grump: Grumps are ugly Nosferatu-like creatures who are tired of their unlives. They don't go out hunting any more -- they let
their victims come to them. The Grump spends a large amount of time worrying about vampire hunters.

Lifestyles
They have dedicated their lives to be like "real" vampires. This should explain their lifestyles.

Affinity

Actor

Birthrights
The Many Forms: A Campire has the ability to change his form. He is able to change into 2 of the forms listed below (From
Clanbook: Gangrel). He must spend 1 Blood and 1 Glamour to change.
Bat
Wolf
Cat
Crow
Black dog
Toad
Green fog

Blood Pool: Champires have a Blood Pool (max 10) The Champire can use the Blood to change form, and to increase his
Physical Attributes (but when it is dramatic and vampire-ish).

Frailties
Hollywoodish: The Champire have all the classical disadvantages of vampires from films and books:
No reflection
May not enter a house uninvited.
Cannot stand the smell of garlic.
May not cross running water.
Repelled by crosses.
The Champire may ignore one of these quirks by spending 1 Willpower per turn.

The Sun and the Stake: The Champire are affected by the sun in the same way as Kindred are, and sunlight has the same
effect as cold iron.. A stake through the heart will kill the Champire, not paralyse it.

Quote
Blood...is...life.

Outlooks
Boggans: Made me a good cloak once.
Eshu: Watch them and learn.
Nookers: So dull.
Pooka: Lying bastards.
Redcaps: Hmmm...maybe I should dye my cloak in blood...
Satyrs: They are as erotic and sexy as we are.
Sidhe: To sink my fangs into one of those...
Sluagh: Our brothers of the night.

CLURICAUNE
By Melody Gulick

Introduction
Cluricaunes, also known as Leprechauns, are the most solitary of all the Kith. At night they roam the streets of cities near the
sites where clubs and bars are located. During the days they sleep until the late afternoon. It is not uncommon to find the local
Cluricaune passed out in the alleys after a long night of drinking. When drunk their disposition changes from quiet and reclusive
to loudly straight forward and over-confident. During this time the Cluricaune usually prefers to be alone, but almost always
attracts attention. They are known to have loose tempers and will often go into violent fits of rage.
Although Cluricaunes are not poor they are extremely thrifty. They will wear their clothes for weeks at a time. Their attire is made
up of dark olive greens, crimson reds, and blacks. They have a fondness for silver shiney buckles which they wear throughout
their entire wardrobe, and always on their shoes. The shoes are often covered with numerouse buckles or one single buckle
resting in the center. The shoes are their most intricate piece of clothing. This is believed to be a habit left over from their
ancestor's past of great shoemaking. Their second fancy is collecting numerouse elaborate pipes that they are almost always
smoking. On occasion they will wear red stocking caps, or three cornered hats, that give them a look as if they had just stepped
out of the past.
Cluricaunes are very materialistic and obsessed with their possessions. If one is lost or stolen they cannot rest until it is found.
They are wealthy but do not use the money for themselves or anyone else. Their homes are cluttered with collectibles and
extravagant items of value. They are tricky and conniving and are very secretive of were they live.
There are no females in Cluricaune society, only males. Because of this the Cluricaune population is very small. Some
Leprachauns are from Faerie parents who abandoned them because of a physical or mental flaw. Another way that they have
been known to reproduce is by mating with a mortal female. In their seemings they are not as hideous and are unnaturally
attractive to human females. Some believe that this may be the reason for their violent tempers.

Appearance
Cluricaunes tend to be shorter than the average mortal man. They have fiery red hair that is usually grown long. The older ones
useually grow beards. They have long fingers with long nails and pointed ears. They are known for their black eyes that seem to
show no reflection. Distinct wrinkles between and at the corners of their eyes from many moments of anger are apparent.

Seemings
Childling: At this period they show their greedy nature by stealing toys from other children. Childings Cluricaunes however never
play with their toys. Instead they hide them and take great care of them.

Wilder: Wilder Cluricaunes begin their smoking habits at an early age and begin to drink and cause a lot of trouble because
their extreme mood changes.

Grumps Older Leprechauns usually have their beards by this point. The begin to realize their greed and begin to teach others of
their greediness through the use of pranks.

Lifestyles
Cluricaunes can be found wherever treasures and music are located. They run collectable stores, work in banks, clubs or radio
stations.

Affinity
Actor

Birthrights
The Monkeys Paw: The Cluricaune has the ability to give people what they want. This comes in the form of a material object.
This object teaches the person a lesson of some sort. A gift of money can end up being the loss of close friends or a robbery. A

desire for another will show confinement with the wrong person. The good aspects of the gift last for a very short period of time.
The three wishes in folktales could have been a misconception of this power.

Luck Of The Irish: Cluricaunes are supernaturally lucky. Once per story they can ignore a situation and act as if it never
happened. Perhaps the Leprachaun just didn't drink the poisoned whiskey or maybe he didn't walk down the wrong alley late at
night. Whatever the situation their luck is always with them. They also get an additional point in stamina for the purposes of
alcohol tolerance, even if it raises this trait above five.

Frailties
Needle In A Haystack: Whenever an object of the leprechaun's is lost or stolen he must search until he finds it. Until he finds it
he cannot think of anything else except this object. The effects can only be ignored with the expenditure of one permanent
willpower point.

Quote
Give me another swig.

Outlooks
Boggans: God, they're kind of stupid looking.
Eshu: They look wise but they need new shoes.
Nockers: Straightforward rude crude bastards... I like 'em!
Pooka : Gotta like 'em....They're Irish.
Redcap: And they say we're repulsive?
Satyr: I could drink one of these goat guys under the table any day.
Sidhe: They don't bother me and I don't bother them.
Sluagh: They're like cockroaches....Turn the lights on and they run.
Trolls: So these three Satyrs are crossing over a bridge...

CURUPIRA
(Coo-roo-PEEH-rah)
By Jose Alexandre Nalon (nalon@brnet.com.br) and Colin Chapman (942777u@merkland.rgu.ac.uk)

Description
Nature's warders, the Curupira live amidst the wilds, attuned to the beasts and flora of the forests, always ready to react to
anything that might threaten their beloved home. With a deep and abiding love of nature and its needs, the Curupira have taken
upon themselves the thankless and monumental task of protecting it. Selflessly guarding their habitat, they are ever alert for
transgressors in their realms. They remain unseen until they can properly ascertain the stranger's intentions. To discern the
nature of a newcomer, the Curupira will follow them around, paying meticulous attention to their actions. Few of them will reveal
themselves, relying instead on the cooperation of their forest brothers, the animals, to test the visitor. These tests usually take the
form of simple tasks: a small animal in distress, or the beginnings of a small fire. The most audacious however, will probably
question the stranger directly, disappearing when they are satisfied all is right and good.
Woe unto those people who prove disrespectful of their surroundings, or worse, prove to have foul intentions, for they will incur
the Curupira's wrath, and the Curupira stop at nothing to repay an injustice. Using their superior wilderness lore and birthrights,
they will create false tracks and baffling cantrips, misleading the individual into dangerous situations, or letting them wander, lost
and alone until starvation or repentance. In the worst cases, such as the creation of a forest fire, the fiend will be utterly destroyed
by the Curupira and his animal brethren. Living among the native tribes of the South American wilds, the Curupira are almost
universally of Childling or Grump seemings. Upon Wilderhood they undergo a rite of passage, sent to live in isolation, deep
within the heart of the wilderness. There they must rely on their own abilities to survive, barred from returning for one year under
oath. Those that return are greeted with great celebration, for the Wilder has left their transition, embracing the maturity and
adulthood of Grumpdom.

Appearance
Curupira are wild and bestial in mien, with pointed ears, crimson eyes, and a thick downy pelt of fur covering their bodies entirely
(usually a dull, neutral colour, allowing for better camouflage). They have no use for clothing, although a few wear one of two
ancient trinkets, showing strong South American influence. Their mortal seemings resemble dirty and dishevelled native
tribesfolk, with a touch of the feral in their eyes.

Seemings
Childling Curupira, also called Curumin, spend most of their time playing in and around the village, dancing, and playing chase
and hide n' seek with the local animals.
Wilder Curupira undergo their year-long rite of passage, and are the most eager and energetic to prove themselves.
Grump Curupira often seem like Wilders, and indeed, by the standards of most fae many of them are, having spent but a year as
'Wilders'. However, for all their apparent youth, their hearts are filled with wisdom, and a deep respect for life.

Lifestyle
Living among the native tribes, the Curupira continue a life little changed for many years. Irrespective of their nature, however,
nothing is more important to them than their self-appointed tasks, not even their lives.

Affinity
Nature

Birthrights
Communion with Nature: Curupira can communicate with plants and animals without the use of cantrips, although the
complexity and information gleaned largely depends on the creature in question. Plants tend to be slow and obscure, defining
through sensations of touch, while animals can find it difficult to define more than the most basic of concepts and emotions. In

addition, no wild animal will willingly attack a Curupira, and will aid them to the best of their abilities. Curupira never botch Animal
Ken, Survival or Stealth (Forest) rolls.

Twisted Tracks: With the expenditure of one Glamour, a Curupira can turn their feet backwards, walking and creating a set of
tracks that people feel compelled to follow. Avoiding this compulsion requires a Willpower roll (diff. 8).

Frailties
Suspicious Heart: Curupira are intensely wary of strangers, until they can be sure that the individual poses no threat. Until then,
the Curupira suffer a +2 diff. penalty on all her social rolls with that individual.

Binding Oath: As soon as they can talk, all Curupira are Oathbound to protect the land. Failure to do so can be disastrous,
causing them to lose 2 permanent Willpower and gain a permanent point of Banality. They will be shunned and ostracised by
their kin, and only the greatest of quests will redeem them.

Quote
"Nature surrounds us. It is the air we breathe, the heart pounding in our chests. Any harm done to it is harm done to us all."

Outlook
Isolated as they are, the Curupira have little contact with many kithain, save for the kiths who also live in South America.

Boto: The Boto are fine companions, but they are painfully ignorant of their impending doom. If only they would heed our words,
and fight for their lives, we might be able to save them.

"Their task is honourable, but ultimately futile. I'd rather spend my final days with joy and laughter."
Saci: The tricksters are hard to understand, but always play the role of the clown.
"Hey, fur-face! Lighten up! (blows a raspberry and hops off laughing)."

DAEMON
(Daimon)
By Dagon (15 September 1995)
Allegiance: Nearly always unseelie nobility
Story: Daemons are not truly infernal. They fall fully under the Laws and logic of faerie and are generally powerful of faerie kin. They
are also called Djinn. Daemons only externally imitate, to some extent, the infernal reaches, -- they consider real devils, demons, not to
mention malfeans the epitome of distasteful vulgarity. Daemons nearly always have class and their evil is more a prop than a
metaphysical trait. Some can (by accident) show mercy, but are quick to hide it behind honor.

Appearance: Daemons are nearly always beautiful horned humanoids. Most would pass for athletic, beautiful humans, though most
are horned and have abnormal skincolor. The odd daemon has reptilian scales, hooves, leathery wings, though few are outright ugly.
Daemons are the sum of Unseelie evil: chivalric, cold and treacherous, but are nearly always charming in a grizzly manner. Nobody
knows what to expect of Daemons, and in insecurity lies fear.

Seemings
Childlings: Childling daemons generally look impish. Most Seelie daemons are still childlings, but the Unseelie ones are filled with
vicious pranks. Their horns are still undeveloped and some may pass for satyrs.

Wilder: Wilder daemons definitely look diabolical, and most have several devilish features. They are often quite dramatical and heroic
in their roles.

Grumps: Grumps look positively devilish. If they are ugly their are truly hideous, and if their are beautiful, they would bring tears to the
eyes of a Setite.

Lifestyles: Daemons live as recluses. They are active with intrigue, plots, arcane mysteries, adventures and darker, more
unspeakable things. It is possible Daemons are nothing but actors, playing a dark and omnious role all their lives. Hence their abodes
are befitting for the regional lord of Darkness. Most grumps retire in castles.

Affinity: Scene
Birthrights: Daemons are highly resistant to fire and cold. They soak double damage from any of these sources and this damage is
never aggravated damage. Daemons have very advanced physical profiles, potentially quite high
physical and mental attributes. Strength, Stamina, Appearance and Charisma have a maximum of 6, either generated in the beginning
or developed in time.

Frailties: Daemons are nearly always evil in a theatrical manner. They will wear black armor, vicious weapons, theatrical props of
wickedness, vileness and will prefer to speak in droning shakespearean dialogue. Rarely, if ever will they resort to gentle (apparent)
passions of mirth -- not unless there is treachery, lust or some hidden, base wickedness involved. This might be due to an inner,
hidden evil in their hearts, or because of love for their unseelie nature. Daemons generally remain Unseelie for most of their lives and
would never, ever settle for being commoners. If daemons fall to Bedlam, they are unmistakable for real devils and become really
vicious.

Quote: "..My fair lady, lest my heart shatter into a million crystals of pure anguish, grant me a final smile, before I draw by blade and
bloody it on the vermin that (etcetera).."

DAITYA
By Colin Chapman (col.chapman@virgin.net) for the Pari.

Description
Leaders among the Asura (anti-gods) the Daitya are powerful in mind, body and Maya. In the Times of Legend they led a
constant war with the Indian deities, fighting to usurp control for themselves, and shape the world into a nightmare more to their
liking.
They lost...
The great battle over the Sea of Milk saw the Asura all but utterly defeated, stripped of much of their power and cast to the Earth.
Broken and weak, only the seed of hatred and bitterness was to fuel their continuing existence. Their divinity torn from them they
wagged a half-hearted war on the Naga, but neither side made any great gain.
Slowly Banality began to creep into India, poisoning the land as the conquering forces of colonialism transformed the landscape.
While the change was slow, never truly reaching many of the isolated arts of India, and comparatively mild, it presented enough
of a threat for the petty conflict to be all but forgotten. The Naga withdrew, seeking refuge, but the Daitya would not do this.
Ravana, their greatest leader, refused to stoop to such 'cowardice' and under his powerful presence the Asura faced the
encroaching tide of Banality and survived.
The canny Daitya have been quick to adapt to the growth of western influence, slowly integrating themselves into the power
structure, gaining influence and with it the ability to torment more more than they ever could before. Served by the Rakshasa,
they are a terrible influence, but they have solidified their foothold and little could be done to face them anymore. Certainly the
Naga have not the numbers or power, nor can they easily resist the Banality that festers in the major cities, the thrones of power
of the Daitya and their servants.

Appearance
Daitya are fearsome to behold, often powerful and muscular in build, standing around 8' tall in their Avatar Seemings. Their hair
is invariably glossy and black, their eyes are slightly upturned, their ears pointed (and often large). Many have horns (typically
small and ineffective as weapons) but nearly all have oversized outward-curving fangs protruding from their upper jaw. The
males grow moustaches (and often beards) as a sign of their manhood and virility, and the male Bara often have potbellies
(making them look slightly comical, which unfortunately they are anything but). Very few are attractive (most having an
Appearance of 1).
They are found of rich, ornate jewellery, and the most traditional among them walk around bare-chest. Those who have been
strongly influenced by the modern world often wear suits, although even the have a penchant for traditional jewelry.

Seemings
Bochcha Daitya are the leaders of street gangs. Powerful bullies they are also cunning and intelligent, playing deadly tricks and
punishments on those that get in their way or otherwise offend them.
Jangali Daitya start to organise their power and influence, gathering impressionable followers (especially the Rakshasa) to build
their future goals. They are little distinguished from the Bara, save that they are often less subtle, and their power isn't as great.
Bara Daitya are the true rulers of the Asura (including the younger Daityas). Powerful, cunning and utterly ruthless, many lead
criminal organisations, and have a hand in nearly everything that occurs around them.

Lifestyles
Daitya have become true dictators, and set themselves up to influence and rule whatever area they desire. Infighting can
become vicious and deadly, for they will let nothing and no-one stand in their way. Some have established small rural armies,
terrorising the local villages. Others have become criminal masterminds, ruling urban areas with gangs and rackets. Yet others
have become gang-leaders or important business heads. Whatever role they fall into you can be assured that they will
consolidate it with utter ruthlessness.

Affinity

Fae

Birthrights
Mayarati's Blessing: The Daitya have long held reputations as powerful sorcerers, especially in the arts of illusion and
deception. Lower the difficulty of all Maya by 1 and all Chicanery Maya by 2.

Blood of Ravana: The Daitya are strong, intelligent and coldly manipulative. Add 1 dot to each of Str, Int and Man, but not
above 5.

Frailties
Ravana's Folly: For all their greatness the Daitya are riddled with insanity. They must chose 5 points worth of flaws from the
following list, which they receive no Freebie Points for: Addiction (1-3), Compulsion (1), Intolerance (1), Overconfidence (1),
Phobia, Mild (1), Obsession (2), Sadism/Masochism (2), Wyld Mind (2), Hatred (3), Phobia, Severe (3 The Storyteller has final
say on whether to allow certain choices, and should take care that a player doesn't try and fiddle the system to reduce the
negative impact on his character.

Sting of Defeat: After their defeat by the gods over the Sea of Milk, the Daitya have come to fear the retribution of Buddha,
Brahma and other benevolent Indian deities. Some still pay homage to the 'evil' deities though (such as Kali). They are intensely
uncomfortable in the presence of associated holy symbols and trappings (suffering a blanket -1 penalty on all actions).
Unfortunately such symbols are still extremely common nearly everywhere in India.

Quote
While we can no longer achieve the divine rulership that was ours by right, we can achieve rulership over weak fools like you!

Outlook
The Daitya have had more contact with foreign kithain than any other Pari. This has unfortunately coloured foreign opinions
about the Pari in a very negative aspect.

Foreign Kithain: They came to our land with the growth of colonial conquest, and some still remain. The Sidhe are surprisingly
powerful, and not to be underestimated, while the Eshu have always wandered through our lands. Be wary of them all, and
ruthless when necessary. If those of the Shadow seek your aid, bargain with great cunning.

Naga: The Serpents of Light are weak and ineffectual. They have lost their fangs and pose little problem.
Rakshasa: The imps are foolish, and easily impressed. They are ideal henchmen providing you keep them occupied with tasks
that allow them to torment others.

DARK ELVES
By Nuada Silver-Arm (lrobinstch@qnet.com)

Description
There are creatures that live in our dreams, beings that guide our unconscious minds to their desire. While we sleep do things
hover over us? Do they guide our dreams to their pleasure? Nightmares, erotic dreams, prophetic dreams: all these can be
guided. All these are the realm of a forgotten kith.
Once the fae did not inspire the waking fantasies of mortals. In a time long forgotten the connection between humans and the fae
was the dreams that came while mortals slept. It was these early, unformed, unrecalled dreams that gave the fae their form. In
these dreams the fae used to ride, but over the ages they grew away from this. The waking, formed and believed fantasies of
humans became more important to them. But one group remained true to gaining glamour from the sleeping minds of man.
These strange beings are now known only as Dark Elves.
Dark Elves appear to be kith much like a combination between the Sidhe and the Sluagh. In fact they are often mistaken for
members of one kith or the other (though it would be strange if one individual could be taken for both types). They are well
formed, often tall and very attractive both in face and from. Also there is a dignity about their carriage that seems to imply they
are noble. However, they are silent -- much as the Sluagh, rarely speaking. (However they are not bound to whisper as the
Sluagh are). This strange combination of features seems to indicate that this race shares a common ancestor with both Sidhe
and Sluagh -- but this remains a guess only.
Members of this race often hide among kith, acting as either Sidhe or Sluagh as their natures dictates. Most of them are never
discovered, as they take human bodies as changelings do, they have forms and thoughts and a nature much as the changelings
do. In fact they are much like all other kith except that they gain glamour from a different source.
Dark Elves have returned to the ancient practice of Dream Riding. They gain glamour by entering and manipulating the dreams
of mortals. In order to do this they must have some level of familiarity with their hosts, usually about the same level as another kith
trying to gain an epiphany from a mortal. The Dark Elf must then wait for their hosts to fall asleep -- and it must be a deep sleep
in which dreams occur naturally; the darklings can only manipulate dreams, not create them. When this state has been reached
Dark Elves must make physical contact with their hosts. Those who use this technique to ravage often transform themselves into
mundane objects such as feathers or pillows, so that if their hosts awaken, or if they are intruded upon, they will not be
discovered. Once contact has been achieved Dark Elves enter the dream of their hosts and can began to manipulate them.
They can either make the dreams pleasant, giving joy or insight or confidence, or they can make them into a night terror that
saps the strength and will of their victims. In either case the process usually takes all of a night, as the dream riding must have
some time to take effect. However, there is one massive advantage to gaining glamour this way -- the host of a Dark Elf needs
not be a dreamer. Any human who is not an autumn person, any person who has some bit of humanity in her soul can be used
for glamour from dream riding. Of course dreamers, with their deeper connection to the dreaming produce more glamour more
consistently -- but they are not necessary to the process.
Currently there is no policy towards the Dark Elves, as very few know of their existence. Those who do know of them find them to
be confusing. Other than their method of glamour gathering they seem much like the kith. They even often live among the kith,
sometimes not even knowing how different they are. Many of them use their dream riding to ravage mortal minds, but not all.
Until more is known about these beings nothing definite can be said.
One of the reasons for this is the Dark Elves' view of the world. To the Dark Elves our waking world seems shallow and without
much meaning. You have not lived, they will tell you, until you have ridden in the unbounded world that hides behind human eyes.
There in that world your power is all; you can make anything happen. Mortals can be inspired, can be terrified even unto death.
That world is more real, more vibrant than this shallow earth. Perhaps the Dreaming that has been lost could equal this vista -but most among the Dark Elves doubt it. To ride free while the Dreaming of the other fae rots and the World becomes bound
down -- such is the glory of the Dark Elves. It is no wonder that they consider the affairs of humans and kith alike as shallow and
trifling.

Appearance
There are two different types of Dark Elves. One type is fair to look upon, upright and beautiful. They walk with nobility and
confidence and are very, very attractive. They are often confused with Sidhe, or occasionally Eshu. They tend to dress as nobility
in order to continue the mispreception.
The other type of Dark Elf is much like a Sluagh in appearance. They are not so thin or snakelike as the underfolk, but they have
the same pallid skin and haunting eyes. Thin, white, and almost skeletal this type of dark elf often dresses in black and loiters
softly in shadows.

Seemings

As a Sluagh or Sidhe of the same seeming.

Lifestyles
Dark Elves have no known culture of their own. Many live among the fae, hiding their natures as best they can. Many wander,
playing at being knight errant or exiled Sluagh. These often move into an area and invade the dreams of as many as they can. At
the first sight of notice from the kith of the area they move on. No one knows if they avoid revealing themselves from fear of
persecution, or for some more insidious reason.

Affinity
Actor

Birthrights
Dream Riding: Dark Elves have the ability to dream ride. Rather than inspiring or ravaging they actually enter the sleeping
dreams of humans and manipulate them. During this time the human is unable to wake without getting two successes on a
willpower test with a target number o 9. There are two different forms of this. The first is Morpheus' Blessing -- to do this the Dark
Elf must make contact with a dreaming human. She then enters the dream and manipulates it in ways that give the human joy,
peace, and/or understanding. She uses Empathy + Charisma, with a target number equal to 10 - the number of hours spent
riding the dream. The number of successes is the amount of glamour gained. However, any non-dreamer can only have this
used on him once. Dreamers can be blessed as many times as the Dark Elf wishes. The second type is known as Night's
Terror. Once again the Dark Elf makes contact with the dream of the mortal and rides it, but this time into nightmares, fear, and
unconfidence. There are two different systems that can be used for this. The first is the same as ravaging -- the Dark Elf rolls her
banality with a difficulty of 10 - the number of hours spent riding. The number of successes is the amount of glamour gained.
However, as with ravaging, a botch indicates that you gain a permanent point of banality. The other method removes the danger
of banality, the Dark Elf rolls her Empathy + Manipulation with a target of 10 - the number of hours spent riding the dream.
However, this method exhausts the victim so badly that he can not be used again until a day has passed for each success
gained. If the Dark Elf ever gets 10 successes (or more) the poor victim dies of fright.
Exactly what happens while the Dark Elves are Dream Riding is up to the ST. It is possible that they enter the dreamrealms of
the sandmen. It is also possible that they don't, but instead have a direct link into human minds and dreams. Truth or Beauty:
This birthright depends on which type of Dark Elf the character is. One that seems to be a Sidhe gains 1 point of Appearance
and will never botch an etiquette roll. One that seems to be a Sluagh gains the Sharpened senses of a Sluagh and will not botch
alertness rolls.

Shape of the Mundane: All Dark Elves have the ability to transform their bodies into 1 ordinary seeming object. To do this they
must be unobserved and spend a point of glamour (much like a Pooka), changing back is automatic, but still must be
unobserved. This shape is often used to keep from being observed while Dream Riding. Common examples are feathers,
pillows, sheets, or anything else that might logically be in contact with a sleeping person.

Frailties
Shape's Weakness: When in their mundane shape Dark Elves are very vulnerable. They are bound by the physical limitations
of their new form. They cannot move or exert themselves in any manner that a common pillow, feather, sheet, ect., could not, nor
can they speak -- although they can still use arts. Also they have the health levels of the object they have become and suffer
damage as it does. So a Dark Elf in the form of a small feather could easily be ripped in half and killed.

Cut from the Dream: Because of the connection between a Dark Elf and the sleeping dreams of humans this race is cut off
from the Dreaming much as the nunehi are. They cannot gain glamour from Reverie, Ravaging, or Rapture. Also sleeping in a
freehold gives them no glamour. Finally they can never learn the dream-craft art or operate trods (although they can walk them if
another opens them).

Runaway: For some unknown reason the Dark Elves fear being discovered. Whenever another, be they mortal or fae, finds out
what the Dark Elf is, or discovers them dream riding an uncontrollable fear overcomes them. Whenever a Dark Elf is discovered
for what he is he must make a willpower test with a target number of 8 and at least three successes to avoid fleeing.

DJANGWULL
By Daniel Mitchell (tempest@yoyo.cc.monash.edu.au) for Dreamsingers

Description
The Djangwull, or Daughters of the Morning Star, are very charismatic and outgoing fae. In the Dreamtime, it was said that the
Djangwull were born from the songs of the Aboriginals as they migrated to Australia. As a result, the Djangwull became
exemplary performers, often standing out in corrborees and other performance endeavours. Over time, the Djangwull also learnt
about the finer points of seduction and socializing. The average Djangwull could definitely give an Eshu or a Satyr a run for their
money in terms of performance!
The War of Tears threw the Djangwull into disarray. On one hand, here were these strange people from a distant land with all
sorts of new tricks and performance styles for them to learn. However, these were also the same people bringing death, pain
and Silence into their world. Eventually, they decided to embrace the new world, while maintaining the connections of the old.
More than ever, these fae are responsible for teaching the Europeans about the ways of their people, while learning the ways of
the strangers at the same time without incurring Silence. This is a difficult balancing act, but it is one that the Djangwull have
perfected over time. Their performance and social skills are beyond compare.

Appearance
The Djangwull are very attractive, almost haunting fae, leaning toward revealing, colourful clothing. Their voices are highly
pleasing to hear.

Lifestyle
The Djangwull naturally gravitate toward performance-based occupations, where their true penchant will show. They also enjoy
socialization a great deal.

Affinity
Fae

Special Art
Dreamsong

Birthrights
Performing Grace: The Djangwull are graceful, smooth performers. Any cantrip designed to hinder their performing skills
automatically fails. They cannot botch Performance rolls.

Sociability: Djangwull are renowned social creatures, which some say is related to their voice. Any skill which involves the use
of their voice is at -2 difficulty.

Frailties
Secrets: Djangwull are notoriously bad at keeping secrets. If one is told to a Djangwull, the Djangwull must roll Willpower (7) to
avoid blurting out the secret to people.

Opinions of the Other Kiths


Baga-Djimbiri: Such uncultured heathens. Why do they insist on destroying this great new culture when they could learn so much

from them?

Kunapipi: These are wise and gentle fae. All should respect their ways.
Wandjina: Such strange people. I guess it will be difficult for anyone to learn about them.
European Kiths: Such interesting people. We still have much to share with these people.

DJIDJIGARGALY
By Colin Chapman (col.chapman@virgin.net). See also the Mimi kith.

Introduction
Djidjigargaly is the blanket term for fae in the Aboriginal tongue of Australia.

Origins
Back when the world was young, even before the Real People, the Aborigines inhabited the land. All the spirits of all things
roamed freely, including the Djidjigargaly who even then roamed as a unified tribe.
The greatest spirits, the creators, led by Mawu, forged the real world out of song and dance. The great Djidjigargaly hunter
Mirragan formed the caves and waterholes by driving his spear through the rock in pursuit of the great fish Gurrangatch. Emu
and Brolga quarrelled, the enraged Brolga throwing Emu's egg into the firmament where it broke, the yolk catching fire and
forming the sun. Wulungu the great Rainbow Serpent dug out the rivers and waterways. All spirits had their part to play in
creation until the land was finished and teemed with life.
This was Achera, the Dreamtime, and all things were intertwined. Only the coming of the poisoned men from far off lands
shattered the paradise with Banality.

Today
As the Real People were driven inland to the desolate outback, away from the lush and bountiful coast, many of the Djidjigargaly
died, unable to adapt or face the Banality of the invaders.
The poisons of the invaders, as well as the temptations of civilisation and the bloody massacres of the past have afflicted the
Real People and reduced their numbers greatly, drying up much of the pure Achera essence the Djidjigargaly needed to survive
in the mortal realm.
Today the Djidjigargaly are pitifully few, only attached to the minority of untainted tribes who still wander the outback. The majority
now spend much of their time in Achera (the Dreamtime) wandering the Dreaming realm, and these have a powerful connection
to the Dreaming that few kithain could ever conceive of.
The most plentiful fae in Australia today are the kiths of the West, and they are almost unaware of the great dreamscape
surrounding them.

Djidjigargaly Character Creation


Court
The Djidjigargaly hold no concepts of Courts or other such artificial divisions.

Seemings
They do not refer to their mortal and supernatural Seemings as separate concepts. Both are intertwined in a single form and are
as much a part of each other.
Both childlings and wilders alike are referred to as Youngulmanda ('those who dwell in the cave') for all are considered young
until they reach Moyenda (grumpdom) and therefore haven't emerged into the full light of wisdom.

Tempers
Achera Willpower Banality
Youngulmanda (child)
7
1
0
Youngulmanda (adolescent) 6
2
1
Moyenda (grump)
5
5
3

Legacies
All Djidjigargaly possess 2 Legacies, corresponding as usual to Seelie and Unseelie. However, naming these legacies as
positive or negative in any way is abhorrent to them, for they see the part that all personalities have to play, and switch freely
between them. A Djidjigargaly experiencing discomfort or a negative feeling or situation switches to their 'negative' Legacy,
while one who is happy, relaxed or in a good situation or feeling switches to their 'positive' Legacy.
Positive Legacies include Bara (Wise One), Bunyil (Chief), Mabarn (Spiritguide), Mangowa (Hunter), Minawara (Maker), Tulu
(Warrior)
Negative Legacies include Adno-artina (Forked-Tongue), Arunkulta (Witch), Bamapana (Troublemaker), Mopaditi (Outcast),
Najara (Fool).
All these Legacies are Nunnehi ones (see CtD Players Guide pgs 113-115).

Arts of the Mabarn


The Djidjigargaly practice the Arts of Primal, Soothsay, Spiritlink and Wayfare almost to the complete exclusion of all others.

Achera
Achera is the Dreamtime (the Australian realm of the Dreaming), the Dreaming itself, and Dream Essence in the lexicon of the
Djidjigargaly.

Backgrounds
"Born empty handed,
Die empty handed."
They have access to Chimera, Family (their equivalent of the Nunnehi Household), Mentor, Companion, Spirit Companion,
Totem and Treasures.
They may not purchase any other Backgrounds when generated. No Djidjigargaly owns Resources (everything belongs to
everyone) and all their Bululkiya (Freeholds) are open to all. The bounty is to be shared.

Abilities
'Modern' Abilities (such as Drive, Computer etc.) are unavailable to Djidjigargaly during character generation. Only skills
appropriate to the wandering tribal life in the Outback are available.

DJINN
By Benjamin Goldstein (bag4j@darwin.clas.virginia.edu) (27 October 1995)
Djinn are a kith which tend to congregate around the Middle east. They are all very interested in knowledge, religion and poetry. Many
of them are almost desperate to live with other kith, and will even live with redcaps or pooka (unseelie) if they need to. Their
desperation comes from the fact that (according to legend) they were cursed to be intangible to the "real world." Myths and legends,
both Djinni in origin and mortal in origin tend to indicate that they were not always intangible.
Most of these Kith are Muslim, but some are Zoroastrian, Christian, and Jewish. To these Kith, faith is an art form. Art is problematic,
except for art which can be memorized. Religious poetry seems to be a favorite among these kith. Whole Djinn cities are made
chimerically in the desert. These cities always contain mosques (cities may be an exaggeration depending on the number of Djinn in
the world, towns or villages may be more accurate.). Djinn have just come to The United States (though some have been affiliated with
House Liam for centuries) to purge it of its disregard of religion.
History: the Djinn have lost most of their history due to the fact that they were once regular fae without the incorporeal aspect. They
suppose that about 300-400 C.E. (A.D.) they became cursed and they think that they were the inspiration for Mohammed's
revelations. They have only recently gotten any reliable information of the Sidhe. Due to the lack of information the Djinn have called
their "Unseelie," a rare group, Shaitans (Satans) These Shaitans are not unseelie-like in the general sense. They try to put temptation
before mortals to encourage them to do wrong, and then encourage them to become more willful about doing this. The Shaitans often
find that a good system of denial is almost an art and can experience a near epiphany. (treat as epiphany with a difficulty of nine).

Appearance: Mortal seeming is invisible to all, and cannot effect the real world, unless the Djinn's banality is used to become "real"
(lasts 1/60th as long as Mists) Their fae seeming seems normal, but faded, with noticeable dust/fire/water flowing around them.
(note: if you do not use the banality as the measure of "age" then the Grumps are the most common of fae.)

Seemings
Childer: almost transparant, these childer stay childer for very long. They start learning the prayers, and are very rarely bad.
Wildings: More opaque (can't see through them), these children are rarely seen without some religious instrument, or thinking of
poetry.

Grumps: are very rare, most kith don't become this old, and childers often think that all grumps are hundreds of years old. They tend to
be seen around religious or irreligous communities, trying to convince aothers to be more religious.

Lifestyles: Always trying to convince another to be more moral, but often very lonely, due to lack of contact with most anything. They
tend to stay in one particular area, but move if they see reason. Most make Hajj once in their lives, whereas they relieve new respect
and love.

Affinity: actor and element both act as affinity.

Birthrights and frailties


Since they are invisible and cannot affect the "real world" these many advantages and disadvantages are implied.

The subconscious: These kith have all learned to tell mortals information subconsciously. Thus if they say something around a
mortal it will usually bounce around in the mortal's head and will eventually lead to something.
Side effects: difficulty. +1 or more to convince mortals to do something (simple commands are lower penalties i.e. go away is a +1;
inspiring someone to Islam is often a +4 or so.) No unaware human can prepare willpower defenses against this suggestion. When
talking to non-mortals, these fae cannot botch any empathy, leadership, subterfuge, or theology roll. When looking at mortals and
figuring out motives no roll can be botched.
Ravaging is impossible, but every time art is inspired it is both made by the Djinn and by the mortal, such that the Djinn's two attributes
-1 are doubled with a difficulty of 8 if five successes are gained then a point of permanent glamour is gained.

The learning: All Djinn have +1 dot to intelligence, wilder have +2 dots and Grumps +3 dots. Intelligence can exceed five but all
charisma rolls are -1, -2, and -3 for each respective age group.

Banality: These kith are virtually unaffected by banality and have +1 success (assuming success) with every cantrip affecting mortals
(and prodigals) to the maximum of bunk level successes. They are unaffected by dauntain and steel has no effect on them.
Furthermore, in general more than five warning signs of bedlam makes a danger of Bedlam.

Special note
When the Nature realm is chosen, Djinn see it as the element realm which they specialize in.
1) Dust: includes all gound dirt rock, etc. (but not lava)

2) Mist: includes liquids and gasses (but not steam)


3) Fire: includes steam and lava (other things may be taken from the first to dots into this one.)
Note: these three are fully applicable to the level 5 nature
4) Organic matter (includes fungus, but not plants) Note excluding fungus, this is like the first dot of nature.
5)Life, excludes sentient life.
They also have a chimerical art which is not very well advanced (only since the curse have they had it)

* Create simple objects


Actor: N/A
Fae: makes fae objects (does not work with fae 1,2,5)
Element: makes raw elements/ chimerical animals
Prop: Makes objects
Scene: Makes scene (not applicable for one dot)
1 success = brick size
2 = toaster size
3 = monitor size (large monitor)
4 = human size
5 = elephant size

**: This makes more complicated chimerical items: the animals can live and the objects can have effects.
Quote: You are not following the true path of Al-lah, (Optional: hey wait where are you going)

Outlook
What little contact the Djinn have had has left some biases (in order of commonality)

Eshu: These Kith are too fond of general stories. Don't they know that a religious story is the best story.
Pooka: What is their God? They must believe in Loki or something. They are too undisciplined in their faith.
(other middle east kith if there are any)

Assamites: Al-Lah does not desire blood of disbelievers; he requires belief, even if they do not follow the laws from the Quran at least
from other (Al-kitab) books can follow him.

DOPPELGANGER (version 1)
By Kevin Salcedo (ciaran@zipnet.com) (15 April 1996)

Description
The saddest story of all the Fae may be that of this lonely Kith. Their origins stemming from the Pooka, the Doppelganger are
doomed by a legacy to live forlorn and woesome lives.
Throwbacks from times long before the Sundering, the Doppelganger were once true Pooka. As the Dark Ones began to rise in
number, a small band of Pooka Grumps took it upon themselves to try and find a unique way of dealing with the insurgence of
these foul atrocities. Their Kithain brethren were either, in their eyes, too unaware of the threat of these vile creatures or, simply,
"going about it the wrong way." The Redcaps were "fighting fire with fire" by beating the Dark Ones to a pulp whenever they
found them (which got rid of, at least for awhile the offenders, but they still came). The Sidhe were too convinced that the power
of the Dark Ones was limited to affecting humans, and therefore, they posed no immediate threat. The first of the Doppelganger,
known as the Progenitors, were convinced that the only way to keep Darkness from overtaking the Dreaming, was to subvert
them from the inside.
So, the Progenitors began to delve into the essence of their tricksterish nature and their innate ability to shift into other forms.
They accumulated vast amounts of arcane knowledge about various creatures of a shapeshifting nature -- including showing the
Kithain the nature of Cainite Disciplines after stumbling upon the essence of Protean, and the day-to-day struggles of the Lunarbound Garou -- and made a startling discovery regarding their own nature. Employing the aid of a Verbena ally, the Progenitors
allowed themselves to be molded into a new being. Their shifting nature was unlocked, allowing them to shift into any form at will,
expending Glamour to assume any desired form. In fact, their master over shape-changing increased to such a degree that
changing into their Pooka animal form could be achieved without the expenditure of Glamour. But something went horribly wrong
in the process...
As the Kithain Djinn will often tell, "all great gifts have a price," and the price the Progenitors paid was dear; its consequences
staining their ilk for all time. Shortly after the "Shouldering," as it is referred to by the Kith, the Progenitors began to notice
strange reactions in their Kithain brethren to their presence. Most were suddenly uneasy around the small band of
experimentalists, while others shuddered with fear. An amazing and horrifying discovery was made. Those of their ilk began to
notice a shroud of darkness enveloping their bodies. Over time, all that the Kithain around them could see was a "shadow"
visage -- an empty form of blackness -- where once a Pooka form stood. But that was only half of the truth. The Progenitors
looked at others in their group and saw easily behind that dark veil that enwrapped their form which enclosed a hideous
monstrosity molding itself from their body. Hideous and frightful to behold, the Progenitors fled from each other, unwilling to face
the truth of their "great power."
Over the years, the numbers of Doppelganger roaming the earth have remained few. Born of Pooka stock, most Childlings
either cannot endure their fate and end their lives, or are killed by Sidhe and Redcaps for being "impure abominations." This
Kith tends to keep a lonely life; friends are rare, and when true friendship is found it is a treasure held beyond any other. They
hardly ever band together, as only they can easily see their true forms. The only time when two Doppelganger are assured to
come together is during their short Fosterages. Their lives tend to be simple ones, and they are almost always arriving
someplace in constant transit. Many attempt to set down roots, but this almost always proves short-lived.
The Seelie Doppelganger are a pitiful lot. Most try to find a means to endure their lives on the planet by hiding their sorrow in
joyful activities. It is not uncommon to find a member of this Kith roaming with Pooka, pranking the locals, or partying with Satyrs,
drowning their woes in drink. They are, despite their natures, quite beautiful in their Guise (see Frailties). Their Appearance is
almost never below 2. Of course that is only a mask. The Unseelie are menacing and cruel, almost exceeding the capacity for
violence of their Unseelie Redcap brethren. Driven by hate and remorse, they are a kind usually best avoided.

Appearance
In accordance with their heritage, Doppelganger resemble their Pooka ancestors. They can still assume their animal form but,
the expenditure of Glamour is not needed to slip between their Guises. It has become a simple "trick" to them. Seelie
Doppleganger tend to use a Guise of a "cute and cuddly animal" while Unseelie often cast off a previous "fluffy" animal Guise
and adopt something more ferocious. Regardless of how hideous their True Forms may be, their Guises are usually quite
attractive.

The Awakening
Doppelganger undergo two Chrysalis. The second is called The Awakening. They are born Pooka, never knowing their true
nature until their Awakening. Many Doppelganger die during or soon after their Awakening, either by being hunted down by
enemies of the Kith or by their own hands. The name is as horrible as it sounds. To creatures of the Dreaming, this moment can
be extremely harmful. There are reports of small bands of Dauntain Doppelganger who roam the Earth trying to recruit
Awakened brethren in hopes to recruit them for their evil purposes. Dauntain of this Kith are almost always in league with the

Dark Ones. A Fomori pack is a horrible sight when Doppelganger Dauntain are part of the retinue.

Seeming
Childlings have yet to truly discover their natures. Most have just been left by their Wards and are forced to endure their Saining
alone, waiting for the time when they will be visited again. They tend to dress in the clothes of their times, often roaming with the
outcasts and anarchs of society, or leading the life of a "loner."
Wilders are just beginning to acquire an understanding of the loss they are about to experience. By this time, they have lost
many of their close friends as the Shroud is visibly emerging. Those who show their True Form to their kind are often shunned
and cast out or destroyed outright. Their eyes, strangely, have begun to emit a slight luminescence. Additionally, subtract 2 from
the Wilders True Form Appearance.
Grumps are, by this time very alone and sullen. Very few ever make it to this stage in life. Those who do are often wise in the
ways of life beyond compare. At this point in the Change, their True Form has become so vile to look at, that they have chosen to
seek out a life of solitude. Their companions are gone, their loves departed, their hopes dying. All too often, Doppelganger
Grumps will allow themselves to succumb to Banality, losing knowledge of their Kith, and therefore, losing the pain that goes with
it. Grumps True Forms always have an Appearance of 0.

Lifestyles
The Doppelganger have not forgotten the purpose of the Progenitors. Many are bounty hunters and the like, using their mundane
occupations to hunt down and dispel the scourge of the Dark Ones. It is not uncommon for many of the Kith to run with Garou
from time to time, helping them destroy packs of Black Spiral Dancers and Fomori. There are those, especially amongst the
Unseelie, who simply use this quest as a means to lash out at something for their anguish.
Others have simply put aside their purpose to attempt to forget their pain. In doing so, they follow the ways of the Pooka,
becoming actors, comedians and pranksters extrodinaire. Often, the gifted find a way to accomplish both.

Affinity
Actor

Birthrights
Faultae: Doppelgangers can assume the shape of any creature, providing it is in sight. They gain all of that creature's natural
abilities, and in the case of supernatural creatures, often limited versions of their special "gifts." Roll Man + Occult versus the
target's Willpower and spend one Glamour to assume the shape of the target for one scene. The difficulty is lowered by one if
the shape is not an exact copy, but merely a look-alike. The difficulty is raised by one for Supernatural Creatures, but cannot
exceed 10. A form can be assumed for the duration of a story in exchange for a Willpower, for a Chronicle in exchange for a
point of permanent Glamour. The Doppelganger does not need to pay Glamour to shift into his Guises and can change freely
between the new target form and his normal Guise for the duration of the effect. This affinity also means that Doppelganger
never botch subterfuge or performance rolls. They automatically gain one point in Subterfuge, even if it brings them over five.

Arcanos: The Doppelganger have a history deep-rooted in the occult. From the time of their Fosterage, they are informed of the
presence of the Dark Ones as well as the Prodigals. For this reason, all Doppelganger are automatically given one point in
Occult, even if it brings them over five.

Frailties
The True Form: The visage of the Doppelganger, as he uses his Faultae, becomes more and more twisted and hideous as a
reaction to the use of the this special gift. The Doppleganger ends up gaining little pieces of flesh from each and every form that
is copied. After many years, one is so much of a patchwork of flesh and bone, the True form becomes something out of a
nightmare. Those who see the True Form must make a Willpower roll against a difficulty of 8 to resist becoming either mortified
or enraged (depending on the nature of the person). Additionally, for each time someone sees the True Form, they take a
temporary Banality point as their mind tries to cope with the horror. Only other Doppelganger are immune to this repercussion.
Doppelganger will most likely shun away from mirrors, as they can see past the Shroud and Guise to their True Form.

The Shroud: As the Doppelganger begins to use her Faultae more and more and her True Form begins to twist into a hideous
creation of nightmare and terror, she utters forth a Banal reaction to protect herself. A veil of darkness begins to cover her Fae
self and more and more of her visage begins to fade away as time goes by. By the time he is a Grump, nothing is left to the
immediate eye but a shadowy form, a void-like outline of what she once was with the glowing eyes of a Pooka staring out of the

darkness. If one concentrates it is possible to see the Doppelganger's Guise. Those who have a high affinity for seeing past
disguise (Vampires with Auspex of 3 or more, Garou with Sense the Unnatural, etc.) are able to see past the Shroud and the
Guise by rolling Perception + Occult versus the Doppelganger's Willpower. It is rumored that Grumps of this Kith have become
so attuned to their Shroud that they can manipulate it to expand and cover an entire room. Such reports are made more to scare
the populace into fear of these Kithain.

Guise: The purity the Dopplegaanger once knew as Pooka is lost, but their nature is not entirely forgotten. Doppelganger have
what is called a Guise to help them exist in the Fae culture. Just as Changelings have a human and Fae appearance, those of
this Kith go a step further and mask their True Form to those around the of the Kithain. As time goes by, however, the Guise
begins to be lost as Banality overtakes them and the Shroud enwraps them. The Shroud is a means to cover the parts the Guise
can no longer hide. One advantage to this is that Doppelganger can shift between their Human and Animal Guises at no cost. It
is now a simple "trick." Their True Form hides beneath the Guise like an onion with three layers. You must peel back the outer
two layers, the Shroud, then the Guise, in order to see the flesh-horror of the True Form.

Outcasts: Because of their history, Doppelganger are often regarded with contempt and hatred. Sidhe view them as suspicious
and more outlandish Redcaps see them as abominations of the Fae. Garou are often slow to endure them; ( Red Talons, Get of
Fenris and Black Spiral Dancers will pretty much kill them on sight ) even the Fianna are not so easy to gain confidence from.
Those who actually make friendships and Oaths with Doppelganger are true friends, for they must also endure some of this
scorn.

Awakened Amongst Dreamers: Because of the trauma Doppelganger undergo during their Awakening, they must take one
permanent derangement and an additional permanent Banality point.

Lost Ones: The Dreaming is so sundered from the Doppelganger that they have to struggle at times to grasp abilities which
other Kithain take for granted. Although their Shroud and Guise keep them safe from the constant threat of Banality such as the
Sidhe have to endure, they are rather removed from the lot of the Kithain. For this reason, no Doppelganger can gain the
Background Gremayre.

Quote
"Come, look into the darkness; peer into my eyes and find yourself staring back..."

Nickname
Shoggoths

Outlook
Boggans: They spend so much time cleaning up shop, they never bother to clean up the real mess that is infesting the world.
Eshu: Nice folks. They know what a life of travel is like. And they'll listen to your tale if you offer them some hospitality.
Nockers: Trinkets, baubles, whatever. Not a single thing they make has any bearing on the big picture. A magic
doorbell...ahh...nice (toss).

Pooka: Ahhh... Brother... if you only knew. But ignorance is bliss. Come, won't you let me in for a night?
Redcaps: They defeat themselves in their approach to the Dark Ones. But they do get things done quick, I'll grant them that.
Course, its hell having to clean up the mess.

Satyrs: The light in my raincloud, the cream in my tea. These Brethren are to be admired for finding joy in this hellhole we call
home.

Sidhe: Goddamn fops. They didn't get it then and they won't get it now... Hand em a mirror and let them sit in a corner for awhile.
Sluagh: Wisps of life. But they know more than they let on. Never trust one. And if he starts starin' watch out for yer Guise!
Trolls: Honorable and Strong. When the End Time comes, you can be sure they'll stand by us.
Garou: Our brethren and compatriots in many ways, especially the Metis. But be wary, they have means to seek your True Form,
and ignorance of our cause has ended many an optimistic Doppelganger.

Cainites: So close to the Darkness and so blind to the oblivion that awaits them. Only those touched by madness seem to open
to the Dreaming and its salvation.

Magi: The Verbena is our ally. Never, under any circumstances deny one of these cousins compassion. To do so is to spit upon
our very essence. Be wary of the Hermetics. They would quickly seek to 'understand' us. Such endevours kill too many of our ilk.

Wraiths: Are they truly part of the Essence of the Dreaming? Our kind is too absorbed with the corporeal threats of the
Darkness. But, perhaps it would be wise to err on the side of caution.

Dauntain: We are too close to the edge, my brethren. Seek not the company of these of the Awakened, lest you slip away from
the Dreaming forever.

DOPPELGANGER (version 2)
By Brendan Dalton (beemanfunk@hotmail.com)

Background
The Doppelgangers have only been around for 27 years and are the result of a sick Progenitor experiment. A war party of Eshu,
Pooka, and Trolls sought revenge on a facility of Progenitors who had sent some humanoid clones to destroy a local freehold in
Boston. However, the Kithain were lead into a trap, and were captured. They succumbed to the horrific experiments of the
Progenitors and ran the risk of being permanently Undone, but the Progenitors were aware of this. They had become normal
looking fae with six arms instead of two with various features of their former selves, like Arabic features, to blue skin, horns,
animal features, etc. In conjunction with the Void Engineers, they set forth to the Dreaming to try to revitalize their creations.
Unfortunately, the Dreaming itself was not pleased to have the Banality-tainted abominations in its domain. However, since they
were former changelings, it decided to allow them to escape. When they escaped, they managed to capture one of the
Progenitors and forced him to come up with a way to turn them back to normal.
They returned to the Waking world and he began to experiment. However, he was unsuccessful in finding a cure. A few days
passed, and to the dismay of the former fae, they started to leak out into a gelatinous form in both their mortal seeming and their
fae miens. They slowly began to melt away into nothing. Many of them were driven insane and fell into Bedlam. One of them
jumped out a window of a 4-story building but managed to survive. That was a major breakthrough in finding a cure for their
ailment.
The Progenitor had discovered that glass imbued with Glamour would stabilize both forms if it were to be absorbed into their
bodies. He also found that the one that had fallen from the building turned into a huge breeder of fae souls with six arms that
found suitable hosts. After seeing the tragic suffering of what he put the changelings through, he reformed and became a Son of
Ether dedicated to protecting the Doppelgangers. They decided to be called that because of their ability to mimic any sample
they could get. He works with Nockers on finding a way to revert the original fae that he and is former fellow colleges deformed.
He is currently on the Technocracy's hit list.

Appearance
Most range from looking like Eshu to Troll, or a mixture of both. The only difference is that they have six arms, three arms on one
side and three on the other. Their clothing also ranges from Arabic to Spartan, depending on their personality.

Lifestyles
Depending on what side of them is more dominant they will try to emulate. They always have a craving for adventure like the
Eshu, but their court can determine if they are more Pooka-like or more Trollish. Their legacies are the same as any other, but
their Seelie legacies could be Pooka-like, and their Unseelie legacies could be more Troll-like and vice versa. This makes
Doppelgangers very unpredictable.

Seeming
Childlings can't get enough of morphing into various people and objects. Whether they are prankish or honorable, Seelie try to
make other children feel good by protecting them from bullies or making them laugh. Unseelie childlings are somewhat the
same; however they either try to make certain kids the butt of all of their jokes, or make sure that no one tattles on another and
upholding the "Code of the Playground" through brute force.
Wilders range from stand-up comedians to the bouncer at the front exit. Seelie Doppelgangers are either the life of the party, or
a friend you can trust. Unseelie are funny but also obnoxious party crashers, or hang out with the wrong people for all the right
reasons.
Grumps tend to let their "Pooka/Troll" Legacies subside for a bit and embrace the spirit of adventure. They still tend to make
jokes along the way, or become extremely dedicated to their quest at hand.

Affinity
Actor

Birthrights
Mimicry: Doppelgangers have the ability to take a sample of a living being or object and transform into that object or being by
spending a point of Glamour. The Doppelganger gains all the powers, advantages and disadvantages of that being. (If he had
the blood of a vampire, he would take the same form as well as have all the disciplines as that vampire as well as have a beast
and be susceptible to fire and sunlight etc.) Once he takes that form, all of his Birthrights/Frailties and fae magic become
dormant, with the exception of turning back into its original form. The form is not a shield from Banality, and for each hour that the
form is taken, (with the exception of other fae) the Doppelganger must make a roll of his permanent Glamour of a difficulty of his
permanent Banality + 3. Failed roll causes the Doppelganger to revert to her original form while a botched roll causes her to gain
a temporary point. He can sustain any form for 6 hours before he must feed on Glamour imbued glass.
Doppelgangers can never botch on Athletics or stealth rolls.

Aegis Shield of Banality: Because of their origins, Doppelgangers have a tolerance to Banality higher than normal
changelings do. If a Doppelganger is about to suffer a point of temporary Banality, he may spend a Glamour point and a
Willpower point to prevent the gain of that point. However, should the Doppelganger do this for more than three times a month,
he must make a Willpower roll, difficulty starting at 5 and increases each time the roll is made. A failed roll can lead to
(Storyteller's decision) a point of permanent Banality the Doppelganger will go through the first threshold of Bedlam. A botch can
lead to two points of permanent Banality and any number of temporary points of Banality depending on the number of ones
rolled, or the Doppelganger will succumb to the second or even third threshold of Bedlam. (Again, Storytellers decision).

Frailties
Binding Glass Mold: There is something about enchanted glass that keeps Doppelgangers from loosing their shape and form.
Every day, the Doppelgangers must spend a Glamour point to enchant a solid piece of glass of no less than 2ft by 2ft. If the
Doppelganger does not do this every day, he will begin to melt into a gelatinous form and begin to loose 1 dot in Stamina. If he
loses all of his dots in Stamina he will start to lose a health level every day until he has expired. His Appearance will drop to 0 if
his Stamina is reduced to 0, since he cannot maintain a pleasing form.

Outlooks
Doppelgangers try to fit in with the rest of the Kithain society. This makes it very hard due to their unpredictable natures. They
particularly want the acceptance of their former brethren.

Boggans: They're ok. Quite accepting of who we are as long as we accept their hospitality, however their gossiping causes the
others look down upon us.

"All they are looking for is acceptance and friendship. A friend in need is a friend indeed, but they can be quite erratic. One
day they stick by your side, the next thing you know, they do what they can to make a fool of you."
Eshu: Quite the tale weavers are these dashing adventurers. They are our 'precursors' if you will. Emulate their ways.
"It's hard to con one who has three ways of thinking whether it is one way or all three. That is something to be admired, but if
they really want the acceptance of the others, they shouldn't try so hard and let their spirit guide them."
Nockers: If trying to make the world easier by creating machines to make things easier, why is it so hard? I don't care much for
their cynical attitude either. Although I will admit, some of their creations are fascinating to watch being built or in action.

"Doppelgangers? What a bunch of six-armed freaks! They also have some multiple personality disorder or something.
Sometimes I can't tell if I'm talkin' to an Eshu, a Pooka, or a Troll."
Pooka: Sometimes I am torn between liking the outrageous pranks they play, or tolerating their constant lying. You can't tell
whether a Pooka likes you or not. Funny stuff.

"With six arms, eating glass, and having the brains of Eshu, Trolls, and us, they sure can be good for a laugh. What a bunch
of LOSERS!"
Redcaps: Ruthless, ravenous, overbearing, pigs with an obsession with blood. The only way they could possibly show you
respect, is if you beat the living crap out of a whole gang of them and they come in armies.

"It sure was funny when we tried to initiate one of those in our gang. He started to puke his guts out after we had a gorge-fest.
Of course, that was also after I belted him in the stomach."
Satyrs: Probably the most open-minded out of them all. They're fun to hang out with, because usually just hanging out entails
parties that require days of cleanup afterward.

"They got the Spirit, they got the fun, and they have the trust. Now they just need to keep each of them on all the time."
Sidhe: To be welcomed by the Sidhe means you're a leader and they must really like you. They do seem a bit arrogant at times,

and when the others see you accepted by the Sidhe they think you're a brown-noser.

"I envy their ability to shield themselves from Banality better then others, but their appearance makes up for their protection."
Sluagh: How can one find acceptance if one cannot find one to accept? Solitary, reclusive, and mysterious, they seem to not
care for recognition by the others.

"How interesting that they came about. I would have never guessed...."
Trolls: They stick to their ground, and will show appreciation to anyone who is true to their word. They could lighten up a little.
"I see these folks as strong warriors and hard working. However, they seem a little untrustworthy, due to their 'unusual'
behavioral changes."

By David Kircher (kircher@wolfe.net)

General Description
A form a vampire that has had the changeling part of himself/herself unleashed.

Full Description
This type of kindred/kith is not like the champire; it does not mimic vampires, it is a vampire. This clan has two main abilities:
1. They have dragon wings that they must keep out until they spend 2 glamour to absorb them. Then they cannot be regrown
unless the kindred/kith spends an amount of blood points equal to his stamina divided by 2 rounded up. These wings may
be used to fly, but are subject to banality. They can still fly in public; it's just that the difficulty increases by a significant
amount (max 10).
2. They have a sort of gargoyle (not the kith clan, but real life gargoyles) feature; they can start to turn their skin to stone at will;
this feature has advantages and disadvantages; For one thing the kindred/kith can either have 2 points of stamina or 1
level of fortitude per level, but for each level he also loses one dexterity point, which can make it very hard to move at 0, like
say, an inch every half hour. To use this ability, the kindred/kith must spend one blood point per level, and may remove
these levels at will for no blood cost (all advantages and disadvantages lost); as an added effect, the kindred/kith will not
be hurt by sunlight, but, instead will turn to pure stone for the day. When night falls again the kindred/kith will return to
normal, while in this daylight stone state the vampire would be exactly like stone, nonmoving, nonthinking, no-nothing
except waiting.
One becomes a dragon in three ways: creating one from character creation, being normal or changeling and being Embraced
by a member of the dragon clan, and very rarely, one may become a dragon if a vampire finds the leader of the dragon clan and
somehow get her to use her powerful (and exhausting) changeling magic to unlock the fae part in the vampire.

Miscellaneous Comments
1. These "dragons" do not breath fire nor do they do not have scales, and they do not have a tail, except when in a frenzy. In a
frenzy, a totally random effect will happen that is up to the storyteller; the player has no control over this, the effects may include
minor transfromations, e.g. a stubby tail, a snake like tongue, larger ears, claws, and always an added bonus of 1 to strength
and stamina.
2. These kindred/kith have no choice about walking in sunlight like vampires with fortitude. If one ray hits them; they will instantly be
in the stone state described above. They are still afraid of fire, but no longer have to fear a rotschreck, and fire only does regular
wounds. They are still very afraid of fire, but rather than an insanity, it's merely a phobia.
3. These kindred/kith are disliked by almost all of vampire society, but as long as they stay in hiding, no-one will really care. It is
totally legal in the masquerade to diablerize a "dragon," in addidtion to this, in changeling society they are shunned but not as
badly. The Seelie hate them, but the Unseelie will just usually never give them the benefit of the doubt.
4. A major advantage of this clan is that the kindred/kith can now have changeling powers and vampire disciplines, but the only
clan discipline for the dragon clan is fortitude.
5. if a player makes a "dragon" from character creation, like all normal characters, he must choose a clan. Vampires would choose
vampire clans and fae would choose changeling clans, but a player making a dragon must choose 1 changeling clan and 1
vampire clan and take the natural disadvantages and advantages from both. For example, if a player chose the redcap kith and
the malkavian clan, he would have any disadvantages a redcap would have, and the derangement from being malkavian, but
since all redcaps can eat anything they can fit their mouths around, it would be considered something that the newly created
character could keep as an advantage, but he would not keep the clan disciplines/arts. He may of course keep any
disciplines/arts he chooses during his creation and in the case of an already created character turning to a "dragon" he would
keep all arts already learned.
6. This kith/kindred has a mixture of the outlooks of the clans he chooses except that they generally look down upon champires as
kindred wannabes.

DRAGONKIN
By Ernie Sawyer (ErnieS@diamondmm.com)

Author's Notes
Based on the Dragonkin from Arcadia: The Wild Hunt and inspired by the motion picture Dragonheart for Changeling: The
Dreaming 2nd Edition.
The intro is a quote from a website containing Arcadia: The Wild Hunt info and the Quote is a quote from the Dragonkin Kith
card.

Description
All things fae spring from dreams of mortals. Often a singular influence is predominant, and it is this way with the dragonkin.
Though elements of their nature are certainly archetypical, the strong influence of oriental dreams is clear. They are the family
honor of the Chinese merged with the Bushido of the Japanese and shaped into a dragon-dream of heroic honor and purpose.
Family itself is of paramount importance to the dragonkin, and is at the heart of a code of honor to which all but the most corrupt
dragonkin are fiercely loyal. Devotion to those in a dragonkin's "Brood," and to their direct ancestors and descendants, comes
above all else. After that, there is loyalty to the kingdom and its rulers, and then loyalty to the dragonkin people in general. Often,
so much time and effort is spent seeing to these loyalties that dragonkin have none left to spend on other, more cursory,
allegiances.
The dragonkin, being a people with a strong sense of honor, are also bound by a code of conduct in which all beings are
referred to with the appropriate honorific, and respect is shown to all -- even the basest of enemies. As a result, dragonkin are
rarely involved in "dishonorable" activities, such as ambushes or assassinations; they prefer direct action and a level playing
field. At times, of course, this is a disadvantage that can be used against them.
Within the Kith itself, respect comes naturally with age (thus the eldest Broodmate will be honored above the youngest, and their
parents above them), and otherwise through feats of renown, whether they be in battle, politics, exploration or trade. Dragonkin
are also oath-bound to avenge the wrongful death of any of their Brood, and will not stop until justice has been done.
Dragonkin warriors are widely respected, not only for their great strength and ferocious tempers, but also because they are
masters of combat arts foreign to other kith (again, the oriental influence is strong).

Appearance
Dragonkin stand taller than most other Kith (with the notable exception of trolls and ogres), and are roughly humanoid. Rippling
muscles, intense almond-shaped eyes, lashing tails, and large, frighteningly strong claws (Strength + 2) are hallmarks of the best
of this strange race. In spite of their clearly reptilian aspect, however, the Dragonkin are very much warm-blooded, and possess
a physical form that is strikingly human, with full heads of thick hair, and horns. Their skins are so finely scaled as to appear
nearly smooth to the casual observer, and vary in hue according to family line. A great number of dragonkin possess the Merit:
Winged and the occasional dragonkin has the Flaw: Winged (they can't actually fly, but still have wings).
While in their dragon form (see Birthright: Magesty's Visage) they look like a full size dragon (and will feel space constraints as
appropriate) and generally fall under two categories: they are either large, thick and massive, or they are long and snake-like.

Seemings
Childling dragonkin are adorable, honest, and smart. They tend to protect other children from those who would prey upon them
(child molesters, abusive parents, bullies, etc.). Draglings are also known to make alliances with wilders and grumps to help
them. Their dragon forms tend to be impressive, but somewhat cute.
Wilders have an overwhelming sense of freedom, wonder, and . . . guts. They are connoisseurs of pleasure, of new sensations,
and of life. Through all of their travels and experiences they still won't break their code of honor. Wilders as dragons are what
most legends refer to as fearsome and imposing sights.
Grumps are bold, strong, sturdy figures of honor that seek to uphold the Seelie way of life. Grump dragons are craggy and aged
looking, though they haven't lost any of their awe inspiring presence. At this point they set up a permanent residence, and some
of them start collecting things . . . .

Lifestyles
Most dragonkin tend to find jobs as security guards, peace keepers, national park rangers, and good samaritans. Some teach
martial arts and attempt to pass on their code of honor to others. Most enjoy helping people and preserving dwindling natural
areas. In these efforts they have made many alliances with Children of Gaia, nunnehi, Verbena, and pookas. They also have
regular dealings with the Akashic Brotherhood and the Black Furies due to common beliefs and background.

Affinity
Eastern: Nature
Western: Scene

Birthrights
Stoking the Fires (Western): Dragons have been know for centuries to breathe fire. Spend a temporary point of Glamour and
roll Dexterity + Archery (difficulty 7) to shoot a column of fire and hit a target up to 12 feet away. Damage is determined by a roll
of Stamina + 4. The damage from this attack is chimerical.

Tien Lung's Blessing (Eastern): Dragons have long been a sign of luck. Unfortunately, now that luck barely passes beyond
themselves. Dragonkin may once per scene spend a temporary point of Glamour to roll two extra dice (these dice cannot botch).
The results can apply to any roll made by a character of their choosing and must be determined before the roll being modified is
rolled.
In their fae seeming they never appear to touch the ground (in freeholds they don't actually touch it).

Might of Ages: Dragons are wise beyond their years and their physical might is legendary. It has been granted to them
because of their honor and belief and the strength of character that is their hallmark. All dragonkin receive an extra dot in both
Intelligence and Strength, even if this raises them above their maximum. This is a Wyrd Birthright.

Majesty's Visage: By spending a temporary point of Glamour they may revel in their past and show their true might as a
dragon! While in dragon form their Strength and Stamina are +1, but opponents are -2 difficulty to hit them.

Frailties
Banality's Curse: (different than the sidhe Birthright.) Dragonkin are even newer to earth and Banality than are the sidhe and
their kith forms are more fantastic than most, therefore they suffer from a similar Frailty. Whenever a dragonkin is inflicted with
banality they take double what most kith would in points.

Honor's Bonds: A Dragonkin's honor is paramount. Due to this they have two Seelie Legacies and gain Willpower from each
of them. However, whenever they act Unseelie (and contrary to both of their Legacies) they lose a temporary point of Willpower
or pick up a point of temporary Banality (player's choice). Due to the dishonor of using them, no Seelie dragonkin may use a
long range weapon for any purpose other than hunting (may not take the Skill Firearms (Riflery may be substituted, but Archery is
allowed).
All Dragonkin characters have a personal code of honor.
If they ever become Unseelie, they pick a Seelie and Unseelie Legacy and only gain Willpower from the Seelie Legacy. They
are also at a -1 die pool to do anything unhonorable and/or Unseelie. Their scales fade and darken, becoming more drab.
Note: They may not take the Merit: Dual Nature (Legacy)

Quote
"One must always be mindful that one is a part of the many. Do not forsake your kind. Once you have seen to your Brood,
then see to yourself, and pursue an emerald perfection in all you do."
-- Dragonkin, Arcadia: The Wild Hunt

Outlook
Boggans: These little folk are simple helpers that attempt to make a difference in this world by example.

Eshu: Stories are great, but they tell too many where the dragon dies.
Ghille Dhu: Secretive, but rewarding if you encourage one to talk. Just don't set the forest on fire or you will have earned an
enemy for life.

Mer: Much like the sidhe in many ways, but they don't get out as much.
Nockers: Cute toys. Too bad they don't put their talents toward something productive and create something more useful than
Robo-Lassie or Cog-boy Ken.

Pooka: They are protectors of the wilderness and the innocent and that does the world a great honor, but they could use a little
help in the honesty department.

Redcaps: They are beasts and monsters, and should be treated the way we once were by them.
Satyrs: Great for a one-nighter or to share lore with, but worthless for a Lifemate.
Selkies: Better for a life mate, but don't expect to be their only loved-one.
Sidhe: Aristocrats with pretty faces, but there are a few of them that are worth following.
Sluagh: Uugggh! Disgusting! What died in their pants?
Troll: Honorable fellows, but they're hiding a secret. Of course: if a troll is hiding something, he probably has a very good reason.

DRAGONOGRE
The Enslavement
By Nelson Chang (scheng@gil.com.au)

Prologue
Before the Shattering, there was a time when all the lands were controlled by the infamous Barons of Drephai. The Barons of
Drephai ruled with an iron fist, and all feared the dreaded Dragonogres, who, under a powerful geas, were the elite right hand of
the Barons. Tall, fearless and powerful, the Dragonogres resembled centaurs, only their lower bodies resembled those of
reptilian, wingless dragons.
Then it came to pass that nine heroes rose up and banded together, and exiled the Barons into the mists forever, though it cost
them their lives. Leaderless, and suddenly bereft of the powerful geas which held them bound to service, the Dragonogres were
hunted down whereever they fled.
But of these, a band of the youngest, brightest, most promising Dragonogres were lead to a new group of Lords, who reinstated
the geas upon them in exchange for protection. Unlike the old Barons of Drephai, the new Lords were honorable and wise. The
Lords morphed them to resemble mortals and put them into a torporous state until it was once again safe for them to roam the
world, doing their new Lord's bidding.
The years passed and turned to decades. The once honorable Lords grew decadent and corrupt, almost to a man.
Now a new age has come and the Dragonogres are waking, finding themselves once again in the service of evil. . . .

Introduction
For any who read this and don't know what a Dragonogre is, they should probably take a look at Warhammer, particularly Chaos
Monsters. The idea of a Dragonogre in World of Darkness was too good to pass up.
Dragonogre is based mostly on Changeling, but takes some elements from Vampire and others as well. Dragonogres are fae
who, unlike changelings, are not linked to a mortal. They were put into a torpor-like state before the Shattering, and have now
found themselves to be in a completely different World of Darkness, where the real world and the Dreaming are set apart.
Although they are fae, they no longer have the natural ability to see chimera, gain Glamour or use Arts, as they are no longer
beings of the Dreaming, but of the real world. As a result, Banality has no effect on them.
Instead, a Dragonogre is sustained by the Powers of their Lords, granted to them for service. This power is called Stature.
However, within this service is what's known as the Exchange. For the Dragonogre to gain Stature from the Lords, they must
accept an exchange for a part of their soul, until they are nothing more than soulless husks which do their lord's bidding without
thought.

Character Creation
The first stage of creation is as normal for Changeling. Allocate 7/5/3 for Attributes, 13/9/5 for Abilities, 5 for Backgrounds, 4 for
Powers (see below), 1 on Potence, Celerity or Fortitude. Then roll ten dice (difficulty 6) and record the number of successes as
Willpower. Next, roll five dice (difficulty 6) and record the number of successes as Exchange. Place five points on Stature, 1 on
Remembrance and spend 15 freebies. Dragonogres have a base Banality of 4.

Remembrance
At the time of re-awakening from their torpor-like state, Dragonogres find themselves virtually without memory. They can recall a
foggy memory of the Last Days of their race, when the Barons were banished and their race found sweet freedom. They also
recall the days of blood that followed when their race was hunted down. Now they find themselves in a completely new world and
serving new masters. Worst of all, the Dragonogres find themselves in new, human-looking bodies and almost entirely bereft of
their former powers.
Remembrance is how much of his own powers, past and natural heritage the Dragonogre can recall. All Dragonogres start with
a Remembrance of 1. This cannot be increased with Freebies.
Remembrance costs current rating x 8 XP to increase. Be warned, however, that Remembrance has a cost. The more their
power grows, the stronger the chains to their lords become. Every time one is added to Remembrance, two is added to
Exchange.

As Dragonogres grows in Remembrance the more of their natural powers they rediscover, the more the limits to their powers
falls away and the more of their past they can remember.
Score
*

Description
Little or no memory

Powers
The Dragonogre's powers are extremely limited. They can
only have Potence, Celerity and Fortitude at 1 max. They
can only get level 1 Powers at up to 2
**
The Dragonogre experiences vague flashbacks and deja The Dragonogre begins the arduous discovery of the
Draconis Form. At will it can grow huge claws similar to that
vu.
of a dragon. (diff 6, Str+3) and its teeth start looking more
and more incisor-like (Note, the later changes from
increased Remembrance take place simultaneously to the
claw & teeth growth until the change becomes the full
Draconis form). They can get level 1 powers up to 4.
***
The Dragonogre begins to remember actual events and The Dragonogre grows in size when entering Draconis
conversations which took place before he entered
form, gaining approximately 1-2 feet in height and +1
Torpor.
Strength and Stamina. The Dragonogre also sports a
tougher and more greenish cast to his skin. All level 1
powers can be taken. P/C/F up to 2
****
The Dragonogre gains full knowledge of the use of the When entering Draconis form, the Dragonogre sprouts
Draconis form and remembers more and more of her
huge, beautiful dragon-wings some 5-6 feet tip to tip. These
past life.
can be used for full flight. In Draconis, what used to be
tough, greenish cast skin now turns to finely carved green
scales covering most of the body. Stats are now +1 to Str,
Dex and Stam. Level 2 powers can now be taken up to 3.
P/C/F up to 3
*****
The Dragonogre can completely recall everything about The Dragonogre, by expending one Stature, can invoke the
his past life.
Dragon's Ire, just as a Sidhe Knight. All Level 2 powers can
be taken.
******
The Dragonogre is up to the mature stage when, in the The Dragonogre can now, for the first time, truly take the
time before the Shattering, would be taken to his
Dragonogre form: (Full description, see Forms) Str +2, Sta
manhood initiation. This is called the Workings, as it is at +1. Level 3 powers can be taken up to 2. The Dragonogre
this time when the power of the ancestors work within the gains a previously unusable knowledge, Dragonogre Lore,
Dragonogre to awaken the history of his bloodline. The at 3, and can now buy this normally. P/C/F up to 4.
Workings of the ancestors stays with the Dragonogre
forever, teaching him power and wisdom.
******* The Dragonogre, through both the Workings and his own Level3 powers can be taken up to 4. In Dragonogre form,
experience, is introduced to the Greater Powers. Also
the stats are now Str +3, Sta +2, Dex +1. If not already, the
and if not already, the Dragonogre is reintroduced to the Dragonogre gains Kenning 5. In Draconis form, the stats
Dreaming.
are now Str +2, Dex +2, Sta +1.
******** The Dragonogre continues to grow in power through the All level 3 powers can be taken. In Dragonogre form, the
Great Powers, possibly becoming the most powerful
stats are now Str +4 Sta +3, Dex +1. The Dragonogre gains
Dragonogre of the time. The Dragonogre also spends +3 Realms points distributed wherever, and +2 Arts points.
time reintroducing himself to the ways of Glamour.
P/C/F up to 5.
********* The Dragonogre is very possibly the greatest
In Dragonogre form, the stats are now Str +5, Dex +2, Sta
Dragonogre since the Shattering.
+3. There is no limit on Potence, Celerity or Fortitude. In
Draconis form, the stats are now Str +2, Dex +3 Sta +2.
********** The Dragonogre has achieved Elder level power. Almost The Dragonogre, with one night of meditation gains Stature
contemptuously, the Dragonogre tears away the chains up to 10. The use of Exchange is no longer needed. The
binding her to her Lord. The Dragonogre is powerful
Dragonogre is virtually a changeling in his own right, being
enough to create Stature in himself.
able to see and affect the Dreaming, yet also affecting the
real world in the same way simultaneously. However, the
Dragonogre is no longer protected by the chains and suffers
from Banality as normal.

Forms
At the Time before the Shattering, All Dragonogres were taught all their natural heritage, including history, bloodline and forms.
Now, with all the surviving Dragonogres being youths themselves and with little or no memory of their former lives, The
Dragonogres are struggling like never before to grasp what was once taken for granted.
Originally the Dragonogres were born into Draconis form and when they came of age and were initiated to the Working, they
changed into the Dragonogre form, and could transform into the Draconis at will.
Now, with the spells originally laid upon the Dragonogres before they entered their torpor, they now inhabit human forms.
However, as they remember more of their heritage, they gain the ability to shift to Draconis and back again at will, and later the
same as with the Dragonogre form.

Draconis is a Dragonman type of form which is somewhat more slighter and faster than the powerful Dragonogre form.
However, the Draconis form is still something of a very inposing figure. In full form it is 1-2 feet taller than the original human form,
ranging from 7 to 8 1/2 feet tall.
The Dragonogre is a centaur-like form, only, while the upper body is that of a large, well-muscled human (whose only non-human
features are strangely colored hair and large, dragon-like claws), the lower torso is dragon-like, resembing a cross of a horse
and a reptile. The Dragonogre stands a full 10-13 feet tall in this form.
When in this form the front claws can be used for attacks. Although the roll to hit is for one attack only, in terms of damage it is
considered that 2 attacks either hit or miss. Diff 9, Str +4 claws aggravated.

Lightning
Dragonogres are traditionally creatures extremely strong in the element of Lightning. As a result, lightning is naturally attracted to
the presence of Dragonogres, much in the same way that it is attracted to large metal objects, only on a larger scale.
Dragonogres would be wise to take cover in violent storms. However, all electrical damage is halved for Dragonogres and deals
non-aggravated damage. When struck by natural lightning, the Dragonogre is temporarily empowered beyond his normal
capabilities. He instantly rolls a Willpower check (diff 8). For every success, he can "ride the wave" of frenzy (see Sabbat rules)
and then frenzies. He also gains 10 temporary Stature, which goes away at the end of the night.

Exchange
At the time of the Baron's end and the new service to the Lords, the young Dragonogres swore honorable service to new Lords
who were good, just and compassionate. In return for the protective torpor spell the Lords lay upon the Dragonogres, the Lords
intended to use the Dragonogres as knights and champions of honor.
But as time wore one, the Lords, almost to a man, were corrupted until now they are evil and power-hungry. Once again the
Dragonogres find themselves in the service of evil.
Now, instead of the honorable service which was promised to them, the Dragonogres are locked in a losing struggle of Power.
The Dragonogre requires the Stature given by the Lord to survive, but in doing so often gains a point of Exchange.
Exchange is a measure of how much under the control of the Lord the Dragonogre is.
If ever the Exchange is 0 then the Dragonogre has broken free of his chains and is in the service of none. This poses unique
problems. Although the Dragonogre is completely free to do his hearts desires, the Lord is aware that he no longer has any
control over the Dragonogre, and will often not bestow Stature.
If the Exchange reaches 10 then the Dragonogre completely and irreversibly loses his will and is nothing more than a mindless
slave to the Lord.

Gaining Exchange
Whenever Stature is Bestowed, the character roll 2 dice (diff 7). For each success, the character gains a point of Exchange
Whenever Remembrance is gained, the character gains 2 Exchange points.

Removing Exchange
A character can, at any time expend, 1 permanent Willpower, or 5 temporary Willpower to remove 1 Exchange point
Break the power of your lord over you. Basically, if you slight your lord, then his power over you lessens. This may be secretly
tampering with the objective of your mission, or giving aid to a rival lord, or entering a conspiracy to assassinate your Lord. But
remember: secrecy is the key. Slighting your lord must be kept from him. If he finds out you are less than an loyal servant, he can
easily deprive you of Stature or kill you outright. How much Exchange lost depends on the slight. A small offense will lose you 1
Exchange, while a major wound to your lord will countenance the loss of up to 5 Exchange. You can not fully lose all your
Exchange unless your character chooses to. Remember, if all your Exchange is lost, the chain is broken and your lord will know
outright.

Stature
In exchange for loyal service to the Lords, the Lords promised to renew the old system of bestowing power unto their servants,
the same way the banished Barons of Drephai bestowed power. This system did not change through the ages.

Now, whenever the Dragonogre requires power, the Dragonogre may present himself to the Lord and, depending on the quality
of the service, the Lord will choose to bestow a certain amount of Stature points upon the Dragonogre. However, if the
Dragonogre seems to be making too much a nuisance of himself by presenting himself too often with little or nothing to show for
it, the Lord will often choose to withold Stature from the Dragonogre.
Also, if the Dragonogre has Kenning 5 and thus is completely in tune with the Dreaming, the Dragonogre can choose to harvest
Glamour as a changeling does. 1 point of Glamour gained in the normal method equals to 1 point of Stature. However, if the
Dragonogre decides to use this method too often, the Lord will often notice and punish him for it.
If a Dragonogre is bereft of Stature for 3 days, then he begins to expire the same way in a rapid rate. His Draconis and
Dragonogre forms simply degenerate and become decrepit until he dies some 4 days after that.

Stature and Willpower


Dragonogres, can, in times of great peril or need, reach into inner resources to power their spells. Thus, if the Dragonogre is
running low on Stature, he can expend 2 temporary Willpower points to the equal power of 1 Stature point instead.

Gaining Stature
Either at the end of the Scene, Chapter or when the Dragonogre chooses to present himself to his Lord, (whichever the ST
thinks is appropriate for the campaign) the Dragonogre is rated on four scales.
Prowess
0-1
Initiative
0-2
Effectiveness
0-2
Favor
0-1
Difficulty of mission 0-4
However the Dragonogre is rated equals how much Stature is bestowed upon the him. Be warned, the fickle lords may choose
to bestow little or no Stature if the Dragonogre botches something badly. For example, if a character acted favorably, showed he
could fight well and achieved the objective, the ST (acting as the Lord) may decide he consistently and badly botched roleplaying initiative opportunities during the game, and withold some or all Stature.
Prowess is the show of whether the Dragonogre is competent in battle or not.
Initiative rates how well the Dragonogre reacts when faced with tough situations or obstacles.
Effectiveness rates how well, if at all the Dragonogre achieved the objective set.
Favor is only given when the Character reacts in a way which is pleasurable to the Lord. For example, Favor can be given to a
Character who tortures children if the Lord is a Sadist.
The Difficulty of mission is somewhat self-explanatory. This should really be on a rating of 0-1, but you can give more than this on
particularly difficult missions.

Abilities
The Kenning ability has been slightly modified for Dragonogre. Although Dragonogres are fae, they have lost touch with the
Dreaming and as of yet are completely ignorant that the Dreaming still exists. To a changeling, a Dragonogre is virtually a mortal
in his or her ignorance.
However, the Kenning ability is the ability to touch the Dreaming once again.
Dragonogres are not allowed to take this ability in during creation; this includes freebies.
*

Slight Touch: The Dreaming is still unknown to the Dragonogre, but sometimes, in the presence of Changelings, chimera
or freeholds, the Dragonogre experiences a chill, or a hint of a feeling of homesickness.
** Vague Visions: The Dragonogre sometimes and irregularly catches glimpses of true forms in the presence of
Changelings or chimera. These are often passed off a delusions and or homesickness.
*** Appearances: The Dreaming occasionally becomes clear to the Dragonogre. However, the Dragonogre has no fae mien
himself and changelings cannot see him as a fae. The Dragonogre is now firmly convinced of the existence of the
Dreaming.
**** Ghost: The Dragonogre can see and talk to chimera and Changelings, and has a fae mien identical to his real self.
However, he is like a ghost and cannot touch any fae miens or chimera.
***** True fae: The Dragonogre is fully materialized as a fae and can now interact and touch all chimera and changelings. He
can now learn Arts and the use or Realms as a normal changeling. However, he still has no need for Glamour and uses
Stature for his cantrips.

Backgrounds
Dragonogres obviously have no need for the Treasures, Chimera, Dreamers or Freehold Backgrounds.
However, there is one new Background for Dragonogres: Renown
This is how much of a combination of reputation and favor the Dragonogre has. This aids the Dragonogre in the gaining of
Stature at the end of the scene. For every point of Renown the Dragonogre has, at the end of the scene or the appointed time of
gaining Stature as appointed by the ST, roll one die (diff 8). Each success means the Dragonogre gains an additional point of
Stature.

Powers
All Dragonogres can purchase Potence, Celerity and Fortitude.
Dragonogre Powers are ranked by Levels. Level 1 is the simple but still useful powers taught to the children as practice. Level 2
are the more powerful powers which are the staple for adults. Level 3 is the Greater Powers which adults rarely gain more than
one or two points in and only the greatest Dragonogres or Elders master.

Level 1
Vampyr
This ability allows the Dragonogre to gain Vampire Disciplines. However, there is a catch. Firstly, a Dragonogre can only gain
Disciplines up to and equal to his level of Vampyr. Secondly, to gain the ability to learn a level of a certain discipline, a
Dragonogre must drink one Blood Point of a Vampire whose major, non-physical discipline is that discipline.
Disciplines cost the same foe Dragonogres as for any other non-clan discipline (i.e., 10 for 1st, then current rating x 7, and uses
Stature, not Blood).
For example. Parthenok is a Dragonogre with Vampyr 3. Therefore he can only learn disciplines up to 3. Parthenok wants to get
Auspex. He decides to ask Lodek, whose major Discipline is Auspex, to give him blood. For every Blood Point Lodek gives
Parthenok, Parthenok gains the ability to get a dot of Auspex, but not past 3, unless he raises his Vampyr, of course.

Sensory
This is the ability to project and enhance your own senses. For each success, the effect lasts 5 minutes. Roll
Sensory+Perception (difficulty 6).

* Sniffer
This power heightens your sense of smell to an amazing degree. You can, in all but the most subtle cases, easily identify smells,
familiar and unfamiliar, and with a Perception + Alertness roll can easily identify which smells belong to what exact creature or
substance. You cannot, however, distinguish between two of a matching set.
Expend 1 Stature.

** Eavesdrop
You can tune your hearing to exclude all noises except a certain target. This target can be heard clearly, no matter how low he
whispers. However, you can hear nothing else during this time. A gunshot could go off next to you, for all you know.
Expend 1 Stature.

*** Scope
This ability enhances your sight, giving you the ability to see as though you are looking through a telescope. You can see up to
successes x 100m clearly.
Expend 1 Stature.

**** Resist Pain


This ability allows you to ignore any amount of pain, thus you can ignore any dice penalties due to wounds taken
Expend 1 Stature.

***** Hunter
By coming into physical contact with any being, you can effectively imprint a mental signal upon the person. This is unable to be
detected by anyone without Auspex 2 or Sensory 5. This signal can easily be traced by the Dragonogre. The Dragonogre does
not need to be in sight; he can sense it from miles away.
Expend 1 Stature. This effect lasts a scene.

Telepathy
Telepathy is the ability to affect other minds through the powers of your own mind.
Roll: Enhancement + Intelligence (diff 6).

* Impart
Impart is a limited ability to communicate with another being. Impart only allows you to communicate bare emotions, not any real
words or message. Furthermore, only one person can be communicated to at a time; plus the receiver does not actually know
that he is being communicated to. How many successes relates to how strongly the emotion is felt.

** Sense
Sense allows you to become a virtual telepathic radar. For each success you roll, you can sense the general distance and
direction of all life forms within 50 metres x successes. On a successful Perception + Empathy roll, you can distinguish between
numbers as opposed to groups, nature of life forms and even specific life forms with enough successes. It lasts up to 30
minutes. Expend 1 Stature

*** Communication
This allows full communication with another. It allows total communication, as though you were speaking normally with that being.
There is no way to eavesdrop upon this conversation, unless you possess the Read Minds power. It asts up to 2 hours. This
conversation can be blocked out on a successful contested Willpower roll. To communicate with more than one, you must split
your dice pool in a number equal to how many you wish to communicate with. Each extra person halves the communication time.
Expend 1 Stature.

**** Mental Blast


This allows you to deliver a stunning mental blow to one or more persons. This blow does one health level and gives negatives to
dice pools equal to the number of successes. The dice pool can be split to affect more than one person. negative to dice pool
lasts Expend 1 Stature

***** Read Minds


See Auspex 4. Expend 2 Stature.

Prowess
Although Dragonogres in general tend to be somewhat secretive about their powers and culture towards outsiders, the Battle
powers, as they are known, have become something of a trademark which those before the Shattering had learned to fear.
Prowess is one of these.

* Surprise
This is the ability to take full advantage of the enemy's surprise at the beginning of combat. If you initiate combat, on the first
initiative roll, you roll Wits + Alertness + Subterfuge.

** Lithe
Roll one additional die when you dodge.

*** Hardened
You have an additional Hurt Health Level.

**** Strength
This is equivalent to a single level of Potence.

***** Heron Wading in the Rushes


All you Jordan fans out there will understand exactly what this power is. This action must be declared before the turn of combat
begins. All attempts to hit you automatically hit (no roll required, no parry or dodge, but soaks still apply). Your attack damage is
doubled.

Level 2
Illusion
This powers is fairly self-explanatary in the given name. Illusion is the power to affect the perceptions of others.
Roll: Illusion + Perception (diff 6).

* Alter
This allows you the ability to alter the appearance of yourself or another you have in contact. How many successes are scored
controls how powerful the alterations can be. As a guide:
Successes Maximum Effect
1
Slight alterations (change in hair color)
2
Slight inhuman changes (illusionary horns & tail)
3
Full human appearance change
4
Major inhuman changes (Wings & scales)
5
Total change (turn into hydra)
The effects last up to a scene. Expend 1 Stature

** Mirage
This power allows you to create an illusionary object and plant it at a certain location. This object must bo exact to be convincing
and often requires a certain amount of time for meditation and/or study. The number of successes determines believability (3
successes needed for solidity). The more difficult the illusion, the harder it is to make believable.
Illusion
Stature Required
1
Up to the double the size of a human
2
Up to the size of a car
4
Up to the size of a six story building
8
Larger than a six story building

*** Hallucination
See Intoxicate power Hallucination. Expend 1 Stature

**** Invisibility
This power renders you invisible to all. You cannot be seen, heard or detected through either mechanical or magical means.
Every success allows you to be invisible for 5 minutes. Expend 1 Stature

***** Doppelganger
Allows you to create an exact copy of yourself, another person or an object, one which you can control at will. This doppelganger
cannot deal damage or soak, and once sustains 7 health levels, is destroyed in a silent flash of light. A doppelganger of yourself
can be created immediately; for a doppelganger of anything else, you must study. The longer you study it the more accurate your
copy becomes. A doppelganger of an object can be carried away and moved.
Expend 1 Stature. The effects last a scene.

Magus
This is the second of the battle powers. Magus is the art of battle magic, and is perhaps the one which the foes of the
Dragonogres learned to fear most.

* Lightning claws
The claws of Draconis form now deal aggravated damage, as they are charged with electrical power.

** Shurikens
The Dragonogre creates a 4-bladed shuriken of glowing pyschic force, approximately 3 x hand size, which can be hurled. This is
an easily thrown object, and deals Strength + 4 damage.
Expend 1 Stature

*** Ensnare
The Dragonogre creates snaking tendrils of gas that curl around the victim, effectively ensnaring him and preventing him from
moving. The Dragonogre rolls Dex + Magus (diff 7). The victim can make a contested strength roll to break free vs the tendrils,
diff 7 to diff 6. Count the tendrils as Strength 4, Potence 1.

**** Venom
The Dragonogre develops small venom sacs within his palm. Once every third turn he can shoot forth venom, which deals 2 x
Stamina dice. The victim must make a Willpower check diff 7 or is paralyzed for 5 turns

***** Drain
The Dragonogre must first grapple the victim. Once the vctim has been grappled, the Dragonogre can, with his next action
attempt to drain the victim of Fortitude and Stamina. Roll a contested Magus + Stamina (for the Dragonogre) vs Willpower (for
the victim) roll, diff 6. For every success the Dragonogre scores, he drains 1 point of Fortitude or Stamina, and gains a
temporary Potence point (max total Potence, temporary and permanent is 10). This temporary Potence lasts the night.

Enhancement
The Ability to enhance yours and others abilities and attributes All rolls universally follow this table
Successes Enhancement
1
+1
2-3
+2
4-5
+3
6+
+4
All effects last for 5 turns or 30 minutes.
Roll: Enhancement + Manipulation (diff 6).

* Wide-eyed
This power enhances your Alertness. Expend 1 Stature per point, max +5.

** Tough
This power enhances your soak dice. Your soak dice pool gains extra dice equal to your successes. Expend 1 Stature per point,
max +3.

*** Blooming Flower


This ability enhances your Appearance, making you more attractive to the eye. Expend 1 Stature per point, max +5.

**** Aid
This lets you use these powers on others, not just yourself.

***** The Devil's Luck


This puts extra dice in your dice pool, to be added to all dice rolls while the effect lasts. Expend 2 Stature per plus, max +3.

Psychosis
Psychosis is the ability to torment the minds of others, the veritable 'Psychological Warfare' of Dragonogres, basically.
Roll: Psychosis + Manipulation (diff 6).

* Hatred
Through an extended conversation and explanation, you can convince someone into hating something.
The victim makes a Willpower roll, (diff 4 + number of successes scored).
Successes Effect
None
The victim hates this thing with a passion and will go out of his way to attempt to destroy it.
1
The victim is convinced and will attempt to destroy it if given the chance.
2-3
The victim hates the thing and will delibrately avoid this thing if possible. If not he will not trust this thing at all.
4+
No effect.

** Paranoia
The victim is suddenly convinced that everyone is out to get him.
The victim makes a Willpower roll (diff 4 + number of successes scored).
Successes Effect
None
The victim goes mad, attacking all around him.
1
The victim immediately starts to try to try to make his way out of the situation. If in a conversation, he will begin
making excuses to leave and try to back out, or in a gun fight, begin to make a retreat (-2 to dice pool).
2-3
The victim begins to give everyone suspicious looks and will refuse to trust anyone. (-1 to dice pool).
4+
No effect

*** Terror
The victim is hit by a mental blast of pure fear. Everything around him suddenly seems dark, ominous and terrifyling.
The victim makes a Willpower roll (diff 4 + number of successes scored).
Successes Effect
None
The victim screams in pure horror and flees in a random direction. His eagerness to get away produces an often
comical effect, as he often trips, rolls and leaps in an effort to speed up his escape.
1
The victim either stands tranfixed in horror, wide eyed and completely still, or lies down and curls up in the foetal
position.
2-3
The victim goes wild and begins to attack. Although he still controls his actions, due to his fear he shakes and is
uncertain and thus gains a -2 to hit dice pool.
4+
No effect.

**** Berserk
This power drives the opponent mad with rage and fear. It's very similar to the classical frenzy, yet slightly different. When
berserked, the victim will attack using only hand to hand weapons which are already in the victim's hand at the time, same as
normal frenzy.
The victim makes a Willpower roll (diff 4 + number of successes scored).
Successes Effect
None
The victim is rendered totally mad and proceeds to attack the nearest object (car, wall, post).
1
The victim attacks the nearest person, be it friend or foe.
2-3
The victim is afflicted by the classical frenzy, and will attack the nearest enemy.
4-6
No effect.
7+
The victim overpowers the urge and successfully 'rides the wave' as per Sabbat rules.

***** Madness
The victim is driven temporarily insane. However, the nature of the insanity is determined by the controller of the character, with
the okay of the ST (the insanity must fit the character). This lasts for 24 - Willpower hours. After this the character gains a
permenant derangement as per the affliction.

Morph
Morph is the ability to manipulate your own form.
Roll: Morph + Manipulation (diff 6).

* Alternate
This is a set human-looking form which the Dragonogre can switch to instantaneously. While in alternate form, you cannot use
any Dragonogre powers, and must switch back to original form to use any Powers or Stature.
Expend 1 Stature. The Dragonogre can maintain the form for a scene.

** Camouflage
You can, as long as you keep still, blend your appearance into the background. The effectiveness is based on what your
background is, as well as how many successes scored. A blank wall is very hard to camouflage to, as opposed to a shadowy
corner. One success, allows a slight change in color and texture, while six successes makes you virtually invisible.
Expend 1 Stature. The effect lasts 20 minutes x successes.

*** Humanoid Chameleon


With the direct contact with another creature, you can morph yourself to resemble the creature. The creature must be humanoid
and supernaturals (Vampires, Weres changelings, etc) are not included. How exact the copy depends on how many successes
is scored. Contact and Morph takes 1 minute, at least
Expend 1 Stature. It lasts one scene.

**** Animalism Chameleon


With direct contact with another creature, you can morph yourself to resemble the creature. The creature can be anything from
insectoid to a giraffe. However, the more alien the form, the more difficult the roll. The more successes, the more exact the copy.
Contact and morph take at least 2 minutes.
Expend 2 Stature. It lasts one scene.

***** Supernatural Chameleon


This power allows the Dragonogre to impersonate supernatural creatures. The copy is exact, tampering even with temperature,
aura or even giving a Gaia or Wyrm prescence, as the case may be. The morphed one does not gain the form's strengths,
weaknesses, attributes or abilities, though does gain the bonuses of different Were-creature forms. The more successes, the
more exact the copy. Contact and morph takes at least 1 minute for normal humanoids, 4 minutes for wereforms and 5 minutes
for changelings, as this includes a full chimerical illusion, as well.
Expend 2 Stature. It lasts one scene.

Level 3
Electro-Magus
As is known, Dragonogres are creatures of powerful in the element of lightning. The most powerful of the Dragonogre warriors
use this powerful lightning battle magic in battle. They were the elite of the elite and their mere presence on the battle field often
decided battles even before they started.
Roll Electro-Magus + Dexterity (diff 6).

* Weapon
Most warriors have a certain weapon which they favour in Dragonogre combat, but is likely entirely too large and heavy to be
lugged around when in humanoid form. Admittedly, this has little to do with lightning, but is very convenient. The weapons of
choice are linked to the form and appear in the waiting hands when you shift form. Remember, although the weapons appear
and disappear with forms, they are still originally normal weapons and must be forged in Dragonogre size, and if broken must be
replaced through mundane means.

** Battle Cry
The Dragonogre emits a horrifying banshee-like scream of defiance which echoes for miles and is followed by fierce crackles of
lightning and thunder.
All who hear it must make a Willpower roll diff 4 (for Supernaturals diff 1, for Dragonogres diff -3) or flee in the opposite
direction. Each acompanying Dragonogre raises the difficulty +1. (Thus you can see the effectiveness of 30 elite veteren
Dragonogres on the field).
Expend 1 Stature.

*** Lightning Bolt


The Dragonogre outstretches his arms and throws a deadly lightning bolt from his fingertips. The deals (number of successes +
3) in lightning damage

**** Portal
The Dragonogre creates a gateway in which any who pass through are temporarily converted to pure lightning and transported
to another location in which they are reverted to their original form.
The distance the portal can transport depends on the number of successes rolled:
Successes Distance (miles)
1
2
2
6
3
18

4
5
6

54
162
486

***** Body of Lightning


Equal to Vampire discipline Protean 10, only lightning, not flame.

Imperial
Imperial is an extremely rare and powerful power, able to be used only by those of royal Dragonogre blood. At present, no
members of the royal family is known to have survived, but an emergence is not an impossibility. Once Imperial is at two, the
mark of royal blood begins to show, and the wings of Draconis form and the scales of Dragonogre form begin to take on a
purple hue. By Imperial 4 they are at their peak, being a rich purple streaked with the original dark green. Each member of royal
blood has a unique hue of purple. (This is definitely the most powerful Dragonogre power and should not be bestowed upon
characters lightly)
Roll Imperial + Charisma

* Badge of Office
At will, the Dragonogre can create a flaming sword in his hand, crackling with electrical power. This power is unique to
Dragonogre royalty and is almost as much a symbol of royalty as the purple of their forms. No roll is required.
The sword does Str + 6, flame/electricity damage (Diff 5).
Expend 1 Stature.

** Command
On a successful contested Willpower roll (diff 6 vs diff 8), the Dragonogre can lay a geas upon any other Dragonogre. The
geased Dragonogre must be in physical contact. See Changeling, Sovereign 5.
Expend 3 Stature.

*** Mark of Death


With this power, the Dragonogre can lay upon any being a Mark of Death. This Mark of Death is a psychic mark, which, to a
Dragonogre, appears as a black phoenix upon the chest of the marked one. Any Dragonogre not of royal blood must make a
Willpower roll dif 8 upon seeing this or immediately attack and kill the offender with any means possible. Regardless of whether
they resist or not, the Dragonogre is still honour-bound to mark them
Expend 3 Stature.

**** Bestow
This power allows for the Dragonogre to Bestow Stature upon any other Dragonogre. Each Success rolled bestows a Stature
upon another Dragonogre. Unfortunately, a Dragonogre may not bestow upon himself or another of the royal Blood.
Expend 2 Stature.

***** Imperial Form


This allows the Dragonogre to assume his royal form, an immense dragon, some being from 100 to 350 feet long. When in this
form, the dragon gains Str +7, Dex +4, Sta +6, Charisma +2, Appearance +3. Also, once every 3 turns, the Dragonogre can
expel a fiery blast. Roll Str + Imperial + 2 Flame damage.

Light
When a Dragonogre reaches his or her prime, he or she is occasionally faced with a choice of loyalty. Sometimes the choice is
obvious, sometimes the choice is difficult. The choice is the basic, fundamental choice of good or evil, principle vs pragmatism.
Some refrain ever choosing between Light and Shadow, and some even appeal to the higher powers and change their
alignment. Light is the power of good. Light cannot be gained if the character has Shadow at any rating
Roll Light + Charisma.

* Sense Deception
This allows the Dragonogre to sense falsehoods. Whether these are verbal lies or visual illusions, the Dragonogre will see
through it on a successful roll. (On illusions, the more powerful illusions will require an Light + Charisma roll to see through, the
more successes rolled, the more powerful an illusion can be seen through.

** Aura of the Righteous


The Dragonogre exudes an aura which works 20 feet in radius. This allows all to see in any surroundings as though in perfect
sunlight. Any Vampires without prior warning are blinded for 1 turn on the initial usage.
Expend 1 Stature.

*** Heal
Both the Dragonogre and the wounded must stay still for at least one turn and be in contact. On the second turn the Dragonogre
rolls Light + Stamina (diff 6) The number of successes equals how many health levels are restored to the wounded.
Expend 1 Stature.

**** Wrath of the Faithful


The Dragonogre hurls a spear of pure light, dealing damage to the poor being at the receiving end. However many successes
scored are doubled and the victim takes this many aggravated damage dice. Dodging is (diff 8).
Expend 1 Stature.

***** Communion
The Dragonogre psychically links with all of his allies during battle. All allies gain +2 initiative dice and all the advantages through
Prowess, Enhancement (not Potence, Fort or Cel) etc. until the end of combat. However, The Dragonogre loses 2 inits dice as
he has to concentrate on the continued rapport through all his allies, and if any ally is stunned, all get a -1 to dice pool for the next
turn. If any are killed, all are stunned for a turn.

Shadow
The opposite and adversary of the above, Shadow is the power of evil.
Roll Shadow + Charisma.

* Deceit
This is the power to make someone totally and fully believe something you say, to the point where even if full evidence proving
you wrong is presented, he would still believe you. Roll Shadow + Charisma, (target's Willpower). How many successes is
scored measures how large the lie would be believed.
Successes Extent of Untruth Believed
1
You could convince someone chocolate tastes bad.
2
You could convince someone chocolate is made from water.
3
You could convince someone chocolate is salty and bitter, even if she was eating it at the time.
4
You could convince someone chocolate exuded heat and she will sweat whenever she came too close.
5
You could convince someone chocolate is actually a stereo system in disguise that always played her favourite
song. She would proceed to dance whenever she approached chocolate.
6+
You could convince someone chocolate gave off a poisonous gas and she would actually die next time she came
into contact with it.
Expend 2 Stature.

** Globe of Darkness
The Dragonogre can lower upon himself a globe of pure darkness, 20 feet radius. He can choose to lower it on a certain
location or a certain object. No one except himself can see at all within the globe.
Expend 1 Stature.

*** Spear of Blasphemy


The Dragonogre hurls a ray of vile darkness, dealing damage to the poor being at the receiving end. However many successes
scored are doubled and the victim takes this many aggravated damage dice. Dodging is diff 8.
Expend 1 Stature.

**** Curse
The Dragonogre, with skin contact, can lay a powerful curse upon the victim. To resist, the victim must roll a Willpower roll:
Successes Results
Botch
A strange, random event occurs which results in the death of the victim.

None
1

A strange, random event takes place which involves the victim receiving 4 unsoakable damage levels.
The victim trips, hits his head and in a stupor decides that all enemies are friends and friends are enemies. He will
proceed to perform actions as normal, but will attack friends instead. This wears off in approximately 10 minutes.
The victim cannot seem to do anything right all of the sudden. Any attempt to do anything gains a +4 difficulty (if over
10, roll anyway to see how many botches are scored [out of character knowledge so the character must continue to
act regardless of the fact it probably won't work. He cannot declare to sit down and do nothing]). Duration: 10
minutes.
For some strange reason no one can fathom, all oncoming traffic and randomly dropped or hurled objects suddenly
swerve straight towards the victim. Duration: 2 days.
Whenever the victim wishes to go anywhere, he and all in his company continually get hopelessly lost, even if their
route is known to them. Duration: 2 days.
The victim automatically loses any semblance of charm and subtly he may have possessed. Treat him as though he
has Charisma and Manipulation 0. Duration: 1 day.
The victim seems to become totally illiterate when it comes to mechanics. When he attempts to start his car, fire his
guns, etc, nothing seems to work. Duration: 1 day.
No effect.

3
4
5
6
7+

Expend 5 Stature.

***** Plague
With a touch, the Dragonogre can bestow an affliction of horrible proportions upon the victim. To resist, the victim must roll a
Willpower roll:
Expend 5 Stature.

Elements
Elements is the ability to control and or create weather conditions. Unlike most powers, this power gains its basis more of
spontaneous use instead of set levels, and the difficulty of what the caster wishes to do depends will determine what level
of Elements is required. In real terms, it is basically up to the caster what the effects of his spell is going to be, and the
Storyteller sets what level of Elements is needed to do this, what the difficulty will be and how much Stature is needed,
depending on how difficult and large the spell will be. However, listed below is an example play which contains a guide to
how what levels are needed for what. Keep in mind that this is an elder Dragonogre and thus is entirely much more
powerful than common sense would allow.
Roll Elements + Manipulation.

Three werewolves sat together in council, trying to decide what the plan was. Lying in the corner of the room is a tied
and gagged prisoner, a small girl some 7 years old.
"What do we do now?" One asks.
"We wait for him to show up." Another answers.
"Well, I hope he gets here soon." The first answers, looking out the window and seeing a clear sky and full moon. "I'm
sick of sitting indoors."
The ST decides that clear skies indicates that there is no bonuses for manipulating present weather conditions. Therefore
the base difficulty should be about diff 8. "What's that?" the third asks suddenly.

Tap . . . tap . . . tap . . . .


He gets up and opens the door. Outwards stretches a long, empty corridor.
"It sounds like it's coming from there." The first says.
"Well, it ain't." The third replies "Theres no one there."
Tap . . . tap . . . tap . . . .
"It's coming closer, I tell ya."
"What the hell?!?" The second yells, a voice mixed half with surprise, half with fear and the a dark, thick cloud filters into
the corridor, rising until it completely obscures the roof from view.
Xhosticar, one of the only surviving elder Dragonogre, is currently invisible, as per Illusion 4, and is now creating a
controlled thundercloud and filtering it into the corridor and room. This is rather simple to create, thus a level 1 power yet a
bit harder to control to put into place. He spends 1 Stature and rolls (difficulty 9). With Elements 5 and Manipulation 7, he
easily passes.

"Man, this is weird" The first announces in a quavering voice. "Let's split."
"Not yet." The third tells him. "We still got someone to kill."
Suddenly, the corridor and room is filled with a whipping wind and drenching rain. All three werewolves are immediately
soaked to the bone > and put off-balance by the powerful gusts.
GO NOW AND LEAVE WITH YOUR LIVES! all the garou hear inside their heads.
Xhosticar, using a level 2 power to create the gusts of wind, and Telepathy level 3, attempts to intimidate the garou into
leaving without a fight. The Level 2 power is not really very difficult as there is already a cloud inside the corridor to
manipulate.
Xhosticar uses 1 Stature and rolls (diff 6).

"Show yourself and fight like a warrior!" The third, still standing near the door, shouts. No sooner does he finish his
sentence is he struck by two carefully placed lightning bolts, one striking him full in the chest, the other a staggering
blow to the head. He falls the the ground without a sound, most of his upper body a smouldering wreck.
Xhosticar decides to retaliate with the two thrown lightning bolts. Splitting his dice pool, he rolls a level 4 power, diff 6. The
ST decides two lightning bolts requires 3 Stature to be expended. He splits his dice pool 6/6 and rolls. His first scores 3
successes while his second a whopping big five successes. The ST decides the first does 9 damage dice while the
second does 13 damage dice. Xhosticar rolls well and the garou soaks poorly, and consequently dies.

The other two garou, caught unawares by the flashes of light, were momentarily blinded. However, their sight returned
almost instantly and they immediately saw their adversary, a rather nondescript American-Indian man at the door.
Xhosticar now cancels the Illusion 4 power.

The first instantly assumed Crinos form while the second assumed Hispo, ready to leap at the man's throat. However,
the instant required to change was more then enough for the stranger. His eyes alight with alien power, he waved his
hand and the Hispo was hurled across the room by a small, concentrated tornado blast, striking and knocking the
Crinos off his feet.
The ST decides that the tornado blast is a third level power and is too alien to normal thunderstorms to come from the
small, concentrated cloud already there. Xhosticar then spends 1 Stature and rolls (diff 8), and scores a solid 4 successes,
enough, the ST decides to pick the surprised Hispo off his feet.

The American Indian then, almost casually stalks towards the sprawl of lycanthropes on the floor and, bending over,
touches the astounded Crinos on the hip. The Crinos, unable to move due to sheer terror, found itself, to his horror,
slowly being covered with ice. Seconds passed as hours as the powerless Crinos slowly froze to death as it and the
Hispo which had landed on top of him, were sheathed with a thick blanket of ice.
Splitting his dice pool, Xhosticar hits both with Psychosis 3, easily making his rolls. The Hispo and Crinos are both out of it
for 3 turns. Xhosticar then declares he will locally drop the temperature around the Hispo and Crinos to absolute zero, thus
instantly freezing them to death. This is extremely difficult and the ST declares it a level 5 power, needing 3 Stature and diff
10. Xhosticar rolls one success and the ST declares it will take 5 turns to entirely blanket them. The next turn Xhosticar hits
them again with Psychosis 4 and effectively puts them out of it for long enough for them to freeze to death.

The American Indian then turns to the small girl child, still lying huddled in the corner, soaked, cold and terrified by her
experiences. Suddenly the storm stops. The American Indian gently loosens the girls bonds and lets loose the gag.
The girl suddenly feels calm wash over her as the American Indian's form twists and expands into that of a Dragonogre.
"Fear not, little Ahmbrizia" He says. "For you are to be the bane of Lords."

Blood and Blood Bonds


Dragonogres, because they were originally creatures of Glamour, and later Stature, have no real blood. They have a liquid
flowing through their veins which looks like blood, but this is rich in Stature, not any sustenance. Therefore Vampires who
drink the blood of a Dragonogre gains no sustenance from the 'blood.' Also, Dragonogres can still be blood bound, but
often the duration is greatly reduced. On the 3rd drink of blood, as normal, the Dragonogre becomes blood bound, but rolls
a willpower roll (diff 6) for the duration.
Successes Results
Botch
The victim has 24 hours to live. After 1 hour, horrible, cancerous boils appear which burn with excrutiating pain,
rendering the victim basically unable to move or communicate beyond screaming. At this time and until the body is
destroyed, any within 10 feet contract the virus, 20 feet, 90% chance, 30 feet 80% chance, etc. Contracting this can
be resisted with a Willpower roll diff 10.
None
The victim has 48 hours to live. An hour after this time, the body is wracked with constant stomach cramps (-2 to
dicepool). At 5 feet, all contract he virus, at 10 feet, 80%, at 15 feet, 60%, etc. Contraction can be avoided by

Willpower roll (diff 9).


The victim contracts a fatal virus. He has 24 hours to live. Symptoms include itchiness, cold sweats, fevers and
occasional weakness. Any coming within skin contact contract the disease, unless a Willpower (diff 8) is passed.
2
The victim contracts a deadly form of cancer. Every morning make a Willpower roll (diff 6). If any less then 2
successes are scored, he gets a -1 to Str or Sta (ST choice) once he reaches 0 on either, he is dead.
3
The victim has approximately 1 month to live. Each week he gets steadily weaker and gets a -1 to dice pool. Any
transfusion of blood results in contraction.
4
The victim falls into a coma for approximately a week and when he wakes up, he wakes up wounded.
5
The victim contracts a virus in which for 24 hours is constantly dizzy and can perform no real actions properly. For 3
days after this he is randomly afflicted by the same symptoms.
6
The victim contracts a cold which lasts for a week.
7
No effect.
Successes Duration
None
Permanent
1
A generation (30 years)
2
5 years
3
1 year
4
3 months
5
1 month
6
1 week
7+
No effect
1

Once 3 drinks of blood have been taken, they are not renewed. Another single drink is all thats required. Also, additional drinks
during the blood bond is not cumulative.

Experience
Trait
Cost
Remembrance
current level x 8
Potence, Fortitude or Celerity 10 for initial and then current rating x 6
Level 1 Powers
5 for initial and then current rating x 4
Level 2 Powers
8 for initial and then current rating x 6
Level 3 Powers
12 for initial and then current rating x 8

Healing
Dragonogres, using Stature or Willpower, practice a technique known as "Licking the Wounds" to heal. By expending one
Stature or 2 temporary Willpower, the Dragonogre makes a show of licking or simply stroking obvious wounds and then rolls
Stamina + Fortitude (diff 5). Each success equates to 1 healed health level.

Storyteller's Tips
Dragonogre is not recommended for inexperienced role-players. It is intended to be as much role-play and application instead
of simple hack-and-slash.
You as the Storyteller will most likely have to role-play the Dragonogre's Lord. The Lord is something of an enigma. Obscenely
powerful, secretive and shadowy, the Lord can be anything to a powerful Dragonogre, to a Wraithlord, an Antediluvian or even a
Fallen Angel. The Dragonogre should have little contact with the Lord aside from briefings and bestowals, but should learn more
about the mysterious Lord as time progresses. Opportunities to slight his or her lord should come not that often, but every now
and then. Exchange rates can gradually increase as the Dragonogre gains in power as time progresses (optional).
There are two methods of bestowing Stature. The first is given above, which is an award for a mission; the other is given before
the mission, to be used during the mission. You may decide to utilize one, or the other or even both.
Remember Stature is a rare thing! Lords should give it sparingly, and never much more than is needed to complete a mission.
Although I have given 20 slots for Stature, Stature should rarely exceed 10 and almost never exceed 15.

Character Sheet

Name:
Player:
Chronicle:

Nature:
Demeanor:
Lord:

Age:
Blood:
Party:

Attributes
Strength:
Dexterity:
Stamina:

Physical
*OOOO
*OOOO
*OOOO

Social

Mental

Charisma:
Manipulation:
Appearance:

*OOOO
*OOOO
*OOOO

Perception:
Intelligence:
Wits:

*OOOO
*OOOO
*OOOO

Abilities
Talents
Alertness:
Athletics:
Brawl:
Dodge:
Empathy:
Intimidation:
Kenning:
Persuasion:
Streetwise:
Subterfuge:

Skills
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO

Crafts:
Drive:
Etiquette:
Firearms:
Leadership:
Melee:
Performance:
Security:
Stealth:
Survival:

OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO

Knowledges
Computer:
OOOOO
Enigmas:
OOOOO
Greymayre:
OOOOO
Investigation:
OOOOO
Law:
OOOOO
Linguistics:
OOOOO
Lore:
OOOOO
Medicine:
OOOOO
Politics:
OOOOO
Science:
OOOOO

Advantages
Backgrounds
______________:
______________:
______________:
______________:
______________:

Powers
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO

____________:
____________:
____________:
____________:
____________:

OOOOO
OOOOO
OOOOO
OOOOO
OOOOO

Other Traits
____________:
OOOOO
____________:
OOOOO
____________:
OOOOO
____________:
OOOOO
____________:
OOOOO

Willpower
O

[]

[]

[]

[]

[]

[]

[]

[]

[]

[]

Stature
O
O

O
O

O
O

O
O

O
O

O
O

O
O

O
O

O
O

O
O

Exchange
O

Remembrance
O

Health
Bruised
Hurt
Injured
Wounded
Mauled
Crippled
Incapacitated

-1
-1
-2
-2
-5

o
o
o
o
o
o
o

DRAUG
By Leif Roar Moldskred (leifm@stud.ntnu.no)

Introduction
In Norwegian folklore, the draug is a malign sea-spirit linked to shipwrecks, drowning and storms. Often they were said to be
drowned seamen that hadn't been found and buried in "Christian ground" (i.e. a graveyard. The belief that the dead didn't rest
peacefully unless buried in consecrated ground is a recurring theme in Norwegian folklore.)
The draug was said to be strong as several men and awfully fond of hard liquor. More importantly however, the Draug was a bad
omen.
If you heard the draug moving about in the boathouse, it was a sure sign of storms and rough seas. If he was seen aboard a boat
that boat would be shipwrecked. If you saw a draug rowing in half a boat, you knew you were "feig" -- soon about to die.
The draug described below are quite a way removed from the folklore basis. It is not so much the draug presented as a
character concept as it is a character concept presented as a draug.

Description
"The earth succumbed willingly to the plow, baring her fertility in row after row of upturned earth. She gives freely whatever
man craves from her. The sea is a harsher mistress. She gives freely, aye, but she also takes. Man might never love her as
much as he do the earth but he will also never grow complacent about her."
Have you ever looked at the stars and wanted to know what is out there? I'm not talking about the intellectual curiosity of the kind
"I wonder if there are intelligent life out there" or "What would it be like to travel into a black hole?" I'm talking about a wish,
almost a need, to see, smell, taste and feel it with your hands -- even if it's just a barren lump of ice and ammonia circling an old
star. The wish to truly know what is out there. To look at the stars and really, really want to know -- even though you know you
never can. No, especially when you know you never can!
And have you, at other times, hurried home under the cold, alien stars -- scared by the dark and silent unknown above you?
Looking at the ground, wanting to get inside, get something between you and this waste otherness. Wanting nothing more than
get in, close the blinds and shut out the universe. Safe and warm inside the thin shell of a house that separates you from the sight
of the nightsky as Lovecraft must have seen it: cold, uncaring and so very, very alien.
If you have felt like this at times, then you know something about what it is to be a draug. Created as they are from dreams of
other shores and awe for the sea's greatness, but also from the fear of the great unknown and the fear of the sea's rage and
power.
The draug is not pretty to look at, to say the least. Water-bloated skin that is always wet and cold to the touch, large black eyes
and a huge mouth filled with hundreds of small, razorsharp teeth like in the jaws of a shark. Their hair and beard is tangled with
seaweed and they smell of brackish water and decay.
Their skin tends to itch when it gets dry so they tend to dress in thick no-nonsense clothing of wool and the thick rain-wear that is
commonly used by fishermen -- not to keep dry but to stay wet. Their pockets are often wriggling with fish and other things that
the draug saves for a midnight snack.
The draug is a creature of the sea and he harbours a love and devotion to it that nearly rivals that of the Garou's love to Gaia, but
still manages to stop just short of worship. "The sea is a playful mistress, but a demanding wife" is a common expression among
them.
They see themselves as a sort of go-between between the humans and the sea's role as a hider of secrets -- servant to both the
sea and the humans. They consider themselves to have been given the task of "helping the sea to guard her secrets. Both them
from the humans, and the humans from them."
What this means is that they interfere with humans that are trying to learn something, either helping them or hindering them.
Seelie-like draugs do this by more or less subtle manipulations, gently railroading those marine-biologists into another path of
questions, placing a couple of gold coins from the wreck where those diving kids will spot them. Unseelie-like draugs tends to
adopt sabotage and violence, often with an sickening ironic twist. (Like tearing the mouth-piece out of the mouth of the scientist
that was looking for that "truly extraordinarily rare fish", before stuffing said fish down his throat and popping the compressed air
patron in his diving suit.)
Also, all Draugs -- seelie-like as well as unseelie-like, are suckers for secrets. They claim that they only seek out secrets so that
they can "know which ones to steer the humans towards," but the fact is that they quite simply love the thrill of discovery and
especially to be the first to discover something. If you want to lure a draug with you on a quest, just "happen to mention" that
unexplored cave you will be passing by, or that mountain-lake that no-one has ever dived in. You could probably charge him for

the trip, let him do most of the work and still have him thank you in the end.
"All humans seek knowledge, the truth. You understand, we all have this romantic notion that knowledge is worth something
absolute. That the world becomes richer if we know if this kind of fish eats that kind of fish, or if this shipwreck is a french galleon
or a dutch galleon.
"Well, I'll tell you a secret: The truth is worth something, because since it is there it makes you want to learn it. The wish to know
is more real than the knowledge itself. Just like the Dreaming is more real than reality, you understand. No? I said it was difficult
to explain.
"But what it boils down to is this: remember when you were a kid and finally wound up your courage to explore that old,
abandoned ghost-house you were always afraid of? And remember how disappointed you were when it turned out that it was
just 'another stupid old house?' It would have been so much better not to have gone in there because then you could have
imagined all kinds of great stuff about it.
"You understand, what we try to do is to keep people from being disappointed like that. We try to make them learn just enough
so that they will want to learn even more than before but leaving just enough questions hanging around that they never get that
disappointed "was that all?" feeling. You understand, truth isn't all that true, so to speak, and if you learn it in the wrong way you
might get a wrong truth and not want to know more."
Draugs spend a lot of time underwater, often for weeks at a time, only interrupted by meals. Not surprisingly all of them are
excellent swimmers. They eat little else but fish and other food from the sea (there is a persistent rumour, however, that unseelielike draug also feast on human flesh) and are able to survive on sea-water. They prefer fresh-water, though, or even more spirits
of all kinds. Most draugs catch all of their food themselves.
In recent years; draugs have slowly started to adopt another role in addition to the self-appointed "guardians of secrets."
Pollution of the seas are starting to become a large problem, and the draugs can no longer ignore it. There are rumours that
some of the unseelie-like draugs are working together with garou from Scotland in fighting polluters. Most draugs are likely to
prefer more subtle means though.

Birthrights
Storm-sailers: A draug can navigate a boat under all conditions. As long as the boat is made of wood and has some form of
propulsion (oars, sails or a working engine) the draug can naviagte it without danger in any weather-conditions. Even if the boat
has a gaping hole in it's bottom and the wind is at 80 knots the draug can sail from A to B without damage to eeither himself or
the boat (although the boat will normally look a little worse for wear). Cargo and passangers are not given the same benefits, by
the way.

Sea-drifter: A draug can not be drowned by sea-water. A draug can spend as much time under the sea as he wants without ill
effects (although he would have to surface to eat or drink anything). Note that this birthright only extends to the sea. He can still
be drowned by other liquids or in lakes, bath-tubs or puddles -- even salt-water lakes.

Frailties
Bad omen: "I worked as a deep-sea diver in the North-sea some years ago; out on the oil-rigs. I and Henrik Ystevik, a good
friend, was rooming and working together, replacing the zinc electrodes. Henrik had met this girl and was going to get married
and settle down ashore, so this was his last trip out to the platform.
"It was a few days left of the shift when I was woken by a scream. Henrik was standing in his bed looking completly horrified. I
turned on the lights and that seemed to calm him.
"'What?' I asked. It took him some time to collect himself; then he sat back down and said somewhat embarrassed that he had
had a nightmare; some sort of monster had been sleeping in my bed. 'Go back to sleep' I told him, and turned off the light.
"The next morning I tried to get him to write a letter to his girl but he laughed it away and said he was going home in a couple of
days anyway so there was no need. 'I have a bad feeling about this dive,' I said, 'You really ought to write that letter.' He told me
to shut up and not give him the shivers so I let the matter drop.
"He threw up in his helmet during the dive, had to emergency surface. They didn't get him into the decompression chamber fast
enough and he died a few hours later.
"I quit the same day, and got this job shortly after."
Sigmund Hovstad, keeper of Utskjr light-house.
A mortal (mages and other supernaturals on the storyteller's whim) who sees a draug is "feig," and will die shortly after, usually
within the month. This, of course, is only true when the mortal sees the draug-side of the fae. If a non-enchanted mortal happened
to spot the draug walking down high-street; he would just see another normal human.
This isn't an effect of seeing the draug, however. Seeing the draug is rather an effect of being "feig" and people who are not

about to die will not see the draug. But this will not somehow magically hide the draug from people who are not about to die.
Rather, Fate keeps people who are not "feig" from being enchanted around the draug, or it keeps them from looking at the
draug if they are.
In general, this will force the storyteller to retrospectively assign "feigness" from time to time. But this isn't necessarily a bad
thing; as this frailty should have a feel of "Fate's fickle play," much like the celtic death-geas or the divinations about death in the
sagas.
In other words - a draug-player can use this frailty as a way to kill mortals. Whatever made the Draug decide to show himself to
the human would just be the way Fate let things unfold. So think twice about the player before allowing a Draug character.
Many draugs do not realise the true state of affairs, and believe that they can decide if humans are to live or die.
There are two exceptions to this frailty: people within freeholds can see the draug no matter if they are "feig" or not (thus the
draugs' habit of approaching freeholds in storms when there is little chance of catching an enchanted human out of doors.) and if
a ship is about to be shipwrecked the entire crew can see the draug -- even if they will survive the shipwreck.
Also, on the storyteller's whim; "feig" people might see the draug as what he really is, even if they are not enchanted.
Note to the storytellers. This frailty is a tragic streak in the Draug -- do use it as such. Let accidents unfold through strange,
twisted courses of actions where mortal friends and loved ones end up seeing the Draug. Give them an reputations as bad
omens, storm crows and jinxes. Even their best friends should be a little hesitant when the draug shows up at their door.

Outlook
Eshu: They don't say much but hang on to what they say.
"I like them. They have a certain quality to them. But I don't trust them."
Nocker: Bloody nonsense-talking, spaced out, "oh, ain't I mysterious" Sluagh wannabees with inferior taste in clothes.
Pooka: Oh-oh-oh - don't go near them! They're bad luck!
Redcap: Yeah, I met one once - You think I look ugly?
"We are too similar to the redcaps in some respects to be entirely comfortable."
Satyr: Great drinkers, but as for partying -- forget it! These guys are practically married to the sea and they don't dare to cheat
on their wife.

Sidhe: They discomfort me -- they know too much and talk too little.
Sluagh: We are too different to be family and too alike to be friends.
"Relatives of a kind; the deep sea isn't the only keeper of secrets."
Troll: Honourable, most of them. They often know much that can be of use. Their knowledge often comes with it's own price
though. Still, I'll ask them before the Sluagh seven days of the week.

Dreamsingers: A History of the Australian Kith


By Daniel Mitchell (tempest@yoyo.cc.monash.edu.au)

Author's Notes
Some of these ideas are based on the Werewolf sourcebook "Rage Across Australia," while some others are borrowed from B.
J. Zanzibar's World of Darkness page. The majority of this material I made up myself. Honest.

In the Beginning...
Many years ago, thousands of years before the coming of Europeans to Australia, Australia was within the Dreamtime -- a point
recognized by fae scholars as a time when the Dreaming co-existed with the real world. The Aborigines, the Dreamsingers and
the Bunyip, the shapechanging guardians of the Dreamtime, all lived together, sharing their dreams and stories.
However, in 1788, the Europeans arrived. Many of the Australian natives were curious about these strange new people, and
some adventurous fae (most notably the Djangwull) even went so far as to try and mix with these "Europeans" as they called
themselves. Very few among them knew of these strangers, although the wise Bunyip had some fragmentary knowledge about
them from their Past Lives.
Initially, the native fae helped the European fae as best they could, but soon things went bad for them. The European
shapechangers, or Garou as they called themselves, chose to wage a war -- the War of Tears -- against the Bunyip. The majority
of the Dreamsingers withdrew themselves from the Eurpoeans, refusing any and all aid until their Garou kin stopped the war.
The war stopped -- when the last Bunyip was killed. As a result, the Dreamsingers withdrew themselves almost completely from
the Europeans. Some Dreamsingers (mainly the Baga-Djimbiri) chose to wage war on the invaders in return, while others simply
divorced themselves from the Europeans, having nothing to do with them.

Today
In modern times, many of the Dreamsingers are in two minds about the Europeans. Some still see them as foes that must pay
for the vanquishing of the Bunyip and the destruction of their culture; others see past their initial follies and try to help those who
help their lands. The Kunapipi and Djangwull are the most notable Dreamsingers in this regard. Others, such as the Wandjina
are sometimes known to help, but only after judging the potential recipient's worth. Only the Baga-Djimbiri continue their war.

Character Creation
Character creation is much like normal fae creation, but with a few differences. First, there are no Courts, nor are Seelie or
Unseelie Legacies separate -- both of them are played, because the Dreamsingers view their natures as one. Also, each
Dreamsinger has certain abilities that may not be taken under certain circumstances:

Baga-Djimbiri: They may never have Drive, Firearms, Security, Computer, Law, Politics, Science. These can be earned with
experience points, but at triple the cost.

Djangwull: No restrictions, because they have been around Europeans for a long time.
Kunapipi: They may never have Brawl, Intimidation, Firearms, Melee. They may never be bought with any points.
Wandjina: Drive, Firearms, Computer, Law, Politics, Science. These can be bought with experience, at triple the cost.
Most Backgrounds are available to Dreamsingers, except for Retinue and Title. All get a free dot in Rememberance. Each
Dreamsinger also gets four dots to spend on Arts, one of which must go into the special Art of their kith. Sovereign and
Contempt cannot be taken.
The Temper values are as follows:

Youngulmanda (childling): Song 7, Willpower 3, Silence 0.


Youngulmanda (wilder): Song 6, Willpower 4, Silence 2.
Moyenda (grump): Song 5, Willpower 5, Silence 4.
The Djangwull are exception to this -- they receive the normal starting values, but Song is 1 point higher.

Song and Silence


Because the Dreamsingers transmit many of their stories and dreams in the form of music and dance, they call Glamour by a
more appropriate name -- Song. They also call Banality something different too -- Silence -- which represents the gradual
oppression of their culture and dreams, and also because Silence is opposite to Song.
It should be noted that accessing the Dreaming is exceedingly easy in the Outback, because many of the touches of Silence
have not reached it. To enter the Dreaming in the Outback, all that is needed is a Glamour or Song roll at a natural object, and
the Near Dreaming can be reached.

Hearing the Song


Dreamsingers have different ways of gathering Song than other changelings. They use Corroboree as an equivalent to Rapture
and Singing as Reverie. Since the Dreamsingers always respect the Dreamtime, they do not perform any equivalent to
Ravaging or Rhapsody, seeing them as destructive and harmful.

Singing: By communing with the spirits of the Dreamtime, it is possible for Dreamsingers to regain Song. The Dreamsinger
needs to find a place where the natural wonder of the Australian landscape is present and spend time silently communing with it.
This could range from lying in the red sand of the Outback, climbing a tree in Arnhem Land or swimming in the pools of Kakadu.
The Dreamsinger decides the number of hours it will spend Singing, then rolls that many dice against their Silence. Each
success allows the replenishment of a Song point.

Corroboree: The equivalent of Rapture, this allows the Dreamsinger to regain greater Glamour, but can only occur in the
Dreamtime. The Dreamsinger enters the Dreamtime and then starts a corroboree (an Aboriginal meetimg where stories are
told in the form of dance), enticing nearby spirits to join in. After a day of Corroboree, the Dreamsinger rolls their Song against
their Silence, with 1 extra dice for every 3 spirits that have joined in. Each success replenishes a Song point; eight or more
successes imbue the Dreamsinger with a permenant Song point.

DRYAD
By Avangion (syrek@delphi.com) (28 November 1995)

Description
Outsiders among outsiders, Dryads occupy a small, forgotten corner of the Dreaming. Living alone or a few together in deep
forest groves and other secluded places in nature, they serve as guardians of the dwindling wild areas of the Earth. In Arcadia,
Dryads are as joyous as their brethren, but in the physical world the cold truths of pollution, natural disasters, and other
calamities have enshrouded their spirits with sadness. Secluded from the rest of changeling society, their numbers continually
decrease as more and more dryads succumb to banality as humanity destroys their natural homes. Seelie and Unseelie dryads
alike possess a deep love for their wild freeholds and do not hesitate to defend them. While Seelie dryads prefer idyllic,
temperate forests and similar locations as their homes, the Unseelie variety often live in darker settings such as swamps and
deserts, tending the strange flora of their surroundings just as the Seelie dryads do. Unseelie dryads are also quicker to attack
trespassers and are often more violent in their ways than their Seelie kindred who will often attempt to question trespassers
before staging any sort of attack. In their kith seemings, the hair, skin, and even clothing color of dryads varies with the season,
allowing them to blend in with their surroundings. The stark beauty of a dryad with red-hued hair and fair, pink skin in the autumn,
pale, glowing demeaners in winter, a flowering appearance and personality in spring, their happiest season, and their greening
features in the summer give them a varied comeliness that often rivals that of the Sidhe. Despite this, however, they remain
different in their ways. While Sidhe always dress and act nobly, dryads often decorate themselves with flowers, leaves, and other
elements of the wild, and dryads seldom observe formal etiquette, particularly when arguing passionately in favor of their wild
homes. When in court, dryads usually stay together and seldom speak, even to fellow tree spirits.

Appearance
As discussed, the appearance of dryads varies with the season. They usually wear loose, simple clothing that also varies
seasonally to better conceal them from mortal and changeling eyes alike. In their mortal seemings they look to most like
vagabonds and hermits, attractive, perhaps, but dirty, and probably not quite sane considering their choice of lifestyle. Dryads
usually adorn themselves with a great many natural objects such as flowers, reeds, grasses, pine needles and cones, leaves,
and similar things. While in court, their wild ways often disgust other changelings, but usually only the Sidhe find them vulgar,
particularly when they leave behind a trail of flower pedals, leaves, and many of the other natural objects they wear. Despite
some changelings' objections to their lifestyle, however, they do respect the ideals of the dryads and their convictions in
upholding them.

Seemings
Childling tree spirits are the only dryads who even come close to being as glib as other kith of their seeming. Resembling
nothing more than smaller dryads, childlings protect a smaller area and gleefully play in them with others of their kind.
Wilder dryads develop a slight arrogance about their homes, foregoing their playful youths to tend their protected areas as well
as they can. Most wilder tree spirits compete with others of their kind in this capacity, but never forget their greater battle with the
crushing heel of humanity.
Grump dryads are relatively few in number as many of them, by this point, have grown so saddened and wearied by the world
they have chosen to meld with tree permanently and live as inanimae. The few that do remain active in the world serve as
leaders and arbitrators for other dryads when their wisdom is sought. Grumps also show their age as an ancient tree shows its,
with scars and wrinkles and withered features. Many of their adornments at this point in their life are also wilting and lifeless.

Lifestyles
Dryads prefer to be secluded from changeling as well as human society, and even from each other to a degree. Dryads choose
to live in the wildest places in nature, guarding over them from the shadows and attacking any who they see as threats to their
wild. Dryads must remain in natural surroundings to survive; each day a dryad is away from nature (in a civilized location such as
a city) she loses a point of Glamour or gains a point of Banality (this option can be up to the dryad or up to the Storyteller).
Dryads often have dealings, to some extent, with Garou (Werewolves).

Affinity
Nature.

Birthrights
Meld with trees: On a successful Stamina + Empathy roll, a dryad may meld with a tree. The tree must be at least of middleage to support the spirt of the dryad and the number of successes indicates how connected the dryad is to the spirit of the tree.
A low number of successes represents a limited empathy between tree and dryad while a high number of sucesses represents
a deep, soul-link between tree and dryad. How the Storyteller uses these links is up to her (a limited link may allow the dryad to
glean bits and pieces of information about the area while a deep link may allow tree and dryad to commune on a complete,
personal level).

Natural Survival: Because of their affinity with nature and their constant exposure to it, dryads are more adept at surviving in
any clime in the wild than other changelings. The Storyteller may decide to adjudicate the actual situations, but dryads can
survive in the harshest of outdoor locales for years at a time (or lifetimes at a time) and the elements should effect them in only
the most severe of circumstances. Note that their ability to survive does not extend to unnatural locations such as cities, which
often prove to be their bane.

Frailties
Changeling alienation: Being separated from changeling society as they are, dryads find it difficult to associate with others of
their kind. Other changelings often avoid, shun, or even (in the case of Unseelie) persecute dryads for their seperatist, primitive
ways. Unseelie dryads themselves find it particular difficult to relate with other Kithain. With no one to depend on but themselves,
including other beings of the Dreaming, dryads have a huge setback and thus often form closely-knit groups if they form groups
at all, or else live in solitude.

Quote
"To make a prairie you need a clover and one bee
one clover and a bee
and reverie."

Outlook
Boggans: Nice little guys, but they should enjoy what there is rather than try to improve it.
Eshu: Their lifestyle and survivability is admirable, as are their tales.
Nockers: They really should stop complaining and start enjoying.
Pooka: Cute little critters, but I wouldn't trust one to save my life.
Redcaps: Vile destroyers, there is no honor in what they do.
Satyrs: These guys enjoy things a little too much.. They need to calm down a little and take things more slowly.
Selkies: They're almost as close to nature as we are, and as restrained.
Sluagh: Though we rarely see them, we have much in common.
Trolls: A noble, stalwart folk I'd be glad to host in my glade.

DUERGAR
By Chris O'Toole (cmotfoofur@aol.com)

Description
Duergar, from the North of England, are closely realated to the dwarves of Germany and Scandinavia. They are unfriendly, and
play malicious, sometimes fatal, tricks on the unsuspecting. one such example is of a traveller who sat through the night by a fire,
with a Duergar who tried to persuade him to move to take a log to put on the fire, only to find at the break of dawn that the fire,
and the stone hut in which it was situated, were illusions, and he was in fact sitting precariously on top of a high crag, from which
he would have fallen to his death had he moved to pick up the log.
These kithain are hostile and reject those who would try to befriend them. They do not show any outward ain of pleasure from
such behaviour, but no-one has ever managed to sway one from his cruel manner. They are otherwise similar in nature to
dwarves; they share their aversion to sunlight, but not to such an extreme as their German relatives. They are also master smiths
and craftsmen, but are less open about this side of their character.

Appearance
Like dwarves, duergar are short and powerfully built, but with shorter, closer cut beards than their cousins. They too have oddly
shaped feet (in the fae seeming), the secret of which they are even more protective of. For this reason, their clothing always
reaches the floor to hide their strange feet, and it is simple in nature, to reflect their harsh character.

Seemings
Childling: Childlings show a striking aptitude for elementary physical principles. The grumpy bullies, their tantrums are
comparable to the ferocity of redcap childlings.

Wilder: Individual, unforgiving, without real friends, perhaps lackeys or a twisted interpretation of "vassals". Academically,
notably proficient in technological and "hands-on" skills.

Grump: If anyone cares to remember them this far into their lives, Duergar reach the height of their hostility at this stage.
Imagine Mr. Heckles with a twisted hostility to . . . everyone.

Lifestyles
Spending his later life alone, a Duergar will easily find employment in industry or engineering, demonstrating an impressive
natural ability for both. Of course, this is helped along with a little glamour, and duergar are far more disposed to using this to
cruel ends. His ingenuity and cunning in preparing illusions and tricks are akin to those of a pooka grump, only they know full-well
the potential for damage and disruption involved, and this is invariably the point. However, those rare duergar who decide, for
reasons best known to themselves, to side with the Seelie Court, are much more like ordinary dwarves; the drive for hostility is
beaten down as they concentrate in using their engineering skills to the best advantage, not just for themselves. It is almost
unknown for an Unseelie duergar to have any true friends; those who get close enough are often simply being drawn in for some
ghastly deception.

Affinity
Scene

Birthrights
Trickery: Despite their technological affinity, duergar employ a good deal of their time shocking, terrorizing and mutilating
people with an array of horrible tricks. To represent this, duergar gain two free dots in Legerdemain, and can never botch any roll
involving crafts.

Frailties

Hostile: Duergar are notoriously difficult to get along with. To supplment appropriate roleplaying of this frailty (be careful not to
insult actual players), a duergar receives a -2 penalty to all social rolls, and a -1 penalty to all rolls involving etiquette.

Quote
"Yes, I have considered the welfare of innocent passers by. That is why the blades are poisoned."

Outlook
Boggans: They are fools to devote so much of their lives to the undeserving.
Eshu: If they come round this way, they won't be returning for a good few . . . lifetimes.
Nockers: Let their eyes burn green in their sockets. I would that they would do so literally.
Pooka: Their appraisal of subterfuge is admirable; their so-called innocence is pitiful.
Redcaps: If less brutish, they might be reasonable, maybe even worth the air they breathe.
Satyrs: The weakness of their self-control becomes boring to test.
Sidhe: Why do the masses not see the careless mispositioning of these wafting elflings?
Sluagh: They at least understand the importance of a threat; experts in terror, they do their job well.
Trolls: They do not support our efforts; still, they would be better placed on the forcedly vacated thrones of the sidhe.

DWARF
By Bjorn Maier (McWyld@aol.com) (27 March 1996)

Description
The Dwarves are one of the most detached Kith from Kithain society. This is partly due to the fact that they are almost as foul
natured as the Nockers, but it mainly has to do with the fact that they spend most of their time hidden away in their mountains
laboring over their great forges. Dwarves, like the Nockers, are famed for being the greatest craftsmen amongst the Kithain.
Unlike the Nockers, the Dwarves are not masters of chimera or machines; they are the masters of stone and metal. The
Dwarven weapon smithing skills are the finest and the Sidhe have been known to give the Dwarves great gifts for the creation of
great suits of armor and swords. Because of the Dwarves' close proximity and use of Iron in their work they have become
immune to its effect, this has a tendency to unnerve many a Changeling.
The Dwarves have maintained little contact with Kithain society even during the Time of Legends. Of all of the Kithain the
Dwarves have the strongest bonds with their larger cousins, the Trolls. The Trolls' and Dwarves' friendship has been around
longer than memory, and during the Time of Legends they were often found living in the same communities. The Dwarves share
the Trolls' sense of Honor and devotion, but not to the same degree, and they also follow a Clannish system of Government with
the Chiefs of each clan forming The Council of the Forge, the Dwarves' version of the Parliament of Dreams. Also Dwarves
share the name difference between their Seelie and Unseelie folk, Nibelungen for Seelie and Duergar for Unseelie.
Near the end of the Time of Legends a great war broke out between the Dwarves and the Goblins. It is commonly believed that
this war was caused by the Goblins stealing something from the Dwarves; what was stolen is not known. This war brought the
Trolls to the aid of their smaller cousins, the Dwarves, and they tore into the ranks of Goblins that stormed the Mountain sides.
The Dwarves could do little to fight the Goblins that came from the sun lit skies; Dwarves shun the sun since it slowly turns them
to stone.
This great war became known as the Troll-Goblin War because the other Kithain never saw the main battles that were waged
deep within the greatest of mountains. This war became so bloody that the Sidhe had to step in and separate the Kithain
involved and drag their leaders forcibly into court.
After many long hate-filled court sessions latter a truce was finally forged between the warring parties. The Goblins were blamed
for the war and were punished with the Curse of the White Light, (see Goblin Kith), and the Dwarves and Trolls were let off with
only a slap on the wrist. The Dwarves were infuriated by the minor punishment that was laid on the Goblins and demanded a
stronger one. The Sidhe did not listen to the Dwarven Warlords, and it took convincing by the Trolls to calm the Dwarves down
and drop the topic. The Dwarves grumbled loudly but all they did was to retreated farther into their mountain forges.
Since the Resurgence the Dwarves have not openly had any contact with the Sidhe and thus have not pledged fealty to the
Sidhe Nobles. The Sidhe are currently trying their best to find the Dwarves but so far the Trolls have stubbornly refused to help
them.

Appearance
At first glance a Dwarf could easily be confused for a Boggan; some times it takes a second or third glance to tell the difference.
Dwarves are stout in build with strong muscles and compact frames. Their hair, if they have any, is usually white and gray, but
there is one Clan that is known to have red hair, and the Duergar are known to have black hair. The dwarves more often than not
wear beards than fall bellow their belts, which are sometimes braided, and for some odd reason never seem to catch fire from
the heat of the Dwarven forges. Their skin is hard and reddened because of the great heat of their forges. A Pooka once likened
a Dwarf's nose to a malformed potato, which is true to some extent. The most unusual feature of the Dwarves is their feet. A
Dwarf's feet are deformed or misshapen in some way; they could be backwards, bird feet, stumps or other odd shapes. It has
been noted that a Dwarf with hooves has never been seen.

Seeming
Childling Dwarves are rather rowdy children; they love to explore and great fortresses and play in the mud. Even though these
childings are almost cute they still have a fierce temper and a Feral cunning.
Wilder Dwarves have just started to master the craft of smithing and mining. They excel in new methods of forging and combined
alloys, but lack the experience of the Grumps.
Grump Dwarves are well set into their practices and don't accept change very well; they will stubbornly use their tried and true
methods even if some resourceful Wilder finds a better way of doing the same thing. These Grumps are to be treated well since
they often bear grudges that were forged during their Childling days.

Lifestyles
Dwarves often take up careers that allow for them to stay away from the sun. Many become architects but even more become
metal smiths or metallurgists. Others of their kind often stay clear of Banal society preferring the company of their own kind.

Affinity
Nature

Birthrights
The Gift of Stone: Dwarves have developed an endurance as resilient as the stone they live and work with that they get an extra
dot in Stamina, which can raise it above 5. Due to their natural affinity to stone shaping and architecture Dwarves can never
botch a roll involving stone craft, including gem stones, or architecture.

The Gift of Iron: Dwarves have worked with Iron and precious metals for as long as they have existed. They have developed an
immunity to the effects that Iron has on the rest of the Fae and they can never botch rolls involving the working of metals.

Frailties
The Curse of Stone: Because of the Dwarves' close relation to stone and a price they had to pay for their knowledge they
slowly turn to stone while in the sun light. For every hour a Dwarf is in the sun light, even shadows, they will take one health level
of damage until they reach incapacitated which is when they turn to stone. A Dwarf who has been turned to stone by the sun has
their Kith soul entrapped in the stone husk. The damage caused by the sun can only be healed by rest away from the sun.

The Curse of Iron: Dwarves' temperament can be as harsh and unforgiving as the metal they craft their weapons and armor
from. Whenever they reach the wounded level or their honor has been insulted, they must make a Willpower roll (difficulty 5). If the
Dwarf fails the roll he flies into a berserk rage and may attack allies who get in his way. During this berserk the Dwarf ignores all
Health Level penalties.

Quote
You want one of my finest sword, heh? Well that will cost you $2,000, five Dross, or the head of one Goblin.

Outlook
Boggans: Honest folk; far to subservient to the Sidhe though.
Eshu: Whenever an Eshu tells you a story sing one of the ballads from the Great War to him.
Goblins: The only words I have about these contemptible creatures are written on the blade of my axe in blood.
Nockers: We have a great time competing with these fellows, but we are clearly better.
Pooka: The Pooka are to laugh at, but if they say any thing about my feet, or nose, they will never laugh again.
Redcaps: Vicious creatures, I think we should rid the world of them, after the Goblins of course.
Satyrs: One of the few who can stand up after drinking our Ale; for that alone they are tolerable.
Sidhe: Weak arrogant bastards; they would not grant us our right to the destruction of the Goblins.
Sluagh: Kill these Assassins when you can. We still remember them slithering through the cracks in our Mountains to kill our
Warlords.

Trolls: These are the one ones we can truly rely on and trust; if only they stood with us against the Sidhe, together we could have
taught them humility and scourged the world of the Goblins.

EILUNEDAR
By Alexander Marzec (Marzec@bc.edu) (28 April 1996)

Nickname
Mind Leeches

Description
This ghoul family, for reasons that will be detailed below, consists totally of changelings; primarily Sidhe of House Eiluned. This
offshoot of the house consisted of researchers and scholars with a noble purpose, namely, discovering a way to combat
Banality, a serious problem to the Sidhe in the mundane world which they discovered themselves in upon the Resurgence in
1969. Eventually it was discovered the drinking the blood of the Undead -- the Kindred -- would put the fae into a sort of temporal
suspension. Their age would remain fixed, as would their Glamour and Banality.
The Eilunedar (as the Sidhe involved in this work had come to be called) wasted no time. Capturing a Ventrue through cunning
and treachery (they ensorcelled his ghoul retainers to learn his weaknesses) all members of the Eilunedar partook deeply of his
blood, sucking the vampire dry. The Ventrue did not take too kindly to this act, and diverted some of their resources into wiping
out the Eilunedar. By this time, the Eilunedar had already allied with the Brujah, who were unaware of their crimes and were
appalled by this "heinous act of aggression" (as the Eilunedar put it). A major war broke out in the city, with the Eilunedar hunting
down and destroying the Ventrue by day, and the Brujah fighting to defend the fae ghouls by night. When the end of the
campaign came, the Eilunedar were swift and ruthless in their bid for power. Almost all vampires in the city were staked during
the daytime and brought before the Eilunedar High Council to be judged. The Brujah who had aided the Eilunedar had done so
partially from a desire to spite the Ventrue by bringing down the Ventrue Prince of that city, as well as their natural penchant for
anarchy. They would not fit well in the new order by which the city was to be governed, the High Council proclaimed, and all their
erstwhile Brujah Allies were decapitated. A more heinous punishment was reserved for the captured Ventrue who had dared to
challenge the Eilunedar; they were taken as captives and Ravaged regularly for cheap glamour until their minds were quite gone.
The remaining vampires of the city, who had remained neutral, were offered a choice, submit to the Eilunedar or be subjected to
sunlight and Final Death. Most submitted. For those who refused, the Eilunedar held true to their word.
Nowadays, all vampires in Eilunedar controlled cities tolerate their Eilunedar overlords occasionally feeding off them; after all,
there are worse things than being drained of half one's blood... and some whisper that the Ventrue are still being subjected to
them. If the rumors hold true, these prisoners must be no more than mindless automatons by now.
Eilunedar establish formal rules for Kindred in the cities which they control. These rules are bizarre and contradictory, to say the
least. Apart from "common sense" rules like "Do not slay an Eilunedar or Changeling," these rules have a strange logic born
from the minds of creatures who have never been human, and it shows. For example, Vampires are encouraged to create
progeny; more Kindred in the city mean more food for the Eilunedar. However, these offspring must be completely subservient to
the Eilunedar; if a Cainite rebels, both she and her sire are destroyed. Some limited infractions of the Masquerade are allowed;
after all, muse the Eilunedar, this encourages the mortals to dream. But no violations are tolerated which break the Masquerade
so flagrantly that it would bring the wrath of the Camarilla upon the Eilunedar. Garou are not tolerated near Eilunedar cities, as
they have been known to attack Eilunedar, claiming that they "smell strongly of the Wyrm". Because of this, Eilunedar frequently
manipulate Pentex into attacking Garou near their cities, thus diverting two opponents against each other.
The primary law for Kindred who live in Eilunedar-controlled cities is this one: create no ghouls. The Eilunedar know that their
only advantage over the Cainites (apart from their cantrips, which are not very effective against the banal vampires) is their
ability to walk about in daylight. They are intensely frightened of the consequences should more typical blood-bound ghouls
become prevalent in their cities. For this reason, human and animal ghouls are not tolerated in Eilunedar domains, even if they
are not blood-bound already -- after all they always can be...
The Eilunedar are also intensely paranoid about attacks by the Camarilla. They keep extensive files upon the names and havens
of all vampires in their cities, and if a vampire is unregistered, the Eilunedar try to kill him as soon as possible (preferably in
daylight, as it is far safer). Changelings are allowed to dwell in Eilunedar cities as long as they show a certain degree of respect
to the Eilunedar and do not attempt to change the status quo.

Appearance
In their true fae forms, Eilunedar resemble humans of unearthly beauty. Tall and lean, they are fierce and regal, with pointed ears,
angular features, and a commanding gaze. Their eyes are of odd yet striking colors: violet, silver, etc. In their mortal seemings
they look more human but are still breathtakingly beautiful.

Family Estates

Various cities in the United States, typically in the Northwest.

Backgrounds
Eilunedar often have high Resources and Retinue ratings (they control cities, after all). Their Gremayre scores are usually low as
these fae have virtually severed their connections to the Dreaming. Eilunedar often look hurried and nervous; their Dominions
are inherently unstable, and the Eilunedar know it. Many attempt to compensate for this failing by demonstrating uncanny
efficiency, discipline, which is unusual in changelings that are so decidedly Unseelie. Excessive cruelty is also an Eilunedar
hallmark. No Eilunedar may take the Freehold background as no freeholds exist within Eilunedar cities, and no changeling would
tolerate an Eilunedar running a freehold outside of the realm of Eilunedar control. The Eilunedar do make frequent use of Trods,
however (described in the Nobles: the Shining Ones WW supplement).

Character Creation
All Eilunedar, by virtue of their fae spirits, are unable to be blood bound to Cainites. Mental attributes must be either primary or
secondary for Eilunedar. Unlike normal ghouls, which use human character sheets, Eilunedar use Changeling character sheets,
and thus have more attributes and abilities than typical ghouls. To create an Eilunedar player character, make an Eiluned Sidhe
Changeling character, and then add a blood pool and the ghoul abilities. Eilunedar retain their Sidhe birthrights and frailties, as
well has the bonuses and penalties for affiliation with House Eiluned. Only Sidhe of House Eiluned may become Eilunedar, as
the other kiths and houses do not know the extensive rituals which allow them to become ghouls without being infused with
Banality and becoming Dauntain.
Eilunedar continue to accumulate Banality as do ordinary sidhe, but are completely unaffected by its ill effects as long as they
have at least a point of vampire blood in their systems. While they are ghouls, Eilunedar may not use experience points to
increase their permanent glamour ratings. It should also be emphasized than while all vampires have been human for at least
some degree of time, Eilunedar are definitely not human, nor have they ever been. Rather than using Nature and Demeanor,
Eilunedar follow their Seelie or Unseelie legacies. All Eilunedar (except perhaps players) are Unseelie; most of these have the
Beast or Riddler legacies.

Disciplines
Thaumaturgy, Chimerstry, Presence (the Eilunedar can use presence to bolster their natural sidhe regality; this makes it even
more difficult for opponents to attack them).

Weaknesses
The same fae spirit which prevents Eilunedar from being blood bound also makes it difficult for them to manipulate their ghoul
abilities properly. Because of this, Eilunedar may only use blood points for healing and using disciplines that require blood point
expenditure. Also, Eilunedar are persecuted by many groups. Anarchs and elders alike fume at being controlled and regularly
drained of blood by mere ghouls. Many changelings believe Eilunedar to be Dauntain and may go to great lengths to kill them if
made aware of their nature, outside of Eilunedar territory. Even within their boundaries, Eilunedar must be careful, as there are
always a few vampires willing to risk Eilunedar vengeance by slaying a mind leech. Ultimately, the only individual an Eilunedar
can trust is another Eilunedar.

Special Eilunedar Abilities


The blend of vampire disciplines and sidhe birthrights has given Eilunedar some unique powers.

Awe and Beauty


By using the first level of the presence discipline, Eilunedar can augment their Sidhe birthright, making it even harder for
opponents to attack them. Normally, an opponent must score at least one success on a Willpower roll (difficulty 6) in order to
attack an Eilunedar. For every success with Presence, this difficulty increases by one.

Unbondable
One of the reasons that vampires do not create many changeling ghouls is that all changelings are unbondable by virtue of their

fae nature.

Glamour pool
The Eilunedar are unique in that they are the only changelings who have managed to drink vampire blood without becoming
Dauntain. Thus they have a normal glamour pool and may gain glamour in the usual ways for changelings.

Family Organization
Eilunedar-ruled cities are governed by a High Council of nine Unseelie sidhe, which decide policy for each city. Eight of these
sidhe are Eilunedar, each representing a various Eilunedar faction within the city. The ninth is a representative from the Unseelie
Shadow Court, which has close ties with the Eilunedar. Typically, a problem is discussed until a solution is arrived at by eventual
consensus, but if this proves impossible, the matter is decided upon by a vote. All factions are expected to abide by the
decisions of the High Council, with slow death being the punishment for any that disobey. The Eilunedar maintain their
precarious positions as rulers among the deadly Kindred only by utmost cooperation. For this reason, any sign of rebellion or
discontent among the Eilunedar is dealt with even most harshly than rebellion among the Kindred.

Gaining Family Recognition


Eilunedar gain prestige among their kind by subjugating and manipulating vampires and humans alike, extending Eilunedar
control. To a lesser degree, prestige may be gained by increasing the amount of glamour within the city, and lessening the
mortals disbelief in magic (thus lowering their banality).

Duties
Eilunedar are not controlled by vampires (or so they think...). They are all charged with loyalty to the High Council, and a painful
death is the punishment for disobeying.

Quote
"Why worry about trivial issues such as banality or glamour? Our House will survive the coming Winter, and lead the squabbling
masses into the Eternal Spring."

Stereotypes
Camarilla: This organization is very dangerous. Once they gain a foothold in our cities, it takes much effort and blood to root
them out. Destroy their spies whenever you can.

The Sabbat: It is said that the Nockers of Goblin Town have made alliances with some of these vampires. How foolish -- you
don't ally with your food, you eat it!

Brujah: They served their purpose, helping the Eilunedar survive their troubled past and rise to power. But now they hinder
progress, and must be dealt with.

Ventrue: We ripped open their havens and scattered their ashes in the sun. It shall be a long time before these nobles trouble
us again.

Tremere: They hope to manipulate us. Let them think that they do so, and it shall be we who manipulate them.
Malkavians: These prodigals are the easiest vampires to get along with, once they learn their places.
Boggans: They claim that they wish to help us survive, but all these troublemakers do is investigate things that they have no
business knowing.

Eshu: Some of them can be negotiated with, but the damn things have a knack of turning up at just the wrong times in just the
wrong places.

Nockers: Ignore their whinings; exploit their talents.


Pooka: Is there anything more annoying than a pooka trying to 'liven things up' in one of our cities? We fight a never-ending
battle to maintain control over the prodigals, and this insane kith plays games in the midst of our wars.

Redcaps: They heal far too slowly for kithain that seem to have trouble showing respect where it is due.
Satyrs: I don't care about satyrs one way or the other.
Sidhe: Can it be that we are descended from these weak rulers? They know nothing of true power. Banality claims their spirits
every day, and yet the cure is right in front of their faces! Why don't they just follow our example?

Sluagh: Good informants. When some prodigals rebel in one of our cities, it's best to know about the attack beforehand.
Trolls: They call us oathbreakers and betrayers. Kill the arrogant giants on sight.

Final Details
So why, you may ask, with the hatred of so many powerful supernatural groups, has the Eiluned family not fallen yet? The answer
lies in their ruthless exploitation of these other races weaknesses, as well as skillful manipulation of enemy groups. Like the
Ravnos, they set two enemies at each others throats, then kill the weakened victor. Eilunedar also use their cantrips to great
effect. Werewolves can be immobilized or controlled through the Legerdemain or Sovereign Arts due to their low banality, and
are kept busy dealing with Black Spiral Dancers. Although vampires typically have high banality ratings, they are helpless in the
daytime, since all non-Eilunedar ghouls in the cities are purged on a daily basis. Furthermore, the Eilunedar are masters of
deception, typically specializing in the Art of Chicanery, and vampires in these cities never know whom to trust. Could your
oldest friend actually be an Eilunedar masquerading as a vampire through their mystical cantrips? In such circumstances, it is
very difficult to organize a rebellion.
Despite this, the opposition to the Eilunedar's sovereignity is too great. Barring exceptional circumstances, the Eilunedar tyranny
is sure to ultimately topple. Deep down, these twisted fae are aware of this fact. However, with typical Sidhe determination, they
will drag as many opponents as they can down to oblivion with them. It is rumored that the High Council of the most turbulent
Eilunedar city has a nuclear bomb in the city, which will be used if defeat seems inevitable.

ELDRICH
(El-drik)
By Mike Schiedel (dragon@mb.imag.net)

Description
Glamour, cantrips and chimerae are food and drink to these curious Fae. Consummate spellcasters, these Kith originated from
the Gaelic lands, and often concealed themselves among the ranks of the Druids. Nothing is more interesting to an Eldrich than
a new cantrip or, better yet, a Glamour-infused mystery. Glamour is a potent and unpredictable force, but if any kith has an
understanding into the workings of Glamour, it is these.
To an Eldrich, life is one big opportunity to delve deeper into the workings of the Dreaming. Banality is a sworn enemy, as it eats
away at Glamour, and causes the very stuff of life to fade away! Most eldrich delve deeply into learning the workings and effects
of cantrips, often focusing on one particular art and examining it minutely. Of course, they also study the workings of anything that
uses Glamour, such as dross and even oaths.
Eldrich tend to be an open people, willing to make new friends (they may have a new twist on that old cantrip...). However, it is illadvised to get one angry at you, for they are implacable enemies, and there are legends about wronged eldrich casting potent
cantrips resulting in the offending party finding themselves dismembered or oathbound to an evil dragon...

Appearance
Eldrich are generally tall and slender, with hair worn long and facial hair usually evident. Their fingers are long and fine, and
seldom calloused. Fashion tends to include some sort of long robe, cloak or coat.

Seemings
Childlings are insatiably curious, always asking "Why?" and poking their noses into things.
Wilders start experimenting with their cantrips, and often have to be asked to stop fiddling with that oath, thank you very much!
Grumps tend to settle down into private, deep research into the nature of the Dreaming. By this point, a grump's beard is long
and grey.

Lifestyles
These kith can usually be found wherever there is opportunity to learn. They tend to hang out at universities, and also at art
galleries and parties, to watch and study the release of Glamour. Most are drawn to positions involving research, or act as
spiritual leaders.

Affinity
Fae

Birthrights
Cantrip Mastery: Eldrich have studied and practiced their cantrips to a point of greater understanding. They score and
additional success on any cantrip they cast. Also, they can attempt to alter the effect of a cantrip slightly with a Wits + Kenning
roll, difficulty 8. This can result in a slight increase or decrease in range or duration, or can be used to personalize the effect.

Mystik Insight: Eldrich delve deeper into the workings of Glamour than any other Kith. From this, they have learned to
recognise the effects of Glamour in action. This means that an eldrich can identify an existing cantrip or terms of an oath upon a
changeling with a successful roll of Perception + Kenning. An eldrich cannot botch a Kenning roll.

Frailties

Curiosity: Eldrich are insatiably curious about the workings of Glamour. If the opportunity presents itself to study a new cantrip,
a piece of dross, an oathbound fae, or any other situation involving Glamour, the eldrich must make a Willpower roll (difficulty 8)
to avoid looking into it.

Quote
"Oh my...you've cast a Geasa upon me, haven't you...there, that takes care of it. Now, let's talk about manners, shall we Your
Grace..."

Outlook
Boggans: Industrious little fellows. Too practical by half, though.
Eshu: Ahh, kindred spirits, always looking for further knowledge. Don't trust 'em, though.
Nockers: Foul-mouthed goblins, their touch upon the Glamour needs be cleansed away.
Pooka: Cute, cuddly, silly, dishonest...'nuff said.
Redcap: -- Give the barbarian a fingernail, he'll take your whole arm. A tad excessive, don't you think?
Satyrs: Good entertainers, they throw an interesting twist into Glamour-gathering. A pity they're so un-focused.
Sidhe: Pale, refined, cultured...bah, they just want you to fall down and worship them. No thanks.
Slaugh: Even the sewers can occasionally throw up a clue to the Grail.
Trolls: Noble fellows, worth trading stories with over a mug of ale. Wish they'd develop creativity to match their honour.

THE FALLEN ONES


By Cloak

The Tale of Auliouna


It is nearing the time when the childlings must off to bed. The embers of the bonfires begin to cool and the grumps prepare their
greatest gossip, while the wilders are already pairing off. Our freehold on the point is a small one, but it escaped notice from
other eyes and we are all glad for it. It also provides a pleasant view, and a wonderful backdrop for taleweavers such as I.
As always the childlings begin to beg me for one more tale before they go. A grump spits into the dying embers and settles
himself, knowing that I must give in. Nearby, a young satyr pulls her sidhe companion back down to their grassy seat, waiting for
me to begin. I try to stop myself from smiling. Normaly I do not crave glory, however I do find this always an entertaining game.
"Young ones, the night is late. You should be heading home."
"C'mon, Gregory! Just one more story?"
"Yeah, we've only had one all night!"
"And that didn't even have a sword fight."
"Or a princess."
"Who cares about pricesses? We want fights!"
"Yeah!"
"Tell us a good one Gregory!"
"I like princesses..."
"Darnit lad, tell 'em a tale and shut 'em up!" I look towards the greybeard who said this. An old boggan. A great doll maker in his
time. Since his retirement, he only works in private. But I can see a glint in his eye, and I know that the doll Molly holds now is one
of his. He too wants a tale. Without giving away his secret I laugh heartily. "All right little ones, you shall have your tale."
I stand and prepare my telling. The ocean is at my back and the fire crackles softly. The childlings wrestle for the most
comfortable spot, and when they quiet I begin.
*****
"The tale of the Fallen Ones is sad indeed. It reminds us that there are other forces we must fear besides Banality. Others that
claw away from the shadows of the night. Cunning and guile are their weapons. Power is their promise. Armageddon is their
dream. "Long before you were born, little ones, there was a time when the sidhe had all left us here. They remained in Arcadia
and we knew nothing of what they did. When they returned the trods reopened and the dreaming flourished. However, many
were not pleased when they tried to reassert their old mantle of nobility."
"We know all this Gregory."
"I know, but it is necessary that you remember. For the tale begins during the Accordance War, when the sidhe and the
commoners faught and fae turned upon each other.
"It was then that the Fallen Ones appeared. At first they were noble sidhe, kind and goodly. Many were from the time before the
shattering, brought to the present because of Arcadia's time distortion."
"Time dis-what?"
"Distortion. Time in Arcadia passes slower than here. While the sidhe lived in Arcadia, generations were born and died here.
Many sidhe were shocked to see how much we had changed in their absence. The main lesson we learned was how to rule
ourselves. The sidhe wanted to bring us back to the old ways. "This brought the Accordance War. Many fae were killed, but most
regretted the killing. Some, however, thought that it was the only way. The Lightbringers were among this group. These sidhe
thought that the commoners needed to be taught a lesson. Their drive, unfortunately, brought them madness. After killing several
commoners they began to research new ways to conquer us. The dark voices whispered in their ears." I see young Molly shiver,
and I doubt it's from the breeze. I pick her up and sit her on my lap before I continue. At least she will have her princess.
"Their descent was slow, and went unnoticed for long. As the other sidhe slowly began to see the attrocities that the
Lightbringers had dredged up from the darkness, they began to question their ways more and more. When a motley of redcaps
was ruthlessley slaughtered by them, the sidhe tried to cast them out. The Lightbringers then brought the fight against the sidhe
as well.
"In our own city of Seattle they attacked the freehold the sidhe possesed. The baron that ruled and his wife were killed by the

Lightbringers, their blood splashing on the sacred ground. Many say that the dreaming cried in agony that day as the freehold
died with its lord.
"His daughter Princess Auliouna, however, had been away. She was among the first new sidhe to be born and had been hidden
in safety. When she heard of her parents' deaths, she fled her haven and returned to Seattle. Taking her father's sword, she
vowed to free the Dreaming from the Lightbringers -- the Fallen Ones as they were now known.
"Her battles were many and always hard. She met countless horrors, both chimaeric and real, from the pits of these fallen fae.
As she travelled however, she made friends: her fierce warrior Hrothgar, the troll who had served her father in previous lives and
could remember it still; the shadowy nocker Manaanan, a true sorceror with his own score to settle; and a agent of the F.B.I
named Devon Maxwell, who knew much already of the Kithain and their ways. Mr. Maxwell, you see, was married to a young
sidhe who had only recently had her chrysalis and was unfortunate enough to be found by the Fallen Ones. It was with the
household that she carried the fight to the leader of the Fallen Ones."
I let go a little glamour here, causing the waves to crash against the point. A fine mist sprays us all. The grump grumbles about
getting wet, but I know he enjoys the effect as much as the squalling childlings. After a moment I can continue, my voice lowered,
comanding their attention. "The Fallen Ones had found a freehold of their own, and a powerful one it was. On top of it sat a large
mansion owned by Lord Eirren Ravenglass, the supreme leader of the Fallen Ones. Manaanan had read the stars shortly before
and saw the time to strike was at hand. So, in the still of night, the princess and her friends crept across the yard towards the
great house.
"It was truly a frightful place. Many Nervousa stalked the grounds and it is sure that the group would have lost their senses without
the mortal, Devon. He kept the chimaera at bay, being unable to see them and not believing in them. They reached the door and
burst through. What they saw made the three Kithain scream in terror. The wood work was twisted and gnarled, bending in ways
that made the eyes hurt. The windows bled red blood, and the banister was a length of bone. The candles that flickered all
around gave a putrid odour that pulled at the stomach, and the floor screamed in agony as one tread across it. Even Devon was
sickened by a smell of putrid decay and a rot that permeated the house.
"As they tried to move through the house, the bone banister came to life like a giant bone constrictor, wrapping itself around the
powerful sorceror Manaanan. And Devon saw the wood work turn to a snake to attack the sorceror, for it was not chimaera, but
some other, darker enchantment. Manaanan cast his most powerful spells at the atrocity, and Hrothgar ripped at it with his bare
hands. Devon used his mundane bullets and Princess Auliouna her fathers sword, but nothing could stop the beast. With a final
sound of his bones crunching, Manaanan fell limp in the creature's grasp. Quickly the others ran from the room, before it could
claim another victim.
"Their path led them down to the cellar of the gloomy place. To Devon the stairs seemed rotten, falling to pieces, but to Princess
Auliouna and the mighty Hrothgar, the stairs swayed and twisted away from any feet. It was mighty Hrothgar's great misstep that
caused the stairs to break away beneath his great weight. The troll fell, catching himself by his finger tips as the stairs rose past
his head. Beneath him was a pit so dark that it sucked the light from the stairway. He could hear indecipherable jibberrings in the
dark and felt the silky caress of the shadows pulling at him. The princess and Devon pulled at Hrothgar, trying to bring him back
up, but the weight of the mighty troll was too much. With a shriek he fell into the depths, and a maniacal laugh was the only return.
Mighty Hrothgar who had battled the wicked Dauntain, the strange nervousa, and the dreaded unseen, was no more. Princess
Auliouna wept for her brave soldier.
"The cellar was a twisting moss hewn maze. The floor was covered in a sea of rodents, squealing and swimming about. A
strange eerie green light came from nowhere, casting slanting shadows that looked ready to pounce. Devon and the Princess
walked side by side, armed with gun and sword. For a long time they met nothing except the incessent rodents. Then, on
rounding a corner, they saw before them a ghostly image standing before a door. The image spoke, `Devon Maxwell, you are a
honest a good man, and now I entreat you to aid me.' Her voice was soft, yet full of sorrow and many tears.
"`How may I help you?' he asked innocently.
"`My name is Annabel. Years ago I was a woman pledging herself to aid those she could, but when I unknowingly crossed Eirren
Ravenglass he had me killed and bound my soul to servitude. He keeps a crystal ball hidden behind this door which is the focus
of this spell. I cannot pick it up, for it is protected from me. If, however, you would take it and dash it against the ground, I would
be free. I would live again and be yours.'
"Devon advanced towards the door. Princess Auliouna suspected a trap and told him so, pleading that he stop. The ghostly
Annabel said only, `Please, Devon Maxwell, help me.'
"Now love between Kithain and mortal is always a tragic thing. We see the mortals wither around us as we spend more and
more time within our sacred freehold. Still, it is not unknown for a Kithain to fall in love with a mortal, and all know that the sidhe
are very passionate. The princess had been with Mr. Maxwell through many dangerous things and trying times, so when she
shouted her love for him he knew that it was true, and with this truth he saw through the shade's lies. With the iron dagger that he
carried, he ran at the spectre and sliced its ghostly form. It cried out and vanished to the shadows.
"Only one task lay ahead of them now. The two heroes came to an iron door, impervious to the forces of glamour. Devon drew
his gun and shot the large lock twice, causing it to fall to the ground. The large door swung easily on its hinges. On the other side
they found the truth of the Fallen Ones revealed. Lord Eirren Ravenglass stood in front of a portal twice the size of any troll. The
depths of the portal reminded the princess of the hole that taken mighty Hrothgar and she shook before the essence of dark
glamour that flowed forth from it.
"`Welcome, princess, to my great chamber. Your father's sword will be the perfect sacrifice to fully open my great portal!' Lord

Eirren raved like a maniac while strange shapes and faces swam in the murky blackness in the portal.
"`You're finished Ravenglass. I come in the name of my father, Baron Eidwynn of Cair Carraivell.' With that the brave princess
ran forward, her father's sword shining bright in the black sanctum. Lord Eirren was prepared, however. For Lord Eirren had sold
his soul to dark powers, evil creatures wanting to destroy our fair world. He threw a crystal shard at the great princess and when
it hit her she was encased in ice, unable to move or draw a single breath.
"`Foolish girl, you shall be easier to kill even than your father.' Lord Eirren majestically approached the princess, crossing in front
of the portal to do so, but he had forgotten about the mortal Devon Maxwell. Devon ran forward and plunged his iron dagger
deep into the shoulder of the lord. Lord Eirren cried in out rage, trying to throw the mortal into the dark portal, but Devon's grip
was strong and he dragged Lord Eirren with him. They fell together into the void.
"The princess was released from her spell when the evil lord disappeared. The order of the Fallen Ones was without a leader
and fell to chaos. Princess Auliouna never settled to rule her city. She continues to hunt the last remnants of the Fallen Ones still.
Some say that Lord Eirren lives still, commanding his followers through terrible oracles. Some say also that the spirit of Devon
Maxwell haunts the Fallen Ones wherever they may be.
*****
"Well little ones, there is your tale. Now, off to your beds with you!" I say smiling. Molly hugs me and the other childings thank me,
all except Willy who says it was the most boring tale he ever heard and he wished he had stayed home with his mother. Childling
pookas were never great critics. After they are gone, the grey beard stands up and stretches, spitting into the fire once more. I
can hear his joints crack like the firewood as he moves.
"A good tale lad. Next time, tell 'em the truthful endin'."
"What do you mean?" I ask.
"Eh? You haven't heard? The princess was found dead in the Kingdom of Apples, and the Fallen Ones have been gathering
newly awakened sidhe of late. The princess didn't win the war, only a battle."
He lights his pipe and walks away whistling. The sidhe and satyr slowly wander off. In the wee hours I sit listening to the crackling
wood, wondering about the changing seasons.

The Crusaders
"Our fight has been long and hard, but our lord speaks to us still. We shall find our rightful place at the head of all fae, one
day to bring new rule to all."
Once the Lightbringers were among the nost noble of sidhe. However, their lust for rulership and personal pride proved to be
their damnation. They were involved in many battles during the Accordance War, but are remembered most for two events. The
first is known as the Marketplace Massaquer. In the city of Seattle, late one night, a large group of Lightbringers came upon a
much smaller group of redcaps. The redcaps were slaughtered in the ensuing battle. In the atrocities commited during the
Accordance War such a thing might have gone unnoticed, but as the tale goes, the Lightbringers not only slaughtered the
redcaps, but toyed with them, running them through an insane gauntlet and then causing them great pain with lengthy torture.
Other sidhe became aware of this, as they had other acts by the Lightbringers, and denounced the Lightbringers, casting them
out. The Lightbringers were at first stunned and then enraged. In a night raid they attacked the great freehold in Seattle and killed
all inside. The commander of the Lightbringers, who were now being referred to as the Fallen Ones, the former Lord Eirren
Ravenglass personally killed the King and Queen. It was then that Lord Eirren realised the sidhe were weakrning and must be
taught their lessons. He took his followers out to cull the week, and renamed them the Crusaders.
What Lord Eirren did not realize was that the King's own daughter, Princess Auliouna, was not in the freehold at the time of the
assault. When she returned, she took up her fathers sword and vowed to avenge her parents. Her own crusade took her over
most of Concordia, from the Kingdom of Pacifica to the Kingdom of Apples; through the Kingdom of Northern Ice to the
Kingdom of the Burning Sun. On her travels she was assisted by her friends. First was the mighty Hrothgar, a troll who had
served her father in a previous life before the shattering. In the Kingdom of Apples she met Manaanan the Sorceror, who saw
through the stars the path that would lead them to success. He had lost his own oathcircle to the brutality of the Fallen Ones, and
so put aside his distrust for the sidhe princess to exact his vengeance. In the Kingdom of the Burning Sun they met Devon
Maxwell, an F.B.I agent who had been married to a sidhe that had died on the end of an iron blade held by one of the Fallen
Ones. The four of them together made a unique oathcircle both then and now.
To Princess Auliouna's surprise, their path returned them to Seattle as they neared the final confrontation with Lord Eirren. It was
in the lord's very house that mighty Hrothgar and Manaanan the Sorceror met their untimely deaths. But deep in a subterrainian
maze, Devon Maxwell and Princess Auliouna learned the truth of the Fallen Ones. Lord Eirren had been seduced by powers of
darkness. His soul was sold and now he was trying to open a portal to his dark master's realm. Sacrificing himself, Devon
Maxwell pulled Lord Eirren through the portal that was opened only one way. Princess Auliouna escaped.
Many thought this to be the end of the Fallen Ones, but Princess Auliona knew better. She continued to hunt them down, trying to
save them if possible. Of late they have been looking for new sidhe to bring into their ranks. Several sidhe have fallen into their
grasp after being found during their chrysalis. These fae are not Dauntain, but changelings still. Their souls have been sold and
minds are warped, but they are still of the Kithain.

Princess Auliouna was recently found dead, and rumor has it that Lord Eirren is somehow communicating with his Crusaders
again. Unfortunately, those who know are already lost.

Nickname
Lost Ones. The true name of these fae is the Crusaders, however all but the most scholary Kithain refer to them as Lost Ones.
Dauntain refer to them under either name.

Appearance
What could have been beautiful has been twisted. The hint of sadness that sidhe usually carry has turned to a hint of malice. The
pleasing angular features are now a little too angular. The striking eyes are cold and hard as flint, or dark and solid like
steel.Their gaze is more petrifying than commanding.

Seemings
Childling: Crusaders are rare, but their numbers have grown slightly in recent times. They are often used as spies, or to
undermine the other fae. Few suspect that a childing could cary such malicious evil.

Wilder: Crusaders are the most common. They are as proud as any sidhe and as high spirited, but towards the single goal of
domination.

Grump: Crusaders are also uncommon. Most Crusaders do not live so long. Those who do are revered among their kind and
are often reffered to as High Priests.

Lifestyles
Crusaders come from either political or physical lifestyles. Many are involved in some type of armed forces, or have been in the
past.

Character Creation
Warrior Crusaders obviously favor their physical and combat abilities. There are other more cunning Crusaders whose primary
categories are Social and Knowledges.

Affinity
As with the regular sidhe, the Crusaders do not have an affinity, although rumor says they have been researching one dealing
with spirits.

Birthrights
Dark Presence: The Crusaders deal with forces from beyond, and these forces have changed their normal birthrights. They do
not gain the regular sidhe bonus to Appearance, but instead gain two extra dots of Manipulation. The difficulty of any Social roll
(especially Subterfuge or Intimdation) is reduced by two. The Crusaders can never botch an Intimidation roll.

Midnight Whispers: If a Crusader can find a sleeping victim, he can whisper into the sleeper's ear and set hypnotic commands.
These commands can be no more than a short sentence and must be completable within the next 24 hours. This costs a
willpower point to use.

Frailties
Eerie Presence: Although the Crusaders can be quite successful socially, there is something about them that people notice.
They are never sure what it may be, but something always irks non-Crusaders. While this may be beneficial for making contacts,
in the long run it is a downfall as people are unable to forget the Crusader.

Use of Cantrips
The Crusaders can use cantrips as well as any fae. Once again, they are not Dauntain. Additionally, they have often been
granted other powers by their dark masters.

Outlook
Boggans: They can cause more trouble than it may at first seem. These small folk have often been a thorn in our side. Still, they
are great craftsmen and shall serve us once again.

Eshu: The Storytellers spread hatred for us among the other Kithain, but are great fonts of information. Learn from them.
Nockers: If we could have them work for us. . .
Pooka: They are like spoiled children. They must be spanked.
Redcaps: Their crimes cannot go unpunnished. They must be discplined and made to serve our will.
Satyrs: Seduce them to our teachings, and through them their Kithain lovers.
Sidhe: Traitors! Now they are no better than the commoners. Someday they will see that we have been right all along.
Sluagh: Disgusting creatures. They are a pestilence to Kithain.
Trolls: Win them over to our side. Their loyalty is great, and prowess moreso. Without their body guards around, how would the
sidhe fair?

Dauntain: These creatures must ultimately be destroyed, or they will drag us down. In the meantime, we often seem to come up
with similar goals. Allies in times of need. Dispose of them when their usefullness has run out.

A treatise by Sir Gregory of the Crest-of-Cedars


The soul is the base for all dreams. All dreams come from the soul, and the soul is all dreams. Those who sell their souls have
sold their dreams. So why, we must ask ourselves, would one of the Kithain possibly do such a thing? Still, In my wanderings I
have more than once come across such creatures, such mockeries to Kithain. They often turn to ravishings, and their ravishings
have worse effects than even the most malign of the unseelie. In an effort to stop this terrible degradation to the Dreaming, I have
writen this paper to explore the various reasons that I have found fae turning down this dark path.
The first type of infernalist fae that I met were ones who had been corrupted into their path. Other forces had taken time to beat
resistance out of them and convince them to follow their dark future. Often these ones seem to stay as foot soldiers and peons.
Their drive is not truly in what they do, they have just lost all hope. A few times I have seen such fae rescued and dream again,
but more often I found they withered away in the darkness. I have even met some who almost returned to us, but like the child
who runs into the light from a dark basement, then cries in pain as the sun blinds them, they ran from salvation. These are what
we most often assume the infernalists are, misguided angels. Unfortunately that is not always true, not to mention some do find
the drive for their new "lives," and rise in their infernal rankings quickly.
The Second type are those who chose their path for many reasons. Some do it for sheer power. Others do it because they are
under the illusion they will be on the "winning team." But whatever their reasons, these infernalists are to be feared. They are
crafty malevolent corrupters. They serve terrible masters who grant them great powers in return. There is little hope for these
former fae, as they have in fact chosen their path, turning from the true Dreaming into the Nightmare lands beyond.
What powers could these beings possibly offer to change a Kithain so drastically? Some appeal to bodily pleasures, others to
wealth or fame. However, the most crafty appeal to much deeper dark things that at one time root within us all: revenge, craving,
envy. The seven deadly sins are good examples of where the corrupters look.
Even more than quick roads to any of these, the corruptors can grant incredible powers. I have detailed some below:
*****
Several investments that are detailed in the Book of Madness work just as well for fae. Body Armour and Lightning Speed are
obvious examples. Imps are popular among sidhe infernalists, and more than one satyr has been lured by the Path of Lust and
Torment.
On A more fae note, here are some specialties:

Reweave the Dream: (4pts)


This investment allows the infernalist to simply reweave anything created by chimaera. By spending a willpower point and

succeeding in an opposed glamour roll, the infernalist changes the chimaera into whatever he desires. Some restrictions apply,
ie. a nonsentient chimaera cannot be made sentient with this and mass cannot be added, but it can be lost. The process seems
to be very painful to living chimaera and if they do not succeed in a willpower roll, they go insane. They can still serve their new
infernalist master, they are just a step closer to nervousa.

Personal Chimaera: (3-7pts)


The infernalist is granted a very personal chimaera. The infernalist and chimaera are connected with an empathic and telepathic
link. They always know where the other is and how the other is fairing. These chimaera are always sentient and usually
animated. As well, the chimaera can usually courrier messages between the infernalist and his dark master. A weak chimaera is
3 pts while a very powerful chimaera, such as a dragon, is 7pts.

Iron resistence: (5pts)


This awesome power grants the infernalist resistence to Iron. Each time this investment is taken, the infernalist gains one die to
roll against any iron based attack.

Birthright: (4pts)
Appealing to envy for another Kith, the dark lord grants the infernalist a birthright, ie granting a sluagh the appearance of a sidhe.
This is of course never exactly the same. Eshu still arrive slighty quicker, Sidhe always manage to have the rouge slightly redder.
Little things still stick out. (rolls normally made easier are not quite so easy, a +1 bonus instead of a +2, although the ability never
to botch is still there)

Deny Banality: (2pts)


After failing a check versus banality, the infernalist may spend a point of glamour and make a second check.

FATAE
By Colin Chapman (col.chapman@virgin.net)

Description
The times of Roman Conquest, the twisted period of the Sundering slowly growing, gaining momentum. The Shattering was still
distant future. A future that few could see approaching, save perhaps for the Fatae of Italy.
Seeking safer refuge from the approaching doom, the Fatae spread across Europe with the expanding Roman Empire, sealing
treaties with the native kithain when possible, using force of arms when the natives were less than compliant.
Though fragile in seeming, the Fatae are skilled warriors. Only on two occassions did they fail to gain the land they desired,
driven from Greece by the Satyrs and Dryads, and defeated in the Southwest of England by the Pixies.
Established throughout Europe before the Shattering, the Fatae rapidly integrated themselves with their new habitats, gaining
new names from the local mortals. In France they became known as the Fae and in England they became known as the Fairies,
a name which has spread throughout the western world.
As time passed the Fatae suffered the same fate as other kithain, barred from Arcadia, becoming changelings, and finding their
blood spread with European expansion to foreign locales such as Tir Nan Og and Australia.
Fatae society is strongly matriarchal; and the various matriarchs (both Seelie and Unseelie) are inevitably of noble standing.
Each year, on the full moon of midsummers Eve, the matriarchs of both Courts hold an annual conference. Little decision making
is done however as the conference serves primarily as an exchange of gossip, song and tales. The conference is barred to all
outsiders. Especially males. A Matriarch's rule is surprisingly strong, and any Fatae found to be lacking in their service are
geased into performing quests. Failure to complete a quest, or embark on one, results in immediate exile, irrespective of
whether the task was impossible or the accused, unjustly so. The Fatae are nothing if not fickle.
This penchant for exile has resulted in two distinct factions of Fatae society: the Solitaire Fatae, and the Troop Fatae (called
Fatara).
The Fatae have often meddled with man, indulging in mischief, stealing babies (a discontinued practice that used to provide
them with menial labour), and lending their aid to mortal love affairs. Indeed, love gossip is a prime social pastime among this
kith. Extremely fastidious lovers, the Fatae are capricious, mercurial and hard to please. Even Satyrs have found them almost
too exacting. Almost...
Perhaps one guiding philosophy is behind all Fatae dealings: 'One good (or bad) turn deserves another'. Other kithain have
learned to tread lightly.

Appearance
Fatae stand much shorter than the average human, rarely exceeding 4' tall in their Fae seemings, or 5' tall in their mortal
seeming. Despite their lack of stature, they are slender and perfectly proportioned, with the large, pointed ears common to many
changelings, and a beautiful pair of gossamer wings. In many ways, they resemble short, winged Sidhe, save that their beauty is
not so unearthly. Their nobility of Matriarchs is fashion conscious indeed, favoring delicate robes of chimerical spider-silk,
bejewelled with dewdrop sequins. The Fatara wear green clothing, favouring headwear of crimson with a white feather for
decoration. The Solitaire have always worn red clothing as a symbol of their independence and/or shame.

Seemings
Childling Fatae are mischievous and ephemeral, spending their time as typical Fae children: flying, playing and enjoying
themselves. Perhaps more than any other kith, the childlings of the Fatae fit the ultimate stereotype of a fairie child.
Wilder Fatae engage in early romantic trysts, easily swayed by emotion. The term 'flighty' was invented for these wilders. Their
penchant for trickery does not fully diminish, and a strong tendency to meddle in others affairs of the heart becomes ever more
evident. At this seeming they swear formal allegiance to their Matriarch, assuming Fatara status. They are usually too flighty to
hold any stable position or relationship.
Grump Fatae age as gracefully as Sidhe, with many females becoming members of the Matriarchal nobility. At best, the males
become valued consorts or advisors. Unsurprisingly. the majority of Solitaires are male Grumps, with a smattering of male
wilders. Pranks and trickery fall from grace with this seeming, but the pursuit of love remains as ardent as ever.

Lifestyles
As a mercurial folk, the Fatae avoid anything that could be remotely boring. Only glamourous pursuits, such as movies, music,
song, etc. are even remotely considered, and even then they can become quickly bored. Fatae Freeholds are traditionally
barrows, tumuli, and hillocks: the 'Fairie Mounds' of legend.

Affinity
Actor

Birthrights
Of Pleasing Form: All Fatae receive an extra dot of Appearance (even above 5).
On Gossamer Wings: All Fatae have beautiful wings, akin to a silken butterfly. They operate identically to the 3pt Merit
'Winged' on pg. 28 of the Players Guide.

On Tiny Feet: All Fatae can reduce their size in any increment, down to the size of an acorn. It costs 1 Glamour point to shrink,
but reversion is free.

Frailties
Mercurial Heart: Fate self-control is low to say the least, adding a +2 Difficulty to any Willpower rolls.
The Beast Sees Clearly: No matter what cantrip, treasure or chimera a Fatae employs, they are always visible to animals (but
not Fae in the guise of animals). Fatae must rely on natural stealth and cunning to avoid being detected by an animal.

(Yawn) Boring...: Banality always affects Fatae as if it were 1 point higher than it actually is.

Quote
We are, without doubt, the most famous of kithain. How the others must envy us.

Outloo
Adh-Sidhe: How can you live such a colourless life?
How can you lead such a worthless existence?
Bean-Sidhe: At least you have your health.
Yes, but I would trade my last dying breath for the chance to sing one last time.
Bendith Y Mamau: How can such a homely creature as yourself produce such divine music?
Because I have depths you cannot fathom.
Boggan: You enjoy your simple existence, toiling all day. How dull.
Mayhaps, but only to those who lack the integrity to do so themselves.
Eshu: Simply delightful! Another tale!
Ah, my adoring public!
Goblin: SHRIEK!! Leave me alone you beastly thing!
Bwahahahah! Didn't see that comin' did ya! Hohoho!
Leprechaun: You arrogant little chauvanist! You've angered the wrong female this time!
Oh, I'm sooo scared! Hahaha...ARRGH! JESUSMOTHERN'CHRIST!!

Nockers: You sided with those accursed Pixies!


Damn roight Oi did! 'An Oi'd do it again in a cinch!
Pixies: What right had you to drive us away?!
What roight!?! You invaded our lands!!
Pooka: Titter! That is amusing! What a delicate little rabbit you make!
Umm...thanks. I think...
Redcap: Oh yuck! Sick, sick, sick!
Brrup! Heh.
Satyr: Seek an easier plaything, fur-legged one. After you drove us away you lost the right to enjoy our company.
That's your loss my frigid friend!
Selkie: Should air and water mix?
Come to my embrace and we'll see...
Sidhe: Were that more kith were like us.
You'll find no argument there my diminutive cousin.
Sluagh: Crawl away wormling. Your presence offends.
You cannot command me, fragile little butterfly.
Troll: Such strength and power! (and dullness of mind)
The flying kith needs a strong hand to moor it.

FELIS
By Peloquin (ka.vanadis@karlskrona.mail.telia.com)

Description
Savage and noble, unpredictable and beautiful, these are all common epithets for the changelings known as Felis. Originating in
the myths and dreams of African folklore, they are the true cat people who walked the Egyptian deserts and the African
savannahs with the Eshu long before the Shattering. But when the wandering Eshu made their ways out of the dark continent, the
Felis stayed behind. Unable to leave their homes due to loyalty, tradition and plain stubbornness, these kith never saw the courts
of Europe, instead remaining behind to protect the Dreaming where they originated.
When the Shattering came, the felis were quite unprepared. They managed to retreat into the so called "soft areas," places
where the Dreaming overlaps the real world, places impossible to see by human or Prodigal eyes, places where the unwary
traveller would get lost, caught in the Dreaming forever. Soon they were forced to take in both Prodigal shapechangers and a
few of the mysterious Laibon Kindred, some even say the Dreamspeakers of Africa go there occasionally to gather strength and
perform their magick safely.
Now, there are as many different felis are there are races of cats; rumors say that there are sister kiths in India, China, South and
North America, closely related to the so-called Bastet, what European changelings believe are Prodigal Felis. And then there is
the most closely related Prodigal of all, the half-fae Ceilican. To simplify the whole matter, we will keep to the African Felis only,
although a crafty ST and his/her players might want to invent new ones. Do note, though, that Felis are all one kith, not different
kiths, and have the same Frailty, whether they be Leonids, Onyxes or Anioto.

Leonids
Tall, muscular, arrogant lionmen, similar to the Simba Bastet, but since they are even more similar to their feline counterparts,
lousy hunters and excellent scavengers. Not many know that lions in reality rely heavily on prey they steal from hyenas, leopards
and cheetahs -- muscle goes a long way.

Onyx
Lightning quick Cheetahs. In spite of what many think, cheetahs are very social animals, and quite possibly the brightest felines
of all. They bond with one mate for their entire lives, and have been known to become quite friendly with humans. The Onyxes are
no exception to this, but their friendly demeanor hides the ever present Felis fury.

Anioto
These shamans and sorcerers are best known from lousy 30s serials, where they all too often would be the bad guys. In reality
they are not only very peaceful, but quite possibly one of the most powerful foes the Hidden Ones and the Fomorians could
possibly have, due to their magical knowledge and potential. Many rural folk still secretly support these changelings, in spite of
repeated Void Engineer attempts to bring them down.

Appearance
Felis always have a feline, split-lipped face, similar to that of their totem animal, complete with sharp predator teeth and glowing
eyes. They tend to be tall and resemble their animal counterparts physically as well as mentally, Leonids are muscular and bulky,
Onyxes are slender and agile, etc.. All felis have a prehensile tail, like their feline cousins. Felis prefer dressing in loose
comfortable colorful clothing: not always tribal, but often traditional.

Lifestyles
Felis prefer living in the wide open, where their abilities and heritage become free without the shackles of the ever-growing
Banality of villages and cities. Many take work as Wildlife Reservation guards or scouts, and they harbor a growing hatred for
those who hunt their brothers for human money.
Childlings are playful and wild, though the trained observer might notice that all their games can be translated to life in the wild.
Most tend to be more than a little disrespectful of their elders, a behavior that can be harmful in the wrong situations. The
growing use of children in armies in their home nations have taken many a Felis Childling, though, so Wilders and grumps guard

growing use of children in armies in their home nations have taken many a Felis Childling, though, so Wilders and grumps guard
them with their own lives.
Wilders are proud and feral; they usually wander the African continent from coast to coast, having adventures almost equal to the
Eshu. Once they reach their eligible age, though, they tend to select a mate. Fae or mortal, it makes no difference whom they
bring with them on their journeys.
Grumps are quiet, reserved cats, with longs beards and flowing robes, their feline eyes full of wisdom. They stake out certain
areas where they settle down, and hopefully live their lives to the natural end, but beware, they can be quite fierce if anyone
harms or threatens their kin.

Affinity
Nature

Birthrights
The different Felis have different Birthrights, all aimed at their specific heritage.

Leonid: Lion's Might. All Leonids gain a free dot in Strength and Stamina, even if this brings them above five.
Onyx: Speed of the Cheetah. All Onyx gain two free dots in Dexterity, even if this brings it above five. Also, the Onyx may reach
the infamous speeds of their feline brethren for short periods. With a successful Stamina+Dexterity roll diff: 7 they can run at a
speed of between 60-80 mph. This lasts only for max one turn. If they run any longer than that, their brains short out, rendering
them temporarily Undone.

Anioto: Wisdom of the Ancestors. All Anioto gain two free dots in Gremayre, but when they specialize, they must choose the
Specialty Animism, dealing only with the naturalistic magics of African fae.

Frailties
Cat's Fury: All Felis have a serious problem with their temper. Whenever anyone hurts anyone they care for, or insults them,
they must roll WP diff: 8, two successes needed, or they attack the miscreant with all their might. This applies to all Felis, and
when they frenzy like this, the character is in the hands of the ST, who rolls the characters WP, same difficulty for three turns. If he
succeeds twice, the character regains control, if he fails or botches, the Felis goes total berserk and might attack friends or
allies.

Quotes
Leonids: "Stand aside, coward, or face my wrath!"
Onyx: "I bet I can outrun you! Race you to that hill?"
Anioto: "The ancestors are displeased with your behavior, young man. Shooting elephants and taking their tusks for white
men's gold is something they frown upon very much. I curse you once, twice, thrice, to never hold a gun again, or else . . ."

Author's Note
I created these for a crossover chronicle I ST'd, taking place in Africa. They fit in surprisingly well, and we had several amusing
episodes when the Bastet in the group tried speaking Bastet Kheuar with these changelings, and they understood zilch. Feel
free to make sister kiths to all the Bastet tribes. My group is traveling Eastwards, and will soon meet the noble tigermen of India,
China and Japan, not to mention the cousins of the Anioto.

FOLLETTI
Description
Kithain of Italian heritage, the Folletti live life to live, bringing a rush of passion in their wakes. They live at breakneck speed,
never ceasing for a moment, for fear they might miss something, anything. Romantic and roguish, the Folletti steal kisses from
any attractive members of the opposite sex they encounter, and every tryst is their 'one true love'. Sadly, just like the Satyrs,
these amorous kithain are capricious and unreliable, leaving a trail of broken hearts, much to their regret. Truthfully, Folletti are
genuinely kind-hearted, friendly and generous; their last wish would be to cause someone hurt, but they are flighty in the extreme,
and their heart rules their head more often than not. Social, gregarious and party-hearty, they love to make people smile,
encouraging them to let their hair down, dance and play. Street carnivals, parties and fiestas are their lifeblood, and they delight
in simple rhythmic instruments such as castanets, which allow them to combine music and dance with gusto.
While a single Folletti is a serious handful, a group of Folletti can create sheer havoc, often banding together for short periods
and getting into mischief. On the rare occasions a gang of Folletti and a Satyr Trago meet, the passionate heat generated could
melt steel.
For all their good nature, the Folletti reserve a great hatred for the Pamarindo, and have been known to perform the most
malicious of tricks on them. In return, the Pamarindo repay them fivefold, and the circle of payback erupts into violence. So bitter
is the hatred between the two kiths, that many kithain are shocked to see how violent and driven the normally loveable Folletti
become. No-one can remember when the circle of hatred started, or what caused it, and even fewer care. Some theorise that
it's a natural class of personality, while others put it down to their Italian blood and a few too many viewings of The Godfather.

Appearance
Folletti generally stand lightly shorter than average, and slightly shorter again in their fae mien. Of Italian blood, they have rich
dark complexions, glossy black hair (often curly), and dark eyes that twinkle with light. Typically very attractive, they favour red in
their clothing. Their most notable fae features are their long antenna which sweep back from their foreheads, and their
grasshopper-like legs (which the most adept can 'play' like a violin).

Seemings
Childling Folletti love dancing, and playing kiss-chase with the other children. They are amazingly happy, child-like and infect
everyone around them with a little joy.
Wilder Folletti are incredibly popular with their peers, and despite their penchant for whirlwind romance, they are impossible to
dislike for long. They are simply too nice and exuberant.
Grump Folletti seem surprisingly rare, but the truth is that many 'retire' to a more sedate life, settling down to an easier pace.
Despite this, they are well regarded as the most experienced among their kin, as well as the most level-headed.

Lifestyles
Folletti prefer lifestyles that allow them to indulge themselves. Some run clubs and bars or become musicians and professional
dancers, while others are wanderers and gypsies, revelling in the freedom of the road. Not surprisingly, they have spread with
the tide of Italian emigration over the years, and have found the many unique locations much to their taste.

Affinity
Actor

Birthrights
Ride the Whirlwind: Folletti can move with great speed, and even fly for short distances, by spinning themselves into a
miniature whirlwind (very much like Taz). They can move upto 25yds + (Dexterity x 3), but flying requires the expenditure of 1
Glamour and lasts their Stamina in minutes. They must call upon their Wyrd to use either of these abilities in the presence of
mortals.

Bursting with Energy


Folletti are seemingly tireless. They add one to their Stamina, even if this increases it above 5. This bonus is in effect at all
times.

Hopper!
The Folletti can make truly prodigious leaps, by virtue of their grasshopper legs. They can jump 4' per success vertically, and 12'
per success horizontally. To do this in the presence of a mortal requires that they call upon their Wyrd.

Frailties
Hyper!: The Folletti just can't sit still. After a period equal to their Willpower x 1 rounds of inactivity, they must make a Willpower
roll (diff. 6, +1 per extra period) or be forced into action and movement. Many suffer from insomnia.

Mercurial Heart: Like their cousins, the Fatae, the Folletti lack self-control, adding +2 to all their Willpower difficulties.

Quote
"Ah, my love. Heart's passionate fire burns in your gaze, and would give my life for just one kiss from your tender lips..."

Outlook
Adh-Sidhe: They know passion, but it is a cold passion I would not wish to taste.

"The Grasshoppers rarely attract our ire."


Bean-Sidhe: Tortured wailing and sorrow break my heart. Help them forget, if only for a little while.

"They can raise our spirits, applying the salve of passion to our wounds."
Boggan: These homebodies make some of the finest cannelloni I've ever tasted!
"The Folletti may be flighty, but they appreciate good food, and always let their appreciation be known."
Clurichaun: Yay! Let's party dude!
"Fiddle faster, and let's rock this joint!"
Eshu: Some of our kind have travelled with the Eshu, and their adventures, both amorous and not, are the stuff of legends.
"The Folletti are free spirits, unfettered by the ties that bind so many of our kin."
Fatae: Our winged cousins take themselves far too seriously, but once you enchant one with honeyed words, the action is
incredible!

"The Folletti are 'entertaining' commoners (grinning with remembrance)."


Ghille Dhu: Wrap me in your branches, my sweet.
"Let's make the most of Spring."
Nockers: So much anger, but hey, I like angry love as well!
"Feck off! Ya annoying Wop!"
Pamarindo: Hey! Fat boy! Eat this!
"Grasshoppers are considered a delicacy in some parts of the world..."
Pooka: Fur, and feathers and scales, oh my!
"I must confess, the Folletti are as frigid as ice, and appalling company."
Redcap: Something good about the redcaps? Well, they like red.

"Pull the insect's legs off!"


Salvanel: The furred ones can be fun, in a very 'earthy' way.
"If you can, try to get them to play and entertain at your next children's party."
Satyr: Grrr... hunh, hunh, hunh, hunh (repeat for a long time) grunt, yes, yes, Yes, Yes!, YES!!!!
Selkies: Well, I've never made love to someone who's just discarded their skin before (chuckle). C'mere... (pulling her down).
Sidhe: Their noses may be in the air, but their passions are fierce and hot.
"These troubadours make for an engaging diversion. "
Sluagh: The cold fish are ugly, but they are also very flexible.
"They have their uses (although they are admittedly purely carnal ones)."
Swan Maids: I'm all for female empowerment! (sly wink)
"Oh really? How much power would you like me to demonstrate?" (wink)
Trolls: My, you are warm and muscular...
"Gulp."

GARGOYLES (version 2)
By Joshua Earnest (WilliamPall@juno.com)

Background
The Gargoyle Kith has always seen a need to protect those who are without. The weak, discouraged, hopeless of the world.
Before the Shattering they were numerous in the world, as strong fighters and assistants to their Sidhe rulers and Troll brothers.
When the Shattering came they saw what was happening and took it upon themselves to take those Kithain who were in no
position to make it to Acardia on their own under their wing (pardon the pun) and help them. To sacrifice their own prosperity for
the benefit of others.
Though there were many Gargoyles who made it to Arcadia the number of Gargoyles who were left behind was staggering,
more so than any other Kith it was estimated. When the long term effect was realized by the Gargoyles who had stayed behind,
many lost hope and succumbed to Banality and dropped forever into their mortal seemings, or worse, became Dauntain.
Not surprisingly, the number of Gargoyles was fast in diminishing. Now there are only a scant few of them left in the world. They
are looked to as revered wells of knowledge, Fae and mortals (though ignorant of who they really are) search Gargoyles out for
advice and help.

Appearance
These Changeling's are usually tall and have wings sprouting out of their backs. Some are known to have tails and a beak
shaped mouth but it is highly uncommon. Gargoyles come in any assortment of skin colors and textures. Gargoyle eyes tend to
show their feelings, changing colors depending on what emotion is dominant. The character may choose what colors represent
what attitudes but after one color is chosen for an emotion it should stay that color.

Seemings
Childlings seem to be very curious people, a curse that follows them throughout their life but is most prominent during this age.
They are always questioning people and things, poking their heads into rooms and other places where they're not supposed to
be.
Wilder are just as they're named, Wild and reckless. They tend to be hot-headed and viciously aggresive. Sometimes the
Unseelies go out in search of fights.
Grumps tend to be more of thinkers and philosophers. They sit back and philosophize about things. Other Changelings look at
them as wise old sages with much knowledge.

Lifestyles
Gargoyles tend to like the city rather than the country side. Since they like to feel on top of things they tend to live high in the city,
atop of apartment buildings and the such.

Affinity
Prop

Birthright
Bunk Ban: With this the Gargoyle can choose not to do whatever a bunk is required. He merely needs to think about doing it.
He can do the bunk if he chooses to but will get no extra successes for it.

Frailty
Stone Skin: Whenever a Gargoyle's falls unconscious a thin stone coating covers their body. This makes their body extremely

heavy and hard to move. This stone offers no extra protection.

Quotes
"Help others, for if you help them they may some day return the favor."

Outlooks
Boggans: "If they'd spend less time talking of the 'bad' in people they'd see that life is a splendid thing."
Eshu: "Wonderful Storytellers, one can learn a great deal from them."
Nockers: "It's strange how people like optimists and dislike pessimists, isn't it."
Pooka: "Now there's a playful little devil that you shouldn't let get under your skin. If you do you'll start beleiving everything he
says."

Redcaps: "Too dark and grim; all they need is a bit of compassion."
Satyrs: "You know, I think party is their middle name."
Sidhe: "The nobles rule well, though if they change their ways so shall we."
Slaugh: "Introverted, aren't they. Of course if they weren't we'd be in a world of hurt."
Troll: "Ah, our brothers; a troll with a compassionate heart is just a wingless Gargoyle."

GARGOYLES (version 3)
By Mathew Howard (fpu@ix.netcom.com)

Description
Gargoyles are creatures of the night. They have existed since the dawn of time (or I should say since the dusk of time). They
have been hunted, killed and shattered out of fear or sport by humans, changelings, werewolves, vampires and even wraiths.
They live to this day, but their numbers are few. Some have taken it upon themselves to guard cities, small towns, and even great
treasures. No one knows why they would even bother after all the death that these sort of acts have brought them, but they
continue.

Special
A gargoyle is a real tangible creature; she has neither a Seeming nor an Unseeming. A gargoyle can also see and be affected
by chimera and wraiths. A mortal can see a gargoyle without being enchanted. A mortal also, while in the presence of a
gargoyle, can see creatures that otherwise wouldn't be able to be seen by a mortal eyes. An example is a mortal can see
changelings and wraiths. This effect lasts long after the mortal has seen the gargoyle. This being the case, a gargoyle can even
awaken a sleeping mage or changeling just by its presence.
One thing that gargoyles have been known to be able to do is wield Magick. These cases of Mage Gargoyles are rare. Mage
Gargoyles tend to be temperamental and even unstable in their personalities.

Appearance
A gargoyle appears just like the statue they become by day; a beast with wings and a tail. They have no hair on their bodies.
Their features are sharp and angular, appearing as if they were carved out of stone. The skin color varies, but in every case
resembles a rock type in a flesh form. They have wings of varying types which can be classified in three basic categories: 1)
wings that protruding out of the back; 2) wings that are located under the arms; 3) and no wings at all, which is the most
uncommon. They have oddly shaped feet that are made for climbing; as a result they always appear as if they are standing on
their tows. Their hair can vary from any color you can think of (that looks natural) to no hair at all. Their tail can be of any type,
from spiked to plain and smooth. They have teeth that are sharp, but this doesn't mean they look sharp. They can even have
horns that are large and elaborate to small and nonexistent.

Lifestyles
Gargoyles are notoriously honorable. They tend to live within flying distance of tall and steep building or mountains; this is so they
may roost by day on the tall buildings or mountains with less fear of being smashed. The next best thing in their case is to trust
someone who doesn't mind guarding the gargoyle during the day. Most of the time if there is one gargoyle there will be several
near by. At night they tend to guard or protect a person(s), place or even an item of great power. They are, by nature, guardians
and/or paladins.

Birthrights
Titan's Power: All gargoyles are large and strong (extra dot added to strength, even if it makes it greater than 5). Note: just like
the troll's titan strength.

Titan's Rage: When 'pumped' they get even stronger (extra temporary point on Strength even if it takes the strength or 5).
By Dawns Early Light: When they turn to stone all their injuries are fully healed when they awaken the next night.

Frailties
Stone By Day: When they are stone by day, they can easily be shattered by someone. This is the worst way for a gargoyle to
die, because the soul will remain in the stone fragments, forever asleep.

Quote
"A gargoyle can no more stop guarding and protecting than he can stop breathing the air. It is the gargoyle way!"

OLD CLAN GARGOYLE


By Jade Hammons (sidhe@ionet.net) (10/11/95)
At the height of the Byzantine empire, there was a dissatisfied troll by the name of Gargoyle. He long sought a path away from his
bondage to his Kith's frailities, for Gargoyle wished to truly be free. Traveling all over the world, Garogoyle grew from wilder to grump,
ever saddened with his dwindling life.
History speaks nothing of this troll for hundreds of years, but when he returned to his family, some say from the Far East, he was
blessed with huge reptilian wings, fit for gliding, a passion for freedom, and an all consuming wanderlust. He has also reclaimed his
Wilder age.
A group of trolls gathered around him, and he showed them the path he had taken. Soon, a clan formed around him, and calling
themselves Gargoyles in his honor.
Over the centuries, the Gargoyle Clan grew and created their own rites and traditions. Some say that the Clan even made allies of thir
prodigal cousins: the pictish White Howler garou, and the fae Ceilican Bastet. It then, is no surprise, that the Gargoyles also suffered a
dark fate.
To Cainite scholars, the creation of the Vampiric Gargoyle in the middle ages is well known. But few, except the very learned realize
that most of the true gargoyle race was exterminated in seeking the proper blood formula. No one really is sure how the Tremere
captured Clan Gargoyle, and the Gargoyles themselves aren't saying, but it is whispered that Gargoyle himself was captured and the
others rushed to his aid, only to be captured as well. Darker stories even say that they were betrayed by a member of their own Clan.
Almost all the gargoyles of the Clan were destroyed in the ensuing months, before the Tremere hit on the right formula and the right
ritual. Just as the unnamed abomination of Fae and Kindred was rising from the depths, the remaining members of the Clan, tainted
with dark ritual and darker vitae broke free of their chains and fled into the night. It is said Tremere himself cast the curse of stone on
them, using their ghoulish blood as the catalyst. But again, no Gargoyle speaks of this evil day, so the only stories are heresay from
Eshu and other storytellers.
There are a few gargoyles remaining from that time, but they are hard to find. It is only since the return of the Sidhe, that true Gargoyles
have begun to awaken again within the world. Many of them, Sained by older, wiser gargoyles still seek the cure for their curse. Others
just accept it without knowing its cause is not themselves. But the Eshu say the Clan is coming back together, and that soon, old
wounds will finally be healed, cauterized with all-blessed fire.

Appearance: Those of the Gargoyle clan look much like their Troll ancestors, but have large leathery wings. There are very few
Ogreish Gargoyles known.

Seemings: Childlings Gargoyles are trapped in a short-lived time. Encouraged to age to a point where they can seek the Clan's
needs, they are explorative and always curious about the workings of the world. Gargoyles do not take a name until they reach Wilder
age, and if newly awakened, abandon their old name.
Wilders of Clan Gargoyle begin to work towards their naming. There is no ritual associated, only the honor of possessing a name that
can be shared amongst other Kithain. In this age of their life, Gargoyles seek the hardest to overcome their curse...
Grumps settle into a long autumn and take up the role of advisors and caretakers of the younger Kith. This is not to say that they
cannot fight, or do not seek the honour and glory of their youth, it is just not as important to them anymore. At this age, many Gargoyles
seek greater knowledge of thaumaturgy.

Lifestyles: Gargoyles enjoy high places from which they can watch the world go by. Many are driven to find a cure for their curse,
though not all are. They rarely interact with other Kithain, happily ensconced in the Clan's family units.

Affinity: Scene

Birthrights
I have included both Pre- and Post-Tremere Gargoyles of the Clan -- there may be a few that escaped the curse, or somehow
achieved a personal 'golconda' and returned to their pure Fae selves, but that is up to the individual storytellers. Note: if the Curse is
somehow lifted, it is up to the storyteller if any of the disciplines learned from the dark gift will be remembered. Titan's strength
(Before Tremere): This is the same as the birthright associated with the Trolls.

Dark Gift (after Tremere): Due to the vampiric blood pumping through their bodies, Kith of Clan Gargoyle have the ability to learn
Vampiric disciplines as though they were a Caitiff. They begin with 3 dots to be spread over their "clan" disciplines of Potence,
Fortitute, and Visceritika. Since The Gargoyle are not vampires, and have no generation, and thus are restricted in level of disciplines
only by the accessability of a teacher and the whim of the Storyteller. Author's Note: I recommend that anyone wishing to learn a
discipline above 5 dots, be given temporary or permament banality as they chain themselves to the vampire 'paradigm'.
Gliding/Flight : Gargoyles can glide 15 yards + 5 x their dexterity per round. Their Wings count as chimerical objects for the purpose of
disbelief. By spending a point of glamour, Gargoyles may actually fly for the remainder of a scene, but must make a glamour check
against the banality of unenchanted observers. Success mean the observer is temporarily enchanted; failure indicates the Gargoyle
gains a point of temporary banality. A botch causes the Gargoyle to immediatly fall as well as gaining the point of temporary banality.

Frailties
Wanderlust (Before Tremere): In exchange for a lifetime of service and devotion, Gargoyle earned his clan an unending desire to find
new things and seek out new truths. A gargoyle resisting the wanderlust, must make a willpower roll (diff. 7) weekly to avoid the call. A
failure indicates they must travel for at least a week, preferably to someplace exciting or that they have never been to. A botch gains
the Gargoyle a permanent point of Banality.

Curse of Stone (After Tremere): Cursed by Tremere for their escape, those of Clan Gargoyle turn to stone between the hours of
dawn until dusk. There is no apparent way to overcome this curse, and it is unknown if magick or glamour would cause them to
awaken early.

Quote: "I want your Master's address, warlock. Be quick and your final death will be less painful."

Outlook
Boggans: They are good folk for watching us during the day, while watch over them at night.
Eshu: We were once as they, free to roam and see. they shall again one day be our brothers.
Nockers: Foul versions of the Boggans. Perhaps they were born from them, the same way we were born of Troll.
Pooka: They are worthless for any kind of truth or beauty.
Redcaps: Obnoxious, but pure of spirit. They know what they are, and do not waver.
Satyrs: Frivolous to the extreme, like their Pooka cousins. They have the world to play in and cannot see past their own blind lusts.
Sidhe: Where were these Bastards when the Cainites took us hostage? I have heard whispers of the Kiasyd... perhaps they were
Cainite foils as well...

Sluagh: In another age they might have been out enemies, but I understand them now. They are our strongest allies with their dark and
mystic knowledge.

Trolls: They were our brothers. Many of them died trying to save us from the Tremere. We owe them a great debt, a debt of family.

GEMMIN
By Stacey Lawless
Long before the Shattering, when the trods were still open and the fae controlled the wild places, some of the Kithain moved into
human cities to dwell under the very shadow of iron and cross. Some were once nature-fae who were displaced by the encroaching
human towns, others may simply have been curious and daring. In any case, these Numina Urbium (as they were collectively known)
adapted well to their new environment, and learned to dwell in peace among humanity's works long before it became imperative to do
so.
The gemmin are descended from the old Numina Urbium, as are the boggans and nockers. However, while their fellow Kithain
became superlative craftsfolk as a result of their association with the mortal world, the gemmin went in another direction, so to speak,
and adapted to the urban environment rather than to the humans that populated it. Gemmin legends state that once, a very long time
ago, the gemmin-folk lived in trees and rocks, and embodied the memories of the forests. When they moved into the cities the
gemmin simply traded their trees for buildings. They went by many names in the old days; perhaps the best-known is the one the
Romans gave them: Lares.
When the Shattering happened, the gemmin, like the other Kithain, found that they had to hide their true natures if they wished to
survive. Though a handful of gemmin chose to join the ranks of the Inanimae and become forever a part of their beloved cities (and
eventually the City Fathers and Mothers of Werewolf lore?), most elected to bond with humans and become changelings.
Among the Kithain, gemmin are best known (and sometimes despised) for two things: they cannot leave their home cities, and the
majority of them harbor an affection for humankind. These traits stem from a common source. Gemmin develop a deep, mystic bond
with their hometowns (usually the city or town they were born in, but occasionally the one they Sained in) from which they draw their
sense of well-being. This bond grants them unusual insights into the city's past (its memories) but prevents them from leaving -- or
even wanting to leave. (As the gemmin put it themselves, "Think of us as trees: we grow where we're planted, and we hate being
uprooted!") As a result of the bond, gemmin learn to deeply appreciate their homes, and this extends to the mortals they share their
homes with. Though most gemmin do not affiliate themselves with the Noble Houses of the sidhe, many of these Kith secretly or
openly support House Liam.
Gemmin are typically outgoing, and have well-developed senses of curiosity and adventure. Childlings have been known to break into
museums, wilders work high-steel construction jobs by day and bungee-jump off them at night, and you never know who -- or what -you'll meet if a grump invites you over for "coffee and conversation with some friends of mine". This daring-do leaves them with wild
stories to tell, and they get along surprisingly well with their "rootless" Kithain, the eshu. Other fae also find uses for gemmin tales, and
they are widely recognized as the best sources for information on the mortal world. Though a gemmin's price for information is seldom
as perverse as a sluagh's, it can sometimes be difficult to meet, as gemmin often ask for things that they cannot get themselves. One
famous grump in Miami has a freezer full of imported December snow, which he saves for special occasions.

Appearance: Gemmin are thin and wiry, with long fingers and toes and wild shocks of unruly hair. Otherwise they look fairly human,
and can be of any race, but their eyes are always large and change color as they age, going from bright blue (the color of innocence)
in the young to purple (the color of memory) in the old. As a Kith, gemmin have no particular clothing style or fashion; rather, they wear
clothing appropriate to the cities they live in, or to the ethnic groups or subcultures of the area. Some grumps wear anachronistic
dress, delighting in the effect such "eccentricity" has on the mortals.

Seemings: Childlings are active and energetic. They are insatiably curious and go out of their way to try new things and avoid adult
supervision. Though most are good-natured they are often seen as "discipline problems" and "bad influences" by adults -- a problem,
because it seldom occurs to childling gemmin to run away from home.
Wilder gemmin involve themselves in at least one subculture and tend to gravitate toward the nightlife. Both the Seelie and Unseelie
ones often run with gangs; both also play the roles of spies and guardians for the courts. Unseelie wilders sometimes offer their
services as assassins for hire.
Grumps are frequently well known to their mortal communities, either as public local figures (historians, columnists) or as widelyrecognized street people. Many accept positions as bards and scribes to the courts.

Lifestyles: Gemmin make their homes in whatever they can afford, but they like to live in historic buildings or regional types of housing
(like shotgun houses in New Orleans or adobes in New Mexico). They work in jobs that put them in touch with the fabric of the city;
construction, counseling, street preaching and organized crime are some favorites.

Affinity: Scene

Birthrights
Local Lore: Gemmin have a mystical link to the histories and lore of their hometowns. Each gemmin receeves an automatic dot in
Area Knowledge specific to her city. In addition, with the expenditure of a Glamour point and a successful roll of Perception +
Enigmas, gemmin can discern hidden facts or obscure city lore of potential use. The difficulty of the roll varies according to the
information sought and how easy it is to obtain by mundane means. The name of the mayor who was in office 10 years ago would be
a three, while "Who was buried in this unmarked grave eighty years ago?" would be an seven or eight, and "Is there a Methuselah
sleeping under the city?" would be a ten.

Wild Heart of the City: Gemmin have been urban fae for far longer than most other Kithain, and have adapted well to life amid

Banality. As a result, they have developed a partial resistance to cold iron. Touching cold iron does not discomfort them and they do
not suffer the +1 to difficulty numbers for tasks performed while touching cold iron. However, they do suffer all the other problems with
iron that plague the Kithain.
The downside to this is that gemmin are feared by other fae as being "too close" to Banality, if not on the verge of being lost to it
completely. Though the gemmin protest that this is far from the truth, many freeholds insist on routinely searching them for hidden iron
before allowing them inside (coincidentally, a useful precaution against assassins).

Frailties
Homeward Bound: Gemmin are so deeply tied to their cities that they find it excruciatingly difficult to leave. Going beyond the
municipal boundary of their cities makes them uneasy, and going farther than the suburbs is unthinkable. Gemmin do not join
wandering motleys, and do not willingly become knights errant, messengers, or ambassadors to other realms. If a gemmin is forced to
leave her hometown (it usually takes a geas) her link to the city will be broken (leaving her unable to use the Local Lore birthright). She
will be horribly distraught and fall into a deep depression lasting at least a week. At the end of that week, she must make a Willpower
roll, difficulty 9, to see if she pulls out of it. If she fails the roll, she must wait another week before she can try again, and so on. While
the depression lasts, the gemmin will have +1 to all her difficulty numbers. If she is unlucky enough to botch the Willpower roll, the poor
gemmin is so upset that she cannot deal with being uprooted and slips into Coma.
To settle down again, the gemmin must establish a home of some sort in the city she wishes to live in, and spend 5 points of
temporary Glamour to establish a link with the new city. Only when she has done this can the gemmin again use her Local Lore
birthright, and it will only apply to the new city.

Quote: "Graffiti isn't vandalism, it's Glamour! No, really! C'mon, I know some taggers -- you'll see what I mean. Let's go!"

Outlook
Boggans: "Damn hard workers, the salt of the earth, and nearly as exciting as a bowl of cold grits."
They have no appreciation of craftsmanship! To them, a bridge is a bridge is a bridge, whether it's the Golden Gate or a plank across
the gutter!

Eshu: "I cannot understand the lure the road has for them, but any eshu that comes to town has got a friend in me."
Get one to show you around. They know where all the stories hide.

Nockers: "Nockers will go to obscene lengths to try to get the bugs out of their projects. They worry me -- I swear I saw blood on the
walls at Microsoft!"
Idiot street crazies! Windows 95 does work, dammit! Get the hell out of my face before I lose my temper!

Pooka: "Man's best friend, heh heh...No, really, pooks are cool as long as you keep in mind that they'll never be completely straight
with you on anything."
I think the gemmin have seen West Side Story a few too many times, but that's ok. I'll forgive them, as long as my team gets to be the
Sharks next time.

Redcaps: "Sure bulldogs are rough, but they're loyal and if you stand up for yourself they'll respect you. Some of my best friends are
redcaps."
Most are kinda squeamish and can't take a straight-up fight, but they'll stick a knife in you faster'n anything. I'll run with them.

Satyrs: "Wow! Sex, drugs, rock'n'roll, Jung, and Hakim Bey. Where do I sign up?"
These kids squeeze Glamour out of things the rest of us dismiss as urban blight. We could do a lot worse for company.

Sidhe: "Beautiful and noble, but they scare me. Instead of learning from the past they are lost in it, and they may drag us all down with
them."
Truly they are a wellspring of knowledge, but are they fae at all?

Sluagh: "They are the other side of our coin. They know things we don't, go places we can't, and are generally frustrating. How can we
not like them?"
Gemmin see much, and know much, and trust too much. Iron is their birthright and may be their undoing.

Trolls: "Honorable, but they follow the sidhe's lead in everything and would lock us out of the Dreaming if they could."
They are too immersed in the mortal world, but their vigor may show us a way out of this Winter.

Genie
By Nick Rossier (coatl@ix.netcom.com)

Description
For any who have seen Aladdin, Ali Baba and the Forty Thieves, or heard the legends of a Thousand and One Nights, genie play
a prominent role in many of the legends of the Middle East. Both reviled and desired, the Genie are set apart by the ancient ties
to the ancient Courts, namely the Seelie and Unseelie. Seelie genies are called Djinn while Unseelie are called Effrit. They are
capable of vast power, but also harbor great fears, for mortals and supernatural beings alike have hunted them for centuries,
hoping to exploit the power of their Wish magic.
Modern genie, while trapped in bodies of flesh like other changelings, are an interesting bunch. Stereotypes, while still existing,
do not always match the facts. Some are lawyers, doctors, powerful businessmen, while others are vagabonds, thieves,
tricksters and workmen.

Appearance
While their mortal seeming can be anything, of any race, of any age, in their Fae seemings, Djinn appear a slight shade of blue
and Effrit have a sharp red tone to their skins. Though there is no billowing smoke or booming voices, and most tend to shy
away from flying carpets these days, the genie are still an impressive sight.

Realm
Actor

Birthright
Warp Reality: Genie are able to, in some limited fashion, warp the shape of reality. Unfortunately, genie cannot use this power
at their own behests, but only under the direct "wish" or "order" of a being that possesses the genie's Glamour Well. While this
comes close to the magick performed by mages, it is well grounded in the myths and legends of this ancient Kith. The Genie
must spend a Glamour point and roll Stamina + Mythlore (difficulty 7) in order to have this power take effect. The number of
successes determines the length and extent of the effect of this power.

Frailty
Glamour Well: Unlike other changelings, Genie cannot store their Glamour within the mortal shells they inhabit. Whether this is a
recent transformation that occurred after the Shattering, or if it extends into the Mythic Age is not entirely known. What is known
is that the Genie stores any Glamour she gains within the Glamour Well. This container is usually a bottle, lamp, treasure chest,
or other such arcane containers, but some modern Genie have used safes (aluminum rather than iron), glove compartments, or
even computer disks. the key is to use an item that is designed to "hold" something.
Genies can, of course, change this item, but only when they are in direct possession of their Glamour Wells and pour all their
Glamour into the new items, effectively leaving themselves open to the power of Banality for a while, or until they come into
contact with a new source of Glamour. This is how many Genie lose their Glamour Wells, as they do not understand its power
when in their mortal seeming.

GIZMO
By Timothy J. Lanza (tjlanza@aol.com)

Description
Gizmos are sort of a cross between Nocker and Pooka. While they possess a shapechanging ability similar to Pooka, it has a
heavy Nocker bent to it. Gizmos are capable of transforming themselves into mechanical objects. Gizmos are the product of a
curious combination of old dreams and new. There have always been stories of either cunning craftsman or powerful wizards
using mechanical contrivances. Modern children dream of fantastic mechanical men and galaxy spanning craft. These dreams
are the root of the Gizmo's existence.

Appearance
Gizmos often have appearances very similar to whatever mechanical object they are associated with. Take this to mean
whatever you would like, but as an example: A television Gizmo will usually be stocky and wide with a very expressive and bright
face; meanwhile, a rifle Gizmo will be tall and thin, with long spindly limbs. Use your imagination.

Lifestyle
Childlings often have ridiculous amounts of energy. Like a new toy, other childlings always want to play with them. They always
have lots of friends whom they help get into lots of mischief.
Wilders are usually flashy and flamboyant, just like the latest model car. They're the most likely to spend time in their mechanical
form, as they look damned fine that way.
Grumps have acquired an immense amount of knowledge. They often spend time relating their experiences to anybody who will
listen. However, like an old, broken-down TV, people rarely pay attention.

Affinity
Prop

Birthrights
Mechanix: Every Gizmo has an affinity with a specific mechanical or electrical object. While these forms are widely varied, they
tend to be something useful.
Despite the fact that most objects cannot manipulate themselves, members of this kith are fully functional without any help (within
the limits of their mechanical form). A car Gizmo could drive itself around, turn on and off its radio, and open its doors, but would
be hard pressed to fill its own gas tank.
Unlike Pooka, it does require a Kenning roll (difficulty equal to 10-the Gizmo's Glamour) to determine a Gizmo's mechanical
aspect. They are simply not as obvious as Pooka.

Breakdown: Depending on the seeming of a Gizmo, they get different bonuses to their attributes. A childling's friendly and outgoing nature bestows upon them both a point of Charisma and a point of Appearance. Upon reaching the wilder stage, they lose
a bit of their cuteness, to be replaced by not too little haughtiness or slyness. They lose the bonus dot of Charisma, but gain a
dot of Wits or Manipulation (player's choice, based on Mechanix form). After becoming a Grump, a Gizmo loses both bonus dots
from prior seemings. They gain two dots in Intelligence.

Frailty
Nothing but the Truth: While pooka are unable to tell the whole truth, Gizmos always tell the exact truth as they know it.
Everybody knows a machine can't lie, so neither can the Gizmos. If a Gizmo really needs to lie, she must succeed at a Willpower
roll (difficulty 3). Unlike a pooka, a successful roll only allows a single untruthful phrase. Every further attempt to lie increases the
difficulty by 1. The only way a Gizmo can lie for more than a single statement is to spend a temporary Willpower point.

Special Merits & Flaws


Batteries Included: (5 point Supernatural Merit) This merit removes certain limitations from a Gizmo's mechanical form. With
this ability, the changeling does not require any sort of reloading or refilling for its Mechanix: a car Gizmo will never run out of gas
while a boom-box Gizmo can function without batteries and without being plugged in, and so on.

Comparable Mass: (5-7 point Physical Flaw) This flaw takes one of two forms. Either the Gizmo's human form weighs as much
as its Mechanix form, or vice versa. This change of mass (or rather, lack of change) does not affect the Gizmo's own motions,
but the friends of a Gizmo with the mass of an airliner will find it incredibly difficult to move him if he gets injured. In the opposite
case, somebody with the mass of a handgun would have difficulty walking in the wind. The exact value and effects of this flaw are
subject to determination by the Storyteller. When deciding effects, please recall that the mass differential has no effect when the
Gimix is moving himself in normal conditions.

GLAISTIG
By Stacey Lawless
Scholars among the Kithain theorize that the glaistig (GLASS-tic) arose from humanity's dreams of the water. The early humans were
at the mercy of rain and river, and the water sometimes extracted its payment in the form of flooded fields and drowned children. Like
the ponds and brooks that once were their homes, the glaistig present a calm surface that hides dangerous currents.
In the time before the Shattering, the glaistig were dwellers in freshwater who emerged at dusk to interact with the humans and the
Courts. To the mortals, the glaistig were both valuable allies and dangerous predators. Something in their natures seemed to drive
them to offer help to those in need: Seelie glaistig would aid their human neighbors, herding cattle or tending children, while Unseelie
glaistig would lure travellers into danger, then rescue them at the last minute -- for a price. However, both the Seelie and Unseelie
glaistig posed a danger to their charges. Many humans died by lake and stream, not by drowning, as one might suppose, but by
exsanguination, their blood stolen to feed the ravenous glaistig.
In modern times, the glaistig can no longer dwell in the water, but they have adapted admirably to the expanding cities. Still driven both
by a need to be needed and by their predatory instincts, the glaistig have become adroit manipulators and politicians. Cunning and
amoral, they are respected in the Courts for their smooth tongues and tactful ways. They love intrigue, and their machinations rival
those of the sidhe for complexity. They are renowned for their ability to turn nearly any situation to their personal advantage.
Glaistig know they are not born to rule, and this suits them just fine; the sidhe can wear all the crowns they like, and the peasants will
always resent them. However, this does not stop the glaistig from playing "kingmaker", and they are almost indecently happy to be the
power behind a throne. Unlike boggans, for whom work is its own reward, or trolls, who vaunt their loyalty, glaistig serve their superiors
chiefly to better their own lot - though you'll never hear one admit it.

Appearance: Glaistig are tall and willowy, with a liquid, fine-boned grace to their movements and eyes like still, deep pools. The
Seelie are usually dark of skin and hair, while their Unseelie cousins are luminously pale. Both sexes wear their hair long and flowing;
male glaistig (sometimes called nixies) often sport beards as well. Glaistig attire is usually loose and draping, simple in cut but with
elaborate patterns. Their mouths are full of small, sharp fangs, and they have goat's feet. They are usually embarrassed by their
hooves (considering them uncivilized) and take pains to conceal - or more rarely, decorate - them.

Seemings: Childling glaistig are always polite, quiet, and helpful. Adults love them for this, but other children often despise them as
the glaistig tend to be tattletales. They excel at swimming and water activities, and the Unseelie ones will sometimes use their
superiority in the water to bully other children.
Wilders are charming and friendly, always ready to lend a hand, support a scheme, or throw a party. Seelie wilders act like
valedictorians and class presidents, while their Unseelie counterparts come across more like dashing rogues. At this age they are
most ambitious, and can take great risks to amass personal power. Wilders usually eschew violence in favor of influence-peddling, but
are not above cruder methods if they think it would be effective.
Grump glaistig are a little colder then their younger kithain, and their voices take on a quality reminiscent of running water. They often
serve as advisors to the nobility. The Seelie ones are strong supporters of the status quo, as they have carved out considerable
amounts of power for themselves and are loath to lose any of it. Unseelie grumps are downright ruthless about protecting what they
see as theirs, and usually demand strong oaths from all who deal with them. Glaistig grumps who have been disenfranchised are rare
but frightening creatures, full of mad schemes and desperation.

Lifestyles: Glaistig prefer to live near bodies of fresh water and choose isolated locales whenever possible. All but the most reckless
keep livestock to feed on when the hunting goes poorly. In their mortal seemings they choose work that allows them to aid and
manipulate others, but which often flirts with Banality: lawyers, lobbyists, bankers, talent scouts, agents, and advertising.

Affinity: Actor

Birthrights
Adoring Public: Glaistig know the truth of the old adage, "You can catch more flies with honey than with vinegar", and with them
charm is an art form. All glaistig get one extra dot of Charisma (even if this raises the Trait above 5) and cannot botch Charisma rolls.
The downside to this is that many glaistig have trouble expressing dislike of anything, and tend to find themselves surrounded by
people they can't stand, who won't go away.

River's Blessing: Glaistig retain some of their old affinity with water and subtract two from all difficulties relating to swimming, diving,
or otherwise moving in water. They also subtract one from all Perception-based rolls related to water. They still need to breathe air, but
a glaistig who is holding her breath can hold it for an unusually long time. In games terms, they can hold their breath three times as long
as normal. The River's Blessing works in the sea, but most glaistig feel out of their depth, as it were, when dealing with the ocean.

Frailties
Water of Life: As an eerie side effect of their watery origins, glaistig are vampiric (though, it should be noted, not undead). They are
nourished by blood and blood alone. Though they can drink other liquids, they take no sustenance from them, and they cannot eat
solids at all. The Frailty comes into effect immediately after a glaistig emerges from the Chrysalis, and many who Sained as wilders or
grumps were bulimics even before they realized they were fae. Glaistig do not have a Blood Pool and cannot use blood to heal
themselves as vampires can. On the plus side they can drink from any warm-blooded creature or chimera (though most prefer human

blood). Human-hunting glaistig sometimes run afoul of the Kindred, who resent competition.

Quote: "Council was really rough today, eh? Here, let me fix you a drink and you can unwind...So, what was so awful?..." (switching on
hidden tape recorder while pretending to look for club soda)

Outlook:
Boggans:The eavesdropping is annoying, but if you treat them decently and flatter their work, they'll be eating out of the palm of your
hand.

Eshu: Listen to their tales; you can learn much from them. Keep in mind, though, that you'll be the star of the next story.
Nockers: All the nockers really need are praise for their fine work and a sympathetic ear. Give them this, and they're in your pocket for
keeps.

Pooka: When all else fails, blame these little darlings. . .


Redcaps: . . . or these monsters. If you do, though, be very sure that there is nothing to lead them to you.
Satyrs: Fine allies and fun to be with, but no manners to speak of. If I hear one more comment about my feet. . .
Sidhe: The sidhe would be nothing without us.
Sluagh: Beware the underfolk and court their favor. If they hate you you will not hear them coming until it is far too late.
Trolls: (Sigh. . . ) If only they could grasp that we work for the betterment of all Kithain, we would commend them for their integrity and
honesty. Stubborn, stubborn creatures.

GOBLIN (version 2)
By Colin Chapman (col.chapman@virgin.net) (12 July 1996)

Author's note
I like some of the ideas in the original Goblin posting on Zanzibar's, but felt the need to create my own. I've kept some of the
original posts ideas (marked with a *) to better merge it with existing material. If this seems disrespectful, I apologise, it's not
meant to be. I rewrote nearly the entire kith with my own material, fitting it better to real myth. Only the note about the Goblin-Troll
War, and the Curse of the White Light Frailty are being used from the first version. cheers - Psygoblin

Description
The twisted kith of goblinkind originated in France in the Time of Legends, swiftly expanding to foreign locations, bringing their
brand of wicked mischief to other realms. Generally reviled by mortals and other kithain alike, they are bizarre and eclectic,
reveling in nasty tricks; scaring animals, tripping people etc. and generally causing a ruckus and mess they find hilarious.
Laughing at the misfortune and discomfort of others is a goblin trademark.
Possessed of depraved cunning and a penchant for petty thievery, the Goblins became known as 'Robin Goblins' in Druidic
England. A name that was later abbreviated to 'Hobgoblin'.
Cousins of the Bendith y Mamau and Redcaps, the Goblins are cruel, but their cruelty is nowhere near as brutal or unthinking as
their Redcap kin.
Typically of Unseelie aspect Goblins still play the role of the Bogle with almost single-minded dedication and joy, succeeding
beyond all limits, much to the discomfort of others. Even the rare Seelie Goblins are hard-pressed to avoid pranking and
trickery. Goblin gangs cause no end of trouble, and a spate of increased mishaps in an area may well signify their presence.
* While disdained by most other kithain, relations are extremely edgy with Trolls and Dwarves, for despite the fact that their

memories of the War (see the Dwarf kith) are almost non-existent and deeply buried, bad feeling is still inexplicably bound to
their blood.

Appearance
Goblins are kith of a most unappealing mien, short, twisted and ugly, sometimes hunch-backed, possessed of spindly limbs,
hands and feet, large pointed ears, piggy eyes, twisted grins, and large crooked noses. Yet others have snubby, almost nonexistent noses, and manic googly eyes. They have numerous warts, and any hair they possess is usually lank and greasy. They
favour grubby, dull-coloured, bizarre clothing that accents their strange frames, such as raggedy coats, tight pin-stripe trousers,
shirts with vast collars etc. A major Goblin penchant for footwear is the 'winkle-picker'; boots or shoes that feature very long
pointed fronts, often doubling (or more!) the total length of the shoe. Good sources of traditional Goblin imagery are the movie
'Labyrinth', and the book 'The Goblin Companion -- A Field Guide to Goblins' by Brian Froud and Terry Jones. 'GURPS Goblins'
captures their sense of style brilliantly.

Seemings
Childling Goblins are wicked children of real 'slugs and snails and puppy-dogs tails' mentality. Always in trouble, always trying to
gross-out everyone around them, they can make life a living hell, filling sandwiches with worms or excrement, putting glue on
chairs etc. etc. etc.
Wilder Goblins are little better, often compounding their mischief by joining Goblin gangs. At this stage they typically dabble in
petty theft and slightly more imaginative pranks, sometimes planning them for maximum effect. The mind boggles (and the
stomach churns) at the sheer grossness of a wilder Goblin's pranks. Among Goblin gangs it's a matter of pride and fashion as to
who can wear the longest winkle-pickers without tripping over constantly.
Grump Goblins act as mentors to their younger kin, teaching them the Great Arts (pranking and theft), often becoming the
bosses of the roving gangs. Pity the poor soul who falls prey to a Grumps convoluted pranks.

Lifestyle
Goblins are vagabonds and thieves, favouring a nocturnal existence because of their curse (see 'Curse of the White Light' under
Frailties below). Engaging in minor crime (burglary, car-theft, pickpocketing) their gangs are often surprisingly organised. They

are extremely streetwise.

Affinity
Prop

Birthrights
Bug-Buzzin': Goblins have an amiable relationship with flies, wasps, mosquitoes and hornets, able to communicate with them
with ease. Goblins get a real kick out of directing these pests at a hapless target. It's worth noting thqt they can't summon these
bugs, but can talk to and direct any they meet.

Jinx: Goblins are harbingers of ill-fortune. By spending 1 Glamour point and rolling Manipulation + Kenning (Diff. 6) they can
cause a target to suffer a mishap. The effects are up to the Storyteller and depends on the number of successes. The effects are
never life-threatening, but can cause extreme embaressment and discomfort.

Nightmares: Goblins are infamous for their ability to weave nightmares and insert them in the ears of sleeping victims. It costs 1
Glamour to do so and the victim will then suffer a nightmare of the Goblins choosing. it disrupts any chance of a good nights
sleep, and the victim always remembers the dream come morning. Of course, it doesn't meant the dreamer will pay the dream
any heed or act upon it.

Frailties
Yucky!: Goblins are disliked, viewed with disgust by many other kithain. This combined with their lack of manners and uncouth,
grotesque behaviour means they suffer a +2 difficulty penalty in any social situation, rising to +3 difficulty with dwarves and trolls.
*Curse of the White Light: As punishment after the Goblin-Troll War, the nobility applied a curse to the Goblin race as a whole,

forcing them out of the direct light. Now, Goblins have an almost unnatural fear of strong light, be it from the sun or heavy
ultraviolet lighting. When in sunlight their skin and eyes ache painfully, increasing the difficulty of all rolls by +2. This is why they
are rarely found during the day, only becoming 'active' at night.

Quote
'Half a pound of slippery slime!
Half a pound of wee-vils!
Mix them up and set a good prank!
Pop goes their egos!'

Outlook
Adh-Sidhe: I dint do nuffin!
Make sure you don't. Or else...
Bean-Sidhe: I heard a nice song today. Ain't singin' great!
Stop teasing me Bogle, before I sing a song you'll regret.
Bendith y Mamau: Party! Party! Party!
An adoring audience.
Boggan: Boring. SMASH! Dull. CRASH! Flowery. BLEARGH!
(some time later...) My beautiful plates!! What's happened to them?!
Eshu: Haven't you got some more 'juicy' stories than that bunch of old, flowery twaddle?
Now that you come to mention it...
Fatae: Dear oh dear. I wonder how that slimy turd got in your shoe?
(sound of vomiting)

Leprechaun: Thanks for the present!


Come back here! I'll skin ya', ya' thievin' rapscallion!
Nockers: What happens if I pull this...?
NOOOOOOO!
Pixie: I wouldn't prank you... too much.... After all, you did welcome us into your homeland.
Hmm...sometimes I question our judgement in that (grins)
Pooka: No, no, no. What's fun about slippery slime? What you need is some vomit, a good cowpat, a tube of superglue, some
elastic bands...

Wow! That's really sick! Let's do it!


Redcap: Quick! Hide the evidence!
(Gulp) Done.
Satyr: Didn't that aphrodisiac work then? (feigning surprise)
No. It's been limp and sore for days.
Selkie: Of course I'd warn you if there was a sewage outlet nearby.
How do you explain this, this..., stuff then!!
Sidhe: Shhh...watch her 'high and mightiness' try to stand...
Help! I can't stand-up! I seem to be stuck to my throne! Help!
Sluagh: I bet no teeth make for good 'head'
Yessss...
Troll: I protest! I'm innocent I tell ya!
No goblin is innocent...

GOBLIN (version 1)
By "The Weaver" (weaver42@ix.netcom.com)
Goblins are the strange cousins of the Redcaps; weird creatures that thrive on the darkness, favoring morbid jokes and tales that
would raise the neck-hairs of a Pooka in less time than you can say "Glamour."
Although not especially liked by the other Kith as "good company," the Goblins are by no means as cruel and randy as the Redcaps,
or as twisted as the Sluagh. They are creatures of the Night, wearing their demented little senses of humour like a proud badge under
the light of the Moon.
Despite the fact they're often looked badly upon, the Goblins really love to have social interaction; without it, they find themselves
lonely, and talking to themselves. Very rarely will you find a Goblin without someone nearby; be it an annoyed passerby trying to avoid
the Kith's macabre little tales, or another Goblin trying to outdo the other with a string of grotesque jokes. When you have made a
friend of a Goblin (albeit grudgingly, it is assured), you have someone who, although they may not wish to leave you alone, they will
provide unfaltering support as well as deep interest in the well-being of their friends.
Of course, it isn't hard to get away from the Goblins: Just walk out into the direct rays of the sun. They hate the sun, finding it harms
their sunlight-senstive skin.
The only individuals that the Goblins have a hard time making friends with are the Trolls. The same holds for the reverse, as well. Both
of these groups can quietly remember a time in the olden days of Arcadia where they warred with one another, bearing their swords
against each other in a fight entailing nobility, commoners, and all in between. Although no solid memories are usually held by either
side, both can recall the hatred in their blood from the days of the Goblin-Troll War.
As another note, Goblins often find themselves collecting all sorts of strange items. Anything from weird-shaped candles or bundles of
fur from recent roadkills can be found in the disturbing and eclectic Goblin collections.

Appearance: Goblins in their fae seemings are rarely of the pretty sort; With mottled, thin grey flesh, you can see their veins through
the facade of skin that they wear. Their overtly large, round heads almost always bear a large half-mooned grin (carrying a full set of
ragged, gleaming white teeth), and are never without an unblinking set of green eyes that glow in the dark.

Seemings:
Childlings: Imagine to yourself the behaviors of young Eddie Munster, and there you have a typical Goblin child. Add a great deal of
tittering giggles, an intense curiosity, and a dire need to be with others, and there you have the complete picture.
Wilders: Wilder Goblins can usually be found pestering someone, and thus getting themselves into trouble. They still carry with them
that intuitive curiosity, as well as a need to tell everybody something horridly disgusting. They often latch onto others socially.
Grumps: Goblin Grumps often obtain their own independance away from needing others, having lived enough of an interesting life to
learn they simply don't need it as much as the younger set. And, whether one likes it or not, a Grump of this type has amassed a wholly
impressive collection of truly unnerving tales, jokes, and pranks. In fact, in the vein of pranks, a Goblin Grump cannot die until he has
completed the ultimate (in his own eyes) of twisted pranks upon another. Then, they slip away, peacefully.

Lifestyles: Goblins often find themselves somewhere dark. Maybe as the bartender of a strange, underground night club, or the
proprietor of a fine sewer-cleaning business. They favor the dark, and will dwell there as much as possible.

Affinity: Actor
Birthrights
Gift of the Twisted Tale: Being deeply fond of the fairy tales of the dark and grotesque (often just to see the looks on the faces of the
listeners), the Goblins of course are, needless to say, rather good at what they do. The Goblin may tell a story, joke, or even perform a
prank, and if its twisted enough, and a point of Glamour is invested in it, all individuals within the full hearing range of the story will
either flee the scene, or uncontrollably vomit. The only individuals untouched by this power are those of the Goblin's oathcircle, who, to
their disbelief, become eventually numb to the effect.

Hide and Seek: The Goblin, if able to find a sufficiently dark enough space (so no direct light shines upon him), he may hide from
others with increased ability. This effect makes the Goblin nigh-invisible. If one is directly looking to find the hidden creature, one must
succeed on a Perception-Investigation roll, difficulty 8. Also, it gives the Goblin power to see in utter darkness, to a fair degree.

Frailties
Curse of the White Light: As punishment after the Goblin-Troll War, the nobility applied a curse to the Goblin race as a whole,
forcing them out of the direct light. Now, Goblins have an almost unnatural fear of strong light, be it from the sun, or from heavy
ultraviolet lightings. When in the sunlight, their skin and eyes begin to hurt, increasing the difficulty to all rolls by 2. This is why they can
rarely be found during the day, and almost always during the night.

Quote: "Hey! Hey, you! Wanna hear a story? No, really, this is a good one. See, it starts off with this dead baby in a burlap sack..."

Outlook

Bean-Sidhe: They always stay away from us. Stay away from a lot of people, actually. They sure can sing, but they're all stuck-up, and
stuff.

Boggans: Fat little guys who never wanna hear what we wanna say. Ptooey!
Eshu: They're hip. They have some of the greatest damn stories, and sometimes they even want to hear some of ours! Go figure,
huh?

Nockers: They got bumblebees up their butts. Never appreciate a good joke.
Pooka: Their hearts are in the right places, they just don't go far enough. It's sad.
Redcaps: Good buddies, usually. They get stressed out and why, real quick, so watch out. But they usually like to hear our stories.
Usually.

Satyrs: Wild, lusty, kind of useless. If you get 'em drunk enough, you can tell 'em a story, and watch them pass out. That's their only
good quality.

Sidhe: Blech! #^%!@* nobility!


Sluagh: These Kith are groovy, even if they consider us creepy. I went out on a date with a Sluagh chick once, whoooeey...
Trolls: Stay away from the big bastards. Stubborn, mean, and hateful.

GREMLIN
By Dagon (15 September 1995)
Allegiance: Nearly always unseelie commoner
Story: Gremlins are mostly considered hideous pests. They infest an area, have their own irritating brand of glamour and love the
chaos they inflict. Gremlins will easily go as far as to kill mortals, but rarely directly. They prefer screaming mortals in crashing cars.

Appearance: Gremlins vary whether they are Seelie or Unseelie. Seelie Gremlins are rare and might be mistaken for Pooka or
(stuffed) Animals. They may be furry, have big bulbous eyes and an overall high cuteness factor. Many look like leprechauns with big
ears. Unseelie gremlins are hideous and may resemble miniature (Or small) Gremlins, with batwings, oversized leathery ears and
mean fanged mouths. They have wyld colorations and some even have chameleon powers. Some Gremlins are winged and capable
of flight.

Seemings: Childlings Gremlins are small and delicate when Seelie and vicious little pests when Unseelie. In mortal seeming they
don't show their true colors, but Seelie will behave like the next boyscout while unseelie will behave like Beavis & Butt-head.
Wilder Gremlin become all the more pranksterish. Seelie will enjoy playing innocent pranks, make fun and be generally amusingly
teasing, but wilder start developing nasty obsessions like pyromania, kleptomania or sexual fetishes that don't fit well with most other
Changelings.
Grump gremlins are loathsome toads that sit around all day. Seelie Gremlin grumps are exceedingly rare, as they get rather grumpier
and grumpier. In mortal seeming they are likely to be coach potatoes and will likely watch porn and slasher all day until they wither
away. Most become potbellied.

Lifestyles: Gremlins, seelie or unseelie, live poor lives, mostly well away from everyday society. They come out at night and do the
most amazing things. Some wander the city wreaking havoc, others just watch the misery around them. The unseelie gain glamour
from the misery of people.

Affinity: Scene
Birthrights: Gremlins can ravage a mortal by playing pranks on them. This is easiest for unseelie gremlins, and ravaging is no
problem; just let'm explode in the process.
Gremlins all have one physical mutation that allows them to do something special; flight is most common, though others would have
sharp claws, a chameleon-like ability, very sharp eyesight, stench. This is in addition to glamour and cantrips.

Frailties: Gremlins are essentially very silly creatures. Other changelings either treat them as vermin or as non-changeling freaks.
Most gremlins are already close to bedlam. No gremlin can ever attain status higher than knighthood.

Quotes: "...Aaarf-Aaaarf. Hiii-Hiii-Aaarf! Gimme that, bonehead! It's mine--Aaaarf!"

GREMLIN
By "The Weaver" (weaver42@ix.netcom.com)
The Gremlins are the technologically advanced of the Kith. They have a deeply engrained interest as well as knowledge into gadgets,
computers, or any type of machinery. Simple crafts will not appease them, as it often does the Boggans and Nockers. They must have
complex inner workings. Gears and electrodes.
This Kith also have a rather marred history in modern legend; their name primarily derives from the thought that they were constantly
hiding in the war machines (especially those nice, big planes) of WWII, always messing something up. And, this isn't entirely untrue.
They were there. Playing around, trying to improve things. Oftimes, they did improve stuff, fixing holes and mechanical problems
mysteriously for the pilot. However, there was a slim chance that the Gremlin in question would botch some thing up. Horribly so. And
thus, a rather unfortunately reputation was earned.
In the modern age, the Gremlins are having a great deal of fun. With the advent of new computers and technology (and the wonderful
realm of the Internet), they have a whole new playground to dive into. Some of the gadget and machines that these Kith build
nowadays are strange enough to be qualified under the category of "magical," often because of the Glamour invested in such
bewildering creations.
Another thing about the Gremlins is that they like to show-off. Braggarts of the first degree, they are infinitely proud of their works,
perhaps to cover up for their past "history" with the U.S. Air Force. They are constantly pressing gadget-gifts into people's, as well as
other Kith's, hands, goading them to "try it out."
But, sometimes these gifts may be dangerous, if made in haste...

Appearance: When infused with the Dreaming, the Gremlins' fae seemings are wild, and strange. Their eyes are wild and unfocused,
and their skin is covered with little blue starbursts and wax and wane with intensity. Their fingers are long and nimble, and even their
toes are able to grab things, which can be unnerving if seen for the very first time.

Seemings:
Childling: A Gremlin childling is the very type to break things just to see how their insides work and "look." Mischievous and curious,
they meddle with just about everything, putting their hands all over stuff, even when distinctly told not to. Some call Gremlin childlings
"demons."
Wilder: A Gremlin wilder is infinitely more reserved than a childling, but still has that particular manic fascination with things. Now,
instead of breaking them, they try to put stuff together in the strangest of combinations. It is usually at this stage that they begin to take
a liking to computers, as well.
Grumps: Gremlin grumps are arrogant know-it-alls. They feel confident enough to criticize anything that falls before their eyes, simply
claiming "it just doesn't work right." At this age, they usually surround themselves with a virtual plethora of electronics, machines, and
other such gadgets, making a small kingdom out of it all.

Lifestyles: Gremlins have to involve themselves with mechanics, somehow. It's an obsession in their blood. You can often find these
Kith as hackers, weird little scientists with strange laboratories, or experts in robotics. Their hands are always fiddling with something.

Affinity: Prop
Birthrights
Complex Chimera: The Gremlins take what the Nockers do, and multiply its ability times 10. Whereas the Nockers can create simple
items with raw chimerical energy, the Gremlins can build endlessly complex machines that usually do very odd things. But, although
this may allow a Gremlin to design and create a computer after a great deal of hard work, they cannot create simple items, like a
sword for instance, like the Nockers would. Their item must have complex parts.

Electricity Aversion: Most Kith, mortals, and other supernaturals wouldn't react very well to electricity; most likely, they'd end up with a
fair amount of aggravated wound levels. However, it doesn't bother Gremlins. They can take it. Doesn't hurt, or bother them in the
slightest. It, in fact, gives them a rather tingly sensation, one they rather like.

Frailties
Dangerous Obsession: The Gremlins have a minor problem. If they see anything broken, they have to try to fix it somehow. And,
usually this involves methods way more complex than necessary. A Gremlin would be forced to fix, say, a broken picture frame, but
they would use machines and tools to get the job done, when instead a simple dab of Crazy Glue may very well have done the trick.
They may only resist this urge with a Willpower roll (diff 8). And, they feel hurried to complete the job, so there is a chance that they will
fail. So, in the fixing process, roll a 10-sided die. If it comes up on a 1, the project is botched badly. Very, very badly.

Quote: "Come here and see this. What is it? It's a Talking Toothbrush, of course! Yes, that's what I said! Oh, don't tell me you can do it
better, you pansy?"

Outlook

Bean-sidhe: Don't care two ways about these sirens.


Boggans: Worthy artisans, I guess. Too simple for my tastes.
Eshu: Sometimes they have cool stuff to give away, or maybe a story of other lands that can come in handy somewhere. Otherwise?
Pay no attention.

Goblins: One word: Freaks.


Nockers: Don't even get me started. Little no-talent pink-faced little fakers. Grr.
Pooka: Annoying. Always trying to mess up our machines. Breaking this and that, just so we have to go and fix it again.
Redcaps: We stay out of their way, and they ours.
Satyrs: Funny when they're drunk, they know how to get on a good party. But they have no concerns with us, so we ignore their petty
parties.

Sidhe: Some of them are real hardnosers. There are a couple okay-ones, though, as long as you don't discuss politics with them.
Sluagh: Ugh. Creepy. Whispering succubi, that's what I think.
Trolls: Good men, the Trolls. No nonsense, that sort of thing. Determined, just like us.

THE GREYS
By Scott Hillman(symmes@sfsu.edu)

Description
"Is it possible that the strange stories of elves, and dwarves, are in fact stories of strange visitors from other worlds?"
-- Erik van Diken, "Chariots of the Gods?"
Familiar to any fan of science fiction, and some say science fact, Greys are commonly though to be aliens. Some say from
Zarchion 3 or other stars. Some say that they come from inner world or other dimensions. Some say that they are future
projections of ourselves.
That's all wrong.
Greys are in fact a Species of Fae, much like boggans or sidhe (which they are in fact related to), but quite unlike the goodnatured changelings of the other kiths, the Greys are cold and quite heartless, thinking nothing of doing the most unspeakable of
acts to the most innocent of people. This is perhaps why of all the Fae, they are the most feared by normal humans and sadly
even though they act like other Fae they are also why they are the only ones generally believed in.
The Greys in essence act like normal Fae. They take humans away for awhile and show them their true selves. While most Fae
are content to dance and frolic and perhaps to inspire men to great heights (or to steal their dreams away depending on
temperament), Greys study and dissect humans, force them to carry their offspring and do other acts that are among the most
unspeakable and vile, in the name of their research. Yet like all fae when they do this, humans can see their true faces (nothing
lowers a person's banality like a little good old fashion fear) and can see what others dismiss as a plane or a reflection of Venus
on swamp gas, is really a flying saucer and what looks at first glance like a bunch of normal looking men are really hideous
aliens.
Fortunately (for both the victims' sanity and the Greys) most of the victims soon forget their experiences with the Greys. But some
do not or remember it as half forgotten memories or dreams. These stories, have formed the basis for a growing counterculture
of people that to the Greys is anincreasing headache. But unfortunately there is nothing they can do; they have to keep doing
this.
The reason for these strange goings on are only whispered in the darkest hours by the fae. Once, long ago, the Greys (their
original name is long forgotten by everyone but themselves, and they aren't telling) where a house of sidhe was obsessed with
purity to the point of inbreeding. Inbreeding too much as it turned out. When they had degenerated to the point that the other fae
could no longer stand to look at their grotesque features, they hid on a fairy isle for generations, far away from The Shattering,
and in fact everything else. Doing what; nobody knows. They aren't telling.
That was until the middle part of this century, when to their horror (or what ever comes closest for the beings) they realized that
there were no more females. For centuries the Double XX chromosome had been dying out, producing fewer and fewer
females, but until this point they had contented themselves with simple mass breeding programs to produce young. But they
found themselves in a bind. They were forced to turn to the only source they had done their best thus far to avoid -- the outside
world.
Their solution was drastic. They would clone their existing cells, and put it in a normal women's body to incubate. This proved a
limited success. While they where able to produce enough kids to for the next generation, too many failures led them to do a
systematic study of human and other animals' genetic material (they use lots of cattle, as fewer people care when a cow dies
than when a human does). Their variety and textures of the substance sparked one of the few emotions they have left:
fascination. Their study has gone on longer then expected, and some of their numbers have even suggested, that they attempt to
breed their own genetic stock with those they collect. So far they scoff at this, but the movement is slowly growing among their
kind.
In recent years, since the return of the sidhe, they have made moves to return to fae society, establishing freeholds in urban
centers, taking jobs in their mortal seemings and generally acting like human beings. Some go to elaborate measures to
present and work with local rulers, and some have gone so far as to become knights and reeves in service to them. But
whatever they do their first loyalty is always to their kith, others say. Most say that their behavior is only a cover up for the secret
activities their kith do and perhaps as protection from whatever enemies they have. It is strongly rumored that two group of
mortal mages called something like "NVA" and the "Cong Engineers"( both believed to be affiliated with the Vietnamese
government) are trying to hunt them down, due to their human abusing activities. If their is any truth to these rumors the Greys
certainly aren't telling.
Perhaps the only thing, that is preventing these mages from stooping their horrible activities or the sidhe from doing the same Is
the famousness of their treasures. They are masters at not just not cars or computers, but creating ray guns that look like
umbrellas, monofolicular whips that look like scarves, mind control devices, that look like hats, and virtually any device that has
tantalized the minds of a science fiction writer. For this is their reality. They have no need or reason to get into a retromedievalist stance. The other craft making kindred such as the boggans and the nookers are in quite awe of their ability, while
more than one mages has met her end at the end of their pain sticks.

Appearance
Greys, as their name suggests are all a light, almost beige, grey color. They have large heads, and even larger eyes (for their
body size) with dots for noises and slits for a mouth. They have no facial hair, or for that matter, hair of any kind. All are short, only
around 3.5 to four feet tall but have normal length arms and very, thin bodies that universally look frail and weak. Despite this they
are capable as great of strength and stamina when provoked.
Oddly enough, even though they keep their frail appearance, their mortal seemings are almost as universally tall. They still keep
a vague alien look to them, that puts off many people. There's nothing specific you can really place about them but they do look
odd.

Seeming
Childer Greys are rarely seen as they are kept deep in their freeholds where they are never allowed to play with other fae.
However when they are seen they seem the most human like of all of them, capable of real emotion, and feelings, looking on
occasions even playful.
Wilder Greys, on their other hand have their emotions completely caulderized. They rarely, if ever laugh or cry, preferring to go
about their business with as much efficiency as possible.
Grumps have been known to slip a little. There have been instances, they have whispered, of Grumps actually giving their
patients some sort of anesthetic to their patients before surgery or even releasing one if they ask nicely. These reports our
scoffed at though. Everyone knows Greys are emotionless.

Affinity
Prop

Birthrights
Getting away with Murder: Nothing a Grey say or does will seem odd at the time it is said. A person may think back and say
"well yes it was odd that I agreed to give a sperm sample to a bunch of grey aliens, but why didn't I say anything?", but at the
time, they will think it is perfectly normal. This does not mean they will automatically agree to what they say but it does mean if
they don't agree to secretly hold an alien child for nine months they better actually have an appointment to get their hair done.

Ties that Bind: Greys are a close group, and any time a Grey member of their motley is hurt all the other Greys in that motley
instantly know it. However they do not suffer any penalties or such nonsense due to this. Greys can never botch a medical roll
that deals with other Greys.

Benefits of the Stolid Mind: Greys are emotionless. While this can be a disadvantage, it does have its good sides. They are
immune to fear, lust, humor or hate. They can not be affected by magic or abilities that create these states or any other strong
emotons. Well most of the time. Wilder are completely immune, but childlings and Grumps get +5 to any difficulty to affect them.

Frailties
Monsters: Greys are monsters. Even they admit this. They are incapable of dealing with normal human beings' emotions and
behavior and in fact actively avoid dealings with them. Greys can never take the Empathy, Etiquette, or Politics abilities and start
with zero dots in charisma similar to Nosferatu vampires. Even in mortal seemings they are cold and emotionless beings.

Curses of the Stolid Mind: The benefits of the stolid mind also produce its maledictions. Any magic or ability that will not affect
them they can not use either.

Stereotypes
Boggans: Interesting genetic material.
"Monsters, and worse sex fiends than satyrs."
Eshu: Useful information source if the information they have is rarely needed.

"Be wary of men who tells no 'tales'


. Nockers: Very Informed about technical matters.

"I've got to respect their technical abilities. They at least do that better then any one else. Except of course us."
Pookas: The combination of animal and human genetic material can be useful.
"You wouldn't believe what I knew anyway."
Redcaps: Clearly a product of poor genes and thus avoid them.
"I'll show you poor genes...."
Satyrs: We don't understand them, and thus avoid them.
"Poor bastards. If they weren't such a pain in the ass, I woould feel sorry for them."
Sidhe: Our starting point.
"Our dark mirror. Fae who have sold their souls to Banality to try to hold on to their nobility, not realizing that in this very act
they loss it."
Sluagh: What Waste
"What Waste"
Trolls: Powerful and Unyielding.
"Whatever the others say about them, we must respect their devotions to their goals and their honor, no matter how twisted
this may be."

GRUESOMES
By Magnus J. Berg (swevbreg@usa.nai.net)

Description
Gruesomes have never been to Arcadia. They are the Guardian avenging spirits of misunderstood people, such as those
teenagers who play role playing games and listen to industrial music. Don't know any of those people, do we? They bind
themselves to one particular person, the one they can find that needs them most of all. Being the belligerent fae they are,
Gruesomes will often fight among themselves, and indeed, with other fae for sole service of one mortal Dreamer. They are
hideous but with good hearts. The Seelie variety are beneficial to their Dreamers, walking with them while awake to try and
soften other peoples' distrust of their Dreamers with clever cantrips or charismatic linguistics to make up for the Glamour they
glean from their Dreamers. The Unseelie variety, are not quite as nice. Unseelie Gruesomes kill whoever bothers their
dreamers. Despite their ugliness, Gruesomes are accepted by all kithain except Eshu and Sidhe for their oratory skills.

Appearance
Gruesomes are just that. Their fae forms come in any number of hideous humanoid forms. The most commmon form is similar to
that of a human in the last stages of leprosy. They will wear rags, if any clothing at all. In their mortal form, they will still be ugly, but
a more down to earth ugly.

Seemings
Childlings: There are precious few childlings. They will often light on a demented or retarded child as their chosen Dreamer.
They look a little less ugly than their older acquaintances, but not by much.

Wilders: Seelie Wilders will take on any person for their dreamer, Old or Young. Unseelie Wilders generally take on the above
mentioned teenagers. All wilders have acne in addition to their normal ugliness.

Grumps: UGLY!! UGLY!! Grumps are shunned by all other fae, especially nobles, as some of the more "refined" and "delicate"
ones vomit at the sight of them.

Lifestyles
Gruesomes spend all their time finding a Dreamer unless they've found one. Then most of their waking time is spent looking out
for their Dreamers.

Affinity
Actor

Birthrights
Dreamer: Gruesomes automatically have one dot in the Dreamer background.
Inspired By Their Presence: Gruesomes can completely replenish their glamour supply simply by being in the prescence of
their dreamer.

Intelligent talking: Gruesomes have an additional 2 points in Linguistics and Expression and an additional 2 point in Wits and
Manipulation.

Frailties
Never been to Arcadia: Gruesomes have 1 less glamour than normal, can only have 1 point in greymayre, cannot have any
points in title, and can only have 1 point in Mythlore.

Ugly: Gruesomes have a maximum of one in appearance and have a 9 difficulty in any social situation in which they can be
seen. Note that this does not apply to their Dreamers or their friends seeing them.

Loyalty: Gruesomes cannot have more than 1 point in Dreamers.

Quote
Seelie: "C'mon man, give the kid a break!"
Unseelie: "YOU ^&#$#@$#$ing @#$%#$#$#&!! YOU TOUCH THAT POOR KID AND I'LL SNAP YOUR @#$@%@#ing
NECK!!"

Outlook
Boggans: Some really nice ones let us in their freeholds.
Charming people, but oh! how ugly!
Eshu: They're just jealous.
I hear they aren't very pretty to look at.
Nockers: These guys, gruff as they seem, are pretty nice to us.
So what if their ugly? They sold one of my broken inventions for a 3000% markup for me!

Pookas: Just because they're cute doesn't mean they can make fun of us.
EWWWW!!! Take off the mask!! HEHEHEH!
Redcaps: Evil bastards. They better not go anywhere my friend here.
Stay the hell away from their friends. They'll charm someone into beating the living crap out of ya!
Satyrs: They're pretty smart, at least when they're not staging orgies.
Invite 'em to your debates but not your parties.
Sidhe: If they were as ugly as they were cruel, conceited and arrogant....
[BLEAAAGHH] Don't even mention them!
Sluagh: Their way of life is uglier than our faces are.
Who are you to judge usss.
Trolls: They're the cool ones. As long as you're not an asshole they like you.
Ugly they are, but it will take much more for me to hate them.

GWRAGEDD ANNWN
(Gwageth anoon)
By Chris O'Toole (cmotfoofur@aol.com)

Description
The Gwragedd Annwn are Welsh water faeries who live in towns and villages beneath lakes. Often using glamour to disguise
these dwellings, the most famous example of which was the Lady of the Lake, whose palace was disguised with a magical lake.
Gwragedd Annwn as kithain do not live in underwater communities like those of their faerie cousins; the relative lack of glamour
makes this impractical, and the encroachment of humanity, and the pollution it brings with it, on lakes and bodies of water makes
the construction of underwater cities impossible. Now the Gwragedd Annwn have to cling to what sparing freshwater they can
safely haunt.
They have an innate aptitiude for all things medicinal. There are reports of secret gardens hidden on islands in the middle of
lakes, which are impossible to find except by a special entrance which is only opened on New Year's Day. Everything in these
gardens is sacred and removal of even the most trivial of items, such as a flower, leads to the permanent closure of the garden,
except to the Gwragedd Annwn. Now, these precious few secret gardens serve as moderately powerful freeholds, but those
which still exist are difficult in the extreme to enter, having long been left by their faerie denizens.
It is said of Gwragedd Annwn who take mortals for partners that if they should be struck three times causelessly, they must leave
their partner, never to be seen by them again, and to Gwragedd Annwn, this is as strong as the most powerful oath. Gwragedd
Annwn have contrary reactions to most collective emotions; they might cry and lament at a wedding, or laugh and sing at a
funeral. These unusual feelings must be learned to be dealt with if the kithain is to get along in ordinary society.

Appearance
Gwragedd Annwn share the delicate beauty of the sidhe, without the noble bearing. Their skin is always pale, and in their fae
seeming, Gwragedd Annwn may appear to be damp or wet, and their clothes will drip slightly as they move. Their dress echoes
that of the Tudor style, though this is not always the case in the mortal seeming, at least when dealing with the public or mortals in
general; the idea is not to stick out in a crowd, it is just a preferred convention.

Seemings
Childling: Water Babies puns aside, childlings are unusually partial to bathing, playing in the rain, and if baptised as babies, will
giggle rather than cry, contrary to the expectations of most onlookers.

Wilder: By this stage, Gwragedd Annwn are adept in all forms of watersports, from swimming to deep-sea diving to jet-skiing.
Prodigies of the watersports world, wilders also show an impressive academic record, particularly in physical sciences.

Grump: Often favouring to settle down in a lakeside cottage, grumps are serenely happy and good-natured, and do not wrinkle
with age, never being short of moisture.

Lifestyles
Gwragedd Annwn are generally friendly and good-natured, though will usually only accept a partner they have chosen
themselves, rather than be picked by another. Most choose to live outside of towns and cities, favouring to be near natural
freshwater sources. They are skilled physicians, even for the present time, though usually through ancient, often herbal, methods.
Gwragedd Annwn are always at their happiest around water, and indeed, are naturally suited to all water-related activities,
though are strongly set against fishing both as a sport and a commercial operation. They make life-long friends or partners,
provided the danger of striking them three times is observed, because this will split the most strongly bonded of friends.

Affinity
Nature

Birthrights

Medicine: Gwragedd Annwn are infallible physicians; they gain two free dots in medicine, and can never botch a roll involving
medicine or science.

Water affinity: Gwragedd Annwn show an ability to survive underwater for long periods of time, without gills and without artificial
breathing apparatus. They can "breathe" normally underwater, and their motions are not made sluggish by the water density, as
affects almost everything underwater. This makes them disturbingly dextrous underwater, and should be masked in the
prescence of mortals. In addition, they may not botch any athletics rolls whilst underwater.

Frailties
Contrary emotions: Gwragged Annwn demonstrate a perverse reaction to strong collective emotions. As a result, Gwragged
Annwn suffer a -2 penalty to all rolls involving empathy, and in addition, this frailty should be roleplayed accordingly.

Possessive: Even the smallest personal belongings of a Gwragedd Annwn are closely guarded, and they are even reluctant to
lend something as trivial as a comb to a friend, even if it was used and returned in plain sight of the owner. Special personal
belongings, such as a family heirloom, if taken, even if not in theft, will usually result in the Gwragedd Annwn completely
segregating herself from the person who took the item, for whatever reason. Only very rarely would a kithain turn to violence or
direct abuse as a result of "theft", but it is possible it runs through the mind of the Unseelie. This is difficult to interpret
mechanically, but also demands appropriate roleplaying, even if this means the abandon of the character as she vanishes from
the life of the "offender", if he was part of the troupe.

Quote
"Shining Arcadia is closer than you think; dip your fingers in the water and feel its glittering spires."

Outlook
Boggans: Good, kind-hearted folk, a testament to good will.
Eshu: Decent people, but forever with their minds to wandering.
Nockers: Their fiery temper is but a mask for a heart they would never willingly acknowledge.
Pooka: Playful, but ultimately harmless.
Redcaps: Distressing sorts; better to avoid than anything else.
Satyrs: Promiscuous, but maybe not always for the wrong reasons.
Sidhe: Noble and beautiful, but too tangled in high-seated affairs to really appreciate the Dreaming.
Sluagh: I would like to believe they are gravely misunderstood.
Trolls: Good, honest people, but, I feel, too concerned with the worries of others.

GWYLLION
By Chris O'Toole (cmotfoofur@aol.com)

Description
Gwyllion as faeries are from Wales, and have the unnerving habit of sitting on either side of mountain trails and staring silently at
passing travellers. As Changelings, gwyllion are not possessed of an automatically disturbing presence, but their eerie stare is
more than off-putting. They tend to be silent types, sitting in the corner watching your every move, but will they do anything about
it? Wait and see, maybe that's the trick, they can keep you right where they want you, at arm's length, where you can be
scrutinised, observed, examined . . . This is behaviour not unexpected of sluagh, but gwyllion are not as secretive (they don't
need to be -- very few want to get close to them, for what most would be reluctant to call fear, more than anything else) and
twisted as the sluagh. In fact, many gwyllion, especially Seelie kithain, do not stare at people out of choice, and many do not
even understand others' reactions. As a result, many gwyllion become despondent because of social rejection, and turn to
hermitage or worse; some actually try to make it in sluagh society, and invariably become Unseelie in nature. Of course, the
Unseelie gwyllion know how unsettling their presence is, and take a perverse pleasure in terrorizing people. Woe betide anyone
in particular focus of an unseelie gwyllion; they will become to subject of anonymous mail and prank phone calls until they break
or the gwyllion becomes bored. But they are, of course, inhumanly patient . . .

Appearance
Gwyllion are usually of average height and light build, with angular features not distantly removed from the Sidhe, but devoid of
their cousins' delicate beauty. Hair is invariably long, worn loose, and generally unkempt. Gwyllion are ever watchful, wide-eyed
and staring, and in their fae seeming, they cannot close their eyes at all. In their mortal seeming, Gwyllion can keep their eyes
either tightly shut, or wide open. They do not even blink. In their fae seeming, Gwyllion have dirty-looking green/grey skin, and
their stare appears as a menacing glare, which is softened slightly in the Seelie kithain.

Seemings
Childling: While often seen as the little kid who never joins in, content to sit on his own, a childling is rarely picked on; even
redcap childlings would think twice.

Wilder: Still something of a loner, at this stage a gwyllion might have one or two close friends, but usually only other gwyllion, or
someone particularly bold or kindhearted who has no problem with the constant stare. A true testament to the common image of
a lanky, gangling teeneager.

Grump: If not a hermit at this stage, then invariably a disregarded member of society, shunned because nobody cares to get
any closer than is necessary.

Lifestyles
Gwyllion tend to be solitary, not always out of choice. Many find it hard to come to terms with social rejection. Some fortunates
may be picked out as valuable security guards or watchmen, for constant watchfulness if not keen eyesight. Over years of social
difficulty, most gwyllion build up resentment for people around them, at which point they have defeated themselves by fulfilling
everyone's suspicions. Gwyllion, harkening back to their faerie relations, feel attached to the countryside, and their usual
dwelling of choice is situated somewhere hilly or mountainous. Windy crags are a perfect spot for solitary reflection, and, of
course, commanding vigilance.

Affinity
Nature

Birthrights
Spy: As with their faerie relations, gwyllion are adept in observation, not only in detail, but also from concealment if necessary.
As a result, gwyllion receive one free dot in stealth, and can never botch any perception or stealth rolls.

Frailties
Stare: A gwyllion's stare is unsettling to say the least. All social rolls are made at -2, except those involving intimidation.

Quote
"Call me whatever you want (you'll regret it later...)"

Outlook
Boggans: They think they're clever talking amongst themselves, but I'm fast learning lip-reading.
Eshu: Maybe the only ones unlike ourselves who take us for what we are.
Nockers: They are quick to anger, but their handiwork is commendable.
Pooka: I spit on their mangy fur coats. One day we will show them the truth of things.
Redcaps: I would we were more savage, then maybe they would leave us alone.
Satyrs: They stay away from us, we stay away from them. A perfect relationship.
Sidhe: They're not so great as they would have us believe, but at least they are a figurehead for the ignorant masses.
Sluagh: Sadly, the only others wise enough to see the truth, though not so disagreeable as most.
Trolls: Their nerves are commendable; do not toy with their patience.

HAGS (Version 2)
By Colin Chapman (col.chapman@virgin.net)

Description
In ages long past many cultures worshipped the aspect of woman as divine. Mysterious, enigmatic and powerful in creation,
these deities often possessed darker aspects: aspects of fear and death, infertility and cannibalism and aspects of woman the
destroyer. From Hecate of the Greeks, Badhbh of the Celts, Sedna of the Inuit, Kali of India, Ixtab of the Mayans and many,
many, others grew powerful nightmares. Nightmares that ultimately gave birth to the Hags.
Powerful in the ways of magic, Hags are perhaps the least numerous of Thallain, jealously hoarding their knowledge and power,
both from outsiders and each other. In truth it is this drive for selfish knowledge and power that led to the Hags becoming
changelings, reluctant as they were to leave their power-base on the mortal world behind. Indeed, it is also the reason for their
decreasing numbers, for they only continue their lines to ensure they can reincarnate. After all, more Hags only increases the
competition.
Unsurprisingly they often lead isolated and xenophobic lives, especially as they grow in power and age, for they greatly fear the
theft of their knowledge or the dark assassin's dagger of jealousy. unning, malicious, and far-planning, some of the younger
Hags seek power in the Unseelie Court, proving manipulative in the extreme. Many an Unseelie lord has met his match in these
crafty Thallain while others curry their favour, seeking to harness their knowledge for personal gain.
Despite their Thallain legacy it is rare for Hags to join the Unseelie Court. Those few oddities who do are usually followers and
priestesses of the dark goddesses that inspired their creation, recognising the power and need of the dark side as part of the
natural order. Their legacy is still Thallain however, for their worship often requires dire sacrifice.
Usually cannibalistic, Hags have a powerful drive to devour sentient flesh, with many tales relating the Hags who devour men and
children. Such is the embodiment of dark terror they represent. One wonders how many missing children are the result of this
kith's dark appetite...
Were that Hags only knew the element of land, but this is not so, for even watery realm are domain to some Hags; the Hags of
drowning who drag hapless prey to their watery lairs for consumption. Small fortune that these Water-Hags are not as magically
gifted as their land-dwelling sisters.
It is no surprise that kithain shudder at the mention of infamous Hags such as Black Annis of Scotland, Baba Yaga of Slavic
myth, Yama Uba of Japan, Utluhtu of America, and the 3 Graea Sisters of Greece.

Appearance
Hags are truly repulsive. Tall and stick thin, bent, and hunched, their skin is leathery and their hair long, dark, and matted. Their
features are often long and sharp, especially their noses; their faces wrinkled, their eyes piercing and malevolent. With long,
clawed fingers, and twisted teeth, few sights are so terrible. Despite their fragile seeming however, they are surprisingly
powerful and tough, often bearing extra deformities such as a gnarled, useless limb, or missing eye. With warty skin, and dark,
tattered clothing, there can be no mistaking a Hag. Usually possessed of a sickly pallor, some have blackened nails and teeth,
and those of the watery realms have skin of a sickly green hue.

Seemings
Childling Hags are incredibly rare, and becoming increasingly so. Ugly children, they evoke loathing, fear, and assault among
their peers, but such is their cunning and appetite that few suspect the instigator of a child's disappearance...
Wilder Hags age very rapidly, becoming increasingly grotesque. By now they begin their isolationism, or join the Unseelie Court
in pursuit of power.
Grump Hags account for 85% of this kith. They are the dark sorceresses and cannibals of legend. The epitome of the nightmare.

Lifestyles
The nasty, mysterious old hermit out yonder, and the scary old woman who watches children from her window down the street.
These are the Hags.

Affinity
Actor

Birthrights
Dark Arcana (Land Hags only): The sorcerous arts and black occult knowledge come easy to this kith. They gain + 1 dot of
Occult (even above 5), and lower the difficulty of all cantrip rolls by 1.

Glaucous Depths (Water Hags only): Hags of drowning are at home in the murkiest depths, able to breathe water and air
equally well, see with ease in even the blackest, murkiest water (or darkest pit), and can swim at their full movement rate.

Twisted Talons (both): The wicked claws of Hags are sharp, twisted and tough, inflicting Str + 2 damage.

Frailties
Foul Appetite (both): No morsel is so succulent as the flesh born of intelligence and innocence. Hags can only subsist on flesh,
but they truly crave intelligent, and especially young, tender flesh. The Hag must roll Willpower (Difficulty 7) to resist this urge at
the Storyteller's demand.

Terrible Mien (both): Redcaps are ugly. Hags are hideous. All Hags have an Appearance rating of 1 when childlings and
wilders, dropping to zero when they reach grumpdom. They also suffer a +2 difficulty in any social situation except intimidation. In
fact, they lower the difficulty of any intimidation roll by 1. The fact that they are still successful manipulators, despite this handicap
points to their great skill in this area.

Quote
"Hehehe...my services will cost you my dear, oh yes, they will cost you..."

Outlook
Adh-Sidhe: The avengers' flesh is sour. Cunning is the order of evasion, for these fools hunt us.
Foul, twisted mockeries! Spreaders of lies and evil. Trust not these devouring monsters, trust only their burning corpse.

Bean-Sidhe: Hehehe...the great suffering of arrogance. Delicious...


"The dark crones are ravens at the corpse. They fill me with disgust."
Bendith y Mamau: Tortured little goblin-kin, oh! How my heart weeps...Hehehe!
"My soul shudders under their gaze, for although we stole children, we allowed them to live."
Boggan: Gossip, oh juicy gossip. Has the plump, succulent little Boggan got a loose tongue...mmm?
"Sick n' evil, watchin' from the darkness with eyes that aren't just hungry for knowledge."
Centaur: What's wrong dearie? Has my bee-oot-iful appearance made you go 'limp' with envy? Hehe...slurpy horsemeat eh?
"They're much more effective than an ice-cold shower."
Dwarf: Little smiths, toiling, ever toiling, deep and hidden with your secrets.
"Prowling old bats! I'll deter their probing noses with cold iron."
Eshu: The tales of faraway lands? Bah! Useless! Esoteric knowledge is hard to pry isn't it my spicy morsel?
"The cost of their knowledge is dear. Too dear..."
Fatae: Delicate and fragile, but oh so sweet...
"SHRIEK!!"
Nockers: Your craft is flawed and your tongue is blunt little toy-maker. Hehehe!

"*&^%$!"
Pixies: Pixie in the pastie! Hehehe!
"Oi don' like them 'ags, no sir, them's nasty and 'orrible."
Pooka: Hello, my sweet, fluffy, little child. Are you alone?
"HAG!! (points her finger and runs like buggery)."
Redcaps: Oho! Dark cousins and able guards, apt to share in the feast.
"Untrustworthy, despicable and cannibalistic. Sounds like me."
Satyrs: Tiresome fools, led by their 'meat'...meat?...yummy...
"Gawd, they're so gross, I think I'm gonna hurl."
Selkie: Briny-broth fit for our watery sisters.
"Note the Sea-Hags home, and note it well. Avoid it thereafter."
Sidhe: I see the loathing in your eyes my pretty but I also see the lust for power. A deal perhaps?
"Thoroughly foul. Do not trust these plotters. Play their game warily for the power it can garner."
Sluagh: Dark, whispering spies, lingering under rocks. Come, and join us...
"They offer temptation. They also offer lies and damnation."
Spriggans: Delightful thugs. They know well enough to ply their trade elsewhere.
"Stealing from them just isn't worth the risk."
Trolls: Vigilant soldiers, watching us without fear. Curse them all to hell!
"NEVER take the serpent to your bosom."

HAG (version one)


By Ron Newlin (newlin@mathcs.rhodes.edu) (29 April 1996)

Description
Cruel, calculating, and manipulative; hags consider these words compliments. They are the advisors, the conselors, and
sorceresses of the Unseelie court. They are the subtle hands that pull the strings and are the unknown motivators of every
scheme. Hags are not as well known as many of the other kith. That is because that is the way the hags like it. It is through
obscurity that many hags maintain their power within the courts.
Hags have existed almost as long as humanity. Their existence harkens back to the tribal culture and to the old wise women
present in the tribes. Indeed, it was the fear of these women that first spawned the kith. They have since been known in almost
every culture: the Grey Sisters, a well known covey that Perseus visits on his quest against the Medusa, the Black Annis of celtic
culture, and Baba Yaga and her magical hut.
Hags are relativly unique in that there have been to date no known Seelies of the kith. This make sense in that they are formed of
some of the darkest nightmares and primal fears. However it is rumored that any of the kith who show Seelie tendencies may
just be hunted down and killed before anyone can find out about them.
Hags are masters of cantrips and groups of them can combine their skills to produce effects far beyond the abilities of any
single member of the group. They prize knowledge very highly and see it as a source of power. Thus, the kith are often some of
the most well informed of the fae. However, for all this they are often lonely, and are fond of creating chimerae to keep them
company. Chimerae, after all, don't seem to mind the Hag's unsettling habits or apperance.

Appearance
Hags are uniformly tall and thin almost to the point of being skin and bones. However, they are almost always stooped over,
giving them a rather aged appearance. Their features are elongated and very sharp. Their warty skin is a mottled grey; their
nails and teeth are black, while their eyes are a malignant glowing red. Their clothing is worn and tattered and they tend to favor
earth tones.

Seemings
Childling Hags are so rare as to be almost non-existent. The few who have been seen are just as ugly as the older versions.
They delight in tormenting anything that comes in reach, but prefer that others do the actual dirty work.
Wilders are even nastier than their younger brethren. Even the redcaps (well any who have a semblance of sanity) are scared of
them. At this age Hags begins to form the covies which most will remain in for the rest of their lives.
Grumps are the most dangerous of this kith. If the redcaps are the Unseelie favorites, it is only because the Hags allow them to
be so. They are the movers and shakers behind the scenes, with covies often posing as advisors to one of the Unseelie lords.
Those who are able to please these Hags are very well served; those who don't often become the main ingredient in next week's
stew.

Lifestyles
Hags almost always tend to live in communal groups of three or more, each group being known as a covey (a special form of
oath-circle). These bands seem to be at home in any environment so long as there is a steady supply of food, to satisfy their
great appetites. As to what they eat: meat, preferably of the sentient variety.

Affinity
Fae

Birthrights
Nails of Steel: The black nails of a Hags are razor sharp and unbelievably strong. In game terms a Hags, given enough time
can claw and gouge the way through any material softer than titanium alloy. In addition if the nails are used in combat, the

combat is dealt with using the stats for Brawling, however they do damage equivalent to a foil (str. + 3)

Communal Cantrips: For whatever reason, be it ancient passed down lore, some unusual female bond, or just the fact that they
are damn good, Hags have the ability to combine their magic. If a covey of more than three Hags are together, they can total
their individual ratings in the various arts and realms (except sovereign which they are not allowed to possess at all) to one
composit total and cast cantrips from that level of ability instead of the one they have singly. Each may also provides a bunk and
all the successes are totalled together. However, after the cantrip is cast, all bunks used in the casting are sacrificed. Due to this
requirement all Hags gain double the normal amount of bunks upon joining an oathbound covey, if that covey is ever broken all
extra bunks are permanently discarded.

Frailties
A Face That Could Stop A Clock: Hags are ugly, really ugly. The highest starting appearance for a Hag is one dot. Upon
gaining grumpdom a dot of appearance is sacrificed (reducing most Hags to 0). They also have a +2 penalty on the difficult of all
social roles except manipulation.

The Covey
The covey is a type of oath circle unique to the Hags. When this bond is made all members' lives are irrevocably linked to the
other. This means that in game terms if one member of a covey dies the others immediately take three health levels of damage
and lose one permanent point of stamina. The other effects of covies are discussed above in the Background section. Covies
among the Hags are a very serious matter and the taking of the oaths is not frivolously undertaken.

Quote
"It is possible that we can give you what you seek, but let us have dinner first."

Outlooks
Boggans: Good maids and even better spies.
Eshu: Each one is a plethora or lore. Drink the wellspring of their tales and then eliminate the source, so no one knows what you
know. It's even better than stealing from the public library.

Nockers: True, they are masters of their crafts, but worthless crafts make worthless masters...
Pooka: Mmmm. Fresh meat!
Redcaps: Kindred souls, good friends, wonderful lovers. All that and they taste great with barbecue sauce.
Satyr: I just love curried goat.
Sidhe: Lords! Hah! without us they couldn't even rule themselves.
Slaugh: The are dangerous; eliminate them where you find them.
Trolls: leftovers for a week!

HENGEYOKAI
By Colin Chapman (col.chapman@virgin.net). See also the Sei

Description
Trickster Sei (Fae) of Japan, the Hengeyokai are in many ways the cousins of the western Pooka. However, whereas Pooka are
Fae 'humans' who can attain animal form, Hengeyokai are Fae 'animals' who can attain human form. Also, while fond of illusion
and trickery, the Hengeyokai are not pathological liars.
Prone to passion and a penchant for falling in love, many Hengeyokai tried to live human lives, but were strongly persecuted for
their audacity of taking human form by the Shinto and Taoist faiths. To such faiths, an animal taking the form of a higher being
(Man) was sinful and vile.
Although mischievous, most Hengeyokai are of Kagayaku (Radiant) aspect, akin to the Seelie of western kithain. Rarely are
their pranks harmful. Few are of Kage (Shadow) aspect.
By far the most famous of the Hengeyokai, the Kitsune (fox) and Tanuki (raccoon-dog) originally inhabited the mountainous
regions of Japan, but the Kitsune in particular have migrated to many of Japan's great cities, attracted by the bright lights and
entertainment. The streets however have become the beloved home of the Nezumi (rat) Hengeyokai. Other common
Hengeyokai 'breeds' include the Usagi (rabbit) and Inu (dog). Rarely interacting with other Japanese Sei, they have a few
dealings with the Tengu, and are the Sei most likely to have dealings with the Fushigi-na Itoko ('strange cousins', referring to
western kithain). The Hengeyokai survived the Shattering by blending their souls with both humans and animals, with
Hengeyokai hailing from both lines. Given their penchant for love, the Hengeyokai are warm passionate lovers, forever seeking
that one true love. Those Hengeyokai who merged their souls with human lines have essentially assumed the human form as
their 'natural' one.

Appearance
Hengeyokai (with the exception of many Nezumi) are typically beautiful and charismatic in either form. Much like Pooka, their
transformation isn't fully complete, and their Sei seemings always retain the animal tail. Only the tail remains unchanged, not the
ears as well, unlike Pooka. Even in their animal form they possess a notable glint of intellect. They tend to enjoy dressing in
clean, fashionable clothes, the Kitsune in particular being notorious shoppers. Nezumi dress as street people and gang
members, unconcerned with the triviality of high fashion.

Seemings and Lifestyles


Kodomo Hengeyokai are playful, living a life of fun, trickery and intense curiosity. They are often a little too wide-eyed and
innocent, not fully comprehending the dangers of life. Only the Nezumi are cynical beyond their years.
Sozoshii Hengeyokai are romantic and humourful, pledging undying love to their companions, revelling in music, jokes and
laughter. Many join Japanese youth gangs, and their usual attractiveness is the envy of their colleagues.
Toshi-ue no Hengeyokai settle down a little, often enjoying successful careers as actors, models, movie stars, and entertainers.
Nezumi on the other hand become crime lords and gang leaders, often part of organised syndicates such as the Yakusa.

Affinity
Nature (if from 'animal' line) or Actor (if from 'human' line)

Birthrights
Shapechanging: Identical to the Pooka birthright, the hengeyokai can assume a different form depending on their heritage.
Those of heritage can assume their 'animal' form, while those of 'animal' heritage can assume 'human' form. When totally alone,
they may change in one turn. It costs one Glamour point to transform but reversion is free. No roll is necessary.

Deceptive Maho (magic): Hengeyokai are justly renowned for their aptitude with illusions and trickery, gaining an extra success
with any Chicanery or Legerdemain majinai (cantrip). They never botch such majinai (cantrips). This doesn't give them an
automatic success but increases those they have.

Frailties
Bane of Faith: Hengeyokai fear the priests and monks of their native religions with good reason. They suffer a +2 difficulty
penalty for any action, majinai etc involving such individuals.

Lost Forever: After their Sei nature is awakened, the Hengeyokai must take extreme care never to lose it again. If they ever
revert to a normal and banal nature, they can never again resume their Sei existence. They become utterly normal humans or
animals.

Quote
"Hai. I live a life of passion and laughter. Anything else would be dangerous."

Outlook
Eshu: Their stories can fill the heart with wonder, uplifting the most banal heart.
"Fantastic and friendly hosts. I plan on returning there very soon."
Kappa: Brutal and ugly Sei. Avoid them at all costs, and prank them if you can get away quickly.
"Gahh! Weak and annoying!"
Oni: Powerful and terrifying. They seem content enough, but I'm relieved we rarely meet. They understand the respect and fear
that is our station in life.
Tengu: Powerful in their majinai, the Tengu actually enjoy a good prank, unless of course, they are the victim.
"Pranks should be used to test people, not merely annoy them."

HUNTSMAN'S HOUNDS
By Darkhawk (darkhawk@aelfhame.tfs.net)

Author's Notes
I was trying to decide what major writing project to tackle next, recently, when I found in the depths of my stories a piece that I
wrote a few years ago, that I meant to work more on -- I've adopted that as my major project for a while, and it got me to thinking.
Rereading it, now that I've learned Changeling, I've decided that the story might be readable as a story about a triple-Chrysalis -three friends all driven into an understanding of their fae natures at the same time.
Identifying the kiths of two of them was fairly straightforward -- one is a Sidhe, though I'm not certain which House I'd peg her as.
The second is a horse Pooka. The third, though, has been giving me trouble, because while he's an animal shapeshifter, he's
most definitively not a Pooka.
This is my first-draft writeup of his Kith; I'll accept suggestions if anyone wants to give them to me. If nothing else, I hope it
generates some good spin-off ideas.
The Kith is something of an unholy amalgamation of Troll, Redcap, and Pooka....

Description
The legend of the Wild Hunt is one that lives in many places, in some form or another; in many of those legends, the (presumably
Unseelie) riders upon their wild steeds are accompanied by Hounds. There are several traditional forms for those Hounds -black with flaming eyes like the horses, or white with red ears, are the most common.
The Hounds are strongly loyal creatures, relentless in the pursuit of their target and protective of their masters. They are slightly
more likely to be Unseelie than Seelie, however; the Hunt is dangerous, and when the Hunt rides, what matters is that the prey is
caught, not the niceties of the procedure.
A Hound bound by an Oath or by his own form of loyalty will uphold that Oath with a devotion that a Troll could respect. However,
should a master prove incompetent or unworthy of the service of the Hounds, the Hounds may well turn on him before any other.

Appearance
The Hound form varies depending on the legendry, but in any case is large, with a tinge of a red glow to his eyes in the fae mien.
The most common colorations are white with red ears and coal black.
A Hound in human form will most often apepar to be a very directed, meticulous person, occasionally with a concealed violent or
vicious streak. To the fae, their eyes have a faint luminous cast, their ears are pointed and slightly furred, and their fingers are
tipped with blunt claws. They also have pointed teeth. Some may grow slightly more bestial in appearance, depending on how
deep into the Wild Hunt they delve, gaining a wolfish muzzle or furred limbs and body.

Lifestyle
A Hound will surround himself with people to whom he will give a profound loyalty, provided they can match his own need for
success. Not all Hounds are driven to battle; artistic achievments, romantic ones, political, all can be sufficient to satisfy the
questing soul of the Huntsman's Hound. Should any of his acquaintances prove themselves unworthy, either by refusal to accept
a challenge or a violation of a promise to the Hound, he will leave them. A particularly profound violation of trust may, itself, be a
challenge, however, one which the Hound cannot reject.

Seemings
Childlings: Puppies, all. Pups of this Kith are, like the childlings of many other Kiths, underfoot, exploring, tussling, trying to
figure out where their particular goals lie. They are likely to follow older people around, particularly experienced Hounds, learning
by imitation and study. Many are boisterous and challenging, and most are almost always ready to play, though their notions of
play may be rougher than those of other children.

Wilders: Wilders are prepared to meet the world head-on and take its throat in their teeth if need be. They can grow obsessed
with particular goals, trying always to beat the record by a little bit. Some grow introspective, testing themselves against internal

standards, while others test themselves loudly and triumphantly against the accomplishments of others.

Grumps: The Hunt needs its great leaders, and the Elder Hounds are that to the lesser ones. As those who may have set the
records against which the younger ones strive, they perpetually guide and train the youngers, growing to set the accomplishment
of the Pack above individual prowess.

Affinity
Nature

Birthrights
Shape of the Hound: Each Huntsman's Hound can shift between the human form and the form of the Hound. Light-colored
humans more often become white hounds, while darker ones become black, but this varies. Hounds can attack with bite and
cloaw, though the claws are blunt and hurt their enemies far less; their claws are Str damage, their bites Str+2. This change
costs one point of Glamour, and cannot be performed in the presence of the unenchanted.

Gift of the Hunt: A Hound, when tracking, cannot be diverted from his target, gaining +2 Willpower to resist distraction or
misdirection. He gains the ability to locate his quarry when hidden with a Perception + Kenning roll, which can give a direction
even whent he quarry is out of sight. If the quarry is utilizing magical defenses to conceal himself (such as Veiled Eyes), this
becomes a resisted roll. Less literal quarry, such as a solution to a problem, can also be pursued with this birthright. The +2
Willpower is the same, but to gain any sort of insight into a more metaphoric quarry has a difficulty on the Kenning roll of +2.
A Huntsman's Hound cannot botch Athletics rolls.

Frailties
Cry of the Challenge: When confronted with a challenge to his capabilities, a Huntsman's Hound must take up the gauntlet.
This is not like the Eshu's recklessness, but rather a need to test the Hound's limits and awareness of his capabilities.
Challenges will most often come in the fields of physical prowess, whether combat or athletics, such as sprinting, but if a Hound
has a different specialty, he will be especially sensitive to Challenges from that arena. The need to respond to the Challenge can
be resisted with a Willpower roll at difficulty 8.
If betrayed by an Oathmate or loyal companion, the Hound will consider that to be a Challenge not merely to the Hound's
abilities, but to his integrity, and cannot make the Willpower roll to avoid taking up the gauntlet. At the very minimum, the Hound
will attempt to dissociate himself from the betrayers, but may consider the offense to be equivalent to a Challenge to the Death,
in which case he will act to redeem his integrity by working against the betrayer, preferably challenging to a Duel.
If a gathering of the Wild Hunt is called in the vicinity of the Hound, all Hounds within earshot must attend, or gain a point of
temporary banality. They must run with the Hunt in their Hound form, or gain banality as well; all Hounds must spend at least a
part of Samhain and Midsummer Night in their Hound form, regardless of whether the Hunt rides in their vicinity -- these are the
traditional nights for the Hunt to ride, and to deny that is to deny what it is to be a Hound.

Opinions
Boggans: They are dutiful, loyal, and hard-working; these are worthy traits. They do not rise to the challenges of their living if it
threatens their comfort, which lessens their worthiness.

Eshu: They accept no law but their own, and give their loyalty only to the road. Having no goal, they wander without purpose.
They will accept the challenges their road gives them, though, which can make of them acceptable packmates.

Nockers: They see only the challenge of incomplete creation, but they strive to master that challenge above all.
Pooka: Undirected, foolish creatures, who attempt to distract their betters from more important tasks with their frivolity.
Redcaps: They understand conquest, but not devotion.
Satyr: Of those few who manage to reach beyond the unfocused hedonism of their kind, some understand the worth of
constancy and focus. The others eat shamelessly of what the Hunt brings them and rut in the grass beside their unearned feast.

Sidhe: Those who are worthy of service, serve well. Those who prove themselves incapable, take the throat. Those who claim to
rule should have the strength to earn respect and keep it.

Sluagh: They do not hunt. They are not of our world, unless it is in the ghosts the Hunt might bring them.

Trolls: An Oath is a living thing, not a stone. Devotion is a virtue, but foolish devotion to that which has gone is not. I pity them
their inability to strike back at those who treat them with less than their worth while still keeping the the letters of promises made.

JESTERS
By The Changeling (daiodannen@hotmail.com)

Description
Jesters are just that: jesters. They are the comics, loonies and madmen of the changelings. They love pranks, jokes and
slapstick comedy.

Appearance
In their mortal seeming, the Jesters look weird, with frizzy hair, baggy clothes, and wild looks. Their fae seeming is this to the
extreme.

Appearance
Childing: Proverbial bouncing baby boys or girls. Laughs at everything. A kender in all respects.
Wilder: The craziest of class clowns. The practical joking kings and queen of the school.
Grump: The circus clown of old. The original Joker.

Lifestyle
Entertainment industry is where they like to be. The also love medieval re-enactment. Anyplace they can show off is what they
like best.

Affinity
Actor

Birthrights
Mr. Stretch: The Jesters are rather elastic and can take more damage than normal. They get +1 to Stamina and 2 extra health
levels (Two of these traits for free: Graceful, Lithe, Nimble, Quick or Resilient). This also gives them the ability to bounce a lot.
Gives them one automatic success for Hopscotch.

A Mime is a Terrible Thing to Waste: A combination of Gimmix, Mooch, Ensnare and Rattle.
Mana Manipulation: Jesters, of no fault of their own, can manipulate the old force of magic called mana. They do have access
to the magic of the Eternal Game.

Frailties
Playing the Fool: All Jester get the Unseelie legacy Fool automatically.
Wyld Surge: When a Jester gets a hold of a magic item, fetish or talisman, that is not made for a changeling, there is a slight
chance the item will malfunction in their hands.(This is determined by success).
Success Action
0
Disaster (ST choice)
1-2
Backfire-Fizzle
3-4
Sputter-Glowing
5
It worked for once
6
Well? (Delayed reaction)

7
8-9
10+

Double Power
Noisy Cricket-Screaming Flea
Wand of Wonder (Players choice!!!)

To Prank or not to Prank: The Jester must make a Willpower check not to prank someone who has wronged them. Failure
equals a lost of a permanent Willpower point and a very nasty prank or taunt.
What's that Noise: A Jester cannot get the skill of Stealth. They are too noisy, because they love to wear bells and are
somewhat hyper.

Quote
"Well there was this dragon you see . . ."

Outlook
Boggans: Buzybodies
"Fools, the whole lot of them."
Clurichaun: Once they're drunk they are all yours.
(Looking around and under table) "What happened to my whiskey??"

Eshu: They hate our pranks, but love our stories.


That was a good one. Now, have you heard the one about the magic staff and the will-o-wisp. . . .
Ghille Dhu: Heard about them, but never met them.
"They seem like trouble, so we avoid them."
Nockers: Hey, what's this.
"NO, YOU FOOL!! DON'T TOUCH THAT!!!"
Pooka: Gee, Brain, what are we going to do tonight?
"The same thing we do every night, Pinky . . . ."
Redcaps: That didn't hurt. That didn't hurt.
"Be a good fool and stay down."
Saytrs: Horny goat.
"Silly boy."
Selkies: Wanna fish?
"Wanna drown?"
Sidhe: They pay well when you make them laugh.
"More, More. You're a laugh riot."
Sluagh: You almost have to kill yourself to make them even smile.
"That's because you have no idea of what is funny to us."
Troll: Ever been tied in a knot? Prank one of these guy and find out.
"Only a fool would respect another fool."

KAPPA
By Colin Chapman (col.chapman@virgin.net). See also the Sei.

Description
A popular myth of Japan, the Kappa are ugly, stupid, and murderous, with their fine manners being their only redeeming feature.
The rivers are their domains, and in times past they would ambush passing travellers and animals, drowning them and eating
their innards (considered a delicacy by the Kappa, especially the bowels). Fortunately, their lack of intellect has made them less
than successful, and they are notoriously easy to outwit. They are nearly all of Kage legacy.
Boastful, loud-mouthed and swaggering, they practice Sumo wrestling as a test of strength, virility, skill and manhood, only
respecting those that can give them a sound beating. Of course, the more rutal Kappa are very poor losers...
Cucumbers are perhaps their greatest weakness, and eating one produces a great feeling of euphoria in Kappa. In fact, many
Kappa will hire out their services (such as they are) for a payment of cucumbers.

Appearance
Kappa are grotesque kith, standing shorter than the average Japanese man. Their skin is green and scaly, and their spindly
limbs end in webbed fingers and toes. Their heads feature a flat depression on their crown, filled with chimerical water. Their
nose and mouth form a beak, and their eyes are large and round. They all possess a turtle-like shell covering their back. Any hair
the possess is sparse and black.

Seemings
Kodomo Kappa are small and awkward, spending their time swimming through the rivers, catching and eating fish. They take
great delight in fouling fishermen's lines and nets and stealing their catch. They tend to behave like wicked children.
Sozoshii Kappa are notorious bullies, becoming violent as they gain in strength. They spend most of their time tipping over small
fishing boats, beating the fishermen and wrestling with each other.
Toshi-ue no Kappa make the greatest effort to be polite, but are in fact even more brutal than their wilders, going as far as
drowning people and animals and devouring their flesh.

Lifestyles
Kappa are incredibly lazy, rarely working for a living. Instead, they live by the river catching their food, practising Sumo, and
creating havoc among local fishing communities. Several have tried to become Sumotori (Sumo wrestlers) but have faced
difficulty due to their dependence on water, the fact that they tend to get banned for brutality, and the fact that they aren't very big
in their mortal seemings. Those that have successfully managed the transition into more civilised society usually become thugs
and enforcers for local gangs.

Affinity
Nature

Birthrights
ShellBack: Their hard turtleshell provides them an Armour rating of 3 against attacks from the rear.
Unusual Power: Despite being small and comically thin, the Kappa are surprisingly powerful. Add +1 dot to Str when they
reach Sozoshii seeming (not above 5).

Watery Realm: Kappa are at home in the water, swimming at their full movement rate, can see with perfect clarity, and can hold
their breath for Sta x 5 mins.

Frailties
Bad Attitude: Exactly like the Redcap frailty, no one likes a Kappa; they suffer a difficulty penalty (+2 or more) in any social
situation except browbeating.

Water is Life: Kappa must be very careful to avoid dehydration. If the chimerical water in their head-bowl is ever spilled, they
suffer 1 level of chimerical damage per round until the 'die'. It's for this reason that they don't like to stray far from fresh-water,
which is what they use to replenish their chimerical supply. This chimerical damage can only be healed by immersion for a
number of hours equal to the levels of damage inflicted.

Quote
My humble apologies, for now I must proceed to beat you into a bloody pulp.

Outlook
As with all Japanese Sei, the Kappa have only really met the Eshu.

Eshu: Are all gaijin so easily beaten?


"These brutes have no desire to hear stories. It took my arm weeks to heal after they broke it."
Hengeyokai: They're weak but tricky, so I hurt them.
"Vicious, ignorant and worthless. They don't even have a sense of humour to redeem them."
Oni: Oni are big and strong. Why do they waste time with thinking?
"They know their place."
Tengu: The Tengu are far too cunning for their own good.
"Primitive thugs, and they rarely pass the tests we set them."

KEEBLERS
By Chriss Granniss (wakizashi@aol.com) (10 November 1995)

Description
I'm sorry. It had to be done. With apologies to Nabisco:
Banished to the Mundane World long before the Sidhe returned, this offshoot of the Immortal Elves of Arcadia were forced to
improvise their own hold on Glamour: they found in in tasty treats.
The Keeblers are bakers of the first order, and use their unique abilities to advance the glamour of their race. However, due to
the usefulness of these Changelings, they have been hunted by those who would ravage their Glamour for their own personal
gain. A man, known only as Claus, captured and enslaved an offshoot of the race, and moved them to the Arctic.
The race is good natured and always willing to share their Glamourous confections with the rest of the world. They suffer less the
ravages of banality than do their cousins, the Sidhe, because they have maintained an active hold over the mythology of the
humans: Marketing!
The Keeblers have sold their Fae souls to Nabisco, and derive support and Glamour from their keepers. In return, they use their
special magics on the company's cookies and other confections.
The one major source of strife in the race is over the creation of Chachos. It is not a foodstuff that would normally be associated
with the Keeblers, but the younger generation of Keeblers feel that this new food will be just the thing to liven up the group's
Glamour. The elders disagree and cling strongly to EL Fudge and the other traditions.

Appearence
All Keeblers are short and have pointed ears. In their Fae form, they smell of baked goods. There are few, if any Unseelie
Keeblers. Keebler Magic is used for good, and in the wrong hands...

Seemings
Childling: Often called stirrers, these kids are generally fat from tasting the batter and gorging themselves on the glamourinfused confections.

Wilders: They are usually gawky and questioning, always trying to make new forms of food to infuse with Glamour.
Grumps: These are the wise elders of the Clan, such as EL Fudge himself. They are stocky, wrinkled and grumbly, but have a
good heart and a finesse with cooking that the others can't touch.

Lifestyles
Keeblers prefer to live in trees set up for them in the Nabisco secret cooking lots. Those Keeblers who are not associated with
Nabisco usually find a hollowed out tree and live there.

Affinity
Cookies

Birthrights
Make Baked Goodies: All Keeblers can create, at will, any confection they can imagine. These specially created goodies can
be used as tokens to enchant a mortal for as long as the mortal is eating the cookie.

Explain Magic: A Keebler can undercut some of the effects of Banality by explaining it as Elfin Magic and giving the Banal
person a cookie. This cuts the person's Banality by 1 or 2, Storyteller's discretion.

Frailties
Short: All Keeblers are under 4 feet tall. They also suffer a -1 Stamina due to years of eating nothing but cookies and cakes.

Quote
"Yes siree, that's Elfin Magic. Want a cookie?"

Outlook
Boggans: They work hard; too bad they don't turn their attention to pastries
Eshu: Good for a story, and always appreciate a good meal.
Nockers: A vile folk who only eat cookies made by machines.
Pooka: These untrustworthy brutes steal cookies! Watch them carefully.
Redcaps: They eat garbage. What do they know of fine food?
Satyrs: They are too interested in erotic foods. We don't make oyster cookies.
Sidhe: They left us to fend for ourselves, and now are back. Let them eat cake!
Sluagh: Ugh! Not in my tree.
Trolls: We have a long and honorable relationship with these giants. Their Jolly Green cousin is especially favored by us.

KOBOLDS
Jo Hart (jhart@elijah.ee.ic.ac.uk) (21 August 1995)
These small sociable creature are lovers of the deeps. Most usually found around mineshafts, they have more recently been migrating
to cities, in search of the precious minerals they crave.
Their mixing with mortals is variable to say the least. Even the most Seelie tends to have a rather determined love of crude practical
jokes that are not appreciated by most. The most usual response to a kobold joke by anyone except another kobold is 'Was that
supposed to be funny?' (other kobolds will of course be rolling on the floor in hysterics). It is partly because of this that they are often
seen as being rather dim.
Despite this, they are notoriously cunning bargainers, and often deal in dross in the form of finely worked minerals. A kobold in love will
attempt to present the object of desire with beautifully wrought/stolen gifts as well as other items the kobold fondly feels that his/her
beloved will find desirable...
They prefer to stick together and gang up in group hideouts and caves which they defend fiercely, although the rare few with the
adventuring instinct will spend more time on the surface.
Able to sense precious minerals and to move through solid rock, they have been known by mineworkers for centuries and the old
customs of leaving crumbs out for the kobolds (or 'knockers') are still kept. The kobolds like the attention.. and if the small proprieties
are missed out can go into a form of group hysteria and tear down mineshafts (usually by knocking out the roof supports). They have
also been known to help guide lost miners back to the main shafts.. and to warn of impending collapses. Typically an experienced
miner will be able to tell from the sound and intensity of the knocking that echoes around mineshafts if the kobolds are in a good mood
or not.
Despite the well-deserved reputation as little terrorists, kobolds have a deep-down sense of nurturing and once a kobold has
'adopted' a person/place/ object/animal, it will defend it to the death (even if said object does not wish to be defended). They also play
'tricks' on their protectorate, which doesn't always lead to popularity.

Seeming:
Generally grey-skinned with no bodily hair although some can have delicate, sculpted features. Grumps in particular will tend to have
segments of minerals colouring the basic skin (eg. a gold nose, or hematite shimmering on the thumb).

Childlings: Often small and sleek, they enjoy scaring mortals. A childling left to its own devices is capable of decimating a treasury..
so they are usually carefully watched.

Wilders: The seeming already has a more 'rocky' outline to it. They run in unruly gangs and alternately terrorise and patronise
miners/metal-workers (or anyone else). The more adventurous ones will dare almost any danger or ignore almost any authority if they
stand to gain a particularly renowned piece of dross.

Grumps: Typically if a kobold grump sits very still, it may be near indistinguishable from the rocks behind them. They tend to either be
in charge of groups of kobolds (ruling in a rather fascist way) or as solitary hermits and advisors. Many do take up metal-work and
produce incredibly delicate jewelry (for this reason they are often made welcome at Court when they wander in).

Affinity: Nature
Abilities:
Stonekin: A kobold can, by spending a point of glamour, move through solid rock/element. This is a slow process, rather like
swimming, and the kobold can only stay 'under' for as long as it can hold its breath. They are also able to sense pure minerals (either
seams in the rock or mined and worked minerals) at a distance which varies with the amount and type of element. Precious metals
are a particular draw. It is a side-effect of this ability that when used, part of the kobold will take on the aspect of the rock/mineral -- and
a small amount of the element will have been removed.

Toughness: All kobolds get an extra dot of soak dice (ie armour) vs chimerical weapons to reflect the toughness of their skin.
Grumps get 2 extra dots.

Weakness:
Assimilate: Kobolds have to roll willpower vs 6 to avoid 'acquiring' precious metals/ gemstones when the opportunity arises.

KUNAPIPI
By Daniel Mitchell (tempest@yoyo.cc.monash.edu.au) for Dreamsingers

Description
The Kunapipi are gentle, reserved fae, dedicated to helping others. It is rare for a Kunapipi to be seen, but if one is, it is a sure
sign that someone is very weak.
The Kunapipi are renowned healers and can cure any aliment known -- or so it is rumored. They are the fae of Dreamtime
legend associated with rebirth and the gift of life. Foolish is the one who refuses the aid of a Kunapipi.
During the War of Tears, the Kunapipi frequently ministered their aid to the Bunyip and the Baga-Djimbiri -- however, they also
aided any Garou that found them, since they had difficulty refusing their healing skills to anyone. When the Bunyip were
slaughtered, the Kunapipi decided to withdraw their aid from all people, not just the Garou, and went into hiding. Recently, the
Kunapipi have come out of hiding and rededicated their lives to healing everyone. They are a forgiving kith, and find it very
difficult to refuse aid to someone -- as difficult as people find violent action in the presence of a Kunapipi.

Appearance
Kunapipi are generally of average build, with soft, welcoming features. They dress in simple, durable clothing and appear very
serene and gentle.

Lifestyle
Kunapipi generally lean toward any profession which involves healing others in some way -- usually health care or even
psychology. They are odd, in that they are the only Aboriginal kith that will freely associate with mortals -- one is just as likely to
see a Kunapipi in the Outback as one is in a city somewhere.

Affinity
Actor

Special Art
Kenship

Birthrights
Serene Presence: The Kunapipi are naturally calm and gentle fae, and this frequently affects those they deal with. By rolling
Charisma + Empathy (diff of Banality), the Kunapipi can project an aura of calm from her, with a radius equal to her Song in
meters. No violent action of any sort is permitted within this aura, unless the aggressor rolls Willpower (8) and gets more
successes than the Kunapipi did.

Emotion Sense: Kunapipi are highly attuned to the feelings of others. By concentrating (and spending a Song point), the
Kunapipi can sense the emotional state of anoyne in her sight. This usually registers as a colour (Storyteller description), so
interpretation does require some creative thought.

Frailties
Call of the Suffering: Kunapipi find it very difficult to resist healing someone. To do so requires a Willpower (8) roll. Also, they
automatically start with the Flaw: Soft Hearted. This may not be bought off or removed by anything, including cantrips.

Opinions of the Other Kiths

Baga-Djimbiri: They are brave warriors. If only they could see that there are other ways to solve problems than violence.
Djangwull: Such graceful artisans of song and dance! If only they were more careful about who they shared things with....
Wandjina: Mysterious and elusive, but they always seem to find me when I need them.
European Kiths: We help them just as we would help any of our brethren. We cannot undo what they have done to us, but
through patience and healing we will rectify the mistakes of the past.

LEANAN SIDHE
By Chris O'Toole (cmotfoofur@aol.com)

Description
Leanan-sidhe present a vague "missing link" between Kithain and Vampires. While technically faeries, leanan-sidhe are, at the
same time, vampiric. While unconcerned with the Jyhad and the Masquerade, leanan-sidhe are afflicted with the desire, and
indeed necessity, to drink the blood of mortals. Seelie kithain who try to "quit," like smoking or drug abuse, usually waste away
and are never seen or heard of again. For some this is an unfortunate way of life, but most have become adept in enchanting
Dreamers to the point where they are more than willing to give all the blood the leanan-sidhe may want. This is the cause of
death of poets careless enough to be taken in by irresistible seduction. While not naturally evil, leanan-sidhe accept this as part
of their existence. it is worth noting that leanan-sidhe are always female.

Appearance
Leanan-sidhe are not as elfin in appearance as their sidhe cousins, though they share their unearthly attractiveness, and this is
the trap so many fall into. Their hair is usually long and flowing, and black in colour. A leanan-sidhe's body is lithe and shapely,
and no-one can help but note her striking sex appeal, in manner as much as in physical appearance. A leanan-sidhe has
pointed fangs, which are less obvious in mortal seeming. Leanan-sidhe favour quite revealing clothing; in all, it is far from difficult
to find a dreamer or "victim" to satisfy a leanan-sidhe's sanguinary desires.

Seemings
Childling: Undoubtedly the prettiest little girl in the class; "an absolute dolly."
Wilder: The kind of girl to make people's chins hit the floor, just by passing by. She can have anyone at all she wants; even the
most stalwart of trolls will follow her with his eyes. Leanan-sidhe remain in this stage longer than most kith.

Grump: Never losing her stunning attractiveness for a good part of her life, and even when a grump, will never settle down with
one partner; few live long enough to be a long-term partner anyway.

Lifestyles
Leanan-sidhe tend to be temptresses and seductresses, some not even on purpose. They are never well known enough to be in
the general public's eye, and to aid this they favour towns and cities as places to live. It is possible that they have a power similar
to the "Arcane" background possessed by Magi. Every once in a while, a would-be poet is inspired by a leanan-sidhe, and this
is a ready source of glamour, if used wisely. For all their attractiveness, leanan-sidhe are far from bimbos; they are manipulative
and cunning. After all, they need to fulfill the need for blood, and that is not something that can be allowed to be discovered.

Affinity
Actor

Birthrights
Sex Appeal: Leanan-sidhe are incredibly attractive, and certainly know it, and use it to considerable advantage. As a result, a
leanan-sidhe receive two extra dots in Appearance and can never botch social rolls, provided she is calm and collected,
otherwise she can botch as normal. In addition, she gains two automatic successes on any social roll influencing a male, unless
the subject can make a willpower roll, difficulty twice (up to a maximum of 9) the leanan-sidhe's temporary Glamour rating.

Frailties
Vampire: Leanan-sidhe have a secret dimension to their lifestyle which must remain hidden to all but the most trustworthy. While
no mechanical penalties apply to this frailty, the implications are obvious, and it is paramount that this be kept secret, and it may
be wise not to let the other players know your character is anything but an ordinary sidhe.

Quote
"What're you lookin' at boy? I can read your face like a book. You want it bad..."

Outlook
Boggans: Dirty old men? Who cares!
Eshu: Yeah they've been around, they've brought back rare blood, too.
Nockers: Ugh, get it away!
Pooka: Heh heh, yeah they know how to have a good time, but I sure know how to make 'em stop laughing.
Redcaps: A bit rough, but they taste good on the inside.
Satyrs: Phew! If I got a fiver for every time one of these guys fell at my feet...
Sidhe: Oh yeah, they hate us alright, 'cept we got what it takes . . .
Sluagh: Nope, I don't think so.
Trolls: If muscular's your type...but most won't give it up.

LEPRECHAUN
By Colin Chapman (col.chapman@virgin.net)

Description
The most famous (and infamous) Fae of Ireland, the Leprechauns are a difficult kith, belligerent and easily angered. The great
cobblers of the Fae, their footwear is unparalled in its craftsmanship, and many Sidhe and Eshu will pay substantial sums for
tailor-made leprechaun footwear.
Prone to many vices, the Leprechauns can be awkward companions, lacking control of everything except their purse strings. To
other kithains dismay, they are incredible skinflints, hoarding material goods and wealth with a fanatical passion, loathe to spend
a single penny or cent even when their lives depend on it. Generally wealthy (although you wouldn't know it to look at one), the
myth of a Leprechaun's pot of gold isn't that far fetched.
Given to excess, nothing appeals to a Leprechaun like a binge of whiskey, Guiness, pipe tobacco and snuff, and despite their
small stature they can handle surprising quantities of alcohol. Unseelie Leprechauns (called Clurichauns) are even more
wayward than their Seelie kin, resorting to crime, violence and trickery to obtain wealth. Stealing horses and livestock, brawling,
raiding bars and drinking was their agenda in times of old. They have changed little, save for stealing cars instead of horses,
and making some moves into organised crime.
A great myth of Leprechaun legend is their ability to grant 3 wishes to any mortal who caught them. Full of blarney, the
Leprechauns were of course, lying through their teeth to escape captivity. They used clever cantrips to grant the gullible 'wishes'.
Inevitably the granted boon would be illusory, typically covering a worthless or potentially embarressing object or trick. Many a
Leprechaun has fallen off his drinking stool laughing at the trickery they have performed on hapless mortals. Indeed, the 'I'll grant
you 3 wishes if you let me go' trick is the oldest in the books of most Fae, but humans never learn...

Appearance
A short and slender kith, Leprechauns have large round faces and twinkling green eyes. Their hair is a thick red nest and they
grow large curly sideburns and beards as a symbol of maturity. Fair skinned, their cheeks and nose are rosey, and like most
kithain they have pointed ears.
They strongly favour garments of green, but their clothing is never extravagant. Extravagant clothing costs too much. Their only
concession to pride in dress is their footwear and the occassional cap or hat. Painfully proud of their skill at cobbling, all
Leprechauns possess the best footwear they can make, usually of supple black leather with a polished silver buckle. They
always had some affinity with headwear (see Grump seeming below), and they've always favoured crimson, three pointed hats.
Many Clurichauns wear clothing of crimson and white to set themselves apart from their Seelie kith.

Seemings
Childling Leprechauns are greedy and wicked, prone to fits of angered jealousy if another child has a better/more expensive toy.
Tantrums are common among these childlings and they begin to horde everything they possess. Clurichaun childlings are even
worse, stealing anything they want, however worthless.
Wilder Leprechauns learn the trade of their forebears (which they realise can generate a tidy sum). They are swiftly introduced to
the vices of their kith, commonly imbibing great quantities of whiskey, smoking pipes, taking snuff, flirting like crazy, and
desperately trying to grow sideburns and beard. Clurichauns of course, go a step beyond the raucous antics of a Leprechaun,
taking to theft and crime, muggings, brawls, stealing cars and burglary. Many join street gangs or organised syndicates
(especially the Irish Mafia).
Grump Leprechauns are moody and dour, clinging ever more desperately to material wealth. It doesn't help their mood that they
go bald very quickly, and they have to purchase hats to cover their embarrassment. (In fact, Leprechauns and Clurichauns can't
stand ridicule of any kind, and it's likely to drive them into a rage). They tend to become quite reclusive, paranoid that someone
will steal their treasures. The thriftiness of Grump Leprechauns tends to reach painful levels, and even Clurichauns tend to 'retire'
at this age, coveting their ill gotten gains, maintaining a shadowy hand in the Irish Mafia.

Lifestyles
Some traditional Leprechauns run small cobbling shops, often dingy affairs that attract surprisingly wealthy clientele due to their
excellent craftsmanship. Others work in industries close to their heart, becoming brewers, barmen, and tobacconists. Some few
enjoy working in the banking field. Clurichauns on the other hand live criminal lives, rarely using their cobbling skills, except to
keep themselves in boots.

Affinity
Actor

Birthrights
Have Another Tipple: With a successful Sta roll, a Fae of this kith can shake off the effects of any single alcoholic drink.
Difficulty is 9 for childlings; 6 for wilders; and 4 for grumps.

Luck O' the Irish: This kith is born lucky, but their luck fades greatly as they age. Childlings may reroll any botched or failed roll
twice per day at no cost. Wilders may also do so only once per day. Grumps may do it once per day for the cost of a single
Glamour point. No member of this kith will ever botch a Crafts (Cobbling) roll.

Pot O' Gold: Newly created characters of this kith start with +1 dot of Resources (if wilder), +2 dots (if grump).

Frailties
How Much!?!: This kith really detest having to use their resources for anything not 100%, absolutely, utterly necessary. They
must make a Willpower check (diff 6 for childlings; 7 for wilders; 9 for grumps) to part with goods or wealth. This doesn't apply to
their vices of drinking or smoking, but they'll be damned if they buy anyone else any! They tend to be slightly more generous
when inebriated (lower the diff by 1), but they are much more touchy...

Temper, Temper: This kith is really foul tempered, smiling one second, flying at yer throat the next. They add +1 to all Willpower
difficulties to resist flying off the handle. The difficulty increases to +3 if they're drunk...

Quote
(glug, glug, glug) Another! (glug, glug, glug) Another!...

Outlook
Adh-Sidhe: Blehh!
Their vices have brought them dangerously close to our attention on a few occasions
Bean-Sidhe: Whine, whine, whine. FECK OFF!
They covet beauty, but they don't understand it
Boggan: Oh, ye' think yer a bloody craftsman do ye'?
Calm down
Eshu: Customer! (runs off to fetch several pairs of shoes)
Interesting fae, and these boots are the best I've ever had the good fortune to wear
Nockers: My kind of folks!
Now they're real kithain!
Pooka: I'll make a hat out of ye', ye' thievin' toad!
So easy to prank it's boring
Redcap: Good for a brawl and a drink. Real men!
They think they can drink? Well, I can down the glass as well!
Satyr: A drinking challenge! (And fun for a bit of 'Bob's yer' Uncle' with the ladyfolk if ye' catch me drift...)
They know how to have a good time but we always end up footing the bill.

Sidhe: They pay well.


Simple commoners, given to simple pleasures
Sluagh: FECK OFF!, YE' SLIMEY WORM!
A waste of Glamour.
Trolls: Grumble...
Contemptable skinflints, lacking in honour and restraint

LESHIYE
By Colin Chapman (col.chapman@virgin.net)

Description
Lords of the Slavic wilds (at least in their own eyes), the Leshiye are confusing, roguish and not a little pompous. Taking large
areas of pristine forest as their territory, they brook no interference, and jealously keep away trespassers. Ruling their land with a
somewhat capricious and unpredictable hand, they are suspicious-minded and wary of newcomers. Relying on cantrips and
their Birthrights, they will attempt to scare off and mislead strangers, although they avoid physical confrontation if at all possible.
For all their blustering and posturing they can be terribly craven. To their good fortune, few have tested their 'lordly might and
bravery', having been thoroughly intimidated enough to fear them anyway.
The Leshiye are few, living since the Shattering as isolated woodsmen and hermits, but much to their chagrin they must retain
close relations to each other, if only for the sake of their continued existence. Total isolation is no longer an option, and territorial
stakes have had to be relaxed slightly. Of course, this doesn't mean they don't bicker incessantly over the slightest conceived
'invasion' of their territory by a rival.
Hopelessly addicted to alcohol and gambling, they maintain relations with the local Rusalki, and occasionally arrange small
gatherings with other Leshiye for the sole purpose of indulging their vices. Any meetings degenerate into a drunken scene from
a gambling den, followed by many angry accusations of cheating, heated threats, and a hasty departure by all. These threats and
slights are soon forgotten however, when the chance arises for a few 'honest' games and a tipple or two of vodka. The Leshiye,
Lords of the Wild Domain, sots, gamblers and cowards.

Appearance
To mortal eyes the Leshiye appear as dirty and dishevelled Slavic woodsmen and women, with close-set eyes and rough
clothing. Their fae mien however, is drastically different. Their skin takes on a grey-blue sheen, and their hair turns dark green.
Their eyes merge, becoming a single cyclopean orb of emerald green. Short goats horns sprout from their foreheads, and they
gain the goat-like legs and hooves of satyrs, albeit covered in green fur. The male Leshiye favour bushy beards, while the
Lesunki (female Leshiye) wear their long hair in a thick braid.

Seemings
Childling Leshiye, called Zuitbotschnick ('Cradle Babes') are the rarest of their kind. Tricksey, they craftily follow strangers, while
remaining unseen.
Wilder Leshiye are uncommon, but soon fall into the cycle of vice that controls a Leshiye. They are the most likely to explore their
boundaries, but soon settle down to jealously watch their borders.
Grump Leshiye are the most common of this rare kith, and fit their archetype in every way. Grumpy, and bad-tempered, they
make easy targets for the pranks of the Zuitbotschnick.

Lifestyles
The Leshiye follow isolated woodland-based lifestyles, acting as woodmen, trappers, hunters, or living as wild hermits.

Affinity
Nature

Quote
"I'll wager this den of foxes, and flock of sparrows, that I can beat your hand."

Birthrights

Beast-Master: The Leshiye find it easy to use their Arts on their animals of their wild forest home, reducing any difficulties by 2.
In addition, no wild forest animal will willingly attack a Leshiye. They can also talk to the animals without he need to cast a
cantrip, or expend Glamour.

Dwarf and Giant: The Leshiye can shrink or grow, choosing to become half their original size, or half again their original size.
Shrunk, they lose their Bruised Health Level, and subtract a dot of Strength, but reduce all their Stealth difficulties by 2, and can
enter areas otherwise restricted to them. As Giants, they gain an extra Bruised Health Level and add a dot of Strength, but
increase all their Stealth roll difficulties by 2. Unfortunately, it also restricts their passage in certain areas. They must call upon
their Wyrd to use this ability in the presence of mortals.

Forest Fortress: Raised as they are in the forest domain, the Leshiye can never botch a Survival or Stealth roll in their habitat,
and add an extra success to those they make.

Frailties
Turning of the Wheel: The Leshiye are weaker in Autumn and Winter, increasing all their difficulties by 2 in these seasons.
Vodka and Vice: The Leshiye can't resist games of chance, or a few drinks of alcohol. They must make a Willpower roll (diff.
10) to overcome their urges, should the opportunity for a few games, wagers and drinks arise.

Outlook
Domovoi (Sluagh): The belly-crawlers slither across the ground like snakes, and their tongues can be just as venomous.
Maciew (Boggan): They aid the mortals who often intrude into our realms. Foolish do-gooders.
Polevik: Gah! The reapers take our land, and turn it to farming. One day I will smite them.
Rusalki: Boon companions, they knew the departed Vodyaniye as we did, and remain our friends.
Swan Maids: The White Ones are to be avoided. They respect our wishes, but their wrath is not worth enduring.
Vily: Upstarts! How dare they call themselves protectors of the forests!? I'd show them the error of their ways, had I the time.

LICH
By Jaa7526395@aol.com (12 September 1995)
A long time ago there was a mistake. A young Scottish Celt's family was wiped out by a rival clan in the fifth century. The only survivor,
he sought through his grandfather's library (a once powerful Verbena) to find a spell to get revenge for his family's death. Being
awakened himself, but not knowing what he was doing he, cast a powerful life/entropy rote.
Nothing happened.
At night fall he found himself surrounded by Verbena druids who accused him of the crime of casting necromantic spells. He broke
from the circle and ran, knowing his fate as the stag horns grew from his head. The Wild Hunt had been called and he soon died.
He awoke to find he was in a court of the fae. He learned through that dark spell he cast that he had become one of the Kith but was
horribly different from the rest. They banished him from the British Isles never to be seen again.
Some how mages through the ages certain mages found the dark ritual and used it on them selves so they would have eternal lives.
They research the saga of their sire and have grown to hate those who banished him.
These are the creatures of Fae legends but unfortunately these myths are true. It is said by these tales that certain mages near their
death sacrifice several changelings to create freeholds then use a special life/entropy rote to change their avatars into that of a
changeling's. Upon creation the lich is taken to Scotland to learn of the first lich which came from the highlands. Then, after their
tutoring, they're sent off to gain power and reak havoc.
This practice has been going on since the fifth century. The first lich is seen as a godlike being among the others. It was the first to
achieve eternal life. Fortunately, the first lich has never been seen since 1123 AD so most of the practices of this mythical being are
just speculation.
Liches are powerful creatures who wield magick and cantrips. They love to kill and cause pain. They are known to enslave Kith and let
them do their dirty work at their freeholds.

Appearance: Lichs appear as classic reanimated skeletons, their bones bleached white with age. They wear typical Scotish dress
(Tunics, Kilts, etc.)

Seemings: Grumps only: These are spiteful creatures. They hated the humans and kith who betrayed them. They constantly search for
magick and power. They are known to completely over run freeholds single handedly and love to make other kith their slaves. They are
power mongers of the first degree. They love to horde treasure, glamour and slaves.

Lifestyle: They usually live in castles made in freeholds pouring through magical texts. They have no mortal life because they can't
take any human form.

Birthrights:
Magick: Liches can use magick like mages and can use voulgar magick with out the penalties of paradox. They start off with ten
spheres (use other approprate mage traits that go along with it)

Paradox Blind: By their very nature Liches defy reality so paradox has no effect on them allowing them to use vulgar magick.
Strong Belief: Since Liches are powerful mages in their original life they gain eight points in willpower and glamour.
Frailties:
Touch of Death: Because they have died once Liches receive several penalties because of it. First of all, a lich's appearance is
absolutely repulsive so they don't have an appearance trait and receive plus two to most social difficulties (except things like
intimidation). Also, all Liches start off as Grumps. Also when away from their freeholds for more than two hours they get horrible
arthritis and two to all physical difficulties.

Quote: "So, you come looking for power. I'll give you power but not in the form you expected."
Lich Revision suggestions: (Submitted by Abe Dashiell) You know, this isn't a bad idea overall. However, their immunity to
paradox ABSOLUTELY has to go. Quite the opposite, it should plague them worse than any other mage. They should be prisoners

in their Freehold chantries, unable to leave for extended period of times because of the destructive effects Banality and Paradox
has on them.
Here's a couple of suggestions:
Give them all the powers of a changeling except the ability to use Cantrips. If they've got access to Magick, they don't need fae
magic. However, for a lich, Glamour equals Quintessence, so they will never be at loss for energy. You might even let them enter
Oathbonds and then be able to pool their Glamour/Quintessence with other Changelings. Though, if they are hanging out in
Freeholds all the time, I doubt they'd really need the extra juice too often.
As for the frailties, rather than giving them physical problems (They're skeletons after all, they really can't get arthritis) hit them

hard with Banality and Paradox. Say, after the first two hours, give them a point of temporary banality and a point of paradox. If they
don't reach a node/freehold/caern but quick, start blitzing them with more Banality and Paradox. When they reach a permanent
banality of 10, they crumble into dust -- of course, they'll be lucky if they get that far before being annihilated by a Paradox
Backlash.

LOKIANS
By Morgion Frailties:(morgion@village.yvv.com) (25 Arpil 1996)

Background
The Lokians are fae who came into being from the dreams of Scandinavian people on their god of fire and mischief, Loki. The
Shattering threw them out of the Dreaming along with some more familiar fae, but most of the others deny their existence. It is
said that they acted as entertainers in the royal courts before they were expelled. Instead of reclaiminger their roles as quards
and jesters, most Lokians decided to take the roles of infamous tricksters. These fae love fire and all things that have to do with
fire, such as bombs, arson, etc. Although their roots lie in the rural areas, the Lokians have since made the cities their home.
Some Unseelie Nobles have discovered this Kith's talent and have therefore began to exploit them as arsonists and assassins.
They are known to be extremly short-tempered and quite mischievous (but not so much as pooka). Lokians are always action
people who become very bored at speeches, conventions, etc., and seem to be the most impulsive brats you know.

Appearance
Most Lokians are about average height, and are usually slim, almost to the point of anorexia. They have eyes that speak
volumes on their character and trademark bright red or light blonde hair. Their faces are usually very thin and streamlined. They
almost always have something red on, and their clothes tend to be pretentious and flashy.

Lifestyle
The Lokians are vile pranksters and practical jokers. They are so much so that a friendly "feud" between the Lokians and the
Pooka has begun. Whereas the Pooka's tricks are often harmless, the Lokians have a reputation for much more sinister and
harmful jokes. These pranks are often quite thought out and involve complex mind games that even the most sophisticated
Pooka could not carry out. Often, they involve fire and other pyrotechnics. The Lokians will never pass up a chance to set a fire or
watch one unless they need to.

Seemings
Childlings: These are the kids who get in trouble after playing with matches and burning down the garage. Already they have
the impulsiveness of their kind. They tend to be popular and talk back to their teachers.

Wilders: The wilders of the Lokians will be every teacher's worst nightmare. Constantly sarcastic and rebellious, they will drive a
saint to desperate acts and normal people to even worse.

Grumps: They are cynical without being unbelieving. Most Lokians fall to banality during this stage and very quickly forget what
they are. If they think that they know it all, it is advised not to say anything contrary.

Affinity
Scene

Birthrights
Fire Eyes: By spending one point of Glamour and saying the target's true name, a Lokian can cause the target to catch on fire.
This fire is not magical and may be put out be normal means. The damage depends on the fuel source the flames are burning off
of. This can only be used after the fae fullfils his rituals to Loki (see below).

Flame on: By saying the words "Flame on" and spending one point of Glamour, a Lokian causes his body to be covered in
Chimerical flames. The fae can turn off this effect without a Glamour expenditure. The flames do not hurt the user himself but if
another Lokian has this it affects him as per fire but Chimerically. Again, this can only be used after the rituals are finished (see
below).

Frailties

Rituals to Loki: A kith can only use his birthrights after these requirements are fullfilled: 1) The fae must not have touched water
for one hour. This does not include drinking water for nourishment. 2) He must have spent at least 1 hour in the past 24 hours in
direct sunlight. Time when the sun is overcast does not count. While extra sun is useless after the 24 hour period, the kith may
take as long as is necessary to fulfill this.

Pyromania: A Lokian who sees something involving fire (a burning house, an arsonist at work, a passing firetruck, etc.) must
make a Willpower roll (Dif. 7) or stare lustfully at the fire until it goes out. If the roll fails and the fire is some distance away, the
Lokian will travel to get there.

Quote
"I see your pyrophobia. Now meet the devil inside."

Outlook
Boggans: Too tied up in housework to appreciate the real meanings of life.
Eshu: Anyone whose ancestors toiled under the desert sun is a friend by me. Great stories too.
Nockers: When things go wrong, it is because of an accident in the workmanship and not because they wanted them to.
Pooka: Once you sort out their lies, they can be great for helping with pranks.
Redcaps: If only they understood that flames are far gentler consumers than they are.
Satyrs: Good, but only because passion is their guide.
Sidhe: They are much to worried about tradition than what's right. Most of them need to drink some java.
Sluagh: These almost never get sunlight. Perhaps that is why they are so messed up.
Trolls: If they are on your side, great. If not, run away.

LORDS OF THE MOUND


By Geoff Shelburne (gshelburne@yahoo.com)

Description
Thought a memory of the past, believed lost forever by the betrayal of a twisted Sidhe noble. Brothers in arms with the Trolls, and
as noble in deed as the Sidhe, the Lords of the Mound, called Trow by one another, have barely survived the ages of Banality
and change that have seeded the world. Betrayed during the shattering by High King Falchion, they harbor a deep hate for the
five Sidhe houses. During a battle between the two Sidhe brothers, their entire kith was nearly destroyed. But they have endured
like the true warriors they are. And they are beginning to re-emerge in a time when humanity and kithain need them the most.
The Lords of the Mound are named so because of both their noble air and their heavily pride-filled homeland. Coming from the
highlands of Scotland they much prefer kilts and claymores above the tunics and battle axes of their brother Trolls, and a simple
wooden shield to the brilliant armor of their Sidhe lords. They are fiercely loyal to their own kith and their own brethren, but since
the betrayal of Falchion they refuse any task that would allow gain to the Sidhe. Much like what happened to humanity between
the Scots and the English has happened between the Lords of the Mound and the Sidhe, and they aren't willing to forgive or
forget what was done to their kith.
Born into dreams by the peoples who sought to have just and strong commoners lead the people, they became nobles of the
common fae, following the Sidhe out of knowledge that being nobles under their vision would allow more freedom for the
commoners. They practice honor and mercy during battle and life, but also happily partake in the juices of pleasure like their
homeland ancestors. Trow hold only contempt for liars and schemers who would sacrifice their homes and family for self-gain.
Like their Scottish kinfolk the Lords of the Mound practice guardianship and justice above all else, but give no mercy to any
oppressors. When rallied for a cause they believe in, the Lords of the Mound can be quick, dangerous and savage against any
cause. Trow are examples of treachery to others: once they were a fierce proud folk, but now they are mere shadows of that
former glory.
The Trow have existed and endured under harder circumstances than any other kith and have endured, and created a lasting
feat with their Prodigal brethren. In ancient times the Garou tribe the White Howlers existed side by side with them. The White
Howler's strange ritual practices and outlooks influenced them only somewhat and after the Lords of the Mound began to
emerge in few numbers again, they sought to find the scattered and dangerously hunted emerging White Howlers, and eventually
formed a pact with them to create the clan MacUien, later forming and changing it to clan MacGregor after the Scottish clan
forced to dismember under English rule.
Like their clan namesake however, after the betrayal of Falchion the few survivors or loners who weren't included slowly began
traveling the world in search for their kinsmen. The Lords of the Mound have contacts all over the globe, but particularly in east
Asia with the Stargazers (see Werewolf: the Apocolypse), the Akashic Brotherhood (see Mage: the Ascension), the Eastern
Gallain (see the upcoming Land of Eight Million Dreams), and the Gangrel clan (see Vampire: the Masquerade).

Appearance
Trow are usually large but smaller than their Troll cousins, normally about six and a half to seven and a half feet in height. Their
bodies are muscular and angular with light grey skin, with blue Celtic markings on their face and body. Hair color usually ranges
from a deep red to a dark brown. They carry an air of lost nobility and always an aura of a deep antipathy towards rulers
wherever they go. Trow normally dress in plaid colors of their kith; blue with stripe colors of red, green, light blue, and yellow.
Whether they be on a flannel, armband, or what, they can normally be found wearing these.

Seemings
Childlings are usually quiet and withdrawn, normally larger than most other children. They have a contempt towards spoiled and
prejudicial children, often starting fights with them.
Wilders are fiercely pride-filled towards home, friends and family. Strong and resolute, they normally hone their warrior skills at
this age and tend to travel, learning of ways and views of others, trying to help commoners and the average person. Wilder Trow
indulge in the pleasures of life, but never let it affect their honor.
Grump Trow are tired and protective. Slow, but still strong and wiser then most others, they normally watch over the younger
members of any group.

Lifestyles
Trow usually favor jobs and settings where they can help or protect average people or those who can't protect themselves, and

where they can put away the unjust, corrupt or betraying. Such jobs may include, police work, paramedic, or firemen or the like.

Affinity
Actor

Birthrights
Warrior's Gift: The Lords of the Mound are warriors by nature and by dream. They have been endowed with gifts to help them
from the Tuatha de Danan. All Trow gain an additional dot in Strength and Dexterity (even if it raises the Trait over 5). No Trow
can botch a melee or brawl roll.

Just Sight: Born from dreams of mortals wishing a better and more just rule, all Trow have the ability to detect if someone will
betray or is lying by making a successful Perception + Kenning roll (difficulty is target's Willpower). All Sidhe give a -1 modifier to
this role.

Frailties
Noble Aversion: Since their near destruction, the Lords of the Mound have lost their nobility and lost all respect for any. All Trow
suffer a +2 difficulty to all social roles with all Sidhe (only +1 with Sidhe of house Scathach). And Trow must make a Willpower
roll (difficulty 7, 3 successes) to avoid attacking any Noble that they can tell is lying.

Quote
"My brethren and I have suffered all too great at the price of lust and betrayal. We are here to make sure it never happens
again."

Outlook
Boggans: Honest people who have helped to build the pedestal all Fae stand upon.
Eshu: Travelers and vagabonds, but do they truly understand honor and pride?
Nockers: These smiths arm and build for us; their personalities however are best meant for machines than others.
Pooka: Their pranks hurt no one, but can hinder others. They must learn responsibility.
Redcaps: Locked away by the nobles long ago, we can understand why they act as they do, but we do not condone it, and we
do not accept it.

Satyrs: Lusty and fun loving, we see how they like such things, but they will never truly appreciate the rewards of honor and the
freedom others have died to earn.

Sidhe: Betrayers and plotters, their schemes have caused pain and death, and it is time for new leaders.
Sluagh: Plotters and schemers, their secrets are used to manipulate others, worse than Sidhe.
Trolls: Our brothers and sisters, they share our views but need to learn to find life's pleasures with its honor.

MEKUMWASUCK
By Colin Chapman (col.chapman@virgin.net)

Region
The Northeast Nunnehi of the Passamaquoddy tribe of the Abnaki Confederation.

Description
The Mekumwasuck were possessed of strong medicine, acting as protectors of tribal shamans. Indeed, such was their respect
for 'religious' beliefs that many even gave their protection to those missionaries who went native.
Forest dwellers, the Mekumwasuck were wild are elusive, considerably less helpful and friendly than their Nagumwasuck
brethren. they remained generally unseen and unnoticed by those they protected. Oft-times malicious and cruel, they often
inflicted debilitating agony for the least slight, or even for pure enjoyment. Needless to say, their 'protection' was often a very
mixed blessing.
Despite this seemingly grim and nasty outlook they are fond of revel, song, dance and merry-making within their own community,
favouring colourful garments, embellished to excess with beads, feathers and tassles.
Mekumwasuck relations with the other Nunnehi of the region (the May-may-gway-shi and Chenoo) are strained, with no real
fellowsip or trust between them. In fact, Mekumwasuck rarely have any decent regard for any other Nunnehi.
The Mekumwasuck refuse to dwell in any un-wooded environment, stoically refusing to leave their tribal lands. Learning
extensive woodlore from an early age, they are strict traditionalists, adhering still to a patrilineal society.

Appearance
The Mekumwasuck stand much shorter than the native humans, typically around 4' in height, with long hair sprouting from, and
covering, their faces. their clothing is somewhat similar to the Passamaquoddy but is far more outlandish, with many colours and
greater embellishment.

Seemings
Younglings of the Mekumwasuck are elusive and curious, investigating anything that catches their interest, and inflicting pain on
the slightest whim.
Braves of the Mekumwasuck often find a particular belief or spiritual individuak to protect, but it's increasingly common that they
rebel against this old tradition; a source of conflict between them and the elders. Mekumwasuck Braves are vengeful indeed.
Elders of the Mekumwasuck are the greatest proponents of traditional values, most adhering strongly to the protection of belief
and individual.

Lifestyles
The Mekuwasuck often become practitioners of the very faith they protect, and in more recent years have hired themselves out
as security and bodyguards. Many still maintain their traditional lifestyle.

Affinity
Actor

Birthrights
Agonising Gaze: The Mekumwasuck can inflict ripples of burning agony through anyone they look at. By spending one Glamour
point, the Mekumwasuck rolls Willpower (Difficulty of the victim's Willpower) with each success inflicting a cumulative -1

Impairment penalty. If the penalty reaches -6 the target is incapacited with agony, writhing in unbearable pain, and loses 1 Health
Level. The pain lasts 1 turn, but only subsides at the rate of 1 Impairment per turn thereafter.

Elusive Spirit: Like the Yunwi Tsundsi the Mekumwasuck are extremely adept at making themselves inconspicuous. Although
they don't actually become invisible, they gain an additional 2 dice on all Stealth related rolls. By spending a point of Willpower
they can induce mortals to look everywhere but where they are, thus remaining 'out of sight.'

Frailties
Don't Look at Me!: Due to their unattractive appearance and self-conscious nature, the Mekumwasuck suffer a +2 Difficulty
penalty in any social situation where they can be seen. They try to avoid being seen by anyone except, family, friends, and tribe.

Quote
Feel the agony you sought to inflict!

Outlook
Canotili: They understand the hidden ways.
Elusive and xenophobic with a powerful gift of pain. If only they used it more wisely.
Chenoo (Rock Giants): Pain can penetrate the thickest stone, and they cannot hit what they cannot see. Blundering fools.
Infuriating wasps!
Inuas: They too understand the necessity of aiding belief and the spiritual.
Their aid is more of a curse.
Kachinas: Deluded whisps.
Isolationalism makes our task all the harder.
May-may-gwya-shi: They live lives of little appeal or meaning.
Often dour and vicious, it's best to leave them alone.
Nagumwasuck: Our brethren know their place and we respect them for it.
The torture is wrong but we all live the tasks we are given by fate.
Nanehi: Tradition is respect. Vanity is not.
It's hard to overcome their distrust but their festivities and traditions are strong.
Numuzo'ho: They have grasped their anger firmly with both hands. Respect is their due.
Our small cousins lack our power of limb, but agony is just as strong.
Pu' Gwis: Uglier than we, they should turn their depair into anger.
We would rather die than become twisted on the inside also.
Surems: Often violence is the only recourse.
Pain just makes the enemy more determined and cunning.
Tunghat: Inaction only highlights weakness.
Pain makes the native cause more difficult.
Water Babies: They punish transgressors as all should.
The agonies they inlfict should be our birthright.
Yunwi Amai'yine'hi: Leave them to their worthless trickery.

Elusive and spiteful. I'm glad we rarely meet.


Yunwi Tsundsi: They are much like our Nagumwasuck kin.
Inflicting terrible pain for the slightest transgression is wrong.

MERS
By Ernie Sawyer (ernies@diamondmm.com)

Description
For centuries tales of fish women and men have abounded in various parts of the world and most of them have been explained
away as the lusty minds of lonely sailors or similar things. I am here to tell you not that those stories are all true, oh no. However,
there are a number of legends that abound from more ... reliable sources and some of those sailors were lucky enough not to
have imagined their chance encounter.
We are as alive as you are, and probably having more fun doing it too. Our courts are as effective, probably more so than you
landwalkers, and far less bothersome and complicated.
Mer have a unique connection to the Dreaming due to the fact that they have had less exposure to Banality and their Grottos are
better protected (harder to get to). Mer reincarnate much like most changelings except that their faerie soul travels from Earth to
Arcadia and back in between. This results in every other incarnation being born on Earth and the remaining in Arcadia.
When Mers are in their "mermaid" form, their mortal seemings are that of large fish. The type and size of fish will vary but it must
be native to the area, and the player and storyteller must agree on it.

Notes on Playing Merfolk


Mer characters can choose to pick any of the backgrounds a European changeling can normally, however Title will not apply to
the land-bound Sidhe Courts, but rather the Mer-Courts of the Undersea.
Mers may choose any of the Arts in the Changeling: The Dreaming and the Changeling: Players Guide except Spirit Link.
However, they most often pick Chicanery, Dreamcraft, Legerdemain, and Wayfare. In addition to these, they have their own Art:
Binding.
The occasional Mer is adopted into a Nunnehi Nation and has the opportunity to learn Spirit Link.

Mer Lexicon
Following are the most common general terms in use among Merfolk, as they differ from changeling society as a whole.

Atlantis: The center of Mer society and fame. Within its walls are the source of the Glowstones, used to stabilize new Grottos
and help maintain their strength. (equivalent to Tara-Nar)

Commoner: Any Mer without a title or another changeling. Most Mer don't acknowledge European Royalty except when
travelling through their territory and sometimes not even then . . .

Fishie: A nickname for wilder Mers.


Glowstones: The source of a Grotto's Glamour. (Balefire)
Grotto: A place that is infused with Glamour. (Freehold)
Hatchling: A newly awakened changeling of any age. (Fledge)
Honker: A derogatory term for Selkies.
Landwalkers: All changelings not commonly found in the water (exceptions are Selkies, Kokua, Yunwi Amai'yine'hi [Water
People], and Water Babies)

Sea Hag: A nickname for a grump Mer.


School: A family or group of friends that are mostly commoners. (Motley)
Tadpole: A nickname used for childlings. Most childlings like it less than a child likes to be called a "kid".

Appearance
All Mers have blue eyes of varying shades. In their fae seemings Mers have swirling, large blue eyes that flow and ebb just like

the water they originate from. Their ears are wide, pointed and webbed, just like their fingers and toes. They have gill slits along
the jawbone and down the sides of the neck that are perceptible only when used. Their hair is wet until the day they die or until
they are Undone.

Seemings
Childling mers are playful and shy, yet curious. They tend to play their games from behind the scenes, giggling wildly at the fools
on stage.
Wilder "fishies" are just that, wild. They are more obvious in play, but are more cautious in all other matters except love.
Grump mers are the most likely to spend their last days hiding out in deep ocean realms they fashion themselves to hide from
Banality and wait out Winter. It is known that a few of these poor souls have disappeared, leaving nothing behind, not even their
"Grottos". It is said some blame the Hidden Ones, but that is just a rumor . . . isn't it?!

Lifestyles
Mer are quite possibly the most spread out kith. They live in the Atlantic, Pacific, Gulf of Mexico, Carribean Sea, and various
large rivers in North and Central America. A few have been known to frequent the Amazon. Most tadpoles and grumps stay in
one place for long periods of time, while the fishies tend to "migrate." They can be found as lifeguards, scuba divers,
oceanographers, river quality inspectors, artists, etc.

Affinity
Actor

Birthrights
Siren's Song: Mers can entrance and summon others, usually mortals, by rolling Charisma + Subterfuge (difficulty of the targets
Willpower). The target cannot be forced to risk his life following the summons. After summoned, the target is free of the effect,
thinking he got there on his own and regaining his free will.
No Mer can botch Subterfuge or Performance rolls.

Call of the Water: Because of the deep connection with the ocean and, it is told, Poseidon himself, Merfolk have gifts granted
them by the sea. All Mers can breathe under water and shift their legs into a fish tail while totally wet (e.g., in the shower/bath, in a
river, in a water fight, etc.) by rolling their Glamour (difficulty 6) with only one success needed, successes determine how fast. In
"mermaid" form, the mortal seeming is that of a fish (appropriate to the tail colorations). In this form, not only can they breathe
under water (they can breathe underwater in either form) but they can also share this ability with one other by spending a
temporary point of Glamour. If their guest isn't enchanted they will need to enchant them (spending additional points of Glamour).
Note: Mer Birthrights will not affect other Merfolk, and are difficulty +2 to affect other changelings.

Frailties
Mystery of the Sea: Mer eyes are deep with the lore and mystery of the sea (and their connection to the Dreaming). To other
changelings and enchanted mortals, this is a wonderous and beautiful sight. Looking into a Mer's eyes is a feeling of wonder,
awe and peace. To resist being mesmerized, any other changeling or enchanted mortal must roll Wits + Alertness (difficulty of
the Mer's Glamour +4). This difficulty decreases by 1 for each successive look. Any Mer may choose to dampen this effect by
rolling Willpower (difficulty of their own Glamour) to lower the difficulty of the resist roll. Mesmerized people can be released by
breaking eye contact. For the Mer to do this themselves they have to make a Willpower roll (difficulty 7) and spend a temporary
point of Willpower to break the contact. To them, this connection allows them to be a momentary bridge between the mystery of
the sea and the spark it brings to another's imagination, giving them the same feeling as the mortal to a lesseer extent, making it
very hard to break.
It is entirely possible for others to make this eye contact willingly and on purpose. When this is done the mer may break off at any
time and the other person may do the same with a Willpower roll (difficulty 5 + their Empathy). This can become addictive to
enchanted mortals, lovers, and grump changelings (because of the closeness it gives them to Glamour).
Due to the closeness with the sea and their travels to Arcadia, they automatically start out with a Gremayre of one.

Quote
"We wander the depths with the confidance that we will find something new and wondrous to see on our journey. You wander
your land wishing there was somewhere else to go. Whatever you do, don't look down here for solutions; look to those precious
stars of yours."

Outlook
Boggans: Some of the best craftspeople you'll ever find, but one warning: If you want it to look interesting, you'd best do it
yourself.

Clurichaun: Drunkard idiots. They visit only when they fall in the water in a drunken stupor. However, if one sings or plays close
enough to the shore, most of them are amazing musicians.

Dragonkin: Noble and beautiful creatures; they guard our grottos with genuine intent and care.
Eshu: These guys are great! Do you have any idea what they are willing to give up to here stories from another world . . . ours.
Ghille Dhu: The distance from water that I would need to go to see one is not worth the curiosity that inspire's it.
Nockers: They make great scuba gear and boats . . . too bad we don't need any. However, most of their contraptions do look
nice sitting in the corner as sculptures. They are artists, not mechanics.

Pooka: Fellow shapeshifters. Fellow nothing else. They get under fin and are the worst . . . or best liars you'll ever meet.
Redcaps: Something tells me they don't take their tunafish out of a can.
Satyrs: Lusty lot they are! The easiest to summon, and some of the most fun. But, sample only, do not cater to addiction.
Selkies: Our not so distant cousins, the Selkies embrace not only the ocean, but the land as well. Theirs is a dangerous pastime
and a noble cause so help them when it is needed; otherwise stand clear least they drag you down with them.

Sidhe: The Mer-Courts of Undersea would laugh if they saw these mockery of nobility; disregard their commands and instead
teach them their lessons in humility.

Sluagh: Ick! Perhaps it would be best if they climbed back into their holes and hibernated until Winter.
Trolls: Awesome warriors! Even the worst are honorable. Little detail though . . . I've never met one that didn't sink to the bottom
rather than take his armor off.

MIMI
Colin Chapman (col.chapman@virgin.net). See also the Djidjigargaly.

Description
The Mimi wander the great Outback of Australia, leading their lives as they have done for centuries, walking the path of their
tribes. Their lives are harsh and unforgiving, for the Outback is a savage mistress, but life was not always so. Once, they lived on
the coasts, enjoying the bounty of nature and Achera, lives free of Banality's yoke until they were driven inland by the rapine of
the invaders and their tide of Banality. Driven to Arnhem land, the Mimi avoid contact with the modern world, returning to Achera
the Dreamtime whenever threatened. They alone among changelings continue to bear the strongest ties to the Dreaming, and
perhaps the key to unlocking Arcadia lies with them. No-one knows, and the Mimi aren't talking. Sadly, their wisdom may pass to
dust, as they represent the few remaining Djidjigargaly. They know that their time is also short, for they have seen the passing of
many of their brethren. They have never been great in number, and many of them have left the mortal realm behind to travel
Achera.
Masters of stone, the Mimi make their dwellings among the rocks and caves of Arnhem, sheltering from the elements, emerging
only to hunt and gather yams. Wary of foreign kiths, the Mimi are difficult to find or contact, as ephemeral as morning mist,
although it is said, should the need be great enough, they will find you.

Appearance
In their mortal seemings, the Mimi are tall (6'-6'6") and thin Aboriginal tribesfolk, and their fae seeming exaggerates their
appearance to an almost comical degree. They usually gain about 1' in height, and become so thin and attenuated that their
bodies and limbs are barely thicker than sticks. Their heads remain unchanged, although their ears and eyes grow larger, their
eyes reflecting great depth. They completely eschew clothing, and care nothing for the offended sensibilities of any westerners
they meet.

Seemings
Youngulmanda (child) Mimi are given the greatest freedom, love and care among their kind. Despite the fact that they can easily
come to harm, they are given free reign to play, although they must aid their elders in the daily struggle for survival.
Youngulmanda (adolescent) Mimi differ little from their Moyenda, although they are more prone to brash behaviour, and enjoy
their hunting and gathering chores immensely.
Moyenda (grump) Mimi are the wisest of their kind, adored as leaders, sages and Mabarn (sorcerors).

Lifestyles
The Mimi live the purest of Aboriginal lifestyles, unchanged since the westerners arrived.

Affinity
Nature

Birthrights
Rock Swimming: Mimi can move through rock unimpeded and at their full movement rate.
Heightened Senses: The Mimi possess incredibly acute hearing and vision, lower the difficulty of any rolls involving sight or
sound by 2.

Walkabout: Like the Nunnehi, the Mimi can gather Achera (Glamour) from nature (Players Guide pg. 146). In addition, they can
enter the Dreamtime through any source of natural rock or stone present in the Outback. To do so they must make an Achera roll
(diff. 6). Each additional person they take with them increases the difficulty by 1.

Frailties
Hammer of Banality: The Mimi find Banality a deadly foe. It always affects them as if it were 1 level higher, and they gain 2
points of temporary Banality for every 1 they would normally gain.

Stick Thin: While surprisingly strong and tough, the sheer thinness of the Mimi makes them susceptible to damage. They don't
have a Bruised health level.

Quote
"Achera and the mortal realm are lovers. They are indivisible, and naturally a part of each other."

Outlook
The Mimi have no real contact with foreign kithain, including the Knackers (Nockers) who were the first to land in Australia.

Swan Maids (Aboriginal): While we rarely meet the black swans, they adhere to the ways of the Real People. Sadly, they are
being subverted, just as many of our mortal cousins are, by the poisons of the west.

Mimi Totems
Boabab
Background Cost: 1
Description: 'The Traveller's Friend', the Boabab teaches of the bounty of nature, encouraging generosity and friendship.
Traits: Those allied with Boabab gain Survival 2 (Outback) and add one point of Charisma.
Taboo: Boabab asks that his chosen be kind, generous and sharing.
Spinifex
Background Cost: 1
Description: Spinifex is tough, spiny and hardy, epitomising survival and harsh defence.
Traits: Those chosen by Spinifex gain Survival 2 (Outback), and add one point of Stamina.
Taboo: Spinifex asks that his children act defensively, rather than offensively.
Stone
Background Cost: 1
Description: 'The Heart of Uluru' (Ayer's Rock), Stone represents the mystical, and connection to ancestor and spirit.
Traits: Those allied with Stone gain Spirit Lore 1 and Craft (Cave Painting) 2.
Taboo: Stone asks that his chosen study and preserve the ancient rituals of their tribe.

Mage: The Void


(Part 1)
| Part 1 | Part 2 | Part 3 | Part 4 | Part 5 | Part 6 |

By The Mirrorball Man (j_hirt@yahoo.com)

Disclaimers
I'm not a genuine English speaker, so please excuse me for all the mistakes in this text. Spellcheckers can only do so much. If
you want to send me a corrected copy of it, please feel free to do so ;-)
This is not a complete game. You need the main Mage: The Ascension rulebook to play Mage: The Void.
No, it is not official material, so I'm not bound to follow the gospel according to White Wolf. If some details are inaccurate, it is
either because I don't care or because my knowledge is limited. Since it is a variation of Mage set in the future, writing it has
involved choices. Of course you are not compelled to agree with these choices, but please don't send me e-mails telling me how
wrong I am. I am not a very dogmatic person.
However, feel free to write stuff based on this material if you want. You may also publish it on the web. Everything will be
considered "official."
No, Mage: The Void hasn't been tested. Yes, it shows.
I use masculine generic pronouns in this text. It is not a challenge to anybody.
I also use the metric system. I'm sure you've grown accustomed to it by now.

Proclaimer
Mage: The Void was born out of my frustration when I learned about Mage's historical game. Sorcerer's Crusade is fine and
well-written, but I had always wanted to see a space-opera version of Mage, just as much as I would have liked to see a
cyberpunk-flavored Wraith. Well, it's always the same with role-playing games: when they don't do it, do it yourself!

History
Earth is gone.
It was destroyed during the last quarter of the 21st century. Why? Well, theories abound, but nobody knows for sure. Maybe the
excesses of mankind were finally been too much for the planet to bear. Maybe somebody pressed the wrong button. Maybe it
was Ragnarok, the Apocalypse or Gehenna. It is not very important anymore. Earth is gone. This is the end of the 22nd century,
and mankind has finally reached the final frontier. Human beings have set foot on many planets, and erected many cities under
alien suns.
It would not have been possible, however, if Mages hadn't been there. Mages no longer act in shadows. They are now the true,
unquestioned masters of humanity, and their struggles are the wars of mankind. Their secret factions have evolved to become
political systems, and at least four of them are willing to conquer the whole galaxy. Life is hard for Sleepers in this day and age:
they have to obey the will of their Enlightened masters, in the distant hope that one day, they too might Awaken.
Man, who used to be isolated on Earth, has now the possibility of reaching distant worlds. This miracle has been made possible
with the discovery of Soulgates. Mages realized that the Afterworlds, where the souls of the Dead departed after their last
breath, were passages through space, shortcuts that made space travel possible. Many claim to have been the first to find a
Soulgate. But one thing is sure: now that mankind is no longer imprisoned on a lonely planet, there is no further limit to what it
can accomplish.
The year is 2190. Welcome to the Void Age.
| Part 1 | Part 2 | Part 3 | Part 4 | Part 5 | Part 6 |

MUNCHKINS
By Erik Dahl (allegro@iac.net) (28 November 1995)
Okay, I'll admit I'm a little peeved, but this is coming from a tongue-in-cheek place. It's intended as humourous, and has to be done.

Description
No one knows where the Munchkins started. Rumours abound of them slipping into reality when the noble Sidhe returned, or
perhaps they just spontaneously formed from the subconscious desires and needs of Gamers everywhere. But regardless, they
spring from the hopes of those Dreamers who wants to be the best at everything, and can take any challenge in stride.

Affinity
Actor

Birthrights
Lucky rolls: Munchkins may count any number rolled on the ten-sided die as an automatic success. They may never botch
anything. Ever. This is to represent their incredible knowledge of everything in the rules, but utter lack of acceptance or
awareness of limitations.

Logical Arguments: Munchkins can talk their way out of any dispute, always with a perfectly rational and believable reason for
why they should be allowed to do whatever it is they're doing. If a Munchkin has time to prepare, she can even find a reference in
an accepted text that proves the argument to whoever is in charge.

Frailty
Specialization: Munchkins must pick one area of specialty and put all their starting dots into Attributes and Abilities that support
it. They cannot ever have a broad or balanced character, even though they are good at everything in their Faerie Seeming.

Seemings
Childling Munchkins throw board games when they lose and gloat when they win. They fake die rolls and sneak looks at the
storyteller screen while everyone else is getting chips or cokes.
Wilder Munchkins memorize everything. They assemble a near-limitless store of knowledge about every subject imaginable, so
that they have a ready solution to any problem and could plausibly implement it in any situation.
Grump Munchkins are tired. They complain a lot about wherever they are and how much better things were wherever they were.
They get their way through whining and wheedling. Most also tend to be hard of hearing.

Stereotypes
Boggans: Too ordinary. So they can make stuff, big deal, yeah they can gossip, so what? Halflings are no fun unless you get the
thief/dexterity bonuses, anyway.

Eshu: These guys were thrown in for culture, that's it. Showing up at the right place is neat though, if you tell them where to go.
Nockers: They can make anything, right? And their only flaw is that it has something wrong with it, somewhere? Wow! Put these
guys to work!

Pookas: After our own, these Kith are great. The ones who turn into big dogs are the best, though.
Satyrs: I don't get it. Why would anyone want to be a Satyr unless you're playing live-action games?
Sidhe: The nobility would be fine if they just gave up their allegiances and politics and stuff. But if you affiliate with their Houses,
don't you get their powers too?

Sluagh: They're okay I guess, but they don't seem cool enough, though.
Trolls: Now these guys are where the party is. If it weren't for all that honor stuff, you might even think they were one of us!

NACK
By Per Jorisch (ljusalven@sopti.pp.se)

Description
A Nack can in human form, according to Nordic mythology, be compared with the evil water goddess Ran, who with her nets
tried to pull seamen into the water. The Nacken is a dangerous ruler over the seas and all bodies of water, but also a wonderful
but dangerous musician who uses his music to entice unwary people to join his watery kingdom. (They actually go down to the
water, and drown themselves). A Nack is always of male sex; no female nack exist. He usually sits on a rock near running water
like a waterfalls, watermills or under bridges, playing his violin(or harp). Someone might come to fetch some water and never
return. The person got caught by the magical music, couldn't resist it, and drowned. A Nack is especially dangerous to women,
whom he tries to seduce with his music. His music makes people dance, and they must dance until sunrise. He can even make
furniture dance with his music, the so called ellestrofen.
Sometimes a ordinary musician learns to play as the Nack; the Nack can even teach the musician, but there's a catch. When the
musician has learned to play as the Nack he can't stop playing and he and the people around him who hear his magical music
dance until they drop down dead on the ground, exhausted. One time a deaf man rescues the musician and the listeners from
dancing to death by cutting of the strings on the violin. The Nack can also teach a musician without killing him. He almost always
teaches at night, often three Thursday nights in a row, and the midsummer night or Sunday night. The meeting place is by
running water (as above). A human could then learn even the ellestrofen, so he could make the furniture dance.
A Nack is able to change it's shape to a horse. Then he's called a Backahast (back=brook, hast=horse, brookhorse in English).
The Backahast tries to fool children, or an adult to ride on its back. It then dives down into the water, drowning its rider. The
Backahast has the ability to become longer and longer as more children gather on its back.
To be protected from the Nack or Backahast you must throw a stone vertically down into the water so it doesn't splash. Then the
Nack will be tied, and cannot take you, or you can put an iron knife into the sand by the water.
Two Nackar has never been seen at the same time in the same body of water.

Appearance
The Nack is always a naked man or boy. His hair is made out of leaves and his beard as well (if he has one). When he is in the
form of a Backahast, he's always a totally white horse.

Seeming
Childling: A childling Nack is the most demonic of all Nackar. They seduce and drown many women and children, and they
never teach anyone how they play. They love to show themselves as Backahasts and drown children.

Wilder: A wilder Nack is not as demonic. He drowns humans with his magical music, but not as much as a childling. He
sometimes learns his teach to a human musician, but only to very skilled and special musicians. He's still an evil being.

Grumps: A grump Nack is the best Nack to learn how to play from. He begins to feel guilty for all the people he has drowned,
and feels that he must give something back. He sometimes shows himself as a Backahast but not often, and he doesn't drown
any children.

Lifestyles:
A Nack lives in the seas, and there's not much more to tell. They breed on some kind of passion that makes them drown people.

Affinity
Actor

Birthrights
Hypnotising Music: A Nack can hypnotise people with his mystic music. He uses it to drown humans who are enchanted to

believe that the water isn't dangerous. The music also makes people dance, and they can't stop before sunrise or sunset. The
music can make furniture dance. The Nack can teach this music to a human musician if he likes to. But the human will just play
magically beatiful music, not with all the dangerous things that happens when a Nack plays it. The human might be able to get
furniture dance, but not entice someone into drowning him/herself. The Nack will only teach male musicians.

Backahast chapeshange: A Nack can turn into a Backahast at will. As a horse he can become longer, so more children can
sit on his back. But he cannot stray far from water.

Frailties
Waterbound: A Nack's home is the water and he can't go on land for very long. Furthermore, if someone throwes a stone
verticaly in the water in which he lives, he he is tied up until sunset or sunrise (whichever comes first). If someone sticks a knife in
the ground by the water, he can't pass the knife.

Curse of Drowning: A Nack has this weird passion for drowning people. They must drown themselves without any help and he
only uses his magic music to do this.

Quote
"Come here little girl, and I'll play the violin for you..."

NAGA
By Colin Chapman (942777u@merkland.rgu.ac.uk) for the Pari.

Description
Reclusive, even in the ancient past, the Naga have remained benevolent friends of Man. But even with the slower and milder
growth of Banality in India, the Naga have withdrawn further, and find themselves beleaguered by the corruption and evil of the
Asura.
With the power of the Asura growing in the polluted, traffic-choked cities, few Naga leave their rural domains and many spend an
increasing amount of time secluded in Bhogavati.
Wise and good natured, the Naga are Pari of river, lake and sea, where the power of the Asura is weakest, but they are quite
comfortable on land and shore. Closest in nature to the Seelie of the West, the Naga follow a monarchy, but their monarchy is
just, wise and compassionate, existing as servants of the people. Deeply spiritual, many are devout followers of Buddhism or the
Brahma pantheon, invoking such deities as Shiva, Vishnu, Krishna and Brahma. In fact, many follow the religious vocations of
Brahmin, Sidhu or Buddhist monk, trying to impart wisdom and healing to those they meet. Loving and family orientated, the
Naga can also be found in Tibet, China and Japan, spread with the growth of Buddhism in these nations and now an established
part of their mythos. While the Naga have never been great travellers a small number exist in the Western lands of Europe and
the Americas, immigrants with the influx of Asian peoples, and these few have little trouble or ideological problem in integrating
themselves into the Seelie Court.
Ultimately, three ideals dominate the lives of the Naga: dharma (duty), and the pursuit of bhadra (divine compassion) and
samanta (enlightening wisdom).

Appearance
Naga are striking and beautiful Pari, appearing as attractive people of Indian and Far Eastern descent, with long lustrous black
hair, rich dark skin and shimmering black eyes. They have a pair of graceful ivory horns, and soft feathered wings, but perhaps
their most exotic feature is their serpent-like body. From the waist down their body tapers into a long snake-like tail, often as
long as 15ft with jewel-like emerald scales. They wear little in their Avatar seemings, but are fond of exquisite and beautiful
jewellery. They move slowly and gracefully, but can strike with the swiftness of a lunging snake when angered.
Those few who have achieved bhadra and samanta (called Bodhisattvas) are noted for the fact that their skin achieves a pale
blue, gold or black coloration. A far higher percentage of Naga reach this vaunted state (akin to the Siochain) than their western
cousins.

Seemings
Bochcha Naga are playful and literally radiate warmth and happiness. They like nothing better than playing on the sandy shore,
or frolicking on the banks of a lake or river, darting happily under the waves. Even more notable is the complete lack of childish
malice, for these little ones would never dream of hurting anyone.
Jangali Naga are serene, but maintain an edge of playfulness and flirtation, delighting in the natural beauty they see. The most
adventurous of the Naga, they are also the most likely to venture into the cities. Sadly, some never return.
Bara Naga are the wisest of their kind, and benevolent and thoughtful. As the leaders of their kind they are almost always the
most responsible and slow to action.

Lifestyles
The majority of Naga live as rural peasants, and always make their life near a body of water such as a lake, river or ocean.
Unsurprisingly, this means many are fishermen, although others live as wandering Brahmins, Sidhu or Buddhist monks.
This was not always the case. In the times of legend they often married great and noble warriors or monarchs, creating powerful
and just dynasties, but those days are now as dust, and may never return.

Affinity
Nature

Birthrights
Love of Sarasvati: The Naga are completely amphibious, surviving perfectly well in air or water (fresh or salt), and can
comfortably breathe either. They move with great grace and speed in the watery domain, suffering no action penalties and
having a movement of 30 + (Dex x 3) yards per turn.

Blessing of Garuda: The Naga are surprisingly graceful flyers, and their soft feathered wings give them the benefits of the
Winged Merit (pg. 28 Players Guide).

Radiance of Rati: Beautiful and strangely compelling, Naga have an extra dot of Appearance (even above 5).

Frailties
Malindula's Tail: While graceful and prehensile, their tail means they move slowly across the ground and cannot exceed 10 +
Dex yards per turn in speed. The sheer length of the chimerical tail can also present problems with it getting caught or trod on,
and performing tasks that really need the use of two legs (such as driving) are next to impossible. Note however, that Naga are
excellent climbers, and find little difficulty in coping with rocky cliff faces or trees.

Crush of the Stranger: The Naga have never really faced the crushing Banality that has afflicted other changelings, and have
constantly hidden from it when it appeared. This means their defenses against this insidious force are weaker than most.
Banality affects them as if it were one point higher than it actually is, and every point of Banality they gain counts as two points.

Quote
The Rig Veda is clear, and the teachings of Buddha just; live a life of compassion and benevolence, seeking the crystal hearts of
bhadra and samanta.

Outlook
The Naga have almost no contact with the Kithain.

Daitya: The giant anti-gods have begun to rally their forces after their defeat by the gods. We are pitifully few but we may have to
face them again. It is our dharma.

Rakshasa: The twisted imps are ever eager to corrupt and bow to the wishes of the Daitya. Heal those who suffer from their
ravages.

Notable Naga
Sesha, Royal Empress of the Naga
Sesha is an awesomely beautiful Hindu woman, and is the current ruler of the Naga. She reigns from the great halls of Bhogavati
and is everything the Naga desire of a ruler. Kind, wise, patient, and utterly devoted to the welfare of her followers, she has
earned the name Sesha (after the many-headed serpent on which Vishnu sleeps) due to her great wisdom, which is said to
exceed that of many minds combined. Raised as the child of an impoverished rural fisherman she has never been completely
comfortable with her assigned station and is growing increasingly worried about the Asura and encroaching tide of Banality.

Sharaz Pakrava
Born to a large Hindu family in Birmingham, England, Sharaz awakened to her Avatar while on holiday with her family in
Newquay in the West Country. Luckily a pair of local Pixie and Selkie surfers are on hand to witness her awakening and ease
her transition. Taken by the beauty of Newquay (and the natural magnetism of the sea) she vowed to return. She spent the rest of
her childhood and teenage years in Birmingham, making many friends among the local Eshu community, and mastering the arts
of Indian cuisine in her father's restaurant. Two years ago she finally realised her dream and moved to Newquay where she has
set up her own restaurant (called the Shish Mahal). A favourite hangout of the local kithain, her cooking has earned her several
awards and accolades. She loves her new life and can often be seen on the beach, learning to body-board with the local selkies
when she's not creating a new culinary delight. Despite the success of her restaurant, her profits are modest as she keeps her
prices reasonable and often helps out the homeless and downtrodden by donating many meals to the local soup kitchen's and
refuges.

Recent years have seen her seeking the mysticism and heritage of her kith, and she will excitedly welcome any news or lore with
a warm meal. This has made her restaurant a favoured stop for travelling kithain.

Bhogavati
This vast fount of Glamour under the Himalayas actually consists of dozens of smaller freeholds gathered together to form a
single subterranean city. The entrance is located in an isolated and beautiful ravine; an ominous cavern hidden behind the
roaring cascade of a mighty waterfall, warded and hidden with powerful magics from all save the Naga themselves. Home to
nearly a quarter of the Naga population, it is a breathtaking and awesome vision, literally shimmering with Glamour. Carved from
the surrounding white rock into beautiful statues, arches, vaults and halls, twisting crystal-clear waters run along sunken
waterways where the Naga swim, and cascade over small waterfalls. Soft multi-coloured light fills the air and the streets are
paved with fanciful mosaics or emeralds, sapphires, rubies, diamonds and other precious stones, each a piece of dross.
Bhogavati is without doubt one of the greatest sites of Amrita (Glamour) still remaining.
No jewel may be stolen from Bhogavati without ill fortune befalling the thief. For every jewel stolen (each is worth 1 level of
Resources) the thief will suffer a permanent -1 penalty on all her dice rolls and automatically loses 1 success from any she
achieves. These penalties are cumulative. According to legend the jewels were rescued from the Sea of Milk when the Asura
warred with the gods.

NAGUMWASUCK
By Colin Chapman (col.chapman@virgin.net)

Region
The Northeast. Nunnehi of the Passamaquoddy tribe of the Abnaki Confederation.

Description
The Nagumwasuck are shy, elusive, and self-conscious of their ugly appearance, but are friendly, helpful and decent Nunnehi,
held in high regard by the Passamaquoddy as bringers of good fortune. Dwelling close to their favoured tribe, they acted as
protectors of the tribal children, and gifted boons of luck on those in hunting parties.
Generally of Dogwood legacies, their tribal structure, dress, and customs were strongly modeled on the Passamaquoddy, but
sadly they have been in decline over time, many retiring to hidden Freeholds. Even the Passamaquoddy sadly acknowledge that
the Nagumwasuck seem to have deserted them, 'sailing away in a stone canoe'. This is actually very accurate, for those few
Nagumwasuck that survive have formed strong relations with the May-may-gwya-shi, living alongside them in their concealed
rock freeholds.
Mournful singers, they would often sing sorrowful dirges at the death of a tribesman, and they maintain a certain feeling of sorrow
with them in these dying days.

Appearance
Much more conservative in their dress than their Mekumwasuck brethren, the Nagumwasuck share the same stature, but are not
'hairy-faced'. Instead, they possess overlarge noses, puckered faces, and piggy eyes.

Seemings
Younglings of the Nagumwasuck are friendly, helpful and innocent, barely even conceiving of the pranks that other children
engage in.
Braves of the Nagumwasuck strive to improve the lot of those around them, bringing luck and misdirecting potential problems.
Disdaining violence, they prefer to deal with problems by guile, cunning, and cantrip.
Elders of the Nagumwasuck are the organisers and caretakers of their tribe, lending their wisdom, expertise and advice to the
younglings and braves. Deeply compassionate Nunnehi, they sometimes go as far as complete pacifism, loathe to directly hurt
even the direst of foes.

Lifestyles
The Nagumwasuck generally maintain their traditional lifestyle, somewhat adapted to their close association with the May-maygwya-shi, and adopting a much more gender balanced culture. In the modern era, many have entered into caring professions
such as social-wrokers, medics, counsellors, and samaritans.

Affinity
Actor

Birthrights
Boon of Fortune: They Nagumwasuck are possessed of great individual and luck gifting powers. They will never botch any roll
they make. In addition, they can gift the same luck on anyone else for the cost of 1 Glamour point a week. They can also lower
the difficulties of all rolls for themselves or a target for a scene for 1 Glamour point.

Elusive Spirit: Like their Mekumwasuck brethren, the Nagumwasuck are extremely good at making themselves inconspicuous.

Although they don't actually become invisible they gain an additional two dice on any Stealth related roll. By spending a point of
Willpower they can induce mortals to look everywhere but where they are, thus remaining 'out of sight'.

Frailties
Don't Look At Me: - Due to their unattractive appearance and self-conscious nature the Nagumwasuck suffer a +2 Difficulty
penalty in any social situation where they can be seen. They try to avoid being seen by anyone except friends, family, and tribe.

Quote
Your hunt will prove fruitful. Luck is on your side.

Outlook
Canotili: They provide aid of a differnet, but necessary sort.
Luck is half the task completed.
Chenoo (Rock Giants): Their rage and destruction are foolish and harmful.
Wimpy do-gooders.
Inuas: They offer help without the pain our brethren inflict.
True-hearted cousins. An example to us all.
Kachinas: Perhaps they are right, but there are matters of higher importance.
Their traditions have begun to fade.
May-may-gwya-shi: Kind-hearted and good humoured friends. We owe them a great deal.
Soul-mates. It's always good to have luck on your side.
Mekumwasuck: They live a harsh and damning life.
They are some of the few who understand us.
Nanehi: They have yet to learn that beauty can lie beneath the most hideous surface.
Ugly kin who strive to make up for their deformity with good deeds.
Numuzoho: It's sad that their anger isn't used more constructively.
Not all humans are worthy of aid...or life....
Pu Gwis: Their inner beauty shines through if only you have the patience to look.
True nunnehi.
Surems: They understand the true necessity of peace.
They come the closest to understanding than any of our kin.
Tunghat: I sing a dirge of sorrow for our friends. They have lost nearly everything.
They should turn their aid to the animals, for humans have failed us all.
Water Babies: Stealing babies is wrong, bringing distress and ill-feeling.
They create good yet rarely prevent evil.
Yunwi Amaiyinehi: Life is sadly not an endless game.
Selfless is good, but trickery is much more fulfilling.
Yunwi Tsundsi: We are much alike, but they can be a little too hotheaded.

Good cousins, if a little too long-suffering.

NAIAD
By Remi (RemiNobles@aol.com)

Description
It is said Naiads were born of both the sultry Dreams and horrible Nightmares of adolescent shephards and herders in Ancient
Greece. Dreams of Intimacy and Nightmares of Drowning gave rise to a fickle and double-sided Kith, the Two Courts seem as
different as night and day. Their beauty is legendary, mortals, Fae and Prodigals of all kinds have fallen for Naiads over the
years. While both Courts are known for their . . . permissiveness, Seelie Naiads often befriend their ex-lovers and forge
friendships that last decades. On the other hand, Unseelie Naiads are notorious for forsaking their "toys" and leaving behind
emotional wrecks.
Naiads are tied to bodies of water by the Dreaming. Every Naiad has a body of Water, called Pools, dedicated to her at her
Saining. Most often these are small ponds or rivers in the Wilds; some urban Naiads have small Bird baths dedicated to them.
Other urban Naiads have ponds and Creeks in City Parks. Regardless of what or where the Water is, the Naiad watches over
her Pool, for if it dies, she is Undone. For this reason, most Naiads join local environmental groups or live near their Pools, just
to be safe.

Appearance
Unearthly beautiful, regardless of mien. In human seeming, they live out human existence as simply gorgeous women. In Fae
mien, their skin is tinged with blue and their hair is often Aqua or sea green. They have webbed fingers and tapered ears. In
either form, their eyes are always a deep blue or green.

Lifestyle
Most Naiads tend to have occupations that keep them near their Pools, like Naturalist or Ranger. Urban Naiads are often
models or city planners. A few are envionmentalists or lobbyists for one group or another. Regardless, all Naiads are likeable
and outgoing.

Seemings
Childlings: Naiads at this age are almost too cute for words. Seelie Childlings like to make themselves pretty. Unseelie
Childings often are arrogent and vain about thier appearance and rub others faces in it. At this age, their Mentors usually care
for their pools.

Wilder: Wilder Naiads are very sexual. They tend to let hormones do their thinking for them. Seelie are discreet in their liasons
while Unseelie Garner reputation as the School or Campus tramp. Their Pools become the favored place for their liasons.

Grump: Naiad Grumps often age very gracefully. They retain their youthfullness for decades after mortal women begin to age.
They are also experienced and knowedgeable about many things gleaned from years of associations, sexual and otherwise.
Seelie Grumps often become Mentors, while Unseelie tend to go on a last great sexual binge before Banality claims them.

Affinity
Nature

Birthrights
Aphrodite's Blessing: All Naiads get one additional point in Appearance; this also applies in Mortal form. However, their initial
Appearance score cannot be lower than three.
Naiads cannot botch Seduction or Swimming rolls.

Pool: Naiads are linked to their Pools. They can store Glamour equal to their Permanent Glamour times 10 in the Pool.
However, their permanent Banality Rating equals the Banality rating of the Area the Pool is in.

NIBELUNG
By Mark Kinney (alberich@iglou.com) (1 April 1996)

Author's Notes
Parts of this are inspired by Wagner's cycle of operas, but there is also some influence from the book Expecting Someone
Taller by Tom Holt (highly recommended).

Description
In antiquity, far before the Shattering, before even the reign of the Sidhe, the nibelung were the master crafters of the Dreaming.
The nockers and boggans had not even come to be. Residing in their own hold in the far reaches of Arcadia, the sulphurdwarves spent their time crafting items for their use, and for the occasional visitor to their far realm.
Then Alberich the Tyrant ascended to power. Alberich, spurned by volsung fae known as the Rhinemaidens, he stole their
treasure, the Rhinegold. With the forswearing of love, the gold would give great power and wealth. Alberich did just this, and
enslaved the nibelung. This lasted until the volsung Wotan tricked him, taking the ring from him to appease the troll Fafnir.
Alberich was then driven from Nibelheim, and disappeared.
The Shattering not only separated Nibelheim from Earth, but also from the Dreaming. What few had ventured from Nibelheim
before that prospered, and had long before become known as 'nocker' and 'boggan'. Eventually, trods reopened and the
nibelung ventured forth. They came to know of a group of prodigals calling themselves Nibelung, but found them to be just
twisted monstrosities bearing their name. They heard of the sect's leader, who had taken the name Alberich, but came to learn
that this was not their former enslaver, but shared his goals.
Alberich the Tyrant still existed, however, tracking the ring he crafted from the Rhinegold as well, hoping that with it, he may bring
all under his sway.

Appearance
Typically short, and their fae-forms are even more so. The sulphur-dwarves are of all racial stocks, although usually with darker
skin due to work, and a glance at their hands shows the wear and effect of this work. Their taste in clothing is fairly plain and
practical.

Seemings
Childling nibelung often take an interest in tools at an early age.
Wilders tend to toy with any gadgets within reach. Fixing things, or even improving them, bring the nibelung great satisfaction.
Grumps are almost universally balding. Most are willing to help the wilders develop their abilities.

Lifestyles
Their love of machinery would indicate some kind of relationship between the nibelung and nockers and boggans. They also
enter medical fields.

Affinities
Prop

Birthrights
Fix-it-all: Similar to the nocker birthright, but the nibelung can use this ability to improve existing machinery, and some can even
use it to repair the "human machine." In the latter case, a nibelung "doctor" can heal a number of health levels equal to the
number of successes rolled. This will even heal broken bones and other such problems.

Craftwork: Their supposed origins in the primal flux of the ancient earth give the nibelung this ability, similar to that of the
boggans, specializing in metalwork and smithing.

Frailties
Indigestion: Attributed to the above-noted mythic origins, the nibelung suffer from constant indigestion and heartburn, incurable
and unpreventable by any known means. Eating any kind of spicy or stomach-upsetting food causes one health level of damage
for each such meal, also incurable except by natural recovery. No exceptions.

Alberich ("The Tyrant")


Doom:
Court:
Legacies:
Seeming:
Kith:
Attributes:

Cursed One
Unseelie
Beast/Outlaw
Grump
Nibelung
Strength 4, Dexterity 4, Stamina 4, Charisma 3, Manipulation 5, Appearance 3, Perception 5, Intelligence 4,
Wits 5.
Abilities:
Brawl 2, Dodge 2, Intimidation 5, Kenning 4, Subterfuge 5, Crafts 5, Leadership 2, Melee 4, Stealth 3,
Enigmas 2, Linguistics 5, Mythlore 6 (he was there), Occult 5, Science 3.
Agendas:
Burnout 5, Stultify 2.
Arts:
Chicanery 5, Soothsay 2, Sovereign 5.
Realms:
Actor 5, Fae 3, Prop 3, Scene 5.
Stigmas:
Numb, Iron Ward.
Backgrounds: Gremayre 4, Resources 4, Retinue 5,
Contacts:
3
Glamour:
6
Willpower:
9
Banality:
8
Image:
A short, hunched over man with a taste for fine suits. A ring of grey hair circles his balding head.
Roleplaying Seem innocuous, but use any means you can to gain the upper hand. Having forsworn love to gain the
Rhinegold, seeing it in others disturbs you, and part of what keeps you going is destroying this.
Hints:
History:
Ever since his exile from Nibelheim, Alberich has wandered the earth searching for the ring, which, contrary to
the myth, was not, in fact, retaken by the Rhinemaidens. Its current location remains a mystery. Alberich
maintains his existence by ravaging any strong lovers for Glamour -- he descended into existence as a
Dauntain shortly after his exile. He maintains a cover as a German businessman named Hans Albrecht, and
has gathered a group of supernatural allies to help him seek the ring. In addition, he is numbed to the effect of
cold iron, and wields a sword make of the material.
Alberich recently uncovered the existence of the Sabbat subsect named for his kind. He has not yet done
anything about them, although his common goal with the divergent Nosferatu that assumed his name will
definitely lead to an eventual confrontation.

The Ring
According to the stories, forswearing of love would allow the posessor of the rhinegold to gain all sorts of power and wealth.
However, when Wotan tricked Alberich and took the ring, Alberich cursed it so that it would bring an untimely death to anyone
other than himself that tried to use it. According to other tales, a good enough person of the nearly extinct volsung kith could
break the curse of the ring and use it for good. Needless to say, this is a horribly powerful and dangerous item.

NYMPH
By Colin Chapman (col.chapman@virgin.net)

Description
Renowned in legend, the rare and elusive Nymphs are a dying kith, regarded as Inanimae by their changeling cousins. Nature's
chosen, these mysterious and whimsical beings are usually shy of kithain and mortal alike, and are dying as the natural
environment they embody falls to corruption, bringing them sickness and insanity. As the destruction continues apace, their
numbers dwindle ever smaller. Sadly, few changelings have sought to aid them, barely seeing beyond their own petty concerns
and squabbles.
For all the evils perpetrated against them, the Nymphs find violence and aggressive action difficult, preferring to frighten off
interlopers. Many live as recklessly and carefree as ever before, perhaps hoping to forget the death that looms ever closer.
Growing up as mortals, just like changelings, the Nymphs find themselves 'called' by a deep felt urge; lured to a place of great
natural beauty and peace. These areas of natural wonder become their glade, and they usually awaken to their fae nature there,
bonding with the glade as their new home, abandoning all ties with their previous lives. They become the heart of these isolated
refuges, and protect them as best they can.
Found throughout the globe, Nymphs are known by many names. Those of the land include the Dryads (of forest and tree),
Napaeae (of glens and groves), and Oreads (of cave and grotto). Those of the water include the Crenae (of springs), Limnads
(of pond and pool), Naiads (of stream), Potamids (of the river), and Nereids (of the sea). Nixies are the Crenae and Potamids of
Germanic lands, Gwragedd Annwn are the Limnads of Wales, and Undines govern water in Britain.

Appearance
Nymphs epitomise the natural beauty of their environment, affected greatly by its health and seeming. Sadly, as their homes
become polluted, so do the Nymphs, the poisons manifesting as pox, insanity and sickly pallor. Perhaps 90% of all Nymphs are
female, and nearly all of these are Wilders. Connected to their glade, they age incredibly slowly, and few ever become Grumps.
Extremely comely, they disdain clothing, and resemble graceful and beautiful people with pointed ears. They take on the
elemental form of whatever they are near, becoming translucent when in watery environs, or having bark-like skin and green leaflike hair while emerging from a tree for example.

Seemings
Childling Nymphs are unusual, but not unheard of. They are wild-looking and attractive children, fond of playing tricks on those
who enter their glades.
Wilder Nymphs are fond of dance and mischievous love, and often watch trespassers with great curiosity.
Grump Nymphs are extremely rare, most preferring to scare off strangers as soon as possible.

Lifestyles
Nymphs live as part of their glade. They don't have a lifestyle.

Affinity
Nature

Birthrights
Heart of Nature: Nymphs can meld with any natural element (a tree, water, the earth etc.) in their glade, 'disappearing' into it.
This renders them immune to most damage (save for massive land destruction and pollution). In addition, as part of nature itself,
they do not require food, air or water, and nothing natural to their realm will ever harm or attack them. They only age at 1/20th the
normal rate, living for centuries, and their beauty is enchanting (+1 Appearance, even over 5). They can use one chosen element
from their glade to heal minor wounds (only Wounded or less) at the cost of 1 Glamour per level. They can also command their
glade to do small things, such as water to bubble and swirl, trees to sway slightly, leaves to rustle, the earth to shake slightly etc.

Frailties
Chains of Green: Nymphs are bound to their glade. Every 12 hours spent away from it inflicts 1 temporary point of Banality, and
causes 1 chimerical health level of damage.

Banality's Curse
Exactly like Sidhe, Nymphs find Banality a particular curse. Always treat it as if it were 1 point higher, and they gain 2 points for
every 1 they would normally gain (except for Chains of Green).

Notes
Nymphs may gain Glamour from their glade, harvesting it in the same way that Nunnehi do (CtDPG pg. 146). They never ravage
or reap their glades.

ONI
By Colin Chapman (col.chapman@virgin.net). Also see the Sei.

Description
Red-faced, pot-bellied and ugly, one could be easily forgiven for thinking of the Oni as mindless demonic thugs, but such would
be a grave error, for the Oni are anything but mindless. The demons of Japan, the Oni are devout followers of Shinto, and
believe that Kami (spirits) inhabit all things. Shinto is the only 'true' religion, and many an upstart Buddhist has found himself the
target of Oni trickery. In this they have much in common with their fellow mountain dwellers; the Tengu, and indeed, relations
between the two are strong.
Regarded as somewhat barbaric, it is true that the Oni favour skins for apparel and a club for defence, but such choices are
indicators of their high regard for natural life, and Oni are powerful sorcerors in reality. Despite the rise of the modern world, and
growth of cities in Japan, the Oni have been the most reluctant to leave their mountain habitat and as such they remain elusive
and rare. While many mixed their bloodlines with isolated hermits, mountain villagers and Shinto priests, this is the full extent of
their interaction with the human world. Change is not something the Oni relish and slowly but surely they are dying out. Fewer
than a dozen now exist, and they have become ever more reclusive. In years to come the only 'Oni' left will be the masked
tricksters of the kabuki, and the Dreaming will die that little bit more . . .

Appearance
Oni are ugly and demonic in mien. Red-faced, large and often muscular, they all possess 3 eyes, 3 horns and 3 claws on each
foot. They inevitably have thick black hair, and their teeth are fang-like and yellowed. In keeping with their primitive lifestyle, they
favour simple and rugged clothing, such as coarse robes, villager's apparel, or uncured furs and hide. Wild, and dirty, even the
Hannya (female Oni) care nothing for the niceties of civilised life.

Seemings
Kodomo Oni are often called Bakemono (goblins), and are all but non-existent. The liveliest of their kind, they delight in playing in
the wilds, and still maintain the old Oni love of trickery. In appearance they resemble chubby, demonic imps, with a wild
appearance and even wilder grin.
Sozoshii Oni are the most likely to maintain any ties to Man, though these are broken off as the Oni ages. Much more serious
than the Bakemono, Sozoshii is little more than a stepping stone to Toshi-ue no.
Toshi-ue no Oni usually retire to a wild hermit's existence, and disdain any but the briefest contact with others. In the rare cases
they do appear, they are highly respected for their wisdom.

Lifestyles
Oni live life as mountain villagers or isolated Shinto priests, some even residing in temples and shrines as sages and oracles.
The majority become isolated as they age, and often retire to the life of a wild hermit.

Affinity
Nature

Birthrights
Strong in Maho: The Oni are justly renowned for their aptitude with Maho, gaining an extra success with any Majinai they cast.
In addition, they never botch any Majinai rolls. This birthright doesn't grant them an automatic success, but increases those they
already have.

Strong in Arm: The Oni are supernaturally strong, adding + 1 dot to their Strength (even above 5).

Frailties

Test of Faith: Oni must make a successful Willpower roll (diff. 7) whenever they encounter a religious leader of any faith except
Shinto, to avoid 'testing' them with pranks and trickery.

Demonic Mask: Oni are ugly, and many find their demonic appearance terrifying. They have an Appearance of 0.

Quote
"Treat the Kami with respect, puny fool!"

Outlook
Even the Eshu have had little contact with the Oni.

Hengeyokai: Where have the Tanuki and Kitsune gone? They have left the purity of the mountains to live among Man. They
always were capricious fools, but at least they continue to deflate the egos of the pompous around them.

Kappa: The reptiles are brutish and repugnant. Truly insignificant bullies, who cannot comprehend anything beyond violence.
Civility is no replacement for humility.

Tengu: Our closest cousins alone understand the part they play in life, but they meddle too much in the affairs of Man. They
should concentrate on the testing of faith.

ONI (Oh-Nee)
By Jade Hammons (sidhe@ionet.net) (23 October 1995)
Oni are the red faced, tusked demon goblins of Japanese legends, portrayed as the villianous trickster in many kabuki. (Note: The
Mask worn in the music Video 'Devil Inside' by INXS is a Traditional Kabuki Oni Mask.) The Oni are spoken of as everything from the
wise hermit in the mountian, to terrifying mountain goblins, to Ogre Magi, to dark and sorcerous demons. Oni would seem odd in their
actions and beliefs to the average western Kithain.
Oni do not see themselves as Fae, they would be confused at first by the strange customs of the westerners Seelie and Unseelie
courts. Oni are usually cast into the traditional role of the boogeyman, and accept this role wholeheartedly. The Oni, like all of their
culture, believe in true balance and roles assigned by the Gods. If it is an Oni's role to laugh maniacally and eat small children, so be it,
if he is to be the emissary of the buddha on the mountaintop, that too, is fine. The Oni would find the conflict between coutrs a
children's game, and not truly worth acknowledging. If the foolish westerners seek to find reasons for what they are, so be it, it is much
more honorable to simply be.
The Oni are organized into a loose, caste-like, hierarchy , with a 'Demon Emperor' at it's head. Oni do have two legacies however,
One is their goblin legacy, which corresponds best to with the Seelie legacy of westerners. The other is their Demon legacy. When in
the guise of a demon, it is the Oni's duty to defy the good Kami's and Buddha, and to distract men from their paths of enlightenment.
Goblins are much easier on the humans about them, often appearing in the guise of Buddha or a prophet to assist the mortal on their
own road.
The major religions have two views of Oni, and many of the Oni, that choose to follow one or the other, share these views about
themselves. To the Shinto, the Oni are Angry Kami, needing to be sated and calmed, given what they need to quell the anger within
their sould. Buddhist Oni believe themselves to be powerful spirits, but not as powerful as Kami, who only need enlightenment, and are
not angry at all. It is said that Oni that find enlightenment, whether upon a path, or by quelling their spiritual anger, ascend to a place
beside Buddha and become immortal, becoming the eastern version of the Siochain.

Appearance: Oni are by and large, tall and very ugly. They have an uncanny resemblance to a red-skinned, fanged, caricaturized
Occidental, accounting for the Japanese fear of the early westerners. Oni have what is refered to as 'butter breath,' the breath of one
who eats too much red meat. It is noticable to even westerners, and particularly foul to vegetarians or cultures that eat non-fatty meats,
like fish. Most Oni have unusually large tusk-like fangs.

Seemings: Childling Oni are often referred to as Saru, or Monkey Goblins. Saru are fond of sweets and sake, and often pretend to be
Kami (Spirit Gods). The Saru are fond of causing luck or unluck to befall those they play with, and demand outrageous things from
others.
Wilders Oni begin to lose much of their hair, and their skin begins to turn brick red. At this point their horns begin to grow larger, and
their fangtusks become noticable.
Grumps prefer the traditional tiger skins of their ancestors, and expand their knowledge of glamour, becoming Magi. At this age, their
Oni fraility is most noticeable and hardest to hide, often manifesting as extra eyes, lack of facial features, tails, horns, or other bizarre
apparitions.

Lifestyles: Oni are often travellers, and prefer to live inside of mountains. Their tricks grow darker and more complex as they age, and
legends of the Ogre Magi atop the mountains are often told to small children.

Affinity: Nature

Birthrights
Fluid Visage: The Oni are very good with Illusions and are able to spend glamour to change their appearance for one scene. They
must still remain humanoid, but there are few other restrictions. This is only an illusion however and auspex may pierce it, as per Mask
of a thousand faces, but Sluagh have no advantage over Oni. Oni may not botch subterfuge rolls. Non-enchanted mortals may
'disbelieve' this illusion if they have reason to.

Smooth Stride: The Oni are legendary for their stealth. Oni gain an automatic success on stealth or stealth related rolls (like
pickpocketing). In addition, they may not botch these rolls.

Frailties
Cursed Appearance: In their mortal seeming, Oni always have something about their appearance that sets them away from normal. It
has a tendency to change as they age, and may even change with their legacies, or for no apparent reasons. It is easiest to hide when
they are Childlings, it may be a monkey's prehensile tail, or strange looking toenails. By the time they reach Grump age, they may have
a third eye, or long black talons, or no facial features at all. This acts as a 1 die social penalty when dealing with most humans, that
increases to 2 dice when they reach grump age. This has no effect on social test to scare or frighten someone.

Quote: "Yes little man, I will teach you fire magic... hold this torch."

Outlook

Eshu: Strange travellers with their stories. We enjoy their infrequent visits and their wild stories of the west..
Pooka: Hengoyokai... the shapeshifters. Little animals full of lies, lying to themselves to become human. Cunning and shrewd they are.
Especially the Kitsune. But the Nezumi and Kumo are wily in their own ways. (Nezumi - Ratkin, Kumo - Anasasi)

Other Western Kithain: The Eshu speak of them, but they travel not to our land. They are welcome, but not invited. Place would be
made in my home were one to need it, but I would not invite them in unless they asked.

Note: As a general aside, concerning the mention of shifters in the Pooka entry. I found it interesting the mentions of 'Shadow Lords'
in the same stories. Huge Black Mastiff Shapechangers known as Inu. What is odd you ask? Well, mastiff aren't pets, just watchdogs.
They aren't allowed inside because they would dirty the mats. They rarely take the form of men, especially samurai because they lack
the self-confidence. They more often choose the forms of pretty girls who are lost, needing protection, and succor, especially when it is
raining. :) Also Kumo are most likely Hatar Spiders, flesheatting and treacherous, but Nezumi are your standard Ratkin. ;)

PAMARINDO
By Colin Chapman (col.chapman@virgin.net)

Description
Hated adversaries of the Folletti, the Pamarindo are their antithesis in nearly every way.
Little good can be said of the Pamarindo, who are uniformly cruel, arrogant, vicious and lazy, with their wicked excesses only
being curbed by the fact that they often simply cannot be bothered to do anything. Small surprise then, that the Pamarindo are
Thallain. In particular, the Pamarindo reserve their greatest cruelties for animals, whom they see as little more than food. The
term 'dumb animals' was first coined by the Pamarindo, and they believe a little torture and cruelty induced fear makes the meat
that much sweeter. Central to the life of any Pamarindo is food, and food to them translates very directly as 'meat', preferably as
fresh and bloody as possible. Disgusting gluttons, watching Pamarindo gorge themselves on a feast of flesh, bloody gobbets
hanging from their jowls, is rated as one of the most nauseating spectacles in existence, foul enough to make a Bogie's stomach
churn. A favoured trick is to enchant an animal and lure it into the Pamarindo's clutches, or another lethal situation (such as over
a cliff, or into the path of a car) and then dine on the still warm carcass.
Kithain scholars have postulated (with some evidence) that the Pamarindo are close relatives of the Redcaps, but the Redcaps
vehemently (and violently) deny this, pointing to the Pamarindo's appalling lack of physical conditioning and powerful jaws. Many
kithain find the Pamarindo laughable, sneering at their lack of physical prowess and sloth, but this underestimates them badly,
for the Pamarindo are as cunning and imaginative as they are cruel. The other Italian fae have learnt not to underestimate them,
and the Fatae, Folletti and Salvanel keep a vigilant watch.

Appearance
The Pamarindo are grotesque and repugnant, standing an average of 6" shorter than normal in their human forms, and a further
6" shorter in their fae Seemings. Fat and bloated, in their human Seemings, with guts hanging pendulously over their belts, they
gain in mass in their fae Seemings, literally wobbling with folds of flesh. Pallid, and sickly looking, their eyes are piggish among
folds of fat, and jowls swing on either side of wide, cruel mouths, full of pointed teeth. Their noses are pugnacious, and their hair
lank and black. They reek like an unwashed charnel house, and prefer dark red clothing (possibly to help hide the blood stains
from their feeding). In common with Redcaps, they love accoutrements of metal, especially brass, but don't typically pierce
themselves.

Seemings
Childling Pamarindo spear animals with knitting needles, pull the wings of birds, throw rocks at dogs, and eat whatever they kill.
They are roundly ostracised by their peers, and usually become truant simply because they can't be bothered to go to school.
Those who attempt to bully them have a disconcerting habit of disappearing.
Wilder Pamarindo settle back for a lifetime of luxurious cruelty and gluttony, piling on the weight at an astounding rate. Many
make half-hearted attempts to work for animal homes, but none can maintain their deception for long.
Grump Pamarindo are usually so obese that they can barely move, but become powerfully adept in the arts of changeling magic.
They tend to attract toadies (enforced with enchantment) and sit like bloated spiders at the centre of their own webs.

Lifestyles
The Pamarindo just can't be bothered. A few try brief periods at animal homes and abattoirs, but usually get fired. Others just
become lazy bums or bullies, while the most motivated (which isn't saying a lot) become leaders in organised crime.

Affinity
Nature

Birthrights
Dominate the Beast: The Pamarindo find it notoriously easy to perform cantrips on animals, lowering the difficulty of all
castings by 2.

Glutton: The Pamarindo can distend their jaws to gigantic dimensions, allowing them to swallow things nearly their own size.
Their bite does Str + 1 damage. They can attempt to swallow targets whole with a Stamina + Brawling roll (diff. 8) with 5
successes, or three successes if the victim is already incapacitated. Items swallowed whole take 1 Health Level of damage per
turn, and are incapable of any actions. Their only hope is that someone will slay the Pamarindo and cut them free. Unlike
Redcaps, they can't eat anything, only meat. They must call upon their Wyrd to use this ability in the presence of mortals.

Frailties
Roly-Poly: The Pamarindo waddle slowly, and their folds make motor actions difficult. They suffer a penalty of +2 to all
Dexterity-based actions, and their movement rate is equal to 4yds + Dexterity. When they reach grumpdom it is reduced to 2 yds
+ Dexterity.

Ew, Gross: The Pamarindo suffer a penalty of +2 on all their social interaction rolls except bullying and intimidation.

Quote
'Mmhm . . . succulent morsel, mmhm, slobber."

Outlook
The Pamarindo uniformly despise everyone, especially the 'do-gooders', and the other Italian fae. They only have time for the
Pooka, and them only for a quick luncheon.

PARI
By Colin Chapman (col.chapman@virgin.net)

Description
The Pari are the native changelings of India, and remain distinct from their western cousins. Largely spared the crushing blow of
the Sundering, they have changed slowly, and have generally become isolated from the world at large.
While the Naga live away from the dirty cities of their homeland and seek to hide from the creeping Banality, the Asura are
gradually adapting to the modern world, making them a growing power and isolating the Naga further.

Celestiality
This replaces Court for Pari characters, and reflects what they feel to be their divine birthright.
The Asura (Hindu for 'demons' or 'anti-gods') include the Daitya and their Rakshasa allies, and are akin to the western Thallain in
that they have two Unseelie Legacies.
The Vedic (the Naga) are their polar opposites and have two Seelie Legacies instead.

Avatars
As they regard themselves as Celestial in origin the Pari refer to their supernatural seemings as their Avatars (which is a Hindu
word incidentally).
Their childlings are referred to as Bochcha (Little Ones), their wilders are referred to as Jangali (Wild Ones) and their grumps
are referred to as Bara (Elders).

Legacies
Common Asura Legacies include Aghora (Savage), Durvasas (Wretch), Kali (Beast), Krishna (Outlaw), Kubera (Rake), Mada
(Rogue), Mayarati (Riddler), and Urga (Fiend).
Common Vedic Legacies include Achyuta (Regent), Lakshmi (Saint), Rishi (Sage), Sarasvati (Troubadour), Sati (Knight),
Tvashtri (Crafter), Vach (Courtier), and Among those few Naga who travel the Hanuman (Wayfarer) Legacy is the most common.

Arts of Maya (the Hindu/Pari name for Cantrips)


Both Asura and Vedic practice the Arts of Soothsay and Sovereign. In addition, the Asura favour Chicanery, Delusion and
Pyretics, while the Vedic favour Chronos and Primal.

Amrita
The Pari believe Glamour to be Amrita: the 'Water of Life' that was so eagerly sought by the gods. They believe it is divine in its
origins, and never refer to it as Glamour.

Backgrounds
The Vedic may not purchase Retinue, but may have Household instead (see Players Guide pg 144). Their Resources are
typically modest, but they usually have Title and Treasure.
The Asura have no restrictions and use all the standard Changeling Backgrounds. They are especially fond of Resources,
Retinue, Titles and Treasure.

New Merits
Supernatural
Many Armed
(2+ point Merit)
Like the many armed Indian gods (such as Kali) and Asura, you have extra (chimerical) arms in your Pari seeming. Each extra
arm costs 2 points and allows you to hold/carry an extra object.

Many Headed
(3+ point Merit)
Akin to the many headed god like Brahma, or the Daityas like Ravana, you have extra (chimerical) heads. These can even be
facing in completely different directions from your own head (such as behind you) making it almost impossible for anyone to
sneak up on you, and enabling you to look everywhere at once (if you have at least 2 extra heads). Each head can also make a
separate Perception roll when trying to notice something.
Combined with Many Armed, each extra head allows you to make an extra attack at no penalty for every extra pair of arms you
have.

PEOPLE IN TRENCHCOATS (PIT)


By Mike Dawson (med12@cornell.edu) (21 November 1995)

Description
With the advent of movies and radio early this century and later on televsion, a new figure appeared in the consciousness of
humanity: the trenchcoated detective, smoking a cigarette and fighting to keep one step ahead of both the criminals and
promotion to a desk job. Often the system itself was corrupt and one man had to stand alone against the forces of darkness.
Never discovering the whole truth or enough evidence to bring the true mastermind to justice, he still manages to foil their plans
and bring one criminal to justice. At least for a little while, he makes the world a better place.
Over the years, more and more of these trenchcoated avengers of justice have appeared, never fully understanding the truth of
the situation, and never fully successful, but a force for good nevertheless. Be it Sydney Kolchak, the journalistic Nightstalker,
Mulder and Scully of the X-Files, or Matt Malone of the Gargoyles cartoon, these characters are constantly searching for the truth
and protecting mankind from dark and secret forces. The "Trenchcoat Brigade" of The Books Of Magic and the mysterious
trenchcoated government agents of action movies and tv series have also contributed to the gestalt.
The Trenchcoated One's main goal in life is discovering the supernatural and protecting humanity against its threat. However,
Seelie and Unseelie Trenchcoats attempt to accomplish this in different ways. The Seelie act as the heroes of the stories and
attempt to reveal the truth to the world, believing knowledge offers the best defense. The Unseelie, however, attempt to cover it
up to prevent panic and either deal with or make deals with the other forces on their own. However, the worst Unseelie Guy In
Trenchcoat is far better than the nicest Man In Black, causing prodigals and Kithain in the know to refer to them as Men In Beige,
Grey, or a Dark Shade Of Navy Blue That Goes Quite Nicely With Your Eyes.
People In Trenchcoats, like like the selkies, are skinchangers, and their glamour and seeming are invested within...you guessed
it, their trenchcoats. No faerie abilities may be used without it, and if it should somehow be destroyed, although they are
incredibly tough and only cold iron may harm them, the Trenchocoated faerie's seeming and perhaps mortal life are lost forever.
These limitations are made up for by the incredible protective benefits of the coat, and no cold iron damage is done to the fae
seeming unless the jacket is affected.
Also, because of cultural programming, the Trenchcoated are recognized as symbols of some higher authority, and are thus
allowed to do things and go places that normal people would not, with complete trust and cooperation. The only people not
completely affected by this are lower law enforcement officials who will only begrudgingly cooperate and then watch the 'Coat
like a hawk, reporting anything suspicious to his generally uncaring superiors.
The Folks In Trenchcoats suffer a tremendous drawback however. Due to the fact that The Trenchcoated never "win" in any
program or story, their fae equivalents are likewise affected. It is as if Dan or Fate herself is against the kith when they attempt to
plumb the depths of the mysterious or reveal the truths they have learned. Evidence will spontaneously combust and ice slicks
will materialize in the summertime, tripping the Trenchcoated and allowing the villain to escape. Unseelie Trenchcoated are also
affected and some piece of evidence is always left behind in their coverups, allowing conspiracy buffs and Seelie Trenchcoaters
to find it, often leading to huge elaborate and completely unfounded theories of what actually occurred.

Appearance
Without their trenchcoat, a 'Coat appears human to all senses. However when it is donned, Glamour fills both mortal and fae
seemings and the 'Coated looks both attractive and unrecognizable, frazzled and focused. Unseelie trenchcoaters often appear,
in their fae seemings, as the agents of the conspiracies they are supposadly upholding, and may thereby appear as large
headed, large eyed aliens, or soulless creations of dark forces, as their mirror shades become huge abysses of darkness
blending into their skulls.

Seemings
Childlings are few and far between among the Men in Trenchcoats due to the circumstances of the Trenchcoats transmission of
their fae seeming. Spontaneously generated Trenchcoated could create paranoid or scary childlings who know much more than
anyone would their age should, and believe their Substitute Teachers are Aliens and Baby-Sitters are Werewolves.
Wilders make up the bulk of the 'Coats and most resemble the examples they are formed from. They stay in this state usually till
dying, accomplishing their mission (not bloody likely) or deciding to be Grumps in an attempt to help new Trenchcoaters.
Grumps have attained real positions of authority within government to help younger trenchcoaters, or are those crazy, allknowing men in soiled shirts and strange locations who receive startlingly true information from their TV sets. At this stage they
often pass on the coat to a younger seeker with fae blood.

Peculiarities
Trenchcoats, often at a particularly dramatic moment, such as when they lie dying with some strange piece of parchment in an
indecipherable language or an impossible photo held out in their hand, pass on their coats to the kinain and those with fae
blood. This is how the Trenchcoated pass on their fae self through the generations. (I'm not explaining this very well, at the
moment look at selkies in Immortal Eyes: The Toybox for more concise info. I should just copy it, but that would be wrong.) They
also have a fear of losing their trenchcoats, which explains why they look slept in and grime covered at most times. If they are to
lose it they can track it down with a successful Wits+Kenning vs. diff.7 and and since the Trenchcoat is like an extension of the
skin, the 'Coat experiences any sensations it does. (what perverse interpretations you may draw from this are entirely not my
fault.)

Lifestyles
A Person In Trenchcoat assumes many different lifestyles. In "real life" a Trenchcoated may actually be a government agent or
detective, or simply a conspiracy theorist, urban fantasy author, or acne scarred teenager with an overactive imagination. Only
when their mantles are assumed do they become the imposing, strong, mysterious seeker of understanding.

Affinity
Scene

Birthrights
Trenchcoat: While the Trenchcoat is worn, it acts as level three armor, adding three soak dice against any form of damage,
and increases stealth rolls by three also and prevents the botching of stealth rolls (Or, If Mage is also used it grants the
Changeling second level arcane, capable of being raised by experience.)

Authority Figure: People assume the Trenchcoated is a government agent, and wishing to avoid trouble, will offer any
assistance within their power after a successful Manipulation+Intimidation roll. This power works differently against street level
and some other police officers and may backfire. (Storyteller's Discretion)

Frailties
You Can't Handle The Truth: Due to a quirk of their stories the Trenchcoated can never discover the full truth or find the true
extent of any conspiracy. Minor victories and small pieces of knowledge may be gained, but large insights and victories take
years and amazing amounts of effort to achieve (i.e. the whole campaign) Unseelie suffer from a similar flaw in covering up
information and their own researches, as they don't always know what they work for. (All this is of course up to the Storyteller and
Player to work together to decide. Gaining banality, the permanent kind, may allow them to overcome this, but that's really no fun
and ultimatly more trouble than it's worth.)

Quote
Seelie: "There's more out there than you or I know, but I have found a definite connection between the Grassy Knoll and the
similar large Burial Mounds of Native American tribes."

Unseelie: "Nothing happened; the authorities have taken care of it."

Outlook
The Guys In Trenchcoats aren't really clear on the other kith and tend to have their own theories and viewpoints on them based
on personal experiences and pet conspiracy theories.

What Other Fae Think


As explained by an Unseelie Pooka: "They try really hard...bwahahhah, but you will never succeed to discover our true dark
mysteries. Give up Losers!"

PIXIE (version 2)
By Colin Chapman (col.chapman@virgin.net)

Description
Since the Time of Legends, before the Shattering, even before the Time of Druids, the Pixies inhabited the realm of Kerniu in
the Southwest of Albion. A realm that would later become the three counties of Cornwall, Devon and Somerset.
The Pixies and Nockers were the sole kithain of Kerniu, first welcoming the Goblin kith to their homeland at the Time of Druids.
Life was tranquil till the times of ill that accompanied the Roman Conquest...
Accompanying the Roman forces, were the Fatae; expansionist kith of Italian heritage. A War of kithain was on the horizon...
Entering Kerniu without permission, the Fatae failed to reach an accord with the resident kith, and the Pixies, fearing a takeover,
initiated conflict with the Fatae, aided by the Nockers and the Goblin newcomers. The War was brutal, but the Pixies were
relentless, driving the Fatae east, beyond their borders. Under the ministrations and diplomacy of the Sidhe, the Fatae were
forced by Oath, never again to enter the lands of the Pixies, and despite the long-lasting truce that occured, bad-blood between
the two kith is strongly evident.
Despite the fearless and savage reputation they earned during the War, Pixies are a surprisingly happy and relaxed kith, fond of
moonlit parties involving lots of dancing and scrumpy (cider). Indeed, they are prone to mischief and pranks, much to the
consternation of local mortals.
Having spread with European expansion, the Pixies have found themselves in many strange new lands, adapting well, but
refusing to drop their beloved traditions. Of course, they are typically loathe to leave the land of their birth, a fact much akin to the
behaviour of many Cornish rural folk.

Appearance
Pixies are a distinctive kith, fair of skin, with narrow green eyes, turned-up noses, and impish grins. Slender of build, their hair is
flame-red and their ears pointed. Standing 2-3" shorter than average in their mortal seemings, they are a further 2-3" shorter
again in their Fae seemings. In distant times when they were full-blooded Fae the Pixies were no taller than a man's hand, but
having the ability to grow to human adult size, enabled them to mix their blood with man during the harsh time of the Shattering.
Sadly, after many generations as changelings they are now 'human' sized permanently, no longer able to resume their former tiny
stature.
Originally favouring green garments to better camouflage themselves in the wilds, they maintain a strong fondness for green to
this day. Those still native to the Westcountry speak with a distinctive accent called a burr. Many foolish people believe this
indicates a lack of intellect. Pixies take great delight in outwitting the wassocks (Westcountry slang for idiot/fool/dickhead etc.
pronounced 'wazzocks') who underestimate them. underestimate them.

Seemings
Childling Pixies (called Urchins) exude playful exuberance, reveling in dance and play. All kinds of mischief occupy their time,
and they love playing amid fields of green. They really are ragamuffins, usually dirty, with twigs and leaves twined in their hair.
Wilder Pixies are lovable rogues, often acquiring a taste for traditional Westcountry fare such as Scrumpy (cider), Oggies
(Pasties), and clotted cream. They are passionate and playful, but quick to fight a perceived injustice or slight.
Grump Pixies age well, mellowing over time. They bring a much needed air of moderation to the Urchins and Wilders. Lacking
the vitality of youth, they act as beloved elders, spending much of their time in rural inns and pubs, drinking scrumpy and musing
about the 'good old days' of their youth.

Lifestyles
Traditionally Pixies led a vagabond life, but, over time, their changeling nature has driven them into mortal life. Rural pursuits
have the most appeal, including farming, performing in local rural bands, tending inns, and even joining toops of Morris Dancers.
Pixies are among those few that still support Cornish independence and revival of old traditions.

Affinity

Nature

Birthrights
'edge 'og: Pixies may transform themselves into hedgehogs when totally alone. Exactly like the Pooka birthright, it costs 1
Glamour to transform, but none to revert.

Pixie-led: A famed Pixie ability, they can utterly befuddle a target, causing him to lose all his bearings and sense of direction,
leaving him wandering aimlessly, muttering to themselves. The Pixie spends 1 Glamour point and rolls Manipulation + Enigmas,
difficulty of the targets Willpower or Banality (whichever is higher). While 'Pixie-led' the target suffers a -1 Impairment and can't
find his way to or from anywhere. The effect lasts for 5 minutes per success.

Frailties
Fun, fun, fun!: Pixies sadly lack complete control of their passions, much like the Fatae (although you'd do best to avoid
making this comparison near either of them). They suffer a +1 Difficulty on all Willpower rolls.

The Twisted Coat: Due to an ancient Oath, the 'Pixie-led' birthright will not work on targets who wear their jacket, coat etc.
inside-out or back-to-front. The birthright simply fails if attempted but still consumes the Glamour point.

Quote
Oi! Ye' gurt big wassock! Hahahah!

Outlook
Adh-Sidhe: Oi don't envy yer burden matey.
As well you don't my little friend. It's a thankless task.
Bean-Sidhe: Thar now. Wipe those tears an' come dance wiv' me.
(sniff) Thankyou.
Bendith y Mamau: That thar's a good fiddle innit!
Slow down! I can't keep up with the dance!
Boggan: The best oggie Oi ever did taste. Luvverly!
(blush) These 'oggies' are delicious aren't they.
Eshu: That's a good 'un! Ow's about another then matey?
Lishen...arre yoo sure this 'scrumpy' is only applejuish...?
Fatae: Bugger off 'afore Oi wallop yer!
You dare to threaten m...Ow!
Goblin: Oi think he thar deserves a good prankin' You wiv' me?
One hundred percent. Just give me a moment to pick up this squashed slug...
Leprechaun: That's me best Scrumpy ya' greedy wassock!
Burp. Feck off!
Nocker: Oi ye old fart! C'mon out an' 'ave some Scrumpy!
Bugger off ye annoyin' wassock!
Pooka: Heh heh. That was a foine bit of trickery. Ho Ho.
(chuckle) It was awful. (chortle)

Redcap: Oi! Go steady, guzzleguts!


(munch) S'rry bu' s'gd (chomp)
Satyr: That's what Oi call music!
Dance for all your worth my friend!
Selkie: Brrr...must be cold off the coast?
Yes. The weathers turning for the worse.
Sidhe: Oi don't care who ye are! Bugger off!
The indignity of it!
Sluagh: Oi really don't know what to make of yer?
Good...
Troll: Now sit down 'ere an' 'ave another brew me ol' matey.
My thanks.

PIXIES (VERSION 3)
(picks-EES)
By Wraith (rhahn@green.weeg.uiowa.edu)

History
The pixies are a strange and rare group of Fae due to the odd facts concerning their creation. While the other kiths were created
out of the dreams of other mortals, the Pixies were created out of the dreams of the Fae. Some time after the Sundering, large
numbers of the Fae began to dream about the Mythic Age. It was an age where Glamour was everywhere and a part of
everyone, when Glamour infused the Fae willingly, without coaxing. It was a time where every fae was walking Glamour and
every mortal was aware of the Glamour around them. Their dreams brought forth the Pixies.
Unfortunately, due to the fact that the Pixies were created by the dreams of other Fae, they considered themselves to be more
pure -- to be without the mortal/banal taint that was slowly pushing the two worlds apart. This caused great tension among the
Pixies and the other Kiths, although the Sidhe were quick to accept them, as the second most pure, and therefore noble of the
Kiths. The Pixies were wise and saw the power that the Sidhe possessed, and chose to side with them, becoming royal
advisors, seers, herald, spies, and occasionally even knights. They plotted and waited, as their time would someday come. The
purest of the Fae would one day rise above their brethren and take their place upon the noble thrones. That day was soon to
come, until the Shattering. When the Shattering came, many of the Pixies plans were ruined, but due to their strong ties to the
Sidhe, most of the Pixies were able to escape back to Arcadia before the gates closed for good.
For those who were left behind, there came an awful choice. They had always blessed themselves as being the most pure of the
Fae. Now they had only one choice, to taint themselves through "The Changeling Way" or to simply allow Banality to kill them.
While a few, resisted the urge and accepted their fate. Most of the remaining Pixies embraced "The Changeling Way,"
accepting the taint and living a mortal life (over and over again.) However, with the departure of the Sidhe (except for house
Scathach) the Pixies saw that the Interregnum might be their chance. Though small in numbers, the Pixies attempted to take
over the thrones of the Sidhe, and lead the commoners during this time of unrest. The Pixies believed that the Sidhe were gone
for good, and that destiny had finally turned their way. However, try as they might, they simply did not have the numbers, support
or powerbase that the Sidhe had, and the commoners would not accept them. This sent a number of the Pixies into the hands of
Banality from which they sometimes wouldn't wake from for two or three lifetimes. While a few succeeded on a small level,
possibly leading the Fae of a city of at the most, few Pixies ever reached their dream of becoming the leaders of the Fae. 4/5ths
of the Pixies who stayed behind, fell to Banality. Those who didn't, either succeeded in leading a small portion of the Fae, or
retained their positions in house Scathach.
With the Resurgence, and the return of the Sidhe, a number of Pixies also returned with their respected "leaders" to continue in
their support. These Pixies were gratified to see their brethren who they had thought lost, although they were disgusted with their
new "mortal" skins (both in their brethren and upon themselves.)
Pixies tend to group around the Seelie court, although during the Interregnum a good number of the Pixies discovered their
Unseelie legacies. They are all politicians in the extreme, always attempting to gain more power for themselves, although most
of the "old" pixies have given up on the old dream of one day leading the Fae. The "new" pixies still attempt to inspire the old
flame with in their brethren, but have discovered that this is not an easy task.
Often a Pixie will be found behind the scenes in many a noble court. Rarely is there a court of any worth that has not seen its
share of the Pixies.
Pixies consider each other to be all of one family. They attempt not to work against each others goals, because they all share the
same goals, to one day rule the Fae, but to also bring Glamour back into the world. Unseelie Pixies will occasionally step on
their brother/sisters feet to get an upper hand, but most Pixies work together. Seelie Pixies tend to work through the court
systems as set up by the Sidhe, while their Unseelie counterparts do what ever is necessary to reach their goal. All Pixies
attempt to meet once every five years to discuss their goal, and how it is moving along.

Appearance
Pixies in their Fae seeming are ever changing. As it is that they come from the dreams of Glamour, they never look exactly the
same twice. However, certain things always remain the same. Pixies are always short, rarely over five feet tall in their Fae
seeming and not all that tall in their Mortal seeming either. They also possess a pair of gossamer butterfly wings upon their
backs, and two antennae that extent from their foreheads. Pixies, although every changing always keep the same eye color, hair
color (although style can change drastically), antennae color, sex, and wing shape and coloring. However physical appearance
is always in flux.

Lifestyle

Pixies like to be in charge (except when a Sidhe's around). This means that they often take jobs as managers or self-made
businesses "men". Seelie Pixies often inspire devotion from their employees or artists while Unseelie often invoke resentment.
However, both make their "wards" work quick and hard and often glamourous. Often in the realm of Mortal (and even Fae)
relationships Pixies attempt to take charge. Since they feel that they are the superior ones, they feel that they should be the ones
to take the responsibility for relationships. Some people like this. Some don't. Often those who resent this sort of behavior
slowly, ever so slowly become a little more Banal while those who accept this become less. However Pixies do have trouble
existing in Mortal society and prefer their Fae seeming to their Mortal. Often this puts them in trouble with Bedlam.

Seemings
Childlings are the leaders of the playground. They decide what game to play, what park to go to, what T.V. show to watch. They
take charge. Unseelie are often bullies, while Seelie are often best friends. They often have small antennae at this age.
Wilders are student council presidents, glee club treasures, or directors of the spring musical on the Seelie side, while the
Unseelie tend to be ring leaders, and hooky players. At this age their antennae become fully grown.
Grumps are the leaders of today. They are often found in respected courts, managing new and upcoming artists, acting as town
mayor, and the like. This is a dangerous time for the Pixies and many find themselves lost to banality along the trip. At this time
the Pixies begins to grow a second set of antennae, next to the first, these are only half size antennae.

Affinity
Fae

Birthrights
Flight: All Pixies have the gift of flight, given to them by their wings. However, to use this power their wings must be free and
extended (wings can be folded to fit under clothing, but are frail and can not be extended to burst through clothing.) Wings cover
their backs from the shoulders to the waist. While their Voile are all made to conform to their wings, their mortal clothing must be
specially made, if they intend to ever use this power by calling upon the Wyrd. (This is especially important in the design of shirts
and coats, and for the Pixies of feminine sexuality, the brassiere.) Flight is at base 30 yards/turn + Dex. Pushing it and Pixies
can travel 50 yards + 3 x Dex. but must make a stamina check every 5 turns at dif. (6) to keep it up.

Pixie Dust: Coming from the dreams of Glamour, Pixies have the power to temporarily enchant anyone by throwing Pixie dust
upon them. Pixies have an unlimited amount of Pixie dust upon them. A Pixie sprinkles the dust upon the intended recipient and
rols its Glamour versus the target's Banality. The number of success equal time person remains enchanted, by the chart:
Banality Time (x successes)
1-4
1 hour
5-6
30 minutes
7-8
5 turns
9
2 turns
10
1 turn
It is impossible for a Pixie to Botch a Politics or Subterfuge role.

Frailties
Curse of the Mists: Pixies are far more affected by the Mists. Coma states last x 2 for Childlings, x 3 for Wilders and x 4 for
Grumps. Also any Wilder or Grump who has a Banality greater than 7 and loses touch with their selves, will loose touch for the
rest of this Mortal life times (subject to ST whims. A quest by the Pixies friends might find a way to bring him/her back.)

Birthright/Frailty
Constant Change: Pixies are creatures of Constant Change. Whenever a Pixie receives a point of Glamour, she changes
physically It is highly noticeable in the Fae Seeming, but also affects the Mortal seeming. The ST should take the total number of
dots the character has from Strength, Dexterity, Stamina, and Appearance, and rearrange them when ever a point of Glamour is
"ingested." It is the players responsibility to role-play and explain these changes. "Man Gloria... you look awful today." "I was a
rough night!"

Quote
"My lord, I believe the best course of action would to place the freehold in contention and assign a guardian to watch over it until
a full investigation can be held. I of course am more that willing to take that duty upon my own shoulders if it would please your
grace."

On the other Kiths


Boggans: Useful little buggers. If these guys weren't so passive they'd be in competition with the Sidhe. But I'll never tell them
that. Great for learning secrets, but they don't know how to use them effectively.

Eshu: Another group of noble Fae. They could be competition too if the road didn't call to them so often. Sometimes when
you're not sure exactly what to do or where to go, follow one of these guys around for a bit. You get on track.

Nockers: Such potential... all they need is someone to point them in right direction. Tell me Mr. Nocker, you ever hear of the
term "assembly line."

Pooka: Someday they will be our fools, much as they are the Sidhe's.
Redcaps: These could quite possibly be our most potent allies. They'd like to see the Sidhe go as much as we would. If only we
could do something about the smell.

Satyrs: All fun and no work makes Jack a worthless sack of @#$!. The Satyrs have no concern for what they are doing, or
where they are going, or who they are taking down with them. They spend far to much time in the Mortal world also . . . it has
effected them. These are probably the least pure of the Fae (...even more so than the Redcaps!)

Sidhe: Noble Fae they are, however they are too stuck up in there nobility to see what's really going on. They don't have a
proper outlook. Their whole system of government is corrupt as it came not from the Fae but from the humans. Someday when
the Pixies come into their power, we'll restructure the government and put these guys back in their place. Only the truly pure
should lead.

Sluagh: What are they so scared of that they have to whisper all the time. These Fae are even better gossips and secret
snatchers than the boggans. Make use of them, but beware . . . they know too much.

Trolls: If they cared to they could probably rule through strength of arm. Luckily they don't want to. If you can make one a friend,
you are in luck. If one is an enemy, flee at high speed. Nothing is worse than an angry Troll.

PIXIE (version 1)
(pix-EE)
By Jay Gray (jg260595@hvcc.edu)

History
Before the Shattering the Sidhe ruled the faeries of Wales. Their rule, however, was not always a benevolent one. In the West
Country they dominated their subjects with a fist of iron. The Sidhe there had little regard for the commoners under their rule, the
land they ruled over or the humans they had to co-exist with. The Pixies were a kith native to the West Country and they loved
their homeland. They could not stand by and watch it be tarnished by the greed of the Sidhe nobility. Together, with other
dissatisfied commoners of the West Country they rebelled against the oppressors.
The war was long and bloody, leaving many kithain on both sides dead. However, the Pixies had the conviction of a just cause to
support their efforts. For their homeland they fought fiercely and even the Redcaps hesitated in the face of their savage
determination. The final battle was fought on the banks of the river Parrett. The Pixies, with their allies, forced the Sidhe armies
across the river. After that, everything west of the Parrett was known as Pixyland.
The Pixie's victory was to be short-lived. Very soon, the Shattering came. The Pixies were loathe to leave their homeland, but
many saw that the survival of their kith required they cross the paths into Arcadia and leave the mortal world for good. This was
not to be, for the memory of the Sidhe was long. The ultimate punishment of the Pixies for their rebellion was the denial of an
escape route from banality. The route to Arcadia was closed to them. Like most of the commoner kithain left, they were forced to
take refuge in mortal forms and bury themselves in the mundane. Now, centuries later, the Pixies find themselves spread out all
over the world.
More often than not their mortal host had already moved from the West Country to lands such as America, India and Australia by
the time the Chrysalis occurred. Occasionally, a Pixie developed the courage to lead a colony of her people to a new homeland.
As the English Empire spread, so did this kith.

Description
A Pixie is the protector of her homeland. Nothing is more sacred than this duty. After the Chrysalis is completed, it is customary
for a Pixie to chose a territory to dedicate herself to. The actual size and nature of what a Pixie considers a home varies from
individual to individual. The homeland might me a specific house or an entire city. On occasion, a Pixie will have an even wider
vision and dedicate himself to an entire country. The Pixie protects both the land and those who live there. Pity those who prey
on innocents in the home of a Pixie, for they will be punished severely.
This kith can be as passionate as a Satyr when the mood strikes them properly. A Pixie attending a game of one of her city's
sports teams will be louder, more raucous and wild than anyone else in the stadium. They can also be as ferocious as a Redcap
when it comes to defending that city and the people in it from enemies.
Those Pixies that are of the Seelie court are good natured and will more often than not see slights to their homeland as part of a
friendly rivalry, recognizing that others value their homelands as much as the Pixie values hers. Those of this kith that are
Unseelie, though, are easy to provoke. A slight to their homeland will most probably result in a physical confrontation.

Appearance
It has been said that green is the Pixies' color and that most certainly is true. Their skin has a greenish hue that grows darker
with age. Their red hair frames a short face with an upturned nose. Like many of their kin, they have pointed ears. Pixies prefer
to be snazzy dressers. No matter what they are wearing, it will always be well-pressed and immaculate. They have been known
to throw entire outfits away due to stains that could easily be dry-cleaned out. Pixies proudly wear accessories to identify their
homelands such as baseball jackets, buttons and hats.

Seemings
Childings of this kith are the good guys of the playground. They protect the other children from the bullies and keep the older kids

from stealing lunch money. In their faerie seemings, their skin only has a green tint though this darkens as they get older.
Wilder pixies are fair and slim. Their skin is no longer merely tinted green, but is instead the gentle green of dandelion stems.
Pixies at this age embrace their homeland fully, moving into positions where they can help protect and nurture their home and
the people in it.
Grumps tend to shrink and wrinkle in their old age. They can best be described as wizened. Their skin is now a dark green.
Grumps try to move into positions where they can help their homeland in less noticeable ways, often giving financial or political
support.

Lifestyles
Pixies are sedentary, choosing a territory and staying there. They work tirelessly to protect their homeland and can most often be
found in professions that aid them in this endeavor, such as politics, police and social work.

Affinity
Scene

Birthrights
Pixy-led: Pixies can control other's perceptions of their territory. By tricking another into following them, they can confuse their
pursuers and cause them to become lost. This is a mental disorientation and not a physical one. The pursuers can just as easily
become lost in a singler room as in a maze. It amuses Pixies to no end to see someone who would harm them wandering
aimlessly around a small room looking for the exit. In order to successfully pixy-lead someone, the player must roll Manipulation +
Subterfuge against a difficulty equal to the target's willpower. The number of successes determines how long the pursuer is pixyled. If necessary, the target's banality must be overcome.

Defense of the Homeland: Pixies value the safety of their homelands more than anything else. Because of this, whenever they
believe they are defending their homeland or anyone in it, all difficulties related to that task are reduced by two.

Frailties
Homeland ties: Pixies are at their best when in their homeland. They are at their worst while outside it. When a Pixy is outside
her home territory, the difficulty to all tasks not directly relating to the protection or well-being of the homeland is raised by one.

Quote
"That's my home you're messing with, my friend. I suggest you leave now, before I'm forced to hurt you."

Outlook
Boggans: They work hard and give something to the community and the people in it.
"I've never seen a Pixie who wasn't willing to help someone inside her territory. They couldn't care about someone outside of
it, though."
Eshu: Wanderers and lay-abouts. They contribute nothing. Worthless.
"They are much too hidebound for their own good. If only they would see the world outside their little homes, then they would
be true faerie."
Nockers: Their attitude leaves a lot to be desired, but like the Boggan they can give a great deal to the community, if they chose
to do so.

"Now these guys are serious about something. They see their territory like we see our inventions and are just as demanding
about perfection."
Pooka: The world has a place for their kind, I suppose but I don't know what it is. They do try to save the nature contained within
the community, though.

"These guys can be a blast under the right circumstances, but don't let them catch you playing a jolly on one of the people
they protect! WHEW! Their sense of humor goes right out the window then!"
Redcaps: We need our warriors, but there is a point when war must stop and peace should begin. The Redcaps don't seem to
know that.

"Have you ever seen one of them defend their territory? Christ! They can be fierce!"
Satyr: More often than not we end up protecting our charges from these ones. Rowdy drunkenness and reckless abandon are
appropriate occasionally, but not all the time.

"They can be fun at a ball game, but anytime else forget it!"
Sidhe: At their best they are kind rulers and good for the land. They rarely are at their best, though. More often than not they are
corrupted by the power they wield.

"We will never forget the battle at the Parrett. Never."


Sluagh: We don't really understand these ones, but they leave us alone and we leave them alone.
"They protect us without even knowing it."
Trolls: These were our greatest allies when we freed the West Country from the Sidhe. If your cause if worthy, these noble ones
will come to your aid.

"Like us they are protectors and seek to keep their charges from harm. If only they were not so narrow in their view of who to
protect."

Afterward
I know, it seems a bit odd, an afterward for just a kith. It's not like I made an entire game or something. I wanted to let you all
know, however, where the Pixies come from and why they exist. My greatest inspiration was the entry of Pixies in The
Encyclopedia of Fairies, Hobgoblins, Brownies, Bogies, and Other Supernatural Creatures' which was written by Katharine
Briggs. I highly recommend all her work on faeries.
I've heard some complaints in the past about how Changeling doesn't really fit into the World of Darkness because of its lack of
horror. To me, those complaints are unfounded. The people who registered them just need to look at what horror really is. The
world presented in Changeling, that sterile, grey, banal place where creatures of the imagination are starving for just a glimmer
of Dreaming, is more terrifying to me than the politics of the Vampires, the war of the Werewolves, the struggles of the Mages or
the depressing gloom of the Wraiths.
I want to thank White Wolf Games for creating the World of Darkness, especially Changeling. It is a game I enjoy greatly. I want
to thank all those out there who helped me with the rough draft of this kith. The final copy, I think you'll find, has changed a bit. By
the way, feel free to E-mail me about my work, I love to hear feedback of any kind.
Here is my creation, my child. I hope you enjoy the ideas I've laid down here. I hope you take the Pixies and make them your
own. Remember, faeries pollinate flowers much better than bees.

POLEVIK
By Colin Chapman (col.chapman@virgin.net)

Description
In days of yore, the Polevik served as grain guardians, ruthlessly dealing with lazy farmers and trespassers into their fields of
wheat. Terrible tales were told around hearth-fires of their harsh and blood-thirsty nature, and of the peril a slothful farmer faced.
Despite this, the Polevik received a grudging respect from the farmers for their diligent protection, and paid their fields a small
tithe of blood to show the Polevik their connection to the land.
Come the Shattering, the Polevik mingled their bloodline with the very farmers who tilled the soil, and proved able to combine
both natures and duties well. A Polevik farmer is perhaps the hardest working and dedicated of their kind. Unfortunately, their
blend of human and fae nature has done little to quell their cruel and vicious streak, and rivals and trespassers often meet a
violent end, slashed and left to nourish the crops. Further compounding the problem is their long passion for sickles and
poisons, which were used in equal measure to despatch their victims, and even today, the Polevik show an unsettling
appreciation of knives.
Given a healthy respect (and a little ritual letting of blood) the Polevik are approachable, and other fae admit (albeit with some
reluctance) that they are superior farmers. In fact, those few kithain who do earn the respect of the Polevik will find them to be
steadfast and gracious hosts, but few have any desire to risk getting that close.
Some of the youngest Polevik have become disaffected with their rustic lifestyle, and have hired out to unscrupulous fae as
assassins; a task at which they prove unnervingly adept. Fortunately, forgoing their bond with the land, they also lose the
associated Birthright and Frailty, although this doesn't bother them unduly. In their eyes, they're just reaping a harvest of a
different variety.

Appearance
The Polevik are surprisingly attractive, given their violent disposition, with the males resembling handsome, rugged and slender
men, with hair and beards of green young wheat. The female Polevik (Poludnitsa) resemble beautiful and wholesome Slavic
women, with hair of golden wheat straw. Both carry a razor-sharp sickle, dagger or knife (real or chimerical) at all times.
Traditionalists favour rugged rural clothing, while the disaffected youth have bee strongly influenced by the influx of western
fashions.

Seemings
Childling Polevik love to play, throwing knives into the ground, carving their initials into trees, and frolicking in the fields and
meadows. They can be particularly vicious though, in the truly selfish way that children often are.
Wilder Polevik are disaffected with their old-fashioned lifestyle, gladly forswearing their connection with the fields. Many have
moved to the cities, falling into crime, often joining with the Russian Mafia. Others have joined the pusch of Russian emigration,
and have found themselves in strange lands, joining the criminal element there. Many find the ranks of the Unseelie Court to their
liking.
Grump Polevik are the staunch defenders of their traditional roles, and are disgruntled and angry at the 'folly' of their youths. Few
ever leave the Motherland.

Lifestyles
Traditionally farmers, the young are now finding outlets as assassins, gang members, and hoods in organised crime.

Affinity
Nature

Quote
"Time to reap the harvest"

Birthrights
Kern Baby (Traditionalists Only): Polevik can animate a crop, causing it to grasp, bind or smother a trespasser. This requires
the expenditure of 1 Glamour, and the crop fights with the same skill as the Polevik directing it. It has almost limitless Health
Levels (it's a field of wheat), and a Strength equal to the Polevik's Glamour. It can only grapple and bind, and is easily cut. The
Polevik use this Birthright to immobilise trespassers, prior to despatching them with a knife. The Polevik must call upon his Wyrd
to use this ability on the Banal.

Sickle Sharp: Polevik are astoundingly proficient with knives, sickles and other small edged-weapons. They may never botch a
Melee roll using such weapons, and always gain an extra success on any hit or damage rolls they make with them.

Frailties
Land Bound (Traditionalists Only): The Polevik are bound to the land they guard. If they fail in their duties they lose 2 Willpower,
and gain a permanent Banality point. Every day they spend away from their domain, they lose 1 Health Level. On the plus side,
their bond is so close they can always tell when someone enters their domain, irrespective of distance, cantrips or any other
factors.

Virulent Fury: The Polevik find it hard to control their violent impulses, especially when irritated or angered. They suffer a +2
Difficulty penalty on all such self-control rolls in negative situations, or they become violent.

Outlook
Domovoi (Sluagh): The white crawlers whisper their secrets from under the hearth. Do not cut them, for just as the worm, the
pieces will become new worms. They'll plague you thereafter.

Leshiye: The masters of the wood are arrogant, laughable and weak. They grumble about our domains, but are too cowardly to
do anything.

Maciew (Boggan): The Maciew have their heart set firmly in the barn and home, but they have too much regard for the mortals.
Rusalki: The water maids are as mercurial as the rivers themselves. Be wary of them in the cold of autumn and winter.
Swan Maids: We rarely meet the White Ladies, but they are always respectful of our realms.
Vily: These women are our closest kin, understanding well the role of the sentinel.

PREACHERS
By Kit Peters (capchaos@ns.cencom.net) (10 November 1995)

Description
These Kithain draw their glamour from fanatical belief and devotion. Good examples would be David Korresh and Charles
Manson. Their power comes from their followers; if they believe in her, she is made powerful. They can come from all walks of
life, and be of any appearance. In their fae seemings, they often seem larger than life, dressing outlandishly and flamboyantly.
Many of these Kithain are Unseelie, driving their followers to murder, lie and steal, all in her name. Seelie Preachers often
believe what they preach with a passion, and will stop at nothing to defend their beliefs, or to stop perceived persecution.

Seemings
Childling Preachers are often friends with everybody, and can often be found at the heart of plots to humiliate a disliked teacher
or principal.
Wilder Preachers often become involved in organizations, paying lip service to whomever is in charge while quietly making their
bids for power. At this stage, they begin to dress more flamboyantly.
Grump Preachers are often settled in a highly visible position, basking in the adulation of their followers, while maintaining
confusion and infighting among those whose ambitions they feel are dangerous.

Birthrights
Born Leader: The Preachers are naturally charismatic amd are quite adept at manipulation, albeit only of crowds. They receive
an extra dot of Charisma and Manipulation, and an extra die in all rolls involving persuasion or manipulation of more than 3
people.

Crowd affinity: The preachers are also able to sense the mood of the crowd, and use it to their advantage. They automatically
receive one free dot of empathy, which can be increased normally using freebie points.

Frailties
Crowd control: Preachers often become influenced by the crowds they speak to, and if in the direct presence of an audience,
must make a Willpower roll against a difficulty of 5, increased by one for every five members of the audience, to do anything
contrary to the crowd's wishes. In practical terms, if an Unseelie Preacher has got a crowd hyped up and ready for a blood
sacrifice, she will be hard-pressed to undergo a sudden change of heart.

Unmistakability: Like the Sidhe, Preachers are unmistakable, emanating a larger-than life aura. People will immediately be
able to pick them out of a crowd, and they are often the prime targets for an assassin's bullet, especially when their deaths could
be seen as martyrdom. Such cases should be arbitrated by the Storyteller, but it is suggested that the difficulty of hitting the
changeling be lowered by 1, possibly more if she is of great renown.

Affinity
Actor

Outlook
Boggans: Too wrapped up in their own petty intrigues to be of any real use to us. Occasionally, they have useful information,
though....

Eshu: The wanderers tell wonderful stories, and if the stories are about us, so much the better.
Nockers: We have no need for their flawed creations.
Pooka: Amusing, and good scapegoats. If they didn't lie so much, they might be useful as spies.

Redcaps: Excellent foot soldiers and rabblerousers. Dispose of them when they become inconvenient.
Satyrs: Music can move the masses, and sex is a powerful attractant. Highly useful.
Sidhe: These fools have no idea of the power they are missing out on.
Trolls: They do not trust us, and rightly so. If one can be turned to your service, she will be a valuable ally. If not, dispose of her.

RAKSHASA
By Colin Chapman (col.chapman@virgin.net) for the Pari.

Description
Since time began, the vampiric Rakshasa have been little but the servants of the Daitya. Wherever the Daitya have made a bid
for power, there have been the Rakshasa. Whenever the Daitya waged war, the Rakshasa were their soldiers. Whenever the
Daitya have needed a task done, the Rakshasa have been their tools. Such is the history of the Rakshasa. Such is their pride.
An unholy family, there are several bloodlines within the Rakshasa, including the necromantic Bhuta, and the diesease-bearing
Pishaca. They live to spread unhappiness, gaining Amrita from suffering and dark, tormented dreams.
Few Rakshasa have ever achieved power in their own right, the majority being content to bask in the reflected glories of their
masters, creating havoc and suffering whenever allowed.
Pari of small ambition and intellect, they remain cunning nonetheless, and in the absence of Daitya have been known to lead
gangs of thugs or assassin cults such as the Thugee.
With the changing times, their roles have changed little indeed. They are the henchmen, the soldiers and guards. They are the
tools of the Daitya, and they are proud.

Appearance
The Rakshasa are a repulsive sight to behold. Short, twisted dwarves, they stand about 4' tall in their Avatar Seeming, and rarely
exceed 5' tall in their mortal forms. Their skin is dark and leathery, their heads are oversized, their eyes huge and baleful yellow,
and their fingers end in filthy talons.
Painfully thin and bony, or pot-bellied and obese, they care little for what they wear, and even less for hygiene or cleanliness.
Only a few desperately try (and fail) to emulate their Daitya masters. Unlike the Daitya and Naga they never have extra arms or
heads.
Their talons do Str + 1 damage.

Seemings
Bochcha Rakshasa are bullies, thugs, and toadies, tormenting their peers while attaching themselves to the nearest figure of
authority in an attempt to win respect. They naturally defer to any Daitya they meet.
Jangali Rakshasa are cunning and malicious, often engaging in wanton acts for the sheer delight of it, scrabbling to achieve
what little power they can. At this age many seek out their local Daitya in order to pledge their subservience.
Bara Rakshasa are the trusted (as far as that word carries any weight among the Asura) lieutenants of the Daitya, having slightly
tempered the excesses of their youth. They are respected by the youth, for having achieved position of some responsibility
(usually over the corpses of several rivals).

Lifestyles
Largely lacking in subtlety and control until their Bara years, the Rakshasa only follow destructive paths. They are thugs,
assassins, and the soldiers of corrupt militias. They join gangs (both street and organised), or live as homeless vagabonds,
spreading sorrow wherever they travel.
While they traditionally infested cemeteries and leper colonies, their slow migration into the cities has gradually eroded this
tendency. Only the few solitary Rakshasa still follow this old tradition, although some are attracted to mortuaries, hospitals or
asylums.

Affinity
Actor

Birthrights
Breaker of Yama (Bhuta only): The Bhuta can animate a corpse. She must spend one point of Amrita and roll Manipulation +
Occult (difficulty 6). Each success animates the corpse for 1 minute under the complete control of the Bhuta. The corpse typically
has the attributes it had in life, but suffers a -1 to its Dexterity attribute, and a -1 penalty on all actions (due to reduced senses). It
cannot think for itself, nor can it feel pain (no action penalties due to wounds). When commanded (and such commands should
always be basic, clear and direct) by the Bhuta to perform a certain task it will set about performing that task single-mindedly
until destroyed or the Amrita dissipates (at the end of the duration).

Kiss of Lha-Mo (Pishaca only): The touch of a Pishaca can infect a target with a wasting disease. The Pishaca must touch the
victim's bare skin, and spend one point of Amrita. Thereafter the victim must make a Stamina roll (difficulty 6, increasing by 1 for
each failure) each day or gradually weaken, losing 1 Health level and suffering a -1 penalty (cumulative) per failure on all actions
due to weakness. Fortunately, this disease is chimerical and any appropriate healing effect Maya can treat it. Otherwise, the
victim may only rid themselves of the disease by 'disbelieving' it (gaining a point of Banality in the process).

Frailties
Mask of Bhairava: The Rakshasa are hideous. They Appearance 0, and they also suffer a -2 penalty on all rolls involving
persuasion of any kind (except intimidation).

Crimson Amrita: The Rakshasa are vampiric and can only survive on the blood of other beings. No other food provides
nourishment, and they must drink at least a pint of blood a day or lose a Health level for each day they miss (that can only be
replenished by 'catching up' on the blood they've missed).

Quote
'Bow before my master or suffer the consequences!'

Outlook
Unlike the Naga, the Rakshasa have had some contact with foreign kithain (usually in violent encounters).

Foreign Kithain: Gah! Beat them when you can. They cannot replace the Daitya.
Daitya: Our masters are everything we would wish to be. They are majestic, powerful, cunning and worthy of our service.
Naga: The Naga have fallen, and cower far from our master's shadows. If you come across one, capture it as a present for the
master, or torture it.

RANDA
By Per Jorisch (ljusalven@sopti.pp.se)

Description
Randa sings extremely beautifully, and with this song she calls cows to her. She always sings the same song. She has the ability
to move very fast, so that her song one moment is heard from one way, and the moment after from a totally different way. Randa
is often out shepherding her cows.
Randas cows are imposing and sturdy, and they are red, black or normally colored. Very seldom Randa might have goats, but
it's really rare. Randa treats her cows really well, and if anyone treats their cows, horses or maybe goats badly, she takes them
away. One story goes like this: There was a woman who was shepherding her cows in the forest. At one moment she was sitting
on a rock, sewing. A cow came forward to her; it wanted some food, and irritated the woman in her work. The woman became
angry and said"Go away, and I don't want to see you in 8 days!" The cow went away and disapeared for 8 days. But then it came
back to the place she left from, like nothing had happened. Randa had had her during the 8 days.
Randa kidnaps cows but also humans, especially males. The easiest way to be protect from Randa's kidnappings, is to wear
cold iron, or put cold iron by the doorstep to the cow-house. But the best way is to wear a bottle with mercury to protect yourself,
or dig down a bottle of mercury under the threshold to the cow-house. (This kith is not a good kith for players, but can be
interesting as a Non-playing-character.)

Appearance
She looks like a very beautiful woman with long, flowing, green hair. She wears normal clothing, but if she turns her back against
the onlooker, which she will not do on purpose, you will find that she has a hollowed back, that looks like a hollowed tree. Randa
also has a tail. While in contact with humans she hides it under her clothes, but sometimes she drags it after herself.

Seeming
Childlings like to prank the farmers and their cows. They make them disapear and then come back a day later and such with the
farmer not understanding a thing.
Wilders are at the age when they set their eyes on men, whom they seduce with their song and looks.
Grumps are show themself very rarely to humans, prefering to hide away in the woods, stealing some cows every now and then
that have been abused by some farmer.

Lifestyles
Randas lives in the countryside, especially round old farmers, who might still believe in them. They prefer regions where there is
little pollution and the farmers use little technical, modern stuff. They live in the forest, sleeping in trees, so no humans can
surprise them in their sleep. They live very primitively, because they hate technology. Technology has only destroyed the forests.

Affinity
Nature

Birthrights
Gift of Pan: (The same as for a Satyr.)
Speed of the wind: Randas can move at an extreme speed, approximately 70 km/h with perfect control, but only in rural areas,
away from technology and of course cold iron.

Talk to cows: Randas are able to talk to cows as if they were humans, and what she tells them they will do, if it doesn't mean
death for the cow (like go to the lake and jump into it, wouldn't work).

Frailties
Burned by Mercury: A Randa can't move close to mercury or cold iron. If she does, or someone forces her in contact with cold
iron or mercury, she will receive severe wounds. A Randa will be undone faster than a normal changeling when in contact with
mercury or cold iron.

Territorial: A Randa is very territorial. You all know the phrase, Home sweet home! When a Randa is more than 10 km from her
home she really want's to go home. If she must move away from her home even more than 10 km, she must make a Willpower
(diff: 7) roll. She can move 10 km for every success she generates. When she's all out of successes, she must return home
instantly. If she can't, all her attributes, abilities, etc. will be reduced by 1 for every day (to a minimum of 1). But she regains all
she's lost the moment she returns home.

Quote
"Hello handsome, I see you have some difficulties with those cows..."

REBEL SIDHE
By Robert Pool (robert69@usa.pipeline.com)

Description
For as long as there have been kings and queens there have been princes and noblepeople who resented the power they held.
To these wayward nobles, they felt the idea of power weighed down on their own personal freedoms and beliefs. This idea
proves the same among the sidhe and is characterized in the shape of this new kith: the Rebel Sidhe. Many rebels were young
sidhe who see the ideas of court and nobility as pompous, unnecessary, and insulting to the commonners. Those fae who left
their sidhe heritage before the shattering were stricken with the label 'Rebels.' This had no real meaning until the shattering
came. What ensued was those commoner minded-sidhe stayed while the true sidhe nobles fled to Arcadia breaking the sidhe
into two classes: the True Sidhe (the one from the C:tD rulebook) and this one.
Physically, rebel sidhe look like a regular sidhe in many ways but emotionally and mentally there is a big difference. Often Rebel
sidhe are very humble-minded, whether seelie or unseelie (which is an extreme rarity) and treat most people with respect. They
tend to view true sidhe as pompous fancypants who have been sitting around on their thrones too much. Often tension flares
when a male rebel and true sidhe meet. Male true sidhe are incredibly jealous of male rebels and treat females like commoners.
Female true sidhe tend to envy the honorable humble-mindset or the spiritual freedom of the rebels. No one quite understands
why this is. Whether it's the fact that the rebels have left behind their noble heritage for their own spiritual freedom, that they are
secretly envious of the rebel's freedom from Court life (and are angry at theirselves for admitting it mentally), the way the rebels
disrespect them (few will address nobility correctly much to the annoyance of the nobility), or the way rebels attract female true
sidhe; the fiery relationship between true sidhe and rebel sidhe is a complete Mystery.
The exception to this rule is House Liam who respect the ideas of the rebel sidhe. Often out of nowhere Rebels will find
themselves helping (and respecting) House Liam for its defense of mortals. This, of course, is another fact the other courts like
to bring up against House Liam; House Gwydion in particular likes to remind them of it. There are even some rare cases of rebel
sidhe becoming knights or informal friends of the nobles of House Liam.

Appearance
Most rebel wilders dress similar to famous alternative bands, either very gothic (all black) or in various Grungeware. All rebels
look unkept both in their mortal and fae seemings. Childlings tend to look like they live in an orphanage. Yet still they look cute or
attractive. Most Grumps tend to look like drifter-type hippies with the exception of those who are teachers. hair color can be of
almost any shade in the rainbow but always something unnatural like dark blue or green -- at least this is so in their changeling
seeming although it fades into grumpdom. They tend to be wary of authority (particularly the police which they can never say -the word always comes out pig) but are nice to their parents, teachers, and elder-folk. Rebels have the easiest time
transcending age and have possibly the largest grump population of the kithain.

Childlings: Young Rebel Sidhe look like orphans no matter how wealthy their parents are. They tend to dislike authority (namely
the police and government) at an early age but unless abused, they always have a soft spot for mom and dad that stays with
them all the way to grump-dom.

Wilders: If anything, wilders are the adventurous ones. They spend their time between wilder and grumpdum laid back and often
traveling from town to town. They seek adventure and trouble where ever they can find it. A little too often it tends to find them...

Grump: Grump rebels are, on average, around 35-40 years old in appearance and by this time their hair has turned to grey or
white. Often Grumps of todays society look like hippies and have a similar mindset. They tend to spend their final days teaching
younger rebels how to behave themselves and telling those with an ear for a tale or two a number of stories based on their own
adventures as wilders (the road years grumps commonly refer to it as). They also sometimes find their way into the local school
systems and become substitute teachers who usually inspire a class to greatness then is never scene again.

Lifestyles
Varies. Often wilders spend their time traveling (preferably on foot or by bike) or participating in the local music scene. Most
Wilder rebels have interests in the alternative, modern rock, techno, New Age, Dance genre although many have been found at
certain Classic Rock concerts. Pink Floyd tours in particular tend to be attract any rebel who is lucky enough to get tickets in the
area. Rebel Grumps often have a complete collection of Greatful Dead boot-legs and also many of them tend to get into trouble
somehow while out on the town. (see Frailties) Rebels on the road usually are stocked up on food, extra clothes, and a sleeping
bag.

Affinity

Actor

Birthrights
Awe and beauty: Same as the true sidhe birthright. It shines even through the rebel's grungy or gothic appearance but the
appearance bonus is only 1 pip due to the kith's unkept looks and appearance.

Agile as a cat: Many rebels made their times before the accordance war as acrobats in circuses. The tradition has crossed
through the generations of rebel agility. They can fall as much as 20' without taking damage (must land on their feet!) and can
have dexterity scores as high as 6 as well as receive one extra pip to dexterity when created. They cannot botch an athletics
test.

Constructive anger: This a special birthright that only shows when the character is forced to become emotional or extremely
pissed off. It can be brought out if wounded, by watching someone innocently hurt or killed that he knows or loves, etc., but
whatever it is the action neccessary must cause the rebel to become incredibly furious. The character must then make a
willpower test vs. difficulty of 8 (higher or lower if the storyteller wants. I would say the more emotional the event the lower the
difficulty). If successful, the result is the character can take two actions a round (no splitting dice neccessary) for a number of
rounds equal to the number of successes on the willpower test. During this time they take no modifiers based on damage and
continue fighting with the source of the character's anger until either the character is dead or unconcious or the target is dead or
unconcious. Note that this doesn't happen all the time and not like Garou going into rage! A rebel won't freak out in every bit of
combat.

Frailties
The hate of the True Sidhe: No matter who he is or what he's done, true sidhe will almost never welcome a rebel into nobility.
Not that player characters should demand such a thing. Players should play their characters always disliking nobility. As a result,
rebel sidhe take a -2 difficulty modifier for social tasks in the presence of a true sidhe (see the kith's description above for the
reasons). Nobles of house Gwydion in particular despise Rebel sidhe for their lack of respect to them. When performing a social
task against a noble of house Gwydion, the rebel immedietly starts off with one botch (-1 success). The Sidhe of house Liam are
exempt from this rule.

The Curse of the Adventureous heart: Rebels are natural vagobonds (even if they don't take the wayfarer legacy). They often
travel town to town staying for a few months then leaving for the road. They are cursed to seek adventure wherever the hell it may
be and many yearn to write their own legends and stories to share with younger rebel kiths in their grumpdom. This translates,
mechanics wise, as that no rebel sidhe can have higher than resources 2 until he hits grumpdom.

Outlooks
Boggan: nice folk but kinda gossipy. Make good friends though.
Sorta like eshu with manners. Nice folks though.
Eshu: Our eastern brethren. We often travel the same roads and trade tales.
One of the few kith that we can truly relate to. We only hope we can share a part in each other's legends.
Nockers: A buncha winers and party poopers. They need to lighten up...
I'd say they're as bad as the Eshu if it weren't for their manners.
Pooka: A bit heavy on the pranks but most of 'em are okay. Just be sure not to believe a word that comes out their mouths.
This guys are pretty neat. They're sorta like laid-back Sidhe with a sense of humor. Plus, they tell the greatest stories!
Remind me to tell you about the story of Jono Gradeus and how he fought off the evil Lord Rufio for the love of the lady
Kasumi.
Redcaps: (growls and moves hand on sword) Don't even get me started about redcaps...
A sidhe with an attitude problem. heheh. I'll show you an attitude pointy ears...
Satyrs: These guys are okay but they get a little too carried away sometimes.
Same thing we say about the trolls; these are the true nobility. Their humility is an example we all should follow. Wow! Did I
say that?
Sidhe: I think you know how we rebels think about the true sidhe.

Common scum. They betray their birthright to rule so they can go wherever they want. Nothing but troublemakers...
Sluagh: Strange folk the sluagh. Veeeerrry strange.
Obviously these are the True Sidhe. The pompous idiots that call themselves the True Sidhe must be good charlatans.
Trolls: Truly honorable kithain the trolls are. They make the best of friends.
Their humility is to be respected. They are among the more trustworthy of the kithain.

More Important Stuff


About Redcaps and ravaging: Rebel and redcap wilders simply do no get along. Rebels, 9 out 10 times, are very idealistic
and protective of mortals. Redcaps, on the other hand -- particularly unseelie Redcaps, almost make a hobby out of terrorizing
mortals. Anytime A rebel can see a redcap ravaging or terrorizing a mortal ST's are free to have the player roll their willpower vs.
8 or attack the redcap. This goes for when the rebel witnesses a ravaging.

Rebels and ravaging: Only in events that the rebel extremely needs extra glamour will he perform a ravaging on a mortal. ST's
may force the player to roll willpower against a difficulty of 9 in order to ravage glamour. Even if the character succeeds, she
should feel incredibly guilty about it for a long time and often will go to great lengths to make it up to the person he ravaged.

RENSHAI
By Kris Thomson (iceheart@idirect.com)

Description
Springing from the series "The Last Renshai" (The Last Renshai, The Western Wizard, Child of Thunder) by Mickey Zucher
Riechart, the Renshai are a warrior Kith. Brought up on the concepts of the glory of honor, and the beauty of a spinning blade this
is a kith who from birth deal with activity centering around weapons of one sort or another, preferably ones that have sharp
blades.

Life is the Dance and Honor, the Dance is Death to those we oppose, Honor is our salvation. Without Honor the Dance is
meaningless forms and we are nothing.
We (as a Kith) come from a nordic background, way back when the Gods lived and acted as part of our lives. We didn't know
about the other Kithain back then and in fact we've been sleeping for a long time; the world is not as we remember it. When
last we walked the Earth we had no "Technology" and the people had honor, this world is not the one we loved. Now we face
the hardships of being as ghosts unseen by many. Adjusting is not without it's price, but we work and it will come.
The Renshai believe that they are not a 'new' kith; in fact they don't believe they're really a kith at all. They believe they're a race
of people from before technology who were saved by their God's magic. So far as they're concerned Fae Magick is all well and
good, as a gift from the Gods, not because they're Fae. Most of their history deals with the stories of great battles and heroes
dying in battle, omitted from this treatise for brevity's sake.
The Clan comes first; all Renshai know that they are a small group and helping one of their own is of paramount importance.
Next comes the other Fae, who are seen as other creatures favoured by the Gods, because if the Gods say fit to save them, how
could mortals do less?

Appearance
In appearance the Renshai are not so very different from Humans, except for a tendency to slim builds and athlectic/dexterous
movement. The difference comes mainly in coloration.
Seelie Renshai are perfect examples of the Stereotypical Sweedish/Nordic good looks with blond/red hair and blue eyes.
Tanned skin is also the norm.
Unseelie Renshai are extremely rare and only appear after some sort of life-shattering event, but they undergo a severe change
in appearance, suddenly becoming albinos. Pure white skin and hair and red eyes are the norm here.

Seemings
Childling: The stories say that Renshai have a blade in their hands before they can walk, and in many cases this is true.
Renshai spend their time as childlings learning the Dance, and practising. Renshai are at this point filled with the desire to leap
about, twist, turn and carry on as if they were olympic athletes. Even young Renshai are determined to train, but they spend more
time making the Dance a game than a serious matter. Youthful and exuberant, a young Renshai leaping is one of those beautiful
things that you always have to stop and watch.

Wilder: Getting older, these Renshai are more determined. They've begun to lose the sheer joy of combat and concentrate on
the competitive aspects of the Dance. Knowing that you are Dancing for joy, and Dancing so that you're the best are very
different things. You're more intensely physical, spending as much time training as Dancing

Grump
Death in Battle. It has to come to that. Dying of old age is succumbing to Banality and without Honor. The only Good Death is
one where your enemies (or friends of necessary) take you down in combat. If you don't die the good death you have no way to
achieve Valhalla (Their version of Arcadia).

Lifestyles
Battle is the Way. Renshai have very little connection with the real world but when they do they take on teaching positions mainly:
marine close combat instructors, Kendo instructors, fencing, anything using blades. As you can see there is little in the way of a

marine close combat instructors, Kendo instructors, fencing, anything using blades. As you can see there is little in the way of a
market for their skills in each city, so they are more prominent where there is a large oriental (or martial art wielding) population.

Affinity
Due to their reliance on their own physical persona's and their belief that magic in combat is dishonorable, the Renshai have
never devoloped an affinity.

Birthrights
Battle Grace: The battle is the Dance and the Dance is life.. Renshai are particularily suited to this existence, embodying both
grace (Dexterity +1 even if it takes you to 6) and beauty (appearance +1 to a maximum of 5). When a Renshai is engaged in any
kind of combat (including practise) anyone must make a willpower roll (diff. 6) to engage the Renshai. This reflects the sheer
grace (and inherent deadlieness) that the Renshai embody.

Gods' Favour: Modi, son of Sif and Thor is a god often called upon by the Renshai in battle. A Renshai who calls Modi's name
at the top of his voice (no whispering) each time he is attacked gains a type of battle fury, wherein he suffers no wound penalties
until he reaches the state of Crippled, at which point he suffers full penalties. This lasts only for the duration of combat. A Renshai
who's wounded won't suffer the -2 dice penalty while he's in combat, but when he tries to get on his horse when the battle's over
he might have problems.

Frailties
Honorable Mein: Honor is all, and Skill is Honor. One must at all times exhibit one's skill. This manifests in several ways. Even
the Unseelie follow these rules to the letter (if not the intent).
1. Never use a projectile weapon ever. Always use some sort of weapon that shows how skilled you are (hands/feet,
daggers, swords are all fine). Things like poison though are disallowed by all Seelie and many Unseelie Renshai. Yes,
admittedly, it does take skill to get that first cut in to infect them with the poison, but then the poison does the work not you...
2. Never wear Armour. Armour shows that you are too slow to dodge/parry, and that shows a lack of skill. Instead, take the
time to learn to dodge, parry or soak.
3. Never fight a defenseless opponent (but don't assume that no weapon means no defense)

Outlook
Fae in General: They are worth protecting, but not of us. We are not like them; we are from the past, they were created recently
by the Gods, while we were sleeping.

Boggans: These are ones you can trust with the upkeep of your lodge so long as you have no secrets you wish to keep.
Eshu : Their stories immortalize the hero; we can make new stories for them to spread. Nockers: Their 'chimerical' swords are
the best, but you must stand over them to make sure their 'enhancements' don't destroy the usefulness of your weapon.

Pooka: They amuse the Childers; leave them to it, and trust not what they say. Redcaps: They are without Honor.
Satyr: They lose sight of the importance of anything but their parties and they do not understand our Honor; but they are amusing
companions.

Sidhe: We have always dealt with Honor with the Nobility. Some are worth defending, while others are best avoided.
Sluagh: Why? They skulk in the darkness and attack from behind with the weapons of cowards. They are not worth our notice.
Trolls: These come closest of the new races to understanding our Honor, and they could be our best allies.

REVENANTS
By Cloak (cloak@guild.bc.ca)

Description
"Light is not so fast. Wherever it goes, darkness is always waiting."
-- Terry Pratchet, Mort
Since he discovered how to banish it, man has been fearful of the dark. A hunter by day, he became the hunted at night,
believing the darkness had eyes with which to see him, a nose with which to smell, and teeth with which to bite. What may be
worse is -- man was right.
Some say the shades originated as chimera born from fears of predators hiding out of the light. As with the fae, however, when
the Interregnum came they bred with humans to become one of the many modern kiths. If the rumor of their origin was correct
then, it must be possible for other chimera to eventually integrate into the mundane world. This has caused much debate
amongst the scholars of the sidhe, eshu, and satyrs. If the sluagh have any idea, they are not talking. The revenants, meanwhile,
quietly listen. . . and whisper.
The revenants are similar to the sluagh in many ways. They often remain hidden from the rest of fae society and have many
rumors spread about themselves; there are stories of mental torture, ritual sacrifice, strange manipulations and great
debaucheries. Like the sluagh, the rest of fae society frowns upon them. Like the sluagh they often speak in whispers, but it has
been said that they can speak louder. They are just fond of this pretension.
There is one major difference between the two kiths. Many outsiders rarely notice it however because of its nature. Whereas the
sluagh like to collect secrets and trade them or use them for blackmail, revenants are naturals in the area of manipulation and so
cause their targets to create their secrets. The revenants are the hidden whisperers that speak of man's hidden desires and
encourage to play them through. They are muses of the murderers.
Also, whereas many sluagh are not in fact evil, many revenants are quite perverted. Most tend to their unseelie nature and it is
rare to meet one who is a seelie. They do exist, but they are rare. Often, because of the feelings of loneliness that these few
revenants have, they cultivate friendships with mortals who suffer such ailments as chronic depression and suicidal tendencies.
A bonding experience occurs and the mortal and fae keep each other from slipping towards oblivion.
It is not known what true debaucheries the unseelie revenants commit. . .

Nicknames
Shades, Inumbriates (this is the common term they are referred to by the Hidden Ones)

Appearance
Revenants are a black and white contrast. Their skin is paler than the most wan sluagh and their hair is always a black, often
black as midnight coal. Their mortal seemings are usually tall and thin as well, with the same black or dark hair. It is rumored that
some revenants have a deep red hair in their mortal seemings but these are few if they do in fact exist. Although their pallor and
colour preference is similar to the sluagh, they lack the sluagh's grotesques. An aura of temptation surrounds them and
revenants are often seductors.

Seemings
Childling revenants are light, sickly looking children. Their early years are often difficult health wise and this initially shows. At this
early age their skin is only beginning to pale and can take a jaundiced yellow tone as it fades from a healthier colour.
Wilders are mischievous but in a way far more serious than most pooka. They will often lead others to trouble, disappearing just
before things get too hazardous.
Grumps look like someone who has remained away from the sun for many years, and many have. They are the most dangerous
of the revenants for they have honed their manipulations to a fine razor. It is rumored that grump revenants hold contests to see
how quickly they can drive a mortal to his doom.

Lifestyles

Revenants are the creatures of the night. They are seldom seen during the day but have been known to overtake a city by night.
They roam the strips, work the graveyard shifts and carve their niche in organized crime.

Affinity
Actor

Birthrights
Shadow Form: Revenants are able to merge completely with their shadows, becoming two-dimensional. This has many
benefits, from allowing them great ease at sneaking around to fitting through the smallest of cracks. The change costs one
glamour. It reduces all stealth rolls by two.

Dark Whisperings: By whispering into the ear of the target a revenant can instill suggestions. The voices from the shadows
have been the muse to many malicious deeds, but are often counted as schizophrenia when the target is administered
psychological help. With the expenditure of a Temporary Willpower point and a successful Manipulation + Subterfuge roll
(difficulty of the targets willpower) the suggestion will be followed. The number of successes determines the targets zealousness
to completing the task. One success will cause the target to carry it out in a trance like state whereas five will create a fanatic.
Additionally, revenants can never botch a Manipulation roll.

Frailties
Revenants are allergic to light. Bright light causes them to subtract 1 from any die roll requiring concentration. Direct sunlight can
harm them, causing one to three dice of chimerical damage per round depending on intensity.

Quote
"You are safe from me while the sun shines. Enjoy the light. Embrace it; feel its soft caress, for when it is extinguished I shall be
waiting. . ."

Outlook
Boggans: Harmless creatures, they know little of the dark side of things. As the proverbial moth to the flame, so they fly towards
innocence. In the end their innocence will burn them all.

Eshu: Traders in lore. These storytellers often hold many secrets, but they also warn the others about us. We can both learn from
and fear them.

Nockers: Spend a few nights with one of these and you'll have them building monstrosities the ancient Persians would be
envious of.

Pooka: Foolhardy. Ridiculous. Silly. Deadly. Good thing no one ever believes them when they say the voices made them do it.
Redcaps: Disgusting creatures. . . if we want them to be. They play right along with us, having no conception of where we lead
them.

Satyrs: The tragos will rejoice in the light and dance by the fire, but if they leave without another by their side they know we shall
find them.

Sidhe: Nobility lasts for as long as you can have the masses believe in it.
Sluagh: Our allies. The underfolk are the greatest traders in hidden lore and dirty secrets. However, they do not realize how
many of those secrets arise from our machinations.

Trolls: Stay away from their fists and everything shall be fine. What power they lack in their heads they more than make up for
with their brute strength.

ROANE
By Eric Burns (EBURNS41@PORTLAND.CAPS.MAINE.EDU) (24 August 1995)
Playful and good-natured, the Roane are most often found along secluded coasts and deep beneath the sea. The Roane are best
known for their ability to shapechange into seals, donning magical seal skins. A Roan's skin is very important to him, and can be used
to control him.
More interested in enjoying themselves than gaining power, Roane play very little role in court politics. This makes them one of the
more trusted kith, and are sometimes consulted to resolve disputes and give an objective opinion.
Roane often live together in bands. This is for protection from seal hunters and violent Gallan and Unseelie, as well as company.
Roane place strong importance on these bands, and value the importance of family and loyalty to one's own as much as any other kith.
Seelie Roane are exceptionally good natured and will often go out of their way to help mortals and fey alike. Unseelie Roane, whom
the Seelie Roane call "Selkies", are more reclusive and distrustful, and are violently vengeful. Bands of Selkies have been known to
hunt down and skin boatloads of seal hunters.

Appearance: Roane are usually short, seldom taller than 5'6". They have flattened, almost non-existand noses and small, rounded
ears. They also have webbed fingers and toes. In seal form, Roane shimmer slightly, giving of barely visible pinpricks of multi-colored
light.

Seemings:
Childlings are energetic and playful, and are already excellent swimmers.
Wilders are always in search of new games to play. They serve as the protectors of their bands.
Grumps spend much of their time sleeping and sunning along the coasts. They serve as advisors to their bands.

Lifestyles: Roane live along the shore, often working as fishermen, shipbuilders, marine biologists, nature photographers,
environmental activists, and hermits.

Affinity: Nature
Birthrights:
Magic Seal Skin: When a Roane enters Chrysalis, she is gifted with her seal skin which magically appears before her. This skin is
not just a chimera, but has a seeming as well. When the Roane dons her skin and spends a glamour point, she magically takes the
form of a seal. The skin also provides a modest source of glamour, providing its owner with one glamour point a week. This makes
Roane skins particularly coveted by various Unseelie fey, one of the reasons that Roane often live in bands.

Sea Affinity: Roanes are magically connected to the seas and the oceans, and will never botch a roll involving them. Roanes can also
swim twice as swiftly as a physically comparable mortal or seal.

Frailties:
The Tie that Binds: Roanes are magically connected to their skins, and can be controlled through them. If a Roane's skin is stolen,
he must obey any order given to him by the skin's possessor to the best of his ability (willpower roll vs. a difficulty of 9 to resist; difficulty
of 7 if the order is self-destructive or goes against the Roane's nature). There is a tragic story (often told by Pooka and Eshu as a joke)
about a Roane in Alaska who was caught with his seal skin by the local EPA authority. The skin was seized as evidence and when
ordered to confess to seal hunting, he naturally did. When a Roane's skin is stolen or destroyed, he gains a temporary banality point
each day until the skin is recovered.

Outlook
Boggans: Trustworthy and honest but boring as hell.
Eshu: Fun folk but not to be trusted.
Pooka: They are fun and good natured but often fail to see the importance of certain things; in other words don't let these guys get
near your skin. And if you do, beware of a game known as 'Simon Says'.

Redcaps: Beware these monsters.


Satyrs: Generally fun but we do not like some of the games they play.
Sidhe: Boring and dishonest.
Sluagh: No good and honest folk sneak around in sewers.
Troll: Honest but as boring as the Sidhe.

ROBOT
By Rob Pool (robert69@usa.pipeline.com)

Introduction
Since the mid-1900s, mankind has grown in its fascination with technology and this is no better represented in its literature and
movies. Everything from steam and magick powered ships and horseless carriages to 80' tall mecha bristling with enough
weaponry to level a city without a second thought have shown up in these two entertainment forums. Somewhere in between all
this mess, one of the most enduring participants in science-fiction has been the robots. Born of steel and microchips, Robots
and androids have been portrayed as everything from walking servants, to free-thinking philosophers, to guardians of humans, to
maniacally evil creatures who believe they are god and are bent on destroying Humankind once and for all. At any point, this is
my attempt to give players of Changeling: the Dreaming the oppurtunity to play a Robot. This gonna be a full blown out new
character type that I plan to run into the ground with all kinds of wierd stuff. Before you continue, you might want to look through
another of my creations, the Iron Nation, first. If you already have taken a peak at either, then feel free to continue.
I'm not 100% sure I can really call this a 'kith'. Robot PCs effectively function on glamour as their energy source using the G-tek
methods presented in the Iron Nation -- a new secret society that I wrote not too long ago (and should be available at the same
time as this is). Physically, the robot is a real robot (they don't have a seeming and aren't humans -- they don't have parents, they
have makers. However, because they run on Glamour, they have the ability/weakness to be fully effected by cantrips/dooms/etc)
and players should be encouraged to chooce every aspect on how the robot looks and talks. As noted above, Robots come in
lots of different shapes and forms. Be as wild and strange as you want. Every Robot Player Character should be speacial and
unique in its own speacial way.

Character Creation
Creating a robot character is somewhat different in a few parts than when making other characters of flesh and blood kithain.
The main changes are toward character concept.

Design Concept
What does your robot look like? Is he big and obviously a robot? or is does he look like he could pass for a normal human (or
even changeling)? Also try to think about how the character speaks and how obvious is the robot's gender?
When we get down to it, there are two types of sentient Robots: Droids and Replicants. Droids are visably robotic and have their
own benefits and frailties. Replicants, pardon my stealing the term from Ridley Scott's masterpiece Bladerunner, are very human
looking and if you passed on the street you would never know the difference. While making it easier to describe the robot types,
it also has importance later on when taking special Gizmos.

Court
This actually is important. Seelie robots tend to be guardians of the weak while unseelies tend to fit in that 'maniac robot'
grouping. Unlike other kiths who can change courts like underwear, changing courts for Robots should take a lot of time and
there should be a decent reason for it. The most common archetypes that come to (my) mind for robots (visually) include:

Droids
Robo from Chrono Trigger (Video Game)
Any Aasimov android
C3P0 from Star Wars
Xaxon from Genesis Survivor Gaireth (anime)

Replicants
The Replicants from Blade Runner
Largo from Bubblegum Crisis (anime)
The hero from short 'Derive' in Robot Carnival (anime)

Legacies
Same as usual, although they should fit in with the character's other chosen concepts.

Birthrights
Sturdy body: All robots get an extra point they may spend for either strength or stamina. Droids get a point in both attributes
due to a certain frailty.

Gizmos: These make up for robot's lack of ability to use Cantrips, Gizmos can be installed by the Robot's maker that give him
special abilities from seeing in the dark to shooting blast of Glamour.

Frailties
No Cantrips for the Robots: Robots cannot use Cantrips at all. In their place, Robots get gizmos that let them jazz up their
combat abilities and do some damage.

Reason for existence (Seelie Robots): All robots have a purpose for life. For seelie robots, this commonly means the Robot
must always protect a certain person or group of people from harm or must protect all humans from a certain type of creature
(the most common ones are other robots and fomori). Storytellers should reinforce this frailty whenever possible as it's a major
part of a Robot's Programming. Characters can change their Oaths, but only if the persons/people he cares for allows him.

Insanity (Unseelie Robots): All Unseelie robots have a slight problem with being insane. A twisted sense of humor, a bad
temper, or even a god complex are fine to use. Be inventive as possible although it shouldn't be something that will interfere with
how the character interacts with the other Players. Robots who switch over to Seelie will find they solace in their new Reason for
life although the character's insanity likes to pop up in the character's personality.

Backgrounds
Robots have access to the Chimera, treasures, resources, and contacts from the Rulebook. In addition these four, Robots have
access to these backgrounds specifically for them: Gizmos: This background determines how much, if any, additional special
gizmos did the robot's maker add onto the character when he/she was created. For each point added, the character can be
equipped with 1 point of essense's worth of gizmo or the new gizmos included later that are robot specific. Note that all robots
start off with cyber-eyes, cyber-ears, and 2 extra points of gizmos free.

Maker: This is a special background that Robot characters should take care in choosing how high they want. The character's
Maker is who made him/her what they are today and brought them to life. PCs are encouraged to go into detail on how is the
character's relationship with his maker. Is he treated like a son or a servant to do his bidding? This background details how
'good' of a maker the character has. Something around 1 means the character's life was a total accident while 5 might
guarantee the character to have brothers/sisters. Without the background, the character's Maker is either dead or the character
has no interaction with him/her. Having a high Maker background also makes it easier to get more gizmo parts later.
*
Your maker was an idiot human (Maker at least gives maintenance and has a home)
** Your maker was a human genius at robotics
*** Your maker was a established Nocker or a Einstein-class Human Genius (+1 extra gizmo point. +1 sibling)
**** Your Maker was a master Nocker engineer (+2 extra gizmo points)
***** Your maker was a legendary Nocker engineer (+3 extra gizmo points. +2 siblings/+1 twin- player's choice)

Siblings: This Background determines whether or not the character had any siblings. While this might be strange for a normal
changeling, Siblings can be important to a Robot. Siblings, for a robot, are similar robots that all have the same maker and tend
to have similar relationships as human siblings. For the record, there are two types of sibling:
Sibling: Siblings are usually, but not always, of less quality than the PC. The robot starts off with 1/2 as many gizmo points as the
PC. It is possible to have an 'older brother or big sister who has more experience/gizmo points.
Twins: Twins have as many gizmo points as his brother/sister. There is a max of 2 twins (triplets?) to one PC. These characters
also (usually) will help out each other if need be.
Siblings/twins don't have to be like their brother/sister although they should be of the same design (all of them are either droids
or replicants). This can be great chronicle filler if the character's siblings/twins are raising hell across the land and the only
person who can stop them is dear ol' brother/sister. Most robot siblings don't hate each other violently but there have been a few
cases of the opposite.

*
1 sibling
** 2 siblings
*** 1 twin
**** 4 siblings
***** 2 twins

Gizmos
Robots differ in one other way from regular Changeling characters: they can't do cantrips. To even things out, Robots get
Gizmos: special parts that can do all kinds of weird stuff. Some of them are fairly ordinairy (Wired reflexes, low-light sight) to Gtek weaponry (G-tek blasters, Heal beams, and worse). This can make for some interesting stuff.

Gizmo Points
All Robots start out 2 gizmo points plus any additional points from the Gizmo and Maker backgrounds or freebie points. What
you can do with them is buy gizmos (listed after this paragraph and the cost lists after that). You can also translate Experience
points to Gizmo points at a rate of 10 x GC - Maker Background rank rounded down. Thus if I have maker 3 and want a gizmo
with a GC of .6, it would cost me 2 XP(10 x .6= 7.2-3 for a final cost of 2 experience points). Nothing costs less than one XP.
Characters without the Maker Background will have to find someone else to design Gizmos for them or, most likely, they have to
develop them themselves.

The Basic Gizmos


Below are descriptions for all the basic Gizmos as these Gizmos are universal to both Robots and Androids. You'll find all the
Gizmo costs listed in the main chart listed in the end of the file.

Headware
Headware includes anything that is added somewhere on the head, including eye and ear options. The majority of headware
goes on the inside and is possibly connected to the brain.

Communications
ChipJack: Specialized form of datajack that allows access to skillsoft or datasoft which are useless without it.
Datajack: The almost standard universal mark of the Cyber-concious Robots. Allows both input and output to certain types of
headware and bodyware among other things including computers. Someday maybe I'll make conversions for SR's Matrix rules
so humans too can play in the net with the Virtual Adepts ;-)

Radio: This headware allows full-band, limited range communications. The signal quality is rarely as good as, say a telephone,
but the ability to switch bands makes the system more popular with the military or anyone expecting active jamming. When
transmitting, the user must speak although it may be in tones inaudible to those nearby. For the health conscious, a one way
receiver is also.

Cyber-eyes
Cyber eyes: These eyes offer perfect 20/20 vision as standard. It almost always involves both eyes, because mismatched pairs
will send imbalanced signals to the robot's brain. In outward appearance the implants may look indistinguishable from biological
eyes (at least without an eye exam) or be outlandish, ranging from gold or neon iris effects complete with gold lettered
manufacturer's logo to the high-chrome, featureless effect.

Camera: The character can store a digital copy of any image viewed through the eye. If the eye(s) are linked a standard
datajack they may be downloaded to any data system. Recording one second of video requires 1 Mp of storage. Otherwise, the
image-storage chip must be removed through a port in eye.

Flare protection: Improves the eye's natural resistant to bright flashes of light that would normally be blinding or damaging to
the eyes. -5 diff. on resisting damage.

Low-light: Allows the character to see normally with as little as star light or a lighter. In otherwords, no penalties when there's at

least a little bit of light available. On the downside, sources of bright light (having a flashlight shining in your face) will temporarily
blind you.

Thermographic vision: Allows the character to see things in the Thermographic spectrum and inherent body heat is visible.
This is particularly useful as any form of invisibility caused by bending light will be fully visible to the character.

Cyberears
Cyberears: These provides perfect hearing in the normal ranges of hearing. On perception tests requiring the use of hearing,
add 2 dice.

Damper: Protects the owner from sudden increases in sound level as well as providing partial protection from harmful sound
levels. This translates -3 diff. to tests resisting sound-based attacks or loud-noises. Great for Rockers who don't want to loose
their sense of hearing.

High frequency: The user can hear sounds of a higher pitch normally audible to humans.
Low frequency: The user can hear sounds of a lower pitch normally audible to humans.
Recorder: The user can record anything he can hear. The recorder can play back recordings in the user's head (with a cyberear
or modification). If linked to a standard datajack, it can play them through a speaker.

Internal Headware
Memory (cyber): This is the definition of the computing power of a character's headware systems. It covers the storage space
as well. Unless the character wants to exchange data surgically, he'll need a datajack to put it to use. Memory is the amount of
space available in megapulses (or Mp. In Shadowrun, megapulses are used as the standard for measuring computer data
rather than megabytes [don't know why, but hey- its cool. If you don't like MPs just make them Gigabytes (GBs)]. The two are the
same though- 1028 Kilopulses (Kp) equal 1028 KBs and thusly 1 MB or Mp). Raw data, skillsofts, and certain programs can be
stored on head memory, but other equipment or gizmo are required to access them.

Datasoft link: This gives the user mental access to any DLed Knowsofts he might have either on chipjack or cyber memory.
Display link: This allows the user to display data on the retina or cybereye, reading what is displayed in his head.
Data lock: This denies the user access to his own cyber memory space. Input or output through a datajack requires a special
password. This piece is a favorite of couriers.

Data filter: This a special sensory block that prohibits wearers from absorbing sensory data into their own memory while
retaining data in their cyber memory. A data filter effectively turns a character into an organic audio-visual recorder unaware of
what he has heard or seen while the recording feature is active. This is very popular with confidential couriers and secretaries.

Skillsoft: More or less, memory on a chip. When utilized in conjunction with the proper headware and bodyware, skillsofts allow
the user to know and do things she have never learned in the normal fashion. Because a skillsoft's "memory imaging" encoding
differs actually from any actual memories or learned experiences the user may already have, the skillwire system must override
the user's own reflexes, abilities, and memories, forcing a reliance on the encoded capablities. In other words, by using
skillsofts, a character can use abilities (talents/skill/knowledges) without spending points in creation or gained experience points
to buy them. Skillsofts come in three types.
Knowsofts replicate all knowledges and any skill that involves mental ability or complexity (such as the crafts/repair). A sub
classification of Knowsoft is Linguasoft which allows language use and replicate speak language proficencies.
Datasofts are raw data, pure information, like that in a text book. No application or comprehensive ability comes with the
datasoft, just the data. Datasofts vary heavily in size.
Activesofts replicate any skill or talent that involves physical actions (melee, firearms, brawling, etc).
Knowsofts can be accessed through a chipjack, or uploaded into cyber memory and accessed through a datasoft link. Datasofts
can be accessed through a datajack or chipjack, sent to a display or datasoft link, or put into cyber memory and downloaded to
a display link or datasoft link. Full skillwire systems are required for the use of activesofts. Additional chipjacks can accomodate
additional skillsofts. Skillsofts are usually sold in 5 centimeter-long cylinders to protect the chip until it is inserted into a jack. once
the is in, and the data transferred, the user can remove the chip. Skillsofts can be accessed just the same whether via a datajack
or downloaded into cyber memory. If downloaded, the resulting program takes up the amount of space shown on the Skillsoft
memory table. Keep in mind the higher the rating for the ability, the more memory required for using the skillsoft.
1 2 3 4 5
Knowledges 40 75 150 250 450
Linguisofts 30 65 120 200 350
ActiveSofts 50 90 180 300 500
One oddity about the use of skillsofts is that no abilities specific to a particular type of supernatural being (such as a

Changeling's kenning or a Werewolf's Primal Urge) can be duplicated. Many of tried but all have (and will by decree of Lawyer,
the god of gaming balance) failed miserably.

Bodyware
Bodyware is gizmo implanted in locations other than the user's head. Some types, such as dermal plating, also involves
additions to the user's head. Most gizmos allow the character to do things with his body he normally couldn't do. With bodyware
one can do things only done before with magic and even in some areas advancing those abilities granted. The cost? Some
would say just an itzy bit of your flesh. Others say the intrusions of gizmo cost the person his soul. What you think is up to you.

Weapons Gizmos
Weapons Gizmos are bodyware that give the character a weapon; the difference is that weapon is attached to the person's
body or nervous system and can be hidden at will if desired.

Hand razors: This cyberweapon requires the removal of the user's fingernails and in their place goes a 6 to 8 inch retractable
claw. Think retractable freddy Krueger claws. Diff 5 and dmg Str+1

Hand spurs: This cyberweapon is inserted in the back of the characters hand and is basically 3 sets of 8 to 10 inch blades that
extend out of the user's knuckles. Think wolverine claws. Diff. 6 Dmg Str+3

Smartlink: Since the smartlink system is essentially made for weapons (firearms) I'm counting it as a cyberweapon. In effect, the
smartlink allows the user to take full advantage of a smartgun (a firearm with a smartlink system installed in it). When activated, a
crosshair appears on the user's retina/cybereye that corresponds with the character's line of sight. Typical systems use a
subdermal induction pad in the character's palm to link with the smartgun.

Limb Gizmos
This subgrop of gizmo includes any bodyware has to do with the limbs, particuarly the arms. It also includes muscle
enhancements as well.

Enhanced Strength: The robot has been gifted with incredible strength. Each level increases the character's strength attribute
by one point to a max. of level 4 (min. str. 5). Keep in mind that this strength bonus is only for one limb. Let's say I have a lv. 4
cyberarm installed where my right arm used to be. If I try to kick someone, I'd roll my original strength + 1 for damage.

Reflex gear
This subgroup includes bodyware that increases the reflexes and thus initative of the robot. It may effect either the character
himself (wired reflexes) or when linked to a vehicle via Rigger Control Gear.

Vehicle Control Rig: This gizmo is effective when the character is wired with a vehicle that has rigger control gear installed.
Effectively, it gives the pilot a +1 per level bonus die to any tests involving driving a car (such as dodging obstacles or ramming
into a pedestrian's car). Although it might be ahead of its time, STs may allow characters VCRs access to built-in weaponry
installed on the car/vehicle. Characters who want to utilitze a control rig must also install Rigger Gear on the vehicle to get the
bonuses. Remember, however, that off of his vehicle the user loses any bonuses he gains.

Everything else
Speaks for itself. This is all the other body ware that didn't fit in one of the above sub groups or didn't need one for itself.

Skillwires: In order to fully use active skill softs, a skillwire system must be installed in the character's nervous system. It
essentially carries out command from the skillsoft to accomplish the skill.

The Gizmo Cost Table


Headware
Name
Communications:
Chipjack
Datajack
Radio

Gizmo cost
.4
.4
1

Synthlink
.4
Eyes:
Cyber-eyes .6
Low-light .5
Thermo-veiwer .5
Flare protection .5
Recorder 1
Ears:
Cyber-ears .4
Low freq. .3
High freq. .3
Damper .2
Recorder 1
Internal headware:
Data filter .5
Data lock .3
Datasoft link .2
Display link
.2
Memory
Mp/10

Bodyware
Cyberweapons
Hand Razor .4
Hand Spur .6
Smartlink 1
Cyberarm
Lv1 1
Lv2 2.5
Lv3 4
Lv4 5.5
Skillwires
Rating
Vehicle Control Gear
Lv1 2
Lv2 3
Lv3 4

Special Gizmos
Buying Special Gizmos
There is a minor rule for buying special gizmos at the character's creation: you can't spend more than 2 point on special gizmos.
This is done to keep min/maxers from loading up on them rather than doling out massive XPs for them later (as they should be).

Droid vs. Replicant


For simplicity's sake, all the Advanced Gizmos are split between the droids and the replicant. If you are a droid, you cannot have
a replicant-specific gizmo and vice vera. That's the rules. This is mainly done so that replicants don't have stuff like heavy armor
or uzi punch and so droids don't have stuff like telekinetic manipulation.

Droid Stuff
Arm Cables

The Droid has 100' long of reinforced cables installed in her arm that can be shot across distances and functions like a
grappling hook (the hand is the actual end/hook). The cables can handle 500 lbs of weight. Generally the Jet system is actually
more efficent, but the cables are less costly in Gizmo points.

G-tek Blaster
This is the major Offensive power of the droids. The G-tek blaster works similar to the G-mek one depending on the blaster's
rating. The difficulty is 7 and the droid must use one point of temperary glamour to work. The result is a great big Glamour blast
that can do some mighty damage. The blast is generated from a opening compartment in the droid's chest that slides open
when used.
Rating Damage
1
6
2
8
3
10
4
12
5
15

Heavy armor
By adding heavy plates of external armor, the droid can withstand lots a damage. Each level adds 1 die to the droid's stamina
test to soak damage. limit level 5 rating. Characters should keep in mind that with each level of plating, the character's weight
goes up by 20 lbs. and will get a more armored chrome look similar to Robo from Chrono Trigger or Briaros from Appleseed.

Heal beam
An oddity, the droid can shoot a beam of soft green light that, rather than inflicting pain, heals damage. Each use requires the
spending of a temporary point of glamour and rolling a number of dice equal to their Permament Glamour (diff 7). The beam is
generated from a opening compartment in the droid's chest that slides open when used.

Jet system
Quite simply lets the character fly like an eagle. How fast depends on the rating. Characters can also use the Jet system to ram
into enemies (Str + rating dmg. vs. diff. 7)
Rating Speed (mph) Tackle Dmg
1
40
+1
2
60
+2
3
80
+3
4
100
+4
5
150
+5

Mace Fist
The droid's arm is linked to a 10' length of chain that allows the droid to twirl its hand around like a chain and ball. This comes in
handy since it allows the droid to smack something at a longer range. Diff 7, dmg str+1.

Droid cost list


Name
Gizmo cost
Arm Cables 0.8
G-tek blaster
12
24
36
48
5 10
Heal Beam 4
Heavy armor
11

2 2.5
34
4 5.5
57
Jet system
12
23
34
45
56
Mace Fist 0.8

Replicant Gizmos
Appearance Manipulator
This gizmo lets the replicant shift his bone structure, skin color, hair color and style, and voice to whatever he or she wants. This
can be used to even masquerade as someone else although it requires several minutes (at least 5) to develop a physical
composite of the intended person and each composite requires 10 MP of cyber-memory. Once the character has the composite
done he can mimic the targeted person physically 100%. However, this is only physical -- characters may look and sound just
like their targets, but they will fail miserably if tested unless the character has gone to far lengths to study how their target's
psychology.

Machine Telepathy
By utilizing various radio waves, the replicant can tap into the very mind of another Robot or robots. The base difficulty to do this
is equal to the robot's willpower (2 for soldiers, 4 for panthers, 3 for 55-Cs) and +1 for every additional mind. Once in, the
character can communicate with robot(s) and, more importantly, take control of them if he wishes. This can lead to different
results such as commanding the robot to attack its own unit or acknowledge the replicant as its commander/master. There have
been several known uses of rogue replicants who have used this power to rip into computer's data banks and could also be
used to get satellite lasers to strike any target on earth the character pleases (not that any exist on earth...yet).

Regeneration
This power does what it says: it regenerates damage done to the character's systems. By taking this gizmo, the character
regenerates 1 wound level per round.

Telekinetic Manipulation
The character has the ability to manipulate kinetic energy in a way that allows her to do stuff such as telekinesis, kinetic shields,
and even fly. This is the costliest gizmo of all but I think you can see the reasons.
Rank Effects
1
Basic telekinesis, alter gravity
2
kinetic shield, kinetic punch
3
Kinetic blast
4
Flight
5
Max rating.
Effect descriptions:

Basic Telekinesis: You can manipulate things almost as if they were by invisible fingers. max. lift starts at 50 lbs. at rank 1 and
increases by 100 lbs. each rank afterwards to a max of 450 lbs. at rank 5.

Alter Gravity: By concentrating, the character can shift the way gravity effects him. To this point, he can fall as much as 20' x his
rating without taking damage and jump twice as high as normal (4' up & 8' across per success).

Kinetic shield: By concentrating and spending a point of temp. glamour, the character creates a barrier of kinetic energy. This
effectively adds on to the character's stamina for soaking damage equal to the character's telekinetic manipulation rating + any
extra glamour the character wishes to spend to resist damage.

Kinetic Punch: By focusing on the momentum and gravity around the character's fist, the character can increase the amount of
damage he can do. Damage is str + rank.

Kinetic blast: One of the trademarks of anime espers, Kinetic blasts creates an invisible blast of force that can strike out and
damage whatever the character is trying to hit. The diff. is 7 and damage is wits+rank.

Flight: With this, the character can fly like a bird after using 1 pt. of temporary glamour. STs may or may not institute a 'duration'
of how long the replicant can actually maintain flight.

Wired Reflexes
This reflexware is made up of implanted neural boosters and adrenaline boosters that effectively give the user super-human
speed. Each rating installed increases the character's initative pool (wits+alertness) by one die per level. The max for wired
reflexes is level 3.

Replicant Gizmos Cost Table


Rank
Cost
Machine Telepathy
1 1.5
23
3 4.5
46
5 7.5
Regeneration
4
Telekinetic Man.
12
24
36
4 7.5
59
Wired reflexes
Lv1 2.5
Lv2 4.5
Lv3 6.5

RUNESEERS
By mcclellan_jn@Mercer.PeachNet.EDU

Description
There are few Changelings as enigmatic as the Runeseers. They are what most people would call faerie mages. To faeries,
they are vile betrayers who have turned their back on the Dreaming. To mages they are alien abominations who can't be trusted.
In truth they are the result of a sidhe born on this side of the Mists in the body of an awakened mage. There are rumors of similar
instances concerning sidhe in a variety of were-bodies; though none of these have been confirmed. These faerie mages seem
to not only be vulnerable to banality like their sidhe brethren but are also doubly affcted by paradox. They are generally reviled by
all houses except Eiluned which seeks them out for their power and wisdom. This kith seems to have sprung up with the
Resurgence so there are few if any Grumps. They are potent mages as well as faerie sorcerers. They are few in number but with
the recent increase in the new sidhe and the number of tradition-less mages, they are growing more and more accepted by
each group.

Seemings
Childlings: Childlings are your typical spoiled sidhe except they are generally given what they want not because they yell and
scream, but because they throw lightening bolts. Childlings get six dots for magick spheres and have a beginning Arete of three.

Wilders: Wilders are sombre and quiet individuals who radiate an aura of power and wisdom. Wilders get eight dots for magick
spheres (none higher than three) and have a beginning Arete of four.

Grumps: Grumps don't exist for the simple fact that if banality doesn't getcha then then paradox will.

Lifestyles
Runeseers prefer either outlandishly gawdy mansions or quietly obscure "haunted houses." They tend to be well off financially
and have jobs at banks or other places of power.

Appearance
Like their sidhe brethren, they are unearthly beautiful.

Affinities
Since they are half sidhe they have yet to develop an affinty.

Birthrights
Awe and Beauty: (see Changeling: The Dreaming p.149)
Magick: Runeseers have a limited capacity to use true magick and may achieve up to the rank of Master in up to two spheres
and Adept in the other seven. Note: All Runeseers should begin the game with an Avatar background of at least two. Arete and
Magick can't be raised with freebie points.

Noble Bearing: (see Changeling: The Dreaming p.149)

Frailties
Banality's Curse/Curse of Paradox: (see Changeling: The Dreaming p.149) the same rules apply for paradox as banality.
Power Corrupts: As the Runeseer learns more spheres of magic his changeling self loses the ability to use Arts. So for every
sphere after the first the Runeseer loses the ability to use one Art. Unwanted-Runeseers are unwanted by either mages or
faeries except those of House Eiluned. To show this, Runeseers cannot have a title in any house but Eiluned and recieve +1

difficulty to all Social rolls when dealing with mages or changelings other than members of House Eiluned.

Outlook
Boggans: Who let the Hobbits in?
Eshu: Good storytellers, but bad guides.
Nockers: These guys should hook up with the Etherboys.
Pooka: I smell a rat and there he is.
Redcaps: Great bodygaurds until they eat your books.
Satyrs: Why ask why?
Sidhe: They envy us as much as we hate them.
Sluagh: They're our unwitting allies in the war against the Sidhe.
Trolls: With their help the Sidhe will fall.

Quote
"Look into my eyes for I can show you the truth."

Foci
Runestones: Time/Correspondence/Matter
Staff: Forces/Prime/Life
Helm/Crown - Entropy/Mind/Spirit

Backgrounds
The Runeseer make take the following backgrounds as well as any in the Changeling book: Avatar (should have at least two
dots), Library, Sanctum and Arcane (Node is the same thing as Holdings).

Experience Table
Arts
current x 3
Spheres current x 8
Arete current x8

RUSALKI
By Colin Chapman (col.chapman@virgin.net)

Description
The Rusalki of Slavic lands are intimately tied to the seasons, changing markedly as Spring and Summer give way to Autumn
and Winter. Locked in their very essence and spirit with the differing faces of these cycles, they are at once whimsical and
slightly predictable. While mischievous and mercurial at any time, they are ruled by their Seelie Legacy in Spring and Summer,
and Unseelie Legacy in Autumn and Winter.
Self-centred in any case, the Rusalki are Sirens of water and wood, blending their blood with the rustic farmers, woodsmen and
fishermen who call the great Russian wilderness home. On good terms with the Leshiye, they cheerfully manipulate them for
amusement. In fact, they often stay with the Leshiye in Spring and Summer, indulging themselves in the parties of drunken
gambling, inciting tempers with subtle suggestions of duplicity. Other beings -- mortal or otherwise -- are little more than
interesting diversions for the Rusalki, there to be used as long as they prove entertaining, and discarded thereafter. One could
be forgiven for branding the Rusalki wicked and immoral but in all candour they are simply selfish and amoral.

Appearance
Spring/Summer: In Spring and Summer the Rusalki are delectable nymphs, with skin like creamy-white ivory, long luxurious
emerald green hair, and wild eyes of scintillating hue. They wear little, save for a few garlands of leaves and flowers.

Autumn/Winter: In the bitter seasons, the Rusalki resemble water-logged corpses, pallid of flesh, with lank, dark green hair,
red-rimmed glassy eyes, and puffy features. They wear little (unfortunately) save a few trailing fronds of slick pondweed.

Seemings
Spring/Summer: In the light seasons, the Childling Rusalki are attractive young children, with wide, merry eyes. They dance and
frolic in the woods. The Wilder Rusalki are comely maidens, full and curvaceous of form, delighting in luring and seducing new
'playthings.' Grump Rusalki are stately, mature, and breathtakingly womanly in Spring and Summer, with deep-running passions.

Autumn/Winter: In the dark seasons, the Rusalki Childling resembles a wretched, drowned child, thin and dishevelled like a
water rat. They lure other children and terrorise them. Sometimes the children are never seen again. The Wilders are also
corpse-like and grotesque, thoroughly enjoying the revulsion they invoke in those they enchant and seduce. The Grumps
resemble the drowned corpses of old crones, cackling maniacally as they drown the unfortunate.

Lifestyles
The Rusalki live as farmers, woodsmen and fishermen. and are loathe to leave the rural areas, despite ever increasing pollution.

Affinity
Actor

Birthrights
Bounty of the Sun (Spring/Summer Only): In the light seasons, the Rusalki are filled with the beauty and vigour of life. Add +1
dot of Appearance, even above 5, and +1 dot of Stamina (not above 5).

Cold Waters (Autumn/Winter Only): In the seasons of dying, the Rusalki find the deep waters welcoming them. They can swim at
their full Movements rates, and can breathe and see underwater without difficulty. They also find themselves possessed of unholy
strength, adding + 1 dot of Strength (but not above 5).

Siren Song (All): The singing voice of the Rusalki is enchanting. luring those who hear it near. They must spend a Glamour and
roll Singing + Manipulation (diff. of the target's Banality. Each extra target increases the Difficulty by 1). Success enchants the
targets causing them to come to the Rusalki. Enchanted targets may try to resist, but it requires a Willpower roll (diff. 10) with 3
sucesses!

Frailties
Winter's Face (Autumn/Winter Only): In Autumn and Winter the Rusalki are grotesque, with an Appearance of 0.
Sun-Warmed Heart (Spring/Summer Only): The passions of the Rusalki run deep and fiery in Spring and Summer, and they
make any Willpower roles to control themselves, be it due to temper or lust, suffer a +2 Difficulty penalty.

Wormwood Bane (All): Wormwood is anathema to Rusalki, and attacks made with it effects them exactly like Cold Iron.

Quote
"Dark and light, hot and cold, we run the cycle."

Outlook
Domovoi (Sluagh): We rarely meet these whisperers under hearth and cellar, though they can prove interesting.
Leshiye: The 'lords of the woods' are little clockwork men; just wind them up and watch them go.
Maciew (Boggans): The busy-bodies like us not, and we return the feeling in kind.
Polevik: The grain men do not look on us kindly and are difficult to approach.
Swan Maids: They often land on our ponds, though they are cautious in the dark seasons. As well they should be, but be
warned, they are not easy targets.

Vily: They can be good companions while we are under the sway of the Sun and Flowers, but we have clashed during the cold
seasons. They understand this is our nature, and do not hold it against when we return to the forest again.

SACI
(Sah-CEEH)
By Jose Alexandre Nalon (nalon@brnet.com.br) and Colin Chapman (col.chapman@virgin.net)

Description
The Saci are a curious South American kith, sharing an unusual trait with the Selkie and Swan Maids, in the fact that their
Glamour is contained within an object, in this case their caps. However, they are not skinchangers.
Their caps contain their very fae essences and Glamour. If lost, stolen or destroyed it proves a terrible tragedy. A Saci can use
no magics if it is lost or stolen until it is recovered, and if destroyed his fae nature dies also. Small wonder that the Saci were
often held to ransom by anyone who stole their caps. The cap itself is surprisingly resilient, and may only be destroyed by cold
iron or fire. In fact, cold iron does no damage to the fae aspect of the Saci unless it damages the cap, although it can still cause
physical damage to the mortal body. When a Saci approaches death, his cap (and the Glamour it contains) are passed on to a
suitable recipient. Sadly, they cannot create a new cap if one is destroyed, nor can they change its appearance.
Saci epitomise the spirit of the prankster and are infamous for their elaborate (and often utterly tasteless) practical jokes.
Unfortunately, the Saci don't know when to quit, and they can make a victim's life thoroughly miserable. Needless to say, this
doesn't endear them to others, and makes their company unbearable but for the shortest of periods. They don't really mean to
cause abject misery, but are innocently self-centred, considering little beyond their own humourful gratification.
Superstitious in the extreme, the Saci are fearful of breaking taboo, terrified should they break a mirror, or walk under a ladder
etc., as well as being bound by many of the ancient bans that supposedly affected the fae, such as being repelled by religious
symbols.
Once every year, the Saci gather at a predetermined location for the Prankster's Party, where they vie for the honoured title of
Supreme Trickster. For two days the Saci strive to create the most convoluted, elaborate and disgusting prank possible,
causing no end of chaos for the local human population. In recent years this gathering has steadily grown, as notorious fae
tricksters from around the globe have begun to enter themselves. It's only a matter of time before the event attracts the full
attention of local fae leaders, which could result in a clamp-down, and possible backlash of epic proportions from many
infuriated tricksters.

Appearance
The Saci are of singularly unique appearance, striking even among fae. Their skin is dark ebony, their and faces impish, but
most astounding is the fact that they only have one leg. It isn't that they have had a leg amputated however, but that their legs
have merged into a single leg in their fae seeming. Needless to say, most who see them as mortals simply assume the Saci is
some poor fool who hops everywhere with their legs together. Saci are never seen without their red cloth caps, and they also
show a marked weakness for tobacco, many smoking pipes or cigars.

Seemings
Childling Saci are fidgety, loud and vociferous. Hyperactive, noisy and incredibly curious, they can be guaranteed to stick their
noses where they aren't wanted, creating havoc in the process.
Wilder Saci slowly grow to realise that few people appreciate their twisted sense of humour, and derive a certain perverse
pleasure from this fact.
Grump Saci live up to the stereotype of a grump, 'retiring' to settle down, and gathering with friends to reminisce about the 'good
old days' and grumble loudly about 'the youth of today'.

Lifestyle
Traditionally, the Saci enjoyed the rural domain of small villages, living among (and plaguing) the local peasantry, but with the
growth of the vast, overpopulated South American cities, they have adapted rapidly. They can easily hide in the urban jungle, and
there are oh so many potential victims. Unfortunately (for other kithain) they have also spread with South American emigration,
and now plague the fae of North America as well.

Affinity

Actor

Birthrights
Twister: With the expenditure of one Glamour, the Saci can assume the form of a miniature whirlwind, spinning rapidly, flying
through the air, and passing through any obstacle the wind itself could. This form is largely immune to all forms of damage,
although it only has the strength to lift dust and leaves. The Saci cannot manipulate anything in this form, but it does have many
uses. They must call upon their Wyrd when using transforming in front of a mortal.

Riddle Me This, Riddle Me That: The Saci are extremely fond of convoluted pranks, jokes, riddles and enigmas. They may
never botch an Enigmas rolls, and gain an additional success on any successful roll.

Oogah Boogah!: The Saci are particularly adept at scaring animals, causing horses to buck their riders, cows to stop
producing milk etc. They roll Manipulation + Animal Ken (diff. 6). One success is all that's needed, but each additional success
increases the effect or lengthens the time.

Frailties
Hop Scotch: With only one leg, the Saci suffer some severe physical problems. Firstly, while they can hop with the same
competency a human can walk, they are still slightly slower, moving 5yds, 8yds + Dex, and 10yds + (3 x Dex) respectively.
Secondly, they cannot perform any task that requires the use of both legs (such as driving a manual automobile). Finally, they
suffer a +2 penalty on all the difficulties of actions that involve the use of their legs (such as swimming, climbing, fighting etc.).

Echoes: Exactly like the 3pt Supernatural Flaw of the same name (CtD2 pg 159-160, CtDPG pg 24), the Saci are barred by
many ancient bans. In addition, they must make a Willpower roll (diff. 8) in order to break any superstitions.

Quote
"Woohahaha! Boy, do you look stupid!"

Peculiarities
Without their cap they cannot perform any magic except Kenning and their Riddle birthright. However, their life-bond with the cap
is powerful indeed, and they can sense its location with a Wits + Kenning roll (diff. 7), or tell whenever it is touched or damaged.

Outlook
Of all the South American kiths, the Saci have the most contact with foreign fae (much to the dismay of the foreigners).

Boto: I'm glad they stayed in the wilds.


"They were never much fun anyway, and stealing their cap always became monotonous. Now they've gone, maybe we can
enjoy a little peace."
Curupira: You should have see them dance when you set their fur on fire! Whoowee!
"Their pranks were often foolhardy and dangerous."
Eshu: Great tales to tell, although they don't appreciate a good whoopee cushion under their storyteller's chair.
"They'd make a fine audience if only they'd shut up and stop messing around."
Sidhe: These posing nobles truly inspire you to heights of trickery and boy, do they make great targets.
"Gah! And we thought the Pooka were annoying!?"

Saiya-jin (Sayin)
By DeGorian Smith (dahioshee@hotmail.com), inspired by Dragonball Z

History and Original Idea


(Information constructed from research.)
The Saiya-jin are a ruthless race of ape-like people who are very strong but few in numbers. "Fighting is in their blood, it is like a
sixth sense." Though very few they manage to defeat all their opponents by one special gift, the moonlight. With the tail they
have, they have the ability to change into giant ape monsters. This enables them to increase their fighting power ten times
greater than it normally is. Their planet was destroyed by Frieza only four Saiya-jins remain: Raditz, Nappa, Vegeta, and Son
Goku. They were the last. As the story progresses half-blooded Saiya-jins were born, such as Gohan, Trunks, and Goten.

Oozaru form
When a Saiya-jin looks at the full moon he or she turns into a giant ape monster. The Saiya-jin must have a tail in order to
transform. Thus it is the root of their power. Since sometimes the moon isn't up, the Saiya-jin have developed a new technique
that lets them create artificial moonlight. It helps them transform.

Super Saiya-jin
Super Saiya-jins are said to come every one thousand years as the story was told by Vegeta. But as we know the key ingredient
that triggers a Super Saiya-jin is a great amount of anger. Super Saiya-jins are said to have no equal in the universe, but I guess
that's not true because of how strong the Androids, Cell, and Buu were. They are relatively stronger than a regular Saiya-jin and
can transform in and out of it.

Physical Description: increased muscle mass and power. Hair turns gold and stands on its end
Super Saiya-jin 2
Super Saiya-jin 2 is accomplished with even greater rage than when turning into a Super Saiya-jin. But this stage is easier to
accomplish because of already going the first time. The power level of a Super Saiya-jin 2 is enormous as we witnessed when
Gohan defeated Cell. Majin Vegeta was so powerful at the level of a Super Sayia-jin 2 that he named himself Super Vegeta,
giving himself a very popular title.

Physical Description: Increased muscle mass and power, higher than a Super Saiya-jin. Golden hair is longer than a Super
Saiya-jin. At this level, the Saiya-jin has the ability to concentrate on a single trait to build up. For example, Trunks focused more
on strength thus making his speed weaker. Vegeta got smart and built up on all his traits making him better and stronger.

Super Saiya-jin 3
Super Saiya-jin 3 was accomplished only by Goku and Gotenks. To get to this level, the Saiya-jin must be pushed to extreme
limits before reaching it. This level is easier to achieve because of already learning going through the first two stages.

Physical Description: The strength here is incredible. They are much more stronger than a Super Saiya-jin 2. The eyebrows
also disappear. The hair is long and golden. It extends to about the knees. Since they are more powerful it takes up too much
energy, thus making them tire easily. Resting does not build up their strength, it makes them lose it.

Super Saiya-jin 4
This level is considered to be called beyond the Super Saiya-jin because the hair turns black. The eyes turn into an evil look. To
turn into one the Saiya-jin must have a tail, be a Super Saiya-jin, transform in a Golden Oozaru and then concentrate your ki.

Conversion
The closest things I see to the Saiya-jins are the Hanumen of the Hsien (see Land of Eight Million Dreams) the Tao Qi Gui and
the Pooka, so their traits will be combined.

Appearance

The saiya-jin wani form is similar to the wani form of the hanumen. The saiya-jin Mask of Shintai is their Oozaru form. (Note: the
Oozaru form is about the same size as the hanumen Mask of Shintai

Kwannon-jin Fortune
Any

Luck
The Gods of War have shown favor to the saiya-jins. They get bonuses to attack and defend. The Saiya-jins gain two dots in
Martial Arts, even if this raises the Skill above five.

Curse
Saiya-jins are always trying to better themselves. After every training session they take aggravated damage.

Wani Powers
Saiya-jins automatically gain two dots in Strength, Stamina, and Dexterity even if this raises the Attribute over five. Also the
saiya-jins have the ability to become Super Saiya-jins.

Concepts
See Dragonball Z.

Merits and Flaws


Overconfident, Iron Will, Self-Confident, Acute Senses, Perfect Balance, Danger Sense

Quote
"Just because you won this match doesn't mean you'll win the next."

Outlook
Ouibu, warrior-cadet, picking himself up off the floor and speaks his mind

Fu Hsi: What they know you need to know.


Hanumen: They don't fight but they do make everyone happy.
Heng Po: If you're hunting for something, they can find it.
Nyan: I...I...I...a wow?
Tanuki: They're warriors just like us, and like us they don't give up esaly.
Chu-in-yu: Warriors who are cold and calculating.
Chu Jung: Their strategies are impressive.
Hou-chi: They are -- what's the term -- rangers of the wilderness.
Komuko: They are shapers of stone. Artists. Nothing more.
Suijen: Advisors and teachers with the knack of telling the truth when nobody wants to hear it.

Tangles: They are some of the weirdest warriors I've seen.


Tao Qi Gui: They must be related to the tangles.
Tengu: The mind of a monk in the body of a bird.
Oni: The only difference between a monster and a warrior is self-control
Waigoren: Do they really know what goes on in this world, or are they just here to whine.

SALAMANDER
By J. Lance Alloway (lanja@cbn.net.id)

Description
The Salamanders are thought to be one of four Kith (unless one believes the stories of certain Asian Fae) closely tied to primal
elemental forces. Salamanders are creatures of fire and passion, and are often mistaken for the true elemental spirits of fire that
inhabit the Umbral realms of flame. In fact, many believe these Fae have more in common with those pure elemental spirits that
the other Kithain. Changeling Lorekeepers trace the origins of the Salamanders back to ancient times when a group of powerful
Fae Lords departed Arcadia on some sort of Umbral quest. They never returned, but some believe that their descendents did.
These mysterious Fae are known as terrifying warriors, vicious pranksters and are generally feared for the destruction they
bring. Nevertheless, they are also renown for their warm smiles, unnatural beauty and the fiery splendor they are able to create.

Appearance
Almost uniformly beautiful in their humanoid form, the first thing one notices about a Salamander is their hair and skin. Bright red
or glowing blond, the Salamander's hair is usually a winding flowing mass of curls or a bizarre, spiked shock standing straight up
on the Fae's head. Their skin has a distinct copperish hue, is noticeably warm to the touch and seems to glow faintly with an
internal light. Their eyes speak volumes, and their deep blue, green, violet or golden color seems to shimmer and often change
entirely. Salamanders come in almost every height range, though often well muscled, they are shapely and usually quite slim -until they reach old age that is. Most Grump Salamanders are truly impressive figurez. Males sport the bulging arms and barrel
chests of a Vulcan smith. Females are both voluptuous and powerful. These are the Fire Giants or Eifreets of lore, and they rival
even the Trolls with their imposing size and physique.

Lifestyles
Salamanders are a passionate and impulsive breed. Whether they are warriors, pranksters, crusaders, or priests. Salamanders
tend to be constantly active and dynamic. These are not the supporters of the status quo. Change is necessary and to enact
change old things and ways must first be torn down, consumed and turned into something new and wonderful. The mortal lives of
Salamanders are greatly varied. One might be an inventor, an activist, an artist or a soldier -- anything will do so long as the
potential for action and passion is there. One never hears of a Salamander accountant, at least not for long before the company
is burned to the ground.

Seemings
Childling: Young Salamanders are known for their innocence and openness. They are also infamously accident-prone. These
are the kids who get in trouble for playing with matches and burning down the garage. Already they exhibit some of the
impulsiveness of their kind. They tend to be outgoing and talk back to their teachers. When angered, their tantrums are short but
potentially dangerous.

Wilder: Impulsive and quick-tempered, Salamander Wilders embody the unpredictable and violent nature of flame. They are a
teacher's worst nightmare. Rebellious and often sarcastic, they rush through life consuming everything in their path. Though they
tend to be popular amongst their peers, their antics would drive a saint to desperate acts -- and normal people to far worse. An
angry Wilder Salamander is a potentially deadly foe, as the short emotional outbursts of childhood grow longer, more focused
and far more malicious in nature.

Grump: Slow to anger, the unbridled rage and wholesale destruction of a Fire Giant once roused is a thing of legend. The
power and majesty of those rare few Salamanders who reach old age is truly awesome. Ironically, many Greybeards retire to
quiet lives of study and introspection, often working diligently toward some cause. Others find some fiery locale and set
themselves up as Lord of that demesne. In any case, most maintain some sort of permanent portal between their realms and the
elemental realms of fire. Some few depart the mortal world entirely to take up permanent residence in those realms. Of all the
Kithain, Salamanders are least concerned with the closing of the trods to Arcadia. Flame is eternal and so is its power to
conjure up the dreams and fears of man. What care they for the Kingdoms of the Sidhe?

Affinity
Prop. Given their destructive nature, Salamanders are most skilled at affecting objects that are non-natural or are crafted by
human hands. This includes formerly natural objects that are crafted into something else. Wooden objects are the most obvious
example of this.

Birthrights
Promethean Heart: The heart of every Salamander is a thing of pure and eternal flame, which extends its influence throughout
the Fae's entire fairy mien. This "Heartsflame" causes the Salamander's eyes to blaze with light and tongues of flame lick from
their mouths as they speak. The mere snapping of a Salamander's fingers causes sparks to fly into the air. Thus there is always
a significant risk of destruction whenever a Salamander is present. The Salamander's fiery nature is also extremely unnerving for
most observers. Most animals and mortals will flee if a Salamander flaunts its fiery nature. Creatures such as vampires, which
have a natural weakness and aversion to fire must make a Courage check to remain in a Salamander's presence should the
Kith wish to drive such creatures away.
Furthermore, Salamanders can call forth some of their heart's flame, sending it forth from their bodies. The Salamander can
learn to create all sorts of interesting and potentially harmful pyrotechnic effects using the Heartsflame. Calling forth the
Heartsflame requires one turn of concentration and can then be used in the manner described below. All damage done directly
by the Heartsflame is dealt with normally, though it is Chimerical in nature unless the Salamander invokes the Wyrd. In doing so,
it is believed that Salamanders make their flames real by tapping into the realms of elemental flame within the Umbra and
channeling those forces to earth with their Glamour. Normal fires created by the Heartsflame in this manner must have
something flammable to consume, but are fully real and cause normal damage. So long as there is fuel, no additional Glamour is
needed to maintain them, and they can be manipulated in the same manner as the Salamander's own Heartsflame.
Young Salamanders are capable of only simple tricks such as creating flame in the palm of one's hand or turning one's hair into
a corona of flame. With practice, Salamanders can cultivate their Heartsflame to such a degree that they are capable of
producing prismatic displays of living fire, which can astound, captivate and potentially terrorize onlookers. An ancient Eifreet
could summon forth swarms of creatures made of living flame or could cause the fires within the earth to rise and consume an
enemy's stronghold. It is suggested that the Storyteller use the Salamander's age, mastery of the Art Pyretics, and the specifics
of the situation to gauge what effects are allowable and within the individual's power to create.
To create any of these effects, the Salamander rolls Dexterity or Wits (player's choice) + Performance/Artistic Expression or
Intimidation (depending on the desired effect). The Storyteller assigns difficulties, depending on the complexity of the display.
Many are the stories of Sidhe nobles who coaxed, tricked or forced a Salamander into using these skills to delight the noble's
court. It is also well known that these stories generally end in tragedy and destruction if the Salamander was coerced, angered
or somehow offended.

Skin of Brass: Salamanders are also known for their immunity to all forms of flame. Only a fool would attack a Salamander with
flame, as the result would be futile at best. More likely the would-be attacker would find his weapon turned upon him.
Salamanders take no damage from fire be it natural, magickal or Chimerical. Other types of magical flame, which are more
spiritual in nature have some small chance of damaging the Salamander, requiring a Willpower roll vs. targets of 6 to attune the
Heartsflame to this new type of fire.

Fire Giant's Might: Salamanders undergo a drastic transformation when they become Greybeards. The Salamander's lithe and
supple form begins to gain both size and mass. Typically, a Salamander will gain 1 to 3 feet in height and put on an additional
25-40% of their starting weight in new muscle mass (The specifics should be agreed to by the Player and Storyteller). This
change grants the new Fire Giant a permanent point of Strength and one additional bruised health level. It is generally believed
that this transformation results from frequent exposure to the Umbral realms of fire. Should a Fire Giant have no access to those
realms the transformation may not occur. Also, if a Fire Giant is later denied access to those realms for an extended period of
time, the additional point of strength is lost until contact can be reestablished.

Frailties
The Moth's Curse: When a Salamander sees something involving fire (a bonfire, an arsonist at work, even a passing fire truck,
etc.) she must make a Willpower roll (difficulty 8) or be drawn to the flame like the proverbial moth. If the roll is failed, the
Salamander will move towards the flame, even if that means getting in a car to reach the scene of a fire seen on the TV news.
The Salamander will then watch the flames lustfully until they either die out or are extinguished. To break off this reverie in order
to act or leave, the Salamander must obtain multiple successes in another Willpower roll (difficulty 8). The exact number of
successes is determined by the Storyteller, and based on the nature of the situation, the desired action, and the Salamander's
personality. Actions that might hasten the actual quenching of the fire should start from a difficulty of 9, though the Storyteller may
modify this downward if the situation merits it. Stories abound of fiery spirits saving children from burning houses only to return to
the flames and glory in the blaze. If at any point one of these rolls is botched, the desire to join with the flames completely
overwhelms the Salamander and she disregards all else in gleeful abandon. In such cases, the Salamander will do all within her
power to turn the fire into the largest inferno possible.

Fiery Nature: Salamanders are notorious for their passionate natures and quick tempers. Anger, jealousy and grief are not
emotions a Salamander normally deals with in a cold or calculating way. It is not in their nature. This does not mean they are
rude in the manner of Nockers, nor are they much like the unsociable Redcaps. In fact, Salamanders are often genial, polite and
even kindhearted; that is unless you vex, annoy, belittle or otherwise upset them. It is then that the elemental aspect of their
personality shines through. Mourning and remorse manifest as unbearable grief; jealousy burns in their heart and urging them to
act; and anger feeds on itself until it becomes an blind and violent rage. In any case, the usual reaction is for the Salamander to
lash out at those beings and things nearby.

In game terms this manifests in three ways. 1) It increases one's difficulties for social interaction with the individual(s) causing
the negative emotion; 2) It requires a Willpower roll to avoid losing control of one's emotions in such circumstances. And 3), it
requires Willpower rolls and expenditures to direct such a rage or once it's begun, and an extended Willpower roll to eventually
regain control of one's emotions. How these three factors interrelate depends on the situation and the age of the Salamander.
Fiery Tantrums: At the Childling stage (for Fae who's nature is still under 12) Social interaction will be a less significant
problem. While some have a mean streak or are sullen, they can also be innocently pleasant or genuinely distressed by
someone else's hurtfulness or displeasure. By far the biggest problem for Childers is controlling their tempers once they
have been angered. Childlings fly in to "tantrums" easily, which is often how the other child being watched by the sitter
winds up in uncontrollable tears or the barn gets burned down. Luckily, with only a few notable exceptions, Childer tantrums
aren't too violent and subside quickly.
Burning Anger: At the Wilder stage (13 to adult) Social Interaction difficulties increase as the Fae's teenage rebellion and
general bad attitude begin to assert themselves. Wilders have, however, learned a little more self-control over the years
and thus are less likely to fly into a rage. But their rebellious nature often leads to significantly longer and more destructive
bouts of anger than for Childlings. It is believed that a group of Salamander Wilders was present in Los Angeles a few
years ago when the Rodney King verdict was handed down.
Smoldering Rage: Finally there are the Grumps. Salamander Greybeards, often referred to as Eifreets or Fire Giants, are
a mixed bag in terms of Social Interaction. Some still have notoriously foul tempers. They bark and scowl and give off the
impression that they are just barely restraining the overwhelming desire to incinerate the person before them. Others, while
gruff and unsettling, have become more controlled with time. While the feeling that the Greybeard might well like nothing
better than to reduce the source of annoyance to ashes, there is also a sense that the Salamander has control over the
choice to do so or not. Some few have even managed to gain a reputation for being polite and restrained, even in dealing
with their enemies.
The downside to this is only seen when a Fire Giant loses control of his rage. The intensity and duration of the resulting
frenzy is legendary. Whole cities and freeholds have been lost due to the rage of a single Fire Giant. For this reason these
Greybeards are often passed over on the guest list, and if invited treated with deference by their host.

Natural Enemies: Fire is only one of four (or five in Asian beliefs) elements. These elemental forces are in some ways at odds
with one another. With regard to Salamanders specifically, underwater environments and places of unnatural cold are extremely
uncomfortable and potentially dangerous. When underwater, a Salamander can only use his elemental powers with the
expenditure of Willpower, and even then, the surrounding environment actively works to counter and overwhelm the effect. This
leaves the Salamander extremely vulnerable to attack, as his primary weapon is rendered useless.
Though the effects of cold and entropy are less pronounced that of water, prolonged exposure to extreme environments of this
type will slowly sap the Salamander's strength increasing the Salamander's difficulties by one for every day spent exposed them.
Finally there is much misunderstanding and rivalry between Salamanders and the Fae spirits of water. Just as the two elements
are diametrically opposed to each other, so are these Kithain bound to complicate each other's plans and get on each other's
nerves. Social interaction between these two groups are at +1 difficulty or greater.

Quote
"The power of flame, and its place in the dreams and nightmares of man, is eternal; and so my child are we. "

SALVANEL
By Colin Chapman (col.chapman@virgin.net)

Description
The Salvanel were the most elusive of the Italian kithain, light-hearted, tricksey and mischievous. Fae of the wild, they delighted
in scampering through groves of trees, and exploring overgrown caves with great curiosity. Even greater was their love of
children, and they would often steal away those that they encountered, raising them with generosity, kindness and Glamour,
unmindful of the heartache they caused parents. But, this was long ago, and time has seen many changes.
With the Shattering, the Salvanel were forced to become changelings or flee to Arcadia, and they could not bear to leave a world
of children behind in such dark times. As changelings, the Salvanel have acquired the knowledge of which they were so blissfully
unaware: the bond between parent and child, and this was to have a profound impact on their activities.
The Salvanel resolved to only 'rescue' those children from abusive families and many have moved into the cities, working for
children's charities, daycare-centres, orphanages and social services. Their ancient forest domain is now all but forgotten. They
have maintained their light-hearted and tricksey nature, as well as their generosity and deep-seated love of innocence. Nothing
fills them with such contentment as seeing a child happy and cared for, given room to dream and grow. While they are subdued
as changelings, they think nothing of unleashing their prankster's nature on those that have been abusive to children, and some
of their practical jokes have been known to be fatal.

Appearance
In their mortal Seemings, the Salvanel appear as hirsute people of Latin background, and of average height, but slightly lanky.
Their fae mien is slightly shorter and lankier, and a soft reddish-brown pelt covers them entirely, except for their face hands and
feet. Their faces look childlike, with large deep eyes, and wide bright smiles. As is traditional among Italian fae, they always
wear some red, possibly as the result of an ancient geas.

Seemings
Childling Salvanel simply thrive on fun. They love their peers, and exude the very essence of what it is to be a child or childling.
They are the much beloved pride of their elders.
Wilder Salvanel still maintain an edge of childlike wonder, and love playing the role of the caring elder brother or sister. They
protect their younger charges, as well as playing with and entertaining them. Many childlings (not just Salvanel) look to the
Wilders with a mixture of love, delight and awe, uttering the words 'I wanna be like you when I'm big, unca' Mario'.
Grump Salvanel are the parents every child would love to have. Patient and caring, they always have time for the children; to play
or read them stories, to protect and nurture them, and let the children enjoy innocence while it lasts. They never lose their
tempers, and they never hit children.

Lifestyle
The Salvanel can be found wherever there are children, helping them, nurturing and entertaining them.

Affinity
Actor

e
Birthrights Flip-Flap: For all their lanky appearance, the Salvanel are incredibly dextrous and agile, delighting children with
acrobatic antics. They add one dot of Dexterity (even above 5). This bonus is in effect at all times.

Heartfelt Trust: Children and childlings instinctively trust the Salvanel, and will even willingly place their lives in their hands.

Frailties
Shield of Innocence: All Salvanel, even the rare Unseelie, must do their utmost to protect children, and cannot, by action or
inaction, allow one to come to harm, physical or otherwise. To allow it requires a Willpower roll (diff. 10) and immediately rips
away 2 points of Willpower and inflicts a point of permanent Banality.

Eyes of the Child: The Mists do not shield the Salvanel from a child's gaze. A child always sees a Salvanel for what he really is.
'Momma! Look! Is nice furry man'.

Quote
Innocence should be cherished and nurtured, for it is fleeting, and we only realise its power when it has finally died.

Outlook
Some Salvanel have spread to foreign Italian communities, but the majority are still in their native home.

Boggan: Thank you for cooking those cookies I asked for. The children will love them.
(blush) "That's alright, anything for the little dears."
Eshu: Please, this is the most comfortable chair we have.
"(sits down) Now then children, once upon a time . . ."
Fatae: Oh Maria. See how you've upset Luigi?
"Aw, do I have to unca' Mario?"
Folletti: Yes, the party is just about to start. Please come in; the children can't wait to hear your music.
"Hey kids! It's party time!"
Nockers: Are you sure this ride is safe?
"What!!? I made it, of course it's safe!"
Pamarindo: Please children, go inside. It's safer.
"So, not gonna let me play with the little dears, huh?"
Pooka: And now, it's time for the Amazing Mr. Orinoco Fox! Dancer extraordinaire!
"Tah-dah!"
Redcaps: Please Ogthod, leave some jelly for the other children.
"Grmufflh, 'kay."
Satyr: You guys were great. You really got the dance going.
"Hey man, our pleasure. Now, how's about a private party . . . ?"
Sidhe: I believe, Lord Cullyn, that you have need of my services?
"Ah yes, you're the new baby-sitter aren't you?"
Troll: Thank you for helping remove that man. He had abused his son so badly; he had no right to come here now.
"Believe me, it was my pleasure."

SEI
By Colin Chapman (col.chapman@virgin.net). See also the Kappa, Tengu, Hengeyokai and Oni (version 2).

Description
The Sei are the native changelings of Japan. Sei are a breed apart from the western kithain, and there are many striking cultural
and psychological differences. Indeed, even as kithain find the Sei strange, the Sei find the kithain equally baffling, referring to
them as Fushigi-no Itoko ('Strange Cousins'). Despite the great Imperial past of Japan, the Sei have always stood apart from
such rigid social structures, and if anything have long ridiculed and loathed such establishments. In fact, the Sei have often
deliberately targeted the most conservative individuals, especially religious types, and people with over-inflated self-egos, as
their main victims. The Sei are outlaws, and outlaws they will remain. While they have no Courts, and loathe the very concept,
they do have two aspects to their psyche; one Radiant (Kagayaku) and one Shadow (Kage). The Hengeyokai find themselves
evenly split between these Aspects, often fluctuating between them, depending on circumstance. The Tengu also walk this fine
line, but are not so capricious, while the Oni favour Kage, and few Kappa are anything but.

Sei Character Creation


Aspects
Common Kagayaku Aspects include Abu (Gadfly), Dokeshi (Prankster), Hakuai-shugisha (Philanthropist), Inshushi (Hermit),
Jimpan-shugisha (Humanist), Junkyosha (Saint), Kanzan Ronsha (Aspirant), Kenjin (Sage), Kyoshosha (Paladin), Ronin
(Knight), Shijin (Troubadour), Toho Ryokosha (Wayfarer).
Common Kage Legacies include Akuryo (Fiend), Bakamono (Fool), Bunretsu-no (Schismatic), Chikusho (Beast), Damasu
(Rogue), Dorobo (Rake), Futeinoto (Outlaw), Gurotesukufu-no (Grotesque), Hanjimono (Riddler), Kibenka (Sophist), Kojiki
(Wretch), Okubyomono (Craven), Sagishi (Bogle), Share-mono (Fop), Shukumeironsha (Fatalist), Yabarijin (Savage).

Arts of Majinai (the Sei name for Cantrips)


All Sei favour Chicanery. They don't have access to Contempt, Sovereign, Chronos, Spiritlink or Naming.
The Kappa favour little else. The Hengeyokai also favour Legerdemain, Delusion and Wayfare. The Tengu also favour Delusion,
Legerdemain, Primal, Soothsay and Wayfare, while the Oni also favour Delusion, Pyretics, Legerdemain, Primal, and Soothsay.

Backgrounds
No Sei have access to Title, and they all tend to favour Chimera, Mentor and Treasure.

Sei Lexicon
Arcadia: Otagi no Kuni
Banality: Heibon
Cantrip: Majinai
Childling: Kodomo
Chimera: Kosuteki-na
Freehold: Yosei no wa
Glamour: Mayowasu
Grump (elder): Toshi-ue no
Magic: Maho

Teacher: Sensei
Wilder: Sozoshii

Willpower: Ishino Chakara

SHELLYCOAT
By Chris O'Toole (cmotfoofur@aol.com)

Description
The shellycoat is a scottish bogie who lives in freshwater streams. He is so-called because his body is almost covered in shells
which clatter when he moves. He enjoys leading travellers astray, and tricking and confusing them. Kithain are as disposed as
their faerie counterparts to tricking and bewildering innocent people, especially those whom they see as encroaching on their
territory. The nature of these deceptions is often similar to those of a pooka, but there is rarely evidence of the culprit mocking
the victim directly; instead the shellycoat is content with the satisfaction of humiliating someone. Seelie tricks are less severe,
and the motive is usually to keep people in their respective places. This is their calling; they are gifted with an immunity to
conceit, and if he has friends in high places, his work is often focused on a purposeful aim, though sidhe will rarely deal openly
with shellycoats, since many look down on them for their apparently mischievous behaviour. Meetings are clandestine, such as
that between Dark Tom and candle Jack, though that was, of course, in the case of a sluagh, and with a far more unpleasant
purpose.

Appearance
A shellycoat in mortal seeming is usually quite short or stooped in stature, with long arms and fingers, a large flat nose and thin,
wet hair. He will usually dress such as to cover most of his body, ususally showing only his face and hands. No matter what he
wears, it will appear to be noisy and unsubtle when he moves. In fae seeming, a shellycoat has pale green skin and is covered
from head to toe in small shells of all kinds, from whelks to watersnails, the clattering of which make his movements loud and
obvious. His hair is thin and black, in long wet strands reaching down his back. Only the face and part of the head, and the hands
and feet can be seen clearly. A shellycoat's body is always damp and clammy, and often smells slightly of stagnant water.

Seemings
Childling: Often scolded for being a bully, though it would be noticed that he only picks on the bullies themselves. Surprising
ingenuity and logic for a childling.

Wilder: At secondary school, the most efficient of prefects. Good at keeping people in line while not necessarily a good leader.
Very trustworthy, at least by those who know exactly where they stand, and stay there.

Grump: Much like a wilder, a grump will become more easily accepted by most people than before.

Lifestyles
While without a code of honour, seelie shellycoats usually have a sense of morals, and the cunning and ingenuity of a pooka
grump. Unseelie have a tendency to go renegade or freelance as mercenary pranksters, though very rarely murderers; even
unseelie kithain retain a sense of ethics and a glimmer of responsibility. Shellycoats often turn out to be the unsung heroes of
social order, but few feel resent towards the sidhe for this; they rarely lose their temper, and have a strong sense of their relative
social standing.

Affinity
Scene

Birthrights
Trickery: Shellycoats know how to deal with the complacent; this is not confined to mundane deception, they are also strong in
the art of Chicanery. Shellycoat characters receive two free dots in Chicanery. This is never used to take advantage of nobles.

Trustworthy: Despite their reputation, shellycoats are usually trusted (even if only in secret) by those above them. Social rolls
are taken at +2 when dealing with someone of higher social standing, unless there are others present who are not like-minded
as the noble in question. Their respect and understanding of vocation, and their patience, confers a Willpower bonus of +2.

Frailties
Shellycoat: A shellycoat's shell cover makes a lot of noise with the smallest motion. It may also inhibit movement to a small
degree. A shellycoat character takes athletics and dodge rolls at -1, except when in or under water. All stealth rolls are taken at 3.

Quote
"I strongly believe he will soon change his mind, my Lord."

Outlook
Boggans: Their gossiping should be watched closely.
Eshu: Few truly deserve the glory they claim.
Nockers: Taken for granted, we would be far worse off without them.
Pooka: If only their brilliant ingenuity could be channeled.
Redcaps: I know a few who would pale at the sight of an oyster.
Satyrs: To be treated carefully; they have a sway over the weak-minded.
Sidhe: They have not enough power to dedicate sufficient effort to control of the populace; we are valued by many.
Sluagh: Some assosciate us rather too closely with these.
Trolls: Worthy custodians of the peace, though brute force is not the only way.

SLUAGHAN
By David Gallo (gallo@connectnet.com)
"The play's the thing, wherein I'll catch the conscience of the King."
-- Hamlet

"Oh, what a tangled web we weave, when first we practice to deceive."


-- Old Saying

Origins of the Sluaghan


The Sluagh keep many secrets, but one of the best kept perhaps, is their history.
The Sluagh used to be known by another name: The Unshriven Host, The Army of Guilt. They were the fae born of guilty or dark
and secret thoughts. Mortals would torment themselves with these thoughts, and new Sluaghan would be born. And for this, they
had power.
It is said they were born long before the others. The legend goes that the first Sluaghan taunted Eve with the Apple -- because
she had been thinking of it already, and felt guilty about it. A Sluaghan was there when Caine slew Abel (some say it was the
same that had caused Eden to fall), and witnessed the birth of the Kindred. Darker histories say that a Sluaghan actually gave
the vampires their dark powers.
Since these first acts, the Host would go off in the night and take those mortals whose thoughts would utterly consume them. And
eventually, they too would become Sluaghan. Some say that the Sluaghan and the Banshees are related in some way, in that
they are both created by lamenting over darkness. The Sidhe, both Seelie and Unseelie, would fear them. The Sluaghan had
power over the Sidhe, because even the Sidhe could succumb to guilt. After all, everyone is guilty of something. So the Sidhe
decided to do something about it.
The Shining Host met the Unshriven Host in the War of Souls, and it was a fearsome sight indeed. The arts of Sovereign and
Chronos were none to compare with Culpuum -- the Art of Guilt. Culpuum could find the Sidhe's hidden fears, secrets and plans.
It could also hide the Sluaghan, dishearten the Sidhe forces, make the Sluaghan look like the Sidhe's nightmares. There was
even rumor that Culpuum could drain glamour from other fae and feed it to the Sluaghan through dark thoughts. For some
reason, Sovereign could not overcome this dark art.
Eventually, the Sidhe emerged victorious. No one knows exactly how, but there are rumors amongst the commoners of help from
the dragons; others speak of a dark alliance made that the Sidhe still regret -- the tithe to Hell. But none know for sure what the
deciding factor was.
In the great hall of High King Aegrus in Arcadia, the Sluaghan were subjected to a powerful geasa which reduced their power a
great deal. They were cursed with their current frailty of Whisper. And many say that they had far more powers than those of
Squirm and Sharpened Senses. What they were are lost to all but the highest of sages in Arcadia... and they aren't talking.
As for the art of Culpuum, it is now forever lost. The Unseelie gladly picked up the task of reigning over the dominion of guilt and
dark thoughts. Some say that not all the Sluaghan were subjected to the geasa imposed on that day. There are rumors of a few
hiding in the Mortal realm, already taking up the forms of mortals for their own dark designs. Still others were thought to be in
other areas of the Dreaming where they were heavily protected. Some of the more powerful ones are rumored to be in Hell as
the first to be tithed because they were not able to be controlled to the satisfaction of the Sidhe.
Why the Sluaghan did not come to the aid of the commoners during the Interregnum and the Accordance wars is unknown, for
surely their own the kind (those known now merely as the Sluagh) suffered as greatly as any. Perhaps they are waiting for the
right time, when the remorse of the Sidhe for that terrible injustice grows to a head, and they are able to return to their former
glory. For now, if they still exist, they watch.... and wait.

Game Details
Obviously, the Host are powerful beings. They are not suggested for player characters, but could provide interesting background
for some of the players. Perhaps you want the Sluaghan to be a derivation on a House. If so, you'll need to accept the fact that
there were more than one ruling kith. There is a great possibility that the Sluaghan had many internal Houses (like the Sidhe)
differentiating different types of guilt and dark thoughts. Note: I'll probably present something to this effect in the future, but feel
free to come up with your own in the meantime.

Appearance

Similar to that of a Sluagh, except with a look of vengeance in the eyes. They tend to have a bearing of purpose that would rival
any noble. In their fae forms they truly look like spirits of vengeance, and have been known as Dark Lords. Their gaze causes
fear, but when they speak, raw terror consumes people. It is rare to hear a Sluaghan speak, for it surely means your doom. They
favor simple, yet fearsome clothing. Bloodstained, tattered clothing is not uncommon, and neither are immaculately tailored
raiments.

Seemings
Childlings are vindictive, brooding beasts reminiscent of Damien from The Omen. They are the ones that take delight in
tormenting a beehive because they were stung by one bee.
Wilders are dark, plotting fae who take great delight in causing people to suffer for their crimes. No matter what, they seem to
always loom -- even when they're talking to a Troll. They take everything as a personal affront and deliver retribution at any
chance (and for any action).
Grumps are the most fearsome of these kith. It is said that revenge is a dish best served cold, and these fae prove it. A grump
will seem far greater and more powerful than any around him, and delivers looks darker than a room full of nightmares. Vampire
elders have nothing on these Machiavellian fae.

Lifestyles
Sluaghan choose jobs in which they can be meticulous or wrathful. Many are found as police, lawyers, judges, vigilantes, or
watchmen. A Sluaghan for a friend is a powerful ally, but never do anything to anger them -- for they can turn into worse than your
worst enemy. They favor living in places where they can gain information or watch over others.

Affinity
Sluaghan can chose any Realm to have affinity with, but most choose Actor or Fae for the obvious reasons.

Birthrights
Silver Tongue: The Sluaghan are able to talk and convince others of anything. Some of the greatest Sluaghan have managed
to lure Vampires out of their havens to see the 'glorious sunrise'. This power also works to scare the hell out of anyone.
Whenever a Sluaghan wants, he can use this power and gain two dice on Social rolls for means of persuasion or fear. The
Sluaghan cannot fail Subterfuge or Intimidation rolls. This is often what the Sluaghan does instead of using Culpuum, which
should be reserved for the most heinous and atrocious of crimes. Incidentally, this birthright is the reason that Sluagh are now
forced to suffer the frailty of Whisper.

Spook Speech: The Sluaghan were known to be grotesque and vengeful. They are able to terrorize victims by inducing a
neurotic parnoia. They can cause small sounds to set people on edge, and can also cause disturbing silences. The balance of
the two of these are used with horrible efficiency -- all more by the fact that a Sluaghan makes the sounds all himself, and with his
voice. The Sluaghan rolls Manipulation + Performance versus the victim's Willpower and spends a Glamour. Every success
allows the Sluaghan to invoke temporary paranoia and fear upon his victim. If under such an effect, the victim's dice pools suffer
a -2 penalty because of being spooked. However, the victim is also hyper-aware. It was because of this Birthright that the
Sluaghan were forced to suffer a constant state of Heightened Senses (although a Birthright in and of itself, it is a great
hinderance.)

Skeleton Key: The Sluaghan is able to slip into any area as long as there is an opening. Whereas Squirm allows the Sluagh to
alter their figure in grotesque ways, Skeleton Key allows them access to any space as long as there is an opening. The
Sluaghan must spend one Glamour to ooze through openings. The Sidhe modified this Birthright so that it became the present
Birthright of Squirm. Squirm still allows them access to a certain degree, but really makes them more freakish and outcasts in
fae society.

Frailties
Blind Justice: The Sluaghan obsess over vengeance and will not rest until justice is served. When they discover an injustice,
they swear the Oath of Vengeance. Often they will seek to distribute justice even if it is the wrong person. Much like a Troll's
Bond of Duty, the Sluaghan will work towards this idea of justice before all else. Once a Sluaghan has declared the Oath of
Vengeance, she cannot do anything unless it involves vengeance. If she does, then she must lose a temporary Willpower point
for every action that does not work toward this goal. Once the Oath has been fulfilled, the Sluaghan gains two points of
temporary Glamour and all lost temporary Willpower.

Vengeful Fury: The Sluaghan were known to fly into a Bacchanalian rage when an injustice was left unpunished. If they
discovered a wrong that had not been righted, they would lose all ability to reason and attack the source of injustice. When in this
state, Sluaghan resemble a Garou or Vampire in frenzy. They ignore all wound penalties, gain an extra Health level and an extra
dot in all Physical attributes, but all of their Mental and Social attributes drop to 0. The Sluaghan will not rest until the source of
injustice has been torn to shreds. To avoid suffering this frailty, the Sluaghan must make a Willpower roll versus difficulty 8. When
there are other Sluaghan around, the fury is even more difficult to resist. After a fury, the Sluaghan are prone to blackouts
concerning what happened and are often horribly confused for days or weeks afterward. The Sluaghan will usually return after a
fury and sleep for several days or gorge themselves in some way as well.

Outlook
Boggan: They are guilty of blackmail and greed. Guard your purse and make sure they do not wish to stick around to collect.
Who? The old Sluagh? Nah... sounds like an Eshu's been pulling your leg. By the way, how's that pair of pants fit? I believe
you still owe me for those...
Eshu: They are... useful. They often deliver tales of great injustice to us so that we may right them. Just remember to ask them
where they were at the time.

Ah yes. Fearsome legends indeed. I have few stories of them, but the ones I know I try desperately to forget... let us talk of
more pleasant things. Perhaps a pleasant tale of the Redcap torturers during the Inquisition?
Nockers: A pestilence that should be done away with. Their creations are flawed and they are merely proponents of Banality.
We would have shown our justice to them long ago for their betrayal of the Dreaming to the cold grip of iron. After all, who really
bears more guilt -- the murderer or the one who made the gun for the murderer to use?

I was spooked so bad once that the contraption I was working on nearly killed me. I had adjusted the torque too high after
being distracted by looking over my shoulder every five seconds, and the thing nearly took off all the skin on my left side. My
friends told me I was just being paranoid, but I coulda sworn I heard a deep, hollow laughter.... aww hell, it was probably just
the wind.
Pooka: Their simple tricks often cause more pain than they may know. They are even more guilty in their innocence.
Ah yes. Pleasant people really. They never fail to help you out when you least need it. I've seen them all over the place
lately.
Redcaps: If the Sidhe think us abominable, it is unforgiveable that these wretches should be allowed to exist. They are guilty of
the most barbaric crimes, yet we grudgingly respect them, for they serve as a warning to the others.

I've never seen one, and I hope I never to have to. I heard they can get downright nasty once they've discovered that's their
friend that you've been eating.
Satyrs: Lust. Pure lust. If there was ever a person guilty of the pains of love it is these. They can't help themselves, but that is not
a suitable excuse.

Oooh.... I've never had one, but if they're your friend, then you never have to worry. None back you up more fiercely when you
need it. Of course, you'd have to be as pure as they think themselves. They're only legends anyway. Oh well, pass the pipe.
Sidhe: They shall suffer like none other. We will never forgive them what they suffered unto us. But we will wait, for their blood
shall taste sweeter as we lick it off of their still-beating hearts.

I don't know what you're talking about.


Sluagh: Poor cousins. They are proof of our own guilt. The few of us that remain were unable to help them. But they know of us
and they gather the tools for our imminent revenge.

Ssh. One must not speak of such things. It isn't polite.


Trolls: A stout folk with a sense of duty akin to our own. However they protect those who often should be punished. For that, they
are equally guilty. Do not toy with them, and do not let them stand in your way.

Hmph. They're just tales told by the Sidhe as a warning to childlings -- to teach the importance of following rules. I've never
seen nor heard one, but I've heard the stories. Children should be protected from ideas like those.
The Shadow Court: They were most likely the ones who condemned us. They shall pay, but we must be careful because they
most likely have kept all of our old knowledge.

Nunnehi: They have been greatly wronged and shall be avenged.


Inanimae: Elusive creatures. We do not know what or who they are, but they do not appear to have committed any crimes.

The Autumn People: Guilty in their innocence. There is nothing we can do for them, save let their own Banality destroy them.
Dauntain: Betrayers of the worst kind. Show them the error of their ways...
Vampires: Gah. Disgusting creatures. They must pay for their centuries of vile debauchery.
Werewolves: They culled the humans for the protection of their sacred Gaia. While they may not have been completely wrong,
they must answer for the countless innocents slaughtered.

Mages: Ascension. Hah. The one thing they are truly guilty of is their own ignorance. They have chosen their own form of
suffering, and we will leave them to it.

Mummies: We have not had the pleasure to deal with these respectful creatures. They appreciate far better than any other the
power of patience.

Gypsies: Strange, enigmatic people. They do cheat others out of a perverse racism, but they are an unknown factor and should
be treated with caution.

Wraiths: Once, they were our allies. We would help them finish their business on earth. We have heard that they turned on us to
fulfill their own needs in their own world. This may be true; who can understand the dead? They are beyond our reach.

Risen: These creatures are truly commendable. The wraiths that are able to come back for vengeance do as good of a job as
we could, though perhaps not quite as subtly. We stay out of their way, and they should stay out of ours.

The Oath of Vengeance


From blood to blood, and sun to mooon, I shall show retribution for your grievance. As long as I live, may I never rest until [the
guilty] have suffered tenfold. This I swear to you on pain of mine own guilt and suffering.

Sources
The Crow
For obvious reasons
Sweeney Todd
A great musical about vengeance
Twin Peaks
Just has a great feel for the Sluagh in general
The Sandman: The A great view of vengeance in action.
Kindly Ones
The Faerie
Can't remember who wrote it, but that's where I first read about the Sluagh being the Unshriven Host. Once
Dictionary
I had looked up Unshriven, it started all fitting into place.
None of the above is meant to challenge any copyrights.

View the Art of Culpuum

The Sluagh Revisited


By Zak Kramer (pk961591@OAK.CATS.OHIOU.EDU)
I had mixed feelings about how the Sluagh were portrayed in CtD, so I decided to add in some information that would make them a
little less, well, wormlike. If anyone has any thoughts, feelings, or reactions, feel free to express them! Please...I love punishment.
Anyway, here 'tis:

A Sluagh Speaks
'Whisperers in the dark,' they call us. 'Toothless worms.' 'Skulkers in shadows.' Unkind names come so easily to the happy dwellers in
the bright sun. And for immortals, their memories are so conveniently short. It has come to me that now the dirty Redcaps are given
credit for the terror caused by the Unappeasable Host. It is enought to make my old blood boil. But enough of my rantings; I shall tell
you truly of the ways of my people. As truly as any not of our kith shall ever know.
I shall begin with our history, such as I can. The sluagh are amongst the most ancient of the kith. Once we lived above ground, in the
high mountains of the north, shrieking as we raced through the frigid air. Our place was above the earth, for at heart we are spirits of
wind and storm. When the great howling gales wiped croft and cottage from the mountainsides, it was the sluagh that the mortals
sought to appease. For centuries, this is as it was. We were called the Unappeasable Host, the Unshriven Host, the Angry Dead. Oh
yes, they thought us wraiths and spectres and haunts and far worse. It is true, we had much contact with the dead; they often rode with
us on cold winter nights, looking for more souls to join them in Oblivion.
But how did you make such a noise? you are asking. I thought your voices never rose above a whisper? No outsider has heard a
sluagh raise her voice above a whisper in almost seven centuries. But do not confuse 'has not' with 'can not.' Perhaps you shall hear
us as we were of old, someday. But I digress.
Our kenning of the paths of the dead gave us much knowledge unavailable to the other kithain. We saw the coming of the Shattering,
and the power of the Great Plague. Our seers cast great enchantments, stretching their long fingers out over the web of Dan. We saw
that the end was inevitable, and so we kept silent. Our silence was our undoing, and our curse.
When the Shattering came, and death stalked the land for mortal and fae alike, the great Lords of the Sidhe held a final court to
decide the fate of the Kithain. One of the blasted pooka raised up his voice, accusing us of conspiring with the spirits of the dead to
bring on the Shattering, that we might gain more power thereby. Ignorant fools; the disease had started long before. We of all kith
know the inevitability of death. But the sidhe were already mad with terror, and their fear twisted to fury.
One can say many things of the noble sidhe, but the power of their tempers is undeniable, and the force of their united will is terrible to
behold. They met in council, and their judgement was final. We were to be the scapegoats of the dying fae. We were stripped of our
titles and barred from returning to Arcadia. Worse yet, our voices were shorn from us, our sharp teeth shrunk to black gums, and our
nation banished to live in the cold earth, along with the bodies of the dead. And you wonder why we are bitter.
Here we have stayed, once proud lords of the upper airs, entombed within the groaning earth. Our lords have made fell pacts with the
other powers that reside here. Our sorcerers have spent centuries in whispered negotiations with the unquiet dead. As we knew the
time of the Shattering and kept silent, so too did we know the time of the Resurgence. And once again, we kept silent. Why?
As the wheels of Dan turn, all things change. Nothing is truly immortal; not the sidhe, nor their curses, nor their fleeting hopes of return
to a time long dead. We did not spend our time in pathetic attempts to find refugs amongst the mortals. We spend our time listening.
And planning. And waiting.
Soon, we shall be silent no more.

SLYPHS
By Eric Tolle (schaduw@silcom.com) (13 September 1995)

Description
Slyphs are creatures that are distressingly common (especially in the East in winter), but have remained obscure and
unacknowledged. This is actually due to deliberate actions by the Sidhe nobles and Trolls, who detest them and will not let them
anywhere near their Freeholds. Though ostensibly an Unseelie kith, even the more rational of the Unseelie do not like having
them around due to their penchant for slapstick.
The origin of the Slyphs is uncertain, though they may be related to the Pookas. Other theories posit that they are a cross
between gremlins and the faeries that make peoples bathrooms cold in the morning. Their common habitat is in cold icy cities -where they live underneath heating grates, though they are also found in schools, bus stations, and occasionally in stairwells.

Appearance
Childing: Short, gaunt, with heavy browridges, and long arms. They are constantly grinning as they plot their next prank.
Wilder: Seemingly little changed, their skin gets darker and more gnarled, and their teeth get longer. They actively seek out and
revel in the confusion and pain their tricks cause.

Grump: Bitter and nasty, they become hunched over and withered. Their pranks become ever more painful, with serious injury to
old people not uncommon.

Affinity
Scene

Tricks
Slip-Ups: Slyphs are masters at either creating Chimerical traps, or simply tripping people up. By spending a Glamour point,
and making a Security + Wits roll (Difficulty 8), they may create completely Chimerical traps, undetectable without Kenning.
These Slips will cause the victim to fall and take one point of damage per success rolled. Alternatively, any success can make it
more difficult for the victim to stand back up again. Normals, or anyone who fails the Kenning roll will attribute the Slip-up to a
natural feature such as black ice, a crack in the sidewalk, or a misstep on the stairs.

Sneakiness: When engaged in the setting of Slip-ups, a Slyph can remain almost completely undetected. Kenning+Perception
rolls must be made to detect the Slyph. This includes sitting around and waiting for a Slip-up to go off, as well as sneaking into a
good 'trapping' location. However, once the process is started, a Slip-up must be planted someplace where a person shall
activate it.

Ban
Slip-ups must place a trap whenever they see an 'amusing' opportunity (make Willpower roll to resist at difficulty 8). In addition,
all social oriented rolls are made at a +1 difficulty.
Plus, the Sidhe and Trolls absolutely hate the nasty little buggers.
I think the best way to deal with Slyphs is to squish them with hob-nailed boots, but that's just me.

SMURF
By Jared A Sorensen (spike@mainelink.net) (10 October 1995)
A little-seen kith who pretty much do nothing except eat smurfberries, sing moronic songs and generally act cheery. The Unseelie, or
Gothic Smurfs, are a moody lot who wear black and smoke smurfberry-vine cigarettes. The Smurfs dwell in a private freehold known
as the Smurf Village, a glenn of small albeit tastefully decorated cottages made from large, hollowed-out mushrooms. For some
reason, the Smurfs have a male to female of 100:1. Nobody knows why...maybe that's why they're blue?

Appearance: C'mon, folks...they're blue, they're bald they're 3 apples high (to our neighbors across the pond, I'm not sure what that
equals in the metric system, sorry). Smurfs dress in white pants, shoes and a goofy-looking white hat which vaguely resembles a
condom. Some Smurfs alter their dress to suit their individual tastes (Greedy Smurf wore a baker's hat, for example). For the most
part, all Smurfs are identical to each other and are all male.

Seemings: Childling Smurfs are rare (once in a blue moon) and thus most Smurfs are Wilders. Don't ask me why...create an
alt.whitewolf.smurfs newsgroup and figure it out for yourselves.
Wilder Smurfs struggle for identity amongst their peers and often exhibit a special skill or idiosyncrasy (a penchant for pranking, high
intelligence or the overwhelming urge to post innane white wolf spoofs on...ahem, nevermind).
As of yet, there is but one Grump Smurf...Papa. He rules his charges with an iron hand and is adept in spellcasting and alchemy. Papa
Smurf is the father-figure/dictator of the Smurfs and is well-respected.

Lifestyles: Smurfs enjoy eating smurfberries and distilling the juice into strong, alcoholic beverages. They live in a communal
environment where they can pursue their private pasttimes and hobbies, as well as involve themselves in weekly adventures, usually
involving the banality-infested git named Gargamel and his hideous cat.

Affinity: Nature

Birthrights
Screw with the Humans Minds!: All Smurfs possess the inherent ability to hide in bushes, under rocks, etc. and generally mess with
the direction sense/perception of the poor saps bent on hunting down their base of operations and turning them into gold, kebab meat
or over-expensive, faddish gift-shop trinkets. No Smurf may be followed to his home without his knowledge/permission. No Smurf may
ever botch a Stealth roll.

Furry Friends: Smurfs also possess the ability to befriend any animal (except cats and other felines). Smurfs cannot botch Animal
Ken rolls.

Frailties
Annoying Quirk: All Smurfs have an annoying quirk. This can be the habit of grunting yes in answer to a question or a gentleness
toward animals (d'oh!). Most Quirks are directly involved with the Smurf's profession in the village (carpenter, painter, LARP
coordinator) or notable virtue/flaw (strength, laziness, greed). Although many scholars speculate that this quirkiness stems from the
Smurf's lack of identity, others maintain that, given the ratio of males to females, the poor guys have to keep busy somehow.

Marketability: When an adult human sees a Smurf, the human's initial reaction is to try and make money off the little blue bastard
somehow, be it by transmuting him into gold, skewering and slow-roasting him at an SCA event or simply by selling his likeness at gift
shops. To avoid turning into a greedy, oppurtunistic heathen, the human must roll Willpower with a difficulty of his or her Banality (note:
Disney execs automatically have a difficulty of 10 to this roll).

Outlook
Boggans: "Dunno...one was smurfing off about nine fingers and some stupid ring. Personally, if I had nine fingers, I'd be happy 'cause
we only have 8."

Eshu: "Geundzunheit."
Nockers: "Smurfin' A! We think these red-nosed cretins are responsible for that whole Smurf-into-Gold routine that the Humans are
so damn fond of."

Pooka: "Pooka? I dunno, sounds like some obscene euphamism."


Redcaps: "They look like they stepped off an Iron Maiden album" (from a distance..."hehehe...'maiden's cool...huhuh huhhuh...yeah,
cool.")

Satyrs: "They keep crashing our parties and drinking all of our smurfberry juice. One of them even ate Brainy's house...started
muttering something about 'the colors, man...lookit all the colors...'"

Sidhe: "Okay, wait a smurfing second...what is it? Sid-hee? Shay? Shee? We're not too keen on those silent letters..."

Sluagh: "Wednesday Addams wanna-bes."


Trolls: "The little naked dudes with the smurfed-up neon hair? We love them like brothers..."

SPELLERS
By the Changeling, Darksong Jester (daiodannen@hotmail.com)

Description
The records on this kith have been lost for a long time, even to the kith itself. Most of the other kith herald their appearance as an
omen of either blessings or damnation. Whatever their mission on this world is, they are either not telling or don't remember. If
they do remember they cannot say. Something happened to them which caused a strange thing to happen to their magicks.
But, they take their pedicament in stride.

Lifestyle
They are guardians and protectors.

Appearance
They look like skinny children and teenagers in their mortal seemings. In their fae seemings, they are glorious. They would also
be responsible for the legends of "guardian angels," for that is what they look like.

Seeming
Childling: Small and delicate, quick and cunning. This is when they learn the cost of their "accident."
Wilder: Bold, but cautious. A silent guardian with a great presence. Their eyes speak volumes.
Grump: Unknown and unheard of. Some say that wilders progress to a higher state of being before they become grumps. Even
the wilders aren't sure of that considering how long they remain wilders.

Affinity
Any

Birthrights
Flight: They can fly 21 yards +12 times their Dexterity per turn. They cannot and will not fly near non-believers, but can fly in the
presence of the truly faithful and the magically inclined.

The Glory of Heaven: When a Speller gets angry or protective, they get taller. They increase in size and might. They gain 2
points in Dexterity, Stamina, Charisma and Appearance. They also get an Intimidation bonus. An attacking opponent must make
a Willpower check -3 to attack the speller.

Soft Word Turns Away Wrath: Spellers can cast spells of any type with just one word. They cost temporary Glamour for
temporary effects and permanent Glamour for more solid effects.

The Pen is Mighty: Anything a Speller writes can become a potent spell. It costs temporary Glamour for temporary effects and
permanent Glamour for more solid effects.

Frailties
The Spoken Word: Downside to casting magic with one word is that anytime they speak they cast a spell. Spellers cannot
speak without a Willpower check -3 and the temporary loss of a Willpower point. (Storytellers descretion on how temporary the
loss is.)

The Written Word: The downside to any writing becoming a spell is just that. Spellers don't write anything except absolutely
neccessary.

Legacy
Guardian Angel: A Seelie legacy. You are the guardian of the weak. You are the protector of the downfallen. You are the
comforter to the faithful. You are guide to the lost.

Quest: You regain Willpower every time you help the innocent without speaking.
Ban: Never speak unless its really important.

Note on Singing
Spellers can and will sing, but only if they need a spell of extreme power. This only costs one Glamour unless the song mentions
angel, in which case it is free.

Outlook (In body gestures and looks)


(A mournful and musing look)

Boggans: (A protective stance)


Eshu: (The thinker's pose)
Nockers: (Hand over eyes, shaking head)
Pooka: (Scratching head)
Redcaps: (A look of mistrust)
Satyrs: (Bugged out eyes and a dropped jaw)
Sidhe: (A bow of the head)
Sluagh: (A look of distrust)
Trolls: (A little bow)

SPIES
By Mike Dawson (med12@cornell.edu) (21 November 1995)

Description
Spies come from the imagination of, you guessed it, people who watched spy movies and shows, and other things with similar
thems, such as James Bond, MacGyver, Get Smart, The short lived modern Get Smart on Fox, and Scarecrow and Mrs. King.
Spies spy, working for one government or another, or several. It's what they do.

Appearance
Spies are often very attractive in a charming or exotic way, and often possess strange accents or not. Sometimes they seem
really normal, like housewives or idiots who think they're spies. In their Fae seemings they are perpetually shrouded in shadow
and extremely nondescript, but with impressive personal atributes which accounts, along with their skills at deceit, at why spies
are thought of as good lovers.
They usually have dark hair too, or look like stereotypical ethnic or nationality people, and it seems so obvious they must be
agents of a foreign country that no one believes they are.

Seemings
Childlings are the kids who try to be evrybody's friend but are often backstabbing rumor mongers. They're also the ones who are
turncoats in hide and go seek and evil cheating bastards at board games.
Wildlings are in the middle of the social scene and flaunt their numerous attractive, empty headed lovers. They are pretty selfserving and willing to do virtually anything if the price is right.
Grumps are heads of spy organizations and rival Black Hand elders in the complexity of their plots, although they are often lost
within the plans within plans within plans and may be their own worst enemies.

Affinity
Prop

Birthrights
Insincere Seduction: A Spy is treated as having a floating extra dot usable for Charisma, Manipulation, or Appearance for the
purpose of any seduction attempt used to acquire easy satisfaction, information, or some other reward. This natural affinity also
prevents them from botching subterfuge rolls.

Research and Development's Toys: If the spy spends an appropriate amount of glamour and beats banality in a roll
appropriate to what he is trying to do, he can alter the chimerical form of some every day item, the more mundane the better, to
produce a desired "super-science" real world effect. I'd give examples, but i'm sure we can all think of some without help.

Frailty
Karmic Backlash: The Spies lie and deceive everyone continuously and must pay the Karmic piper. Anytime a spy becomes
involved in a sincere relationship, there is a big, freakin' chance he is just being used himself. Also, as a result of this a Spy can
never raise her empathy above 3 and is treated as having an automatic botch on any such roll due to his years of deception and
high society making him forget how people really feel and react.

Outlook
They have some specific ones, but they mainly refer to how to manipulate them.

Roleplaying Tips
Think of a child raised by the Tremere and then embraced by the Lasombra, with all the honesty and concern for others of an
Unseelie pooka playing a prank with a Sabbat Malkavian and a shade, who are secretly working for the Shadow Lords, who are
probably being manipulated by the Wyrm, The Syndicate, and The NWO, and a half dozen non-aligned Nephandi. Seelie believe
their manipulations are serving a good cause, and sometimes maybe they are, but probably not, while the Unseelie are more
honest with themselves.

Quote
Any Of The Below Said Insincerely
"I love you, you're the only one in my life."
"I'm loyal to the government."
"You can trust me. I won't tell anyone."
"No, it's not; I'm just happy to see you."

SPRIGGAN (version 1)
By Zak Kramer (pk961591@OAK.CATS.OHIOU.EDU) (30 August 1995)
Wicked pranksters, spriggans delight in nothing more than stealing and causing terror amongst mortal and Kithain alike. Pain and
death are not their aims, as it is for Redcaps. It is, instead, the sour draught of fear and loathing that is their foremost delight. Their
favorite pranks generally involve thievery; more than any other Kith, the spriggans embody the ancient faerie ethic of 'Whatever's mine
is mine, and whatever's yours is mine, too.' From bread machines to babies, nothing is safe around a spriggan.
Manners, or at least good ones, are not the strong suit of the spriggan. They delight in being uncouth, smelly, disgusting little critters.
Just like a pooka will go to any lengths for a laugh, a spriggan will go to any lengths for a shudder. No obscenity is too vile, no behavior
is too outlandish. It is popular Kithain wisdom that one never shakes the hand of a spriggan, because you never know where it's been.
Interestingly, the bards tell that the spriggans were not always thus. Once, it is said, they were giants, builders of great stone structures.
However, as humans lost belief, and took over or destroyed the structures that the giants had sunk so much of their Glamour into, the
giants shrank, smaller and smaller, until they wound up as the diminutive beings they are today. Some bards say that the spriggans
steal to avenge that which was stolen from them, and they mortify their flesh that they might laugh at their shrunken state.
Although Unseelie spriggans are not uncommon, most could really care less about courts and politics. They take absolutely nothing
seriously, and if a spriggan is forced to attend a court, she will likely discover a way to disrupt it in the most embarrassing ways
possible. Usually, these disruptions are things like stealing the Duke's signet and replacing it with a squirting ring, or a continuous
chorus of noisome flatuation during the bard's newest ode to unrequited love. Mortals are usually the recipients of the spriggans' more
violent pranks, but what is the point of a prank if the victim doesn't live to tell about it?
Most other Kithain are wary of keeping company with spriggans; who wants to be blamed for their latest escapades, or caught in their
legendary ill-luck? But he who befriends a spriggan has won a friend for life. Whether this is a positive or a negative state is, of course,
highly debatable. Spriggans are just as foul to each other as they are to outsiders, perhaps moreso, since their tolerance for slovenly
behavior is so high. Overall, however, they tend to enjoy each others' company more than that of other fae. They frequently form rough
gangs, egging each other on to greater and greater depths. Spriggan parties tend to be affairs even the satyrs shun, as they combine
all the worst elements of a middle school playground and a fraternity party.

Appearance: Spriggans are not the most attractive of faeries. They tend to be very short and squat, with knobby joints and brown,
leathery skin. Their eyes are like black beads, with no visible iris or whites. With their big noses and long, pointed, sometimes tufted,
ears, spriggans are comically grotesque. They tend to wear dingy clothing, and the smellier it is, the better. No one has ever seen a
spriggan bathe. As if this were not enough, they tend to carry about a large number of miscellaneous small items (all of them stolen, of
course) in moldy sacks and tucked in the folds of their fetid garments. Occasionally, these items are useful, but more often, they are
just disgusting.

Seemings: Childling spriggans are frequently called goblins. They are the nightmares of teachers everywhere; so ugly they're cute,
and so vulgar they're funny. At least to the other kids.
Wilders stick together. They lose most of their former cuteness, and form bands so they can more efficiently steal. Their skin darkens
and gets wrinkly, and hair begins to sprout on the tips of their ears.
Grumps are just that. Their hair may begin to turn white, and their skin becomes so wrinkly their eyes seem to disappear. But this
apparent age is misleading; grumps are no less rambunctious than wilders, just better at not getting caught.

Lifestyles: If it's productive, spriggans don't want to have anything to do with it. They are rarely employed, and tend to wander city
streets and country lanes as vagrants, vandals, and worse. Some masquerade as 'town loonies'; this is a highly honored position
amongst the spriggans, for such creatures frequently encounter psychologists, social workers, and other well meaning Autumn People
in the course of their lives.

Affinity: Prop.
Birthrights:
Inflate: Despite their shrunken nature, spriggans can, for a short time, regain their former statures. This growth is chimerical, but even
mortals can sense the invisible menace of the now-huge spriggan. This growth can be performed by rolling a Strength + Intimidation
vs. 8. Botching this roll gives the character a point of temporary Banality, as it means that the spriggan has forgotten what it was like to
be a giant. Each success gives the player a die to add to the spriggan's Strength, Stamina (including soak), or Intimidation pool. Each
bonus die can only be used once, but they need not be used all together, or all in the same category.
Nimble Fingers: To aid them in their thievery, spriggans have the knack of being able to pull off the most fantastic heists, even in plain
view. This gift can manifest in any number of ways; the mark was jostled by someone else just as the spriggan grabbed his wallet, a
birdcall distracts the rent-a-cop, the Duke doesn't notice that his signet ring is gone until it's too late. The spriggan rolls Manipulation +
Subterfuge (or Security) against a variable difficulty. The difficulty ranges from 5 (the pickpocket) to 10 (the signet ring.)

Frailties:
Easy Botch: Because of their disruptive nature, spriggans are much more likely to fail at things than most fae. And, they tend to fail in
interesting, and often hilarious, ways. Every time a spriggan makes a roll, the player must roll an extra die, which only counts if a '1' is
rolled. On the bright side, their botches tend to be amusing and embarrassing rather than truly injurious. Some say this is just the

universe's way of paying the spriggans back for the abuse they heap on others.

Quote: "Look! What Nockers!" (Takes the opportunity to dump an entire plate of eclairs into his pants.)

Outlook
Boggans: They don't like us, but we love them...clean houses make it so much easier to find stuff.
Eshu: Cool stories, and the look on their faces when they wind up face-first in the lawn pies! Priceless!
Nockers: Every once in a while, these guys come out with a zinger, but they spend too much time making, when they could be
breaking.

Pooka: Here, kitty, kitty, kitty...Mommy's got a special treat for you...
Redcaps: Yuck. Sure, the eating bit's fun, but they just don't know how to take a joke.
Satyrs: Great parties! I love horny men!
Sidhe: Flick a booger on'em. That usually helps.
Sluagh: Sure, they smell great, but they're just damned weird.
Trolls: It's Log! It's Log! It's big, it's heavy, it's wood...

SPRIGGAN (version 2)
By Colin Chapman (col.chapman@virgin.net)

Description
Kith of Cornwall in the Soutwest of England, the Spriggans are among the most wicked of the Fae. Prone to mischief, pranks,
banditry and theft, they are destructive and dangerous, terrorising those they encounter.
Greedy and violent, Spriggans were among those kithain infamous for stealing babies, and, despite the changing times some
continue to do so. Usually operating in bands, they feel little kinship for other kithain, operating in territories as brigands and cutthroats. They are often at odds with the Nockers, wrecking or stealing their creations out of greed and spite.
Typically dour and brusque, many fall into the Unseelie Court, but a few serve the Seelie, for despite their unsavoury demeanors,
they often hold an important position: that of guarding treasures from theft.
Surprisingly, they excel at this duty, taking great pride in their success and proving exceptionally loyal in this endeavour. This is
perhaps their only redeeming feature. As the old saying goes: 'Set a thief to catch a thief.'
Those rare Spriggans of the Seelie have a hard time proving themselves indeed.
Sadly, they were once a greater kith; a race of giants who built the great stone circles, monoliths and caerns that cover the
moorland to this day. What caused their fall in power and stature is unknown, but perhaps as Glamour waned with the Sundering,
and belief and worship by man at the stones faltered, their wellspring of power dried up. Never again would Man imbue their
stones with the Glamour of worship.

Appearance
An ugly kith, Spriggans are short and goblin-like, with broad, flat noses, piggy eyes, large, wide, mouths and lank, dark, hair.
Their limbs are spindly and their feet are large. They age and mature rapidly, growing long, trailing beards as a sign of
grumpdom. Despite their almost comical appearance, they exude an aura of menace.
Like most kithain of Southwest Enland, the Spriggans favour garments of green and caps of red, but their clothing is typically
rough, dirty, and ragged, ornamented with bits of stone.

Seemings
Childling Spriggans are bullies and schoolyard tyrants, forever stealing anything they can lay their hands on by cunning and
force. Their pranks are often wicked and hurtful.
Wilder Spriggans usually ditch education and ignore society's standards, operating as gang members, thugs and thieves.
Grump Spriggans are wrinkled and nasty old folk, usually drunk and always foul-mouthed.

Lifestyles
Thieves, joy-riders, muggers and hooligans, few Spriggans earn an honest living. Only those of the Seelie Court ever do,
surprisingly becoming members of law enforcement and security firms.

Affinity
Prop

Birthrights
Aura of Menace: Spriggans reduce the difficulty of any Intimidation roll by 1 in their standard stature, or 3 in their giant stature.
Bygone Stature: By spending a point of Glamour the Spriggan can temporarily regain their giant stature. Each level of seeming
gains a cumulative +1 dot of Str and an extra Bruised Health Level. However, they suffer a +1 Difficulty penalty on all Dexterity

based actions at wilder seeming, rising to a + 2 penalty when they become Grumps.

Frailties
Bad Attitude: Just like the Redcap frailty; Spriggans suffer a difficulty penalty (+2) in any social situation except intimidation.
Bane of Saltwater: Saltwater is anethema to Spriggans, causing them to shrivel further. A splash may cause 1 Health Level of
chimerical damage, a bucketful may cause 4 Health Levels, and immersion would cause at least 7+ Health Levels of chimerical
damage.

Quote
'Give me all yer stuff! Why? 'Cos Oi'll stomp yer 'ead in else!'

Outlook
Adh-Sidhe: I 'kin 'ave the bastards!
Ignorant bullies. Punish them with cunning and skill. Show no mercy.
Bean-Sidhe: Stop yer bloomin' moanin'! WHAP!
Fear? I'll show you fear! SHREEEE!!...
Bendith y Mamau: Haw haw! Pansy's all got his liddle fingers broken. Haw haw!
My playing fingers!?... (Sob)...
Boggan: Anyone for a game of 'boggan-ball'? (hefts a large club)
(mmfmfm) 'ELP!
Centaur: You fink yer 'ard do ye?
CHARGE!
Eshu: Don't ya know the roads ain't safe, travellin' man?
Bandit scum! You'll never catch me!
Fatae: Ye ain't gonna by flyin' anywhere after I burns yer wings off...
Unhand me at once you foul and loathsome brute!
Glaistig: Luvverly little hoofs eh lads?
(under her breath) 'you'll pay for this...
Goblins: Now these lads ain't 'alf bad.
I wouldn't go to the violent excess that they do. Cunning pranks are much more stylish.
Leprechauns: Insult me would ye!? (Suddenly becomes a nasty, large and strong giant, peering down at the Leprechaun). oh
feck...
Nockers: CRUNCH! Give me somethin' expensive or useful or I'll trash all yer little toys!
&*%$ing bastids! M'oi wonderful creations! (hauls out a clockwork chainsaw). You've pushed me too far! BRZZZZZZ!
Pixies: Try dancin' wiv' a broken leg, ye pissant! Haw!
You ferkin wassock! (spits at him).
Pooka: (points to a rabbit skin belt. Grins).
Wohahah! Can't catch me!
Redcaps: Ye ate me club ye bastid!

(munch, munch, munch)


Satyrs: Twist 'is 'orns orf!
Arghh!
Selkies: Bastids is safe inna ferkin salt water!
Oi puss-ugly! Come on in!
Sidhe: Eat this yer majesty! CRUNCH!
Guards! Guards!
Sluagh: Play-doh (tm)
While you sleep..., while you sleep...
Trolls: Puny little bastids ain't they?
Prepare to taste cold iron!

STORMBAIRNS
By Matthew McFarland (mmcfarl@uofto2.utoledo.edu) (11 October 1995)
(I must confess, the basic idea for stormbairns came from a GURPS sourcebook called Creatures of the night, but I thought they'd
work well as changelings).
Stormbairns are perhaps the most tragic of the fae. They begin life as abused, neglected or otherwise traumatized youths. Their
special power, the Dance, manifests while they are still human, but they gain no control of it until their Chrysalis.
All Stormbairns love music and dancing. In fact, they are often unable to resist it's lure, dropping everything and dancing whenever they
hear music.
When they dance, a storm begins. It's severity depends on the number of stormbairns dancing, the volume of the music, and the
degree of trauma that the stormbairns have endured. With enough combined energy and angst, a truly powerful and damaging storm
could be summoned.
Stormbairns are friendly, but choosy about whom they truly trust. Their loyalties, while almost imossible to acquire, are unshakable. If a
stormbairn's trust is betrayed, she will never forgive or forget.

Appearance: Stormbairns have pale, almost white hair. Their eyes range from pale blue to yellow to white, and have no pupils or iris.
Their skin is very pale and they look ethereal overall.

Seemings
Childling: They nearly always have more chimerical friends than real ones and are moody and capricious. They often sing softly to
themselves.

Wilder: While they have recovered somewhat more from their past than have the childlings, they are victims of memories and
sometimes weep or brood. They tend to have wild mood swings and are very affected by the weather.

Grumps: Grumps have put their nightmarish past behind them, for the most part. They have become detached, however, and their
own memories may cause them to downplay other's trauma.

Lifestyles: Nearly all stormbairns end up in shelters, foster homes, or as runaways. Some bear their abuse quietly.
Affinity: Nature

Birthrights
Wind's Motion: Stormbairns move fluidly, and gain an additional dot of Dexterity, even if this takes them over 5. They cannot botch
Athletics or Dodge rolls.

Storm's Protection: No one may approach a stormbairn while she dances. Anyone who takes a step toward a stormbairn while she
is in the Dance will seem to be miles away. This effect can be countered by stopping the music.

Frailties
Trance: At night, if a stormbairn hears music, she must make a Willpower roll(diff. 8) or begin to dance and enter the Trance. The
Storm's Protection birthright comes into effect, and a storm will begin. This effect will last until the music stops. The storm will
continually grow in intensity until the Dance ends.

SWAN MAID
By Colin Chapman (col.chapman@virgin.net)

Description
An ancient kith, the Swan Maids are legend throughout much of the world, inhabiting much of Europe (especially Germany and
Russia), Java, Indonesia and even Australia. Spread across the range of their blood animal, they have strong reputations for
beauty, elegance, and powers of divination.
Sought in times of legend for their powers, much like the Selkie, their feather coats were sometimes held to ransom, in
exchange for marriage or other favours, for just like the Selkie, the Swan Maids are skinchangers.
The black swan maids of Australian aboriginal myth were said to have lost their white feathers in a battle with eagles, and stood
naked until the ravens took pity on them, giving them the black feathers from their own backs).
Sensual and seductive, this kith is strongly matriarchal, and the powers of the blood and feathers are never present in the male
line. Love is known of course, but the most extreme regard males of any species as little better than breeding partners. Sadly,
their mistreatment in the times of legend has done little to ease this attitude, and the Swan Women (the grumps of this kith) can
be vengeful indeed to those who offend them. Just like real swans, they may be pictures of grace and beauty but they can be
exceedingly temperamental or spiteful. Other kiths have learned to remain alert.
As skinchangers, the Swan Maids must physically put aside her feather coat in order to take human shape, and this coat has a
mortal seeming itself, also containing her very fae essence and Glamour. If lost, stolen or destroyed it proves a terrible tragedy.
A Swan Maid can use no magics if it is lost or stolen until it is recovered, and if destroyed her fae nature dies also. Small wonder
that they were often held to ransom by greedy mortals who stole their coats.
The feathers themselves are surprisingly resilient, and may only be destroyed by cold iron or fire. In fact, cold iron does no
damage to the fae aspect of the Swan Maid unless it damages the feather coat, although it can still cause real physical damage
to the mortal body.
When a Swan Maid approaches death, her feather coat (and the Glamour it contains) are passed on to another female of Swan
Maid blood, with favour being shown to close kinain. The new Swan Maid quickly learns the craft of skinshifting and passing on
her Glamour to a skin of her own choosing. Very rarely a swan descendant may learn to remove the feather coat and take human
form, and such wild sisters are greeted with much joy for their rarity and the continuity of the Swan Maid lineage.

Appearance
Swan Maids are stately, graceful and idealistically beautiful females of their native culture, with slender necks and long soft hair
(black or white).
Their fae Seeming exaggerates these traits further, and closer inspection shows that their hair is actually composed of a blanket
of tiny feathers, and they have a slight webbing between their toes (usually concealed). Their feather coat often takes other
forms, with feather boas, fans and cloaks proving especially popular.
Their swan Seeming is that of a normal black or white swan (depending on their heritage), although this may be seen through
with a roll of Wits + Kenning (diff. 6).

Seemings
Childling: Swan Maids are commonly regarded as 'adorable little moppets,' and certainly fit this description with their
appearance, but they often throw tantrums and can be quite clumsy and uncoordinated (a fact that doesn't really change until they
reach 6-7 years of age). However they are exceedingly fond of play (especially swimming) as long as things go their way.
Precocious is the best description for many Swan Maid childlings.

Wilder: Swan Maids are the beautiful maidens of legend, and like nothing better than flying with their sisters or frolicking in a
secluded pool or lake. They are extremely wary of men, although impulse sometimes gets the better of them. Unlike the young
childlings they have achieved the sensual grace of adulthood and drive many other kithain to distraction.

Grump: Swan Maids (respectfully called Swan Women if you value your life) are the respected elders of their folk. Stately and
aloof, they are also the most vengeful of the kith, and most powerful in the arts of magic.

Lifestyles

Swan Maids greatly prefer the company of their own kind, although some small number have joined the Courts of the Seelie.
Preferring the rural lifestyle, they often live in small cottages or dwellings near bodies of water, or travel with their sisters
experiencing all life has to offer.

Affinity
Nature

Birthrights
Gift of the Seer: Swan Maids are especially adept at foretelling the future, and therefore reduce the difficulty of any Soothsay
cantrip by 2. In addition they may learn Soothsay at half the normal experience cost (round up).

Grace and Beauty: Swan Maids add 1 dot to their Appearance (even above 5).

Frailties
Feather Coat: If their feather coat is destroyed, their fae nature is destroyed forever. In addition, the mortal that remains must
make a Stamina roll (diff. 8). If they fail the roll they enter a coma, and if they botch the roll they die.

Peculiarities
As skinchangers they change from their human Seeming to that of a swam whenever they put their feather coat on. The change
is automatic and requires no roll or expenditure of Glamour. If the Swan Maid wishes to return to human form she must loosen
the edge of her coat (undo a button etc.). Without their skin they cannot shapechange nor can they perform any magic except for
Kenning and their Grace and Beauty Birthright. However, their life-bond with the coat is powerful indeed and they can sense its
location with a Wits + Kenning roll (diff. 7), or tell whenever it is touched or damaged.

Quote
"To be free! That is the true face of beauty!"

Outlook
Boggan: We rarely meet these busybodies, but when we appear they seem over eager to gossip.
Clurichaun: They have fun, but their joy is uncontrolled. Humour them.
Eshu: They enjoy freedom as do we, and their females make fun companions while travelling.
Ghille Dhu: They live life swiftly, in harmony with season and nature. How could we not like them?
Nocker: Foul of temper and foul of face. The tinkers are far removed from we.
Pooka: Yes, they too can change form but that is where the similarity ends.
Redcap: Ugly brutes that should would be safely locked in cages were there any they could not eat their way out of.
Satyr: They have incurred our vengeance on several occasions, but the most subtle among them can be 'interesting'.
Selkie: Our fellow skinchangers are closest to our hearts. Few others understand us.
Sidhe: We have much in common with these nobles, but not for us are all the petty trappings and mores of courtly life.
Sluagh: The pale worms slither through the mud. They are disgusting.
Troll: The only men worthy of any trust are the Seelie of this kith. Forthright and honourable they are true fae and would make
better rulers than the Sidhe.

SYLPH
By Seth Rutledge (sprutled@UNCC.EDU) (12 September 1995)
Sylphs are beings of wide-open spaces and the air. They are responsible for the myths of "angels", the winged protecters of the
Garden of Eden. Their attitudes embody the extremes of nature, mercurial and intense. Most of all, they defend the high peaks and
wilderness mountains that are their home.
Sylphs are believed to be an offshoot branch of the sidhe, winged rulers of the Dreaming, controllers of the weather and the great
birds of the mountains.
Sylphs are loners, content to soar the skies with the eagles. They care little for the machinations and politics of "ground folk", and they
rarely interfere with changeling society. Like trolls, sylphs hold their word of honor to be inviolate, and once sworn to protect something,
they will defend it to (or even past) their death.
Sylphs are being choked out of the modern world even more so than other changelings. A sylph's great feathered wings do not mesh
with the mortal world, and cause most sylphs to be overcome with banality. In addition, this kith is highly allergic to air pollutions. The
combined banality and smog of a city will crush the life out of most sylphs.
Like the sidhe, sylphs are very regal in manner and bearing. Theirs is an ancient and proud legacy, and it is dying out. Fewer and
fewer sylphs fly as the modern world creeps in. Most sylphs feel that this is the end of their race, that they will be the first of the kiths to
slip into the Fimbulwinter. It is for this reason that they have come down from their mountains and rejoined changeling society in large
numbers. If they are to die, then at least they will be remembered for the honor, glory and majesty that is inherent to their kind.

Appearance: Sylphs resemble tall, lithe humans - with one exception. Sprouting from their backs are a pair of huge feathered wings.
These wings are almost 2 body-lengths long, but fold up behind the sylph when they are on the ground. Their eyes are large and
shaped like a hawk's, and their faces are sharp and angular.

Seemings:
Childlings sylphs are timid and flighty. They rarely associate with others, but when they do, they usually form bonds that last for life.
They are called Cherubs by the rest of changeling society.
Wilder sylphs are intense and direct, like the birds of prey they resemble. They soar endlessly through the skies, looking for something
to attract their interests and allow them to prove their worth.
Grumps have settled down somewhat. While they see the end of their kind as inevitable, they have gained enough wisdom to realize
that they have much to teach and pass on before they too succumb to the final winter.

Lifestyles: Sylphs are hermits, living alone deep in mountain crags or huge forests. Their mortal seemings tend to be park rangers,
mountain men, or the idle rich.

Affinity: Nature
Birthrights:
Flight: Sylphs are creatures of the air, and their great wings allow them to soar with the eagles. Sylphs can fly 25 yards + 5 x their
dexterity per round. These wings count as chimerical objects for the purpose of disbelief. A sylph flying in front of a mortal must make
a Glamour roll against the target's Banality. Success temporarily enchants the mortal. Failure causes the changeling to fall and gain a
point of temporary banality. A botch causes the wings to cease functioning and gives a point of permanent banality.

Piercing Gaze: All sylphs have extemely good eyesight and nightvision. They recieve a minus 2 to all difficulties involving vision
perception rolls.

Lightweight: Due to their bodies' design, all sylphs count falling damage as if they were 20 feet closer to the ground than they actually
are.

Frailties:
Banality: All sylphs start with one extra point of permanent banality.
Air Pollution: Sylphs are extremely subject to air pollution. Being near someone smoking requires a Stamina roll (difficulty 6) to avoid
a +2 to all difficulties due to choking. Stronger forms of smoke or smog can cause actual damage to the poor sylph. Long term
association with large cities will cause permanent damage to their lungs, including cancer.

Quote: "Rage, rage against the dying of the light."

Outlook
Boggans: They are content to be ground-huggers, but they are still good folk.
Eshu: These travellers have seen much, and understand more.

Nockers: Dirty, smoke filled smithies are no place for us.


Pooka: They would fiddle while Rome burns.
Redcaps: Vile and obnoxious, leave them to their cities.
Satyrs: The drunk ones have great wisdom, and they see the beauty of a mountainside.
Sidhe: Noble ones, they know what needs to be done.
Sluagh: Dark, dirty little savages.
Trolls: Honorable and strong, the best hope of the other changelings.

TANGLES
By DeGorian Smith (dahioshee@hotmail.com)

Origins
The tangles are related to the Tao Qui Gui. How and why, no one knows, not even the tangles and the tao. The tangles differ from
the tao in two ways. First, the tao are mad and the tangles are just childish. Second, there is no grumps on record for the tangles.

Appearance
Their apprearance looks like the childing tao qi gui with animal traces.

Seeming
Childing: The majority of tangles.
Wilder: There not many of them.
Grump: None on record

Affinity
Prop and Scene

Birthrights
Wild Imagination: Instead of getting Camera Obscura like the tao, the tangles get a childish version called Wild Imagination.
This version is more personal, directed only for tangles. If anyone else wanted to get involved the tangle will have to bring them
into their fantasy. This also gives them the ability to understand animals and the Inanimate.

Terrible Toys: Tangles love toys, especially the construction toys. Any toy they build or play with can be imbued with Glamour.
The result is a simple treasure only used by the tangle. The Glamour lasts in the toy until it is destroyed or rebuilt.

Man of 1000 Faces: Same as the Tao birthright


Dream Master: With their Wild Imagination, the tangles can do some strange things. The most common is flight. This is
powered by the Wild Imagination birthright.

Frailites
Acting Childish: The tangles are so stuck in a little child's mindframe, they have a problem seeing the serious side of things.
They must spend one Willpower point to keep a straight face in a serious situation.

I won't grow up: Tangles refuse to grow up. It takes them three to five times longer to go from childer to wilder. This causes
some problems in the realm of flesh.

Quote
"Now, where do I put these wonderful toys."

Outlook
Boggan: They make the simplest stuff.

Eshu: More stories, more!


Nockers: Great toys, as long as they stay together
Pooka: They actually play with us.
Redcaps: Shoot 'em, stab 'em, blow 'em up. Just get rid of 'em
Satyrs: I don't get them. Their weird.
Sidhe: What's with them? They don't like our games.
Sluagh: Hey! Gordon come out and play!
Troll: Hey mister, can you help me?
Tao Qui Gui: Hey big brother, Wait up!
Fu Hsi: I like snakes.
Hanumen: They like us.
Heng Po: One taught me how to swim.
Nyan: They have strange games.
Tanuki: They like to fight more than play. We can adapt.
Chu-in-yu: Work, work, work! I wanna play!
Chu Jung: How do you play this "chess" game?
Hou-chi: You planted that tree? Wow!
Komuko: Zzzzzzzz!
Suijen: Great swimmers.
Glomes: They're rocks! Try talking to one. You'll see what I mean.
Kuberas: It's amazing what some trees know.
Ondines: The ocean has so many sad songs.
Parosemes: They can talk for days about absolutely nothing.
Solimonds: The fire says it has a bad lot in life. I don't see it.
Mannikins: They marvel at the fact that we notice them. Who wouldn't notice them.

Known Tangles
Qwen Summers "Cocoa": Tangle Scout for Troop 713 (wilder).
Calvin: Tangle Student of the Crystal Academy (childling).
Micheal: Tangle (childing),
Max: Tangle Stow-a-way aboard the Balefire (childing).
Capt. Zack: Tangletyke Captain of the Balefire Cage (wilder).
Dana: Tangletyke member of the Siochainezery Wyvern (childing).
Robin: Tangletyke Superhero Partner to Dark Shade (childing).
Motza Rella: Tangletyke Samurai Pizza Cat (childing).
Ham Burger: Tangletyke Samurai Pizza Cat (childing).
Jalapeno Taco: Tangletyke Samurai Pizza Cat (childing).

Chance: Tangletyke Friend and Advisor to Count Toonkav (wilder).

TAO QI GUI
(taow CHEE Gway)
By Chris Jones (dartfrog@hntp2.hinet.net)

Description
In a world where the light of the sun doesn't shine as brightly as it did in ages past, and the darkness of the human heart eclipses
the inner light innate in every human soul, there is one race of creatures that remains almost unaffected by the perpetual
downward spiral of society: the Tao Qui Gui. Known throughout history as mischievous pranksters, the Tao are, in truth, not as
devious (nor half as ill-tempered) as the traditional stories relate. In fact, mischief is not so much a function of their behaviour as
it is a side effect of their lifestyles. Chinese mortals often relate grim faerie tales of the Tao to their children, hoping to terrify
them into proper filial respect for their elders and family: As the saying goes, a child who doesn't know his duty to his family
doesn't deserve to have a family, and it is often whispered in dark voices that the Tao steal away such children right from under
their parents' noses. What they do with them once they have them is best left to the imagination, the parents say. This myth,
however, couldn't be further from the truth as the other Jin will attest. The other Kithain regard these awkward little disjointed
goblins as the creation of a seriously twisted and warped imagination, and when one walks into the room everyone in his right
mind heads for the nearest exit at top speed. But not because the Tao are malicious, evil little child-napping imps. Quite the
contrary, actually. They usually have very pleasant personalities, if you can get past one undeniable hitch: the Tao are absolutely
insane.
From the moment of birth until their last breath is exhaled, the Tao doesn't see the world the way other mortals or even
Changelings do. While it can be said that every Jin ever born sees the world through their own rose-coloured shades, thanks in
part to the Glamour that infuses them to the core of their being, the Tao actually look at it through someone else's eyes entirely.
Like Don Quixote in the famous novel by Cervantes, every Tao ever born is unable to differentiate the reality in their heads from
that of the world around them. In ancient times, when the Dreaming was still a part of the world of Man, they knew no reality other
than what the ever-shifting chimerical world gave them, and this is still true today. Visions come and go to them as often as other
people change their clothes or minds, and with each new arrival coming down the line, the Tao are seamlessly able to integrate
themselves into the new 'scenario' or 'story' with no fore- or after-thought whatsoever. Naturally, those Kith that are present while
this happens tend to know not what to anticipate at any given moment from the Tao. As can be expected, Bedlam tends to follow
them around like a tame wolf. To further compound an already strange situation, the particular personal fantasies that occupy a
Tao's mind are not limited to them alone. For reasons unknown, they have a connection with the Dreaming that no other Kith can
even begin to comprehend.
The elephant-eared Zhu Ru historians claim, in their typical authoritative tones, that the Tao were birthed from an aspect of the
Dreaming that many Kithain are afraid to even admit exists: Madness. Some scholars go so far as to theorise that this aspect is
the one that is closest to the essence of what the Dreaming really is (not even the Jin can totally grasp the mystery of its nature, it
would appear, and much debate is devoted to it). Whatever the case maybe, the Tao certainly have a special of connection, for
no other Kith is as close to the ephemeral Dreaming's true nature as they are. As a result, they are like big rocks falling in to a
calm pond where-ever they go. The chimerical aspect of the world all around them will always conform to whatever visions are
dancing around inside their head, and this is what more often than not drives the Kithain up the wall and into the waiting arms of
Bedlam. All chimerical objects and creatures suddenly take on appearances and behaviourisms appropriate to whatever movie
is 'now showing' in the Tao's head, shifting as rapidly as the visions come and go. Needless to say, this can be quite
maddening. This in and of itself, the augmented Don Quixote syndrome, does not make them insane. The Tao are actually quite
well adjusted to this 'camera obscura' through which they view life. As the Indian Buddhists say, "all is maya" and for the Tao this
is true. The power and beauty (and sometimes terror) of the Dreaming is woven so deeply into their nature that it could be safely
said they are but remote satellites of a deeper, underlying reality where the only truth is what you make of it, swirling around like
little chaos balls in a boiling pot of water just waiting to reunite with one another and fuse, only to create something bigger,
grander, and yet more unpredictable. When a group of Tao get together (in what they call 'crews'), the only certainty one has is
that anything can and will happen. It is well known throughout the Middle Kingdom that when a crew forms any Jin caught 'out in
the open' are at high risk. Word travels swiftly to all Freeholds, warning them in no uncertain terms to bar their doors against their
arrival. Some local lords and ladies of the Court have even passed decrees outlawing all Tao from coming within a 50 mile
radius of their Freeholds. Just because the Tao are immune to the effects of what they have wrought doesn't mean the other
Kithain are. They tend to inspire Bedlam where-ever they go, and where a crew goes it is guaranteed that more than a few
Changelings will disappear in a cloud of Bedlam induced vapour.
The particular madness that afflicts the Tao does not come from Bedlam, which they are (not so strangely) damn near immune to
(except the third stage, which is a Holy Grail that they actively seek - it is the 'ultimate rush', a head-long plunge straight into the
great cosmic blender that ultimately reunites every Jin with the Dreaming). Instead, their madness has it's origins in Banality, that
harsh slap in the face that never stops reminding the Jin that they are more than just a bit odd. Like the Xian, and their Western
cousins the Sidhe, the Tao, too, are highly susceptible to the frequent kick in the teeth that Banality delivers. They suffer
exceptionally hard from it as it stands for more than just the total antithesis to everything the Jin hold dear, it's a cold bucket of
water in the face; it's glass of milk when you wanted gin; it's a Jean-Claude Van Damme flick when you were expecting Jackie
Chan; in short, it's a total downer, man. Nothing rains on a Tao's parade like Banality does. Given the way they perceive the
world, it is understandable how the cold mundanity of everyday ordinary life washing away their kaleidescope dreams can drive
them slowly insane. History and experience have shown that people rapidly lose their minds when their world-view's get pulled
out from under them. With the Tao, they go stark raving bonkers and they have the big 'B' to thank for that. As Jin go, they don't

last long.
It should be added that the Tao do not forget their friends (or enemies), nor the events that have occured during their chaotic
roller-coaster lives. They just get, well, reinterpreted in a new light each time the visions come. Their memories are amazingly
clear, and they can remember events, minuscule details, or insignificant trivia from long past with astounding clarity. They seem
to never forget anything and this makes many wonder whether or not this is the source of their inspiration for each new vision.
Who can say? One thing is certain, though, the Tao do make life interesting. So, with all this going for them, what do they do for
fun?

Appearance
It is written that a very long time ago, when the world of the Dreamers was still young and fresh out of the Sundering, the Tao got
lost on their way into the world and ended up in the land of various animals. Not knowing the animals weren't, in fact, the
Dreamers, they mimicked their forms as best they could (and given their special affinity for the Dreaming, this must have
certainly been impressive) and set about harvesting Glamour and insults from them (who says animals don't dream?). Well one
day, the now famous Sun Wu-Kong, the King of the Monkeys (and one of the more clever Tao), got bored with a life of picking
fleas and masticating banana pulp and so began a long and glorious career in Wandering. Eventually, after trashing Heaven and
turning Hell inside out (that is another long story...), he found his way quite by accident into the land of the Dreamers. Imagine his
surprise when he learned he and his brethren had taken a wrong turn at Nan Liao and had been living all that time amongst the
dullard animals (who do dream, by the way. Just not in Technicolor)! Promptly, he returned and informed his brothers and sisters
of their error, and shortly thereafter the Tao moved on to the land of the Dreamers. Unfortunately for them, they had become too
accustomed to their animal forms. When they reformed in a more humanoid shape, they were dismayed to discover that they
couldn't lose their animal characteristics. To make the short of a long story shorter, the Tao look like anthropomorphic animals,
and no two of them look alike. Bird Tao all have different bird features in different places (one might have a full-fledged beak
while another might have a human mouth but a small malformed beak for a nose...), and Monkey Tao all have varying monkey
body parts, and so on. Unlike their cousins the Yao Jin, the Tao cannot become the animal they (sort of) resemble. But they can
become more human looking (see below for more on that ability). Unfortunately, even in a more human state they still retain
features of their animal heritage. Sun Wu-Kong, for example, when impersonating his friend Zhu Ba-Jie's fiancee, looked just
like her except for the rather peculiar tail sticking out the back of his dress. And his ears were a bit large...
It should be noted that quite a few of the Tao possess characteristics from more than one animal.

Seemings
You Chong (Childlings) haven't yet developed all of their animalistic characteristics, and so they appear the most human of the
three seemings. Also, their 'madness' is far less severe than the older Tao, and so it usually they who act as emissaries to the
two Courts on behalf of their people (despite their immaturity). Yet it should be remembered that they are still kids, and as such
their 'fantasies' often take on a very twisted bent (imagine how illogical kids are when they are playing 'make-believe'...).
Yong (Wilder), having 'matured' considerably, are much more creative and imaginative than their younger counterparts (and
more linear in their make-believe). Being young still, they crave Grand Adventures and will do anything to instigate one (or
invariably turn even the smallest challenge into an Olympian Quest and an all new set of visions). Their animal features are
coming in quite clearly by this time and they proudly strut around like peacocks sporting shiny new feathers. Wilder are
becoming certifiably insane by now.
Cheng Chong (Grumps) are the epitome of the insane grandfather every family keeps locked up in the house at family reunions.
They are nutty in extreme, and bedlam strikes them down swiftly. As such, there are very few Tao who survive long as Grumps.
Those that do resemble most the animals they were in past lives while still retaining their basic humanoid shape.

Lifestyles
Most Tao who can afford any kind of lifestyle don't actually live according to it. Their lives tend to revolve around the visions
bouncing about behind their eyes and so they invariably end up living lifestyles that fit with whomever they currently believe
themselves to be. Of course, in the mortal world their eccentric behaviour gets them thrown into asylums more often than not, but
that doesn't really count as a lifestyle, does it?

Affinity
Scene

Birthrights

Camera Obscura: To claim that this birthright is one of the more bizarre ones out there would be a severe understatement. It is
because of this single ability that most Tao throughout history have been so avoided. Because of their odd relationship with the
Dreaming, the Tao seem to be afflicted with a permanent case of Don Quixote syndrome. However, the private little fantasies
playing out inside their heads are not as private as everyone would wish. Not only do the Tao see the world (of both Man and the
Dreaming) through a filter where everything conforms nicely with their 'take on reality,' but this filter also extends outward into the
immediate vicinity of the Tao. When one walks into the room, all Jin present notice that the chimerical aspect of reality suddenly
transforms, conforming to what the aforementioned Tao currently believes. This is a natural and, to use the term loosely,
somewhat subtle effect. Any Kithain that does not wish to 'participate' in the 'vision' at hand need only spend a temporary
Willpower point for the rest of scene he will remain 'immune.' The Tao, though, have been known to pull people (Jin and mortal
alike) in 'deeper,' so deep in fact that the victim actually suffers from the same Don Quixote syndrome as the Tao. The Tao does
this by spending a number of points in Glamour equal to the victim's current Willpower rating and rolling his own Willpower
against a difficulty of 8. Each success means that the victim will be afflicted for 1 day. This can be broken automatically by
anyone willing to invest a number of temporary Willpower points equal to the Tao's permanent Glamour rating into the victim.
While the Tao are generally quite independent of one another, they have been known to get together and form 'crews.' When
they do, they somehow subconsciously all decide on a single shared fantasy. No-one knows how this is accomplished; suffice to
say that it is. In these massive shared realities, the dominant Tao is, of course, the central figure, while the others take on the
roles of 'supporting cast.' In the unfortunate event that an innocent bystander gets pulled in, he too will become a 'supporting cast'
member (though if there are 'casualties' guess who's the first to go? Right, the unnamed Ensign in the red security shirt...)
Rumours abound that some few Tao are able to suppress their innate ability to transform the chimera around them, though noone has ever witnessed this. It has also been said that some Grumps are able to alter the mortal seeming of the world, but those
who have done it usually end up dead as powerful, unknown spirits from somewhere suddenly appear and consume them. It is
theorised that these spirits are Banal Chimera, but again no-one has ever witnessed this happening...

Man of 1,000 Faces: While the Tao's natural form is something more or less like an anthropomorphic animal, they do have the
ability to shift 'forward' into a more human like form. Unfortunately, no matter how human they look, they will always retain some
characteristics of their "manimal" form. Curiously, like the ever shifting chimera that surround them, this ability also allows them
to assume the form of other people. This is done by spending a Glamour point and rolling Perception + Empathy against a
difficulty of 8. The number of success determines the number of successes needed by casual observers to notice the 'difference'
between the Tao and the original person (the animal features that aren't lost in the shifting are pretty good give away). They tend
to use this ability a lot when they form crews and need a 'supporting cast' for the fantasy they are participating in (again, this is
almost all unconscious...).

Frailties
Bedlam's Bedfellow: Because of the chaotic nature of the world in which they live, the Tao always seem to be in a permanent
state of Bedlam. Even in the mortal world their delusions still drive them and inspire them, but for some reason they are
amazingly resistant to the Dreaming madness that infects the other Kithain. Banality, on the other hand, affects them more than
anyone else, including the patrician Sidhe. Tao characters begin the game with one Dementia, and for each permanent point of
Banality they gain once the game begins, they add an additional one. Dementia's can range from the simple (such as a new
'invisible companion' who just can't resist pulling pranks on all your friends) to the complex (The Man has come and explained to
you exactly why and how you must conquer the world), and can never be lost despite the fluctuation of the character's Banality
rating. Naturally, these Dementia's affect a Tao's socialisation, but rather than load the player and Storyteller down with a bunch
of cumbersome mechanics representing this it would be better for the both the ST and the player to roleplay this out.

Quote
"Pop quiz, hotshot. A bus loaded full of explosives leaves LA at 2:00pm, and a train leaves Chicago at 3:00pm, both headed for
Dallas doing 50mph..."

Outlook
Mei: Excuse me. (Sound of feet running away.)
Wang Liang: About as attractive as a juicy booger. Have you ever heard one laugh?
Xian: They serve us well.
Yao Jin: Like us but different.
Zhu Ru: "Zhu Ru...feel like I do?"
Boggan:Great fun to watch during the Winter Olympics. I love To-bogganing.
Eshu: Gesundheit.
Nockers: Did someone fart?

Pooka: Never heard of them.


Redcaps: I highly recommend pushing them down an elevator shaft.
Satyrs: They're like only better cause you don't have to pay.
Sidhe: Why they hate us so much, I'll never understand. No, on second thought, that's not true...
Sluagh: These guys tell great ghost stories. Brrr!
Troll: "It was a dark and stormy night, and the Troll was sinking..."

Author's Note
The Tao Qi Gui are known among the Japanese as tengu. The most common types are those which were once birds in their
past lives.

'Taurs
(tars) (or Toors if you prefer) (Heck pronouce it Jawn)
By Jade Hammons (sidhe@IONET.NET) (13 September 1995)

Description
The 'Taurs are not so much of a Kith, as they are a sub-class of Kith. Like the Pooka, the many species of 'Taur share
characteristics with certain animal species, many of which are of the 4 legged variety, though certainly not all.
'Taurs have long been the guardians and footsoldiers of the Changeling peoples, and most share the same senses of Duty and
Honor as do their troll cousins.
The Eurocentric changelings are most familier with the Centaurs. Half-man, Half-equine, these peoples formed the cavalry of
many a fae battle. But the Centaurs are only one of a long line of Kith, mentioned in the legends of the world. Sphinx, Naga,
Harpys, Lamias, and the elusive Kittsu of the eastern myths round out a long, and proud heritage, of half-animal changelings. It is
even possible, that the Merrow, or Merfolk, long battling against the mindless attacks of Rokea, are but another variation of this
long line.
Seelie 'Taurs have a reputation, as strong as that of the Troll, as dutiful guardians and strong protectors of the nobility. It is
extremely rare to find a Seelie 'Taur that hasn't sworn fealty to a house and begun to accrue titles by the time she is seasoned
wilder.
On the other hand, Unseelie 'Taur have the reputations for riddling and devouring passers-by, carrying travelers and dropping
them into crevices, etc. The most notable thing the two groups have in common is a steadfast dedication to a certain act. The
Sphinx always told riddles, the Naga always guarded, the Harpy always carried men to their doom, the Mermaids always lured
sailors to a watery grave, etc. Once a 'Taur finds a calling in life, it becomes very difficult indeed for him to change it.
This is not to say that all 'Taurs are stubborn and single-minded, but stereotypically, they seem to be. Surprisingly enough, even
this is a stength for the 'Taur, as many of the 'new breed' seem committed to leading lives of glamour and individuality, and in
doing so seem to insulate themselves from the creeping fingers of Banality as well as the Pooka.
'Taurs usually seek the wide open spaces of the world to be free of the sometimes painful limitations of their human seemings.
The most common treasures of their people are those that remove these limitations, at least temporarily. The gift that grants the
Mermaid legs, the cap that allows the merrow to breathe air or that can allow her land bound friend the ability to breathe water,
etc. 'Taurs often seek to master the Primal Art in order to rid themselves of their limitations instead of relying upon others, or
treasures, but some unscrupulous 'Taurs also use their mastery of Primal to change their bretheren for terribly high costs.

Appearance
The 'Taur in their seemings share many features of the animal they are affiliated with, but almost always in an attractive manner.
In their kith, they are animals from the waist down. Many 'Taur look only human from the waist up, but, more often their features
are much lighter, and look very much like Sidhe. What connection there is between these Kith is unknown, if there is any at all.
Not all 'Taur have the lower quarters of beasts. The prime examples of this Are the 'Taurs of Minos (The Minotaur) and the nongarou, non-vampire, Egyptian Deities.
In fact it seems the Sidhe never took supremacy in the middle east, as their are more legends of Half-Man, Half-Animals there
than of fantastically beautiful fae. The Lamia, the Sphinx, all the various Gods... The main 'sidhe' archetype that may exist there is
the Pharoah -- the Pharoah, since all of them supposedly, according to many tales, shared one Soul.

Seemings
Childling 'Taurs are often loners, and many begin even at this youthful age to begin to develop the hobbies that will dominate
their older years. They usually like to spend time more with animals than people.
Wilders begin to seek greater things for themselves, and often spend most of their lives in this age. At this age, they are most
willing to enjoy the company of other mortals and Kith, and are vibrant and explorative young adults.
Grumps usually return to the loners they were as Childlings, and begin to insulate themselves from further banality by slipping into
their duties. 'Taurs that make it to grump, are very likely to slip into Bedlam and almost completely into the chimerical world.

Lifestyles

Lifestyles
Different 'species' of 'Taur are common to different areas of Earth, and tend to be follow the social customs of their individual
groups. Some 'Taur are highly independent, while others are very family oriented. 'Taur, other than those in America, rarely
socialize with other 'Taur, not of their speices. 'Taur tend to prefer wide open areas, that are not constrictive to their Kith.

Affinity
Fae

Birthrights
Animal Affinity: Each 'Taur has a close relationship with one animal. The animal is usually four-legged -- Horses, Great Cats,
etc - but Snake, bird, and fish 'Taurs are not unknown. The 'Taur may use any locomotive or environmental adaption of their
animal nature free of charge. (ie. Centaurs may gallop quickly and carry heavy loads, Harpys may fly, Merrow may swim as very
quickly, and breath underwater) Use of these abilities almost always invokes the Mists. 'Taurs with an affinity to Mythical beasts
are rare, but not entirely unknown.

Tireless: 'Taurs have the unerring ability to do things they set their mind on for unbelievable stretches. A Centaur may gallop for
hours without rest, a Naga may sit motionless and watch a door for days and days, and half-porpoise Merrow may hold their
breaths for hours. To use this ability, the 'Taur must spend a glamour and specify one activity, usually stamina based. Until he
ceases that activity he will not tire from it, but should he even falter in it for a moment, the glamour is broken. But, remember, not
all activites are exclusive.

Frailities
Animal limitations: While capable of extensive movement abilites within the protections of the Mists, the 'Taur are limited when
favoring their mortal seemings. The exact limitations depend upon the animal nature of the 'Taur and the whim of the storyteller,
but usually involve a reduction of speed or dexterity in adverse conditions. Often, 'Taurs have other limitations based on their
animal nature. These can range from dehydration for some Merrow to the need for certain carnivores to eat raw meat.

Quote
"You have sssseen the treasure now child. It would be besssst if you leave now, before you break the rulessss of my oath and I
am forccced to devour you."

Outlooks
Boggans: They flit too quickly from thing to thing. What is the pleasure in doing a job so fast?
Eshu: Good travellers and friends that take the edge of of the long nights spent alone with good stories of love and adventure.
Nockers: Everything they do is flawed. It would be better to do nothing at all than to spend one's life so uselessly.
Pooka: They often believe that we have no sense of humor... You should see the look on their faces when they realize the prank
played upon them was by one of us...

Redcaps: They are no worse than the worst of my own kind. They avert their eyes when I stare at them, and I wonder why...
Satyrs: Hmmm... our lusty cousins. They could be of our Kith; I do not know. Regardless, they are interesting company and have
a fresh view of the world.

Sidhe: I serve them as long as they show the honor that their position demands. Many of them are sadly too spoiled to make
good companions though.

Sluagh: There are 'Taur with the bodies of snakes, but these beasts have their tongues and hearts. They are not fae; they are
disgusting apparitions that share no place at our tables.

Trolls: Strong, level-headed, and Noble.. it makes me wonder why the Sidhe lead and not they... Perhaps it was a tricksters
riddle that they could not answer that bound them so...

TENGU
By Colin Chapman (col.chapman@virgin.net). See also the Sei.

Description
Since the ascension of Mankind the Tengu have meddled in the affairs of Japan. Canny Sei, they realised that banality could
one day spell their doom and took steps to banish the threat before it gained too much strength. They undertook a far-reaching
plan to undermine the development of human civilisation in Japan, covertly intervening to incite civil unrest and uprisings,
fomenting conflict and revolt with the ultimate aim of impeding and slowing progress.
They failed...
However, old habits die hard and the Tengu continue to meddle in the affairs of their realm, but their influence has waned. Long
regarded as mountain spirits and the embodiment of supernatural forces they do not regard themselves as Sei and are
genuinely amused by the pretensions of the western kithain.
Intelligent and cunning they have on occasion taken promising humans as students, instructing them in the paths of knowledge
and arts, both passive and martial; indeed a Tengu of Mt. Kurama trained the great historical hero Mitamoto-no-Yoshitsune in
the 10th century.
The Tengu hold little respect for any religion except Shinto, and while they believe in the power of the Gods and spirits, they also
believe that few of those who take to the path of religion are truly enlightened or dedicated. They would often descend to
mercilessly tease and prank any travelling monks and priests, testing their dedication and character. Only those monks who
demonstrated the greatest devotion and faith gained any respect. Even today, they see it as their task to test the devotion of any
religious leaders they encounter.

Appearance
Tengu vary greatly in size, but the vast majority are notably shorter than most men in their Sei seemings. Their crimson faces
feature a long beak-like nose and penetrating gaze. Their ears are long and pointed, and they favour wearing their black of white
hair long and loose. Sharp teeth flash briefly in their open mouths, and some have bird-like feet, or wing-like arms. Tengu
clothing is clean, simple and loose, allowing freedom of movement. Many traditionalists wear kimono robes and geta (raised
wooden sandles).

Seemings
Kodomo Tengu strive to strike a balance between riotous play and the study of knowledge, arts and crafts. Their faces are pale
pink, darkening only when the reach Sozoshii.
Sozoshii Tengu study, play and prank with equal passion, and some take to testing the beliefs of those people around them who
act too righteous. Their faces have become bright crimson and their nose is near adult size.
Toshi-ue no Tengu are the most common of their kith and fully assume the mantle of religious testers. Intelligent, and learned,
they are often skilled in several arts and crafts, both martial and wise. At this seeming their crimson faces darken to a blood-red
and their noses reach their full adult size.

Lifestyles
Traditionally Tengu live in the mountains of Japan, disdaining contact with Man that they didn't initiate themselves. However, in
recent years, a growing number have moved into the cities of Japan, where they unsurprisingly favour the high altitudes that
skyscrapers afford them. Many of the most dedicated grumps often become priests of the Shinto faith, and struggle to increase
its following in the faith of modern life.

Affinity
Actor

Birthrights

Path of the Scholar: Tengu are prodigious scholars and tutors, possessed of incredibly sharp intellect. They gain an additional
point of experience each session that can only be used to earn esoteric knowledge, crafts, arts or martial arts. No Tengu can
botch a knowledge roll.

Path of the Gentle Breeze: Tengu may fly at upto 20 mph for 1 hour by spending a Glamour point. Any exceptional
manoeuvres require a Wits + Kenning roll, and any complex actions such as combat have their difficulties increased by 2.

Frailties
Test of Faith: Tengu must make a successful Willpower roll (Diff. 7) whenever they encounter a religious leader of any faith
except Shinto, to avoid 'testing' them with pranks and teasing.

Quote
"Oho! So you seek to preach about how worthy you are, do you?"

Outlook
The only western kithain the Tengu have any real dealings with are the Eshu.

Eshu: Amusing gaijin with interesting knowledge.


"Now these guys have some really interesting stories."
Hengeyokai: The Kitsune and Tanuki also inhabit our mountain realms. They can be useful allies when testing a fool, but are
unreliable.

"The Tengu can certainly appreciate a good prank, but they shouldn't restrict their targets so much."
Kappa: Manners are good, but they are a thin veneer indeed.
"Infuriating birds!"
Oni: We can respect our fellow mountain dwellers. They understand their place in the universe and many show understanding of
knowledge.

"Intelligent and wise, but they meddle too much with the fate of Men."

Common Tengu Chimera


Tsunami Gunsen

THE BROOD
By J.D. Simmons (jsimmons-der@worldnet.att.net)

Overview
As per the Breath of Fire series of video games, in particular the third game the Brood are a race of people descended from
both fae and dragon, and have inherited the powers of both. Due to certain key events in their history, they are now rather rare,
but those who still roam are the ultimate in both royalty and fighter. They possess all the prowess and grandeur of both Sidhe
and Dragon, but the wisdom and playfulness of some of the most divine creatures ever to exist.

Legendary
Long ago, when the Dreaming was young and Arcadia was new, the Brood ruled all. They were, like many legendary rulers, kind
and just and they brought about peace, and harmony, and order. Eventually they grew bored with ruling and allowed their younger
brothers, the Sidhe, to rule while they went on to pose as commoners or nobles or just plain dragons. However, whatever role
they took, they were always wise and brave, standing up to any who opposed them with pure hearts. When the Unseelie court
formed, many of the Brood who had chosen to live as dragons decided to join the ranks of the darklings, while those Brood who
had lived as nobles or commoners sided with the Seelie. After siding had occurred, both halves suddenly realized the actions of
the other, and both were outraged at each other's choice of side. Both sides created war parties and decided to force their
mislead brethren into joining the true cause. Several battles were fought between the Seelie and Unseelie Brood, and these
battles were of such massive proportions that they left large pieces of Arcadia in ruins.
The Sidhe nobility looked across the charred wastelands of the Brood's fighting and became outraged that so noble a race
would be so blindsighted as to the result of its infighting, and demanded that the Brood stop before they ravaged all of Arcadia.
The Brood looked about at the destruction they had caused, and abashedly stopped fighting. A concord was prepared for and
all Brood were in attendance, save a few who were above the pettiness of such things as sides and had decided that neither
Seelie nor Unseelie was worth fighting over. These few continued their lives, ignoring the silly meeting for things they had already
worked out. The Concord was held inside a massive cave, inside a massive mountain and was going well; the Brood listened
attentively to both sides of the debate, and a compromise seemed likely. About three days into it, a certain Seelie Brood called
for a brief recess so that he could get a breath of fresh air. He quickly rushed from the cave, and as he stepped out several
powerful Sidhe mages joined him. They rolled a massive boulder in front of the cave, the Brood within unaware as they had yet
to even begin moving from the depths of the Concord. The Seelie mages then sealed the opening and boulder with the most
powerful warding and binding Cantrips they could muster. Then they summoned forth the very power of the Dreaming and sank
the entire mountain into the ground. The Sidhe then fashioned a large binding keyhole in the ground, and an equally large key,
then locked the keyhole, thereby locking the mountain into the ground.
The key was then duplicated, though none of these duplicates had the power to open the mountain, and spread the keys
throughout Arcadia, each one going to a separate place of power. The Sidhe had already decided on how to do this, and sent
the keys out in such a way that even they didn't know which was the real key, this way making it that much harder for the Brood to
ever escape. The Sidhe feared the decision of the Concord; they feared the Brood might decide to reclaim their old thrones, or
to all side with the Unseelie, and could not take the chance of either of those things ever happening. To further prevent the
release of the Brood, a great tree was grown atop the keyhole, then several around it, and so on and so forth until there now
grew a mighty forest where once there was a mountain. The Sidhe then took the betrayer Brood and placed him into the tree,
making him the prison's eternal guard.
Thinking that now all the Brood were eternally trapped beneath the surface of Arcadia, unknowing of the few who still roamed
free, the Sidhe cast a great Cantrip in all kingdoms that removed the memory of the Brood from the minds of all Kith and all
written and magick text, effectively causing everyone to think that there had never been a Brood, and that the Sidhe had always
ruled. The Brood themselves, however, were unaffected, as were certain Fae who were not in Arcadia at the time. So now a few
very old and powerful Fae remember, as do the Brood themselves, but all others have forgotten the great legacy of the Brood.
It is said that some years later the useless keys were found and that they were fashioned into a sword, though the fate of that
sword is unknown. Those few Brood who are still free quickly mastered the art of Primal and used it to imitate Pooka, or simply
imitated Sidhe. Of those who imitated Pooka, some were lost, forgetting who they truly were, and instead became caught up in
their own ruse. Surely these Brood could be reawakened, but that is a matter of another Brood presenting the truth to them, and
many are unwilling to present the truth to anyone or anything.
In the middle ages a group of Brood somehow managed to escape into the human world. How is unknown, and it is suspected
they were actually summoned there, but they found themselves in the human world without the benefit of a Seeming. They tried
fitting in, but eventually they began to slip and dragons were born into the world. After the first Seeming slip, many found
themselves stuck in their dragon forms, and that is why dragons were born as mundane creatures. No one is sure as to why
either of these events occurred, but it has shaped mythology ever since....
Modern Brood flaunt their Dragon natures, but claim that they are Pooka that the Dreaming has blessed with a strange gift. As
earlier stated, many learn Primal to further convince the other Fae of this. No one seems to remember the events of the past,
however, so the Brood are truly safe.

Appearance
Seelie Brood are often attractive and tend to smile. Unseelie Brood often become cold and emotionless. Those Brood in the
modern world often integrate Goth and modern stylings. Their outfits are often things like a simple white shirt, loose jeans,
gauntlets, leather knee-high boots, melee weapons, sometimes even composite or leather armor. Also, most Brood never use
any sort of firearms or bows, preferring throwing weapons and their own mystical weapons. They feel guns are not stylish enough
and will only use guns in a life or death situation. Otherwise they will use anything available. All Brood possess a few quirks that
are discussed in their Frailty.

Seemings
Childling Brood are often cute little creatures. They are playful and hyper; however they are physically capable and those of
Arcadia or who are born into Fae heavy situations often take up adventuring when this young.
Wilder Brood are very adventurous; they always want to run around hunting, and those who can't get very involved in role-playing
games that let them. Also, the Wilder phase often extends far into adulthood for the Brood.
Grumps are often more sedate than either of the two younger Seemings, though the love of adventure never dies. They still like
to wander and adventure; it's just that they are the quiet, staid members who intervenes to save everyone.

Lifestyles
Most Brood are very adventurous, and like to go anywhere mysterious. They aren't stupid though. They won't climb into the
strange old boiler because their Unseelie friends keep egging them on, but they probably will go into the cave the weird noises
are coming out of. They don't always travel, though some do, and many prefer to get a set group and live out their days with
them, having fun and learning. Many Brood accumulate large libraries in their later days. Also, to date, almost every Brood born
has possessed the Fae's Eternity. They all seem to stop aging physically after they reach about forty, and some don't even get
that far. The oldest Brood on Earth who hasn't succumbed to Banality or been reborn yet was born in 1852, and still looks 24. He
is a bit hard to find, however, as he has gone to the Far East to learn of a completely different culture, because he thought it
would be fun.

Affinity
Nature

Birthrights
Dragon: The Brood's main source of power is their ability to become dragons. At all times their dragon forms are Chimerical
and only inflict damage of that sort. Childlings can become Pups, Wilders are Warriors, and Grumps are Great Dragons. Also
any Brood can assume a form they have previously acquired, so a Grump can be a Pup if she was a Childling and simply grew
up, but not if she underwent her chrysalis in adulthood. Assuming any of these forms requires spending two points of Glamour.
And all breath attacks require a point of Glamour to use.
Pups are baby dragons. They aren't so much fearsome as cute, though they can inflict grievous harm on someone who isn't
ready. They are often about the size of a calf (though very different proportionally) and walk upright. Their forelegs can grasp, but
aren't big enough for fine motor skills. Any dragon who does not have any Elementals yet (see below) is green. Most tasks are
performed with their mouths. They have tails which they can swing with to try to trip up opponents. Pups get the following Stats:
Strength 4, Dexterity 4, Stamina 5. They can Bite for Strength +2 damage, Tail Swipe for Strength -1 damage (but it will knock
the opponent down), or they can breath a Dragon Breath attack which inflicts 3 dice of damage + any elemental modifiers (see
below)
Warriors are like the Dragonkin of Arcadia: the Wyld Hunt. They stand on their hind legs, about a foot taller than before. They
have a pair of horns which grows back from their foreheads, and wild hair. They are otherwise humanoid, with normal length and
usable arms, and athletic bodies. They have wings which can be used for flight, and claws and teeth. Their tails are long and
whip like, unsuitable for anything but balance. This form is strange, because it doesn't really look like either of the other age
forms. It looks more humanoid, while both Pups and Great Dragons look more like dragons than humans. Warriors get the
following modifiers: Strength x2, Dexterity +3, Stamina +3, Bite: Strength +1, Claw: Strength +1, Breath: 4 + elemental modifiers.
Great Dragons are the dragons of legend. They have thick bodies, long necks, long tails, wings, and fearsome maws. They have
long wild hair, and long snouts, they are truly fearsome to behold, and very dangerous to anger. Like the pups, they walk on their
hind legs, though they are bent over allowing their tails to flow out behind them. Their forearms are short, but strong, and aren't

very combat effective, but are great for carrying. Strength +8, Dexterity +0, Stamina +6, Bite: Strength +4, Tail: Strength 1(usually sends the opponent flying), and Breath: 5 + modifiers. Great Dragons are -3 difficulty to hit due to their immense size.

Elemental Merge: With this power a Brood can accept pieces of an Elemental spirit into itself. How the Brood finds the
elemental is up to him and the Storyteller. However, with a Stamina roll (difficulty 6 for willing spirits, 10 for unwilling) they can
take a piece of the elemental into them. They may only do this once per Elemental type, and this small piece gives them a +1 to
their breath attacks, and allows them to get a +1 to soak that type of damage. Also this absorption changes their dragon color to
one fitting of it (red for fire, black for death, white for holy, light blue for ice, dark blue for water, etc.). they can assume one aspect
at a time, and their breath is that type. They still get all the breath bonuses, but their breath can only be one at a time.
For example, if Zerach, a wilder, has gotten three Elementals to favor him, he has a total breath attack of 6, and can assume the
type of one of those. So if he had absorbed fire, electricity, and darkness Elementals, he could have a six point fire, electricity, or
dark breath.
Some sample Elementals:
Fire: Typical fire elemental, it burns.
Ice: It freezes things. For every two points of damage before the soak, the target gets -1 to all dice pools until it can heat
itself up. The Storyteller determines that based on environmental situations.
Water: Like a high powered fire hose, this style of breath usually works best to push stuff away or knock someone down
without killing him.
Electricity: Like Ghidra of the old Godzilla movies, your breath is effectively a lightning bolt (though normal breath damage,
not lightning damage). It can fry electric things, but only if they exist in the Seeming. Bad news in water.
Death: This is the hardest type to get, because death Elementals are hard to find and even harder to bargain with.
However, if successful, a breath attack with this results in a contested roll. Your total breath versus the target's Stamina
(difficulty 6). For every success you get over her, she age ten years.
Holy: Does normal breath damage, and acts as 1/3 that damage (round down) in True Faith.
Darkness: This doesn't actually do any damage. However, roll Breath at a difficulty 6 and the target is completely blind for
that many days, unless something intervenes.
Light: This is lethal against vampires, but only vampires who are Enchanted. This floods an area with brilliant light, and only
the Brood isn't affected. The light is so bright it can do damage to everyone in the vicinity. You get the idea.

Frailties
Curse of the Dragon's Seeming: The Brood's human appearance is powerfully marked by their dragon nature; it shows
through into even the mundane world. First, their hair and eyes are odd colors (like blue hair and purple eyes) though they can
match, they are often bizarre. However in this modern world, it is not so bad because of hair dyes and colored contact lenses.
Their ears are more pointed, like the Sidhe's, and their canines tend to grow out a bit, though not even close to as long as a
vampire's.

Curse of the Dragon's Thirst: The Brood are insatiably curious and often read quite abit, and are well suited to adventuring.
They hunger for knowledge, and often seem to go out of their ways to get it and to try new things. Many are sensation junkies.
Finally, most are honor bound. They lose great amounts of respect, both culturally and personally if they break their word.
Sometimes they feel so bad as to the point of suicide, but that is rare. Note that this is not a supernatural effect like the Troll's
weakness, but a personal one.

Quote
"Ah, come on, it'll be fun. Yeah I heard about all the Redcaps, but look at it this way: it'll be an adventure!"

TIEFLING
By Tepes (jmmcke01@morehead-st.edu)

Author's note
I'm sure anyone on Changeling-l has noticed me often taking to the soapbox to sing praises of that damnably fine T$R product,
Planescape(tm). Some of you, then might be happy with my next addition to the WoD--Tieflings (and Aasimon) as Changeling
kiths.
A few preparatory definitions begin for those of you unfamiliar with my beloved plane-hopping universe.
Tiefling: "part human, part something_else." That something else is a bit of the fiend. Tieflings, as rumor has it, are as evil as
their roots. This, of course, is a stereotype. Tieflings may be as ethical as the player decides, they just include devils in their
family tree.
Aasimon: These beings play opposites to the Tiefling. Where a Tiefling has a fiend in its genealogy, Aasimon have angels. They
may be beautiful or ugly, sexed or sexless; they just don't have the "taint of evil" in their veins.
For simplicity in reference (and because I'm throwing Aasimon in at the time of typing rather than original design) any reference
to "tiefling" from this moment on will be interchangeable with either Tiefling or Aasimon. Too, reference to T$R publications will
be noted by abbreviation (i.e. PGP means Player's Guide to the Planes) and page number.
--Tepes

Description
The stuff of dreams, be they benevolent or nightmarish, blended together, is an apt nominative for the tiefling. "A shadow of
knife-edge in their faces, a little too much fire in their eyes, a scent of ash in their presence -- all these and more describe a
tiefling."(PGP:12) Tieflings hold a stubborn pride and a sour shame of who and what they are. They have no culture of their own,
and most are loners, which seems to generally follow their background as pariahs. "Some slip into the edges of human society,
becoming poets and artists who describe the corrupt fringes of the respectable world."(PGP: 13)
For the simplest consideration, tieflings may be called bastards of the Dreaming. They have been born of Glamour, but cursed
by it also, left to roam the outskirts of respectability because of appearance and reputation. The Dreaming that begat them has
abandoned them, appalled, mayhap, at the Dark Glamour and nightmares that they spawn in the dreamers of the world.
Tieflings, understandably, often turn Dauntain for this reason. But if nothing else may be stereotypically true about the blended
kith we discuss, it is that stereotypes do not hold true.
Unlike any other kith, a tiefling does not necessarily have the same predilections and birthrights as his kithmates. Just as
Glamour is fickle and can show many faces, the tiefling spirit -- born of those dynamics -- can show remarkable differences
between two Changelings. This variation, in game terms, translates into approximately seven birthrights and four flaws that may
be chosen randomly or otherwise, to simulate the differing abilities and widespread aptitudes of this motley kith.

Seemings
Childling tieflings often find themselves at the center of gossip and ridicule in their social circles. This is the age where they first
develop the untrust that will carry them so far through life. Tiefling childlings lucky enough to have parents may find that, during
this stage, they cannot ascend to the standards set by them. This often results in a surly frustration that carries into later authority
interactions.
Wilder tieflings are the penultimate angst-ridden loners of the teen age generation. They dress in dark colors (rarely black, most
usually greens, browns, and blood reds), have problems in relating to their peers, and generally misread the attraction they
present to other adolescents as their being the butt of a joke to come. It is at this age that any conversation and, especially,
compliment received by the tiefling from the "popular" crowd is immediately suspected as a ruse. Especially so when it seems
to be freely given. Tiefling wilders learn cynicism quickly, growing irrascible and more withdrawn with each passing month.
Grump tieflings give hermits good names. These gnarly curmudgeons are the Mr. Wilsons of the WoD, doubting the veracity of
other's feelings and being pestered incessantly by every youngster on the block. Almost without exception grump tieflings have
hearts softened by years of stony beating, though. No matter how sour he may seem, Mr. Wilson is smiling on the inside when
Dennis comes to visit. Grump tieflings generally react the same way, treasuring the Glamour that they despised in their youth.

Birthrights

The tiefling system of Birthrights and Frailties works differently from other kiths. To reflect the wide varieties of abilities among
tieflings, they choose two Birthrights and a Frailty from the list below. Some of the Frailties may incur Freebie points.
Alternately (and, by the author, preferably), the tiefling may possess as many Birthrights as she would receive in Freebie points
for her Frailties. This method incurs no Freebie points, just extra Birthrights to reflect a more diverse heritage.

Birthrights
Lure of the Forbidden: Thought for so long by generations of people to be irredeemably evil, tieflings inspire fear and mistrust
in others. Just like for anything else forbidden, though, other beings feel an instinctive interest in and curiosity of tieflings.
System: +1 to Cha. An additional +1 to any Social trait may be taken at the expense of a Physical or Mental trait.

Shadows of Dream: The tiefling may see day or night up to 60' and create darkness 20' radius.
Dreams Never Die: (This Birthright may be purchased more than once. Each purchase buys one type of protection.) The
tiefling, because of heritage, enjoys special protection from her environment.
System: Take 2 extra dice to any soak roll involving either cold, fire, electricity, or poison.

Vigor of the Angels: The tiefling, rather than having infernal blood for attractive mystery, has the supernatural physique of the
god-born.
System: The tiefling may take an extra dot in a Physical trait. An additional dot may be taken at the expense of a social trait.

Messenger of the Gods: The tiefling, by heritage, has the natural poise of the Vox Dei. Her voice is easily heard over crowds
and plucks the heartstrings of the even the strongest with only a whisper.
System: The Changeling gains two dots to put in either a Social or Mental attribute. Such a focus on communication in a mortal
body, however, has reduced the usual toughness associated with celestial messengers. -1 dot in a Physical trait.

Wheel of Fate: The tiefling, again by heritage, has certain natural aptitudes that even she may not realize.
System: Choose (at random or with character development in mind) two Abilities (Talent or Skill) and add a dot to each. The two
dots may be added to a single Ability, but this must be explained in the background (few know something that well withour
realizing it).

Varium Semper Arcades (Arcadians are always fickle): the tiefling has the appetites of an Arcadian and is determined to sate
them. Depending on outlook, the tiefling may find everything in her life a delight or find everything to be an unending bore. Either
way she is stubborn in her pursuit of entertainment through art or war.
System: The tiefling gains one permanent dot of Willpower, and receives an extra two temporary Willpower at the beginning of
each story (not game session). Thus, at the beginning of each story the tiefling's temporary Willpower may exceed her
permanent Willpower.

Frailties
Dark Heritage: The character is physically abnormal and often seen as evidence of "demonic" origin. No shadow or reflection,
partial carapace, forked tail, tongue, whatever, are all examples. As this flaw will appear in the mortal seeming, at Storyteller's
discretion it may incur Freebie points.

Echoes: Similarly to the Flaw: Echoes, the character must always live under the shadow of her origins fae. Things that
classically affect faeries (salt, bells, etc.) affect the character as legend would have it. This flaw may not incur Freebie points.
Prince of Lies: The tiefling suffers from general delusions of grandeur. She thinks she's more accomplished, more attractive,
and even, in extreme cases, invulnerable. These beliefs may spring from lies an ugly tiefling grump has told in self defense or
attention payed to a beautiful young wilder.
System: a Derangement is added to the character. Most times its force will be weak, but in times of excitement or stress, the ST
may call for a Willpower roll to resist the urge to tackle unbeatable opposition alone. This flaw, according to severity, may incur
Freebie points. (Needless to say, this flaw can be especially dangerous for Changelings since they have naturally low Willpower
in comparison to other Supernaturals.)

I Watch My Own Back: the tiefling has horrible problems coming to trust another. This might be an inborn trait and, thusly,
considered a Derangement, or merely a "once bitten, twice shy" reaction to an occasion earlier in life. This flaw will not incur
Freebie points, regardless.
System: all Social rolls attempted by other characters to favorably affect the tiefling fail unless the tiefling spends a Willpower to
accept what is being done. The tiefling also becomes a habitual liar -- like the Pooka Frailty -- to all but those he is bound to and

trusts. Those won't be many.

TOKOLOSH
By Colin Chapman (col.chapman@virgin.net)

Description
Unseelie of South Africa, the Tokolosh are sullen, petty and cruel, finding little joy in anything, save for bringing a little fear and
revulsion to those around them.
Craven at heart, they avoid physical violence, and themselves have a strong aversion to pain, so they satisfy their desires by
torturing small animals, and terrorising lone individuals, the weak and the young. In such cases they can be quite imaginative,
almost thriving on the fear they engender.
Typically, they make strange bone-chilling noises and cries (often by causing a small animal great pain), lurk in the darkness at
the edge of their victim's vision, and leave grotesque mutilated animal remains in their victim's path or abode.
Most Thallain and Unseelie regard them as amusing amateurs, which enrages the Tokolosh no end. Of course, few have the
courage to refute such claims, leaving their angered curses for such times as when the insulting parties have left.
Their fellow kithain, the Eshu and Bakhna Rakhna, view them with some disgust and contempt, avoiding them when possible.
This suits the Tokolosh just fine, as they are largely loners anyway, and have no appreciation of the lofty airs and graces they
think their cousins embody.

Appearance
Short and stocky Africans with large noses in their mortal seemings, the Tokolosh are quite animalistic looking in their fae
seemings. Even shorter and stockier, their nose and mouth merge to become a fleshy muzzle filled with large, sharp teeth, their
brows become heavy, and their coarse black hair spreads to cover their entire body except for their face, hands and feet. Their
clothing is usually ragged and worn, and soiled with many unmentionable stains.

Seemings
Childling: Tokolosh are cruel and lazy, delighting in torturing animals, especially household pets. Shunned by nearly all their
peers, they spend their time setting fire to dogs, stabbing cats, and pulling the limbs off insects.

Wilder: Tokolosh are even worse, entertaining themselves with much more imaginative cruelty than the childlings. Such cruelties
involve dissecting live animals in a long, drawn-out process, nailing live animals by their skin to their owner's doors, and other
grotesque and unmentionable acts. Those few who were involved in education typically drop out, although a few excel at biology
and become scientists of the worst variety.

Grump: Tokolosh often become bums, beggars or wild hermits, while a few find work in animal sanctuaries or other professions
where they have access to many animals.

Lifestyle
Initially the Tokolosh lived wild, isolated lives, often shunned from their native tribes, and even today, a few do live a wild hermetic
existence. Others have found the new cities to be prime sites in which to torture animals and terrorise people, and a few have
found certain avenues of employment to be highly appealing. A handful have even moved throughout Africa, often joining
guerrilla groups, and revelling in the fear and pain they can inflict with an assault rifle.

Affinity
Nature

Birthrights
Fang Face: Their bite inflicts Str + 2 chimerical damage (diff. 8), but they must call upon their wyrd to use this ability on the
unenchanted.

Mask of the Beast: Sickeningly, the Tokolosh are able to approach most animals with impunity, without the animals fleeing or
fighting, and it is this very ability which makes it easy for them to catch the animals they are so fond of hurting. An animal must
make a successful Willpower roll (diff. 9) in order to flee from an approaching Tokolosh.

Frailties
Craven-Hearted: The Tokolosh are apt to flee when threatened with harm, especially from a force they perceive to be as
strong, or stronger. They increase the difficulty of any Willpower rolls to avoid fleeing by +2.

Bad Attitude: The Tokolosh are petty and nasty, and they're proud of it. Few people can stomach their attitude and cruelty, so
they suffer a -2 penalty on all social rolls.

Quote
"Here kitty, kitty, kitty . . ."

Outlook
Bakhna Rakhna: These losers can't really shun us so perfect the ability to infuriate them without being so bad that they can
brush you off. It's worth hours of fun.

"They constantly try our patience and generosity like small, selfish children. Be hospitable, but watch them always."
Eshu:: Avoid these wanderers, because they don't scare easily, and are therefore poor sport.
"The Tokolosh are pathetic and fearful. Challenge them to mortal combat and most will blanch and flee. Of course, be wary of
those with guns."

TOMTAR
By Joe Beason

Description
The Tomtar are Nordic in origin, but have through the centuries expanded their activities to other parts of the world. The fact that
more suicides happen during the holiday season are in-part due to their malicious natures, and that they choose only to show
themselves from the 11th hour of the 11th day of the 11th month until the 2nd hour of the 2nd day of the 2nd month. Why they do
this not even the Sluagh know. And where they go during their 'off-hours,' as they've taken to calling their hiding period, even
fewer know.
However, during this season of activity the Tomtar make their presence known quite well. They range the world looking for
whomsoever they feel deserves their attentions. Their activities include such things as stuffing cats up small chimneys, switching
presents a man might send to his wife and mistress, attacking anyone dressed up in a Santa suit and many more stunts of this
nature. Females are known for enticing unsuspecting men out into the cold night, subduing them with passionate embraces, and
then leaving them to freeze to death.
They are not entirely evil or licentious however, just very very capricious. Acting in a manner completely devoid of logic or
reason, they play wicked pranks or perform miracles completely at their whim. The only pattern of motive that seems to follow
their actions is that they despise all who think of the holidays as a 'joyous' occasion. To them it is a time of freedom and wonder.
It is a magic time of the fulfilling of dreams and of fallen hopes of the innocent.
Central to the purpose of the Tomtar is the concept of The Exchange, a sort of karmic equalizing force that they feel is their soul
right to merit out. No one knows how they justify their actions through this, but the Tomtar insist that all they do is according to
what each person deserves. Apparently they have a method for rooting out the deepest darkest secrets from mortals, and then
using that to decide what to give or take from that person. They do however have a weakness in regards to children. The truly
innocent children often receive that which they could only dream of, however, if a child is wicked of heart, or spoiled of nature, the
Tomtar will take the matter more seriously than any other offense and often will simply abduct the child, who is never to be seen
again. Some folk stories insist that these children are then turned into Tomtar, but no one is certain among the fey what the truth
is.

Appearance
In appearance the Tomtar are small (4'-5' tall), thin, with long ears and long pointed noses. Their eyes are uniformly brilliant
green and they often take to wearing red scarves, which are rumored to symbolize blood spilled from their throats (only a few
changelings dare speculate the purpose of this symbol). The males frequently grow small beards and curl them into bizarre and
twisted forms. Females are of very pale skin and possess a sharp beauty which speaks of frozen hearts. In centuries past they
traditionally wore white rabbit skin loin cloths. Currently they seem to be seen in white business suits or gowns, sometimes with
rabbit fur trim, often accompanied by the red woolen scarf.

Seemings
Childling are often very human childlike in appearance, the youngest of the Tomtar are perhaps the most wicked, performing
acts of treachery and maliciousness only those too young for cultural mores could perceive of. They are also masters of hiding
behind the face of innocence, and have managed to fool many a grump using this ploy. They are the most likely of the Tomtar to
be unseelie, and have caused many to wonder if the Tomtar start out unseelie by nature then change alliances as they get older
in nature.
Wilder are the workhorses of this Kith, scouring the globe during their active season looking for "what needs to be done." They
feel their duties to be of extreme importance. Most of the time the things they do are in order to show the mortals that wonder
and magic still exist in this world. They begin to get the hang of pulling off amazing feats right in front of many mortals, with it all
being accepted as "miracles of the season." But when a Wilder is crossed or really feels someone deserves to learn a lesson,
they are fierce in equating their so-called 'justice.'
Grumps are often of the kindliest nature. For men, their beards have grown long and white, and are formed into amazing
architectures. For the women they have formed into an elderly beauty with long flowing white hair. They usually become more
sedentary in nature, often reappearing each year in the same village or town. They begin to gain weight as a rule as well, losing
their unnatural slenderness. This is in part due to a propensity for alcohol, spiced meads and wines being their favorites. Many
children's tales of visits from Santa are the result of a drunk and weary Grump Tomtar stumbling through their house at night.
Grumps are, however, perfectly capable of treachery, and are perhaps almost better at hiding behind a face of innocence than
the Tomtar Childlings.

Lifestyles
Tomtar life is a savage three months of partying, trickery, and miracles. They seem to flourish on extravagance, of any form. They
have been found in deep forests, as well as the center of metropolis', appearing to not have any particular favorite homestead.
No Fae have yet detected one in its mortal seeming, so nothing is known of what they may be like. They are known to enjoy raw
meat however, and frequently hunt their own meals and use the blood during their tricks on people.

Affinity:
Actor

Birthrights
Dark Secrets: The Tomtar are renowned for simply 'knowing' how good or bad a person is. They have the unique ability to ferret
out the deepest darkest secret someone is keeping. To do this they roll Perception + Empathy against the victim's willpower.
The only limitation to this is that the secret doesn't last in the Tomtar's mind but one second per success. However, even when
the memory of the secret fades from the mind of the Tomtar it is left with a general feeling for how 'bad' the secret was. There is
no limit to the number of times a Tomtar can try this on somebody, however it will always return the same 'secret' unless such a
time as that person performs an even 'worse' secret. The measure of how bad the secret is is actually determined by the person
holding the secret. And the feeling of how 'bad' the secret was that is left with the Tomtar is also derived from the victim's
personal feelings of how bad it was. This birthright requires being able to see the individual.

Winter's Friend: The Tomtar are immune to the natural cold of winter. They can still be affected by magic which use cold as
their medium, but they are able to withstand comfortably any natural temperature below freezing. A curious note about this ability
is that it can be shared, but only via intimate contact. Also, heat has no special ill effects on them.

Frailties
The candle that burns brighter, burns shorter: This Kithain race has a rather unusual flaw in their lifecycle. They are only
able to break out of their mortal seeming during a very specific period of time. From November 11th, 11:11pm, until February
2nd, 2:22am they can assume their rightful kithain form. Any other time of the year they are locked into their mortal seemings.

Quote
"Johnny's been a bad boy, a very baaaad boy. What does Johnny get for Christmas? How about this!"

Outlook
Boggans: Wonderful little tinkerer friends. We often petition them for gifts for those we feel are worthy. Good hearted souls, few
secrets to fret about with them! Still, they do seem to pester us for our talents a bit often.

Eshu: They have carried the message of our purpose far and wide. The stories they tell of the wondrous activities of one of our
members has charmed the world. Still many have alternate motives and hide some very dark secrets indeed.

Nockers: Can't take a good prank if it bit them in the face. Okay, so what if it really did, the scars came out eventually right? Still,
their gadgets are handy, and in higher and higher demand lately. Great companions for a really wicked night.

Pooka: Our springtime brothers, who's minds have surely gone south for the winter. They do a decent job of it all though.
Red Caps: They know the darkness hiding in the hearts of man. Yet, like the Pooka they are one sided. Flip the coin brothers, it
is not all blood baths and brutality out there.

Satyrs: Wild and ancient of heart. True Fae, to be sure.


Sidhe: They waste their time on issues which matter not to the Fae. They are stuck in the middle ages; we don't have the time to
bother with them. As long as they don't stop use from going where we will, everything will be okay.

Sluagh: They make pretense to be the darkest of our kind, but even they do not know horror as we do. Yet seldom do we pry
into their secrets; the cost is often too high to pay.

Trolls: Their honor goes unquestioned by our kind; they have proven it true.

TOONKAVIANS
By The Changeling (dahioshee@hotmail.com)

Description
To: Lokirose Loshiek: King of Goblins
From: Changeling: Riddler of Fae

I know you wanted to know where this bunch of new vampire came from so here's what I found out from two of them. Sit down,
you're not going to believe this.
This insane version of the Malkavian Clan started this way: A Malkavian was put into an insane asylum.

No biggie there.
In this asylum were two changelings, a House Eiluned sidhe and a Tao Qi Gui.

The sidhe was stuck in the asylum because he was 'accidentally' oathbound to the Tao.
Everybody in this asylum was on the first threshold of Bedlam, because of the Tao. When the Malkavian arrived, things got
worse. The Malk and the Tao became friends, great friends. Their combined powers drove everyone in the asylum, mundanes,
changelings and any other Malkavians farther down the road of Bedlam.
After a while the sidhe start falling into the third threshold of Bedlam. The Tao and Malk thought this was funny. His symptoms
were part autism and part feral cunning. Mostly everyone in the sidhe's wing were in the throws of the third threshold. This suited
the Malkavian to no end. He was in charge of an entire wing. The Tao found this to be a great adventure.

To get to the point. . .


When the sidhe slipped back to the Dreaming he somehow carried his entire wing with him. This included the Malkavian and the
Tao.

I don't know how that happened. I wasn't there.


During the shift to Arcadia the Malkavian was transformed into a creature part-Malkavian, part-Tao Qi Gui.
When the wing arrived in Arcadia, they found a abandon Eiluned castle and set up shop. The mortals who were brought along
had no choice. They were Embraced as soon as the Malkavian was re-formed.

I know, I know I haven't said why they are called 'Toonkavians', so I'll tell you. Look at their name. It tells you why they're called
Toonkavians and what their dementia is.

Nickname
They don't have one and they don't want one.

Appearance
Depends on their dementia.

The two I talk to looked like Hannibal Lecter and Merlin.

Haven
Same as above.

After hearing their explanation, don't even ask.

Character Creation
For being insane, they're very well balance. This one also depends on their dementia. The two I talked with were very Intelligent.

They said that some are very strong and a few are very cute.

Disciplines
Auspex, Presence, Intercourse, (Don't even think it.) Bendy Legs, Cinematix, Fortitude, Dominate, Dementation, Obfuscate,
Dennis, Cheshire. My guests said there's probably more. They were not sure. I'll do some research later.

Weaknesses
My guest didn't say anything about any.

I found some. I'm sending them to you and not them. It seems that if you get involved in their "view of the universe" and play
certain induviduals, like Q, the Master or the Joker, you can take advantage of this.
They are also obsessed with cartoons. Thank goodness for the Cartoon Network.

One more thing: they think of themselves as toons so some of the tricks from Who framed Roger Rabbit will work on them.

Special Powers
Camera Obscura: See the Tao Qi Gui birthright.
Man of 10,000 Faces: Because of the Toonkavians being part Tao Qi Gui they can shapeshift into different animals or people.
Dragon Wings: Toonkavians can make functional wings pop out of their back.
Just Like A Toon: Toonkavians have the same invulnerablities and thought patterns of standard toons. Setting one on fire is not
a good thing.

Sunlight?? What sunlight??: Toonkavians can stand sunlight. It's a good thing that they only feed at night.
Glamour pools and Cantrips: Toonkavians have Glamour pools and cantrips like normal changelings.

Clan Organization
There is only one Toonkavian prince. All the others will follow his orders.

Quote
"The others have no idea what they're dealing with and we like it that way."
-- Count Toonkav, Count of the Toonkavians

Stereotypes
My guests, at this point, wanted to do this part of the report. The Toonkavians wanted their say about the other stereotypes.

Nosferatu: Back, Back fowl demon! Back I say!!


-- Lord Candor, Knight of the Sword
You call them scary?? Wait until you get aload of me!!!
-- Terror, Toonkavian Master of Terror

Tremere: They have no idea what true power is.


-- Mal-Ti Rog'osto, Wizard and Artist
How can we get rid of these insane fools. This is a secret we all want.
-- Doctor Augustus, Tremere

Ventrue: Never met them; don't want to either.


-- Count Toonkav, Count of the Toonkavians

Gangrel: Part animal. . .Oooo. How retro. The Pooka should keep track of their pets. They can really be a pain.
-- Lilian, Toonkavian

Toreador: Toro, Toro!!!:)


-- Pongo, Toonkavian Adventurer

Brujah: I've heard of mean, but these guys could scare C. Montgomery Burns.
-- Lord Candor, Knight of the Sword
I like these idiots. You knock them down, and they keep coming back for more.
-- Kaywynd, Brujah

Ravnos: Great parties.


-- Lilian, Toonkavian
Thank you. I'm glad you enjoyed it.
-- Paragon, Ravnos

Lasombra: Are they related to the Cappadocii??


-- Mal-Ti Ro'osto, Wizard and Artist

Tzimisce: Never heard of them.


-- ALL Toonkavians

Assamite: Good fighters, but not good enough to beat me. (polishes sword)
-- Wildcard, Toonkavian

Malkavian: Cartoons, brothers. That's were it's at.


-- Count Toonkav, Count of the Toonkavians

Panders: Panders?? Sounds like a creature from the Valley of the Sleeping Dragon. (Obscure joke, ask your parents.:))
-- Cosmic, Toonkavian Astronaut

Samedi: I've heard rumors that the Doctor's mortal enemy was one of them. I wonder if it's true?
-- Professor Animal Lecter Ph.D., Toonkavian

Serpents of the Light: Harmless until provoked.


-- Wildcard, Toonkavian
I like snakes.
-- Terror, Toonkavian Master of Terror

Black Hand: Any relation to the Blackfoot Indians.


-- Pongo, Toonkavian Adventurer
Need to hire better help.
-- Wildcard, Toonkavian

Camarilla: WHO!!!
-- ALL Toonkavians

Sabbat: Isn't that a Sunday???


-- Pongo, Toonkavian Adventurer

Inconnu: I've heard of these old ones but have never met them personally. Must be into books instead of cartoons.

-- Lilian, Toonkavian
They're Old. Like Me. Let them sleep. Us Old folks need our sleep. Why ya think their never seen. Kids today, Oy!!
-- Grandpa, Toonkavian
Leave them alone!!! Hermits love their privacy.
-- Badger, Toonkavian Hermit

Giovanni: What's with that clan anyway??


-- Cosmic, Toonkavian Astronaut

Anarchs: I wonder who Uncle-arch is???


-- Pongo, Toonkavian Adventurer

Boggans: Not bad little workers. Their art needs some improvement though.
-- Mal-Ti Rog'osto, Wizard and Artist

Eshu: Great stories that would make great cartoons.


-- Count Toonkav, Count of the Toonkavians

Nockers: Can't you guys do anything right???


-- Pongo and Cosmic, Toonkavian Adventurers
And I thought the Tremere were annoying.

Pooka: You just got to love these guys.


-- Pongo and Cosmic, Toonkavian Adventurers
They learned their animal trick from us. Really. They did.

Redcaps: Always have them cook up you victims. They just do something with the spices. Bon appetite.
-- Professor Animal Lecter Ph.D., Toonkavian
Go out to eat with them. They always leave you the best parts.

Satyrs: I wish they hit on someone else besides me.


-- Lilian, Toonkavian
(Stabs one) That was fun. Can we do that again.
-- Wildcard, Toonkavian

Sidhe: Eehhh. Who ever let them in charge must have been drunk.
-- Count Toonkav, Count of the Toonkavians
Be wary, they scheme.
-- Dark Shade, Avenger of the Night
They task us, and we shall have them.

Sluagh: Great informants if you can stand the smell.


-- Dark Shade: Avenger of the Night
A normal Malkavian if you ask us.

Tao Qi Gui: I must say, they have given us the gift of reality. We shall always be greatful.
-- Count Toonkav, Count of the Toonkavians
Finally, someone who understands us!!!

Trolls: If you see one good one and one bad one, you seen them all.

-- Lord Candor, Knight of the Sword

Garou: AAAAAAAAAAAAAAAAAUUUUUUUUUUUGGGGGHHHHHHHH!!!!!!!
-- Pongo and Cosmic, Toonkavian Adventurers
Their heads come off as easily as humans do.
-- Wildcard and Lord Candor
The Kindred have gone too far this time.

Immortals: Their game is fun and I shall be the one.


-- Lord Candor, Knight of the Sword
Who??? What was that???

Changelings: The rest of the changelings are something else entirely.


-- Count Toonkav: Count of the Toonkavians
What?? Another weird Prodigal???

Wraiths: Great warriors and advisors. Always have some in you army.
-- Count Toonkav, Count of the Toonkavians
Thank you. I Guess.

Mages: Coming from one, they're alright. Always study, study, study. No time for toons. Such a pity. They would be happier if
they would loosen up.
-- Mal-Ti Rog'osto, Wizard and Artist

The Wyrm: You don't want to know. Trust me.


-- Wildcard, Toonkavian

The Psychics: Seek nothingness of mind and find peace.


-- Drewsilla, Toonkavian seer
GET THEM OUT OF MY MIND!!!!!

Well Your Highness. That's basically it. Any more information on this subject and you will have to ask them about it. Keep
your eye on the Skull Brotherhood. Catch ya later.
The Changeling
Riddler of Fae
P.S. My opinion on the Toonkavians is this. . . The world was meant for weird creatures. I just wish that some of the weirdos
would return to the Dreaming. They would be happier and less of a pain to the Kithain.

TRANSY
By Mark Kinney (alberich@iglou.com)

Description
It is said that odd things happen when Changelings are involved, but none so strange as the emergence of a new kith within the
past 25 years.
In 1975, the release of a movie version of a fairly successful musical spurred this event. The movie, "The Rocky Horror Picture
Show," was savaged by critics, but it attracted a certain audience group, who took the movie and made it their own, and as
glamour accumulated with the addition of "audience participation" lines and groups of people who would act out the events in
the film, it became a focus for awakening of fae natures for many; eventually, though, a group of their own began to develop.
The movie (called by such things as "The Show," "Rocky," etc.) became a magnet for all manner of rebellious teens, bored
college students, and others such people as the traditions began to spread and the movie reopened in small-time "art" theaters
across the country. Although some found guidance from others of particular kiths, some did not, and began to merge together
into a group who call themselves "Transies," after a group from the show.
Some of the fae wish they could disown this group, but cannot deny their fae nature, despite some deeply-held delusions (such
as regarding the Dreaming as "the planet Transexual, in the galaxy of Transylvania").

Seemings
Childling: Oftentimes, there is some awareness in a transy's being of their unusual nature, which draws them to the show.
Oftentimes, these "virgins" have even seen the movie outside of a theater environment. They are typically somewhat rowdy, but
basically polite, especially to each other.

Wilders: There is not always a major change from Childing ways after "de-virginization," but they do continue coming to the
show on a regular basis. Some come to the show in costume (not necessarily as a character from the movie, but this is usually
the case) and join in on the audience participation, or even join a performance cast. They can often be crude, but all in fun.

Grumps: Viewings become less common, and sometimes they won't even stay for the whole show, but still maintain ties with
those who do. Occasionally you will find one who has been into the show from the beginning, still as enthusiastic as ever, or even
a cast mainstay.

Lifestyles
This kith encompasses a lot of "alternate" lifestyles (and in fact the movie glorifies them), but the show is a focusing point for all
of these types, who at least respect each other despite some of the very non-politically-correct audience participation lines. This
can go anywhere from a loose camaraderie to close friendship, depending on the size of the group. Although the movie
promotes (and most of this kith have) fairly liberal attitudes about sexual matters, transies are by no means "loose" in a
conventional sense. One can find examples of teasing and flirting in the crowd before the show, but actual serious pursuit is rare;
as a mortal moviegoer once said, "Rocky is no place to pick up women -- you never know if that's actually what you're getting."

Affinity
Scene

Birthrights
Costuming: Transies can change their appearance through use of clothing and props, even (and usually) to the point of gender
crossing. This is usually used for costumes for the show, but can also be applied outside; as such, disguise rolls have a difficulty
one lower than normal.

Audience Participation: Transies can use their skill in making up audience participation lines (often called AP) to disorient
people. Expression and Intimidation rolls have a difficulty one lower than normal.

Frailties

Freaking The Mundanes: Transies have a habit of coming across very strange to mortals, and even to some fae. As such,
outside of those groups that attend the show, all social rolls have a difficulty one higher than normal, except when using Audience
Participation.

Quote
"Don't dream it; be it!"

Outlook
Boggans: Good propmakers, and they get along well.
Eshu: We don't encounter these guys much, but when they do, the AP they bring from other places is classic.
Nocker: Horrible -- bad attitudes, and they make rotten props.
Pooka: Fun.
Redcaps: Worse than the nockers. These guys are one reason we had to start posting security.
Satyrs: They fit in well; if we didn't know better, I'd say Richard O'Brien was one...
Sidhe: Too stuffy to associate with us, more often than not.
Sluagh: Real quiet, but we see them a lot.
Trolls: Decent, if somewhat stuffy themselves. The ones that associate themselves with the show at all often help keep the
rowdier redcaps out.

A Treatise on the Sidhe


By Brandon Quina (lore@tmgbbs.com)

Birth of the Sidhe


The Sidhe Chrysalis is far different from the process the commoners perfected long ago. Indeed, the Sidhe seem to have no
interest in following the path of the commoners.
When first entering the world, the sidhe is slowly melted away by Banality, and has to choose a host quickly or he will be claimed
by the force that will plague her for the rest of her existence. For all intents and purposes, the sidhe is a chimera at this stage,
and thus goes mostly unnoticed by the mortal world. Depending on the sidhe in question, she can survive for a few days to afew
weeks in this stage before completly fading away. Most sidhe, however, are simply unwilling to stay in this ignoble condition for
long.
Once the sidhe finds a suitable host, she will enter into the body. This is easiest with children, but the first newly-arrived Sidhe
wanted to be able to benefit fully from their intelligence and thus 'borrowed' the bodys of adults. The mortal soul is displaced,
usually kicked out of the body and taken 'elsewhere'. Most sidhe guess that the soul goes to Arcadia, where it will be pampered
and cared for until it can return to its body. The truth, however, is unknown.
At this point, the Mists take full effect. Even in her chimerical stage the sidhe could not remember much of his Arcadian
existence. Now, however, all vestiges are wiped from her mind. Some Sidhe (those with the Rememberance background) will
remember more than others.
The sidhe does not go through a period of normality, as most commoner changelings do. Instead, she is thrust headlong into an
unfamiliar and very banal world. It takes the sidhe quite along time to readjust herself without help. Thankfully, the act of taking a
body sends off signs almost exactly like the Chrysalis of a commoner. Thus, help is sure to come if any is available.
The sidhe is very vulnerable to Banality at this stage, and most will be Undone quickly if not taken to a freehold quickly. Some
manage to adjust quicker than others, and can actually get used to the Banality. At least, as much as a Sidhe can ever get used
to Banality. The Mists have taken most of his mind, and he can only barely remember his name. Once taken to a freehold, the
changelings there put the newly arrived noble through mostly the same rituals that the commoners face. They find his true name,
and his house.
The newborn sidhe undergoes a 'crash course' in history, the modern world, and other important things. Over the course of his
Fosterage he is slowly exposed to Banality and allowed to build up a resistance to it. Eventually, the Sidhe becomes as used to
Banality as he can be, which is far far more vulnerable to it than the commoners are. At this point, the Fosterage is over and the
Sidhe can fully join Kithain society.

Mortal Seemings
The sidhe have the same seemings as the other changelings, and these effect their behavior and Glamour as much as they
affect the commoners.
Childlings don't have to be exposed to as much Banality as older seemings, and retain much of their Glamour. They are very
carefree, yet being sidhe, are also very often spoiled and stubborn. Their fosterages are often short, as it doesn't take them long
to become as inured to Banality as they can be.
Wilders are generally the seemings of choice for sidhe. They still retain a good bit of their Glamour, don't have to be exposed to
much Banality and still retain use of most of their facilities. Their fosterages are often longer than those of childlings, allowing
them to learn more of both the mortal world, and the world of the Kithain: which has changed much since they were last here.
Grumps were chosen by a few sidhe, mostly those thrust in dangerous positions that didn't have a choice. They are quickly
bathed in Banality before they are rescued by other changelings, and their fosterages are often the shortest of all: those who
survive the bath in Banality, generally are stronger for it. Their fosterages generally consist of training in the mortal world and the
world of the fae, and then they're release into Fae society. Sink or swim.

Sidhe Death
There are many ways for a sidhe to die. The most common way is for them to be Undone. Banality overtakes them, and they
simply fade away, forgetting about their fae lives. Some sages postulate that the mortal soul gets the body back and the sidhe is
returned to Arcadia when this happens.
This happens more often than the sidhe like to think. Despite how much they struggle against 'fading' away, the pure fact that
they refuse to infuse themselves in mortal bloodlines like the commoners and the Scathach makes that fate almost inevitable.

Those sidhe that don't fade away to Banality will usually die in one way or another: hit by a car, shot by any number of people, or
killed in a sword duel. If the sidhe escapes this unnatural death, he still has to contend with the ever looming threat of a natural
death.
The 'fact' that sidhe do not reincarnate forces them to face the cold banal fact that they will eventually fade away from earth -perhaps never to return. This consumes many sidhe, who stay locked safely in their freeholds. These sidhe are too afraid that if
they leave these safe havens they'll meet one doom or another.
Other sidhe vainly seek some way back to Arcadia, not willing to face their exile and seeking some way to return home.

Bedlam
Sidhe are much less vulnerable to Bedlam than are other changelings. Afterall, they spent the last 600 years in a chimerical
realm. This is part of the reason they are so vulnerable to Banality.
Basically, it's best to assume that the sidhe will occasionally dip into the first stage of Bedlam. They will rarely slip into the
second stage. Anything that makes a Sidhe slip into the third (and final) stage should be extreme indeed.

New Sidhe
Everyone knows what happened to the sidhe who originally came to earth during the moonlanding, when the gates of Arcadia
were first opened. However, new sidhe arrive in the world every day. Many ask who these new sidhe are, and why they were sent
here.
Some sidhe have suggested that these are reincarnated exiles, returning to earth. These sidhe are generally believed to be
grasping at straws; unable to accept their eventual fate, they pick an excuse that they find acceptable that brings them hope.
However, deep down inside most of the sidhe who spout that idea don't believe it.
Others say that these are Sidhe who, for one reason or another, stayed in Arcadia longer than the others. Maybe they were
hiding from those who exiled the sidhe, or perhaps the exilers took longer before passing sentence on them.
The current most popular belief is that these are new-born fae of the exiled houses. This hasn't yet been proven, as no-one can
really remember what exactly happened in Arcadia that caused them to be exiled.

TRITON
by Seth Rutledge (sprutled@UNCC.EDU)
Lords of the ocean, tritons are deeply entrenched in the lore of sailors and seagoers. Many have been entranced and led to their
doom by Unseelie tritons, and the stories of people being saved by dolphins are also the work of this kith.
Seelie or Unseelie, all tritons are extremely prone to strong emotions. Their's is the deep mystery of the ocean, and the terrible fury of
its storms. Once angered, a triton is a terrible foe to have, as they will hold grudges for incredibly long times.
Tritons live along the rocky coasts of oceans and seas. They very rarely leave the water to adventure inland, but occasionally, one will
forsake her native environment and join land-society. Those that are lost to banality at this time are especially mourned by this kith. A
triton who dies or succumbs to banality on dry land will be reincarnated as a ground-walker, which is a fate worse than death for most
of them.
Seelie tritons take little notice of mortal society, but the unseelie, usually called sirens, gain unholy joy in luring mortals to their deaths in
the water. This has served to give this kith a fairly bad reputation in changeling society.
Regardless of court, the tritons regard ground-walker changeling ways with amusement, but they rarely interact in the politics of the
other kiths. Although they nominally recognize High King David, their support is minimal to none.

Appearance: Most notable about a triton's appearance is the lack of legs! They have a long scaled fishlike tail from the waist down.
The color of the scales varies greatly, but it usually is a shimmering green-blue. Their human features are generally strong and blunt.
Hair is usually blue-green or greenish-blonde, and their eyes are large and green. Tritons have webbing between their fingers.

Seemings: Childling tritons frolick and play with dolphins and seals - they would rather swim and play than anything else.
Wilder tritons delight in taunting mortals and ground-walkers. They are self-indulgent and highly stubborn.
Grumps of this kith grow to look even more fish-like; their skin turns a pale green, and their desire to walk on land practically
disappears. The only time a grump usually leaves their underwater grotto is to wreck furious vengence on the mortal world.

Lifestyles: Tritons are like the sea - deep, secretive and ever changing. When they do take a mortal seeming, they tend to pick
lifestyles that allow them to stay near the ocean. Sailors, dockhands and surf-bums are all common choices.

Affinity: Nature
Birthrights:
Sirensong: A triton's voice is capable of entrancing even the strongest willed of mortals. Anyone failing a willpower roll (difficulty 7),
must approach the triton in a non-hostile manner. This spell will not be broken until the triton actually harms the target.

Water Affinity: All tritons can breathe water and air with equal ease. A triton can swim 20 yards + 3 x dexterity yards per round. They
can withstand a water pressure equal to 500 ft * stamina without fear.

Manform: By spending a glamour point, a triton may temporarily transform her tail into human legs. If water touches the triton in any
way, this transformation will reverse, and cannot be cast again until the triton is dry. Also, for every day in manform, she automatically
gain a point of temporary banality.

Frailties:
Aloofness: Tritons do not understand, or really care to understand the nature of ground-walkers. All social rolls involving grounders
have a +2 difficulty.

Quote: "The ocean has always been there, it always will be. Why should I care about your petty problems?"

Outlook
Boggans: They need to let loose and have a little fun.
Eshu: If they weren't grounders, they'd be great to hang out with.
Nockers: Dirty and obnoxious, but intense.
Pooka: As long as they leave me alone, they're amusing enough.
Redcaps: These changelings know the meaning of vengeance.
Satyrs: A party with them is almost worth coming out of the water.
Sidhe: Our "rulers" have so little actual power of us. Let's keep it that way.
Sluagh: They have forgotten what it means to be happy, but they go their own way regardless of how they are ridiculed.

Sluagh: They have forgotten what it means to be happy, but they go their own way regardless of how they are ridiculed.
Sylph: They swim in their ocean, we in ours.
Trolls: Strong and steady as the tide.

TRUE FAE
By Jason (jmc@writeme.com)

Introduction
Before the Shattering, Changelings were rare. Because there was very little Banality, most fae at that time were True Fae. They
had no mortal seemings and were not in nearly the danger that they are now. Even now changelings, who spend too much time
in the Dreaming, ignoring their mortal seemings, are in danger of losing them and reverting to true fae. Cool, huh? No. You see,
the fae chose to become Changelings because Banality made it too dangerous for them to remain in their true states. There are
a few fae who prefer their true natures, even with the dangers, but they tend to rarely, if ever, leave the Dreaming. For the most
part all of the fae (even the Sidhe who have returned) realize that it is safest to become a Changeling, much as they would prefer
not to.
Changelings who do not take care to maintain a small amount of Banality in their natures, are in danger of becoming true fae
again. Here are the rules. (I have removed the concept of Bedlam entirely. These rules completely replace it.)

Slipping into the Dreaming


A Changeling who spends a number of weeks equal to his Banality rating entirely in the Dreaming or a Freehold is in danger of
losing memory of his mortal seeming. When a Changeling has spent a number of weeks equal to his Permanent Banality in the
Dreaming or a Freehold, and his temporary Glamour becomes greater than his Permanent Banality, he begins to lose one point
of Temporary Banality per day, until it drops to zero. Each day some memories of his mortal seeming are covered by the Mists,
until all the Temporary Banality is lost, at which point he has completely forgotten his mortal seeming. If he then gains a point of
Temporary Banality, he regains his mortal seeming's memories again. Extended time spent in the Dreaming without memory of
one's mortal seeming will very slowly reduce Permanent Banality. (One point every 2 or more years, depending on what the
character does.)
If a Changeling's Permanent Banality ever reaches 0, his mortal seeming dissolves and he becomes a True Fae again. All
memories of his mortal life, while trapped in the seeming, that were lost by slipping into the Dreaming, are now permanently lost
-- they go with the mortal seeming.

Nature of True Fae


Unless otherwise stated True Fae, follow all the normal rules for Changelings. True Fae have no mortal seeming. Anyone,
enchanted or not, sees them in their Fae Mien, although the Mists may still cloud the viewers memory. In effect they are
considered to have Called on the Wyrd all of the time; that is their natural state. This also affects their chimerical possessions
and companions, just as Calling on the Wyrd normally does.
True Fae have the ablility to "go chimerical" for a scene, by simply spending one point of Glamour. When they do this, they are
considered chimerical, and thus only Changelings, and enchanted beings may interact with them. In both their natural Wyrd state
and when Chimerical they suffer the same effects from Banality as Chimera do. They have a Banality of 0 and never gain points
of Banality; instead they suffer wounds just as Chimera do. However, they are never shunted into the Dreaming by Unbelief; they
always remain and take the damage instead. Glamour may be spent to prevent wounds from Banality, exactly as Glamour may
be spent to prevent gaining Temporary Banality for Changelings. Nightmare dice may be gained in the same manner. Sidhe
True Fae always suffer twice the wounds, just as Sidhe Changelings always suffer from double Banality. True Fae do not take
different types of damage. All damage from any source is treated as real damage to them.
When slain by chimerical means (or by any means other than cold iron, when in the Dreaming) they are subject to the same
effects as chimera are: make a roll to prevent death, then assume insubstantial form while healing from wounds. If slain when
insubstantial, the fae is slain for good. True Fae heal at 1/2 the rate of mortals when in the mortal realm (even if they are
chimerical), but when in the Dreaming or a Freehold, they heal at the rate of one Health Level per night. True Fae have a Banality
of 0, which is used in casting or being the target of Cantrips. They cannot use Banality to resist a Cantrip.

Chimera and Banality


Chimera take one Health Level of Damage for each turn spent in close proximity to a being with a Banality rating of 2 or more
greater than their Permanent Glamour. They also take one Health Level of damage for each scene spent in an area with a
Banality (Banality = Gauntlet) of 2 or more greater than their Permanent Glamour. True Fae suffer the same effects, although
they may spend points of Temporary Glamour to avoid taking damage, as explained above.

Temporary Undoing
When a Changeling's Temporary Banality becomes higher than his Permanent Glamour, he begins to lose one point of
Temporary Glamour per day until he is temporarily Undone when it is all lost. Another Changeling can infuse one point of
Glamour into a Temporarily Undone Changeling to restore his fae mien and memories (i.e., undo the Undoing).

The Gauntlet in the Past


Okay, well why is it that True Fae didn't have much of a problem in the past? Simple: the Gauntlet was much lower. Also normal
people tended to be correspondingly less Banal themselves at times in the past.
Here is a chart listing the Gauntlet for different times: (Note that a Gauntlet of 0 means that their is no Gauntlet: the Penumbra
and the material realm are the same place in such areas)
Modern World Pre-Shattering Mythic Age Early Mythic Age
Powerful Node, Caern, Freehold, etc. (level 5) 2
1
1
Average Node, Caern, Freehold, etc. (level 3-4) 3
2
1
Minor Node, Caern, Freehold, etc. (level 1-2) 4
2
1
Deep Wilderness
5
3
2
Rural Countryside
6
4
2
Most places
7
5
3
Downtown
8
6
4
Technocracy lab
9
N/A
N/A
There we go, simple rules for True Fae. Although I said that I totally remove Bedlam, that isn't to say that I might not cause insane
Changelings or True Fae to experience Bedlam -- simply don't use it as a punshiment for too much time in the Dreaming and
Freeholds.

URBAN KNIGHTS
By Mike Dawson (med12@cornell.edu) (20 November 1995)

Description
This kith was born when people watched police dramas, beginning with the mid-century mysteria dramas to recent, gritty shows
and movies like Hill Street Blues, Homicide, NYPD Blue, Lethal Weapon, and Die Hard. The police are shown either as
samurai and cavaliers of the modern age or ronin and knights errant fighting on the edge of the law to protect the innocent.
These larger than life representations gave rise to this kith. Although they can come from all over the globe, they are most
prevalent in America where the only thing that distinguishes the heroes from the villains is the badge on their jackets and the
intents in their hearts. (And says my cynical, banal self, the size of their guns, who live to tell the story, and who have the best
parts.) This kith tend towards steadfast determination and a nearly obsessive dedication to work, protecting the innocent and
bringing the guilty to justice. However, when the Urban Knight does relax, he devotes equal energy to play, often resulting in
brushes with the same law he represents. They also show sex drives bordering on that of the Satyr and often have trouble
separating personal and professional relationships, as the witnesses they are guarding become ever so much more.
Seelie and Unseelie are very similar among the Urban Knights, as a kith that is sworn to protect can not hurt those they serve.
Seelie tend to be honest, truthful, law abiding, and with a strong sense of integrity. The Unseelie follow more the archetype of the
rogue cop, where the results are more important than the methods, and they often take punishment into their own hands,
becoming judge, jury, and executioner. (Ouch, cliche!) If any corruption exists amng these kith, it is most likely in the few unseelie
who take bribes, sample and sell confiscated drugs, and run mob-like protection rackets. This is unlikely, but still an everpresent
risk in the WoD and characters of this sort are even more prevalent in the dramas of this world.
When an Urban Knight is in his home city, and to a lesser extent other major metropolitan areas around the globe, he is
connected to a web of contacts rivaling the gossip circles of the boggans. Seelie are more likely to follow official channels, and
chimerical radios offer information that even they don't know. Unseelie are more disposed toward the use of snitches and
threats, but the end results are the same and the Urban Knights are exceedingly well informed.
Urban Knights are typically in peak physical condition. Even the over-weight, heavy drinking, chain smoking, donut eaters among
them show surprising stamina and excellent aim. They are able to pursue better armed criminals who are much younger and
seemingly more physically fit, fight them, and win. However, these abilities are not used simply for the benefit of the changeling;
they are used for the good of mankind. Where the Seelie tend towards the protection of individuals and furthering of law and
order, the Unseelie are primarily focused on vengeance and retribution. Still both attempt to perpetuate their own perception of
justice.
The Urban Knight tends to live in run down neighborhoods in the worst part of town, even though their salaries generally should
indicate better. Whether this is due to personal preference, spending large amounts of their income on disposable items, or
simply the influence of the Dreaming in their lives is still unkown.

Appearance
Urban Knights appearances vary, but all possess intense, piercing eyes and an aura of strength and determination. Beyond
these common features several variations are possible. Male archetypes range from the blonde, crewcut, Nordic-looking, cleftchinned, J Crew model to the overweight balding and mustached. Woman range from the intensely and supposedly
unstereotypically beautiful to manly, short haired, and tall. Unseelie tend to exhibit similar archetypes, but with an unshaven, dirty,
underslept quality to them. They are less likely to wear uniforms, although they possess the same chimerical badge possessed
by all Urban Knights, identifying them as keepers of the peace and patrons of justice.
Urban Knights,as traditional faeries, have a marked predisposition for the Irish.

Seemings
Childlings play cops and robbers and are the arbitrers of playground disputes. They protect the weaker children against bullies,
but are sometimes tattletales revealing other children's misdeeds to the teacher.
Wilders are like stereotypical rookie cops, bright eyed and idealistic; sure they can change the world and are ready to do it.
Urban Knights often remain at this stage for long periods of their time, as their connection to the Dreaming allows them to retain
their beliefs in the face of towering obstacles and corruption both within and without the force.
Grumps are often sergeants and higher officials. Often parked behind the desk, they still occasionally leaving to avenge long
unsolved cases or protect foolish, naive rookies from themselves. They settle for desk jobs to attempt to combat internal evils
and to pass on their knowledge and experience to the younger generation.

Lifestyle
Urban Knights work in the field of law enforcement. Although most prefer the city, some may take up residence in a smaller town
or undeveloped area somewhere and play the role of the sheriff or cowboy lawman.

Glamour
Urban Knights gain glamour by inspiring people to lead better lives, begin crusades against social ills and injustices, and by
starting innovative and effective neighborhood watch programs. The more cowboy, edge of the law cop, also tends to create
glamour through death defying stunts and last minute valiant life threatening acts of courage and bravado, getting the bad guy
and reminding people that good does indeed triumph over evil.

Affinity
Actor

Birthrights
Every Dark And Dirty Alley: The Urban Knight is aware of the dynamics of the city and its underside. Given time, he can
discover the locations of the mastermind behind the crime wave and the kingpins of the drug ring supplying school children with
harmful substances. A successful Perception+Streetwise, against ST difficulty, allows the Urban Knight to determine one piece
of information per success, along with correspondingly increased accuracy. This natural affinity prevents the Urban Knight from
botching any Streetwise or Investigation roll.

Strength Of The Just: All Urban Knights are heartier than the average citizen and receive an extra dot of stamina, even if this
raises it past five. Also, an Urban Knight will never botch an Athletics, Brawl, or Firearms roll in any action in "the course of duty."
(Storyteller's Discretion.)

Frailty
Keeper Of Justice: No Urban Knight, no matter how Unseelie can stand to see an injustice being commited and all have an
elaborate code of crime and punishment, rights and restrictions. An Urban Knight must make a willpower roll to not to punish a
crime or protect the innocent, and even if the roll is successful the Urban Knight receives a point of temporary banality as he has
abandoned his cause, his dream, his very reason for existence just to make his mundane life easier.

Quote
"Drop the cold iron and put your hands up. Step away from the dragon, and remember anything you say can and will be used
against you..."

Outlooks
Boggans: Good citizens, quick to report anything suspicious, and usually the first to know. They too help those in need.
Eshu: Shifty bastards, and untrustworthy informants. Keep an eye on them.
Nockers: The things they can do with our guns, squad cars, and CB's...I guess it's worth putting up with their attitude.
Pookas: Disturbing the peace and violating leash laws; we should take them in before they hurt themselves.
Redcaps: Police Brutality is such a subjective term... Some scum can benefit from more direct punishment.
Satyrs: Stoned, libidinous hippies, they loiter and are always guilty of possession. But generally they don't hurt others.
Sidhe: Politicians. (spits) They make laws without realizing the effects on the streets and the real world.
Trolls: Like us, but stuck in the past and becoming irrelevent. Still good to have on your side, and they're in blue too.

Other People
People In Trenchcoats: Who do they think they are, budding into our jurisdiction? UFOs and aliens aren't responsible for every
crime. The perpetrator's are usually human; no one else is that twisted.

Spies: How come they get laser pens and I just get a gun. Why do their cars fly? It's not fair, government spending on foreign
affairs always exceeds what they spend at home.

What other Kith think of Urban Knights


They don't understand them. The concept of modern kith confuses them and in many ways scares them as they wonder what
strange new unseelie folk might result from the troubled dreams of the modern age. They are often initially confused by the
glamourous aura of the urban kith, assuming them mortal or some strange prodigal breed. However, once the Urban Knight gets
past these initial barriers, he is quickly accepted by the more noble and honorable of the Kith, especially the Trolls. Many Sidhe
find the Urban Knight's urban and modern age survival skills a definite boon and they may indeed become real knights of the
kingdom.

Variant Kith Rules


Urban Knight (boggan variant)
An Urban Knight's craft is his marksmanship, and he can fire three times the normal number of rounds in a round. Also he can
never botch a Firearms roll.
His social dynamics applies more to the city and can also use Perception+Streetwise.
Frailty can stay the same, and they just look different.

URISK
By Chris O'Toole (cmotfoofur@aol.com)

Description
The Urisk is an odd-looking Scottish faerie. He sits by lonely pools, waiting for passers-by in the hope of friendship, but is
always shunned for his peculiar appearance, which ordinary people are disgusted, horrified, or even scared by. Humble and
lonely, the Urisk is not despondent because of repeated rejection, only stronger in hope that some soul may take to him, even if
only in sympathy. He holds an air of longing; the infrequency of such kithain means the chance of finding a soul mate is a far
away goal. Ready, willing and able, the Urisk would make a loyal and trustworhty companion, if not so misunderstood.

Appearance
In mortal seeming, the Urisk appears as an aging, bald man with an extraordinarily long face and nose, a small goaty beard, and
dirty skin. his limbs are long and thin, and he is usually skinny. In fae seeming, he has large pointed ears, a drawn, gaunt face,
and the legs of a goat. In mortal seeming, style of dress is usually that of a vagrant, and in fae seeming, he does not wear clothes
at all. His expression is distantly hopeful, yet resigned.

Seemings
Childling: Always the last picked by playground football captains, shunned by the other children. Concerningly thin hair.
Wilder: Despite athletic prowess, an inherent sadness and feeling of dejection, spawned of unpopularity, surround a wilder. He
is partial to solitary strolls, in woods or parks. At this stage, an Urisk begins to lose his hair, except for his beard.

Grump: All but having given up, an Urisk might spend long periods of time at a favourite out-of-the-way haunt, preferably by a
lonely pool, and maybe he will eventually pine and waste away.

Lifestyles
Urisks usually spend their entire lives in solitude. This is far from what any of them want. Because they do not outwardly show
their desire to make friends, and their pain at rejection, no-one ever knows for sure, and most are not disposed to finding out. As
part of an oathcircle, an Urisk would be visibly happier, and a testament to companionship.

Affinity
Scene

Birthrights
Companion: Urisks are so eager to seek friendship that they become the most faithful of companions. As long as an Urisk is
part of an oathcircle, he gains two points of permanent willpower, and all social attributes are effectively at +1 to their normal
values. These bonuses are lost if any part of the circle is broken, for any reason, until such a time as it can be restored, or until
the Urisk joins another oathcircle.

Athletic Prowess: The Urisk's powerful legs give him all the athletic bonuses they confer to a satyr; whilst in fae seeming he can
run up to 25 yards + 3x his dexterity, and in neither form can he botch a roll involving athletics.

Frailties
Rejection: An Urisk may never have an appearance above 3, even under the effect of the "Companion" birthright. Also, if not
part of an oathcircle, he effectively loses one point of willpower (his initial willpower should remain unchanged; this is the value
modified by the "Companion" birthright).

Quote
"If only you would listen to me -- I'm really quite an efficient worker."

Outlook
Boggans: I don't like their talk; they're a suspect lot.
Eshu: Warmer to me than most. Yes, much more friendly.
Nockers: The less contact I have with them the better.
Pooka: Forever mocking me, but I'm not a vengeful sort.
Redcaps: If only there was a sprinkling of remorse in their black hearts.
Satyrs: I'm not always sure if it's good or bad people mistaking me for one of them.
Sidhe: So beautiful, but then they know that, which is what makes them so callous.
Sluagh: No more appreciative than the rest, but they know how I feel.
Trolls: I know they do not trust me, they think me too akin to the satyrs. Maybe a trago is the place for me...

VARIANT KITHS (CENTAUR AND WOOD TROLL)


By Erik Dahl (allegro@iac.net) (3 November 1995)
Hmm... I have done some thinking, and I wonder if there could be Kith variants? This might be a very interesting way of defining new
Kith without starting from scratch: a different affinity, and slightly different Birthrights and Frailties?
Here are some examples (off the top of my head, not yet well-defined):

Centaurs (Satyr variant)


Affinity: Nature
Birthrights: Gifted hunters and survivalists, perhaps? And of course, their horse-legged forms would allow similar running
abilities. An additional Stamina, as Satyrs.
Frailty: Unchanged

Wood Trolls (Troll variant)


Affinity: Nature
Birthrights: Increased Stamina, perhaps? Otherwise unchanged.
Frailty: Perhaps their Oaths apply to Nature rather than Fae.
Again, these are just ideas popping into my head. I know almost nothing about the Eastern cultures, but it seems from what I am told
that Tengu could be a Pooka variant, and the more demonic Eastern Fae could spring from the Redcap template.
If anything, this might make playability easier for now and avoid new Kith conflict. And I hope it demonstrates that I'm not totally against
this brand of creativity...!

VEELA
By Myranda Kalis (nagaina@yahoo.com)
"I am a cloud in the heaven's height,
The stars are lit for my delight,
Tireless and changeful, swift and free,
I cast my shadow on hill and sea -But why do the pines on the mountain's crest
Call to me always, "Rest, rest?"
-- Sara Teasdale, "The Cloud"

Description
Born of the tales and myths of the mysterious East, the Veela are a Kith largely mysterious even to their western Kithain cousins,
who usually rank them amoung the Gallain as unknown and unknowable.
Eastern legends are rich in the lore of the woman warrior: many of the Slavic cultures of Eastern Europe reckon their descent
from the sons born of Amazon mating raids, with fighting blood running hot from both sides of their parentage. The names of the
warrior queens Valasca and Tamara are still spoken with deep honor, and songs are still sung of the fighting princess Wanda
who took up arms against her country's oppressors when all her brothers had fallen in battle. Ancient Slavs worshipped the
Great Mother in her guise as Kupala and Ziva, and nearly every nation east of the Danube still regards the earth as their mother,
and their country as their motherland. From such fierce devotion and such stirring tales were born the Veela -- the warrior women
of the eastern mountains and forests, huntresses, choosers of the slain, companions to the greatest heroes of the east. Given
form by the memory of warring goddesses, the Veela tend to be tall, strong, and fair in the way that a finely crafted sword is fair,
grim but not humorless, fierce, loyal to those who can command their loyalty, and deeply loving.
The Veela were an ancient Kith long before the Sidhe rose to dominance over the western Kithain, born from the primordial
worship of the great mother in her warrior aspect. They prowled the lands from Scythia in the south to the Lapland in the north,
sharing dominion with their cousins the Valkyries. Of all the western Kithain, they had the most contact with the Trolls, for whom
they had a natural affinity, and with whom they enjoyed their most satisfying relationships, both Kiths being extremely given over
to honor and battle. When the Sundering struck, the Veela themselves were almost entirely unaffected -- the waves of banality
ravaging the west breaking almost harmlessly against the bastion of folklore, legend, and superstition forged over millennia of
close association with vampires, werewolves, and the fae in the East. Realizing that the buffer of Glamour protecting their
western cousins was rapidly eroding, the Veela selectively opened their freeholds and began inviting western Kithain to take
shelter with them, promulgating, as they did so, Easternized versions of the western Kiths: Russian Sluagh, Germanic and
Lithuanian Trolls, Hungarian, Serbian, and Romanian Sidhe.
Banality took far longer to infiltrate the East than the west but, slowly and surely, the numbing force of mortal disbelief began
insinuating leaden fingers into the mountain fastnesses that the Veela called theirs. The Industrial Revolution came, bringing with
it poisons to sully the rivers, air, and earth. War came, and not the honorable warfare on which the Veela thrived, but the modern
warfare of mass slaughter, of death camps and jackbooted thugs, Nazi and Communist. Heroism died a slow and terrible death
as brother turned against brother and nations ripped themselves to pieces over slights centuries old and the vicissitudes of
politics and religion. As their world crumbled around them, the Veela likewise began to crumble, facing the slow erosion of all
that they found great and Glamourous in the world, trapped away from the Dreaming by the icy blanket of banality choking the life
from them. The numbers of the Veela declined dramatically, their freeholds devoured by banality, their sisters undone by their
own despair. By the time of the Resurgence, only a few Veela remained in a few isolated freeholds, risking Bedlam rather than
chancing their own destruction in a world far too warped and twisted by banality to support them.
The return of the Sidhe and the flood of Glamour they brought with them washed across the whole of the world: even in the East,
where there was considerable aggravation that the Americans would reach the moon before the Soviets, the air of breathless
wonder was unmistakable and undeniable. In the wake of the Resurgence, the Veela experienced a Renaissance of their own,
many of them leaving their traditional homeland and travelling west to meet the newcomers and the wash of Glamour spilling
across the world. As it became apparent that there was going to be substantial trouble between the newly returned Sidhe and
the entrenched commoner-nobles, Veela of American and Eastern birth flocked to Concordia, as did the mendicant sisters who
had wandered the world since the Sundering. The Accordance War breathed new life into the Kith, and individual Veela and
Veela warbands supported both sides of the conflict in various capacities, from front line combat troops to tacticians in the
warrooms of nobles and commoners alike. The equally cataclysmic blast of the Women's Rights movement further empowered
the Veela, who have been on a powerful upswing ever since, becoming heavily involved in efforts to improve the lot of women
across the world.
These Kithain inspire awe in women and a certain spavined feeling in men -- particularly men sure of their own superiority for no
better reason than their sex. Males with the proper respect for the deadlier half of the species receive the same awe as most
women, as well as the uplifting feeling that they are standing in the presence of a woman who is their equal. Other fae tend to
regard the Veela with sincere ambivalence -- in the West, their stories are rarely told, and so few know the tale of the great
Queen Libussa and her sisters, the sorceress Kascha, and Tetka, bearer of the sword of Justice; Istevana Silver-Crowned, who
razed the walls of a fortress of her enemies singled handed though opposed by a hundred men; Oossood, the speaker of the
Fates, who whispered secrets to the mothers of young children; and Raviyoyla, the god-sister and shieldmaiden of the hero,

Marko. Of all the western Kiths, only the Trolls know them well or understand them at all, though they enjoy excellent relations with
the mendicant warriors of House Scathach, with whom they have shared many a bondmate, friend, and lover.

Appearance
The Veela are generally tall and straight, well-muscled and fair, with white skin and flashing eyes, normally in shades of grey and
pale blue. Their voices tend to be low and musical, their smiles rare except in the heat of battle, where their laughter and
warcries frequently ring out. They move with the grace common to wild animals and warriors, preferring the colors white and
silver above all others, and frequently wielding elaborately carved bows that display their status and firing silver arrows that kill
painlessly with one shot. Silver hair is rare among them and much prized as a result, considered a sign of favor from the Great
Goddess. There are no male Veela.

Seemings
Childling: Childling Veela tend to be little tomboys or hellcats, continuously climbing trees and tearing their clothing, the despair
of mothers who want their daughters to wear dresses. Some childling Veela, products of the former Soviet Bloc gymnastics
machine, tend to be quite muscularly developed and remain stuck in a near-state of physical stasis until the Glamour of their
position as gymnastics stars begins wearing off.

Wilder: Wilder Veela are the archetypal warriors of their Kith, running with their swords unlimbered and their bows strung,
looking for a way to make their mark on Kithain society. They tend to live, love, think, and fight very much in the moment.

Grump: Grump Veela are deeply honored by their Kithmates as elder warriors and sisters, closer to the Goddess for having
brushed shoulders with Death on the battlefield. Many Veela Grumps have recently lost their bondmates and are pining away to
Undoing as a result, though more than a few have simply retired, hung their swords over the mantle, and decided to let the young
ones benefit from their experience whenever the opportunity arises -- and it arises frequently.

Lifestyles
Veela tend to have taken complete and total advantage of the growing shouts for full female liberation and can be found in any
number of occupations ranging from career military to politics to journalism to art to...well, you get the picture. Many young Veela,
particularly those born in the East, tend to gravitate toward gymnastics, considering the rush of competition to be an adequate
replacement for the rush of combat -- at least for a while.

Affinity
Fae

Birthrights
The Hero's Shield: When a Veela finds a warrior whom she considers her equal, she will frequently forge between them an
unbreakable bond of Glamour that links their faerie souls together until death or Undoing part them. This bond allows the Veela
to Rhapsodize her bondmate without causing him harm (yielding 2 to 3 points of Glamour for every one that the Veela invests)
and also allows the Veela to transfer her own Glamour to her bondmate in times of need. Veela tend to prefer Trolls, Scathach
Sidhe, and Gwydion Sidhe as their bondmates, though they can and will bond to other Kithain if it seems right for them to do so.

Chooser of the Slain: When in battle, a Veela can target a specific victim by either pointing at them, calling out their name, or
signifying them in some way. She then engages in a roll of contested willpower and, if victorious, spends a point of Glamour -her opponent is immediately smitten with horrific images detailing precisely when, how, and where they are to die. These
images are often so distracting that they become a self-fulfilling prophecy on the Veela's chimerical weapons. If the victim of this
birthright survives the initial encounter with the Veela, the images thus imparted will haunt him in the forms of nightmares,
possible derangements, and the spawning of nervousa, none of which will be particularly friendly to him.

Frailties
By Betrayal Most Bitter: The Veela's bond to her Kithain soulmate, as well as being her greatest strength is also her greatest
weakness. If the bondmate ever breaks that bond through apparent or actual betrayal of the Veela, she ages rapidly, almost
overnight, withering away to grumpdom with unnatural speed due to the damage to her faerie soul. If the bondmate ever
physically attacks the Veela, even if it is not by his own will (i.e., forced on her by a geas or cantrip), the Veela will be
immediately Undone as though by cold iron, even if the weapon that wounded her was chimerical.

VILY
By Colin Chapman (col.chapman@virgin.net)

Description
Fae of the wild Slavic mountains and forests, the Vily form a Blood-Sisterhood, dedicated to protecting nature, punishing
transgressors, and healing those in need. For all the nobility of their task, the Vily can be malicious, prone to jealousy, and are all
too easily offended. Purely matriarchal, their Fae blood only runs through the female, and they have an open disdain for all but
the most decent and brave-hearted men. However, they do have a soft spot for children (regardless of gender) and take pains to
make sure no harm comes to them.
They were born from the dreams of the Tryptych (Maid, Mother and Crone) and represent a powerful blend of all three aspects.
They are joyful and vigorous at play, nurturing and protective of the young and needy, and ruthlessly cruel to those who attract
their ire. The Blood-Sisterhood is open to all females, both Fae and enchanted, although it is controlled by (and mainly consists
of) the Vily. However, any applicant must be invited, and have already proven themselves in some way.
Herbalists and healers par excellence, the Vily also make formidable warriors, with their powerful Birthrights and close-knit
cooperation to aid them. Few dare to offend them, and even fewer to cross them.

Appearance
The Vily appear as women, with long auburn hair and a feral appeal. Their Fae mien exaggerates these attributes further, their
hair cascading like a wild russet waterfall, reaching almost to their ankles. Their eyes sparkle with a terrifying and savage
beauty, and their ears take on fine points. Lean and lithely muscled, like a predator, their gaze is unsettling in its intensity. They
favour simple, rugged garb, in greens, earth hues and white, and small leaves and twigs are often twined in their hair.

Seemings
Childling Vily are wild and active, forever climbing, running, or hiding beneath the great boughs of the forests.
Wilder Vily are by far the most numerous, at once great and terrible. They have little time for men, and perform their duties with
vigilance.
Grump Vily are the wisest, serving to control the Blood-Sisterhood with a level hand. They are gracious but firm, although they
are the most likely to form any relationship with a man, even if only for their continued line.

Lifestyles
The Vily have become wardens in those few areas where such posts exist. Many still live in the rural and mountain villages, as
hermits or as travelling healers. The most isolated peasants often come to regard them well, and seek the advice and aid of 'the
strange, old wise-woman up in the mountains'.

Affinity
Nature

Birthrights
Shapeshift: The Vily may take the form of a white horse, white wolf, or white falcon (choose one). This ability works exactly like
the Pooka Birthright, and requires that they call upon their Wyrd to transform in front of the Banal.

Beast Friend: The Vily may communicate with animals without resorting to Cantrips, or expending Glamour. No wild animal will
willingly attack a Vily, and they must call upon their Wyrd to use this ability in the presence of the Banal.

Wild at Heart: The Vily may never botch an Animal Ken, Herbalism, or Stealth (Forest) roll, and gain an extra success when they
succeed.

Frailties
Heart of Oak: All Vily are attached to a host tree. If their host tree is damaged or destroyed, so is the Vily's Fae nature. If the Vily
do not visit their tree at least once every lunar month, they gain a point of permanent Banality.

Woman's Wrath: The Vily find it difficult to control their anger and jealousy. In such situations, they suffer a +2 difficulty on all
their Willpower rolls.

Behold the Destroyer!: The Vily must struggle to hide their disdain of men, and suffer a +1 penalty on all social interactions
with them. This is only overcome after the man has proven his decency and bravery (and it takes a lot to convince a Vily).

Quote
"I have taken an Oath to destroy such as you! Your worthless flesh will nourish the soil!"

Outlook
Domovoi (Sluagh): The worms provide nothing of worth. Let them live their meagre lives.
Leshiye: These 'forest lords' have learned to let us through their realms. Cowards.
Maciew (Boggans): The Maciew love their comforts, and also show favour to Man, but at least they treat children well.
Polevik: The reapers perform a true task, and we respect them for it.
Rusalki: The Maids of the Seasons are tolerable in the warm Spring and Summer, but forget friendship in the Autumn and
Winter. Be prepared to fight if need be.

Swan Maids: The White Ladies are close to our hearts for they understand all that we do.

The Oath of Blood Sisterhood


This Oath is performed in a circle of horse manure, at sunrise, on a full-moon Sunday.

"Hu! Hu! Hu! Blood-sister Vily! I look for you over nine fields, nine meadows, nine woods, nine mountains, nine rocky
mountain peaks, and nine decaying castles, because you want to come to me and become my blood-sisters. Blood-sisters!
Vily! I've found you and am your beloved sister. What has belonged to me from the beginning of the world must be mine."
Performing the Oath grants the character an extra point of Willpower, so long as they follow the Vily creed, aiding and healing
those in need, always defending their Blood-Sisters (save for the Oath-broken) and protecting the Wilds from depredation.
Failure inflicts a permanent point of Banality, rips away 2 Willpower, and incurs the wrath of the Blood-Sisterhood.

VJ/DJ HUNTER
By Magnus J. Berg (swevbreg@usa.nai.net)

Description
These guys feel that music would be a lot better if all those jerks who talk about it would stop doing so. Therefore, VJ/DJ Hunters
do just that. They silence those damned announcers. Permanently.

Appearance
In their fae form, the hunters are tall and heavyset (6ft+ and 200lbs+) with blood red skin. In their mortal forms, they are pretty
much the same, only the red color is more a crimson sunburn color.

Seemings
Childlings: Childlings take care of anyone who talks during the songs in Lamb Chop's Playalong and Barney. They often dance
or sing along, but they aren't particularly good at it.

Wilders: At Wilder stage Hunters start to listen to the radio, especially variety stations, and watch MTV and VH1. They are
fanatics about their music, and start to hunt down the DJs from their favorite radio stations.

Grumps: Grumps are into anything musical. At this stage in their lives they start going after the big game: famous radio
personalities: (Howard Stern, Rush Limbaugh) and famous VJs: (You know, all those trogs from MTV). The head of one of these
would be considered the greatest trophy. Hell, cutting a fingernail off would be a trophy if it caused the target pain.

Lifestyles
What the Hell do you think??? What have I been telling you?? They hunt VJ/DJs!!!!!! Remember?!?!?!????

Affinity
Actor

Birthrights
Sense Music: Hunters can hear music up to 2 miles away. On the radio or TV, if music is playing, Hunters can sense the
direction of the transmission within 50 miles.

Find VJ/DJ: Hunters gain a plus one in: Investigation(for finding them), Security(for breaking into their house), Stealth(to stalk
them) and Enigmas(to understand them)

Frailties
Music Fanatic: Hunters must listen to music if it is playing. Any hunter listening to music must spend 4 Willpower to pull away
himself. Anyone dragging a hunter away from music must make a strength roll versus Difficulty 5 to get him to even start to move.

Quote
"The Bee Gees? I love them! Nine Inch Nails? Love them too! MTV? The VJs suck but I love the music!!"

Outlook

Boggans: Drudge Drudge Drudge. Don't they whistle while they work?
A bit obsessed...
Eshu: If they put their stories to music I'd like them better.
But stories have a beat of their own.
Nockers: They make good stereos, but they can't enjoy them as we do.
Screw Music! I don't need any Music!
Pooka: Funny little creatures. Ask the childlings to sing and you'll be in for a laugh. Hee.
LALALA! LALALALAAA!
Redcaps: Sometimes we go to these guys for lessons in stalking and torture. It's about the only thing they're good at.
See, first take this finger like this. Then, twist it real hard.
Satyrs: Their parties have kick ass music, and there's no DJs around to ruin it!
They suck at dancing, but they appreciate our parties.
Sidhe: I don't have anything to do with them.
Hah! Don't make me Laugh!
Sluagh: What's your life like without any loud music?
Go away, loud one.
Trolls: Devoted guards. Would make the perfect security people for concerts, but they keep refusing.
I do not care about their frivolous passions.

VOLSUNG
By Mark Kinney (alberich@iglou.com) (28 March 1996)

Author's Notes
This, like the Nibelung kith, is inspired partially by Wagner's Ring cycle of operas and the associated Germanic myth, but mostly
Tom Holt's Expecting Someone Taller. (If you like Douglas Adam's Hitchhiker books, you'll love this. Trust me.)

Description
When the trolls were first overthrown as rulers of the Dreaming, the volsung ruled for a short time. Led by Wotan, they ruled from
the freehold of Valhalla, where they stood guard over the Rainbow Bridge to Midgard, a trod to the earth realm, opening in a
region of Scandinavia, where the fae were recognized as gods.
Shortly after the rebellion against the trolls, the sidhe massed their numbers and drove the volsung back to a few remaining
freeholds and to earth, where their line intermingled with that of the mortals. Over time, the volsungs' numbers waned, until they
were assumed to have died out shortly after the Shattering.
Their line remained, however rare. Atrocities caused under Wotan's rule (which continues still in that minor freehold left to them)
has gained them many enemies. The trolls, in particular, suffered during the rebellions, and the thought of revenge shows in the
Ragnarok myth perpetuated on earth. Some, like the nibelung, remember their liberation from the Tyrant's influence by Wotan,
and are on somewhat friendly terms with the volsung.

Appearance
Nordic, and well-built, but otherwise like the sidhe. Some question whether or not the volsung actually are a separate kith.

Seemings
Childlings are instilled with a sense of honor early. Some, however, are still too mischievous for their own good.
Wilder volsung are proud like the sidhe, but either take on their duties early or follow the path of mischief and chaos.
Grumps settle into leadership, quick to respond to any challengers.

Lifestyles
What few volsung remain remember the time their kith ruled large sections of Arcadia. They cling to what remains with all their
being, both in the fae and mortal worlds.

Affinity
Actor

Birthrights
Awe and Beauty: As the sidhe birthright.
Berserker: The volsung are able to whip themselves into a fighting frenzy. Roll Wits+Intimidation. The number of successes
equal the number of turns the volsung is berserk. Berserk volsung gain one dot in strength, dexterity, and in all non-ranged
combat abilities while berserking, but cannot withdraw from the combat until the opponents are at least incapacitated, or a
temporary willpower point is spent for each turn remaining in the berserk, including the current one.

Frailties

Hunted: Outside of their remaining domains, the volsung have many enemies who remember the short span of their rule. Some
of the legends indicate that all will be destroyed in a climactic battle between volsung and trolls, a battle the volsung will surely
lose. This leaves the volsung unable to trust many others, as they never know who might be an enemy.

Wotan ("The All-Father")


Court:
Legacies:
Seeming:
Kith:
Attributes:

Seelie
Wayfarer/Paladin
Grump
Volsung
Strength 5, Dexterity 4, Stamina 5, Charisma 5, Manipulation 4, Appearance 3, Perception 4, Intelligence 4,
Wits 5.
Abilities:
Alertness 3, Brawl 5, Dodge 4, Intimidation 4, Kenning 3, Etiquette 3, Leadership 5, Melee 5, Survival 4, Law
4, Linguistics 3, Mythlore 6 (he was there), Occult 3, Politics 4.
Arts:
Sovereign 5, Wayfare 4.
Realms:
Actor 5, Fae 5, Nature 5.
Backgrounds: Chimera 2, Gremayre 5, Holdings 2, Resources 2, Title 5, Treasures 3.
Image:
As Wotan, he is a tall, grey-haired, bearded man. As the Wanderer, a guise he adopts on earth, he wears a
wide-brimmed hat and an eyepatch. He almost always carries his spear, a magical weapon.
Roleplaying Always be firm, and don't let others get the best of you. Trickery is acceptable if no other means are available
to get what you are after. Your chimera, two ravens named Thought and Memory, are your distant eyes.
Hints:

WANDJINA
By Daniel Mitchell (tempest@yoyo.cc.monash.edu.au) for Dreamsingers

Description
The Wandjina are highly mysterious kith. Elusive and secretive, they often show up when least expected. In the Dreamtime, it
was said that the Wandjina guided the Aborigines to Australia, showing them where best to settle.
Nowadays, the Wandjina still fulfill their role as guides for the lost and hopeless. The take personal care for those they guide,
ensuring their safety until their charge reaches their destination, at which the Wandjina fade away into the land like ghosts.
When the Europeans came, the Wandjina initially guided the Garou and Kithain to the others of their kind. When they saw the
havoc that the Europeans caused to their fellows, the Wandjina stopped guiding the Europeans. They still bear the sadness that
they contributed to the deaths of the Bunyip, however slightly.
It is rare for someone to see a Wandjina, but when they are seen, their assistance is never refused. The Wandjina are silent yet
sturdy travellers, guiding those in need as safely as they can.

Appearance
The Wandjina are very tall, close to eight feet, and their skin is a light brown. Their faces are very odd: the only facial features
ever seen on a Wandjina are the eyes, which are pitch black. Otherwise, the Wandjina have no mouths, noses or other facial
features. It is rare to see a clothed Wandjina.

Lifestyle
The Wandjina learn the Australian wilderness from birth, so that they can recognise the signs of safety, danger, food and water.
They learn to read the land and to guide others safely too, for these are what the Wandjina are dedicated to.

Affinity
Scene

Special Art
Landsong

Birthrights
Camouflage: The Wandjina are known to appear and disappear from place to place. By spending a Song point, the Wandjina
may fade away from sight and be completely invisible. Any violent physical action renders the Wandjina visible, otherwise the
invisibility may be dropped at will. Once activated, anyone trying to see the Wandjina must roll Perception+Kenning (diff of
Wandjina's Song).

Landreading: Because the Wandjina are skilled guides, they never get lost and automatically know where people are going.
Also, by rolling Perception + Survival (difficulty 6), the Wandjina can spot features such as safe paths, food, water and danger.
Wandjina cannot botch Survival or Stealth rolls.

Frailties
Silence: Because the Wandjina have no mouths, they are unable to speak. This is identical to the Flaw: Mute.

Opinions of the Other Kiths

Baga-Djimbiri: Brothers of the long-lost Bunyip. They are what the Bunyip were not.
Djangwull: We do not see them much. Have they lost contact with the Dreamtime?
Kunapipi: Very helpful and caring. Always ensure that they get where they need to.
European Kiths: Always see into their hearts before you guide them.

WHITTIGO
By Adam Solis (ajsolis@aol.com). Refer to the Wolfen kith.

Description
Just as the Wolfen kith is descended from the fears of the European garou, the whittigo are formed from the fear of the Wendigo
tribe and the Wee Tee Go fomori (detailed in Ways of the Wolf). Whittigo have the same affinity and birthrights as the Wolfen
(Resilience of the Beast and Feral terror). They do not share the same frailty though. Instead the Whittigo have the frailty of Dark
Hunger. Whittigo are cannibals who must make a willpower roll (difficulty 5) to restrain himself from eating raw meat when given
the opportunity, even if that meat is human. The whittigo also have the frailty fear of fire, just like the tree people kith. The other
way in which they differ from Wolfen is that whittigo are Nunnehi with all that state implies: an extra success on primal rolls, the
ability to enter the umbra, access to totem and familiar spirits, and the necessity of gleaning glamour from the earth instead of
people. Naturally, the most popular totem is Wendigo, but as the Whittigo spread across the earth jungle cat and reptilian totems
are coming in vogue. Whittigo Dauntain have been known to embrace Wee Tee Go, the false Wendigo, as a totem. Whittigo
with the totem background can turn into the appropriate animal in a fashion to pooka. For example, one with the Wendigo totem
could transform into a wolf of the same breed and feature as a Wendigo garou, one with a jungle cat totem would turn into a
jungle cat, and one with a reptilian totem could turn into a reptile. Use the statistic adjustments for garou, bastet, or mokole as
appropriate. The feral terror form and pelt will match the totem form, which must be Wendigo, false Wendigo, feline, or reptile.
No other totems are available to whittigo.

WIGHT
By Fabian Alvarez Lopez (maldoror@eucmax.sim.ucm.es)
Grandpa, tell me more about these Wights...
Wights, brooding and horrible, terrible,
cursed beings who dwell among graves...
malicious, hungry for the flesh
of little childlings like you, my dear...

Description
Of all the Thallain races, maybe Wights are the least known. Dark, somber and brooding, Wights are very uncommon, and even
the Shadow Court doesn't deal with them in a regular basis. Wights crawl among tombs and mausoleums, and dislike sunny
days and joy like much as cold iron. Once very numerous, High King David has ordered them killed on sight, as wights are
believed to be responsible of the disappearance of several childlings. While it is true that Wights are dangerous and that there
are reports of them partaking with Banshees (Bean Sidhes), it's unlikely so few Thallain can have killed and devoured so many
childlings and wilders.
Wights look like decayed corpses, and due to an ancient curse are forbidden to go out of their tombs. When a Wight passes its
Chrysalis, the Wight-to-be searches a tomb and fills it with uncountable treasures and all the gold and jewels he or she can
hoard. Then, when the Chrysalis is complete, the new Wight is forever tied to its tomb, until someone takes something with
permission from the wight and takes it elsewhere.
Childling wights are horrible, corpse-like children. Dressed with shrouds, childling wights can even give Beasties a shudder.
Wilder wights are more dark and somber, and they start dressing in armor and medieval garments. They also become more
aloof and lonely.
Grump wights are the archetypical death-knights. Grump wights look completely corpse-like, and seems to be whithered and
mummified corpses.

Affinity
Prop

Birthrights
Mastery of Shadows: Wights act in darkness and during night at -1 difficulty to all Physical, Talent and Skill rolls, and they can
never botch a Stealth roll.

Barrow Rights: If anyone steals something from the tomb of a wight, he or she is forever struck with a Soothsay: Boil and
Bubble cantrip even if the wight doesn't possess the Soothsay Art. Only the owner of the item may dispel the curse.

Frailties
Brittle Bones: Wights have no Bruised Health Level.
Curse of the Tomb: Wights cannot come out of their tombs, except if someone agrees to take a item from the tomb and take it
elsewhere. They must return to their tombs before sunrise, or they will gain 1 point of Permanent Banality. Also, wights have -1 to
all Dice Pools during the day.

Quote
You have entered my place of resting, now you die...

WOLFEN
Description
What came first, the chicken or the egg. Fae that encounter one of the elusive Wolfen are often left wondering this. The more
scholarly Wolfen and Vampyr claim that Wolfen are born of humanity's primal fear of predators in the earliest ages of man. They
claim that it was during this period that the other 'Primals' were born as well: the Satyr, from dreams of lust, the Vampyr, from
fear of disease, and the Redcaps from fear of human predation. They also claim that the current garou species are prodigals of
their species, who have completely forgotten their true heritage and thinned their fae souls to almost nothing. No one has ever
asked a a garou what they think.
Many of the Wolfen's claims however, have an unsettling ring of truth. Their bonds are more like the legendary werewolves than
those of many of the more spiritual Garou. They are capable of passing on their glamour in a variety of ways, all of which are
mentioned in many medieval tomes: everything from the infamous bite of the werewolf, to the smearing of one's self in baby and
animal fat and clothing one's self in the skin of a wolf.
The Wolfen live on the edge of society, continuing their ancient urge to act as predators of man, though Wolfen interpret this urge
in many ways. Some prowl the woods as man-beasts, inspiring legends of wild-men. Others prowl the urban arena, as more
urbane predators. Those who have confronted the Wolfen on this constant predation, have received little respect in return. The
Wolfen question, and possibly rightly so, that if they stop enacting the duty that birthed them, won't they soon cease to exist; and
as long as Wolfen return to this world, isn't it proof that mortals still have those same dreams and nightmares.
The Wolfen employ certain chimera to train new Wolfen in their new lives. These chimera take a wide variety of forms, eveything
from wispy ghost-like forms, to the new Wolfen's dead friends. The grump wolfen scholars employ a variety of means to train and
teach these chimera. Fae in the know about Garou, find this similarity to Garou fetch spirits unsettlingly similar. Wolfen tend to
specialize in the Art of Primal, and treasure and chimera that allow them to turn into wolves are not uncommon.

Legacies
Wolfen do not follow the western courts at all, and have their own dominant legacies. While most changelings have a Seelie and
an Unseelie legacy, Wolfen have a Human and a Beast Legacy that seem to be similar to normal legacies in many ways. Wolfen
following their human legacy tend to socialize and see the interaction with mortals as primary. Many following this legacy deal
quite amicably with mortals and other fae until the nights of the full moon. Those following their Beast legacy tend to break
everything down into terms of food chain and care little for human trappings. Social fae legacies are usually categorized as
Human, while anti-social are usually categorized as Beast, but almost any legacy can be can interpreted into the two categories
with some imagination.

Pelt Transfer
New Wolfen are born in a manner similar to selkies, but with a wider range of possibilities. Wolfen souls are not only given in the
form of pelts, passed down from generation to generation, but there are other methods. A wolfen on the verge of death, unable
to pass on its pelt in a normal manner will instinctively seek out a small body of unmoving water, and pass their final breath, and
remaining glamour into the pool. Eventually, someone will drink from the water, and the Wolfen soul will attempt to anchor on to
him. These pools are avoided by most animals and will not naturally evaporate. Also, trained hedge magicians can snatch
floating wolfen souls with long rituals and cause themselves or others to become Wolfen. Wolfen are also able to transfer their
glamour to another through a bite, though the methods for this vary, and is considered the last resort, since the vacation of the
original wolfen's fae soul usually results in her death. Wolfen refer to the various products of glamour transfer as 'Pelts' (ie. The
Magic Pelt, the Bitten Pelt, the Skin Pelt, The Mad Water Pelt, etc)

Appearance
Wolfen range in appearance depending upon the state of the moon. At their best, during a new moon, Wolfen tend toward
muscular, feral looking near humans. As the moon progresses to full, so does the bestiality of the Wolfen until they become
hulking beasts of muscle, hair and sinew with canine heads and rows of sharp, brutal teeth.

Seemings
Childling Wolfen tend towards the feral child stereotype. Childling Wolfen are often the targets or cause of 'raised by wolves'
legends.
Wilder wolfen tend to prowl the urban jungle, looking for prey. At this stage they develop a a certain level of animal magnetism,

Wilder wolfen tend to prowl the urban jungle, looking for prey. At this stage they develop a a certain level of animal magnetism,
and use it to its full effect. Wilders are most distanced from the wilderness, and most in tune with their bestial human aspects.
Grump Wolfen are few and far between. Most wolfen succumb to lunacy (moon bedlam) long before they reach this age. Those
who do survive this long rarely maintain enough of their 'human-ness' to interact with society and become hermits or savage
beasts in the wilderness. The Human legacy of this age, often take on the scholarly duties of researching and passing on the
stories of the Primals. This is mainly due to the fact that the 'Pelts' mostly likely to survive to this age, are those who sought the
pelt for themselves, usually by way of ritual magic.

Lifestyles
Wolfen feel a primal urge to hunt and cause terror in mortals. The extent to which they follow this urge depends mainly upon their
legacies. (See Legacies). some wolfen, mostly those following the Human legacy tend to see terror as a purely psychological
state, and rarely have need to ravage, or cause physical harm. Not so for those following the Beast legacy. These brutes often
go so far as to take the food chain concept literally and ravage without compunction.

Affinity
Nature

Birthrights
Resilience of the Beast: Wolfen recover quickly from damage, healing one level of damage every hour. Damage caused by
silver is healed at one level per day. Unlike other fae, Wolfen seem to be unaffected by Cold Iron, but are instead hurt by Silver in
the same ways; the reasons for this are unknown. Wolfen shrug off most human poisons and disease in a matter of hours, the
most deadly sometimes taking a few days. The only way to destroy the fae soul of a wolfen is to destroy its 'pelt.' Neither silver or
cold iron has iron's soul shattering effect on them.

Feral Terror: The Wolfen's abilities to terrify others are reduced by at least one, depending on the circumstances, as are their
ravaging abilities. Wolfen may cause a mortal, regardless of the mortal's banality, to see the Wolfen's fae seeming without
expenditure of glamour. The mortal must make a willpower roll to avoid being inspired to terror by the wolfen. Use of the latter
half of this ability invokes the mists in mortals.

Frailties
Lunacy: Wolfen suffer the vagaries of the moon more than most. Already discussed is the change of their seemings by the
phase of the moon. Wolfen must roll Willpower on nights of the full moon to avoid carrying out their base, savage instincts. On
nights of the full moon, humans are naturally affected by the Wolfen's Feral terror Birthright, and most Human legacy Wolfen will
seek to bind themselves during these crazed nights. Other lunar effects on the wolfen are at the Storyteller's discretion. Wilder
wolfen have a -1 to any social trait, and grumps lose one additional point. This point can be from any social attribute.

Quote
"Isn't it a little dangerous to travel through the park all alone... "

Outlook
Boggans: I have no use for the little dwarves, but hold nothing against them. Their ways are not our ways.
Eshu: Manifestations of wanderlust. I deal well with these primal creatures.
Nockers: They were more useful as goblins; they try to be what they are not. That way lies madness.
Pooka: I have hairballs cuter and with better personalities.
Redcaps: Our urban cousins. Man's predation on man.
Satyrs: Why they live under the rule of the sidhe baffles me. The Primal spirits should know no master.
Selkies: In ways they are much like us, though I know not what birthed them.

Sidhe: They are no better than us; they have just succumbed to their own delusions. Fortunately, they are as easy to terrify as
most mortals.

Sluagh: They smell bad and taste worse. People say they were once fearsome horrors; how far they have fallen. They are a
fading dream with no validity.

Trolls: As interesting as the rocks they spring from.


Garou: They have forgotten their legacy; they are no long predator's of man, they are politicians. They are worthless bags of skin
that have lost their true purpose in foolish spirituality and twisted ideas. I am not sure our prodigal brothers can be saved.

Skindancers: Proof that the garou are our distant brothers. But it takes five of them to create a Skindancer, proving the thinness
of their glamour. How many skindancers would it take to make on of us.

Vampyr: I do not like them, but they are born of the same stuff as we, with much the same purpose.

WYKES (WHY-k)
By Jay Gray (jg260595@hvcc.edu)

Description
The legends say that when the Unseelie captured the moon long ago, they set a Will o' the Wykes to guard her. No human, it is
said, can find that which the Wykes guard. They specialize in beguiling and frightening mortals. For centuries they have kept the
freeholds and sacred places of the kithain free from prying eyes of humanity. There are many names for this kith and the stories
give them many forms. They are the Will o' the Wisp and the Jacky Lanterns, Jenny-burnt-tail and Joan-the-wad, Kitty-candlestick
and Pinket. Humans have thought them to be the souls of unbaptized children or those so clever that they trapped themselves
between heaven and hell. Many are the folk-tales that confuse the colorful lights the Wykes use to confuse humans for the faerie
itself.
Wykes burn with the glamour they contain inside them and call it the inner fire. Their very nature allows them to channel it in such
a way that mortals can see it. Sadly, they pay a price for this ability. Their specialization in mortals has caused their skills of
magick with other faeries to decline. Their birthrights, which so frighten and mezmorize humans, have no effect on fellow
Changelings.
Wykes delight in their abilities to torment humanity. The Seelie among their kind are practical jokers and see humans as the
perfect target. The Unseelie feel that humans are sport and are much more ruthless in their games. For both, though, Halloween
is the best night of the year. They often slip away from the festivities of Samhain to go trick or treating. More often than not, they
prefer the trick over the treat. In the past, they have served as the guardians of faerie trods and freeholds. While of little use
against faery attackers, few humans ever came near a place guarded by a Wyke. More often, a human seeking faerie treasure
would find himself in a swamp, led there by the Will o' the Wisp or frightened away by the horrifying visage of a Jacky Lantern.
Recently, however, many Wykes have decided to expand their horizons. They feel that their kind should no longer be limited to
guarding the possessions of others. This faction has decided that their talents can be just as useful on other missions. In short,
they have become mercenaries.

Appearance
Wykes are long in just about every aspect of their appearance. Their limbs are long and thin, their fingers and toes twice that of a
human's. Their face is emancipated and skeletal. A Wyke's eyes are sunken into his head and they are always a hollow black.
Their mouths are wide, almost reaching from ear to ear. They have little in the way of noses or ears. While in their mortal form,
they might have hair, in their fae seeming they have none. Wykes' clothing tends to be simple, but bright.

Seemings
Childings are especially fond of tricks and revel in using their birthrights to mislead and scare others. They tend to be fond of
treehouses and secret hiding places.
Wilder are the most likely to join the faction of Wykes that no longer wishes to guard the property of others. At this point, though,
they still feel a need for purpose in their life. They tend to enjoy adventures and quests, though their games with humans can be
very cruel.
Grumps become more serious in their old age. They take their charges very seriously, indeed and perform it with much
diligence. They become stooped in their old age, and their long, thin bodies are hunched over.

Lifestyles
Wykes can often be found in positions where they serve others, though often they do so at a price. They can often be found as
security guards, mercenaries, bodyguards, butlers and in other, similar positions.

Affinity
Actor

Birthrights

Will o' the Wisp: Wykes can create bouncing balls of colored lights that only the target can see. These lights hold the target
spell bound. All the target will be able to do is stare at the lights. If they do, the target will follow. The player rolls Charisma +
Expression against a difficulty equal to the target's willpower. The number of successes indicates how long the will o' the wisp
lights last. Each success equals ten minutes.

Jack o' Lantern: By focusing his inner light a Wyke can instill great fear into a victim. When he does, light seems to radiate
outwards from his eyes, nose and mouth. For this to work, the player should roll Charisma + Intimidation versus a difficulty equal
to the target's willpower.

Frailties
Kithain Inept: Wykes have a natural affinity for mortals, but they have trouble working their magick on their fellow kithain. Their
birthrights only work on humans and they suffer a -2 penalty when trying to use the Fae realm.

Quote
"Round and round he goes, where he stops, only I know. Into the swamp or into the lake? Perhaps he'll never been seen again?
Stupid human."

WYLDE MAGES
By The Changeling "DeGorian Smith" (dahioshee@hotmail.com)

Description
There are few Changelings who scare the denizens of the World of Darkness; the Wylde Mages are one of them. The reason
they are feared is twofold. First, most think they are a myth, and the second is the first thought of those who meet one and
observe what he does is "How did I survive that?"
To the fae, they are considered walking time bombs. The same goes true for the mages. The kindred haven't met them, or so
they think. The garou don't believe they exist. The other denizens of the World of Darkness haven't met them or, if they had, they
are either dead or really confused.
These fae mages, whose relationship to the Runeseers are unknown, are also affected by Paradox and Banality. The difference
is that Banality and Paradox affect the Wylde Mage at the same time. The effect accumulates into a constant form of bad luck.
This kith sprung up after the Runeseers. The Wylde Mages numbers are as about as small as the Runeseers, even smaller
because of their luck. As the increase of tradition-less mages rises so will the number of Wylde Mages.

Seemings
Childlings: These are the kids who make Dennis the Menace look like an angel. They can destroy whole kitchens without trying.
Childlings get seven dots for magicks (none higher than five), and a beginning Arete of three.

Wylders: Wylders are the walking disaster areas of legend. Their mere presence inspires terror. Chaos is always left in their
wake. Wylders get eight dots for magicks (none higher than five), and a beginning Arete of four.

Grumps: There are not many Grumps. They normally fry themselves with their own magic. Any surviving grumps are too insane,
too jaded or too paranoid. Grumps get nine dots for magicks (none higher than five), and a beginning Arete of five.

Lifestyles
Their lifestyle is dodging the Grim Reaper. Wylde Mages wander from place to place trying to survive the chaos they bring.

Appearance
A Wylde Mage appearance is based on their magic. Their primary look will be base on their first appearance of their magic.
(Examples: Fire magic = Lokian, or Animal stampede = Pooka.) Their fae seeming will change with the use their magicks. This
will gets saying from their friends like; "What happened to you?" or "Rough night, huh?"

Affinities
None

Birthrights
Sphere Natural: Same as the trait in the Book of Shadows: Mage Players Guide.
Magicks: Wylde Mages have access to magic of a massive amount of magick. All of the Wylde Mages have some control over
their powers. (See Overpower and Murphy's Law)

Karmic Luck: The Wylde Mage has this annoying act of surviving the most dangerous accident. Karmic Luck is the reason for
this. In can be used by the ST. The Wylde Mage can spend one temporary glamour point to retry any roll or botch.

Frailties

Slipped Seeming and Surreal Quality: Same as the flaws in the Changeling Players Guide.
Overpower: The Wylde Mage has so much magic in him that, he will occasionally overextends himself. His magic will go out of
control at this point. For every botch not countered, his magic will cause a vulgar effect.

Murphy's Law: Paradox and Banality affect the Wylde Mage more with coincidental effect that with vulgar. Paradox and
Banality stay on longer than with others. The result is constant bouts with bad luck.

Marauders' Might: Because of Murphy's Law, Wylde Mages cause a lot of chaos. On their worst days, they cause the same
effects as a Marauder.

Balance of Power: A wylde mage must have the same type of power from Mage and Changeling. (Example: Prime/Primal or
Correspondence/Soothsay) Both powers must go up at the same time.

Outlook
Boggans: Uh? (Seeing smoke rising from his shoes) Are these shoes supposed to do this?
"My shoes, my beautiful shoes!"
Eshu: Ooh! I hate playing cards with you.
"Is it my fault that you keep giving me the same cards?"
Nockers: I didn't do it. It just fell off the table.
Get out!"
Pooka: Where did you get those rabbit ears?
"Same place you got yours."
Redcaps: Nice scar.
"Thanks. Same to you buddy."
Runeseers: We're related to them?
"They're related to us?"
Satyrs: A little horny aren't we?
"You say that if it was a bad thing."
Sidhe: I'm sorry I didn't know you were a princess.
"My dress! He destroyed my dress!"
Sluagh: Boy, they move fast.
"Keep away from these Marauders."
Trolls: Survivors
"They lead such a dangerous life."

Quote
"It's just one of those days."

Foci
Lucky Charms: All*
*Note: They do not need their foci for coincidental magic. To them, and reality in general, it's just a weird accident. Their foci are

used mostly for vulgar effects.

Backgrounds
Wylde Mages have the same background as the Runeseers, except that their Avatar should be at least three dots.

Special Merits and Flaws


Right(Wrong) Place/Right(Wrong) Time: (3 point Supernatural Merit/Flaw) The wylde mage has this annoying knack of being
in the right place at the right time or in the wrong place at the wrong time. The Storyteller regulates this. This could start
adventures really quickly.

Good(Bad)Timing: (4 point Merit/Flaw) The wylde mage either has this sense or no sense of knowing when to do or not do
something. +/-1 to Perception.

Lucky Guess: (3-5 point Aptitude Merit) The wylde mage gets information about things without knowing where they got it. This
is similar to the Immortal's the Last.

A Well-balanced Wylde Mage


A well-balanced wylde mage would have the following:
Two to three dots in Entropy
At least on dot in Time
One to two dots in Legerdemain
At least two dots in Soothsay
At least one in Chronos
Any number in Nuisance
Any number in Protection
Any number in Forces
Wrong Place/Wrong Time Flaw
Good Timing Merit
3 point Luck Guess
And anything else Power, Merit or Flaw-wise.

XIAN (Shyen)
By Chris Jones (dartfrog@hntp2.hinet.net) (18 May 1996)

Description
Once they were the proud and regal nobility of a mythological paradise known among Chinese mortals as Xian Jing, though
today they are but shadows of their former glorious selves. As a race, they are nearly extinct, and those who do remain carry
within their hearts a great and terrible sadness, as well as a bitter anger that borders on outright hatred. Unlike their Western
counterparts, the Sidhe, the Xian no longer look to the future and dream of the time when they can return to the safety and
splendour of their home within the Dreaming. This is because centuries ago, just before the Shattering drove the Jin into hiding,
their ancestral homeland was lost to them, taken away with savage force by the grotesque armies of Hei n D D, the Lord of
the Dark.
Today, when they look back (those who have survived), they refer to the invasion as the Great Betrayal, but most of their Jin
brethren know not the specifics of it. What is known, all too well amongst the Xian, is that they had grown dangerously
complacent, overconfident in their authority over the great Empire of Xian Jing, and dependent upon thousands of years stale
tradition. For millennia they had governed over the affairs of the Eastern Fae, and they had become haughty and imperious in
their ways. Their absolute authority went ever uncontested as they presided over the two imperial Courts, the Seelie Yang Gong
and the Unseelie Yin Gong, with unparalleled pomp and pride. In most respects, disregarding their fantastic nature, the Xian
reigned over the Jin much like the humans they so often inspired ruled over the Middle Kingdom. And like the human Dreamers,
they stagnated in their hubris and tradition. Where in the human world imperial dynasties occupied the Dragon Throne as often
as the seasons changed in the immortal blink of an eye, the Xian dynasty, seated in the Eastern aspect of Arcadia, continued
unchanged for millennia on end. And this led, ultimately, to its downfall. The angelic and ethereal Xian were subject to the
Mandate of Heaven as well, it appeared, and the day came when the gates to Xian Jing were somehow opened wide for the
nightmarish armies of Hei n D D to march in with near impossible ease. Before the Jin knew what had happened, the armies
had begun their slaughter in earnest, capturing easily those who offered no resistance, and destroying those who resisted in the
least. Blinded by their own arrogance, the Xian were caught totally unawares. Those who were captured were later consumed by
the Lord of the Dark, only to be spat out later, hideously deformed and mutated beyond all recognition as evil servitors to a new
master. These Xian became known as the 'Mi' and to this day are dedicated to the destruction of all things Fae, including the
Dreaming. Those Xian who did not die or get captured managed to escape back into the world of the mortals, the Middle
Kingdom, where they were met by an old adversary, though stronger and fiercer than they ever remembered it: Banality. Few
stayed behind in Xian Jng to try and resist the Lord of the Dark, but it was viewed by the others a futile attempt to met out a
Pyhrric victory at best.
Unfortunately for the Xian, their prior excursions into the mortal world had been far and few between, and they had forgotten just
how heavy the burden of Banality had become in recent centuries. Upon their arrival, they found a harsh and brutal world waiting
for them, one where their Kithain brethren and former subjects had already begun 'assimilating' into Dreamer society. The
pressure of such overwhelming Banality was oppressive, and the Xian sought frantically for some escape or reprieve. Time
passed and the Mundane struck swiftly and decisively, cutting down their ranks ever faster. Days, then months, then years fell by
the wayside, and all seemed lost for them, for they feared 'assimilation' almost as much as they feared the final death.
Fortunately, though many today disagree, a solution was discovered. The remaining Xian pooled together the sum of their
magicks, weaving about themselves elaborate, enchanted shells of Glamour in order to mask themselves in thick shrouds of
misperception spawned by it. These cocoons were spun with the intent to disguise their weavers within mortal seemings, as
artifacts and objets d'art meant to inspire, however feebly, the following generations of Dreamers far into the future. This selfimposed state of hibernation is today known as the 'Long Sleep.' Shortly thereafter, the Shattering struck the world like a
smithy's hammer ringing out against his anvil, and the Dreaming broke away entirely from the Dreamers and their Middle
Kingdom.
For centuries the world choked itself on the curse of Banality. Meanwhile, the sleeping Xian began to Dream, suffering horrible,
maddening nightmares. Eventually their cocoons weakened, and the sinewy tendrils of the Mundane seeped in between the
cracks and infected their slumber. Trapped between their small pockets of Dreaming and Banality, the Xian gradually lost their
collective mind. Many died outright from this prolonged insanity, while others erupted prematurely from their cocoons only to be
ripped to shreds immediately by the harsh reality of the outside world (for the world was still very far away from reuniting with the
Dreaming). Others died in their sleep at the diabolic hands of Hei n D D's vile minions (for whom it had become mysteriously
possible to traverse the world unaffected by Banality) who actively sought out the hibernating Xian that they may destroy them.
Finally, the Dreaming once again touched down on Earth, brought closer by inspiration the landing of manned spacecraft on the
moon's surface promulgated. The Xian awoke from their Long Sleep in far fewer numbers than ever before, subtly altered in
some fundamental way. Never again would they be the same. Today, their eyes carry the haunted look of shell-shocked veterans
returning home from prolonged battle. No longer are they the oblivious butterflies of fashion randomly flitting from passion to
passion. Rather, they have become quiet, almost obsessed by the thoughts lancing about inside their heads. Passions which
once compelled them to act with pomp and pretense now fuel their desire for vengeance. They are still haughty and arrogant, still
possessed of confidence and power, but there is now a dark, dangerous edge to them that disturbs many who stand in their
presence. Since their return, they have begun to vigorously reclaim the Court of the Emperor of Summer and that of the Empress
of Winter from the hated Wng Ling 'usurpers,' motivated by something altogether uncharacteristic of their former selves. With
the fresh influx of Glamour seeping out of recently inspired Dreamer minds coming into conflict with the iron cold Banality of the
world around them, memories have become easily clouded and ancient prejudices reborn with renewed might. The Xian's
millennia old enmity for the Wng Ling is as strong as it ever was, if not stronger, and has become their excuse to depose them

from the twin Courts' aristocratic positions, more often than not violently. As the months pass, and more and more Xian cocoons
are discovered and forced into awakening, the patrician Fae lords of Asia are once again reaffirming their ancient authority.
In short, the Xian are back and they are pissed.

Appearance
Like their Western counterparts, the Sidhe, the Xian are all impossibly beautiful and glamorous. Standing only slightly taller than
the average human, their presence alone is so magnificent that they seem like slender, willowy giants around non-Xian. Both
males and females are so similar in the slightness and delicateness of their features that it would be rather difficult to distinguish
between the two genders (for humans it'd be altogether hopeless) were it not for their differing fashions. Both sexes wear their
beautiful, silky black hair long, usually down past the shoulder blades, although the men more often than not tie theirs up in a long
top-knot while the women coiffure theirs in up elaborate styles (often requiring many lacquered chopsticks and slender jade
hairpins to support). All of them have very large eyes the color of richly fertile earth, and skin that is often compared in color to
that of springtime clouds trapped forever in twilight, an enchanting shade somewhere between the natural golden tint of normal
Chinese skin and the soft white of the clouds. Both males and females wear only the finest clothing available, traditionally
favouring deep lustrous reds and yellows as well as a wide variety of pastels. In the modern day and age, however, they wear
whatever the current trend dictates despite coloration.

Seemings
Yu Chng (Childlings) are usually left to their own devices and are rarely reprimanded unless some action of theirs garners the
ire of Grumps and Wilders of other Kith. Because of this, Xian Childlings tend to be imperiously spoiled.
Yng (Wilder) Xian are arrogant, pretentious, and proud. Whenever possible, they hang out in large unruly groups and do their
best to act like intimidating punks. However, when the Grumps are present they are mindful and silent.
Chng Chng (Grumps) have come into their own by now and have realised the burden of their responsibility in leading the other
Kith in the double-sided war against both Banality and the Dark. They are quiet and brooding, the arrogance and contempt for
others having become more subdued and tolerable as they have matured.

Lifestyles
Despite being dour and preoccupied with wreaking vengeance on the Dark and the ones who 'betrayed' them, the Xian are still,
at heart, blue-blooded nobility. This being said, they most resemble their former selves in their deep-seated desire for the most
expensive material goods money can buy. Appearance to them is everything. Their rationale: If you look like you have power,
then those around must assume you have power. They live in the most expensive homes of the most elite districts, dine at the
classiest restaurants, and buy only the coolest most modern toys. Of course, this doesn't make them feel any happier. It just
gives them more status than everyone else. In order to support this Epicurean lifestyle, the Xian invariably hold highly
distinguished positions in society.

Affinity
Strangely (or perhaps not so strangely, actually), the Xian awoke from their long sleep with an affinity for Prop (although with
some, it is, inexplicably, Realm). Those Xian, far and few between, whom survived in Xian Jng during the interim and are just
now escaping to the mortal world have no affinity to speak of, similar to the Sidhe.

Birthrights
Awe and Beauty: The same power as the Western Sidhe. See the Changeling: The Dreaming source book, p.149, for details.
Noble Bearing: Same as the Sidhe. See the Changeling: The Dreaming source book, p.149, for details.

Frailties
Banality's Curse: Same as the Sidhe. As above, see the Changeling: The Dreaming source book, p.149, for details. During
the Long Sleep the Xian's exposure to the Banality was, well, considerably different than those Jin who assimilated into the
mortal world as Changelings. Because of this, they were driven slightly mad by it, but never became fully accustomed to it like
the other Kithain. They suffer from a plague of synaesthetic nightmares that give them a -1 die to every roll for one scene after
they draw a Nightmare card. This is not a cumulative effect.

Quote
"When you see me riding down upon you to send you into your next life, when you see the hatred, the anger, and the bitterness
burning in my eyes, then and only then will you know what it means to fear."

Outlook
MiI: Despise what they are and would kill every last one of them in an instant. Yet, they were my brothers at one time. They
deserve a merciful death at the very least.

To Q Gi: If they weren't so damned funny half the time, I'd ship the whole annoying lot of them over to Ardry and let him deal
with them.

Wng Ling: Hideous freaks who deserve nothing better than the extinction my people are currently faced with. If only it had
been they whom the Lord of the Dark defiled.

Yao Jin: They make powerful allies and dangerous enemies. I would pay them triple the weight in gold of what they steal from
this Court every time they visit just to get them to swear the Oath of Fealty. But I know they owe allegiance to no-one except
themselves.

Zhu R: A most curious breed of Jin if there ever was one, but they are given to an over-zealousness that frequently blinds them
in their various historical and philosophical endeavours.

Boggan: Of all the Jin in the West, they are perhaps the most useful. They do what they're told and don't ask too many
questions. They are the ideal A-mah's for the larvae.

Eshu: Shiftless drifters. Nonetheless, they tell entertaining stories.


Nockers: Their odd mechanical constructs always leave a bad taste in my mouth.
Pooka: They are a pale imitation of the Yao Jin and certainly more annoying than our own To Q Gi.
Redcaps: Vile creatures almost as bad as the Wng Ling. They make excellent bodyguards but only if you can tolerate their
repulsive eating habits and the foul stench that accompanies them everywhere.

Satyrs: Good company if you ignore their mood swings. Just watch your back during rutting season.
Sidhe: Our noble and esteemed cousins in West are all too often preoccupied with masquerades and debutante balls than they
are with staving off the crushing weight of Banality. Of the terrible Darkness eating away at the fringe of their own homeland, they
know nothing. Their unwillingness to heed our warnings pains me deeply.

Sluagh: By what right do this serpentine slugs call themselves Jin?


Troll: Noble and majestic warriors whose virtue among the Jin is unmatched anywhere. They seem slow-witted and daft but this
couldn't be farther from the truth. There is something about them, though, that discomforts me and I can't quite put my finger on it.

HOUSE BAOBHAN
(Bao-van)
By Colin Chapman (col.chapman@virgin.net)
"Besides, we HATE everybody else. They're all NECRO-NERDS. SAND-FREAKS. They have tattoos and stuff saying how
ROMANTIC death is. But Jimmy knows the TRUTH -- like me. Death is hard an' cold an' UGLY. Not some cute chick!"
-- Sarah, The Maxx

Description
House Baobhan stained the dreams of mortals with a foul ichor in the times of legend. Long before the Shattering, the vampiric
Baobhan-Sidhe, and their allies the blood-thirsty Satyrs known as the Glaistig (Glas-tic), preyed on the warm blood of the
mortals, and the fetid, bitter Glamour of the nightmares they inspired. Now, the mortals sleep soundly, comfortable in their
blanket of Banality, head resting fitfully on the pillow of forgetfulness. None would sleep soundly were they aware that the
Baobhan have returned.
Finding the world much changed, the Unseelie Sidhe and Satyrs of House Baobhan move slowly and with caution, taking pains
to remain undetected with a cunning borne of necessity. Their ghoulish feeding habits demand no less.
By turns cold-blooded and predatory, or hot-blooded and sexual, the Baobhan-Sidhe and Glaistig are equals in this noble
House, a fact those unaware of their origins often find surprising. Lady Baobhan and the great Satyr troubadour Glaistig, were
the greatest of lovers in an age of romance, their blood boiling with such fiery passion that many rumoured it would consume
them. Nothing mattered save their lust, and they harboured dark longings. Conspiring to prove their utter devotion, they hatched
a plan of vile wickedness. Arranging a great gathering of their detractors "in the interests of putting the past behind us," they
slew them all cruelly at a vast poisoned feast, and painted themselves red, bathing in the crimson flow. This deed, this terrible
legacy, saw them and their lineage cursed, and the Dreaming's retribution was both horrific and ironic. Thereafter, blood would
rule their lives.
One might be forgiven for assuming the Baobhan have strong Reformer or Modernist tendencies, but sadly this is far from true.
While the Glaistig are equals in this most cursed of Houses, other commoners are mere servitors, favoured pets and useful
tools. The Baobhan have found this modern, alien world both dangerous and alluring. Banality is bane, as among all Sidhe, and
Mankind could bring some truly fearful powers to bear should the fae be discovered. However, disillusionment is rife, and
bestows many ripe fruits. Blood-dolls and gothics, lost in the fool's fantasy of romantic death, nihilism and vampirism, are only
too eager for a vampire's embrace. The charismatic Baobhan and Glaistig find them pleasantly malleable, and attract cliques of
fanatical followers. Cults can grow, with the desperate falling prey to enchantment. It is pitifully easy to convince them of their
new-found 'immortality' when you have the power of Glamour, and access to a freehold. These nobles can then sate their darkest
appetites in the frenzied orgies of rutting and blood-letting in which their cults indulge. Even the Glaistig can reap their own 'crop',
for many have come to see the goat-horned fiends as avatars of Lucifer, the Goat of Mendes, and fanatics pay homage to
power.
Skilled in stealth, concealment and manipulation, the Sidhe and satyrs of House Baobhan are not easily distinguished from
others of their kith, save for their small fangs.
The blazon of House Baobhan is gules, a goat rampant sable, maintaining a droplet or (A black goat rearing, clutching a gold
droplet, against a red field).

Boon
The Baobhan-Sidhe and Glaistig find it especially easy to Ravage those they feed from. They don't have to establish a
relationship for this, and gain an extra success. They also have the Ravaging Threshold: Blood Drinker.

Blood Drinker: The character thrives on the warm flow of fresh blood, draining their victim and luxuriating in the experience.
They care nothing for the pain it may cause, and rip the Glamour from their victim's lifeblood.

Flaw
The Baobhan-Sidhe and Glaistig are vampires, unable to draw nourishment from anything except the blood of Man or
Changeling. Chimerical and animal blood are hollow, useless for quenching their perpetual thirst. They must drink at least 1
Health Level of fresh blood every 24hrs, or lose a Health Level, and suffer a cumulative +1 difficulty penalty on all rolls (including
Willpower. See below) due to pain, for every 24hrs they abstain. In addition, when they drink from a victim, they must make a
Willpower rolls (diff. 6) or they will attempt to drain the victim dry, killing them in the process. This provides no extra benefit, and
they can't glut in order to stave off the thirst for longer periods.

The Glaistig
The Glaistig, the vampiric Unseelie Satyrs of this House, are subject to both the Boon and Flaw, just as the Sidhe are. Also, as
newcomers to this Banal world, they suffer with the Banality's Curse Frailty, just like Sidhe. Off-setting this penalty some-what are
the Glaistig good looks. They add + 1 Appearance (but not above 5).

HOUSE ELATHA
(Minor House)
By Deena McKinney (sidhe@isgroup.net)

Device
Or, a conch sable (A gold field with a large black conch shell).

Boon
Waterborn. No member of this house can botch rolls having to do with swimming, sailing, fishing, etc.

Flaw
Mortal passion. Like the folly of Elatha with the mortal Eri, members of this house are helpless if they fall in love with a mortal;
they act rashly and perform heinous acts, such as kidnapping, to have the mortal for their own. Note that this doesn't mean they
fall in love with any mortal at the drop of a hat (that's more House Fiona's bailiwick). But when love for a mortal does strike,
nobles of House Elatha are helpless in its throes.

Optional Flaw
(Ideal for Storytellers who don't want romantic entanglements). Members of House Elatha are so tied to water they suffer a +2
difficulty to all rolls involving Stamina when in a locale devoid of water (a desert, for example).

History
House Elatha is perhaps most famous for precipitating the Second Battle of Moytura (Magh Tuireadh), when King Bres, son of
Elatha and Eri, appealed to his father for aid against the rebellious Tuatha de Danaan. The Danaan were not without cause, for
King Bres was a corrupt tyrant. Bres lost the day and was forced to become a minor noble or die. He chose life, of course.
Elatha was a great king of sea and shore whose realm stretched over the waters between and around Hibernia, Caledonia, and
Cymru. He and his folk held mastery over all sea life and travel. Circumstances forced the king into hiding after he slept with Eri,
mortal wife of the Danaan prince Cethor. Because of his and Bres' disfavor with the Danaan and later House Gwydion, House
Elatha became a minor player in fae politics, much to their chagrin. Moreover, their name has often been linked to the
Fomorians and to House Balor, although members of House Elatha bear no scars or disfigurement; in fact, both Bres and
Elatha were known for their handsome features and long, golden hair.
During the Sundering, House Elatha was reluctant to return to Arcadia from the joys of earth's plentiful seas; many members
were among the last to journey through the final gates as they slammed shut at the Shattering. In Arcadia, they sought to no avail
to regain their once mighty stature. Fae memories are long, and everyone recalled the treachery of Elatha against Prince Cethor
and the cruelty of Bres towards all the Danaan.
Being a minor house did have advantages, however, for the Court of Arcadia tended to ignore the Elatha. Eiluned plots, Fiona
love affairs, and Gwydion politics were much more interesting than the whining of the pathetic Elatha for most courtiers. Thus it
was a band of four Elatha oathmates began hatching a sinister plot to regain their power and prestige . . .
(Here picks up the thread of my chronicle with House Elatha. If you would like to know more, contact me at sidhe@isgroup.net).

Personalities
Of course all members of House Elatha have individual traits and quirks, but a few general features punctuate their dispositions.
First of all, most members have strong personalities mixed with passionate natures, though they're certainly less ruled by their
passions than House Fiona and lack the nigh indomitable wills of House Dougal, for example. Second, nearly everyone in the
House possesses a keen love of vengeance; they don't forget slights, period. Finally, they are impressed by bravery and
stalwartness. On the whole, they raise skeptical eyebrows at commoners, but a commoner who does them a service is always
justly rewarded and appreciated.

Treasures
Ring of Elatha
Sword of Pwyll
Eri's Tresses

A Note on Court
House Elatha is not necessarily an Unseelie house through and through, although presently most of its members are supporters
of the Unseelie court. More than being Seelie or Unseelie, House Elatha seeks vengeance for their fall from grace and power.
For example, a Seelie Elatha probably finds that the "Death before dishonor" part of the Seelie code meshes quite nicely with
her desire to restore the rank of her House. Think of it this way: Unseelie Elatha may act on rash impulse while Seelie Elatha act
with reason and honor, but their goals of seeking vengeance and restoring the former greatness of the House remain the same.

Views on Others
Hear the words of Duchess Melisande du Chamond, sorceress of House Elatha:

House Ailil: They are snakes in fine silk. Once they promised their support to our House, but they kept silent when we needed
their voices. Never trust them and never forget their treachery.

House Balor: Unlike others, we do not deny our distant kin to this House. Treat them with respect, for you never know when they
may be of good service.

House Dougal: Extremely useful folk, if a bit dull and single-minded. They run out of interesting conversation in less than five
minutes.

House Eiluned: It would be beneficial to all of us if ties with House Eiluned were stronger. We have much we could teach them
in return for their own favors.

House Fiona: We cannot deny our shared bonds of passion with the Fiona; however, they press limits of good taste with some
of their more outrageous stunts in the name of love.

House Gwydion: High and mighty righteous bastards, the lot of them. What do they know of pain and defeat? One day, they too
will feel the sharp sting of shame and loss.

House Leanhaun: They are to be pitied, most of the time. However, when they set sights on a mortal we too favor, best to get
rid of these fae quickly, lest the mortal die under their affections.

House Liam: Yes, they are dishonored oathbreakers. But they too understand how captivating mortals can be. Perhaps their fall
from honor was unjustly deserved, as our own.

House Scathach: Of all the Houses, these folk deserve the most respect. They are powerful warriors and steadfast oathmates .
. . if you can convince them to join you.

Commoners: Most of the time, their antics are annoying and petty; sometimes they can be amusing. But every now and then, a
commoner will perform a genuinely useful and noble service for us. If this is the case, they should be given full thanks and praise.

Author's Note
When I wrote the Cymru material for Isle of the Mighty, I didn't envision Prince Dylan's sword as originally belonging to Pwyll. But
I did have in mind that the sword somehow wasn't really Dylan's to claim; that's why he has so much trouble controlling it. I think it
might be a neat story seed for a chronicle if the real owner of the sword showed up . . . and the PCs had to help out the Prince.
Have fun with all this, folks!

HOUSE DRACOS
By Shawn Hanson (blackthornn@hotmail.com)

Description
Sister House of the enigmatic House Scathach, House Dracos followed their example after the Shattering; remaining on earth to
aid the common kith.
Members of House Dracos are greatly feared by the other Sidhe, for they have a legacy for battle-lust. Also, they are feared for
their allies: Chimerical Dragons.
The founder of this House, Oberon Dragonkin, earned the friendship of the dragons in the Age of Legends. Oberon, while
questing for his lost love, Lady Illdrea, came upon a nest of Dragon eggs about to be set upon by a brigand band of Redcaps.
Without a thought for his own safety he charged the Redcaps and defended the nest until the Dragon returned. Greviously
wounded, he asked the Dragon to finish him off, but the great Wyrm looked upon this stranger who almost sacrificed his life to
defending its unborn young. The Dragon, Ithrogotha, nursed the Knight back to health and taught him much of dragonlore.
Ever since that fateful day, Dragons of the Dreaming have been on good terms with the Sidhe of the House that Oberon
founded: Dracos.
During the Accordance War, members of this House fought at the side of the commoners, infiltrating Sidhe lairs and acting as
assassins.
The symbol of this House is a dragon argent on a field of sable (a silver dragon on a black field).

Boon
Members of House Dracos are at -2 difficulty on all Social rolls with Dragons. They also have -2 difficulty on Invoking the
Dragon's Ire. All Sidhe of this House have the merit of Faerie Eternity.

Ban
Members of House Dracos are forbidden to learn the Arts of Soveriegn and Dreamcraft. Also, due to the role they played in the
Accordance War, Sidhe of this House suffer -2 to all Social Die Pools with Sidhe not of House Dracos, Liam, or Scathach.
Members of this House have the following flaws: Changeling Eyes, Intolerance (Redcaps), and Intolerance (politics).

HOUSE VULCAN
By Chris Granniss (sieje@aol.com)

History
Formed in the chaos of the Resurgance, a group of forward-thinking noble Sidhe brought forth this house to connect the
Dreaming to this new modern world. A stoic bunch, they took the shining example of a Sidhe who had obviously stayed behind
to guard the commoners when Arcadia's gates closed: Mr. Spock from Star Trek.
They studied at his televised words and formed the House Vulcan, dedicated to bringing logic, order and clear thinking into the
midst of the Accordance War. It was logical that the Sidhe should rule, but they should also follow the precepts of IDIC, infinite
diversity in infinite combinations and everyone should work together regardless of Kith for the common good and the betterment
of the world.
With these ideals firmly in hand, the new house went forth and preached its dictums to the other Fae. They frequented
conventions of like-minded individuals and worked to bring about the spring of human and Fae imagination by way of the stars,
and they listened to every word their mentor, Spock of Vulcan, and his prophets, Sarek, Tau Pau, Saavick and even Tuvock,
have taught them. Most of the members of the court bear the signature of their venerated grump inspiration, gained through
diligent effort and great personal risk at the conventions.
The members of this House have nearly sealed an alliance with the members of the Technocratic convention known as the Void
Engineers, and take personal credit for the kindness that the Engineers tend to exhibit towards the Fae. This alliance will mean
great strides for both Fae and Mage when they Boldly go where no one has gone before...
The blazon of House Vulcan is argent, the symbol of ICIC, or amidst the three Stars of the Federation argent.

Boon
Sidhe of the House Vulcan are stoic and logical to a fault. All rolls involving intelligence are made at a -1 difficulty. Also, because
of the awareness that has grown throughout the mortal population by their founder, all Sidhe wear their Kith openly even among
the non-enchanted (people can see their pointy ears).

Flaw
Because of their highly logical attitudes, the Sidhe of this House lack some of the finer manipulations of their Kith. They do not
do well in romance or politics outside their House, where the emotions of others often cloud their better judgement. Manipulation
rolls, are therefore at a +1 difficulty. They are also widely considered geeks and fanboys by mortals and often avoided at all
costs.

HOUSE ZENTRAEDI
By Seth Rutledge (sprutled@uncc.edu)

Last House of the Noble Trolls


House Zentraedi is not an old house at all, but a new house formed from the ashes of the ancient houses of the noble trolls, based on
a military model instead of the medieval concept of the other houses. House Zentraedi also embraces the "modern" tools of science,
as witnessed on television anime cartoons.
Members of House Zentraedi are soldiers. While they are very concerned with honor, glory and reputation, individual quests mean
very little to them. The only thing that matters is that the mission was accomplished, and that team members support each other.
The main difference between Zentraedi and the other houses is that Zentraedi is primarily composed of trolls. The leader of the
House, High Commander Dolza, allows non-trolls into the ranks, but high-ranking positions are held by non-sidhe. As can be
expected, this irritates the other Houses to no end, and like House Liam, Zentraedi is an outlaw organization, unrecognized by High
King David. In return, House Zentraedi regards the noble Houses as little more than glorified boys-clubs, where spoiled sidhe prance
around and give orders with no regard to a final outcome.
High Commander Dolza's overall goal is the unification of all trolls under his leadership, and the modernizing of changeling society. To
this end, members of House Zentraedi do not use "primitive" chimerical weapons such as swords and crossbows. Smiths in House
Zentraedi produce blaster rifles, suits of power armour, and other, high-tech devices appropriate to anime movies. They have
developed a procedure by which dross can be converted into a powersource known as "protoculture", to fuel mecha and the "RoBeast" chimerical creatures they use as shock troops in battle.
So far, Dolza has conquered several cities in the northern midwest, and he is gradualyl expanding his sphere of influence.

Boon: House Zentraedi soldiers are trained in the arts of combat from the time they are inducted. They are crack-shots, and highly
skilled at surviving hostile territories. All members gain an additional dot of skill in melee, firearms, brawl and survival.

Flaw: House Zentraedi is even more hated than House Liam. They are oathbroken, and no one is required to deal with them by the
rules of honor. A member of Zentraedi will frequently be attacked first and asked questions of later. In addition, changelings of this
house have repressed their artistic and emotional aspects. They suffer a +2 difficulty to resist mind-control effects that target their
emotions.

Afterward: Ok, the coincidence of having big, blue warriors was too much for me. House Zentraedi gives changeling society
something to fight, much like the sabbat do for the camarillia. Please let me know what you think. If you like this, I could do House Tirol,
the sidhe allies of the the Zentradi. ;)

HOUSE BLACKADDER
By Scoti O'Sullivan (12 February 1996)

Introduction
House Blackadder is the smallest House in the Changeling world today, but it has a long history. . . a long history of being selfabsorbed, sloppy plotting, incompetent cut throats, and comedies of errors. It also has the distinction of being the only house
who's sidhe members are reincarnated.

History
The formation of this house go back a long ways, to the last days of the Shattering, 1483 -- the Battle of Bosworth Field, the final
real battle of the War of the Roses. Not all the sidhe left the Earth. Some stayed becase they could not leave, others out of duty
to humans. Some because they did not have the brains to get while the getting was good.
As every one knows, history is written by the victors, and Henry Tudor (A member of the Order of Reason) eventually "won" the
war of the Roses. For Elizabeth I (born: 1533, crowned: 1558, died: 1603), a descendant of Henry Tudor, William Shakespeare
wrote that Richard III was a deformed lunatic who brutally murdered his nephews in the tower and stole the throne. . .
. . . this is a total lie. Richard III (born: 1440, crowned: 1480 died: 1485) was a man who adored his nephews and lavished
affection on them. He ruled as king with killing the boys. The true elder of the two boys, Richard IV (born: 1450, crowned: 1483,
died: 1492), was a borderline blood thirsty lunatic (he may have been a Silver Fang). Richard IV had two boys; Harry (born:
1466, died: 1492) and Edmund I (born: 1468 died: 1492). Actually Edmund I was not really Richard IV's son, but the son of a
lunatic Scottish transvestite; but why quibble over details.

Blackadder
"I have a cunning plan."
-- Edmund, Blackadder
Edmund was at the very least smarmy, and quite frankly a groveling fool. Edmund over slept for the battle of Bosworth Field, a
battle that Richard III actually won. However arriving at the battle Edmund had to pass water and went over to some bushes,
leaving his horse unattended. Richard III, needing a horse, saw Edmund's and began to take it. Edmund coming up from behind
Richard III, cut off his monarch's head, not recognizing him and thinking he was just a horse thief.
Realizing what he had done he panicked and hid the king's body in a shed. Not recognizing Henry Tudor (his family's mortal
enemy) Edmund I saved him from the battlefield hoping to be rewarded. Henry Tudor escaped. Edmund I learned too late who
Henry truly was and set out after him. While in pursuit, Edmund encountered a bevy of Verbena witches who, thinking Edmund I
was actually Henry Tudor, predicted he would some day be king. Edmund took the name Blackadder (after rejecting
Blackvegetable). Richard IV, not knowing his not-son Edmund had killed Richard III, raised a royal curse on the king's killer.
Edmund, now Prince Edmund -- Duke of Edinburgh, had a servant named Balric (a rather scruffy boggan) and the Lord Percy
(an abyssmally stupid sidhe) also helped him. For all their help they never accomplished anything. They did come up with a great
deal of cunning plots.
At one point Edmund was found guilty of witchcraft. Before he could be put to the torch by an Order of Reason Inquisitor, his
mother, a soft in the head Verbena, caused the Inquisitor to spontaneously combust.
Richard IV could never remember that Edmund was his "son," nor could he remember Edmund's name. One day Richard IV
took all of the lands and responsibilities that Edmund had and gave them to another.
Infuriated, Edmund left the castle, firing both Baldwic and Percy. Edmund quested for the 6 most evil men in Britain at the time,
with which to steal the crown from Richard IV. Edmund shacked up with what appeared to be an dotty old Morris Dancer, but
was in fact Philip of Burgundy. 15 years before Philip had been banished to France because of Edmund I, and 15 years of
having to say "par'don," eating snails, and wearing perfume had left Philip quite insane and evil. Philip now stole the leadership
of the six evil men from Edmund and turned them against him. Edmund was given a fatal wounds by them.
Percy and Baldric defeated Philip and the evil men by giving them poisonous wine before the wicked lot could seize the crown.
Unfortunately Percy poisoned the entire vat so when the Royal Household Drank the concoction they all died; the royal family, the
servants, the solders, the knights, the scribes, the priests, the nuns, every one. With every one dead, Henry Tudor was able to
step in.

Blackadder II
"I too have a cunning plan my Lord."
-- Baldric, Blackadder II
The royal curse manifested oddly. Edmund was reincarnated into his own grandson, Edmund Blackadder II (born: 1532, died:
1567). By now all the changelings who could leave had left. The Blackadders became a house by default. Also reincarnated
were Percy and Baldric, both of whom had become dumber as well as part of his house.
Edmund was attached to the court of Queen Elizabeth I, and for a time was one of her suitors. Edmund became slightly smarter,
but no more successful than in his first incarnation.
Edmund, in this incarnation proved to be rather impulsive. Just to show up John Smith, Edmund told every one he was going to
sail to a far off land to explore. In truth he planned to sail to the south of France, carouse with tarts, get a tan, and then return to
England. Unfortunately he hired the most insane sea captain in all of Brittany.
Another time, Edmund had to take a secret loan from the church. Unable to pay it back, Edmund was in rather a fix because the
man sent to collect was the Baby Eating Bishop of Barsonwels. The Bishop desperately hoped that Edmund would not pay up
so he could ram a red-hot poker up Edmund's bum. Edmund escaped by having a painting done of the bishop showing him in a
compromising position then blackmailed him.
Edmund frequently clashed with the Lord Chamberlain Melshut. At one point Edmund challenged Malshut to a drinking duel. The
problem was, Edmund had less than zero tolerance for alcohol and made a royal fool himself. He also got the queen and his too
rich and insanely conservative puritan aunt and uncle (Lord and Lady Whiteadder) drunk.
Eventually Edmund II ran afoul of Ludwig the Indestructible, a crazed German of the Order of Reason. Ludwig did kill Edmund,
Baldric, Percy, and even Melshut. He tried to kill Elizabeth. However some of the remaining changelings saved her. The "Fairie
Queen" was really written by Edmund Blackadder as a dirty limerick to Elizabeth, but Edmund Spencer changed it after
Blackadder death.

Blackadder the Third


"I have a plan so cunning you could put a tail on it and call it a weasel."
-- Edmund, Blackadder the Third
Several generations later Edmund was reincarnated again. Edmund Blackadder III (born: 1760 died: 1835), this time with
Baldric, and oddly enough Ludwig. Ludwig had been reincarnated as Prince George IV. Edmund was now butler to Prince
George, while the American revolution was raging. George was an idiot, and Baldric was even stupider.
At one point Webster was trying to get patronage for new dictionary from Prince George. Unfortunately, Baldric accidentally
burned the the only copy.
George also made Baldric a Lord, to fight Young Pit, who was trying to cut off the regent's money. George gave Baldric 400,000
pounds. This was money Edmund had hoped to embizzle, but Baldric spent it all on a huge turnip
Prince George got into a duel with another man. To try and help Edmund called in a distant cousin, McAdder (see the family
tree). George was nearly killed in the duel, and King George thought that Edmund was his son for a time. Edmund could not fool
Parliament though, later he disappeared.

A Blackadder Christmas Carrol


Edmund was born a decades later as Ebinezer Blackadder (born: 1838 died: 1871). One Christmas a Spirit-of-Christmas
chimera visited him and tricked him into believing that if Ebinezer stayed nasty his descendents (him, reincarnated again) would
rule the universe. Unfortunately Edmund fell for this and became nasty. It cost him thousands of pounds and a Lordship when he
called Queen Victoria names.

Blackadder goes Fourth


"That was a wickedly sharp slice of kiwi."
-- Edmund, Blackadder goes Fourth
Edmund was reincarnated once again, Edmund Blackadder IV (born: 1872 died: 1918). His family was now better off socially
and monetarily than it was the last time round. However all his plotting did not take the Germans into account. He became an
officer in France during WW I.
Edmund was always trying to get out of fighting, and away from the battles. None of his plans worked. This is in no small part due
to the fact the Melshut was reincarnated at a daft Major-General, and never let Blackadder get away. Percy was smarter this

time than any time in the past, but was also subject to General Melshut. Percy was now Corporal Darling, secretary to General
Melshut (their relationship was similar to Smithers and Mr. Burns). Baldwic was also here, but was only a foot soldier, and even
stupider than before. George was also here, a Lieutenant to Edmund's rank of Captain. All of them died in a last over-the-topcharge ordered my Malshut.

Blackadder 005
"Blackadder, Edmund Blackadder."
-- Edmund, Blackadder 005
Most recently Edmund, (born: 1960) has been reincarnated again, Edmund Blackadder V. Like all the other times he is a sidhe
changeling. This time he is working for the MI6 branch of the British secret service as one of 9 super secret agents that are
licensed to kill.
Edmund's track record as a operative so far is less than illustrious, and the end of the cold war is not helping at all. But this may
be in part due to the fact that Edmund is not the only one reincarnated; so to has Baldric (Edmund's assistant), Percy (Mr.
Moneypenny), Melshut (M), Elizabeth (another spy), and even George (Edmund's contact).

Boon
The members of House Blackadder, automatically get an extra dot in Manipulation and Wits (even if this pushes them over five).

Ban
This is house in cursed. It covers all the members, Edmund, Baldric,
Elizabeth, Melshut, Percy, and George. The curse has manifested in such a
way that Edmund (and the others) will continue to be reincarnated until
Edmund commits a truly selfless act that makes up for killing his king. Until
that happens, he will keep trying and failing, each time comically, to do
anything important (Such as gain power, reputation, or return to Arcadia).
Each time, with at least a few member of his ensemble. Given the
approaching Winter this may be his last chance to make amends. Given his
general disposition, Heaven will burn down before Edmund is selfsacrificing.

Standard
The Blackadder standard is a silver adder snake twined around the blade of a gray dagger over an all black field. This is the
standard of the family as the humans see it (The Blackadder is an old human family as well), and as the changelings see it.

Disclaimer
This is intended to be a humorous addition to Changeling via the Internet. It is based on the English comedies with Rowan
Atkinson. From time to time PBS or A&E shows the programs. If you get the chance, watch them. The above make more sense
if you have seen at least some of the programs. This document is not done for the BBC or Rowan Atkinson, is not meant to
make any one any money, and is part of no agreement between myself and the BBC or Atkinson. Its just for fun.
There was some talk at the BBC about making a another Blackadder series, set in the 60's about a rock band -- "The
Blackadder 5." I have made the 5th incarnation a spy because I think it is funnier.
If you use this, realize that it should be played for jokes, a spoof on literature, culture, and the Cold War (especially the Cold war
mentality). It's more satire than slap stick, but comedy nonetheless. Make fun of James Bond and the like. Most of all, have fun.
And perhaps, just perhaps, Edmund will at long last break the curse. . .

Personalities
Edmund Blackadder V
Court: Unseelie
Legacies: Regent/Rogue
House: Blackadder
Seeming: Wilder
Kith: Sidhe
Attributes:
Physical: Strength 3, Dexterity 3, Stamina 3
Social: Charisma 2, Manipulation 4, Appearance 3
Mental:Perception 2, Intelligence 2, Wits 4

Abilities:
Talents: Brawl 2, Dodge 2, Intimidation 2, Subterfuge 4
Skills: Drive 2, Etiquette 2, Leadership 2, Melee 2, Firearms 3, Stealth 3.
Knowledges: Computer 2, Investigation 2, Law 3, Linguistics 2, Mythlore 2, Occult 2, Science 2.

Advantages:
Backgrounds: Resources 3, Holdings 1, Gremayre 2, Retinue 1, Contacts 3, Allies 3
Arts: Primal 1, Legerdeman 2, Chicanery 2, Sovereign 3
Realms: Actor 3, Nature 2, Prop 2, Scene 1

Glamour: 5
Willpower: 6
Banality: 4

"Soddoff" Baldric
Court: Unseelie
Legacies: Bumpkin/Wretch
House: Blackadder
Seeming: Wilder
Kith: Boggan
Attributes:
Physical: Strength 3, Dexterity 3, Stamina 3
Social: Charisma 1, Manipulation 1, Appearance 1
Mental: Perception 1, Intelligence 1, Wits 1

Abilities:
Talents: Brawl 2, Dodge 2, Kenning 1
Skills: Drive 1, Surival 4, Firearms 2, Crafts 3
Knowledges: Computer 1, Investigation 2, Mythlore 1, Occult 2

Advantages:
Backgrounds: Resources 1, Gremayre 1, Allies 3
Arts: Legerdeman 2, Chicanery 3, Primal 1
Realms: Actor 3, Nature 1, Scene 1

Glamour: 5
Willpower: 4
Banality: 4

HOUSE REVIER
By Heather Rigby (z_rigbyha@titan.sfasu.edu)

Description
House Revier is by far the youngest of the Sidhe Noble Houses, having begun in the aftermath of the Sundering, after all the
others were already established, though if the Sidhe knew what they were doing now many would deny that they are Sidhe and
would try their best to remove the Noble as well. The progenitor of House Revier, sometimes called Dreamersun, was a Sidhe
man named Airys. No one knows for certain what House he was born into, but those who still remember the Revier believe it
may have been Fiona. Airys was wed to a Sidhe lady named Guenna, and it was not a happy union. Indeed, Airys had a
wandering eye, and more frequently favored the human girls in the villages rather than his wife. This enraged Guenna and in a fit
of madness she Cursed him and all his progeny, including her own four sons. In time the Curse was lifted and Guenna slain, and
by that time, the family had grown into a House, and the Dreaming observed it.
During the time of the Shattering House Revier was attacked by a being calling himself the Shadow Lord, and in the attack Airys
was killed. Lead by his half-human son, Shadowspath, House Revier retreated from Earth, but not to Arcadia with the other
Sidhe, to someplace Elsewhere, and only the Dreamersuns know for certain where. They took with them all who would come,
commoner and noble both, and escaped. Unknown to all but those allied with them, House Revier fled to a land called Reve
d'Or, a land Goldeneyes Dreamersun ruled.
In the final years of the Shattering House Revier allied with a young woman named Joiya Baerlon, and from her come the
Treespeakers.
Fortunately enough, one supposes, House Revier never really abandoned Earth, and Revier Fae, Garou, Mages, Treespeakers,
and others continued to make the journey back and forth, keeping tabs on those Revier descendants and allies who, for one
reason or another, never left. They also, albeit reluctantly at times, protected other Fae and supernaturals as they needed it over
the years. Most notable is the time Goldeneyes Dreamersun, properly called Genevion Goldeneyes Revier-Fiona, saved the
Huntsman's life, something she probably wishes she could forget.
As the years of the Interregnum passed, House Revier faded from the memory of the Fae and from the other supernaturals as
well, until no one remembered it anymore and even the blazon was lost, but the Dreaming remembered.
With the Resurgence there are Sidhe once more on the Earth and it is easier for House Revier Sidhe to travel, doing their
mysterious duties, guided by a mysterious power they rarely take the time to explain. For those who undergo a Saining by those
outside the House, the blazon that is revealed is not one they know, and the Sidhe, who is usually undeniably Sidhe, simply has
to live with the mystery. Commoner Fae who are of Revier descent don't run into this problem because the nobility cannot
imagine a commoner being Noble by birth.
By long-standing tradition, any child of a Revier is a Revier, and is a full member of the House, be that child Kithain, Gallain, or
mundane, though mundane descendants are rare. The blood tends to run true. And the Dreaming enforces this.

Boon
Revier tend to have a natural leaning towards music, and display gifts not unlike the Satyrs in that direction. Any member of
House Revier gets 1 extra dot in either performance or a musical specilized skill of their choice.
Also, House Revier is very close knit and often rush to the rescue of their own. Any member of Revier can call on his kin for
assistance in times of danger.
Banality is not as difficult a thing for Revier Fae to deal with. For some inexplicable reason, it is less powerful against them.
Sidhe of the house do not suffer Banality's Curse. A commoner of this house may, once per game, remove a temporary point of
banality.

Flaw
All members of House Revier by birth bear some mark on their mundane form. This mark is most commonly a single streak of
white hair, but it has taken other forms, such as one eye one color and the other of another, or even Changeling's Eyes, though
having this does not gain points, unless there is another mark as well. This mark is always a legitimate genetic idiosyncrasy,
however rare it may be.
Also, all House members and allies suffer from the enmity of the Shadow Lord, who would do his best to destroy them at any
opportunity, or at least cause them harm and pain. As the Shadow Lord is a powerful force, this put members of this house in
great danger.

In addition to this, because of Airys's legacy, Dreamersuns tend to have a wandering eye. However wonderful an idea
monogamy may be, they have a dickens of a time managing it and most don't even try, unless they have a soul-mate who would
be hurt by dalliances.

HOUSE SHADE
By Seth Rutledge (sprutled@uncc.edu) (8 November 1995)

Description
House Shade is a minor house, probably an offshoot of House Eiluned, with an extremely negative reputation. The founder of
House Shade, whose name has been lost in the darkness he spawned, was a sorceror of great power. Not content with his own
abilities, he entered into a pact with a dark group of beings. There has been much speculation as to the nature of the entities,
and it is generally believe that they were either demons, spectres, or a dark breed of chimera. Regardless, at the instant of the
pact, the Shadow Lord ceased to be merely a changeling.
Members of the House of Shade have a third seeming added to their being. In addition to their mortal and kith seemings, they
gained a shadow seeming, comprised of all things dark from the other two. In addition, the shadow seeming, or shade, has a
seperate identity and ego from the original. Whatever demon bonds with the member, it takes on personality traits that mirror the
deepest, darkest corners of its host's mind. It is literally the sick hopes and fears of the changeling. As changelings have
excellent imaginations, shades are truly twisted beings.

Boon
Members of House Shade have extremely potent boons. Because of the multiple personalities in their being, they gain a +2 to
resist all forms of mental attacks that attempt to read thoughts or dominate the changeling.
They can also draw on the powers of their shade. Any Art or skill that the shade has knowledge of can be used by the
changeling. Shades learn incredibly quickly, and the player can opt to teach the shade using exp for 2/3's the cost of the ability or
art that the changeling would pay for. For example, it ony costs a shade 5 exp to learn a level 3 art.
The shade and the changeling can cooperate and pool their dice to work at a task they both have skill in, similarly to how two
people can work together at a job.

Flaw
The flaw of this clan is the flip-side of its boon: The shade is continually trying to subvert and take control of the changeling. Every
time the player uses any of the shade's dice, the character gains a point of angst. When temporary angst is higher than
temporary willpower, the shade gains control of the body until it has to sleep. If permanent willpower ever drops below
permanent angst, the changeling's mind snaps and the shade gains full power. Starting angst equals starting banality willpower. This score cannot ever be lower than 1.
Instead of gaining a point glamour, a changeling can opt to decrease temporary angst similarly to banality.

Shade
Shades start with 15 freebie points to allocate to abilities, backgrounds, arts, realms or advantages. For ideas about
advantages and backgrounds appropriate to shades, look in the Wraith game.
Note also that the shade is fully independent of the changeling, lacking only a body to perform actions. It can communicate fully
with the changeling, and is free to use its abilites to try and convince the changeling to do what it wants. Shades have the same
mental and social traits as their hosts. Anyone with kenning that looks at a member of House Shade will see that her physical
shadows are much darker than everyone else's, and they seem to move on their own violition -- they do.

THE IRON NATION


By Rob Pool (robert69@usa.pipeline.com)

Prelude/author notes
This document details a new house/organization for Changeling: the Dreaming called 'The Iron Nation.' First off, this is written
with the idea that Nockers can build things more complex than simple tools and weapons -- if you don't like that idea, you may as
well go read something else like some more of the ramblings on the Changeling mailing list and the various threads on
alt.games.whitewolf. Okay, gonna stay? Goody! Also included with the details of the Nation are examples of their handiwork
(Several types of robots) and some things House Dougal has created to even things out as well as some possible chronicles
ideas. Most of the robot designs are based somewhere in between Chrono Trigger, Robot Carnival, Bubblegum Crisis, and
assorted other animes/video games/movies/ect just to make sure you are aware of their presence here. Think of this as
something to hold us over until Whitewolf gets the idea to put together a Nocker Kithbook ;-) BTW, if you make any of your own
Robots/G-meks/G-toys using the below stuff, PLEASE mail me 'em (my email adress is Robert69@usa.pipeline.com). I'd be
more than happy to include them in any revisions or new versions of the file with the proper mention to your creation. Also, lastly,
if you are a player, then get your nose out of this file and give it to your ST! This is best for Storytellers only as it loses its touch if
the players know all about it.

Introduction
The Iron Nation is a self-appointed Changeling House/secret society comprised of Nockers and magi dedicated to the
development of Robotics. While most of the other sidhe nobility ignore the nocker group as nothing but a nuisance, house
Dougal is scared of the Iron Nation. Why? Because the Nation is developing androids, robots, and wartoys the likes seen only in
sci-fi movies and animes.

History
The Iron Nation was formed somewhere around mid-19th century in Mother Russia. At that point it was more of a Nocker ruled
kingdom of sorts that had ruled over much of the changelings of Russia. When the steam age began, the Iron Nation were
secretly developing their own fascinating inventions which included early forms of steam/glamour powered robotic vehicles. This
new technology, which has been a carefully guarded secret, is called Glamour-Tek or G-tek. Many of the new Robots and such
presented later are some of the best things developed using this technology. It is said that many Russia's finest weapons were
first developed by the Nockers of the Iron Nation. When the sidhe returned in the resurgence, the Iron Nation lost its political
power and was forced to go into hiding. With the increasing popularity Robots in various forms of entertainment, the Iron Nation
has been growing steadily in power in the last 10 years. Currently, there are 6 known complexes that are devoted to stock-piling
the armies of the Iron Nation in Germany, Japan, the UK, Mexico, the US, and the main plant in Moscow itself.

Organization
The leadership of the Nation is made up of a council of the 6 leaders from the known Iron Nation complexes in Japan, Germany,
the UK, Mexico, New York (USA), and the main complex in Oklahoma who serves as the chairman. The 6 meet oftenly through
VR hook-ups/hologram projectors that allow them to communicate together. The House itself, although pre-dominantly Nocker
Changelings, includes a strong following of loyal magi: particularly Virtual Adepts, the Sons of Ether, and animagicians (nettradition/convention). There is also a, although extremely small, number of virtual adept Runeseers (another net-kith). Oddly,
there is no contempt or rivalry between the varying supernaturals although there is, to a small degree, some favoritism shown
toward the nockers.

Outlooks
For the most part, the Iron Nation sees most non-Nocker Kiths as trash not neccessary to their master plan although have no
problem in manipulating them into doing whatever the nation requires. They also have a special connection to the technominded magi traditions and have been known to let them within the doors of the Iron Nation.

Boon
The nockers of the Iron Nation excel at manipulation. +1 to manipulation. Through a cold fascade, they will lie and cheat to get
whatever they want or need.

Flaws
The Iron Nation is not very well liked; even those who leave the organization with good intents, will be treated with distrust. -3 to
all social situations involving other changelings.

Titles
One extra thing I thought I should note. All members of the Iron Nation have a rank instead of a title if they take the title
background.
*
Acolyte
** Adept
*** Gearsmith
**** Robot maker
***** Master engineer

View Toys of the Iron Nation

HOUSE PARIAH
By Kevin Salcedo (ciaran@zipcon.net) in conjunction with his Doppelganger Kith

Description
In recent years, as more Houses have sprung up, it seems as if they have become increasingly selective in their memberships.
Either a Faerie's hair is not the right color or her hands are to large. Of course, even without this absurdity, there are still those
left out of nearly everything simply because they don't 'fit in.' Just after the Italian Renaissance, a group of Wilder from Kiths all
over came together under the guidance of the last living Progenitor of the time -- Aedan MacGolwin and formed House Pariah.
Its goal was to unite the outcasts and bring about recognition of their importance in the goings-on of the Court.
For some time, this reckless band tended to be scoffed and laughed at, but as time passed, they soon made their mark and
have since then been a polite but constant thorn in the sides of the more stuffy and noble Houses. Their members are from all
Kiths. However, there is a secret that House Pariah keeps that no one outside their circle knows of. The House does not only
member those of the Changeling breed; in fact, by its purpose of 'inclusion of the excluded,' House Pariah is also a haven for
Caitiff (although malignant members are soon 'released'), Garou and other Lycanthropes, Hollow Ones (Magi) and many others.
They live by one simple creed:
"All are Welcome."

Affinity
Scene

Flaws
The Oath of The Good Host: Members of House Pariah can never refuse hospitality to an outcast. They could easily leave a
high-brow Sidhe out in the cold, starving on a cold rainy night, but to refuse aid to another outcast is grounds for 'The Shunning,'
punishment of the harshest kind. Shunning is the act of making an outcast of an outcast. No one willingly seeks this out, for it
means that even the low-beaten will not come to your aid.

The Yoke: Along with the inclusion of the excluded, House Pariah has a secondary goal (although, this second is more the first;
the Oath of the Good Host is a given). Members of House Pariah also must take an Oath of 'The Yoke.' It is their duty to carry on
the goals and dreams of the Founder, Aedan MacGolwin. Infernalists, Wyrm-Tainted creatures, Nephandus magi and other
similarly demeanored entities are immediately considered 'shunned.' The traditional term for these creatures often used by
those in the House is 'Dark Ones.' There are bands of Members whose sole duty to the House is the seeking out and
extermination of these creatures.

Lower-Class Aristocrats: Because of their alliances with groups generally deemed to be inappropriate or low-class company
by the more 'prestigious' of the Changelings (eg: Caitiff vampires, Faerie-friendly Garou, Verbena mages, etc). Members of
House Pariah are at -1 in all social rolls and Sovereign cantrips involving members of House Gwydion.

Boon
Home-Sweet-Home: There are chapterhouses all over the Tellurian and the Umbral Realms; even though most are relatvely
small. A Member of the House may seek refuge there for whatever reason. The Chapterhouses are usually named "Mother
(Something)." The inside joke is that when a Member goes to a Chapterhouse, she usually simply is "going to 'visit Mother
Moira' or 'Mother Margaret'." The largest and oldest Chapterhouse is named 'Mother Gaia.' It was established just after the
beginning of the House with the help of the Founder. Only the oldest Members of the House Pariah know where Mother Gaia is
located, though some speculate it is purely Umbral. Members of House Pariah (this applies to all Members, whether
Changeling, Cainite, Garou, etc) automatically gain the background: Contacts 2; or, add one to their existing Contacts rating,
whichever is higher.

Organization
House Pariah is comprised of a Network of Chapterhouses. Each Kith, Tribe, Bloodline, Tradition, etc is represented by one
member of their ilk to help judiciate matters in the Council. No one knows who these people are, and their identities are almost
never sought out. The necessity for the secrecy came about after members of other Houses sent informants into House Pariah
to learn its secrets and attempt to destroy it. The matter of this secrecy of the members of the Council is of little import to the

Members, as the Council rarely has to interject in matters of import. Most Chapterhouses elect chairpersons on a regular basis
to handle internal affairs.

History
Some of the Noble Houses run primarily by Sidhe are still seeking to do away with House Pariah. They have grown more and
more enraged by House Pariah's refusal to send word only by writ. (The only known member of House Pariah of any significant
import to ever be seen was Aedan MacGowlin, and he has long-past travelled on from this world. That means that not a single
soul outside the Council has ever seen a Council member in the flesh. Most replies are purely by fax, email or old-fashioned pen
and paper.) It is known that House Pariah is a haven for Doppelganger, and for this reason, Members are often treated with an
extra air of contempt by Sidhe and Redcaps for harboring such 'abominations.'

The Company of the Shadowed Blade


By Myranda Kalis (nagaina@yahoo.com)

Description
"These, in the day when heaven was falling,
The hour when earth's foundations fled,
Followed their mercenary calling
And took their wages and are dead.
Their shoulders held the sky suspended;
They stood and earth's foundations stay;
What God abandoned, these defended,
And saved the sum of things for pay."
-- A.E. Housman, "Epitaph on an Army of Mercenaries"
The Company of the Shadowed Blade has no exalted place in Kithain history. No ballads are sung in their praise, no young
sidhe fresh from his knighting aspires to be one of their legendary number; none of them are known for their bravery or their
honor. The Company dwells on the fringes of Kithain society, patrolling the perimeter between the hungry darkness and the
fragile light of their people, who revile their defenders for their mercenary customs and darksome reputation. Founded by a
Scathach renegade and former servant of the darkest powers of the Unseelie Court, the Company of the Shadowed Blade is an
ancient, oathbound household of decidedly motley provenance, accepting into its ranks all Kiths of proven worth and intentions,
who share the Company's dedication to its goals and keep faith with its beliefs: that they are one of the few forces standing
between this world and the horrors emerging from the Realm of Nightmares.
Members of the Company originate in a time ages past, before the Sundering and the Shattering split the Dreaming from the
world of humankind, when traverse between the realms of the fae and the realms of the mortals was unimpeded. It was during
this time that the Company's founder, the Scathach warrior-sorcerer known as the Huntsman, stalked the night at the behest of
his dark and hungry liege, Necnevin, the Queen of Air and Darkness, who ruled from the eternal night of the Nightmare Realms
to which she had been banished by the power of a cabal of Seelie sorcerers. Trapped within her fearsome realm with no means
of escape, the Queen sent forth her servants to reap for her what she could no longer attain for herself: Dark Glamour, the
succulent power of human and Kithain terror and pain, the sweet savor of misery and suffering, of tragedy that scarred the soul
and rent the mind. Locked within the darkest heart of Nightmare, the cabal of Seelie sorcerers had hoped that the Queen would
starve and wither from her confinement, like a criminal walled alive within the alcove of a dungeon. She survived, however, with
the aid of her servants, who fed her doses of the Dark Glamour that comprised her fae soul and for which she hungered,
eternally and insatiably, the Huntsman and his minions, the Host of the Unforgiven Dead, generating a body of darksome
legendry that endures to this day.
No one is quite certain what occurred to break this dark symbiosis -- some claim that it was the slowly gathering force of the
Shattering that finally spelled its doom, others that the Huntsman himself was driven to betray her. All that is known for certain is
that, during the Shattering, when the Dreaming was driven from the world and the trods to Arcadia slammed shut in the faces of
the horrified Kithain, so too did they close upon the Realm of Nightmares, and the Host faded into legend and story...for a time.
As the ages passed and the world grew darker, the Queen's servants slowly began seeping back into the world, through cracks
in the walls holding the Dreaming at bay, through trods that opened upon the sites of modern, man-made horrors. The Huntsman,
long in exile from both the Dreaming and the Realms of Nightmare, sensed the swelling growth of their numbers, tasted the Dark
Glamour in winds tainted with blood and smoke, and slowly began preparing for the day he knew must come. He travelled the
world in search of those who remembered the dark days of the Queen's hand looming over the world, who recalled, far more
vividly than any human, the horrific sound of the Host passing over and across the earth in search of their ruler's next unfortunate
meal. A breath of a tale was frequently enough to rouse memories long buried beneath healing forgetfulness, to awaken fears of
what would happen if the Queen broke wholly through her prison and discovered a world tailor-made to her appetites and none
willing or capable of denying it to her.
From such beginnings was the Company of the Shadowed Blade born. Named for the Huntsman's death-hungry sword, forged,
so the legends went, from a shard of the prison that had bound the Nightmare kiths away from the Dreaming, the early company
was almost entirely of commoner and Nunnehi extraction, along with those few Scathach renegades willing to throw their lots in
with another pariah of their own House. Their mercenary reputation arose by their frequent involvement in conflicts both mortal
and Kithain -- modern warfare bled astonishing amounts of Dark Glamour into the Dreaming, as did its aftermath, and the
Shadowed Blade prowled the battlefields searching for the servants of Nightmare drawn to such things like carrion crows.
Eventually, they began to take payment for their involvement in such affairs, the weight of their talents turning the balance for
more than one commoner, lord or mortal combatant, and allowing them to do their work with maximum efficiency. When, in 1969,
the sidhe returned from their centuries-long absence, special effort was made to question and recruit them, as few among the
Company believed that their resurgence was a cause for celebration. The force of Dark Glamour had waxed incredibly strong
over the centuries, losing more servants of the Queen into the world, no doubt feeding the Nightmare Realm's dark monarch,
weakening the ties that bound her in her prison -- perhaps shattering them altogether. Among the members of the Company of
the Shadowed Blade, it is commonly believed that the returning sidhe are not exiles, but refugees -- refugees from the
Dreaming, conquered by the Queen of Air and Darkness, and warped to her will.

Since then, the Company has renewed its vigilance, watching and waiting for the night when the Queen shakes off her chains
and attempts to reemerge from her prison, to take this world as she has the Dreaming and make it her own. They whisper to
those inclined to listen, they battle the Queen's minions wherever they find them, and they pray that they have the time to make
themselves ready to face the approaching cataclysm.

HOUSE TANUWYTH
By Chad Justice (lael@olywa.net)

Description
Superb military strategists whose fearsome visage on the battlefield strikes terror in the hearts of their enemies and rallies the
Unseelie armies against their Seelie foes. Known for the loyalty of their subjects and the power of their armies, members of
House Tanuwyth represent the very traditional aspects of the Unseelie Court. The founder of the House, Lord Tanuwyth, is the
greatest military strategist among the fae. Rumored to have been exiled from Arcadia as punishment for turning his armies and
power against the Seelie rulers for abandoning the ages old division of Seelie and Unseelie power.
Tanuwyth fae are exceptionally focused, logical, and patient. They will plan moves and counter moves for all conceivable
outcomes. Though this should make them admirable court intriguers, sidhe of House Tanuwyth prefer to act on the field of
combat. They have tremendous ability to draw followers to their causes and rally them against their enemies. Because of their
notable ability in combat, they must be frequently reigned in, when their anger is riled.
Before the Shattering, many Unseelie monarchs were of House Tanuwyth. They were able to bind the Unseelie fae of the Court
of Shadows together through all the changes and challenges to the traditions. They are surprisingly in tune with their court and
subjects. Generally they are respected, well liked, or feared.
Most members of House Tanuwyth have golden, blond or light brown hair. Their beauty is stark and sometimes painful, like the
desert sun at midday. Their presence on the battlefield has made the difference between death and victory for many Unseelie
engagements.
House Tanuwyth's blazon is purpure, a radiant sun or sarcelled by a sword sable. (A gold sun with 16 rays pierced down the
middle by a black sword on a field of purple.)

Boon
Sidhe of House Tanuwyth have an affinity with building and maintaining large groups of followers and loyal subjects. All social
tests when trying to build morale, rile a crowd, gain a following, etc. have their difficulties decreased by 2 (min. diff. 3). They also
have an exceptional ability with the Art of Sovereign, and receive 2 extra dice on all roles involving this Art.

Flaw
A Tanuwyth fae's word is her bond. When members of the house give their word they are bound by it as if it were an oath. They
cannot break their word without suffering consequences similar to the breaking of an oath, and will be considered an
oathbreaker by other fae. They do not, however, gain the Willpower or Glamour benefits as when taking an oath, though they do
get those benefits when they take an oath.

Arawn
By Charlemagne (tcp@zoomnet.net)

Description
It is believed this art was passed down directly from Arawn to his loyal servants in House Ailil for services as yet unknown to the
ancient deity of the Underworld. It deals with the most disturbing of principles: fear. The Fiona are immune to this art -- save if a
love one is involved, due to a later story where the progenitor of this skill was defeated and profaned Arawn because of it.

Attribute: Intelligence

* Nerves of Steel
A fairy with this skill may make himself or another more strongly resistant to the precepts of fear and terror.

System: Spend a Glamour point and roll Intelligence + the appropriate realm. The fairy in question gains one extra Willpower
success for resisting any effects of fear (and for this only).

** Eyes of Arawn
Any fairy who casts this spell can make a single person or one's surorundings incredibly terrifying to behold (useful for
intimidation and combined with Chronos making one's domicile inhospitable to others).

System: Spend a Glamour point roll Intelligence + the appropriate realm. Each success counts as a extra success on an
intimidation roll automatically. It does not matter who or what is intimidating or even if he is trying to do so (a friendly Count may
discover his subjects terrified of him).

*** Nightmare Curse


A hideous power that is used to disrupt the very dreams of a subject, it is highly dangerous to any fairy who uses it as it is very
Banal.

System: With three successes required on a Intelligence + the appropriate realm (diff 8) a player can spend as many Glamour
points as he has available to give (1 for 1) nightmare dice to his intended subject. However each point also gives him a
temporary point of Banality.

**** The Unameable Phantasm


This is the power to kill with fear alone. No one is immune to it. It assaults the mind and creatures with no organs to have heart
attacks or animals with no conception of the concept are left stricken dead. It terrifies the soul out of the body by conjuring up
one's worst fears and turning them against you.

System: With each success on an Intelligence + the appropriate realm roll (diff subject's Willpower) you inflict one aggravated
point of damage on the subject.

***** Master of the Nightmare Realms


This power allows you to draw forth and create nervosa, fear chimera, and worse things from the nightmare realms by probing
and eliciting the most fearsome fears inside one person's soul.

System: One must effectively ravage a changeling or mortal to use this skill (each success with Glamour determining how
powerful the chimera is -- after all imaginative people are likely to get better results) and then use intelligence + fae (chimera) to
craft it into what you wish to obey you.

****** Create Nightmare Realm

This power allows you, in the Dreaming (preferably far from Earth), to forge your own nightmare realm according to your
specifications. Essentially you are god here and can will the laws of reality as you wish them to be. Any creatures you make no
doubt will view you with fear and awe (unless you foolishly are leniant with your fostering of terror in them).

System: It costs 3 points of permanent Glamour. Each success on an Intelligence + scene roll (with often many rolls following it
to create inhabitants) determines how vast and how terrible a kingdom you will to exist. 5 successes may make a hell of truly
terrible proportions. 1 success may make a hell that is ripe for rebellion.

Legend:
(MET) = Minds Eye Theatre
(HUM) = Humorous
(REV) = Revision, modification, expansion, or reinterpretation

| Realms | Agendas |
Arts
|A |B |C |D |E |F |G |H |I|J |K |L |M |N |O |P |Q |R |S |T |U |V |W |X |Y|Z |

Realms
Mystery
By David Gallo. Affecting the mysterious.

Prodigal
By Jade Hammons. Affecting Garou, kindred, mages, etc.

Spirit
By Jade Hammons. Affecting spirits, wraith, umbrood, etc.

Thought
By Seth Rutledge. Tool for affecting the mind.

Underworld
By Charlemagne. Dealing with the Shadowlands and its denizens.

Agendas
Aversion
By Corvus. Obscure, isolate and defame.

The Chill
By Cloak. Harnessing the power of the Long Winter.

Obscure
By Cloak. Using banality to hide yourself.

Quiescence
By Cloak. Increasing Stasis.

Webcraft
By Brian Campbell. An agenda mistakenly left out of The Autumn People.

Arts
A

[top]

Arawn
By Charlemagne. A study in fear.

[top]

Background Music
By Chris Granniss. Listen to the world's soundtrack.

Battlecraft
By Daniel Mitchell. Scathach war magic.

Bedlam
By Fionacat and Murray Grant. Dipping into madness to find Glamour.

Binding
By Ernie Sawyer. Mind manipulation and relocation.

[top]

Culpuum
By David Gallo. Finding and punishing the guilty.

[top]

Dreamsong
By Daniel Mitchell. Artistic Sovereign-like magic.

Dreamstuff
By Andy Kaiser. Sleep and dream manipulation

[top]

Earthmolding
By Rob Pool. Manipulating earth and stone.

Element
By Justine Rogers. Manipulating the elements.

Emotion
By Rob Pool. Intensifying and actualizing emotions.

[top]

Fire
By Rob Pool. Manipulating fire.

Fugue
By Scott Nimmo. Control of sound.

Fuzzy
By Fionacat. Pooka Protean.

[top]

Game of Swords
By Darrell Walker. Become a faerie blademaster.

Gremlinize
By Scott Pollert. Making things break down.

[top]

Hearthmolding
By Jade Hammons. Tinker with chimerical objects.

[top]

Invokation
By Nelson Cheng. The power of summoning.

[top]

Kenship
By Daniel Mitchell. Healing and calming arts.

[top]

Landsong
By Daniel Mitchell. Tools of the guide.

[top]

Make-Believe
By Robin Pfeifer. Tinkering with the chimerical natures of mundane objects.

Morpheus
By Prodigal. Induce sleep.

[top]

Necros
By Charlemagne. Affect the Shadowlands and its denizens.

Nuisance
By Chris Granniss. Become ultimately obnoxious.

[top]

Oceania
By Rob Pool. Manipulating water.

[top]

Protection
By Rob Pool. Protect yourself from the elements and cantrips.

Pyretics
By J. Lance Alloway. The art of fire.

[top]

Rage-Call
By Daniel Mitchell. Gathering Garou-like anger and power.

S
Seasons

[top]

By Chris Granniss. Become in tune with and affect the natural world.

The Art of Shapes


By Dom Parry. Shape and appearance changes.

Sorcery
By Kevin Mowery. Traffic with the dead.

Songs
By Chris Granniss. The song of the mermaid, the scream of the banshee....

Spectrokinesis
By Brendan Dalton. Unlocking the powers of the spectrum.

[top]

Treasure
By dwolf. Make treasures.

Twilight (MET)
By Travis Schenck. Sleep and dreams.

[top]

Untelling
By Weaver. Finding things out and keeping things secret.

[top]

Whimsey
By Weaver. Manipulating glamour.

Wind Master
By Rob Pool. Manipulating the wind and air.

Aversion
By Corvus (corvus@eurekanet.com) for Ferriscorp

Description
Aversion makes use of the forces of revulsion and distaste, altering the mind and emotions of the target. It can be used to ward
areas, protect individuals, redirect its subjects away from the Dauntain, invoke paralyzing fear and cause others to dislike, hate
or directly attack one another.
Aversion is learned by some Integrators and most Coordinators. All five Directors have mastered its powers.

* Apathy
The Dauntain is able to make an item seem unworthy of attention. This effect resembles the Chicanery cantrip Veiled Eyes,
except that its source comes from uncaring apathy instead of magical redirection. Only objects up to 100 lbs. in weight can be
made to seem unimportant with this power.

System: The Dauntain rolls Banality (difficulty 6). For each success the item can be "hidden" for one scene. Once attention is
called to the object, this power's effects are dispelled.

** Distaste
The Dauntain can turn others away from himself with this power, by engendering a sense of unease and nervousness in them.

System: The Dauntain spends a point of Banality and rolls Manipulation + Intimidation (difficulty 7). Those wishing to directly
interact with the Dauntain must roll Willpower (difficulty 7) and achieve more successes than the Dauntain did when activating
this power. Otherwise they cannot approach, or move away if the Dauntain approaches them. This power lasts for one scene.

*** Repulsion
The effects of Distaste can now be transferred to another individual. Others will avoid speaking or looking at the target if they
can help it.

System: The Dauntain spends a point of Banality and rolls Manipulation + Intimidation (difficulty of the target's Willpower).
Anyone who wants to interact with the target must roll Willpower (difficulty 7) and achieve more successes than the Dauntain who
inflicted this curse upon the target. This power lasts for one scene.

**** Revulsion
By infecting his target with the creeping chill of Banality and making himself appear as the despised harbinger of Winter itself,
the Dauntain can evoke terror, loathing and dread.

System: The Dauntain spends a point of Banality and rolls Banality (difficulty of the target's Willpower). The target may resist
with a Willpower roll (difficulty of the Dauntain's Banality). If the Dauntain scores even one success the target is overcome with
disgust and fear and will quail before the harbinger of Winter. Any action taken by the target of Revulsion other than to obey the
Dauntain's commands requires the expenditure of a Willpower point. This power lasts for one scene.

***** Abhorrence
With this final ability, the Dauntain can cause his target to be filled with terrible loathing about someone else, making the subject
see this other as a dangerous threat to the world. The subject will be obsessed with attacking the target for imagined wrongs
and to "protect all that is decent."

System: The Dauntain spends two points of Banality and rolls Banality (difficulty of the subject's Willpower). Each success
increases the subject's hate of the perceived threat and will intensity his actions to remove this blight on the world.
Successes Effects
1
The target will speak harshly about the named individual to anyone who mentions that person.

1
2
3

4
5

The target will speak harshly about the named individual to anyone who mentions that person.
The target will verbally assault the named individual once. Once this is done his hate is expended.
The target will verbally abuse the named individual whenever in contact with that person. During these
"discussions," the named individual may be able to coerce the target to realize his irrationality with successful
Charisma + Expression (difficulty of the target's Willpower) rolls totalling successes equal to the Dauntain's Banality
(all successes must be gained in the same conversation).
The target will physically attack the named individual once. Once incapacitated or restrained, or the named
individual is incapacitated or killed, the target's hate will disappear, leaving him to deal with the consequences.
The target will attack the named individual on sight and will not stop until incapacitated or the named individual is
dead.

The effects of Abhorrence will wear off in one week, if not dispelled previously.

Background Music
By Christopher Granniss (seije@aol.com) (21 December 1995) See also the Songs art.

Author's Notes
Here's a little bit of Glamour that's been dancing around in my head. I couldn't decide whether it would be better as a Merit or a
Cantrip, so I did both. It can either be used as a 3 point supernatural merit or as a replacement for Songs 1. As an aside for
players of Mage, this works well as a rote. Try a combination of Spirit and Mind, with Forces thrown in to make the music
audible. Enjoy.

Description
With this odd supernatural talent, the Changeling is so attuned to the world around him that he can hear the soundtrack. By
paying close attention, he can "hear" what sort of muscic is playing in the background of the scene. Most other Changelings and
denziens of the World of Darkness will assume that he is out of his mind, but are usually amazed at the insights this musical
Changeling can come up with. Examples of use for this merit are: When the character is being stalked, he can hear the "spy"
music playing in the background; during a chase scene he hears the obligatory chase music, etc. In system terms, this allows a
+2 dice to any appropriate intuition rolls when the Changeling stops and listens for the Soundtrack. Storytellers would do well to
remember that sometimes there is no music playing in the background...

Realms
These are for the cantrip version only. Actor: Describes the person whom the music is about.

Fae: Describes the person whom the music follows.


Nature: Describes the object around which the song focuses.
Prop: Describes the object around which the song focuses.
Scene: Describes the area that the background music plays in.
Cookie: Describes the consumable which the music concerns.

Successes
Determines the clarity of the music heard. 1 success is faint notes only occasionaly heard, while five allows all of the Glamorous
in the room to hear the music.

Battlecraft
By Daniel Mitchell (tempest@yoyo.cc.monash.edu.au)

Description
Battlecraft is an Art found exclusively among members of House Scathach. It was created by Scathach herself after the battle in
which Gwydion made her barren. Designed to complement the formidable skills of the members of House Scathach, it
entrenches their status as dangerous killers and warriors.
Members of House Dougal, House Eiluned and House Gwydion may neither learn nor benefit from this Art.

Attribute: Dexterity

* Call To Arms
This basic cantrip allows a member of House Scathach to call her allies to their side. It can be used to marshall people before,
during or after a battle, or as a homing beacon if captured or lost. Those summoned by this cantrip automatically know where to
find the caster.

System: Actor and Fae are the usual realms, however Nature must be used if the ally is in animal form. Allies are usually
defined as the characters' circlemates. The number of successes determines who gets there, subject to storyteller discretion -- it
may not always be the closest ones that get Called To Arms!
Successes Oathmates called
1
1
2
2
3
4
4
Entire oathcircle
5
Entire oathcircle, plus at least 1 NPC at the Storytellers' discretion.

Type: Chimerical

** All For One


This unusual cantrip forges a telepathic link between the caster and other people. Such a link can be used for instantaneous
communication of orders during battle or to maintain contact during a covert operation.

System: Actor and Fae are the usual realms. The recipients of this cantrip do not have to be visible to the caster, only known. If
this is cast on people who have been summoned by Call To Arms, it receives one extra success.
Successes Persons linked to
1
1
2
5
3
10
4
20
5
Unlimited

Type: Chimerical

*** Shadowstrike
This cantrip is used mainly to set up assassination attempts. The caster becomes an oozing shadow, able to slip through
cracks, slither up walls and is very difficult to see through. From this form, the changeling can attack his intended target swiftly
and suddenly, using the element of surprise.

System: Actor and Fae are the usual realms. Each success in the casting roll subtracts one success from any attempt to see
through the shadow to the changeling. When the changeling want to attack someone, the Shadow immediately dissipates, but
the changeling has -2 difficulty to hit and adds the number of hit successes to damage. Additionally, opponents receive a -2
initiative penalty next turn. Botching this cantrip usually involves a penalty to all Stealth rolls equal to the number of 1's gained that

lasts for a scene.

Type: Wyrd

**** Spirit Of Combat


This dangerous cantrip allows for a significant advantage in combat. The changeling is capable of striking with amazing speed,
accuracy and power. Most fights against a Scathach armed with this cantrip end very quickly.

System: The realm is based on the recipient of the cantrip. This may only be cast before combat and lasts either one scene or
the first turn of combat. In the first turn, the changeling receives a number of successes equal to the number of successes gained
in the casting. These successes may be divided between initiative, to hit and damage roll results for the first turn of combat
only. This cantrip may not be recast until the combat is over, and any unused successes are gone in the second turn (assuming
there is one).
Casting this before a combat generally makes the changeling edgy and tense (+1 to all difficulties) and the changeling must
make a Willpower (8) roll to not attack if surprised. Botching this casting has the same effect as botching the Dragon's Ire.

***** Scathach's Wrath


Scathach created this final cantrip after being cursed by the Tuatha de Danaan as an act of vengeance. To learn this final cantrip
can only come as a reward from a quest nominated by Scathach herself. In rare instances it has been conferred without the
quest, the most famous example being Cu Chulainn, who actually received this upon birth!

System: Because this may only be cast upon the person who knows it, Fae is the only possible realm available. This cantrip has
three effects:
1. It alters the caster's fae mien into a horrifying visage (get the player to describe it) that causes intense fear in all who see it
(except for members of House Fiona). This fear causes a penalty equal to the number of successes.
2. It automatically invokes the Dragon's Ire, with a number of Ire dice equal to double the number of casting successes.
3. Against members of Houses Dougal, Eiluned and Gwydion, the csaster will automatically win initiative, get another +1
bonus to Brawl and Melee rolls and inflicts an extra point of damage for every 2 successes.
The only bunk suitable for this cantrip is a direct invocation to Scathach herself, which takes at least 5 combat turns. Botching
this cantrip is particularly dire. In addition to the traditional problem associated with botching a Dragon's Ire roll, the caster
sustains unsoakable aggravated wounds equal to the number of 1's gained, loses all temporary Glamour and Willpower points
and may not use any Battlecraft cantrip for a month.

Type: Wyrd

Bedlam
By Fionacat (fionacat@furry46.freeserve.co.uk) and Murray Grant

Description
This is an art that was originally created by me and Murray Grant for a live action version of Changeling when we realised "Crap,
Soothsay don't work in a live format, let's re-write it!" From that, Bedlam was created as a small sideline. Bedlam affects only
Glamour; it is quite stupidly powerful but then again it's incredibly rare to find anyone possesing Bedlam, the only way to gain
more points in the art of bedlam is to descend into Bedlam.

* Divine
The cantrip Divine enables the changeling to find Glamour in what realm they are using. A Perception+Kenning roll is required to
actually spot Glamour when the cantrip is used and only the caster can see any Glamour in the area or object affected.
Successes Knowledge Divined
Botch
"Nope that iron rod isn't really iron and 100% banal, it is a most powerful source of Glamour!"
0
"Hrrrrm Sensors indicate the only Glamour around is . . . Me."
1
Detect nearest source of Glamour: "Hey look guys my baseball card is glowing!"
2
Detect most powerful and nearest source of Glamour: "I believe we should head that way . . . ."
3
Detect most potent source of Glamour: "Hey guys I found the freehold!"
4
Detect all Glamour within sight: "Wow, hey did you know trees have Glamour?!"
5
Detect all Glamour (This has been supposed to detect Chrysalis, in fact it may even cause Chrysalis in changelings
that have not yet discovered their Fae nature): "I think he's like one of us . . . ."

Realm: Where/Who/What you are detecting Glamour in. (Note some realms only specify a single source (e.g., Fae 2 will affect a
single Lofty Noble). In this case the cantrip will affect all Lofty Nobles in sight of the caster).

** Tag
This is a very silly cantrip -- Murray made this one. What you do is you touch someone (the normal bunk for Tag is to shout "Tag,
You're it!" which is where it gets the name) and infuse her with a tiny amount of Glamour. This is such a small amount that it will
only be detected with Divine (at least 2 successes). The great thing about Tag is that it Iis cumulative; the more times you use it
the more powerful the Glamour in the tagged thing will be. This is dangerous but can also protect an object quite well as the
more times an object is tagged the more "weird" stuff can happen around it. Normally weird stuff is only chimera attraction but all
sorts of strange things have happened around objects that have been tagged mutiple times.

Realm: Who/What/Where has been tagged. This cantrip will fade very quickly, incredibly fast around any amount of Banality at
all.

*** Infuse
An "upgraded" version of tag, this allows the user to turn an object into a treasure for a short while. It costs one point of
permanent Glamour to use this but allows you to either infuse a new object with Glamour (this will cost you temporary
Glamour equal to the amount of Glamour you wish to store minus two) or recreate an old treasure by infusing it with
Glamour equal to the cost of the treasure.
Infuse works or it does not; it's up to the ST if an object can be recreated by using Glamour.
It should also be noted some strange things can happen when you affect a Scene. Instead of becoming a Treasure the
room or place affected will be tagged and attracts a small amount of Glamour (two points for every hour and point of
Glamour infused). To affect a room a Wits+Science roll must be used and the number of succsess determines how much
Glamour can be spend to infuse a room in this way.

**** Bless
Taking Infuse to silly levels, well not quite. Bless enables a Treasure or object infused with Glamour to be destroyed,
releasing huge amounts of Glamour. Much like Bedlam's Touch (see below), this will lower the Banality of the

person/place/object affected. No rolls are required; however the object must have at least one point of Glamour in it and
must be totally destroyed. The same penalties for destroying a Treasure or using Dross are applied. The amount of
Banality a thing can lose is equal to the Glamour in the object destroyed multiplied by two.

***** Bedlam's Touch


The ultimate example of Bedlam, this enables the user to lower the Banality of an object/person/place to very low levels.
The system for this is a Charisma+Kenning roll with a difficulty of 9 to lower the Banality of the affected thing. The one
diffenece between Bedlam's Touch and Bless is that Bedlam's Touch can be permanent. The ST will make a secret roll
and for every 1 that the ST rolls the loss in Banality is permanent. (Heck I know it should be 10 but I wanna be different!!!)
1-2 A very slight glow with Divine.
3-4 A noticible glow with divine.
5-6 A glow in chimerical form.
7-8 Minor chimera are attracted to the object.
9- Major chimera are attracted to the object.
10
>11 Weird stuff happens; it's up to the Storyteller to decide what (good suggestions are a big chimera appears, the object acts
a sort of treasure for an hour or so, the object will alter the wielder ("My hair won't stop growing!!!") or the place it is used in
("Up the stairs, along the stairs, down the stairs and around the stairs?!"

Binding
By Ernie Sawyer (ernies@diamondmm.com) for the Mer

Description
The Mer have been studying the ways of the mind and the many ways to manipulate it for millenia. In addition to being very
proficient at Sovereign and Chicanery, they have their own Art that explores the inner unknown.
At level four, Neptune's Eye manifests itself, becoming a third eye in the middle of the forehead. It is solid, not having a white,
pupil, and iris. The color is determined by the Court the character follows and how strongly. White is unerringly Seelie and black
is unforgivingly, chaotic Unseelie, and varying shades of blue give degrees. Use the Seelie Code and Unseelie "Code" (or
Manifesto for Shadow Court members) to determine the shade. The stronger the dominant one is followed, the darker or lighter
the color.

Attribute
Perception

* Gaia's Eyes
Gaia's Eyes allows the mer to perceive things through the target's senses. After success is determined, the caster chooses
which senses he receives while the successes determine how many and how long.

Successes: One sense per success, maximum of five. Duration is ten minutes per success.
Realms
The Realm determines what the caster is seeing through the eyes of. Senses are not necessarily literal.
Actor: Who's senses are being perceived.
Fae: Who's senses are being perceived.
Nature: What's senses are being perceived.
Prop: What's senses are being perceived.
Scene: What location is being perceived. If scene is used, there may be problems due to overwhelming sensations. After
determining success, roll Willpower (difficulty of cantrip successes + level of Scene being used; difficulty at least 3, not to
exceed 10).
Time: Standard effect as per Changeling: The Dreaming 2nd Edition.

** Summon
This cantrip allows the caster to summon someone from afar. Use of this cantrip requires the use of two Realms (one for the
target and one for the destination) and therefore a point of temporary Glamour must be spent (even if the target and destination
Realms are the same). The target will do everything she can to get to you as soon as possible. Similar to the Level four vampiric
Discipline Summon (see Vampire: The Masquerade).
Successes Distance from target
1
100 feet
2
One mile
3
100 miles
4
1000 miles
5
Anywhere on earth

Realms

Actor: Who the target is/Who the destination is.


Fae: Who the target is/Who the destination is.
Nature: What the target is/What the destination is.
Prop: What the target is/What the destination is.
Scene: Where the target is/Where the destination is.
Time: Standard effect as per Changeling: The Dreaming 2nd Edition

*** Mind's Eye


Mind's Eye allows the mer to speak mentally to one or more people at a time, transferring conscious thought, emotions, and
visual images instantly. With four or more successes the caster can read the mind of the target without the target consciously
sending. With five or more successes thoughts and memories can be found without relying on what the target is currently thinking
about. Adding additional people to the mental link will require a point of Glamour to be spent for each additional person
(regardless of whether the Realms are different).
Successes Effect
Duration
1
Allows the caster to send/receive visual images
One minute.
2
Allows the caster to send/receive emotions and visual images
Five minutes.
3
Allows the caster to send/receive thoughts, emotions and visual images
Fifteen minutes.
4
Allows the caster to send/receive/read thoughts, emotions and visual images
One hour.
5
Allows the caster to send/receive/read/scan memories, thoughts, emotions and visual images One scene.

Realms
Actor: Who the target is.
Fae: Who the target is.
Nature: What the target is. Usually used on animals.
Prop: What the target is. Useful for communicating with artificial intelligences, learning what an automated Prop is doing/going
to do, etc.
Scene: Where the target is.
Time: Standard effect as per Changeling: The Dreaming 2nd Edition

**** Neptune's Gaze


At this level, the mer may now do more than bring emotions out and read thoughts. They can heal scars in a person's psyche.
This allows the caster to remove Bedlam, derangements, Quiet (see Mage: The Ascension), or bring someone out of frenzy (see
Vampire: The Masquerade and Werewolf: The Apocalypse; also useable on the House Gwydion or House Scathach Flaws),
psychological flaws (the character still must pay the required experience points to buy it off), stun damage, etc. This cantrip may
never be used to remove House Flaws (with the above exception), Frailties, or any other equivalent weakness. Casting this
cantrip can only be done once successfully to a single person. Failure to affect the target gains the caster one temporary point of
Banality. Failing the cantrip gains the caster two temporary points of Banality and botching gains the caster three temporary
points of Banality.

Successes: For each success the target's difficulty to resist frenzy lowers by one. Rage roll difficulties are increased by one.
For every two successes a First Threshold Bedlam trait can be removed. For every three successes a Second Threshold
Bedlam trait can be removed. For every four successes a Third Threshold Bedlam trait can be removed. The target can resist
with a Glamour roll (difficulty 8) to cancel successes from the cantrip.
For every two successes a derangement can be removed. The target can resist with a Willpower roll (difficulty 9) to cancel
successes from the cantrip.
For every two successes a mage's Quiet pool is reduced by one. The target can resist with a Willpower roll (difficulty 9) to cancel
successes from the cantrip.

Realms

Actor: Who the target is.


Fae: Who the target is.
Nature: What the target is. Usually used on animals.
Prop: This realm is not usually used with this Art.
Scene: This realm is not usually used with this Art.
Time: Standard effect as per Changeling: The Dreaming 2nd Edition.

***** Soulbind
Soulbind means just that. The caster can either possess a target or switch two different target's minds and bodies (two Realms).
Possession leaves the caster's body vulnerable, in a coma-like state, and entirely unuseable by the caster as the caster is now
in someone else's body. Resistance is possible with a roll of Willpower (difficulty 8).
Switching minds and bodies requires a point of Glamour to be spent (regardless of whether the Realms are different). Switching
minds allows both targets to resist. This cantrip affects the function of objects and things that don't have a "mind".
Successes Duration
1
One round/One minute.
2
Two rounds/Five minutes.
3
Three rounds/Fifteen minutes.
4
Four founds/One hour.
5
Five rounds/One scene.

Realms
Actor: Who the target is.
Fae: Who the target is.
Nature: What the target is.
Prop: What the target is.
Scene: Where the target needs to be for the cantrip to take effect.
Time: Standard effect as per Changeling: The Dreaming 2nd Edition.

Bunks
Bunks for the Art of Binding represent the insight and manipulation possible as well as adding classic and more modern
methods of summoning, viewing, controlling and healing others.
*
Boink! - poke your target in the eyes with two fingers.
** Ouwwch!! - poke yourself in the eyes with two fingers.
** Be Healed! - Slap the forehead of your target and announce their change of mental condition.
*** Come'ere! - mime grabbing your target and declare a challenge.
**** Gift of an Idol - create a figurine of your target and give it to them.
***** Declaration - Declare your actions and true intentions to a crowd.

The Chill
By Cloak for the Harbingers Doom.

Description
The Chill was designed by the Harbingers, worshippers of the coming winter. It is used to show the Kithain the power of winter
and is carefully gaurded. The knowledge is past to only those who have take the Pledge of Ice.

* Icy Touch
The Dauntain causes his target to see hopelessness in an immediate task. The target will stop any attempts to proceed and will
fall into a temporary depression. It has been noted that often when in this state people are willing to part with information.

System: The Dauntain rolls his Banality versus his target's Willpower. Each success takes one off of the difficulty of any
manipulation rolls against the target for the rest of the scene. Note that this affects immediate tasks. It could cause a Kithain to
stop making a phone call to appologize to a lover, or to abandon a quest for one scene. It could not make a Kithain abondon the
Dreaming. This effect requires physical contact.

** Sense of Winter
The Dauntain emits an aura of despair. Others become lethargic and lose their drive. Continuous contact has been said to send
even great artists into the depths of despair. Combined with Icy Touch, this is a powerful effect.

System: For every success on a Banality roll, the Dauntain can affect one person in the vicinity. Conversation lags, people
become bored and dull, but no one will bother to leave. The Dauntain can only affect those with a lower Willpower rating. A
contest of wills can be had with an opponent of equal Willpower, but those of higher Willpower are immune.

*** Frost Bite


The Dauntain now has the power to physically harm her opponent with the forces of winter. The ice runs through her veins so
deeply that her very touch is like cold iron to Kithain.

System: The Dauntain must grab the target with a firm grip. A punch is not enough to make use of this effect. She then rolls her
Banality in Chimerical damage.

**** Winter's Fury


Whispered tales are told of this effect far from the hearth fire, in fear that even its mention could extinguish the flame. It is said
that those Dauntain who have travelled this far into winter's grasp can steal the Dreaming away.

System: As with Frost Bite, a strong contact is needed. Each success on a Banality roll allows the Dauntain to remove one
point of glamour from her victim, whether Kithain or Chimera.

***** Icicles
This effect is feared even more than Winter's Fury, for it lets the Dauntain leave winter in his wake. He leaks his own Banality to
others.

System: Again contact is needed for this effect. For every sucsess on a Banality roll, the Dauntain may transfer one temporary
point of Banality to his target.

Culpuum
By David Gallo (gallo@connectnet.com) for the Sluaghan kith.

Attribute
Perception

Description
Culpuum is the lost Art of guilt. Many Sluaghan also received a form of nourishment from it, and at the time of the geasa,
Arcadian sorcerors were trying to find a more general way to use this art other than connected to guilt. They thought it could be
the key to surviving the waves of banality from the mortal world. It should be noted that Culpuum is not merely an Art -- it is a
method. By going through each level of Culpuum, a Sluaghan could slowly bring justice upon his subject. The highest level is the
most powerful, of course: turning the subject into a Sluaghan. Often, victims of murders or people that have been wronged would
also ally themselves with the Sluaghan. Wraiths form very strong bonds with the Sluaghan for the purpose of resolving their
fetters and fulfilling their passions.
Note that it is not necessary for the subject to actually be guilty.
These powers can be used in their raw form, but it is much more satisfying to use it against those truly guilty. This power will not
work against the purely innocent -- young children.

* Curtain
This allows the fae to hide secrets, thoughts, even things or people. Realm determines the subject affected (the Sluaghan can
determine whether they are secreting thoughts or the realm itself. If thoughts are chosen, the realm decides what the thoughts
concern. Also, see the Net.Realms of Mystery for further ideas.)

Realms:
Actor: Describes who is hidden/whose secrets; a secret about this person.
Fae: Describes who is hidden/whose secrets; a secret about this person.
Nature: Describes what/where is hidden; a secret about this Realm.
Prop: Describes what is hidden; a secret about a thing.
Scene: Describes an area that is hidden; a secret about the area.

Successes: Each success gained increases the difficulty of Perception rolls to find the target, or to lower difficulty of Stealth or
Subterfuge rolls. Successes also dictate the amount hidden. The caster can choose to divide the successes between difficulty
and size. If a caster was willing to lower the difficulty to affect something of larger size (or vice versa) then the successes would
be split appropriately.
One Success
+1 difficulty/Simple thought; one word; size of a hand-carried object.
Two Successes +2 difficulty/Average thought; one sentence; size of a person.
Three Successes +3 difficulty/Complex thought; one paragraph; size of a small room.
Four Successes +4 difficulty/Several thoughts or partial memory; a story; size of a large room.
Five Successes +5 difficulty/Whole memory; an epic story; size of a building.

** Acumen
This art is used to discern hidden facts or to find that which is hidden. Note that this will not work on things that are lost -- that
would call for Soothsay. This power deals with that which is deliberately hidden. This power can be used to counter Stealth,
Subterfuge, the powers of Curtain -- even Obfuscate or other supernatural hiding methods.

Realms:
Actor: Describes who is hidden (or who is hiding something); describes a secret about the subject.
Fae: Describes who is hidden (or who is hiding something); describes a secret about the subject.
Nature: Describes what is hidden; a secret involving the subject.
Prop: Describes what is hidden; a secret involving the subject.

Scene: Describes a hidden place; a secret involving that place; where a thing/person is hiding.

Successes: The number of successes add to Perception rolls (but not to those involving this Art). Consult the chart for Curtain
to find out the type of secret. Each success adds one success to Perception rolls.

*** Ordeal
The Sluaghan would use Ordeal to determine the guilt of a subject. The Ordeal would involve different methods. Some Sluaghan
would gently insinuate details of a secret into the subject's life, while others would take the form of the one wronged to evoke a
response. Depending on how the subject would act towards this information, the Sluaghan could determine whether they were
guilty or not. Sometimes, even those who were not guilty would feel guilt after being the subject of an Ordeal.
With this power, a Sluaghan can do many things. He can choose to take the form of a murdered victim around the murderer, or
he could cause secrets to leak repercussions into the subject's life. The most important thing to remember is that this use of the
Art should be used to continually bombard the subject, so that he eventually dwells on the object of guilt. This drains him of his
Willpower so that the Final Justice can begin.

Realms: Realms determine how the ordeal manifests itself.


Actor: People in the subject's life seem to know more than they should, or behave strangely toward him; the Sluaghan
can take the form of a mortal involved in some way.
Fae: Same as Actor, except can involve creatures of the Dreaming.
Nature: An element that has significance to the subject and situation.
Prop: An object that has significance will pop up more often; perhaps items will take on symbolic meanings.
Scene: A place of significance will be brought up often or certain things will happen in a place to remind the subject of the
object of guilt.

Successes: Successes determine how effective the Ordeal is. One success will be extremely subtle, whereas five successes
would be a continual bombardment. At three successes the Sluaghan can manipulate appearance of things to speed the
process along -- even herself! Though it would take more than five successes to warp the subject's senses enough to feel guilty
all the time... consult the following chart to determine how much Willpower is drained and how long the Ordeal lasts. For
instance, with three successes, the subject could immeditately lose 3 pts of Willpower, or two points per turn for five turns.
One Success
Lose 1 pt of Willpower; effect lasts five turns.
Two Successes Lose 2 pts of Willpower; effect lasts one scene.
Three Successes Lose 3 pts of Willpower; effect lasts one game session/one week (whichever is of lesser duration).
Four Successes Lose 4 pts of Willpower; effect lasts one story/one month (whichever is of lesser duration).
Five Successes Lose 5 pts of Willpower; effect lasts one chronicle.

**** Censure
Censure is the power to blame someone. With this power, a Sluaghan can blame someone and put behind it the full furore of the
Dreaming. When the subject is blamed, he suffers a personal attack. How he deals with the attack is another matter. Many
people lie to escape blame, or they may shift the blame to another. When this power is in use, the subject must bear the brunt of
the blame.
Censure will turn the Dreaming against the subject (and most other supernatural influences as well).

Realms:
Actor: Describes who is Censured.
Fae: Describes who is Censured.
Nature: Describes the object of Censure (or what delivers the Censure)
Prop: Describes the object of Censure (or what delivers the Censure)
Scene: Describes the area of Censure (or the area that delivers Censure)

Successes: The number of successes describe the degree of Censure. Greater success will cause the Dreaming itself to turn
against the subject whereas lesser success will cause personal trauma. Note that Censure can cause harm to supernatural
creatures in different ways -- a Garou could lose favor with his Totem, his gifts could turn against him, or Gaia herself could
forsake him...
Each success will raise the difficulty to interact with others (or to use supernatural powers). Alternatively, the Sluaghan can use
this power to directly harm the subject, thereby exacting vengeance. This power could take form in physical injury or misfortune
that befalls the subject.

One
The subject trips or is set back in some way; Effect is immediate; difficulty +1.
Success
Two
The subject suffers one Health level; effect lasts three turns; difficulty +2.
Successes
Three
The subject suffers two Health levels; effect lasts one scene; +3 difficulty; simple, learned powers abandon the
Successes subject (lower level Arts, Arcanoi, Spheres, Gifts, Disciplines, Numina/rituals).
Four
The subject suffers three Health levels; effect lasts one day/game session; complex, learned powers abandon the
Successes subject (higher levels of powers -- also Realms and mystic items).
Five
The subject suffers four Health levels; effect lasts one story; intrinsic powers abandon the subject (Faith, Glamour,
Successes Rage, Gnosis, Avatar, etc).

***** Obloquy
The power of disgrace -- known as the Final Justice amongst the Sluaghan, this power can draw out feelings of self-loathing and
truly ruin a person's life. It also has the terrible effect of overcoming Sovereign. Not even the Sidhe are immune to their own
disgrace.
This power basically makes life hell for the subject. It also can potentially nullify Sovereign and the Sidhe birthright of Noble
Bearing. Sluaghan are able to gain Glamour from such effects because they consider vengeance an artform. They are now able
to convert the subject into a Sluaghan, if they so desire (with the help of the Art of Naming -- every success gained on disgrace
lowers the difficulty to Renaming).
Sidhe and Trolls suffer even greater disgrace. When subjected to it's power, Sidhe and Trolls lose their birthrights. In any case,
any fae subjected to this power will be considered oathbroken, even if they are not. It is rumored that a version of this power was
used on the founder of House Liam long ago. Strangely enough, members of House Liam do not suffer from this power like
others. They gain an extra two dice to resist the effects of Obloquy. This power can cause Garou to lose Renown.

Realms: The realms affected dictate who or what carries disgrace. Effectively, people lose Willpower and objects or places are
cursed -- making them carry the same fate to whomever associates with them. Also, the Soothsay power of Boil and Bubble is
usually attached...
Actor: Who suffers Disgrace.
Fae: Who suffers Disgrace.
Nature: What the source of Disgrace is; what the Disgrace is attributed with (sometimes chimerical storms or worse
follow those who suffer this Art).
Prop: What the source of Disgrace is; what carries the Disgrace. (Objects usually fall into disrepair when Disgraced.
For some reason, Nocker creations tend to be slightly more susceptible due to their already flawed nature.)
Scene: The area of Disgrace (places tend to run derelict when Disgraced... after all, no one wants to take care of the
slum lord's apartment building....)

Successes: Each success increases the level of Disgrace and the results that attend it. It also determines how long the
disgrace lasts and how much Glamour is gained from the subject. Once again, the successes can be split for desired results.
For the purposes of countering Sovereign and Noble Bearing, each success counters a success gained for Sovereign (or adds
to the roll to resist). Noble Bearing requires three successes to be overcome, and it will stay suppressed for as long as the
Sluaghan succeeds at using this power.
One
Gain one point of Glamour; Suffer minor indignity.
Success
Two
Gain Kenning in Glamour (if Kenning is only rated at one, then gain two points); suffer great indignity.
Successes
Three
Gain Kenning + 3 in Glamour (at least 4 points); suffer shame.
Successes
Four
Replenish the Glamour pool; subject is scorned.
Successes
Five
Gain a Permanent point of Glamour; the subject suffers a great curse (a bit lesser in power than the Mark of Caine
Successes or the fate attributed to the Wandering Jew, but close in magnitude).

Bunks
The bunks for Culpuum require pain or a grotesque act of some sort. Some Sluaghan used fearful sounds as well. Blood can
count as grotesque and pain if it is particularly creative (ST discretion). Self-mutilation, torture, bondage, etc are all acceptable
for this Art.
Diff. Mod.

Requirement

Examples

-1
-2
-3
-4
-5

One health level/minor pain (Small cut/bruise)

Disgusting
action
Two health levels (Deep cut/minor fracture)
Nauseating
action
Three health levels (Minor wound or burn/broken bone)
Gross action
Four health levels (Major wound or burn/shattered bones protruding Vile action
from skin)
Five health levels (Visceral agony)
Depraved
action

(Picking your nose)


(Vomiting)
(Eating roadkill)
(Beating something living into a
bloody pulp)
(Necrophilia; eating feces)

Dreamsong
By Daniel Mitchell (tempest@yoyo.cc.monash.edu.au) for the Djangwull

Description
Dreamsong is the Djangwull's Art of performance. Since they are such consummate performers, it is quite unsurprising that they
have their own Art devoted to enhancing their performances. Although it is not the same, it is the closest that any Dreamsinger
will get to the art of Sovereign.

Attribute: Charisma

* Voicecast
This cantrip allows the Djangwull's voice to appear anywhere that she can imagine. The only restriction is that the place where
the voice is to appear must be one she knows.

System: Nature and Prop are usually used; Scene allows the voice to appear in an area (or on multiple objects as a secondary
realm), while Actor and Fae may be used to make the voice appear either in place of her voice or inside his head. The number
of successes determines the duration that the voice may stay:
Successes Duration
1
1 turn
2
1 minute
3
5 minutes
4
10 minutes
5
30 minutes

** Empower
With this cantrip, the Djangwull can imbue an artwork or performance piece of her own with an emotion. Only one emotion may
be placed within an art medium at any one time.

System: Nature and Prop are the usual realms for this cantrip. The number of successes gained determines the depth of the
emotion and the duration the emotion is felt.

*** Convince
By talking and using this cantrip, the Djangwull may make people feel any one emotion. This can be used to help sway opinions
or just to make the Djangwull look important to others, or even to intimidate.

System: The realm is determined by what the emotion is to be felt toward. The number of successes, like Empower, determine
the depth and duration of the emotion. If the depth of emotion is powerful (4+ successes), at the Storyteller's discretion it may
return when the stimulus evoking the emotion is present again.

**** Keening
This dangerous cantrip allows the Djangwull to emit a powerful shriek, which damages all nearby. It is rare for this cantrip to be
used, but it is an extremely effective "last-resort" attack.

System: The epicenter of the sound wave determines the realm, but it must be something that can make a noise by itself (so a
tree could serve as the epicenter, but not a dagger). Each success spent increase the radius of effect by 5m (from a base of
5m) and does one die of damage due to the ear-splitting shockwave. Any being with heightened hearing activated when this
cantrip is cast takes double damage. The caster is immune to this effect.

***** Sculpt
This awesome cantrip allows the Djangwull to literally sing, paint, mould or otherwise artistically create chimera of any sort. It is a

very draining cantrip to use, so it is rare for it to be used. There is no time restriction -- the longer the Djangwull takes, the
stronger the chimera.

System: The only realm that can be used for this is Fae. The bunk for this cantrip can only be some form of art, such as a
painting, sculpture, carving, song, dance or tune. Each hour that the bunk is enacted, the Djangwull must roll their Song against
their Silence -- each success gains a Chimera point. Failure means that no points are gained this hour, while a botch at any time
strips all successes and destroys the artwork.
Furthermore, after every 5 successes gained, the Djangwull must make a Stamina + Performance(or Crafts) roll at difficulty 5.
Failing this roll increases the difficulty of all subsequent rolls by 1, while a botch stops the cantrip but does not strip points. A
botch on this roll, however, also prevents the Djangwull using the relevant skill for 1 week per botch.
Artwork that is created in this fashion becomes Dross. Music pieces created in this way give out spontaneous Song when
performed (Storyteller decides the amount given out, depending on the power of the chimera created with it).

Dreamstuff
By Andy Kaiser (andykaiser@usa.net)

Description
The Art of Dreamstuff allows the user to view and manipulate a dreamer's thought processes. While appearing manipulative,
Dreamstuff is also quite perception based, as the user manipulates Glamour to change another's thoughts to accordance with
his own. Dreamstuff is a closely guarded Art, as higher levels can be extremely destructive, and even the lower level cantrips
pose a threat if handled incorrectly.

Attribute: Manipulation

* Dreamer's Eye
Dreamer's Eye allows the user to peer into the mind of a sleeping individual. The target must be visible throughout the duration
of the cantrip.

Type: Chimerical
Realms
Actor: Describes the cantrip's target
Fae: Describes the cantrip's target
Nature: Describes the cantrip's target (Yes, elements of Nature dream. The dreams just aren't very exciting.)
Prop: Describes something touching the target (Prop can be used to see dreams of multiple targets, though the appropriate
Realms in Actor, Fae, or Nature are still needed.)
Scene: Describes the location of the target (See above note on Prop, above.)

Successes: Successes determine the length of the cantrip.


1 30 seconds
2 5 minutes
3 30 minutes
4 2 hours
5 Until the target wakes up

** Dream Rend
This allows the caster to take control of a dream and manipulate it however she chooses. Since there are no limits to the cantrip,
this is very handy in changing nightmares to peaceful dreams, or vice versa. (Note: The caster does not see the target's dream
unless Dreamer's Eye has been cast.)

Type: Chimerical
Realms: Realms are the same as Dreamer's Eye.
Successes: These determine how long the caster can stay in control of the dream. They are the same length as in Dreamer's
Eye..

*** Mental Chains


When a target has this cantrip cast on him, he feels an overwhelming urge to drop into a deep sleep. Caffeine, adrenaline, and
other stimulants have no effect on the cantrip.

Type: Chimerical
Realms
Actor: Describes cantrip's target
Fae: Describes cantrip's target

Nature: Describes cantrip's target


Prop: Describes what the target must be touching to fall asleep
Scene: Describes where the target must be (Multiple targets may be chosen, but the caster must make a Wits roll (D=6) to
select the correct targets. If the roll fails, everyone in the scene (including the caster) is subject to Mental Chains.

Successes: These determine what the targets must roll to stay awake, and how long they will remain asleep. (The roll and
length of sleep may also be modified based on how sleepy targets actually are.) If targets want to sleep, they don't have to roll.
1 Roll Stamina, target 6, two successes needed
2 Roll Stamina, target 7, two successes needed
3 Roll Stamina, target 7, three successes needed
4 Roll Stamina, target 8, three successes needed
5 Roll Stamina, target 9, three successes needed

**** Mindwalk
Mindwalk presents the most potential danger to the caster. This is a unique form of fae transportation. The caster must visualize
the location of where he would like to appear. (The caster does not have to have been there, as a description or picture will
suffice.) The end result is almost the same as Flicker-Flash, only Mindwalk allows you to transfer more than one person or
object.
When the Mindwalk bunk is completed, the caster must be within sight of a dreaming target. The Mindwalker then enters and
becomes a part of the sleeper's current dream. The caster is then guided to an "exit" in the current dream, which may lead to
either another sleeper's dream (closer to the destination), or the destination itself, back to reality. The danger involved is in
getting to the next dream or exit, as the current dream may contain dangerous elements. Any damage inflicted within a dream is
chimerical. When the Mindwalkers return to reality, they will be within sight of the sleeper whose dream was the last one
traversed. (Note: While Dream Rend can be cast while Mindwalking, the bunk for the cantrip might not be possible to execute,
depending on the content of the dream.)

Type: Wyrd
Realms
Actor: Describes who is transported
Fae: Describes who is transported
Nature: Describes what one must be touching to be transported
Prop: Describes what one must be touching to be transported
Scene: Describes where one must be to be transported (Note: A successful Wits roll (D=6) must be made to transport more
than one person)

Successes: These determine how fast the caster arrives at her destination (e.g.: how many dreams must be passed through).
1 3 dreams
2 3 dreams
3 2 dreams
4 2 dreams
5 1 dream

***** Reality Check


This enables the caster to bring a dream to life. Specifically, the caster, possibly using Dream Rend and/or Dreamer's Eye,
selects a dreaming person and executes the bunk. The dreamer's dream then becomes reality, and exists as a chimerical
creature or place that automatically enchants any mortals who see it. The casting of this cantrip requires the expenditure of one
Glamour, in addition to any other costs.

Type: Wyrd
Realms
Actor: Describes the dreamer whose dream is brought to life
Fae: Describes the dreamer whose dream is brought to life
Nature: Describes what the dreamer is touching
Prop: Describes what the dreamer is touching
Scene: Describes where the dreamer is

Successes: These determine how long the cantrip lasts, although the cantrip will stop if the dreamer wakes up.
1 1 minute
2 5 minutes
3 30 minutes
4 2 hours
5 Until the dreamer wakes up

Earth Molding
By Rob Pool (rpool@bayserve.net). Also see the other Elemental arts: Fire, Wind Master and Oceania.

Description
Earth Molding allows a changeling to mold and affect all forms of earth, stone, rock, and even metal, glass, and gems in some
cases. Cantrips of the art allow changeling sorcerers to alter their skin color and clothing to mesh with stone, mold earth and
stone into pleasing shapes, or even cause an earthquake for maximum chaos.

Attribute
Stamina

Damage
Unless noted otherwise, the damage caused by any of the below offensive cantrips corresonds with the below table:
Successes # of health levels lost
1
1
2
3
3
5
4
7
5
9
6+
+4 each success

* Earth Melding
Earth melding lets the caster shift his skin and gear's color tone to match that of any stone surface the character might be
standing near (in fact, the character has to be standing by some type of stone surface although buildings count). The cantrip's
main use, as one can guess, is for hiding and not getting caught. The more successes a character makes, the more he looks
like natural stone. Just don't move or sneeze...

Successes: Each success over the first adds to the difficulty of being found with a perception + alertness test.

** Earth Armor
This cantrip creates a layer of stone skin around the recipient's body effectively increasing the character's resiliance to attacks.
The cantrip lasts until the character takes twice the number of successes obtained in damage or the character wishes to go
back to normal. Earth armor tends to alter the character's appearance as well since the armor is visible.

Successes: Each success increases the character's stamina roll by one die for soak rolls.

*** Stone Shaping


Stone shaping allows its caster to alter the shape and form of any type of rock and stone as well as metal and gems (despite the
name, the cantrip can affect any solid inanimate substance). The cantrip can be used to fuse multiple pieces of stone together or
just alter the shape (such as smoothing out a passage way in a cave). There are legends of citadels and cavern freeholds made
by Nockers and sluagh who utilized the cantrip. Difficulties depend on the substance being altered: regular rock and stone will
be around 4 or 5, gems, metals and processes stone will be more around 8. STs should note that non-stone substances have
half the effectiveness as usual.

Successes: Each success allows the caster to manipulate more and more amount of stone:
Successes Weight (in lbs)
1
30
2
65

2
3
4
5

65
100
150
200

(+100 each additional success)

**** Shatter Strike


Shatter strike causes inanimate solid substances (such as stone, rock, gems, and steel) to crack, crumble, or break. Like other
Earthmolding cantrips, it has no affect on living things although when aimed at a ceiling it can have certain effects...

Difficulty: Normally, the difficulty depends on the substance (rock/stone: 4, Metal/gems/etc.: 6-8) but if there's a mundane
around it switches to her banality+2. Also there may come a time when someone gets the idea of using the cantrip on your
favorite treasure. In such cases, the difficulty is equal to the substance + the rank of the treasure. As such, don't expect to be
cracking any legendaries anytime soon.

Successes: See the damage table at the top.

***** Earthquake Chaos


I think you don't really need a big explanation on what this does -- it makes earthquakes happen. As such, every character in the
immediate area of effect (equal to 10' times the number of successes) takes a +3 to all difficulties unless they are somehow
capable of flight or levitation. It can also do structural damage to buildings equal to 3 health levels in damage per every success
the caster achieved when casting the cantrip (in other words, don't cast this in your house! ;-)). This cantrip will do real physical
damage, not chimerical. Also, the cantrip always requires the use of prop and scene (at least a rating of 3-5) for 1 point of temp.
glamour.

Difficulty: The difficulty for casting Earthquake Chaos is almost always equal to the highest banality in the area (6-7 on average
although you never know when Dauntain or Autumn People are around).

Successes: Every success increases the range of the earthquake by 10'. It also will increase how much damage it does to
building equal to 3 health levels per success in damage.

House wound levels: heh. never thought I'd be writing this. Anyhow, this little part is to mesh out the Earthquake Chaos cantrip
and obviously you can probably tell why. I think it's more of a joke than effective and there's probably some kinks... Regular
medium-sized house:
1-3: Minor damage. Could probably fix it in a couple days by yourself if you really needed to. might come back to haunt you in the
future when you least expect it.
4-6: Moderate damage. You might have some damage to the plumbing or the base. 7-9: Major damage. Normally means the
roof caved in or one of the floors did. Repair will require some heavy $$$ and a few weeks of repair work.
10+: KABOOM. No more house :-)
Large hotel/skyscraper
1-4: Nothing. a few shakes but the place still stands. Some cracks might form in the walls at best.
5-9: Moderate damage. The super/manager is going to be getting some calls about plumbing problems and cracks in the walls
but nothing destructive.
10-14: Major damage. Big trouble. a floor might cave in and there will probably be some media bullshitting going down as well
as some casualties.
15: KABOOOOOOOOMMMMMM!!!. the whole fuckin' city hears the earthquake blow up the hotel/skyscraper.

The Art of Elements


By Justine Rogers (Justine@pepin.demon.co.uk)

Note
The is based of a half finished thing which I saw on B.J. Zanzibar's web page for changeling. I can't remember the name of the
original author however my thanks go out to you.

* Kinship of stone
You may either camouflage yourself or something else against a background of natural stone or you may gain some of the
durability of stone.
The camouflage works by either lending the colour of the stone to the target or by making the target appear to be a stone, rock
or boulder. The target is almost invisible unless you know that there should be somebody there, in which case each success on
the cantrip gives the target a +1 to her difficulty of spotting you. The effect lasts for as long as the target remain motionless.
The protection effect gives you 1 level of armour with no dice loss for each sucess gained. The effect lasts until the next sunrise
or sunset or until the target is struck.

Realms:
Actor and Fae: Who may be camouflaged or protected.
Prop and Nature: What may be hidden of camouflaged
Scene: Where the camouflage or protection happens.

** Sense of Water
This cantrip allows you to feel the true sense behind someone or something, either getting the truth about their words and
actions or learning the true nature of a place or thing.
No real details are provided, just a general sense of the truth.

*** Wind's Messenger


This allows the fae to send messages to a target via the winds of the world or to listen to what is happening or has happened in
a distant place.
The amount of time it takes for a message to reach it's target is dependent on the direction of the winds and the distance of the
target.

Realm:
Fae or Actor: Who the message may be sent to or who may be listened to.
Nature or Prop: What may be listened through.
Scene: Where you can listen or send a message to.

**** Soul of fire


This cantrip allows the changeling to take on the form of fire for a short amount of time. In this form the fae cannot be hurt except
by water, can travel at rather fast speeds and can throw fireballs at targets.
The changeling can stay in fire form for one turn per success without cost and each turn after that costs 1 glamour. A chimerical
fireball can be thrown at no cost doing 1 die of damage for each success with the cantrip and a real fireball costs 1 glamour. (A
dexterity plus throwing or athletics roll difficulty 6 is needed to hit.)

Realms:
Actor or Fae: Who may be turrned into fire. This will not work on unenchanted mortals.
Nature or Prop: What may become fire.
Scene: Where you may become fire.

***** Walk the Spirit world


This art allows the changeling to enter the High or Middle Umbra, or to return from the same. The gauntlet doesn't affect the
passage of changelings using this cantrip to travel to the other side of it.

Realm:
Actor or Fae: Who can cross over
Nature or Prop: What may be sent over, or what you must be holding to cross over.
Scene: Moves the entire scene into the umbra.

Emotion
By Robert Pool (robert69@usa.pipeline.com)

Description
This is a very special art that draws from the primal energy of 5 emotions: Courage, Happiness, anger, love, and revenge
(although the last could be viewed as variation of anger or jealousy or something else totally). The Art of emotions is open only to
Pooka, Satyrs, Redcaps, and the Sidhe variant, the rebel. For those who use various net kiths, it's up to you as to whether or not
to allow other kiths access to it. What's changed?

Kith limitations
Unseelie Redcaps have to make a willpower test vs. a difficulty of 8 if they wish to use a smile a day, keeps banality away,
cupid's song, or nature's beauty. This is due to the fact that the cantrip creates something incredibly beatiful in the eyes of more
dark-minded Kithain.

Banality
No changeling can use the emotion cantrips if she has a banality rating of over 8. STs are free to change this if they wish -particularly if the changeling uses the cantrip when experiencing the corresponding emotion.

* I will Fear no Evil! (courage)


Using this Cantrip, the character's courage goes through the roof and he becomes absolutely fearless. All mental attacks or
effects that cause fear (naturally or magical) have a difficulty of 10. The character also adds all successes obtained for the
appropriate bunk to all tests for resisting chimerial, cantrip, or magical attacks (includes soak rolls).

Realms: Describes who will become fearless. Note this cantrip cannot be used in conjunction with Scene and actor/fae to
produce a area-effect.
Actor: describes who can fearless
Fae: describe who/what of faery nature will become fearless.
Nature: describes the subject of the cantrip.
Prop: describes what will become fearless -- in this case an item or object.
Obviously such use of the cantrip probably means the caster has the mentality of a Malkavian :)

Successes: Each success adds to any roll that requires resisting or soaking magic or cantrips. Each success also adds 2
rounds to the cantrip's duration.

** A smile a day, keeps banality away (happiness/joy)


Casting this cantrip has similar effects as the Satyr Birthright Gift of Pan, however it is much more faster in its effects. The caster
must roll his charisma+performance against the highest banality of those present. If the caster gets enough successes, those in
the area suddenly feel incredibly happy.

Realms:
Mortal: describes who become happy
Fae: Describe who becomes happy
Nature: Describes the area/what becomes happy.
Prop: No real effect.
Scene: describes who in the area becomes happy.

Successes: When used in conjunction with fae or Mortal, each success lowers the banality of the cantrip's target. As for the
Nature+scene version, each success adds a year to the cantrip's duration.

*** The Power of Anger


This cantrip is one of the few offensive-type cantrips available to a changeling. This cantrip allows the character to summon his
anger into a physical energy blast accentuated by some type of word/battle-cry. Shishihokoudan (pronouced like Shee-SheeHoe-Kow-Daan, which translates to English as 'Roaring Lion bullet' and originates from a famous anime called Ranma 1/2) or
Hamehame-ha (Hah-may-a-may-aa which comes from another famous anime, Dragonball) are among the most common battle
cries. The color of the blast varies between caster but usually echoes the character's favorite color.

Realms:
Actor: Describes who the caster wants to attack.
Fae: Describes who the caster wants to attack.
Nature: Describes what/where the caster wants to attack.
Prop: Describes what the caster wants to attack.
Scene: In any case where scene is used in conjunction with another realm, the cantrip takes on a different attack form than
an energy blast. Ryouga's Breaking point technique from Ranma 1/2 is good example.

Successes: Each success cause one health level of damage. If the person using this cantrip is extremely angry, The ST is free
to increase the amount of damage as s/he feels fit.

**** ???
I'm not exactly sure of what to place as cantrip #4. here are two possible canidate derived from a smile a day, keeps banality
away. Any suggestions?

Nature's Beauty (beauty)


This cantrip has the special ability to increases the natural beauty of the area when cast at a natural place (like a forest, a
waterfall, a glen, etc). This effect even crosses into reality. Unless tainted or cursed by something, the cantrip always succeeds.
The number of successes increase the beauty (one success might make it look nicer, while 5 would make it absolutely breathtaking). ST's are free to add in special costs for casting the cantrip in this version (like maybe the caster has to spend 2 points of
Temp. Glamour).

Realms: This Cantrip requires Nature & scene and cannot be used with any other realm other than prop, which in such a case,
the object becomes more like eye candy, very beautiful.

Successes: the number of successes dictates how long the cantrip lasts:
1 success: 1 day
2 successes: 1 week
3 successes: 1 month
4 successes: 6 months
5 successes: 1 year
Changelings may also spend 1 point of temporary glamour to make the effect last a year and a day.

Cupid's song
This cantrip is also alternatively called 'The Lure of Unsung Love' because it often brings shy people to make their feelings of
love known. It requires anyone who listens to make a willpower test vs. a difficulty of seven. If the target gets below 2 successes,
the character resists somewhat but has a strong urge to reveal any feelings of love to someone. With more than 3 successes,
the target totally resists although there is still a bit of an urge. Mortals with banalities of 10 are immune to the cantrip.

Realms:
Actor: determines who will fall in love
Fae: Determines who will fall in love
Nature: Determines what/area will fall in love
Prop: determines what -- in this case an object -- will fall in love
Scene: determines what in the area will fal in love.

Successes: Each success the caster gets, one success the target gets in resisting is removed. If the target gets absolutely no
successes and the caster more than 2, the target falls madly in love with the closest person of the opposite sex. Thus, this is one
of the pooka's favorite pranks to do on Valentine's Day to unite mortal lovers and all Pooka receive one success for casting this
cantrip. Unseelie pooka often enjoy doing this in public places such as a park in which some cases male targets get arrested by

the police for sexual harrasment or unite two totally different people together. Few things agitate an unseelie pooka when the
couples they create turn into long-lasting relationships or even marriages.

***** Hell hath no fury like a Changeling scorned (Revenge/anger)


Alternately called 'Revenge's Wrath,' this is one of the mightiest of all cantrips and only Rebel sidhe and Satyrs can even have
access to it (others are up to STs). It can only come in effect if the character goes into a state of berserk rage (in the case of a
rebel sidhe, when one goes into 'contructive anger' mode). The result is an extremely powerful blast of chimeric power (2 wound
levels per success). This, of course, has its boon: characters lose all their temporary Glamour and become unconscious from
exhaustion. Storytellers have the final judgement on when the character can use this cantrip or even allow it.

Realms: This cantrip can only be used with actor, fae, or prop. In very rare instances, the storyteller may allow the use of scene
for dramatic purposes. Feel free to come up with your own description for the effect, cuz it'll be huge. Think of the opening of the
anime akira where Tokyo goes up in a huge explosion >:)

Successes: Each success, the blast causes 2 wound levels of damage. Each success also makes the blast bigger. Just one
success is really screwed (and most likely so will be the caster) while 5 successes is about the same magnitude as a blast from
the death star ;) It will demolish anything in it's path -- It cannot miss and it cannot be soaked. No defensive cantrips or magics
have been found that can block it at all even partially.

The Elemental Art of Fire


By Rob Pool (rpool@bayserve.net). Also see the other Elemental arts: Earthmolding, Wind Master and Oceania.

Description
The Elemental Art of Fire includes the manipulation of fire in ways that allow the caster to use it to their advantage. Like fire itself,
it is a dangerous painful thing that can destroy and eat like a ravaging demon. In other words, the fire art is for the most part an
offensive one that can do plenty of damage.

Fire vs. Pyretics: In the player's guide is a new art called 'Pyretics' which deals with fire. Most likely, White Wolf's art is better
than mine. However I wanted to include this art for those who don't have the Player's Guide (such as myself) and so the
elemental arts would be 'complete' for the most part.

Attribute
Wits

Damage
Unless noted other wise, the damage caused by any of the below offensive cantrips corresonds with the below table:
Successes # of health levels lost
1
1
2
3
3
5
4
7
5
9
6+
+4 each success

* Flicker Spark
The Caster snaps his fingers and little hot sparks shoot out. While this may not be overly offensive, it will cause fires to start
burning. In a forest, a flicker spark cantrip that gets out of hand can quickly become a raging inferno.
Difficulty for casting depends on the substance used for the bonfire. Gasoline and other flammable liquids would have a difficulty
of 3-4. Regular wood or leaves would have a difficulty of 6. wet leaves or dry cloth would be around 8.

Successes: With 2 successes, the character has created a decent camp fire. Each success after that makes it a little bigger.

** Flame Stream
This cantrip creates a stream of fire to shoot from the caster's hand at an intended target. Like Flicker Spark, it can create fires
(same difficulties) although there are usually other intents for the cantrip since it can do physical harm (well, chimerical harm
anyway).

Successes: See the damage table at the top.

*** Fire Bomb


AD&Ders turned Changelings should be reminded of the ol' Fireball spell with this one since it does the same thing. For
firebomb, the character generates a sphere of fire and throws it at his intended target(s) which creates a great big explosion.

Successes: See the damage table at the top. Also effects 2 yards (6') for every success scored.

**** Curtain of Flaming Rage


This cantrip simply creates a wall of pure fire. For some odd-ball reason, it doesn't move (you could cast it over a ton of gasoline
and it won't start a raging inferno) -- only keeps a barrier of fire. You can, of course, try to go through the wall but you'll be forced
to take damage unless you're wearing some kind of chimeric anti-fire device of some sort. The actual amount of damage is
equal to the number of successes the caster got when casting the cantrip + 1.

Successes: Each success increases the height of the wall by 3 feet with each success as well as increase the cantrip's
duration (10 minutes x the number of successes).

***** The Dragon's Rage


This nifty and lethal cantrip brings into temporary existance a chimerical dragon which, under the caster's wishes, unleashes a
hot blast of fiery dragon breath. Can we say roasted, toasted, and burnt to a crispy critter? Casting the cantrip requires 2 rounds
to take affect (one for the summoning of the dragon, the second the use of the dragon breath) as well as the expenditure of 1
point of temp. glamour. STs may or may not wish to increase the casting time as well as the amount of glamour needed to cast
the cantrip.

Successes: Use the table at the top of the article, but the successes starts at 1 and goes up from there. With enough
successes, this can be a very lethal.

Fugue
By Scott Nimmo (s9403743@westgate.vut.edu.au)

Introduction
Sitting at the mouth of a fire hole in the forests just out of Melbourne is a tall silver-haired man, with pointed ears, curled horns
like that of a ram and red/green robes. Sitting opposite is a golden haired boy, not yet reached puberty. Sprouting from his back,
large leaf-like wings lay casually to each side.
The man holds a stick that he weaves through the damp dark earth in front of his crossed legs. "Boy, have I told you the story of
the man who stole the voice off a Bean-Sidhe?" he inquired.
"Yes, Nathaniel, many a time."
"Ohh... very well but have I told you of the art of Fugue?"
"No, Nathaniel, will you tell me?"
Nathaniel sweeps the stick across the earth clearing it for another doodle. "...have you practiced your ogham?"
"Yes...", Padriac picks up a stick and draws the first, "beith..."
"Yes, very well, you go well towards your bronze branch, but the art..."
Before the Shattering the mortals had much to fear from us. One of their greatest fears was the loss of control, and we were the
masters of beguilement. The Fae were forced to breed with mortals to protect us from the ever increasing tides of banality. But I
won't go into that...
Anyway, our Glamour was diluted and we were forced to master Magicks that once were second nature. Fugue is one of these
arts...

Attribute
Charisma

* Traveling Voice
The Siren is capable of manipulating sound so that it can heard from any location.

Realms:
Actor: This describes the target.
Fae: This describes the target.
Nature: This decribes the target.
Prop: This describes the target (good if some technology).
Scene: Great for concerts...

** They're Everywhere, They're Everywhere


Creating sounds of a scary monster under a bed, or that of a peaceful babbling brook are just examples of what can be created
with a Siren's voice. Simpler tasks may be to impersonate a voice or sound like a musical instrument.

Realms:
Actor: Describes the location of the sounds, or voice of person being impersonated.
Fae: Describes the location of the sounds, or the voice of the creature being impersonated.
Nature: Describes the location of the sounds.
Prop: Describes the location of the sounds, or the instrument.
Scene: Describes the location(s) of the sounds.

Successes: The number of successes needed is dependant upon the difficulty of the sounds and the volume.

1 One simple sound, a short complex sound, a scream.


2 A voice or an instrument, the growl of a closet monster.
3 A voice with a strange accent, a few of the same instrument, the chilling wail of a Bean-Sidhe in the distance.
4 A few voices, hard to understand, a number of the same instrument but not not the same thing, a roar of a dragon right behind
you.
5 A conversation, an orchestra, front row of a AC/DC concert.

*** Come Hither


The Siren's alluring voice can compel a person to do a simple task. This is often used as a summons, but can be used to get a
person to pour a drink or get the paper. This limited to tasks with little thinking, require rapid action, and nothing hostile. The
person affected looks like he is in a daze and can be easily brought back with a loud noise a slap in the face or any other strong
stimulus.

Realms:
Actor: Describes the target.
Fae: Describes the target.
Nature:
Prop: Unless it has a mind forget it.
Scene: Must be added to effect more than one target.

Successes: The number of successes needed is dependant upon their attitude to you and the task.
1 The target would of done it anyway.
2 Doesn't mind and likes you.
3 Doesn't really care and is pretty neutral to you.
4 Why don't you do it yourself?
5 No way am I doing that!

**** Hypnotic Quality


The Siren is able to create frequencies that can have various effects. These tend to be simple emotions or effects of just the
right frequency. Examples include putting creatures (be they fae, human, animal or chimera) into a trance (requires skill) or make
them tired, happy, irritated, etc. These are very limited and may require certain abilities. They also have to be open to the
feeling. You cannot make an angry troll into a slumbering child, but can make him less angry. You can put a child to sleep during
a drive in the country but not when he is watching a Pinky and the Brain episode. Other effects can be getting glasses to hum or
even with enough successes cancel out simple sounds (but not voice or music), like this irritating 486 in front of me.

Realms:
Actor: Describes the opponent.
Fae: Describes the opponent.
Nature: Hey they do saying talking to plants is good for them...
Prop: Describes the object targeted.
Scene: Must be added to do an area-effect.

Successes: If used to make the target more receptive, lower social difficulties by one per success.
1
2
3
4

You can make an irritating screech or a sound that hurts the ears.
Your lullabies are very effective; you can slightly dull the sound of a constant noice (eg fan).
Your target's head seems to pulse, hynotic states can be reached after a minute. Glasses start to hum on their own.
People have to lift their hands to their ears in pain (Willpower diff:6). You can induce a person to move with the music. Some
light brittle objects might tremble. You can dull the sound of the washing machine.
5 If people are really close you can stun them for a moment. Very fragile objects might break. Loud sounds such as living near
an airport can be cancelled out.
6+ If it happens nausea can beinduced to vomiting, sending Children of Lilith into frenzy and knocking someone out is possible.

***** Bean-Sidhe's Wail

The sound that strikes the heart with fear and turns the hair white. This is the sound of despair, of fear, of angst. It's sheer volume
can be enough to jelly the flesh and crack the bones.

Realms:
Actor: Describes the target.
Fae: Describes the target.
Nature: Describes the target.
Prop: Describes the target.
Scene: Must be used to affect a region.

Successes: This wail can damage more than just creatures, it's volume and pitch can be enough to smash many an object. The
damage for this is equal to number of successes times two. This can be soaked.
1 Able to break any glass in the area, people are deafened
2 Many things brittle start shattering; the scream seems to create a wind.
3 Brings whole rooms to ruin shatters all glass and light ceramics; the gust of wind can make you step back. People affected
feel dizzy, nauseous and continue trembling after the incident.
4 Can now affect other materials less brittle; thin metal can start bending; wood cracks. People will be thrown across rooms,
can pass out, a few grey hairs are gained, will not sleep well for days. Will have a constant trembling for a while.
5 Like being in a hurricane. Building damage is possible; trees flattened and cars overturned. People are thrown, will pass out
if fail Willpower check (diff:8); hair will go white. Even if they don't pass out they will suffer nightmares for a few days.

Epilogue
Nathaniel finishes the theory with a demonstration, a high pitched call barely heard. Almost a minute of a flawless appeal without
the slightest change in pitch is rewarded by a number of finches flying to his outstretched hand.
"But, remember boy a true Art is not measured by its power but its scarcity. The beauty of the Arts is related to their usage; at
first it is magic, but abused it is a power soon regulated to a mere talent. It is precious thing. Maybe in time you be worthy to
know it?"

Fuzzy
By Fionacat (fionacat@furry46.freeserve.co.uk)

Description
This really quite horrible art was created by a Pooka probably quite far in Bedlam, poor thing. It's here just for your information; it
should never actually be used. (It should also be noted most of the cantrips in this art can only work on people.)

* Ky00te
This is quite possibly the most horrific discipline ever created; by casting using this cantrip the user will gain a temporary point in
Appearance with the speciality cute. This can take it to a maximum of six points in Appearance with the speciality cute.
The main effect of this cantrip is to make the user appear incredibly cute to the person looking at her; this will vary from person to
person. It will last for (Charisma+Acting)*2 minutes. Strangely it's incredibly hard to actually detect someone using this cantrip
unless it is seen being cast.

** Tail
This is a bizarre working of elder-form but with a much more limited application. It allows the target to have a prehensile tail
much like a monkey. The tail can be "operated" just like it was naturally there, sometimes a Intelligence+Wits roll may be require
to have it perform precise actions.

*** Paws
Another bizarre corruption of elder-form, this, much like Tail, allows the the user to have paws with rather nice sharp claws. This
does lead to the problem that precise manpiulation of any object is now impossible, in fact in many cases unless the user has
had great amounts of practise she will be unable to carry anything using just the paws.

**** Anthropomorphicize
The ultimate Pooka prank, just a shame it will never work on the Sidhe. This will basically make the user appear to be a Pooka,
a human with many animal features. The target of the spell will normally think and act just like the animal, again no roll is required
to do this but a Wits+Survival roll may be required for the target to not act like the animal it is currently being.

***** Beastilise
This is quite a horrific experience: after casting the cantrip the target will become the creature of the casters choice for exactly
one month. During this time the target can only think in it's animal terms.

Game of Swords
By Darrell Walker (walkerh@coral.indstate.edu)

Author's Notes
This is a "new" Art I just came up with today. I am posting it in character, and because this posting actually takes place well after
the current in-character thread, I must take certain liberties. Hopefully no one minds -- I have tried to remain true to everyone's
character as he/she has been portrayed up to this point. This is still in the rough draft stage; any comments are more than
welcome.
I've noticed a lot of "let's make Faeries tough" Art-making out there. I have tried very hard to balance this, and strongly believe it
is something that should be.
Thanks must go out to Robert Jordan and his Wheel of Time as well as West End Games and there Star Wars RPG. Those of
you familiar with either will find some of their ideas within.

Introduction
The Game of Swords, an Essay of Glamour Presented during court in a hologram tube via messenger to the Countess Katherin
and the Lady Elisabeth
[A six-inch tall image of Aerinn appears before you]
Most of you probably know me by now; my name is Aerinn Moonwater, though I've had many names. The story behind the
rediscovery of this Art is an interesting one. One day my good friend Etienne and I were practicing the blades when something
not unlike an Epiphany struck me. Suddenly many memories, long forgotten, flooded into me as the Mists parted briefly. I was left
with the memory of this long-forgotten Art. Luckily, I was in an extremely safe place at the time, and Etienne was very supportive.
The following history has been pieced together by the two of us after much self-discovery and dream-voyaging (what mortals
now vulgarly know as hypnosis -- but that is a topic for another day), and is as accurate as can be expected given the fickelness
of Glamour and our own crippling of memory by the Mists.
I will use the masculine pronouns for simplicity's sake throughout this missive, but I wish to point out that the following techniques
are as easily utilized by women as men. In fact, some of the most formidable Blademasters I have ever known were women.
The Game of Swords dates back to sometime well before the Shattering. Many believe there were warriors before there were
wars, and in the same vein, there were Blademasters long before the first Faerie raised arms against another. In fact, the Art
was originally developed for court displays and entertainment. It was a game, and it was many of the Fair Folks' favorite. But that
was in times of peace. When the Fae began to war amongst themselves, the martial applications of this Art were quickly
realized and implemented. It was a sign of the growing Banality in ourselves that we would ever dare to use such a gift of the
Dreaming on each other.
This Art was originally developed by Faeries, and I myself utilized long before I became a Changeling. In those days the
elements themselves responded to the Glamour inherent in a conflict between two Blademasters, and earthquakes and lightning
bolts out of clear skies were common occurrences at such duels. But alas, Banality has taken much from us, and all that is left is
the rudiments of the Art. It could be that Faeries in Arcadia still practice it, but my memories of our common homeland are
forever taken from me, and Etienne assures me that he never saw such a thing.
As far as we can tell, the Art virtually became nonexistent after the Shattering. Changelings were too concerned with survival
against the raging tide of Banality to learn such a time-consuming and specialized Art. Etienne and I both believe that the Art
may have surfaced during the Renaissance in Arcadia, but we have no proof of this. This, then is what is left to us.
Though traditionally a Sidhe Art, the Game of Swords can be learned by any willing Fae who has a blade and a teacher. And I
myself will teach Commoners if they cannot find another. The Art is traditionally used with Chimerical weapons, though it is
possible to use it with more mundane blades. [When used with a blade of non-Chimerical nature, all rolls regarding this Art are
at +1 difficulty.] This Art will not function with an iron weapon, and I pity the vengeance the Dreaming enacts on any foolish
enough to try it (consider yourself warned, Eric Mikelson). [All these Cantrips last for one Scene unless otherwise noted. Also,
though traditionally used agains an opponent using a melee weapon, it can be used against others with a +3 difficulty.]
Also, unlike other Arts, this is a martial Art. The Changeling must be skilled in his weapon to gain any benefits from the Cantrips.
[You must have an equal level of melee or higher than The Game of Swords.]
Bunks for these Cantrips usually consist of flashy, showy maneuvers that serve no real purpose in battle but are usually quite
impressive. For examples watch any Hollywood production involving swordplay; no offense friend Bilby.
It is at this point that I must caution you, before you read any farther. This Art was initially a game, and later used to further the
cause of the Dreaming. If it is ever used against the Dreaming, I am sure there would be dire consequences against the offender
by the Dreaming itself. This Art uses Glamour to directly enhance one's combat skills. If the Dreaming does not approve of the

way it is used, the consequences will be swift and severe, enacted by the Dreaming itself. If you still want to learn, Eric, I will
teach you. For though your path is along a different road than the rest of us walk, I believe your heart to be true. But if I am to
teach you, you must swear an Oath to me and to the Dreaming that you will never use it in opposition of the Dream. Enough said
-- on to the Art.

Attribute
Perception

* Sense Opponent
The Blademaster opens himself to Glamour, and the Dreaming responds by giving him an empathic link with his opponent. The
Blademaster effectively knows what his opponent is going to do a split-second before he does it. Unfortunately, because this is
mainly a beginning level of proficiency in the Art, the Blademaster can't really do anything about what is about to happen -- he
doesn't have enough time to react. [He does, however, know when an imminent hit is coming, so he can (at the Storyteller's
option) get a lowered difficulty to his soak roll.]

Realms:
Actor -- Describes who can be sensed.
Fae -- Describes who can be sensed.
Nature -- Describes what can be sensed.
Prop -- Describes what can be sensed.
Scene -- Used to sense multiple opponents.

Successes: Successes determine the adjustment to the difficulty of soak rolls. All these difficulty modifcations are to a minimum
of Difficulty 2.
One success:
No bonus.
Two successes: -1 Difficulty
Three successes: -2 Difficulty
Four successes: -3 Difficulty
Five successes: -5 Difficulty

** Wall of Steel
At this level of ability, the Blademaster can use his Sense of his opponent to strengthen his defense. He effectively knows where
his opponent is going to strike and can parry accordingly. Note that these Cantrips are cumulative. You must use Sense
Opponent before using this Cantrip. This is why Blademasters spend so much time "feeling each other out" before the real battle
begins. This Cantrip isn't used only to defend yourself, but can be used to defend others.

Realms:
Actor -- Describes who you can defend.
Fae -- Describes who you can defend.
Nature -- Describes what you can defend.
Prop -- Describes what you can defend.
Scene -- Used to defend multiple subjects.

Successes: If you are not dodging or parrying, this Cantrip increases your opponent's Difficulty to hit you. If dodging or parrying,
it adds to the total of your defense dice pool (dodge and soak).
One success:
Opponent at +1 Difficulty / +1 to Defense and Soak pool
Two successes Opponent at +2 Difficulty / +2 to Def. and Soak pool.
Three successes Opponent at +3 Difficulty / +3 to Def. and Soak pool.
Four successes Opponent at +4 Difficulty / +4 to Def. and Soak pool.
Five successes Opponent at +4 Difficulty / +5 to Def. and Soak pool.

*** Dashing Move


Due to your knowledge of your opponent, you can strike through, around, or in spite of his defenses. Sense Opponent must be
used first.

Realms:
Actor -- Describes who you're attacking.
Fae -- Describes who you're attacking.
Nature -- Describes what you're attacking.
Prop -- Describes what you're attacking.
Scene -- Used to attack multiple opponents.

Successes: Successes equate to automatic successes for this strike. You must use this Cantrip for each separate strike. Note,
if you are using Scene in conjunction with other Realms, you can hit more than one opponent with one strike. Each additional
opponents after the first increases the difficulty of the Cantrip by +1. This makes for moves of truly heroic proportions.
One success
+1 success to attack roll.
Two successes +2 successes to attack roll.
Three successes +3 successes to attack roll.
Four successes +4 successes to attack roll.
Five successes +5 successes to attack roll.

**** Brothers of the Blade


This Cantrip allows two or more Blademasters to fight together in perfect concert. Each must cast Sense Opponent and this
Cantrip successfully. The difficulty of the Cantrip is +1 for every Blademaster after the second.

Realms:
Actor -- Describes the recipient(s) of the Cantrip.
Fae -- Describes the recipient(s) of the Cantrip.
Nature -- Describes the recipient(s) of the Cantrip.
Prop -- Describes the recipient weapon(s) of the Cantrip.
Scene -- Allows more than two Blademasters to coordinate.

Successes: Much of this must be roleplayed, but for every Blademaster in the group, Difficulties of all combat rolls are reduce
by one. Unlike the other Cantrips this does not automatically last a full scene. This type of concentration and cooperation is very
difficult to achieve and even more difficult to maintain for long.
One success:
Lasts 1 turn.
Two successes: Lasts 3 turns.
Three successes: Lasts 5 turns.
Four successes: Lasts 7 turns.
Five successes: Lasts 1 scene.

***** Turn the Tide


This move is a Blademaster's last resort when faced with a superior foe. When all seems lost it is the true Blademaster who can
Turn the Tide and snatch victory from the jaws of defeat.
If the Blademaster is losing the battle, but has performed the other needed Cantrips of this Art successfully, and is Wounded or
worse, he may attempt to Turn the Tide. The Blademaster is obviously fighting a superior foe, and if he is worthy (Storyteller's
discretion), the Dreaming will come to his aid.
This Cantrip cannot be used while benefiting from Brothers of the Blade; it is used when a lone warrior is facing unbeatable
odds (this is not to say that the Blademaster must actually be alone).

Realms:
Actor -- Describes the opponent.
Fae -- Describes the opponent.
Nature -- Describes the opponent.
Prop -- Describes the weapon empowered by the Dreaming.
Scene -- Used to engage multiple opponents.

Successes: If any success is achieved, the Blademaster can ignore wound penalties for one turn.
One success:
-1 Diff. to attack / +1 level damage if hit.
Two successes: -2 Diff. to attack / +2 levels damage if hit.
Three successes: -3 Diff. to attack / +3 levels damage if hit.
Four successes: -4 Diff. to attack / +4 levels damage if hit.

Five successes: -5 Diff. to attack / +5 levels damage if hit.


The Difficulty to soak this attack is +3 to a maximum of 10.
This is always a magnificient move to witness as Glamour wraps around the Blademaster and his weapon, and the Dreaming
guides his failing strength into one last monumental strike. Not only will this be tremendously damaging to the Blademaster's
immediate foe(s), but even the most disciplined of troops will flee such a display of power and favour of the Dreaming.
If the Blademaster fails to hit with this attack, the Dreaming is utterly disgusted with him. He loses two permanent Glamour and
all his temporary Glamour points, and the Dreaming leaves him to his fate.

Epilogue
After reading this, Countess Katherin and Lady Elisabeth, you can see that it is a dangerous yet powerful tool. As yet Etienne
and I are the only fae (to my knowledge) who know of it. I put it and myself at your disposal to use as your wisdom dictates (there
are whisperings of a rising House...?). As for me, already my "Epiphany" is leaving me, fading...leaving me to the cold loneliness
of the Mists. If you should mention this letter to me, and I don't remember, don't be surprised. And don't be alarmed. Just send
friend Etienne at me with his great sword, and the forms will come back to me to be sure!
Lastly, I would like to give tribute, though it may seem strange to you. I would like to honor Whitegold, my companion in the
Dreaming, and also Soulguider, who once again has led me to what was lost. No, the blade is not sentient, though it seems so
sometimes, but it does have the ability to clear the Mists when it is important.
And lastly, I would like to remember Rashelle, my one true love perhaps. It was to defend ones fair as she is that this Art was first
turned to its more grisly of purposes. To this day, I have not failed her, and I pray that I never do. A Faerie praying! you say. Yes, I
do pray. She is mortal, as I once was (I can imagine the surprise on your face, Elisabeth!), perhaps one day, when the great
gates of Arcadia open once more, she will be brought to the Dreaming, as has always been my dream.
Listen to me, I am rambling again, as is my tendency. Rashelle says she likes it when I ramble...likes the sound of my voice, but
you probably do not, and your time is precious.
Good sleep and fortune to you.
Yours in the Dreaming,
Sir Aerinn Moonwater of House Fiona, Favored of the Dreaming
Knight of the Silver Branches
Knight of the Krystal Loch
Defender of the Dreaming
Just your average, every-day freak,
Darrell Walker
walkerh@coral.indstate.edu

Gremlinize
By Scott Pollert (pollerts@hsonline.net)

Description
Ability: Manipulation
This series of Cantrips is most commonly used by Unseelie Nockers and many Nocker childlings. It's function is to disrupt or
destroy machines and is the basis for the Gremlin nickname that some Nockers have earned.

* Hiccup
This cantrip will cause a momentary disruption in the normal operation of the object. The disruption won't do any permanent
harm but is usually used as a distraction.
Machines may die, but restart with no problem or a machine may begin running in reverse for a while. The Hiccup will only last a
short time and have little or no lasting effect. Anything covered in the Prop Realm is considered a valid target.

Realms
Actor: Describes who is carrying the target object.
Fae: Describes who is carrying the target object.
Nature: Describes where or what on the target object is placed. (???)
Prop: Describes what it will affect.
Scene: Desribes where the target has to be.
Successes Duration
1
A momentary lapse
2
About 5 seconds long
3
About 15 seconds long
4
About 30 seconds long
5
Lasts about a minute

** Bug
This cantrip creates a lasting quirk or problem in a machine. The quirk, like with Hiccup, won't generally be directly harmful, but
will be annoying.
Machines will typically develop something similiar to the quirks expressed by Nocker built machinery, ranging from an annoying
noise, to consuming large quantities of oil, to breaking down whenever it's bumped or moved in a certain way.

Realms
Actor: Describes who is carrying the target object.
Fae: Describes who is carrying the target object. Nature: Describes where or what on the target object is placed. (???)
Prop: Describes what you may affect.
Scene: Describes where your target has to be.
Successes Description
1
A slight annoyance, an engine hum
2
A noticeable problem, an engine knocking
3
A distraction, a slippery sword hilt
4
Constant annoyance, tire keeps going flat
5
#@$%#^$ Engine won't start below 32 degrees

*** Disassemble
This cantrip helps Nockers tear down machinery and other objects more quickly and, if necessary, more quietly. Roll
Manipulation + Crafts versus:

sword, knife: 9
plate armor: 8
windmill:
7
automobile: 6
computer: 5
Each success rolled is added to every Int+Crafts roll the Nocker makes for the express purpose of tearing apart a machine in
the scene the cantrip is cast. The number of successes rolled is only limited by the number of successes from the bunk
performed.
Example: Bob the Nocker casts Disassemble and rolls 2 successes. Bob then gets to work tearing apart his boss's car
because he yelled at him today. Bob rolls Int+Crafts and gets 3 successes and adds the 2 successes he got on his cantrip roll
for a total of 5 successes. Since he needs 15 total successes to get the car totally apart, he rolls Int+Crafts again and gets 4
successes plus 2 successes from his cantrip for 6 successes. Unfortunately, Bob's boss comes out about now and Bob has to
hide to avoid being spotted. Bob's boss is rather pissed at finding his car over halfway torn apart in the parking lot!

Realms
Actor: Describes who is carrying the target object.
Fae: Describes who is carrying the target object.
Nature: Describes where or what on the target.
object is placed. (???)
Prop: Describes what you may affect.
Scene: Describes where your target has to be.

**** Control Object


Nockers can sometimes gain control over objects using this cantrip. Control is not always perfect and often the caster must fight
for it.
When a Nocker or any other user of a this Cantrip tries to control machine being used by someone, he must roll Manipulation +
Crafts versus the target's Willpower. The most successes he can then gain from successfully performing a bunk is equal to the
number of succeses gained on the Manipulation + Crafts roll.
Note that the caster of the cantrip can expend a Glamour whenever the duration runs out to extend the duration for a like amount
of time with the same amount of control.

Realms
Actor: Describes who is carrying the target object.
Fae: Describes who is carrying the target object.
Nature: Describes where or what on the target object is placed. (???)
Prop: Describes what you may affect.
Scene: Describes where your target has to be.
Successes Description
1
Caster has basic control over object for about 30 seconds or some control for a turn.
2
Caster has basic control over object for about 5 minutes or some control for 1 minute.
3
Caster has some control for 5 minutes or total control for 30 seconds.
4
Caster has some control for 10 minutes or total control for 3 minutes.
5
Caster has total control for 10 minutes.
Basic control: Can cause simple movements, switches thrown, held objects jerked around, steering wheels yanked in a
direction.
Some control: Minimum motor control, cars driven, held objects drag their owners around.
Total control: Objects animate, chairs and other furniture can be made to walk, swords attack by themselves, complex devices
respond as if the caster had science or computer 5.

***** Crash and Burn


This cantrip represents the culmination of the Gremlin Art. When successfully cast, it causes a total and spectacular breakdown
of the affected object. Machines will spark, grind and die, even possibly explode. Realms

Actor: Describes who is carrying the target object.

Fae: Describes who is carrying the target object.


Nature: Describes where or what on the target object is placed. (???)
Prop: Describes what you may affect.
Scene: Describes where your target has to be.
Successes Description
1
Simple breakdown, 1 success to repair
2
3 successes to repair
3
6 successes to repair
4
10 successes to repair, possibility of explosion, if appropriate, roll a die, don't get a 1.
5
15 successes to repair, definate chance of of explosion, roll a die against diff6 success equals boom!

Gremlinize Bunks
Level Bunk
Succeses
*
Hiccup twice
*
**
Break something
**
*** Swear creatively
* to *****
**** Play with a joystick
***
***** Use a stun gun or taser on target ****

Hearthmolding
By Jade Hammons
Hearthmolding is the Art of bending glamour towards altering the chimerical form of the surrounding world. It is popular among the
Boggans, and Nockers, and is mostly a commoner Art, but there are tales of grand Sidhe masters. It should be noted, that Nockers,
with their inborn affinity for chimera creation, have an automatic success when using this chimera altering Art.
As per uses of dross, an extra die should always be rolled when hearthmolding. A '1' indicates some fickle glamour effect, a '10'
indicates an advantageous glamour effect.

Attribute: Wits
* Weaver's Spindle: This cantrip allows the user to alter the chimerical appearance of very simple items made of soft, natural
materials. It is most often used to alter items of clothing. All items used regularly by a Kithain have a chimerical identity that reflects the
personality of the owner. This cantrip allows such items to be altered out of the owners 'personality', or alters the chimerical form of
'unowned' items. This cantrip does not allow for the adding of a chimerical form to an object without one.
Realms: The realm describes the item being changed or the owner of the item.
Actor - Describes the owner of subject of the cantrip.
Fae - Describes the owner of subject of the cantrip.
Nature - Describes the material of which the subject is made of.
Prop - Describes the object being whose chimera is being altered.
Scene - Describes the area you must be in to use the cantrip.
Successes: The number of successes may be used to overcome the desires of the owner for the object to not be changed. If the true
owner of the item does not wish the object changed, they may pit their willpower (difficulty 7) versus the number of successes gained.

** Birth of Dreams: This cantrip allows chimerical attributes to be added to objects not already possessing them. Objects usually
have natural chimerical forms if they are owned by fae, children or the imaginative. This is not always the case though; many fae never
look at their belongings as anything more than simple belongings for example.
Realms: The realm determines what is affected.
Actor - Describes the owner of the object.
Fae - Describes the owner of the object.
Nature - Describes what the object is composed of.
Prop - Describes what the object is.
Scene - Describes the area that is being given a chimerical form or the area in which the item resides.
Successes: The more successes scored, the more variation the initial chimerical form may possess.
1 Success - The chimerical form is identical to the object's real form.
2 Sucesses - The chimerical form reflects the 'personality' of the object or place that it is attached to.
3 Sucesses - the chimerical form can reflect the personality of the object/place, the person creating it, the area where it was created,
the prospective owner of the object/place, or something similar, such as te season etc...
4 Sucesses - the chimerical form can vary greatly from the real appearance of the object or place. The chimerical form can have no
special abilities and can not change the function of the object.
5 Sucesses - A true masterwork. the chimerical form can initially vary greatly from the real appearance, and the next Hearth cantrip
used on it will gain an extra success. The chimerical form will still have no special abilities and cannot change the function of the
object.

*** Minor Enchantment: This cantrip allows the changeling to give an item already possessing a chimerical form a minor chimerical
ability. The most common ability given is that of making the item a Pyx. In addition this allows for the change of chimerical forms
attached to hard, and non-organic substances.
Realm: the realm determines what is affected.
Actor - Describes the owner of the subject of the cantrip.
Fae - Describes the owner of the subject of the cantrip.
Nature - Describes what the object is constructed of.
Prop - Describes the physical identity of the object.
Scene - Describes the area the object is in, or the object itself.
Successes: The number of successes gained determines how long the minor effect will last, how powerful the effect is, or may be
used identically to Weaver's Spindle. The minimum amount of time an effect will last is until the next sunset/sunrise. Lowering the effect
to a lower success increases the amount of time along this scale: sunset/sunrise, full day, week and a day, month and a day, year and
a day. (ie. 3 successes can create a Pyx that last until the next sunset/sunrise, a minor effect that lasts for a full day, or a very minor
effect that lasts for a week and a day)
1 success - A very minor effect, such as making the object/place feel slightly cooler or warmer, or causing it to glow weakly.
2 successes - A minor effect based on physical change, as above, or a very minor effect based on mental change. ('Gee, it makes me
feel weird holding this hat.')
3 Successes - Creation of a temporary Pyx, a minor mental change or a moderate physical change. (A cloak that keeps you

comfortable in temperatures down to freezing, or a feather that gives you some measure of self-confidence.)
4 successes - A moderate mental effect or a noticeable physical effect. (a belt that keeps you comfortable in temperatures down to
freezing, or a coin that makes people want it.)
5 successes - A noticeable mental effect, or a very use phyical effect. (a coin that make people greedy, or clothes that are never
binding and keep you comfortable in normal weather.)
Note: the changes are subject to the whims and vageries of the storyteller, (glamour isn't predictable) and minor effects should mirror
the identity of the object/place and cannot do anything noticeably supernatural or fantastic. If an ability would cause the invocation of
The Mists it is too powerful for his cantrip.

**** A Change of Substance.: This cantrip allows the user to change the reality of an object by changing its chimerical form. This
allows the fae to change the function of a mundane item by changeing it's chimerical aspect. For example: A nocker interior decorator
changes the chimera of your doors into a beaded curtain. Now the real doors are unfortunately a bit more flimsy but, when the owner is
in her kith, she can just walk through them. Of course if she is witnessed by a 'mundane' this would invoke the Mists. Or if another
nocker made the chimerical aspect of a suit of clothes into full suit of armor, the mundane aspect of the clothes could turn bullets. You
should note though, that items that invoke the mists alot tend to have their glamour and chimerical aspects torn apart by banality. And
as always the storyteller has the final say on the whims of glamour.
Realm: the realm determines what is effected.
Actor - Describes the owner of the subject of the cantrip.
Fae - Describes the owner of the subject of the cantrip.
Nature - Describes what the object is made of.
Prop - Describes the physical identity of the subject.
Scene - Describes the area the item is in, or the place being affected.
Successes: The amount of successes determine the banality resistance of the chimerical change affected.
1 success : 6
2 successes: 7
3 successes: 8
4 successes: 9
5 successes: 10

***** Grand Enchantment: This cantrip allows the user to alter chimera to create supernatural effects. For magical effects, the user
must have an equivalent cantrip to 'embed' in it, or an assistant with that cantrip. Effects based upon the physical appearance of the
chimera is handled by the number of successes.
Realm: the realm determines what is effected.
Actor - Describes the owner of the subject of the cantrip.
Fae - Describes the owner of the subject of the cantrip.
Nature - Describes what the object is made of.
Prop - Describes the physical identity of the subject.
Scene - Describes the area the item is in, or the place being affected.
Successes: The number of successes determines the length of time the cantrip lasts and the type of change that can be affected. The
length of time of the enchanment is on the same scale as Minor Enchantment.
1 Success - Minor Physical effects: Noticably warmer or cooler, gives off good amounts of light.
2 Successes - Minor Mental effects: Mental or emotional effects that reflect the identity or the object/place, and have the ability to push
this emotion/state of mind on people normally opposed to it (A sword that causes bloodlust)
3 Successes - Moderate Physical effects: Hot enough to burn, cold enough to freeze water, light like a high powered flashlight
4 Successes - moderate Mental effects: Mental or emotional effects that don't identity or the object/place, and have the ability to push
this emotion/state of mind on people normally opposed to it (A hairpiece that causes bloodlust)
5 successes - Major physical effects: Flight without Wayfare because the trenchcoat has chimerical wings, burning gloves that cause
extra damage in hand to hand combat, etc.
Note: the changes are subject to the whims and vagaries of the storyteller, (glamour isn't predictable) but major effects should mirror
the identity of the object/place. Major effects that do not mirror the object/places identity should have a lower banality resistance. This
cantrip can also be used to give items minor effect that don't reflect their identity without a loss of banality resistance.
Emotional/Mental effects can be resisted with a Willpower roll (Difficulty 8).
Note: In all cases the Storyteller has final say on an objects banality resistance.

Hearth Bunks
* Up All Night: Drink 3 cups of coffee *
* Mark of Zorro: Mark your work with an Obvious and Identifiable personal trademark. *
* I've Got a Headache This Big: Slam your head into a solid object. **
** Michaelangelo's Lament: Lie Prone on your Back. *
** The Check is in the Mail: Mail some money to yourself. **

** The Check is in the Mail: Mail some money to yourself. **


** Dependable Worker: Fill out an application truthfully at a fast food restaurant. **
*** A Little Elbow Grease: Rub something greasy on your elbow and leave it there. ***
*** Pygmalion and Galaeta: Treat the subject as though it were alive, or like an object if it already is alive. ***
*** Whittler's Mother: Whittle a wooden effigy of your subject. ****
**** Burning Creativity: Burn an wooden effigy of your subject. ****
**** Carpenter's Rule of Thumb: Hit your thumb with a hammer. ****
**** Champaign Christening: Give an impromptu speech dedicating your subject, Must be different for each use of glamour. *****
***** Put Yourself into your Work: Cut yourself and bleed on your subject. ****
***** An Artist Never Blames her Tools: Discard any tools used in the cantrip and Bunk components you are currently carrying. *****
***** Writer's Block: Spend a glamour or wait 24 hours for your cantrip to finish. *****

Invokation
By Nelson Cheng (scheng@gil.com.au)

Description
Invokation is the art of calling upon a being, be it real, fae or other, and then manipulating the spirit to do your bidding.
This art works a little differently. When you initially buy up to a certain level with freebies, XP or initially, you choose which of the
summons for that level you wish. Then you have one and that only one summoning power for that level. But, using freebies or XP,
you can choose to 'repurchase' that level to gain another of that summon of that level. You must have Summons on at least this
level or more the 'repurchase.' The cost is normal. For example, if a character wishes the repurchase a level 2 summon with XP,
he must pay the current rating x 4 cost. (i.e. as though he were upgrading from level 1 to 2, which ends up being 4XP)

Attribute: Manipulation

* Insect Cloud
Suddenly, the eshu felt something crawl up his leg. With horror, he turned. There a wave of clambering ants rushed forward,
rapidly climbing up his legs and covering his body.
This cantrip summons an armada of small, harmless creatures which cover, distract and generally harass the target. These
insects, of ST's choice, can be ants, flies, small spiders, cockroaches etc. They should be small, numerous and non-deadly.
Basically they are too small and numerous to get rid of, but don't do any lasting damage.
When rolling as to the success of the cantrip:
Successes Dice Pool Penalty
1-2
-1
3-4
-2
5+
-3

* Mystical Messenger
"Yes," thought Benestrain, "the Stronghold of Darigorus is aptly named." Built in the style of the citadels of the medieval

English era, the Stronghold was more closely related to a fortress. The Stronghold was perched on the edge of an
unclimbable cliff, and only a single possible path of approach existed. Upon that path is no less than 5 guard post. The
citadel sported high walls that were manned by no less than 10 sidhe knights at any one time. Benestrain himself was
currently in the lowers level, many stories under the ground floor, surrounded by solid rock.
"Indeed," Benestrain thinks, "there is no possible way anyone can know where I am."
"Then why is it that I feel watched. . . ."
The Mystical Messenger is a chimerical creature that can be summoned to find, observe and/or communicate with a certain
target. Unlike most creatures, the Mystical Messengeer is more of an essence than a true creature, having very little detail other
than the basic shape of a bird.
The Mystical Messenger communicates telepathically and thus all the Messenger sees is instantly relayed to the changeling.
However, the changeling cannot be doing anything, or if the changeling expends one Willpower at the casting of the spell, can
move around and perform with a -3 to dice pool as a result of the split concentration.
The ability and duration of the Messenger depends on the amount of successes.
Successes Duration Notes
1
1 hour
2
1 hour Can communicate a set message.
3
2 hours Can communicate set message.
4
2 hours Can communicate freely.
5
3 hours Can communicate freely and is invisible.

** Chosen Weapon
The drow, not understanding the magic of Aegis-fang, took his time, seemed in no hurry to chance the grasp of the obviously
mighty, yet unarmed, human. He came with a measured combination, sword, dagger, and dagger again, the last thrust
painfully nicking the barbarian's hip.
The drow smiled wickedly.
Aegis-fang suddenly appeared in Wulfgar's waiting hands.
-- R.A. Salvatore, The Legacy
With this spell, the changeling can summon a unique weapon of his/her choice back into his waiting hands. To do this is a
simple rite upon the weapon which involves the placement of some personal item onto the weapon (e.g., a personal pendant
upon the hilt). This rite must be done before the weapon gains the ability to return to the hand. Although the rite takes no
Glamour, remember that the recalling to the hand takes Glamour. The rite takes a little time, approximately an hour in total for
preparation and execution.
This cantrip requires no roll for success.
The weapon can be either real or chimerical.
If the weapon is a treasure of some kind then the rite takes 2 Glamour from the changeling, but the changeling in turn loses one
temporary Banality when being linked with such an icon of the Dreaming.
There is also a rite in which the weapon of choice can be changed. The rite is similar to the initial rite; however, the rite of
changing requires one Glamour.
If the rite changes from a treaure to a treasure, the rite is the same, only the temporary Banality point is not lost as it is in the
original rite.
A chosen weapon which is a treasure cannot be changed to that of a normal weapon. However, a normal weapon can be
changed to a treaure by enacting the rite of choosing a treasure and expending 3 Glamour instead of 2. The tempory Banality
point is still lost.
If the personal item embedded in the chosen weapon, or the weapon itself is destroyed then the power is lost. Another weapon
cannot be chosen without 'repurchasing' the "Chosen Weapon" power again and the sacrifice of another personal item.
Remember that summoning the weapon still requires a bunk so the weapon cannot be summoned if your hands are tied or
engaged.

** Battle Hounds
"And let slip the dogs of war. . ."
-- William Shakespeare, Julius Caesar
With this cantrip the changeling can summon a number of large hounds that will fight for the changeling during the rest of the
scene. They are generally approximately 3&1/2 foot tall, with dark, dirty fur, blood red eyes and fangs that resemble those of a
dragon, not of a hound. In general, they are not pleasant to look at.
When they are summoned, the number of successes gained depends on how many appear and how many Physical points can
be given to each. They are mindless beasts, so they act simultaneous to that of the summoner, and have only Physical attributes,
which can be distributed as the changeling sees fit.
They will stay for a full scene, then disappear.
Assume that all hounds have Dodge 2, Brawl 2 and Athletics 1. They also begin with the normal 1 dot per stat. They also have a
maximum of 6 in each attribute, not 5
The target of this cantrip is the changeling himself, identifying himself as the hound's master.
Number of Hounds Physical Points per Hound
1
3
2
6
3
3
4
5
5
4
6
6
7
7

*** Charge of the Fallen Ones


As the three trolls advanced upon Hipitriads, he continued to chant his cantrip. Suddenly, flinging this arms wide, a ghostly
grey fog rose, thick as blood and as cold as dead flesh.
The three trolls snickered and continued on, eager for their prize.
Yet out of the fog emerged not a frightened eshu childling, but three dark knights, riding mounts of hellish power and clad in
nightmares of cold steel and fire. They were armed with great lances of bronze blackened with dried blook and tipped with the
wicked bones of their enemies.
Long before the Shattering, when the world was timeless, there reigned five Barons, called the Barons of Drephai. The souls
and deeds of the Barons of Drephai were as black as the clouded night. And so it came to pass that nine heroes were
summoned together and banished the Barons and scattered their former power to the four winds, though it cost them their lives.
The Barons were exiled deep into the Dreaming, caged in a cell of Mist, locked forever in a Geas to come to the call of the
descendants of the nine Heroes should they call. . . .
Summoning the Fallen Ones is a dangerous practise, as the consequences of failure are great. The Fallen Ones where powerful
fae-demons who resided in this world before the Shattering. Exiled to the farthest corner of the fae realm, much of their power
was scattered to the four winds and they are forever bound to answer the call to combat. If the attempt succeeds then the
rewards are great as their battle prowess is renown. However, if the attempt fails then the Fallen Ones break free, once again
forever free to recollect their former power and once again wage war on the fae.
There is no one target of this cantrip, so the Realm is Scene and the base difficulty is 10
When rolling as to the success of the cantrip:
Successes Number of Knights
1-2
1
3-4
2
5+
3
Each knight charges at different targets. No target can be charged twice. Each knight automatically hits, doing 9 damage dice
diff 6. The knights then vanish, as to stay any longer would free them of their bounds.

**** The Chosen of the Divine


With the spread of pure white wings, the one known as Ezekial waved his hands, and the flesh of the heretics burned.
And I stood upon the sand, and saw a beast rise from the waters, having seven heads and ten horns, and upon it's horns ten
crowns and upon each of it's heads the name of Blasphemy.
-- Revelations 13:1
When the changeling chooses this summon, the changeling must also choose the god in which the changeling will beseech his
aid to. This can be anything from Odin of Norse, the God of the Christians, Olympians, Egyptians or even from the Dreamtime.
The effects of the Divine aid is debatable, and should be defined or allowed by the storyteller. However, here are some samples.
Angel, Messenger of Jehova: The appearance of the angel heals wounds of all allies equal to how many successes are
scored.
Demon, Messenger of the Anti-Christ: The appearance of the demon does fire damage equal to how many successes are
scored to all enemies.
Thor, Messenger of Odin: With the cast of his magical Hammer, Thor deals 6+ (number of successes) aggravated
damage dice, diff 7 to one opponent.
Hermes, Messember of Olympus: With the wave of his hand, Hermes bestows upon the changeling and all his/her allies a
quickness of action for a number of turns.
Successes Extra Actions Duration (turns)
1
1
1
2
2
1
3
1
3
4
2
2
5
2
3
6+
3
3

**** Tears of the Judged


At that, a pillar of flame leapt from his hand, expanding into a dark and fiery portal. From this dread rift flew the spirits of the
damned, screaming songs of untold agony and anguish.
Today I looked into the gates of Hell
And saw that it was naught but a mirror.
This opens a gate from the realms of Hell, letting loose a stream of damned spirits, who surround the victim and open the
floodgates of the victim's guilt and evil, filling her consciousness.
Roll a Willpower roll, at difficulty (7 + the number of successes the changeling rolled for this cantrip - the victim's stamina).
Successes Effect
0
The victim looses a scream of pure agony, then collapses, his body nothing more then an empty husk left over. His
soul is ripped screaming into the depths of hell.
1-2
The victim falls to his knees, eyes seeing nothing around him but instead the pain and agonies which he himself has
hidden within his soul. He has no actions for the next 2 turns.
3-4
The Victim is shaken by what he has seen within himself. -2 to his dice pool on initiatives for rest of the scene/battle.
5+
The Victim is unaffected (Perhaps the character callously laughs at the face of his own evil).

***** Wrath of the Great Wyrm


As Chaslcek reached out for the great Axe, the slitted eyelid flickered slightly. Chaslcek froze, and prayed silently that it was
just a slight fit of sleep.
However, Chaslcek's prayer drifted unheard.
The great, ebony coloured dragon opened its eyes, and with a booming laughter, reared to his full height of many hundreds
of feet. As the dragon opened its gaping maw, Chaslcek prepared to die.
With this cantrip, the caster summons a great dragon to lay fiery waste upon an enemy. Using this summon, however, is not a
simple light affair and the dragon's fiery blast affects of radius of approximately 15 feet.
The dragon's breath deals 4+ (number of successes) flame (aggravated) damage.

***** Kiss of the Phoenix


And thus, springing from its own ashes, appeared the epitome of beauty, a bird of fiery, majestic perfection. Spreading its
wings, the Phoenix released a cry of power burning the hearts of all who heard, and rebirthing them just as the bird itself just
rose. Then, soaring upwards, it disappeared into oblivion and beyond.
The Phoenix, with a spread of its wings, unleashes the killing power upon the enemy, while simultaneously healing friendlies.
Each enemy takes 4+ (number of successes) damage dice, while all friendlies are healed levels = number of successes scored.
Any friendly who has been dead for only 3 or less battle turns makes a Willpower roll diff = their permanent Banality.
Successes Effect
0
The character is beyond redemption and stays dead.
1-2
The Character is on the border-line of death. The Character must make an extended Willpower roll (diff his Banality)
over three turns. He must score (3 - number of successes on the first roll [i.e, 1-2] ) x 5 successes. If the character
survives, see below.
3-4
The character is revived. He/she is however, only reduced to Crippled and and must spend at least 3 weeks in bed
resting before any healing begins. This means no Heather Balm quickfixes or use of Blood Pool etc. for at least 3
weeks.
5+
The character seemingly wakes up from a strange dream without even scars to show for her brush with death.
Likely as not she will not believe any attempt to make her believe she was almost killed.

***** Call to the Blasphemous


Methil's assurance that he already knew the outcome did not disturb K'yorl half as much as the sight of the gigantic, batlike
wing that suddenly extended from the pillar of flame: A tanar'ri. . . .

Another glabrezu emerged out of the fire to land on the floor between Baenre and her adversary. K'yorl hit it with a psionic
barrage, but she was no match for such a creature and she knew it.
She took note that the pillar was still dancing wildly, that another fiend was forming within the flames. Lloth was against her!
she suddenly realized. All the Abyss seemed to be coming to Matron Baenre's call!
-- R.A Salvatore, Siege of Darkness
The Call to the Blasphemous is the single most dreaded, scorned and unused invokation of all the kithain. All, even the Shadow
court loath to use it. To use the Call to the Blasphmous is to summon the most dreaded beings residing in the Abyss and
attempt to gain control over them to do your bidding. Without the use of proper Circle of Protection, rites and not a small amount
of power on your part, the character can find him/herself with a not very happy Lord of Darkness on his/her hands.
(Sorry, folks, but this is all i have gotten up to. But fear not: rules for demon summoning and other summoning powers to come
are being worked on)

Kenship
By Daniel Mitchell (tempest@yoyo.cc.monash.edu.au) for the Kunapipi

Description
Kenship is the ancient Kunapipi Art of healing not just the ailments of the body, but also those of the soul. It is the reason that the
Kunapipi are so widely regarded as healers and so sought after by those who know of them.

Attribute: Intelligence

* Dreamtime Touch
This is the cantrip that the Kunapipi are so renowned for. With it, a Kunapipi is capable of healing someone with but a touch. It is
a very powerful cantrip, which some say can heal even the wounds inflicted by cold iron.

System: Any realm can be used except Scene. The Bunk requires a touch of some sort. Each success against the recipient's
Banality allows one level of damage to be healed. Aggravated damage may be healed as well, but requires spending one Song
point per level healed. This may be used by the Kunapipi on herself.

** Sleeping Ward
This is an unusual cantrip -- it places the recipient in a state of hibernation, slowing down the major functions of the recipient. It is
usually used when the help of the Kunapipi is not enough to heal the wound there and then, or if the subject is dying.
Occasionally, it may also be used to aid the Kunapipi if she is attacked.

System: Actor or Fae are the usual realms for this cantrip. Each success after the first slows down the vital functions of the
target by the number of successes: 2 successes slow them down by half, 3 to a third and so on. This may be used aggressively - each success after the second reduces the number of actions available (2 successes mean 1 action every 2 turns for
example).

*** Place of Calm


By using this cantrip, a Kunapipi can create special places of calm and peace. Many Kunapipi use this cantrip on their dwellings
as a way of ensuring that no violence occurs around it. Once such a place is set up, the place becomes a natural channel for
healing and peace.

System: Nature, Prop and Scene are usually used for this cantrip. Multiple castings are cumulative, but a maximum of three
castings is permitted in any one area. Each success may be spent in one of three ways:
To increase the area of the Place (base 5m + 5m per success spent, max 30m)
To increase the bonus for healing and constructive actions performed within its bounds (base of +1, + 1 per 2 successes
spent, maximum +5)
To increase the penalty for combat and destructive actions performed within its bounds (base of -1, -1 per 2 successes
spent, maximum -5)
People with a high Silence (7 or greater) are capable of eroding this Place by rolling their Silence against the caster's Song.
Each success weakens any one of the three categories by one. If this ever happens, the caster is allowed to recast once to try
and repair the damage, but the difficulty is at the attacker's Silence.

**** Healing the Dream


This cantrip allows the Kunapipi to heal a wide range of mental afflictions. Whether these afflictions are natural or induced by
magical means does not matter, as all can be healed.

System: Actor and Fae are the main realms for this. By rolling against the afflicted one's Silence, the Kunapipi can weaken or
even (with 5+ successes) abolish any mental ailment. The exact effects of this cantrip are left to Storyteller discretion, but

obviously the more succeses gained, the weaker the mental affliction. The only ailments that cannot be cured by this cantrip are:
A Malkavian's initial Derangement(s)
The mind of a Black Spiral Dancer
The delusions of a Marauder
The Frailty of any Kith
The effects of any Oath

***** Rebirth
This awesome cantrip requires much meditation and preparation on the part of the Kunapipi. It allows any person who has died
in the past 48 hours to come back from the dead. This cantrip is used exceedingly rarely, as it can kill the Kunapipi -- those who
survive this cantrip are awarded much respect.

System: The Bunk for this cantrip requires the intact body (it must be recognizable) and a full day of preparation, meditation and
singing from the Kunapipi. It can only be cast in a Place of Calm. The difficulty is the recipient's Silence, modified by the
following:
Target was a Prodigal (may not be awarded in some cases): -1
Target was enchanted when killed: -2 (not cumulative with above)
Target was a changeling: -3
Target affected by an unfulfilled Geas: -1 to -3, depending on Geas
Target was someone with a high Silence: +1 per point above 6
Target ever attacked a Kunapipi or a Place of Calm: +2
Kunapipi performing cantrip against her will: +2
Target was killed by cold iron: +2
Target killed someone with cold iron: +3
Kunapipi failed this cantrip before: +2
Kunapipi succeeded in this cantrip before: -2
One success is all that is needed to bring someone back from the dead. A maximum of (10-recipient's permenant Silence)
Song points may be spent on lowering the difficulty. Failure does not bring the body back from the dead.
Botching this cantrip is catastrophic. Each "1" in the botch inflicts two aggravated wounds and weakens the Place of Calm by
one point in all categories. The aggravated damage incurred in this fashion may only be healed by the body's natural healing
processes. The damage to the Place may not be repaired until a year has passed or the Kunapipi involved performs a
Corroboree and gives all Song gained to the spirits that attend.

Landsong
By Daniel Mitchell (tempest@yoyo.cc.monash.edu.au) for the Wandjina

Description
Landsong is the art of reading and receiving aid from the land itself. It is known only by the Wandjina, who teach it through the
use of pictograms because of their inability to speak. This unusual method of teaching makes it harder for non-Dreamsinger
kiths to learn the Art (all castings at +1 difficulty). This art is commonly used to aid the Wandjina in their roamings and guiding.

Attribute: Perception

* Wind's Whisper
Although the Wandjina have no mouths, some people have reported that the Wandjina have spoken to them. All sources
consulted say that the voice of a Wandjina is very faint, almost a whisper carried by a gentle wind. All these incidents of the
Wandjina "speaking" are a result of this cantrip.

System: Actor and Fae are the usual realms, but Nature or Prop can be used to make the voice come from an object. Each
success allows the Wandjina to speak one sentence in a faint whisper -- five allows this effect to last for a whole scene.

** Dreamer's Compass
This cantrip allows the Wandjina to locate any object, person or place that he has seen or knows of. The Wandjina use this
cantrip to assist those that they guide, so that they may unerringly guide their charges to their destinations.

System: Any realm is used for this cantrip, depending on what the Wandjina is to guide his charges to. The more successes the
Wandjina gains, the faster and more unerring the Wandjina can locate the destination or person.

*** See The Heart's Eye


This cantrip allows the Wandjina to gaze into the eyes of another person and see her memories. Such memories are usually
projected onto the face of the Wandjina, so that the target can also see what the Wandjina sees. Use of this cantrip is rare
unless the Wandjina suspects the motives of any of his charges.

System: Actor and Fae are usually used, but Nature can be used to see into animals. Each success gained can be spent in one
of two ways:
Each success can be spent to ask one question -- if the subject remembers the answer, the memory of said answer is
shared with the Wandjina.
Successes may also be spent to add other sensory information. All memories are visual as a base -- each success spent
adds one other sense.
The memory is not only seen by the Wandjina; it is also projected onto the face of the Wandjina so that the subject can see what
the Wandjina sees. This ability can penetrate memories disguised by magical means (Fugue, Mists of Memory, Depths of Will
etc), but the difficulty is increased by half the number of successes gained on the casting of the disguising influence, rounded
down.

**** Restful Dreaming


This cantrip allows the Wandjina to implant dreams into the mind of a target. The dreams are generally another way of the
Wandjina to guide the travellers to their destination and is usually used when the Wandjina must depart the travellers for some
reason for a time, or to set up a meeting place. The target will dream of the place until it is reached.

System: This is similar to Dreamtime Compass, in that the realm used is dependent on what the destination is. The more
successes the Wandjina gains, the clearer the dream is.

***** Reshape the Spirits

This cantrip allows the Wandjina to temporarily warp the shape of an object or person. This cantrip does not allow
shapechanging -- only alteration of the current shape. Thus, a tree could be made to bend over and provide shelter, but could not
be made to become a bush. It is very rare for non-Dreamsinger kith to see this ability, as it is kept as secret as possible by the
Wandjina.

System: Prop and Nature are the usual realms used, however Actor and Fae can be used to warp people and Scene can be
used to warp multiple objects. Successes may be spent on either the degree of warping or the duration, and multiple castings
are cumulative.
Successes Amount of warp
Duration
1
Insignificant warp (a branch may bend a little out of the way; a rock could be made smoother)
1 turn
2
Noticeable warp (a branch could be made to bend down so that others could climb on; rocks can be made 1 minute
soft enough to leave footprints if stepped on)
3
Large warp (a hole/cleft/small cave could be made in a tree, rock or ground while a large object was
1 hour
pressed through)
4
Very large warp (a tree could be made to bend backward if pushed; a rock could be reshaped to make a 1 day
large cave)
5
Immense warp (a tree could be reshaped into a dwelling; a rock could be made to act like water)
1 week

Make-Believe
By Robin Pfeifer (robin_pfeifer@my-dejanews.com)

Description
This art was developed by nockers and other fae seeking to control the unconscious shaping process that continually brings
chimerae into being. Though they failed spectacularly at forming the raw dreamstuff of the kithain into chimerae, they did learn
how to infuse Glamour into mundane things. With this art, a changeling taps into the same power she uses to enchant a mortal,
but with added exertion, impresses the Dreaming onto furniture, toys and other inanimate things. The effects are strictly
chimerical and thus, except where noted differently, may not be observed by mundanes or anybody outside the Dreaming. All
uses of this Art with the realm Fae against unwilling Kithain targets are considered rude at best.

Attribute
Wits

* Dressing Up
Voile is built from dreamstuff and part of a fae's appearance. With this cantrip, a changeling may alter the color, size and general
characteristics of voile. He may not create weapons or things related to voile in the first place, but can change a fae's body or
face. It may not be used to harm, nor will it change anything other than appearance. To maintain the changes, the caster must
concentrate on the subject and spend 1 Glamour.

Realms:
Actor: Describes whose appearance is amended. Nice for making fun of mortals, dressing them up without them knowing
it.
Fae: Describes whose appearance is amended. Fae can and do see this, and no Sidhe will have himself made fun of.
Nature: Describes which natural object has its appearance altered.
Prop: Describes which object has its appearance altered.
Scene: Describes which place has its appearance altered.

** Sticks to Swords
Like a child transforming a banal object into a treasure through the power of fantasy, a changeling may use this cantrip to bestow
a Dreaming aspect upon a normal item. For example, she could turn a stick into a chimerical sword. To the mundane, it would
still be a stick, but those attuned to the Dreaming, it will be a sword and will cut like one. The caster can maintain only one
change at a time and it will only remain for as long as he concentrates. Each use costs 1 Glamour.

Realms:
Actor: Describes whose being is altered. A policeman may thus be turned into a chimerical pirate. He will still behave like
a policeman however.
Fae: Describes whose chimerical being is altered. Use of this realm against other fae is anathema without consent by the
target.
Nature: Describes which natural element has its chimerical nature changed.
Prop: Describes which object has its chimerical nature changed.
Scene: Describes which place has its chimerical nature changed.

*** Setting the Stage


This cantrip is like a contagious version of Sticks to Swords. Initially, the changeling changes one target, but then agnything the
target comes in contact with is likewise changed. For example, all those who come in contact with a policeman chimerically
transformed into a pirate will become pirates or seamen themselves. The policeman's car may become a ship, his bludgeon
into a cutlass and his walkie talkie into a parrot. As long as the changeling does nothing but concentrate, the scene will continue
to unfold. This art costs 3 Glamour for each use.

Realms:
As Sticks to Swords.

**** Monster under the Bed


With this cantrip, a changeling tap into the subconscious of a target, drawing out hopes or fears and transforming them into
chimerical reality. While the effects are still confined to the Dreaming, more sensitive mundanes may feel they are being
watched....
Even objects have hopes and fears after a fashion; a tree fears fire and hopes for sunlight, while a rock may fear bursting and
desire to be buried. This cantrip gives the caster a very clear idea what the target craves or hates. It effective as long as the
caster concentrates on it and costs 1-3 Glamour to invoke, depending on the detail of the invocation.

Realms:
Actor: Describes whose hopes and fears are embodied.
Fae: Describes whose hopes and fears are embodied. Can be very, very offensive.
Nature: Describes which natural object has its hopes or fears shown.
Prop: Describes which object has its hopes and fears shown.
Scene: Describes which place has its hopes and fears shown.

***** When Dreams come True


Only rarely does a kithain reach this level of accomplishment, and a good thing that is. With this level all changes made by
previous levels can be made permanent. They are of very real chimerical existence, but still they do not bleed over into the
mundane world. This Art costs 3 Glamour to invoke. The duration is, of course, permanent and can only be undone via this art.

Realms:
This Art can only be used with level 5 of Fae (Chimera).

Bunks
*
State your Claim: Name the change you wish to induce and tell it to somebody.
** Play the Game: Take a few moments to act as if the intended chimerical reality were real.
*** Commentator: Keep commenting on the change: how it affects everybody, how the game develops. If the commentary
stops, the cantrip stops as well.
**** Group Dynamics: Get someone else to play the game with you.
***** Talk One's Head off: Explain the game to the target. Make the target believe in the change.

Morpheus
By Prodigal (prodigal@ticnet.com)

Description
One of the many Arts thought lost during the Shattering, Morpheus, like Metamorphasis, harkens back to the great and terrible
Fairy Godmothers of yore. A secret jealously guarded by its few practitioners, Morpheus is the art of clouding minds and
instilling sleep in its targets.

Attribute
Manipulation

* Sandman's Distraction
At this level, the user clouds the mind of her victim, sending him into a dreamlike state halfway between sleeping and waking.
For the duration of the effect, all target numbers the victim makes, excepting soak rolls, are raised according to the following
chart:
Successes Difficulty Penalty Duration (turns)
1
+1
1
2
+1
2
3
+2
2
4
+2
3
5
+3
3
If the adjusted target number becomes higher than 9, then the number by which it exceeds 9 becomes the number of additional
successes needed (i.e., if the target number would now be 11, the victim's target number is 9, and two additional successes are
needed.) Additional successes can be used to increase the duration of the effect.
If the victim of this effect is disturbed (by loud noises, being struck by another, etc.,) then the effect is instantly nullified as they
regain total consciousness.

Type: Chimerical

** The Mists Of Morpheus


At this level, the user can cloud her victim's mind, subtracting one die from either Wits or Perception for every two successes
she scores, to a minimum of 1.
Lost dice are regained at a rate of one die per turn (If the victim has lost two dice, for example, it takes two turns to completely
recover.) This cantrip can be cast multiple times upon the same victim (with successes that would otherwise reduce an attribute
to 0 adding to the duration of the effect,) but as with Sandman's Distraction any disturbance will return the victim instantly to
consciousness.

Type: Chimerical

*** A Great Explosion of Sleep


At this level, the user can send her victim directly to sleep for a duration determined by subtracting the victim's Wits from the
number of successes the caster scored, as shown below:
Successes Duration
None
No effect
1
1 turn
2
3 turns
3
30 minutes

4
5

1 hour
8 hours

Waking up the victim of A Great Explosion Of Sleep can be done in the same manner as waking any normal sleeper.

Type: Wyrd

**** Rip Van Winkle


The user of this level of Art can place her victim into a coma-like sleep, lasting for a duration determined by the number of
successes.
When cast, the user must declare a condition under which the victim will wake (a kiss being the most common.) Multiple
successes can be used either to extend the duration, add conditions for waking the victim (up to a total of 3 conditions), or to
double the number of turns/hours/days/months/years the victim will sleep. Once this has been cast on a victim, it cannot be
recast upon that same victim until she awakens. If any of the conditions placed upon the cantrip are impossible to fulfill, the
cantrip fails. If the caster attempts to add a condition that contradicts one already in place, it does not take effect.
Successes Duration
1
1 turn
2
1 hour
3
1 day
4
1 month
5
1 year

Type: Wyrd

***** Sleeping Beauty


As with Rip Van Winkle, the user can place her target in a coma-like sleep. Unlike Rip Van Winkle, however, the victim does not
age as she sleeps.
The duration is determined by the number of successes, as per Rip Van Winkle, but unlike Rip Van Winkle, this cantrip may be
recast upon the same victim to increase the duration of the effect or number of conditions (although there still may not be more
than 3.)

Type: Wyrd

David Gallo
By David Gallo (gallo@connectnet.com) (26 March 1996)

Description
This realm encompasses all the unexplainable or mysterious parts of the world. More often than not, this realm is used in
conjunction with another realm to make it more specific.

* Quirk
The subject of this realm possesses a small intricacy or inconsistency. A person that exhibits slightly odd behavior, a slight flaw
in an item, etc.

Ability: Empathy

** Puzzlement
This realm encompasses any riddle, puzzle, trick, or small secrets/little white lies. A person with a secret, a new-found object, a
lost path.

Ability: Enigma

*** Oddity
Any larger strangeness. Noticeable lie, an object that is completely different from others, a tree that looks like a person, a
strange person. This also encompasses fae or chimerical activity that "normal" people might see as odd.

Ability: Alertness

**** Secret
A kept secret, hidden things, hidden places.

Ability: Investigation

***** Arcane
Ancient mysteries, magic (all kinds), any secret or strangeness that has been hidden for a long time. (Note: Anything guarded by
the Mists will still remain hidden. The Mists are far stronger than regular Changeling magic. However, it will lower the level on the
Mists chart. On ST discretion, it will reveal small glimmers guarded by the Mists.)

Ability: Occult or Mythlore

Necros
By Charlemagne (tcp@zoomnet.net)

Description
This is the art long thought lost to the fey dealing with the realm of the dead. A few sluagh may yet possess this art and some
strictly Unseelie types. It is believed this art came to be because of a pact with Charon long ago but others speak of a terrible
pact with Oblivion itself.

Attribute: Manipulation

* Underworld Eyes
A fairy with this skill can manipulate his vision to perceive the Shadowlands. He may also affect wraiths with chimera on the
"enchanted's" person now.

System: With a successful Perception + Kenning roll (difficulty depending on the Shroud) and a point of Glamour a fairy is able
to "enchant" himself to the wraith world and assuming he can find an entrance, could conceivably enter it.

** Call of Orpheus
With some manner of bunk (usually musical) a spirit of the dead feels irresistibly drawn to the caster. To draw a specific spirit a
relic or fetter of him must be possessed.

System: With a successful Manipulation + Underworld roll (the difficulty determined by subject's Willpower), a changeling may,
with a point of Glamour draw a wraith to him. Like with all fairy magics all wraiths will hear it but will forget about afterwards.

*** Door of Hades


The changeling may open a powerful rift into the Shadowlands. She may draw it on the ground, place it on a door or anywhere
else she wishes. If successful she can enter it and end up in the corresponding part of the Shadowlands.

System: With a successful Manipulation + Underworld roll (difficulty the level of the Shroud) the Shroud can be lowered for a
person, place, thing, or area by 1 for each success acquired.

**** Hades's Forge


A hideous power, it allows a necromancer (as the users of this art are named) to transform wraiths into Glamour, chimera, or just
new entire wraithly creatures. While some benignly may use this to bring a wraith into the Dreaming to live out his life in peace,
most use this with hideous results.

System: With this skill a Necromancer has full control over a wraith's corpus and the difficulty of it (10 - angst given credence
that this power is infernal in origin) allows the enchanter to turn relics into chimera, corpus into pathos or Glamour, and more.

***** Nergul's Mouth


This level of power is the most hideous among a group of hideous spells. With the power of Glamour a fairy can ravage a wraith
of all his powers and life experiences, effectively adding all his knowledge to him own at the mere cost of his soul. Some say at
this point this power can affect fairy souls as well.

System: This power costs a permanent point of Glamour but for each success (versus their Willpower or Glamour -- angst and
banality) they may remove a dot in any skill and add it to their own. The change is permanent and irrevocable. It is unknown if its
applicable to disciplines and knowledge of abilities.

****** The Fomori Way

An art developed by the Thallain Samhain after he killed and devoured a fairy who had knowledge of the Changeling way. It
allows a reincarnation with total recollection of previous lives but more or less overwhelms and drains the soul of the body it
assumes. The soul is effectively possessed as long as it is a changeling.

System: This requires the expenditure of 3 permanent points of Glamour and present must be a soul of a fairy that is sacrificed
to the ritual as a host (a troll was already present in Samhain). Then he reincarnates normally but if ever Undone the amnesiac
host's personality takes over.

NUISANCE
By Chris Granniss (wakizashi@aol.com) (22 November 1995)

Description
This art is primarily used by the Unseelie Commoners, and is anathema to the Sidhe, as it has poked holes in some of their best
laid plans. Anyone known to use this art will be looked down upon by the nobles, and tend to garner distrust among the Seelie.
This, of course, has little or no effect on its widespread use.

Attribute
Manipulation

* Irritate
This art makes people itch in a place they can't reach. It bothers them so much that it ruins their concentrations and makes them
generally irritable and absorbed in their own irritation.

System: Use of this cantrip causes the victim to scratch and itch either in a place she can't reach or a place that is
embarrassing to scratch. To make matters worse, it comes back immediately after she stop scratching. The merit concentration
is ignored when this is in effect and it causes the victim to have a -1 on all rolls. A variation is called the sneezes, where a person
can't sneeze, but always feels as if she is going to.

Realms:
Actor: Describes the mortal who can be affected.
Fae: Describes the Kithian affected.
Nature: Describes where the victim must be.
Scene: Describes the place where the person is affected.
Prop: Describes what must be given to the victim.
Cookies: Describes what confection must be placed in the victim's bed the night before (usable only by the Keeblers).

** Get Underfoot
This is a foil for stealth. It causes fumbling in a horrible way. A thus enchanted character will trip over his own feet. He will always
have someone directly in the way of his goal and generally has a harder time doing simple tasks.

Example: The person wants to sneak out a doorway; the door he chooses happens to have people talking in it who notices the
character (A boss, the Sidhe Baron he's trying to avoid, etc.), a character hoping to sneak up on another will trip over that
person's best friend.

System: This power either negates successes to the victim's success rolls on stealth or other dextrous actions or has the
storyteller's option of the creative embarrassment of the week.

Realms:
Actor: Who is affected.
Fae: Who is affected.
Nature: Where the person is affected.
Prop: What must be placed on the affected.
Scene: Where the person is affected.
Cookies: The snack that the victim must eat before he's affected.

*** Wrong Place, Wrong Time


This power enforces Murphy's Law. The victim will start stumbling over the most unlikely problems. Anything that needs to be
said in private will be overheard by the person who should not hear it the most. The worst case scenerio always presents itself,
and generally bad things seem to follow the character everywhere. (A gossips worst nightmare: the person walks in hearing you
talk about him). This general unluck follows the victim until the cantrip expires.

System: The storyteller's (or creative player inspiration) option of unluck for the victim. Add 1 or two botches to the next roll, all
10s count as 1s, etc.

Realms:
Actor: Who is affected.
Fae: What kith is affected.
Nature: Where the person is affected.
Prop: What must be placed on the victim as a sign of bad luck.
Scene: Where the victim is afflicted.
Cookies: What the victim's favorite snack is.

**** Bureaucratic Baloney


In response to the Nobles' Protocol discipline, the commoners strike back! This art mires the victim in paperwork and specific
procedures of the caster's choice. The caster must be careful, for improper use of this cantrip can send the victim headlong into
Banality, and the caster along with him.
The caster dictates the procedures to be followed. This is not so much as a geas, as a formality that must be fulfilled before an
actual geas can be undertaken. It is a delaying tactic, which can mire someone down in useless work while important things
need to be accomplished.

System: The caster tells the victim what needs to be done, and hands him the work. Time spent in this frivolous effort is
determined by the number of successes. The restriction is that nothing of any import can be done. (i.e. paperwork, signed and
filled out in an amber crayon and processed by the local library; doing 100 laps around the gym, etc.) In the case of paperwork, it
is possible that this can be so banal as to knock a Kith into her seeming, and kill Glamour. In this case, the caster gains a point
of temporary banality. If it knocks someone permanently out of the dreaming, the banality gained is permanent.

Realm:
Actor: Who is affected.
Fae: Who is affected.
Prop: What is needed to affect someone.
Nature: Where the victim must accomplish his work.
Scene: Where the victim must accomplish his work.
Cookies: The type of confection the victim must eat while doing his work.

***** Disruption
This art brings to light a major plot hole, resulting in mass chaos. It is a very subtle, yet very powerful cantrip. Any flaw will be
brought to light and pointed out with this cantrip, and if no flaw can be found, one will be created. The victim will notice this flaw,
as will everyone concerned. A villain will suddenly see his plan's problem, and begin to argue with the heroes over its
importance, thus providing a distraction. In any case a major monkeywrench will be thrown into any plot, shifting the focus from
what was going on and chaos will ensue.

System: Something odd will screw things up in an unexpected and unrelated way. This can be anything from the villain telling the
heroes his whole plan in a heated argument, spoiling his secrecy and letting them in on the dire scheme, to a time machine
appearing in the middle of a firefight and silver-suited aliens from the future running amok in the city. Think Mauraders from
Mage.

Realm:
Actor: Who will be the focus of the disruption.
Fae: Who will be the focus of the disruption.
Prop: What will be the focus of the disruption.
Nature: The form the disruption will take.
Scene: Where the disruption will take place.
Cookies: What kind of consumable will be involved in the disruption (Can you say Food Fight?)

Bunks
* Speak out of turn: Interupt someone's conversation. *
* Stumble over own feet: and fall in a heap. **
** Trip someone: and be conspicious about it. **
** La la la la la: Put your hands over your ears and drown out the world. **
*** Whine & Cry: until you get what you want ***

*** Most irritating sound in the world: Do your best Dumb and Dumber. ***
**** Calvinball: Get everyone in the area involved in a game with no rules. ****
**** Fill out in triplicate: Fill out all the forms you can find (at least three). ***
***** Wander Aimlessly: Take a walk and don't look where you're going. ***
***** Pull a perfect practical joke *****

Obscure
Description
Obscure is an Agenda that has been developed by the Scavengers. It seems to come to them innately as they slowly devolve
from Kithain to Dauntain. Some other Dauntain have examined the Agenda and seen its more sinister uses. The Black
Magicians and Harbingers are the most notable ones. This Agenda normally requires a Wits+Stealth roll. It more often affects
the mind then the actual senses, making the victim just ignore what they would otherwise see.

* Cloak of the Seeming


It is thought because of this power that Obscure appears in those fae who make a habit of retreating to their mortal mien. This
allows the Dauntain to do not only that, but to also to hide from Kenning detection while still being able to see, if not interact, the
Dreaming. Thus, while a fae may be unaware that the Dauntain is around, the Dauntain will be very aware of the fae.

System: Each success adds one to the difficulty of any Kenning roll to detect the Dauntain. This does not hide the Dauntain's
banality, but does make it difficult for any Kithain to discover its source. The Dauntain can see chimera and all things to do with
the Dreaming, including any fae, but is unable to interact with them; i.e. chimerical swords pass harmlessly through the Dauntain.

** Shadowplay
Scavengers most often want to just be left alone. They wish for invisibility. Shadowplay gives a form of that. As long as the
Dauntain stands in a shadow, it does not matter how large or how dark the shadow is, she is undetectable to all passersby. The
Dauntain cannot speak, attack, or otherwise call attention to herself and hope to remain invisible, but as long as that is taken into
account she will not be detected without supernatural means.

System: Only supernatural means will detect the Dauntain as long as the circumstances above are met. If the Dauntain's
Obscure is greater that his opponent's power in level, then the Dauntain is still undetectable. Only a higher level power can
detect the Dauntain. Powers of equal level must beat the Dauntain in a contested roll of applicable Attribute+Ability versus the
Dauntain's Wits+Stealth.

*** Ease the Pain


The Pain of Banality is legendary among the Kithain, and many depend on that pain to sense Dauntain. However, Scavengers
have learned to Ease the Pain and make it more difficult to be found.

System: This power is in effect on a constant basis. Unless a Kenning roll is made by a nearby Kithain, she will not notice the
Dauntain. Even then, the Dauntain gets to roll Wits+Stealth. Each success effectively lowers their Banality by 1 for the purposes
of detection.]

**** Average Joe


The face was nondescript. He was medium height, medium build, with medium length hair. The Dauntain suddenly is just boring
to look at. People will not remember any of his features. They just aren't worth remembering.

System: Each success makes it more difficult to remember what the Dauntain looked like. With 3 successes, the witness can
still give a vague description. With 5 they won't remember a single trait. Those with the merit Eidetic Memory can roll to resist.
This works even in very emotional situations.

***** Shadow of the Sun


If Dauntain can dream, this would be the Dream of Scavengers. True invisibility. The Dauntain can even engage in combat.

System: Each success on the roll allows for one action that would otherwise reveal the Dauntain's location. He may freely move
about and speak. Only things such as combat deplete the pool of actions.

Oceania
By Rob Pool (rpool@bayserve.net). Also see the other Elemental arts: Earth Molding, Fire and Wind Master.

Description
Another of the 4 elemental arts, Oceania governs the manipulation of water, liquids, and ice. It allows characters to do such
things as breathe comfortably underwater to outswim racing boats to create huge tidal waves. STs may want to keep Tsunami
alert (Oceania 5) for NPCs only.

Attribute
Perception

Damage
Unless noted other wise, the damage caused by any of the below offensive cantrips corresonds with the below table:
Successes # of health levels lost
1
1
2
3
3
5
4
7
5
9
6+
+4 each success

* Breath like a Fish


Essentially, by using this cantrip, you can breath comfortably underwater. During the duration of the cantrip, the character grows
a set of temporary gills which he uses instead of breathing with her lungs. If the ST desires, the cantrip lasts for as long as the
character remains underwater (the gills go away the second he hits the surface again) or, if the storyteller desires an actual time
duration, use the below chart:
Successes Duration
1
10 minutes
2
25 minutes
3
40 minutes
4
60 minutes
5+
100 minutes, +50 minutes each additional success
Note: if the character uses the cantrip with a actor/fae with scene, he'll have to divide his time limit with each additional recipient
of the cantrip.

** Pure Water
Sea water is undrinkable (sometimes polluted or just over salty) but this cantrip allows a changeling to transform a certain
ammount of liquid (be it seawater, poison, or even toxic waste) into pure drinkable water. The difficulty for purifying water
depends on how polluted and chemical bound it is. For regular sea water, the difficulty would probably be around 4 or 5. Alcohol
or poison might have a difficulty of 6-8. For something like Toxic waste, 9 or 10 even would be more suitable. Every success the
character gets allows him to affect 10 gallons (or 20 liters; I think in metric terms).

*** Water Runner


Ever wanted to race dolphins? This cantrip allows a changeling to swim anywhere from 20 to 60 mph underwater. The cantrip
includes better manueverability while you're underwater although to stay underwater the character has to successfully cast the
'breathe like a fish' cantrip.

Successes Effect
1
10mph: You could outrace a catfish...sometimes
2
25mph: You could outrace a tanker
3
40mph: You could outrace a whale
4
60mph: You tend to leave dolphins eating your dust
5+
80mph: Can we say 'olympics'?

**** Ice Storm


Essentially, the character creates a barrage of icicles from the size of a needle to that of a large stalagtite. Another offensive
elemental cantrip although in the right instances it can be fairly useful such as against fire-based creatures.

Successes: Use the damage table at the top for the amount of damage caused.

***** Tsunami Alert!


In order to cast this cantrip, the character must be somewhere near a large body of water: a lake, ocean, large river, etc. That
aside, this cantrip is a legendary cantrip of sorts used by some changelings, according to fairy tales, to cause massive
destruction to towns by creating one humongous tidal wave of godly proportions. A tsunami created by this cantrip can destroy
large oil tankers, trash ports, and crush houses as if they were made of twigs. As you can see, this cantrip is quite lethal.
Storytellers may want to keep this only for NPCs and use it very rarely in typical faerie tale style. Difficulty usually depends on
how much water is in the area or the banality of any witnesses.

Successes: Every success does 3 health levels of damage. Also counts as structural damage (see Earthquake Chaos under
Earth molding).

Prodigal Realm
By Jade Hammons (sidhe@ionet.net) (2 December 1995)

Description
This art is intended to affect other awakened denizens of the world of darkness. They interact with arts in the same manner fae,
or actor do.

* Kindred Soul
This level affects prodigals already likely to believe in the existance of fae, or those without a choice.

Examples: Marauders, Ragabash (all ranks), Malkavians, Kiasyd, any Mage currently suffering quiet, Nuwisha,and any prodigal
possessing the Fae Blood merit.

Ability: Kenning

** Almost Brothers
This realm affects Believers, but not those whose belief is as instant as level one.

Examples: Non-technomancer Traditions, Neonates, Cubs, Rank 1 and 2 garou, most bastet, Non-ragabash Fianna.
Ability: Mythlore

*** Second Cousins


This level affects those prodigals just beginning to slip out of the believer mindset, or those who hover on the edge.

Examples: Touched Void Engineers, Technomancer traditions, Ancillae, and rank 3 garou, Most Anasasi and Gurahl.
Ability: Occult

**** Distant relative


Almost out of touch with the Dreaming, this level affects the upper echelons of banal prodigals, and those opposed to the
Dreaming.

Examples: Nephandi, Most Fomori, Elder Vampires, rank 4 garou, rokea, and Mokole, Goblin Spiders, Ratkin
Ability: Politics

***** FOAF
This last level affects those most caught up in the status quo, and hence the most banal of the prodigals.

Examples: Technocracy, Untouched Void Engineers, Methusalahs, Antedeluvians, rank 5 or better Garou, Changers in Harano.
Ability: Enigmas

Protection
By Rob Pool (rpool@bayserve.net)

Attribute
Stamina

Description
This art, as you might guess, is aimed at keeping a changeling alive when faced with foes, be them hostile enemies or nature
itself. This is to a point a combat art as I wrote it as such. The last power in particular is pretty powerful (espeacially if used with
the scene realm and in concert with other changelings).
ST's note: It's up to you as to if these cantrips can work against non-changeling powers (garou gifts, mage magick, vampire
disciplines, or Wraith Arcanoi). There's no reason I can think of as to why it wouldn't work on them.

* Element's Friend
Through this cantrip, a character can move about in one harsh enviroment of his choosing without being killed. This includes
immunity to natural fire, heat, cold, magma, and so on. It will not allow you to breath underwater (something totally different from
the concept of the cantrip) and is ineffective against cantrips/spells/etc; keep in mind that this against only one type of
element/enviroment.

Examples:
Kyrin cast Element's Friend to protect his hand while he goes fishing in magma to find the sword he's looking for. Despite
this, he still feels the heat from the magma although it doesn't hurt him.
Katharine is struggling through 3' of snow. Cold and tired, she decides to use the Element's Friend cantrip. Although she's
no longer affected by the cold, she still has to track through all the snow and the wind isn't helping either...

Appearance: During it's use, the caster might glow slightly or the cantrip is invisible and just 'works.'
Successes: Each success allows for greater duration.
Successes Duration
1
1 turn
2
3 turns
3
5 turns
4
Rest of the scene
5
Rest of the story

** Physical Cantrip Barrier


Under the existing Changeling rules, one must take a point of temporary banality to try to resist a cantrip. This cantrip was
created by changeling sorcerers who desired to have some type of defense against other changeling sorcerers without having
to resort to banality. However, there is a catch. This barrier only works against physical cantrips. This includes Gimmix
(Legerdermain), Hopscotch (Primal), Elder Form (when used on another person -- Primal) as well as anything that manipulates a
physical object.

Appearance: When used, the caster is enveloped in an invisible sphere. If hit with a cantrip, you can see part of it as the
attacker's cantrip bounces off (hopefully). If you've ever seen Akira, then you can guess how it works.

Successes: Each success beyond 1 gives a soak roll bonus with each success earned canceling out one of the attacker's
successes. The cantrip also remains effective for a number of turns equal to the number of successes earned.
Successes Result
1
Stamina
2
Stamina+1
3
Stamina+2
4
Stamina+3

Stamina+4

*** Mental Cantrip Barrier


Whereas Physical Cantrip Barrier protects a changeling from physical cantrips, Mental Cantrip Barrier keeps one safe from
illusions, mental attacks, and attempt at mind control, particularly certain Chicanery and Legerdermain cantrips. It even works
again Sovereign. Strangely, it has no effect on certain fate-oriented Soothsaying cantrips.

Successes: Each success over one adds a die to the character's wits for an attempt at resisting the cantrip. Each success
earned decreases the attacker's successes. Thus, if you got as many or more successes than the attacker, you cancel out the
cantrip. Even if you don't get all of them, the cantrip is likely to be weakened.
Successes Results
1
Wits
2
Wits+1
3
Wits+2
4
Wits+3
5
Wits+4

**** Total Element Protection


This mighty cantrip is an improved version of the earlier cantrip element's friend. It allows the character to effectively be immune
to all natural enviroments as well as keep the character safe from cantrips based on elemental forces (ie, the element arts).

Appearance: Same as with the first level cantrip.


Successes: As with element's friend, the more successes you get the longer the cantrip lasts. If attacked by an element-based
cantrip, add the number of successes to the character's stamina to soak. Each success earned cancels out one of the attacker's
successes.
Successes Duration
1
1 turn
2
3 turns
3
5 turns
4
Rest of the scene
5
Rest of the story

***** Super Force Barrier


This is the ultimate in protective cantrips. Not only will it defend the character against the majority of all cantrips but it will work
against real and chimerical weapons attacks (including other supernatural being's powers). This is particularly good against
firearms.

Appearance: When used, the caster is enveloped in an invisible sphere. If hit with a cantrip, you can see part of it as the
attacker's cantrip or weapon bounces off (hopefully). If you've ever seen Akira, then you can guess how it works.

Successes: Each success earns the character the below number of successes. Yes, I know that's alot.
Successes Results
1
Stamina+1
2
Stamina+3
3
Stamina+4
4
Stamina+5
5
Stamina+7

Pyretics
By J. Lance Alloway (lanja@cbn.net.id) for the Salamander kith

Description
This is simply put, the art of molding fire to one's will. It is almost exclusively the domain of the Salamander Kith, as few outside
this group can withstand the intimate contact with roaring flames necessary to learn and use the art. It is believed that the origin
of this Art lie with a Fae master of the Primal Art who made the first contact between Arcadia and the elemental realms of flame
found in the Umbra. Thus did the first Salamander come into being, and soon thereafter did Arcadia learn of the art of Pyretics.
This Art is especially important for Salamanders because, in addition to the specific powers gained at each level of mastery, it
represents the degree to which they have learned to harness and use the power of their Heartsflame. Masters of the Art are
capable of producing prismatic displays of living fire, which can astound, captivate and potentially terrorize onlookers, while the
novice must concentrate on simple tricks such as summoning fire in her hand. The greater a Salamander's mastery of Pyretics,
the larger and more complicated the possible effects may be.

Attribute
Dexterity

* Tongues of Flame
This subtle but useful aspect of Pyretics is the ability to literally speak with flames. The Salamander casting this Cantrip can
communicate with the elemental spirits of fire, and can even strike up a conversation with any normal flame she encounters. This
is very much like in the Primal Art's ability Whisper (though at any volume desired), and provides the clearest proof of ties
between the two arts.
What the flame knows depends on its size and the length of its existence. A campfire could speak of those who gathered around
it and their immediate surroundings, while a volcano could tell you about anywhere its lava has spread over the centuries. The
trick is that when the fire goes out so does its awareness. Picking up a cigarette lighter and asking the flame who owns it would
most likely get the response, "You, I guess." On the other hand, one could also dig though the ashes of a burnt out building, and
learn all its secrets if only a single ember remains alive.
As mentioned above, this Art taken as a whole represents the degree to which a Salamander has learned to cultivate control of
her Heartsflame. At this initial stage the Salamander can only produce small and simple effects such as creating fire in the palm
of her hand or turning her hair into a corona of flame. To create any such effects, the Salamander rolls Dexterity or Wits (player's
choice) + Performance/Artistic Expression or Intimidation (depending on the desired effect). The Storyteller assigns difficulties,
depending on the complexity of the display. Flames created in this manner are still Chimerical unless the Wyrd is invoked. It
requires one point of Glamour to make the flames real and capable of causing real damage.

Effect: Chimerical or Wyrd

** Feeding Flames
Now not only is the Fae unharmed by flames, she can also gain sustenance from them. So long as there are flames present, the
Salamander need not eat food or drink water. Everything her body needs may be drawn from the essence of the flames. This is
extremely useful when travelling in the Umbra where supplies are generally few and far between.
At this level of mastery, a Salamander can begin to create larger and more complicated effects using her Heartsflame. Such
creations may also be maintained without being in contact with the Salamander's body. Flames created in this manner are still
Chimerical unless the Wyrd is invoked. For real flames them to exist out of direct contact with the Salamander for more than a
turn, there must either be some fuel present to feed off of, or an additional point of Glamour must be spent. A normal fire so
created can be controlled as easily as the Heartsflame, but the Salamander is still limited to one such effect at a time. This
distinction grows somewhat blurry as a single effect begins to spread throughout a room or area.

*** Dragon's Breath


This power is one of the reasons Salamanders are so greatly feared. Like the Dragons of legend, possessors of this power can
belch forth gouts of searing flame incinerating targets up to ten feet away. For each Glamour point spent, the Salamander does
up to 3 dice of aggravated damage, depending on how directly she hits her target (one die of damage for each glamour point
spent per success up to 3 successes for a direct hit). Tongues of Flame at this point can be used to create intricate and multi-

colored pyrotechnic effects with multiple components. Bonfire-sized conflagrations can be created at will, though fuel must still
be present, or Glamour expended, to maintain them.

**** Firewalker
This cantrip's name is at once very descriptive and very deceptive. It does not simply allow the caster to walk unharmed through
fire. Even the youngest Childling Salamander can do that with ease. Instead it allows the caster to use fire as a portal to the
elemental realms of fire within the umbra. From there, the Salamander may travel normally within the Umbra or cross back to
anywhere on earth where a fire burns. The number of successes how quickly the Salamander crosses from point A to point B.
Successes Travel time
1
One hour or more
2
Five minutes
3
one minute
4
Ten seconds
5+
Instantaneous
The Tongues of Flame Cantrip at this level of mastery is capable of generating truly beautiful and terrible panoramic effects
involving complicated effects and moving shapes. An interesting side effect of the firewalking ability makes maintaining
seemingly impossible aerial effects much easier. The Salamander may tap into fires on the ground to funnel fuel into such,
effects thus avoiding the need to expend more Glamour. At this point, an area the size of a concert hall can be instantly
consumed in Chimerical flames.

*****
Of One Nature
One side effect of this power is that, over time, it causes the Salamander's Heartsflame to expand and grow. As a result, more
and more of the Salamander's form can be transformed into living flame, until at this stage, the Salamander's entire body can be
so transformed. When in this fiery state, the Salamander cannot be harmed by physical means. Nor can fire of any kind cause
damage. Only the effects of water, cold and entropy can harm the Salamander. Directed attacks of these varieties cause one
level of damage per success. It is left to the Storyteller to determine when the intensity of such attacks result is sufficient to cause
aggravated damage. If a Salamander is brought to Incapacitated while in this fiery form, he is not actually rendered unconscious,
but instead reverts to her normal form, and temporarily loses the use of her elemental powers (though if some fire is present, a
permanent Willpower can be used to escape via Firewalker).
In the hands of a master of Pyretics, the effects possible using one's Heartsflame are truly astounding. Whole city blocks can be
transformed into a raging inferno. Gigantic, airborne beasts of sentient, living flame can be summoned forth from the Umbral
realms of fire. But the most terrifying aspect of this power is that the Salamander need only choose whether her effects are
Chimerical or real, so strong are her ties to the fiery realms.

Quiescence
By Cloak, for the Weavers Doom.

Description
Quiescence is an Agenda designed and used primarily by the Weavers. Unlike the Harbingers, they do not guard the secrets of
their Agenda so miserly. In fact they are often open to sharing it with any who wish to learn. In this way they find that stasis is
promoted even further. All Weavers, however, have at least minimal knowledge of this Agenda.
Quiescence is the Agenda of stasis. Whether or not it evolved from Webweaving is an unknown, but often speculated, matter. It
has however shown to bring some interesting spins to what on the surface sounds like a dull power. Generally this Agenda
requires a roll of Intelligence+Technology (or Medicine on living targets).

* Distilation
The key to bringing a compound to order is understanding its minute components. This ability allows the user to see the different
details that make up a construction. On objects it allows the user to determine the detailed compound make-up, allowing him to
find the weak and strong points of any structure. This Agenda has also been applied to social constructs as well. In this case it
alows the user to determine social dynamics of a group.

System: This allows the user to gain an extra success on any repair (or medicine if the target is living) rolls, or inflict an extra
point of damadge. Also, it allows the Weaver to disassemble the target in up to half the regular time.
In the case of social dynamics, substitute Empathy for Technology. Difficulty is the highest glamour present.

** Streamlining
Perhaps the most obvious weakness of the Weavers is their tendency to fall into very ridgid routines. No doubt that is a side
affect of knowing this art. When the Weaver reaches this level of understanding he is able to show others the importance of
discipline. Slowly he convinces those around him that Streamlining every action is of the utmost importance. It begins with a
simple task, the person begins to brush his teeth in exactly the same way at precisely 8:05am. (note: this is difficult for a sluagh!)
Slowly he begins to add other tasks to the regime. Within a month, his routine will be clockwork.

System: This obviously takes time to complete. During a dinner conversation a Weaver may be able to convince his target of
the importance of discipline in one task (ie. brushing teeth). Over the next period of time the target will begin to see the Weavers
wisdom as the discussions continue. Each hour of discussion the Weaver may roll Manipulation+Empathy. Each success grants
the target one temporary point of Banality. 3 successes the target begins to perform a task in an exact way, 5 at an exact time.
15 successes and the work day regime from dusk till dawn is exact. 30 and the entire life of the target is determined by
schedule. Those affected by this power are notoriously bad love-makers.

*** Root
Weavers are known for their stubborness, aloofness, egotism, and ability to stay rooted to a spot. The last comes from this
power. With it a Weaver may root anything to another surface, no matter how frictionless that surface may be. All one must do is
hold the target against the surface for a small duration and then it will be unable to move.

System: This is accomplished by sheer will it would seem. The power requires a willpower roll. Each success makes it harder
for the subject to move. In the case of naturally heavy items, ie. a dumptruck, it raises the effective strength level needed by one
per success. A person rooted to the ground risks taking successes in damage if she attempts a strength roll+athletics to move.

**** Making the Mold


Weavers reaching this level of Quiescence are honoured among their kind. It allows them to make exact duplicates of anything
within their realm of knowledge. The duplicates do have some range of difference, but perfect ones have been known to be
created.
The Weaver must have studied his target for one hour per success he wishes to attain before attempting this task. After,
however, he may make as many duplicates as he wishes. Also, it helps if the Weaver has some knowledge of the target's
workings, otherwise the difficulty is +2. Difficulty for regular items is 6. Difficulty for animals, people, or chimaera is 8 or their
glamour rating (highest). Study of living beings may be done through mere interaction, ie. at a diner party. 3 successes on the

roll creates a passable duplicate, but any who are on familiar terms with the target will notice quickly that something is amiss. 5
creates a duplicate with some isignificant flaw or personality quirk. Seven creates a perfect copy.

***** Perfect Stasis / Carbonation


The nickname of this power was assigned by a forgotten Pookah (romor says his first name was Runcible. . .) who had obviously
seen a certain movie trilogy more than once. It allows the Weaver to freeze one object, and its contents in perfect temporal
stasis. This stasis can only be broken when the Weaver allows or by some supernatural means until the duration of effect is up.
Success determines the duration. One equals one turn. Two equals one scene. Three one day. Four one story. Five six months.
Six may be permament. . . . This is the same duration chart as for mage magick.

Rage-Call
By Daniel Mitchell (tempest@yoyo.cc.monash.edu.au) for the Baga-Djimbiri

Description
This Art is the exclusive province of the Baga-Djimbiri. They were taught this in gratitude by the Bunyip, who used this teaching
as a way of understanding their Rage. The Baga-Djimbiri, a naturally warfaring kith, were very pleased at this, and swore eternal
fealty to the Bunyip. Ths Art is most often called when the Baga-Djimbiri are battling the foes of the Bunyip.

Attribute: Strength

* Senses Beyond Senses


By concentrating, the Baga-Djimbiri are able to sharpen their senses to an amazing degree. This cantrip is particularly used to
sense things that are out of the ordinary, and can also be used to detect the true nature of things. However, not all this
information is transmitted in the one sense -- sometimes it comes as a sound, a smell or even a taste.

System: The person receiving the sense determines the Realm. It is possible to use this with Nature or Prop -- the object in
question will often act strangely in response to the sensory input. Scene may be used to either give the sense to more people or
to give the power to an area. The number of successes determines the amount of information available; 5 successes will tell the
caster anything.

** Heart of Flame
Using this power, the Baga-Djimbiri can call upon the most obvious aspect of their brethren the Bunyip -- the aspect that the
Bunyip tried to understand and defeat within themselves known as the Rage. When invoked, the Rage allows the Baga-Djimbiri
to perform mightly battle deeds, but also exposes them to the risk of frenzy.

System: Actor or Fae are the main realms for this, but Nature can be used to give it to normal animals. For each success
gained, the Baga-Djimbiri is imbued with a Rage point. This Rage may be used in the same way as a Rage point normally
would.

*** Brotherblood
This is a powerful ability, usually called upon during great battles with their foes. This power allows the Baga-Djimbiri to
regenerate wounds received in combat, even aggravated wounds.

System: Actor or Fae are the usual realms for this, but it may also be used on any other thing to heal it gradually. Each success
gained allows the Baga-Djimbiri to heal 1 wound of any type, including aggravated at any point. This lasts for the whole scene.

**** Form of Wrath


This fearsome ability allows the Baga-Djimbiri to take in a Bunyip spirit and assume their form known as Crinos to some
degree. This cantrip is invoked only under the most dire of combat circumstance, and is often the reason why the Baga-Djimbiri
can wipe out whole caerns of Garou.

System: Actor or Fae are the only realms usable -- Scene can be used to imbue multiple people with this (Storyteller
discretion). The number of successes determines the relative power and duration of the merging. The form may be dissipated
before the alloted time by either spending 2 Willpower or Counterweaving.
Successes Duration Rage Attribute bonuses
Delirium
1
1 minute 2
Normal
Normal Delirium
2
10 minutes 4
+1 Strength and Stamina
Normal Delerium
3
20 minutes 6
+2 Strength and Stamina
-1 penalty to Delerium
4
30 minutes 8 Rage +3 Strength and Stamina; +1 Dexterity -1 penalty to Delerium
5
1 hour
10
+4 Strength; +1 Dexterity; +3 Stamina Will cause Delerium in anything

***** Bunyip Dance


This awesome cantrip requires a corroboree lasting from sunrise to midnight without stopping. At midnight, a sacrifice of an
enemy of the Bunyip is performed, which allows the Bunyip to take on their physical forms until sunrise. This cantrip is only used
when a dire threat to the Dreamtime and to Gaia is spotted, such as a Black Spiral Caern, Technocracy Construct or Nephandi
Labyrinth.

System: The knowledge of this cantrip is highly restricted. Once the sacrifice is performed, the caster spends a permanent
Dream point and all participants roll their Dream against their Silence. Every 3 successes summons a Bunyip spirit back from
the dead until sunrise.
However, only certain creatures are worthy of sacrifice. The only things that can be sacrificed to call the Bunyip are a Black
Spiral Dancer, a vampire, a Nephandus, a Dauntain or an Autumn Person.

SEASONS
By Chris Granniss (Wakizashi@aol.com) (August 9, 1995)
OK, Here is a new Art for Changeling. I didn't make up Bunks for it yet, but will eventually (or you could make your own & post them!)
Let me know what you think.
Seasons gives the Changeling the ability to tune in and effect the natural world. It is not a common art, but many legends are based
upon its cantrips. It is primarily a noble's Art, though certain commoners have learned it.

Attribute: Strength
* Long Winter's Night: This cantrip allows the user to put someone to sleep. The target suddenly becomes quite sleepy and looks for
a good place to lie down and sleep. With more successes, the target will go to sleep faster and for a longer period of time. The target
may resist the sleepiness with Willpower (diff. 7)
Realm: The realm determines who is affected.
Actor - Describes the subject of the cantrip.
Fae - Describes the subject of the cantrip.
Nature - Describes what you must touch to cast the cantrip. Alternately, the cantrip can be used to set natural things to sleep (Animals
go to sleep, flowers and plants close up, bricks become hypnotised...).
Prop - Describes what object must be wielded to use the power.
Scene - Describes the area you must be in to use the cantrip.

** Spring to Life: This cantrip fills the user or target with vim and vigor, putting off the time needed to rest or heal as if she had slept
for a full night and is ready to face the world again. The subject gains all of the benefits of resting a full night, including the regaining of
Willpower (1 pt. for every two successess rolled), healing of chimerical wounds, and at the discretion of the Storyteller, only if they are
in a Freehold, the gaining of a point of Glamour.
Realm: The realm determines who is affected.
Actor - Describes the subject of the cantrip.
Fae - Describes the subject of the cantrip.
Nature - Describes what you must touch to cast the cantrip.
Prop - Describes what object must be wielded to use the power.
Scene - Describes the area you must be in to use the cantrip.

*** Summer Days: (Originally posted as Long Summer Nights)


Realm: the realm determines who is affected.
Actor - Describes the subject of the cantrip.
Fae - Describes the subject of the cantrip.
Nature - Describes what you must touch to cast the cantrip.
Prop - Describes what object must be wielded to use the power.
Scene - Describes the area you must be in to use the cantrip.
Successes: The number of successes determines the number of people affected by the cantrip, one per success. For those clockwatchers, judge the effects of time loosely, but once you feel that the Changeling should be getting tired (through exertion or just
lateness) start making stamina rolls (Diff. 6 to start, rising as time wears on) and if necessary giving the Fae fatigue modifiers. Note:
this does not gain the Changeling extra actions, just extra time; everyone the affected comes in contact with tends to get swept up,
temporarily, in the effect as well).

**** Autumn Wears On: This cantrip allows the Changeling to age things. It is a dangerous cantrip because it tends to bring forth
banality. It can be used to age a person, place or thing the number of "years" equal to successes. These "years" are subjective to the
object being affected - A human or fae actually ages in years, a small plant ages in seasons, etc. This power can be used to age
objects to the point where they break. If the power is used to age a person, a point of temporary banality should be gained. If used to
age a Fae (resisted by Glamour Diff. 6) a permenant point of Banality should be given.
Realms: Determine what is effected.
Actor - Describes the subject of the cantrip.
Fae - Describes the subject of the cantrip.
Nature - Describes the subject the cantrip.
Prop - Describes the subject of the cantrip.
Scene - Describes the area you must be in to use the cantrip.

***** Turn of the Seasons: This cantrip allows the user to change the season for a brief time. It allows for summer weather in the
wintertime and snowball fights in the summer. The effect "fools" nature into believing it is another season for a time determined by the
number of successes. The longer it is another season, the more effect the change in weather will have on the surrounding area.
General effects: Summer - the days become long and hot; autumn - the air becomes crisp and leaves change color; Winter - the days

become short and cold, snow starts to fall; Spring - The earth begins anew, flowers bloom and passions run high.
Realm: the realm determines who is effected.
Actor - Describes who you must be with to cast the cantrip.
Fae - Describes who can cast the cantrip.
Nature - Describes what you must touch to cast the cantrip.
Prop - Describes what object must be weilded to use the power.
Scene - Describes the area effected by the cantrip.
Successes: The number of successes determines the length of time the cantrip lasts:
1 Success - Only a day
2 Successes - Two days
3 Successes - A week
4 Successes - Two weeks
5 successes - A month.

The Art of Shapes


By Dom Parry (dom@bottled.demon.co.uk)

Description
Ever wondered why Fae are called the Little People? Perhaps this might help. This Art allows the changeling to effect changes
in object and persons, depending on the Realm, either as a distraction or as a permanent change. Fae can change objects or
persons by using Primal 5 Elder Form, but it is too drastic and limited for most transformation magic seen in examples from
Fairy Tales and other stories. Changes can be only chimerical or rendered 'real' by spending Glamour and invoking the Wyrd.

Bunks
Shapes bunks generally involve the touching of the target, either with waved wands or by closer more intimate methods, such as
stroking kissing or blowing upon. A simple gesture in the targets direction or throwing something will suffice for level one.
Touching with an object for two. A close touch within the target's grasp, either by air or clothing will net level three. Prolonged
physical contact 'skin to skin' for level four and level five requires the performance of some task such as tattooing or drawing
upon the target, taking at least one hour.

Attribute
Perception

* The Subtle Shift


This cantrip effects small and fleeting changes in objects or people. These changes include colour or texture and slight changes
in shape weight or size. All changes are mainly cosmetic, but can mislead or distress. Wasn't that book red a moment ago?
Invoking the Wyrd and spending two Glamour will double the duration.

Type: Chimerical

** Visage Change
With this level of cantrip more permanent changes can occur. Also the whole of an object can be affected. The changes
must be from the object to something similar; gold to lead or a cat to a dog, for example. A useful power to disguise
oneself, this cantrip can be used to mimic the birthright of some Pooka. Duration can be doubled as above.
Successes Duration
1
One second/moment
2
One turn
3
Thirty seconds
4
One minute
5
One Scene
1
Half an hour
2
1 hour
3
1 day
4
1 week
5
1 month

Type: Chimerical

*** Little Big Steps


This level of cantrip allows great size change from anything up to shrinking to ten times as small or conversely to a size increase
up to ten times as big. Go ask Alice.

An elected size may be sought but the nuber of sucesses govern how close to that goal the changeling gets. These changes
affect everything within the target's aura (clothes possesions etc.).
Successes Effect
1
One quarter as big again or three quarters of the size.
2
Half as big again or one third of the size.
3
Double the size or half the size.
4
Five times the size or one fifth.
5
Ten times the size or one tenth.

Type: Wyrd

**** One Thing to Another


This cantrip effects a change from one thing simply to another permanently but always carries a reversal of the bunk used to
dispel (like reversing the blowing on the noses of handsome princes to change them to frogs). The cantrip can be cancelled by
the caster at any time. Physical attributes change to those of the new shape but mental faculties are retained. Common uses of
this cantrip are to curse victims such as unwary enchanted mortals.

Type: Wyrd

***** The Uncanny Transmogrification


This is the ultimate in Shapes. Anything into anything for as long as you like. One Glamour point must be spent for every 2 points
of Banality to overcome. These points are then destroyed. Use of this cantrip will blast the Mists away from anyone around to
witness its use and can cause insanity and bedlam in observers.

Type:Wyrd

SONGS
By Chris Granniss (Wakizashi@aol.com) (11 August 1995)
The darned Fae under the bed won't let me stop feeding his Glamour, so I had to come up with another Art.
The Fae are known for their songs and the power of music. Legends of mermaids leading sailors to their doom and of screaming
banshee come from this art. The prohibition on this art is that the caster must sing for the art to work in addition to any bunk he draws.
Attribute: Appearance

* Caught in a Melody: This cantrip allows the caster to stick someone else with a song and have that song replay over and over in
the target's head. The affected loses concentration easily and is less perceptive as the song plays over and over again. The
Changeling must whistle or sing a line of the song in addition to the Bunk used in order for the person to be caught. (A favorite tune
used for this is the Manama Na from the Muppets) The afflicted is at half perception and wits for the duration. (Note: if the person
starts humming the song where the Banality is low, this condition is infectious!!)
Realms:
Actor - Determines who is affected
Fae - Determines who is affected
Nature - Determines what element you must have for the cantrip to work
Prop - Determines what must be held for the cantrip to work
Scene - Determines the area affected by the cantrip
Successes: Each success increases the amount of time the victim is afflicted with the repeating song.
1 success: 1 turn
2 successes: 10 minutes
3 successes: 1 hour
4 successes: 1 day
5 successes: 1 week (Check for Bedlam at this point!!!)

** Lure of the Siren: By use of this cantrip, the caster may enchant one or more people. Much like Grandeur, this power often causes
people to fall in love with the Fae. The affected will make every effort to get close to the Fae with the intent of listening to him sing and
will not notice anything going on around him. With enough successes, the affected would walk through fire to get to the Fae, just to
listen to the song.
Realms: Determine who is affected
Actor: You can call mortals
Fae: You can call changelings and other enchanted creatures
Nature: What the subject must be touching
Prop: The object you must wield
Scene: Where you must be.
Successes: Successes indicate how thoroughly enthralled your subject is and how many successes it takes to break out of the spell
(Diff. is the caster's Cha+Singing, with modifications for difficulty in reaching the singer)

*** Soothe the Savage Beast: This song gives the caster the ability to calm anyone. It can stop a rampaging animal or a frenzying
Vampire or Garou (though for these, you better hope for an easy Bunk!!). They must roll their Banality (or Humanity or Rage) to resist
(Diff. 8)
Realms: Determine who is affected.
Actor: You can calm mortals
Fae: You can call changelings and other enchanted creatures (included at the Fae level are other supernaturals)
Nature: What the subject must be touching
Prop: The object you must wield
Scene: Where you must be.
Successes: Successes indicate how quickly the person is calmed. (1 success = 5 turns; 5 successes = instantaneously).

**** Scream of the Banshee: This power requires the Changeling to make a godawful noise, though it must be nearly lyrical to work
(Think bad heavy metal bands with no guitars). The power is offensive magic that either causes everyone to flee, stand shock still with
terror or even become deaf from the piercing wail (causing Health level damage).
Realm: Indicates who is affected
Actor: You can affect mortals
Fae: You can affect changelings and other enchanted creatures
Nature: What the subject must be touching
Prop: The object you must wield

Scene: Where you must be.


Successes: Successes indicate how frightened the target becomes, and can be resisted by Banality (diff. 7) 1 success - the target is
scared; 2 successes -- the target wishes to leave via the nearest possible exit; 3 successes -- the target runs blindly away from the
sound; 4 successes -- The target is either scared stiff or faints dead away; 5 successes -- the target faints and takes damage (1
Health) from the piercing sound.

***** The Gift of the Bard: This is the most powerful of song magic. It allows the caster to rewrite history to his liking. The caster sings
a song about the adventures that they had that day, and they become true. There must be a basis in truth for the song, but it may be
embellished and changed a bit. The number of successes determines the degree to which reality conforms to the song. This power is
truly phenomenal, because a creative and lucky songwriter can change nearly anything within the past day (or alternately, adventure).
Use with caution.
Realms: Determine the thing, place or person your song affects.
Actor: Describes the subject of the song
Fae: Describes the subject of the song
Nature: Describes an element to be changed or subject of the change.
Prop: Describes an object affected by the song
Scene: Describes the place where the adventure took place..
Successes: Successes indicate how thouroughly reality can be changed.
1 success: means that minor events will conform to the new reality (The person was wearing a different set of earrings, etc.)
2 successes: A significant change can be made (Andy wasn't hurt at all in the fall he took (that actually cost him a broken leg)
3 Successes: A important thing can be changed (We soundly thrashed the bad guy, when he walked away cackling)
4 successes: A monumentous thing can be changed (We retrieved the Star of Asteroth -- its in the Pooka's purse!)
5 successes: An earth-shattering change can be made. (Candor was gravely injured by the sting of the Vampire's bite, but survived to
fight another battle; in "reality", he died...)

Sorcery
By Kevin Mowery
This is the Art of trafficking with the dead. Few fae possess this Art, as it is universally frowned upon by the Seelie court and even
Unseelie fae tend to ostracize those who practice Sorcery.

Attribute: Manipulation
* Sight Beyond: This cantrip allows one to see and communicate with the spirits of the dead. If the spirit is asked a question, it is
under no compulsion to answer or to tell the truth.
Realms
Actor & Fae: describes who can interact with the spirit
Nature & Prop: describes what must be held to interact with the spirit Scene: describes where the spirit can be interacted with
Successes
1 success: the spirit can be seen for one scene
2 successes: the spirit can be seen for one scene and talked to for one round
3 successes: the spirit can be seen and talked to for one scene 4 successes: the spirit can be touched for one round
5 successes: the spirit can be touched for one scene.

** Knowledge of Solomon: This cantrip forces a spirit to answer questions from the caster. Although the spirit can lie, it must make
a Willpower roll against the caster's Glamour for each question it wishes to answer dishonestly--it can always choose not to answer a
question at all. In addition to any Bunk that must be performed, the caster must know the birth name of the spirit she is trying to contact.
Realms: all describe what the spirit will answer questions about. The spirit cannot truthfully answer a question outside its own
knowledge.
Successes: the caster may ask one question per success

*** Soul's Vessel: This cantrip binds a spirit into a physical object or person. The spirit can use its normal abilities and Arcanos
through the vessel, but has no access to any abilities or powers of the vessel.
Realms: describe what the spirit can be bound into
Successes: describes the length of time the spirit will be bound
1 success: 1 scene
2 successes: sunrise to sunset, or dusk to dawn
3 successes: 1 full day
4 successes: 1 week and 1 day
5 successes: 1 month and 1 day

**** Spiritwalk: This cantrip allows the subject to travel into the lands of the dead (the Shadowlands). Travellers in the Shadowlands
will see the world as dull and lifeless, but will not gain the Deathsight abilities of a Wraith. Use of this cantrip gives the caster a point of
Banality.
Realms
Actor & Fae: describes who travels to the Shadowlands
Nature & Prop: describes what must be carried to travel into the Shadowlands
Scene: describes where one must travel into the Shadowlands
Successes: the number of successes determines the length of time the subject may stay in the Shadowlands
1 success: 1 scene
2 successes: until next sunrise
3 successes: 1 full day
4 successes: 1 week and 1 day
5 successes: 1 month and 1 day

***** Unshriven Host: This cantrip places a number of spirits (typically spectres) under the command of the caster. The spirits will
follow a simple command of the caster for one night or until the completion of the task, whichever is shorter. Sample commands might
be "Bring me the Baron of Clearwater alive", "Find and kill the man who murdered my wife", or "Harass anyone who enters until they
leave".
Realms
Actor & Fae: describes the subject of the Host's hunt
Nature & Prop: describes what must be held to command the Host
Scene: describes the area in which the spirits will have influence (NOTE: Use of the Scene realm will greatly limit the range of the
Unshriven Host and as the spirits summoned are of a malevolent nature, they will usually cause enormous collateral damage to any
area they are restrained in, unless specifically instructed not to do so.)

Successes: determines the number of Spectres that appear to serve the caster
1 success: 5 Spectres
2 successes: 10 Spectres
3 successes: 20 Spectres
4 successes: 50 Spectres
5 Successes: 100 Spectres

Spectrokinesis
By Brendan Dalton (beemanfunk@hotmail.com)

Description
Spectrokinesis is the art of manipulating of light colors. This helps Kithain with creating Art by making it more colorful and
vibrant. Each color has its own magical properties, but only those who have this art can bring it out. It can help camouflage them,
make them look more Glamourous, and even entice mortals with magical flashing lights.

Attribute
Manipulation

* Dancing Lights
Dancing Lights allows the user to take all of the color of the spectrum and turn them into a mesmerizing light show. This may
often be used to distract or lure a person from being too nosy or keep them out of trouble. It has also been used to entertain, for
it is a marvelous sight to see.

System: The Realm determines the target being entranced by the cantrip. Most likely Actor or Fae would be used, however
Nature can be used to charm animals. If the Scene Realm is used, then an object must be used to create a focal point. In this
case, Prop or Nature would be used, however a person or changeling could be the focal point, unfortunately the targeted being
is also subjected to the effects of the cantrip. The number of successes indicates how long the target is mesmerized. Spending
an extra point of Glamour, causes the target to be entrance for twice the amount of time listed below.
Successes Duration
1
One turn
2
five turns
3
10 minutes
4
1 hour or one scene
5
6 hours

Type: Chimerical

** Chameleon Skin
Chameleon Skin is similar to Veiled Eyes. The difference is that the user causes the target to blend in with the colors of her
environment. It can also be used to make objects that stick out blend in to their surroundings thus becoming unnoticed.

System: The person or object being blended determines the realm. Using a Scene with Nature or Prop to blend multiple objects
can get tricky since you are trying to blend a forest or a city into itself. The number of successes determines how well a person
can move about from area to area while blended.
1 You can stay up against a plain wall or flat on the dirt ground without moving.
2 If you creep or crawl slowly while your're around wall paper, grass, sand, or on the street.
3 You can walk at a normal pace behind a wall with graffiti, multi colored bricks, dense forest, or even an open field.
4 You could jog through an art museum, business building, playground area, a garden, or an arboretum, provided the area looks
consistently the same.
5 Running indoors, out in the whole city, country, or suburbs are no problem for you. However, should you come inside from
outside or visa versa or from suburbs to the country or city, the cantrip must be re-casted.

Type: Chimerical/Wyrd (if used on a Mundane)

*** Pigment View


Users of Pigment view can get a view of the colors of the aura of a person or imprinted emotions of an object that was used
(disrupted or tainted) by a being. It shows the emotional state of that being. It can also tell what type of creature the target is, or
was when it used the object in question.

System: The person or object that is being scanned determines the realm. People, Prodigals and Fae always have Auras,
objects that have been used, however, leave an impression of the beings aura and might be faint if the object was not used with
strong emotion or has not been touched for awhile. Scene realm may be used to determine the emotion of a room or area, like if
a brawl started, or a murder took place here, dreamers being mused or ravaged, etc. The number of successes determines how
well the character sees the aura. A player can roll an Intelligence + Empathy roll to determine the meaning of the colors.
1 Can distinguish between if target is fae or not.
2 Can distinguish main color.
3 Can recognize the color patterns.
4 Can detect subtle shifts.
5 Can identify mixture of colors and pattern.
This is a chart for certain aura colors and patterns Kithain might see. For the full aura chart and colors, consult Vampire: The
Masquerade.
Condition
Aura Color
Kithain
Rainbow highlights in aura.
Dauntain
Vertical Gray Stripes in Aura.
Oathbreaker
Rainbow highlights in aura are broken up.
Chimera
Complete Rainbow Aura.
Sidhe
Brighter Rainbow highlights.
Ravaged(recent) Gray speckles in Aura.
Mused(recent) Rainbow speckles in Aura.
Autumn Person Vertical Autumn Shades Stripes in Aura.
Autumn Fae
Vertical Autumn Shades Stripes that flicker in Aura.
Ravager(recent) Darker shades of rainbow highlights in aura.
Muser(recent) Lighter Shades of rainbow higlights in aura.
Enchanted
Faint rainbow Highlights.
Dreamer
Slightly brighter Aura.

Type: Chimerical

**** Tailoring
Those who use Tailoring can make their own aura or those of others seem more vibrant or make object more interesting to look
at. Changelings may use this as an alternative to using the Sovereign Art, as it helps them with social situations and makes them
look more appealing and makes them feel more confident in social situation. Some muses use this on depressed mortals who
just can't fit in with anyone. They may take an article of clothing and cause it to look "special." Meanwhile, co-workers or kids at
school will say, "Thats a pretty necklace you have on. Is it new?" "This old thing? Ive had this for years," and a nice conversation
follows afterwards.

System: The being or the object in question determines the realm of the cantrip. If the fae changes hers or someone elses aura,
he would use Fae or Actor. This does not change the person's aura completely; the target will still have the same general
emotions (however, she may have a little more confidence in herself). If a person is under the influence of Tailoring and someone
tires to use Pigment View, the number of successes on the tailoring cantrip roll can add to the difficulty of an Intelligence +
Empathy Roll when determining the meaning of the colors. If an object is the target, Prop would more likely be used than not. The
prop must be worn (or possibly wielded) for it to take effect. Scene along with Prop or even Nature can be used to make a room
or a natural spot look nice and appeal to guests. The cantrip lasts for a day, and the number of successes determine how
interesting, or wonderful the target stands out.
1 People will notice you wherever you walk and will want to talk to you.
2 Those who normally find you annoying or depressing either respect you, or get along with you.
3 Dire enemies will tolerate you, respect you, or even like you.
4 You possess the supernatural ability similar to Grandeur.
5 It's hard to be alone. Your aura equals the nobility of sidhe, (quite like their birthright Awe and Beauty, although it does not
protect you from this birthright completely, it does however allow you to have a +1 to all social rolls, and a -1 on a Willpower
roll against an angry sidhe to attack.)

Type: Chimerical

***** Color Processing


Each color carries its own special properties and using this ability can bring it out to the world. The user takes a bit of the

essence of the color and can bring new elements to that color. Taking something red would induce fire, something blue would
induce ice wind or water, and other effects would occur with different colors.

System: The object of the color determines the realm being used and a secondary realm must be used on the target that you
wish to use the effect on it. The Scene realm can be used to affect multiple targets, but the die effects must be divided on each
target. The number of successes determines the number of dice taking effect. If you take a red object and use it for fire, the
number of successes determines how much damage can be done. Here are the effects of colors that can be used in this art.
Color/Type
Red/Wyrd
Blue/Wyrd

Effect
Fire: One level of normal damage per success.
Ice wind: Add +1 to all physical rolls per success; three successes will indicate immobilization for one turn
+ additional successes after three.

Water: Creates a blast of water, the number of successes determines how strong the blast is, 1 success
would be able to put out a campfire, 5 successes could create a small tidal wave.
Yellow/Wyrd
Causes blinding light. The number of successes determines how many turns the target is blinded. One turn
for one success. Normal light can be made to light up a room or area with Scene. The Number of
successes determine how well the area is brightened.
Green/Wyrd
Causes green vines to wrap the target making it immobile for 1 turn per success.
Brown/Wyrd
Causes a spray of slippery mud (+1 difficulty per success to all dexterity rolls for those standing in it).
Gray/Wyrd
Create a rock, the size of which is determined by how many successes you get. 1 success create a rock
the size of the character's hand, three success makes one the size of a bowling ball, 5 successes create a
man size boulder. The rock can be created in the air and hurled at the target.
Silver/Wyrd
Creates a clone of target. The clone created is similar to Phantom Shadow except that you get to use half
of the points listed (rounded up).
Orange/Chimerical Heals similar to Heather Balm. 1 health level for every two successes.
Magenta/Chimerical Can be used to cause a derangement (see Vampire) that lasts for one hour (or scene) per success.
Black/Wyrd
Can Create a hole similar to Portal Passage

Note: Overusing a particular objects color tends to make it dull and Banal. If a character is using the same object for one color
repeatedly, he or she may run the risk of gaining temporary Banality, at the Storyteller's discretion.

Type: Various (See Chart)

Spirit Realm
By Jade Hammons (sidhe@ionet.net) (2 December 1995)

Description
This realm is intended to affect ghosts, spirits and spiritual entities. This includes spirits bound into fetishes. It interacts with arts
in the same manner fae, or actor do.

* Wisps
This level affect ephemera, and low powered spirits.

Ability: Occult

** Voices
This level affects lower ranked spirits: Drones, gafflings, etc.

Ability: Empathy

*** Cold Chills


This level affects the spirits of medium power: Wraiths, Jagglings, etc.

Abilities: Kenning

**** Hauntings
Spirits opposed to the Dreaming are affected by this level: Spectres, Totem Incarna, Etc

Ability: Enigmas

***** The Council


This level affects powerful Umbrood, Powerful Incarna and Malfeans

Abilities: Etiquette

Thought
A new realm for Changeling
This is the realm of all things relating to memory or emotional state.

* Specific Thing
This is a memory about a specific thing. It is a single memory, and cannot be used to affect all memories of a person or thing.

Ability: Crafts

** Specific Feeling
This is an emotion about a specific person or thing. For example, a feeling of happiness associated with a playground, or a
dislike of brussel sprouts.

Ability: Expression

*** Specific Time


All thoughts and feelings being felt at a specific time. The time period cannot be longer than an hour, and must be remembered
by the target at the time of the cantrip.

Ability: Mythlore

**** General Thing


All thoughts and feelings associated with a single object or person.

Ability: Enigmas

***** General Feeling


A specific emotion. Examples include happiness, sadness, anger, lust or boredom.

Ability: Empathy

Examples
Chicanery
Fuddle: Cause target to be confused about a memory or emotion.
Fugue: Very specific removal of memories and emotions.
Haunted Heart: Very specific creation of feelings associated with memories.
Veiled Eyes: People don't notice specific memories and emotions.
Captive Heart: Make someone believe they are something from memory.

Legerdemain
Gimmix: What you have to think on or feel to grasp something.
Ensnare: Thoughts or emotions that have to be felt to ensnare.
Effigy: Duplicate memories and emotions.

Mooch: Describes what must be thought of to move something.


Phantom Shadows: Create an illusion from memory.

Primal
Willow-Whisper: Describe what you must think on or feel.
Heather-Balm: What thoughts or memories must be felt for healing to occur.
Oakenshield: Describes what emotions must be felt.
Holly-Strike: What must be thought of to cause damage.
Elder-Form: Describes what emotion you are changing.

Soothsay
Fair Fortune: Describe what the subject must think of or feel.
Boil and Bubble: Describe what the subject must think of or feel.
Tattletail: Describe the mental state of what you perceive.
Augury: Describe what memory or emotion will be involved.
Fate Fire: Describe what memory or emotion Fate will work through.

Sovereign
Protocol: Describes the mood affected by the cantrip.
Dictum: Describes what the subject must think of or feel.
Grandeur: Describes what you must think of or feel to affect the subject.
Weaver Ward: Describe the thoughts or feelings of what is being protected.
Geasa: Describe the objective of the Geasa.

Wayfare
Hopscotch: Describe what you must think of to jump.
Quicksilver: Describe what you must think of to move quickly.
Portal Passage: Describe what you must think of to pass through the portal.
Wind Runner: What you must think of or feel to fly. (Think happy thoughts)
Flicker Flash: Describe what you must think of or feel to teleport.

The Art of Treasure


By dwolf, (dwolf34@netscape.net), with much help from the satyr Athanasias

Description
Any fae can put Glamour into an object to be used to Enchant a mortal. This Art takes that one step further, and becomes the Art
of creating Enchanted objects, Treasures. (They have to come from somewhere, after all.) To begin, you need a normal,
mundane object, a chair or a coin or a stick or something. This Art will not create Chimerical objects at all!
The Realm for this Art is Prop. Only occasionally may Scene be used. Bunks should be lengthy and require many hand gestures,
as well as a spoken description of exactly what the object will look like and do. The higher the level of the cantrip, the longer the
bunk should take to perform.

* Chimerical Mien
The caster uses this cantrip to create a Chimerical Mien for an existing mundane object. The Chimerical Mien does not have to
match the object's mundane seeming, but must be similar in size. The number of successes tell how detailed the Chimerical
Mien of the object is.

Example: Little Michael's favorite toy stegosaur is simply blue plastic in the mundane world, but to the Enchanted, it is beautifully
detailed with iridescent scales and ivory teeth; its razor sharp claws and tail spikes are shiny steel. If his parents knew, they'd
take it away.

** Glamour Store
With this cantrip, the caster can create an object that is capable of storing Glamour for use in those dry times between musings.
The cantrip is cast on an object, and then Glamour is put into it exactly as if it were being used to Enchant a mortal. The Glamour
remains in the object until removed, although anyone who can use it can remove it. These simple treasures gain an instant
Chimerical Mien exactly like their mundane seeming, except brighter, unless Chimerical Mien has already been cast on them.
Successes Glamour capacity
1
2 points
2
5 points
3
10 points
4
20 points
5
50 points

Example: Peaches uses her wedding ring to store up to ten points of Glamour, even though it doesn't look like anything but the
plain gold band it is. She puts them in when she has a ready supply, and doles them out to herself when she needs them.

*** Catch a Cantrip


The caster prepares an object with this cantrip, and then casts another cantrip into it, specifying the particular effects (if
necessary) and giving it some trigger. The new Treasure stores this cantrip for future use. Anyone who knows the trigger can use
it, and the same object can have Catch a Cantrip cast multiply on it. As with Glamour Store, the object gains a Chimerical Mien,
but once it is used up -- once it holds no more cantrips -- it reverts totally to a mundane object. The number of successes
determines the level of cantrip the Treasure can hold.

Example: Grimley carries around this dead rose stem, thorns and all, that glows an icky green in fae sight. He says it will heal
you once, if you bite it in half, but who would want to?

**** Cantrip's Effect


As with Catch a Cantrip, the caster prepares an object with this cantrip, then casts another cantrip into it, along with a trigger and
recharging method. This time, however, the Treasure will be able to use the cantrip it holds over and over, as long as it is
recharged with Glamour. The specifics of the cantrip, if any, are controlled by the Treasure's user, and the Treasure will remain a
treasure even when it has no Glamour to use -- unless broken or destroyed. Again, it gains a Chimerical Mien exactly like its
mundane seeming unless it has been changed. Successes are as for Catch a Cantrip.

Example: Mousey Jane has a bandage with miraculous powers. If she puts it over a wound, it will heal, every time, just as if
she'd cast Heather Balm!

***** Mind of Its Own


This cantrip turns an object into a sentient creature, by incorporating a willing spirit into it. The sprit retains and can use its own
knowledge and abilities (to the extent that the object can, anyway), and can also use any cantrips that have been cast into it
using Catch a Cantrip or Cantrip's Effect. The captive spirit must follow the rules set up for it by the Treasure's maker. Should the
Treasure be destroyed, the spirit will be, as well. This is usually used as the finishing touch to a powerful item, but if it is used
alone, the Treasure will gain a Chimerical Mien -- to the spirit's liking. The number of successes determines how well the spirit
must obey the rules.
Successes Spirit obedience
1
The spirit can break the rules if it wants to.
2
The spirit can break a rule with an extreme act of Willpower.
3
The spirit must adhere to the letter of the rules, but may look for loopholes.
4
The spirit must adhere to the letter of the rules strictly.
5
The spirit must adhere to the spirit of the rules as the caster set them up.

Example: There is a great Treasure called Mystic. It is said to be a room, hidden somewhere deep in the Dreaming, but it has a
soul, and can even talk to people who enter. Mystic asks them three riddles (it must, those are the rules). Those who answer
correctly can read the books on the shelves within, although they cannot remove them. Those who don't answer correctly
become one of the books -- with everything they know written within. This powerful Treasure was made long ago, and it is said
that Mystic's spirit can look into the hearts of those who enter and determines its riddle by what it sees there.

****** Perfect Treasure


This cantrip allows a certain effect to be imbued into an object -- one which does not have to resemble any effect of any cantrip,
although it may. The effect is specified by the caster although it may have specific details which are controllable by the user. The
effects are limited only by the caster's imagination and good sense, and the Storyteller's discretion. Successes are also the
Storyteller's discretion.

Example: Athanasias wants to make his sidhe lover a Treasure that will be of great use to the scholar. So he takes a blank
book, and casts Perfect Treasure on it, making the book into a unique Treasure. Although it still looks like an ordinary, cloth
covered blank book, it can now be opened to any page in any book in his lover's library, at the user's whim. Moreover, for
anyone but Athanasias' lover, the book will remain blank, no matter what.

Twilight
By Travis Schenck (garnetknight@hotmail.com)

Description
"Few Fae Know the Power that is held with in their being."
-- Ancient Pooka
This art was created by an Ancient Pooka who was tired of killing all his foes and was also sick of vampires (but that's another
story).

Basics
Read Dreams
This cantrip allows the user to look in to the dream of a sleeping being. It can be used in Conjuction with higher level cantrips.

System: Same as an average cantrip victim though may make a test to resist.
Sleep of the Rose
This spell proves most useful in subdueing foes and escaping.
By Invoking this Cantrip a Changeling may cause the victim to fall asleep. (Many fae mothers would use this for their own good)

System: Make a simple mental test against the victim. The victim falls asleep for ten minutes if he fails or ties.

Intermediate
Bad Fairy
Like the Bad Fairy's power in Sleeping Beauty, this cantrip can be used to cause a victim to sleep until a requirement is met
(i.e., kissed by a prince, fed dust from a pixie, etc.) However the sleep at the longest can only last 10 years (and only then with
the Realm of Time and a lot of sucesses).

System: Win a simple test against victim, and use three or more bunk traits (It ain't that easy sister). If victim loses she falls
asleep, then the curse is pronounced (examples above) Leave the decision of how long it last to the Storyteller (sugestion: the
more complex the spell the longer it lasts).

Control Dream
This allows the user to change the dreams of a victim.

System: Make a mental test against the victim. If you win you may manipulate his dream as you like, but only for 10 min per
Bunk trait. (CHANGELING GENRAL'S WARNING: May Create Random Chimera. Chimera are a leading cause of death for
Changelings)

Advanced
Dreams of Madness
(Bad NO NO don't use BAAAD) This cantrip allows the Changeling to drive his victim insane. The Storyteller should feel free to
make your own rule here but be careful. Only used by Very Bad members of the Shadow Court.

Dream Travel
With this cantrip, the user may travel into the dreams of others. It doesn't work well with Control Dream because there is a 50%

chance you'll be sucked into a bad place (e.g., Umbra, Dreaming, Shadowlands, a Big Dumb Gangrel's haven, etc.)

System: A static test is all that's required to slip in to the dreams and the same applies for getting out. It's almost like Fliker
Flash save there are often Chimera on the way.

Underworld
By Charlemagne (tcp@zoomnet.net)

Description
Underworld is a realm dealing with Charon's kingdom practiced on occasion by the Satyrs, Sidhe, and certain Slaugh (almost to
the man terribly unseelie). Fey with this can use their magics (Sovereign, Primal, etc.) to control wraiths, summon maelstroms,
and worse.
*
May affect a wraith of the Hierarchy.
** May affect a wraith Heretic or Renegade.
*** May affect Spectres and their dark masters.
**** May affect relics, buildings, and other objects.
***** May affect the natural features of the Shadowlands.

Untelling
By The Weaver (weaver42@ix.netcom.com)

Description
The Art of Untelling (one favored by Sluagh and often disliked by Boggans) is one of secrets and knowledge. It can allow for both
the revealing of knowledge, as well as the removing thereof. It is a link between the Kith and the mental realms of others.

* Clamp
This power allows the Kith to be unable to speak of something of the Kith's choosing, be it a secret, a set of directions, or even
something as simple as a recipe. Every time the individual wishes to speak of this thing, his mouth closes rather quickly, and will
not open again until the 'victim' thinks of another topic of which she wishes to speak.

Actor: describes the 'who' of the secret.


Fae: Yep, same as above. (rel. to the Dreaming)
Nature: Describes the 'what' of the secret.
Prop: Same as above.
Scene: Describes a scene of the secret.
Each success allows for this effect to last for a certain amount of time.
Successes Duration
1
1 minute
2
1 hour
3
1 day
4
1 month
5
1 year

** Thoughts like Flowers


To use this thought entails 'plucking' a random thought from an individual's mind, causing him to say it aloud. The only control the
cantrip caster has over this effect is determined by the Realm used. This person can only be stopped from saying the
information by physical force, or a Willpower roll (diff 8). Often, however, due to the unpredictability of Glamour, the subject will
often give out a bit of information that, perhaps, may be embarrassing...

Actor: Describes someone the subject will talk about.


Fae: The same as above. (relating to the Dreaming)
Nature: Describes something natural that the subject will speak of.
Prop: Describes an object they will talk of.
Scene: Describes the place they will blurt out about.
Each success increases the information given. 1 success will supply a short sentence, 3 successes will give a short 30-second
epilogue, and 5 success will give five minutes of uncontrollable bantering.

*** Verbal Spillage


This is a more focused power of the previous level, Thoughts like Flowers. In this case, however, the caster may directly choose
a secret or specified topic (the name of a person instead of 'any' person, the particulars of some place instead of just 'any '
place, etc;) that the person will babble on about uncontrollably. Use the same rules for the previous level.

**** Azrael Block


This effectively is Clamp of a much more advanced nature. It, instead of forcing an individual's mouth shut when she tries to utter
a particular bit of knowledge (caster's choosing), causes her to fall into an unconscious, drooling stupor for 1 hour per success
on the casting of the cantrip. It also causes her to wake up feeling rather disoriented. However; this power can be defeated for a
brief moment by a Willpower roll (diff 7). The affected will still fall into unconsciousness, but it will allow her to utter the 'secret' or
knowledge before she does. Note: This power can wholly be defeated by the victim if she spends one Glamour point (temp), and

gains one temporary point of Banality.

Actor: Describes a person the knowledge is about.


Fae: Same, pretty much (describing something of the Dreaming)
Nature: Describes something about nature the knowledge is about.
Prop: Describes an item involved in the knowledge
Scene: Describes a place the knowledge is about, blah blah blah.
Each success gives one hour of unconsciousness, as states above.

***** The Utter Knowing


Effectively, this power can lead a Kith to any one absolute fact. They may ask anyone, and through the collective unconscious, an
answer will be given, whether the individual should truly know it, or not. Be this knowledge of where a Missing Chimera is, or
where the most vulnerable point on a Dragon's Belly happens to be, it doesn't matter; the answer will be given, to some degree.
However, this knowledge does not come all so easily, and this power should not be taken lightly. Every time the Kith uses this
power with any success, she must 'trade' one of her memories (ST's prerogative) in return for the knowledge. The Realm
describes the answer needed.

Actor: Describes who the query may be about.


Fae: Much of da' same (relation to the Dreaming, sigh)
Nature: Describes a natural query.
Prop: Describes a query about a particular object
Scene: Describes a query about a certain place.
Each success allows for the degree of the answer given. 1 success will provide a sketchy answer, whereas 3 successes will
provide a primarily complete one. 5 successes will allow great insight into the answer, moreso than ever wished for.

Webcraft
By Brian Campbell

Introduction
The force of conformity and stasis is the force of the Weaver. Lacking empathy for creativity, the forces of the Weaver bind
reality in her lifeless dehumanizing web. When using this power the character must roll Intelligence+Science.

* Weave Web
The caster can make a substance stronger. He has focused his attention so thoroughly upon the substance that its mundanity is
enhanced. For each success, the substance will either inflict an additional Health Level (if it can be brandished as a weapon) or
gain an extra Health Level (if it cannot). The duration is one session. "Crushing mundanity" takes on a whole new meaning.

** Overwhelming Wincing
The caster becomes painfully dull, and can cause one target nearby to lose one Health Level from wincing and an overwhelming
headache. For each additional success, the caster can affect one additional target. This is particularly effective in board room
meetings.

*** Warp Will


The caster's activity puts those around them through a purgatory of boredom. For each success, the caster reduces the
temporary Willpower or Glamour of each person around him by one. This may be used once per session.

**** Wend Your Way


The caster overcomplicates any one process so much that others cannot figure out precisely what he is doing. Anyone who
studies what the individual is doing becomes so easily distracted by more fascinating things (like trees and rocks) he increases
his difficulty of each roll by one for each success on the Tedium (up to a maximum of +3). For instance, this can affect Tracking
and Investigation rolls.

***** Cry "Woof"


The caster will summon a Weaver spirit. The entity level of power of the spirit depends on the number of success attained. For
more details on Weaver spirits, see Werewolf Second Edition or Mage: The Ascension, Second Edition. Examples include
Paradox Spirits of the Mind Sphere, Pattern Spiders, and Nexus Crawlers. This is extremely dangerous, and shows the
inherently destructive nature of following stasis.

Whimsey
By The Weaver (weaver42@ix.netcom.com)

Description
The Art of Whimsy utilizes the Kith's distinct connection with the fickle world of the Glamourous Dreaming, allowing them to
manipulate Glamour energies to their own benefit.

Attribute: Wits.

* Glimmer of Glamour
This power allows the Kith to surround a person or object with an aura of flashing, dancing lights, meant to confuse and bewilder
nearby subjects of Banality (mortals, Kindred, etc.; it may not confuse another Kith, unless they are currently infused with
Banality). The object or person, when viewed by nearby mortals, will cause them to be minorly dizzy with an added dose of
befuddlement.

Actor: Describes who is 'infused.'


Fae: Same as above. (rel. to Dreaming)
Nature: Describes an animal, plant, or other natural object infused.
Prop: Describes a particular item that is infused.
Scene: Describes the scene that is infused.
The number of successes determine how long the item is 'infused' with Glamourous confusion.
Successes Duration
1
1 turn
2
10 minutes
3
1 hour
4
1 day
5
1 week

** Flash-in-the-Pan
When using this skill, the Kith flashes a chaotic, wild mental picture of one particular and distinct image to another individual. It
can be used to transmit a needed image, or to simply invoke certain emotional responses with the image presented. The image
only lasts for a split-second, however. The Realm defines exactly what can be shown in this image.

Actor: Describes "who" might be in the image.


Fae: Describes something of the Dreaming in the image.
Nature: Describes the natural imaging.
Prop: Describes an object in the image.
Scene: Describes the scene presented in the image.
The successes determine how intense (and effective) the image ends up being.

*** Learning to Share


This allows you to transfer Glamour (in the technical medium of 'Glamour points') to a person or an object. If it is to a person, she
attains a point of temporary glamour. If it is to an object, the item becomes imbibed with Glamour, making it a minor form of
Dross. Overall, the Glamour makes things seem a bit more 'wonderful.'

Actor: Describes who you're giving it to.


Fae: Much of the same. (rel. to Dreaming)
Nature: Describes a natural thing you apply the Glamour to.
Prop: Describes the object you're giving it to.
Scene: Describes a scene to attribute glamour to.
The success determine how many may be given. 1 success allow for 1 point, 2 successes for 2, etc.;. 5 success may be used,
however, to transfer a permanent point to a subject. The number of points you wish to x-mit must be spent alongside of the
original point spent for the cantrip alone.

**** Siphon
This particularly unpleasant skill is reminiscent of a Ravaging, but is more intense, more focused, and can be used more
frequently. It allows the cantrip-caster to forcefully remove Glamour (technically to fill up her Glamour pool) from a person or
object (especially Dross) without going through the steps to Ravage or destroy the Dross. This skill is often favored by Unseelie
Kith.

Actor: Describes who you're taking it from.


Fae: Same as above. (rel to Dreaming)
Nature: Describes a natural object you're taking it from.
Prop: Describes the object you're taking it from.
Scene: Describes a freehold you wish to take it from.
The successes describe how many points you may take. 1 success = 1 point, 2 successes = 2 points, and so on. Above five
successes may allow a removal of a permanent point (ST-prerogative)...

***** Mal-intent of the Muse


Using this power of the Whimsy is more than a little dangerous. Effectively, the Kith channels the spent point of Glamour (or
more, for more unbridled effects) into a dangerous blast of chimerical Glamourous energy shot from the Kith's hands. It does do
chimerical damage to chimera, but although a mortal may not be able to see the blast, it certainly still will do real damage to the
poor individual. There are side effects, however, to the usage of this power: Firstly, it will leave the Kith with a splitting headache
for 1 turn per success (creating a +2 difficulty to all rolls), as well as later inspire the subject with fits of creativity, if the subject
was a Kith, mortal, or some other sentient creature.

Actor: Describes who gets the Glamourous fire.


Fae: Much of the same, dammnit. (rel to Dreaming, duh)
Nature: Describes something in nature that receives the blast.
Prop: Describes an object that receives the blast.
Scene: Describes a scene that receives the blast.
Each success does one Health Level of damage.

Wind Master
By Rob Pool (rpool@bayserve.net). Also see the other Elemental arts: Earthmolding, Fire and Oceania.

Description
The art of Wind Master allows a changeling to control the winds, air, and in one case, gravity as it pleases him or her. From flying
in the air to controlling the weather, air and wind are always at the caster's command. I probably should have thought up a better
name for the art. . .

Attribute
Intelligence

Damage
Unless noted other wise, the damage caused by any of the below offensive cantrips corresonds with the below table:
Successes # of health levels lost
1
1
2
3
3
5
4
7
5
9
6+
+4 each success

* Gust of wind
when cast, this cantrip cause a strong gust of wind to blast from his hand. This is not the changeling equivalent of a telekinetic
blast (I think Gimmix does that) but it can knock people off their feet, uproot trees, and break windows (maybe). Characters have
to make a pure strength test with the difficulty being 3 + the number of successes the character generated when casting the
cantrip (Int + Realm). Creatures flying take an additional +2 to their difficulties.

Successes: Each success makes it harder for characters not to get blown off their feet.

** Wind Runner
Effectively the same as the Wayfarer cantrip of the same name. (see p. 208 of the Rulebook).

*** Alter Gravity


This allows the caster to alter how much gravity effects the target. This can be either good or bad depending on the
circumstances. Lightening up the gravity will cause the character to take less damage falling, jump higher, or swim faster.
Increasing gravity will usually make it harder to move (-1 to dexterity related tests) or fall like a rock. There are some possiblities
of abuse although nothing worse than usual.

Successes: Each success allows you to alter the density of gravity in either direction. If lessened, subtract the number of
successes from the difficulty for all non-combat related dexterity rolls. Also, in the case of trying to reduce damage, also add the
number of success to the character's stamina for soaking damage or count them as instant successes (with 5 successes, you
could 40' without getting hurt)

**** Weather Control


The very weather itself beckons at your call with this cantrip. You can effectively do anything but cause hurricanes and twisters
(that's Wind Dancer's rank 5 power). Rain, sleet, snow, hail, etc. all can happen if you want and you can alter the temperature.

However, be sure to read below. . .

Difficulty: Difficulty is dependent on how different the weather currently is. Making the humidity drop on a summer day would be
easy (4). Causing a blizzard in mid January would be a snap with clouds around (3, maybe even 2). Causing it to snow in midJuly with 110 degree heat and no clouds would be near impossible (10) but hey, cantrips can do some weird stuff . . .

Successes: The more successes you get, the faster the change happens and the longer it stays.
Successes Effect
1
1 hour to take effect; lasts an hour.
2
40 minutes to take effect; lasts 3 hours.
3
20 minutes to take effect; lasts 10 hours.
4
10 minutes to take effect; lasts the rest of day.
5
Works instantly and lasts a week.

***** Twister Season


ST warning: this cantrip, like all the other rank 5 elemental cantrips, can be devastating. You may want to keep it as a NPC only
cantrip if you use it at all.
As you can guess Twister Season causes Twisters to form. Exactly how mighty it is depends on how many successes the caster
gets (1 is more like a dirt devil than a twister while 5 will bring back memories of 'Twister' the movie). There are very few who
possess this cantrip, probably because any twisters/hurricanes formed by the cantrip have a mind of their own and will go as
they please (including right back at the caster). If you have one handy from your AD&D days, roll a d8 for the actual direction:
1 North
2 Northeast
3 East
4 Southeast
5 South
6 West
7 Northwest
8 Back at the caster (pray you don't get an 8)

Difficulty: The Difficulty for casting Twister Season is equal to the highest banality of any witness. However, since any twister
created by the cantrip looks as real as it gets, the difficulty is almost always 6.

Successes: Each success makes the twister last longer (twice the number of successes in rounds) as well as make it bigger
and more deadly (causes 3 wound levels a round in structural damage times the number of successes).
Note: for house wound-levels, see the Earthmolding art.

AD&D Chimera for Changeling: The Dreaming


By Rob Pool (rpool@bayserve.net)

Author's notes
Spawned from the minds of thousands of gamers, This collection of Chimera are based on those from the old Advanced
Dungeon & Dragon Role-Playing Game. Ranging from horrors such as Displacer beasts and Winter wolves to the silly dancing
mushrooms, I'm sure you'll find something interesting in this article.
Those looking for truly unique chimera may as well look elsewhere. As most survivors of Advanced Dungeons and Dragons can
say, the vast majority of the monsters from it are violent killers, hoarders, or selfish. Still, what would the dreaming be without its
monsters? So here are a whole bunch of 'em. Besides, for ex-AD&Der's there is plenty of nostalgia factor and their appearance
can be a shock (what to do when you suddenly have a bulette chasing after you...)
Trademarks As many know, T$R, the company that produces and has the trademarks for AD&D, has been trying for the past
year to shoe-horn themselves on the net by enforcing a very iron-handed Internet policy. You can't Trademark abreviations or
generic names, so T$R can kiss my @$$ (there, I feel much better). It's not like I'm actually making any money of this nor am I
going to stop people from buying monster manuals.

What you won't find here


There are simply some monsters that just won't work with changeling: the dreaming. These include:
All dragons (although I may do a future batch of dragons -- maybe)
The Tarasque (the critter that only super munchkins can kill)
All giant animals (It's WW's fault for not making stats for real critters. I may do stats for animals in the future with notes on making
giant variants).
Beholders (currently iffy -- the central eye power is a problem)
All undead that couldn't fit better under one of the other WoD games (wraiths, vampires, etc)
All intelligent races that can't fit in as a kith or already available chimera (Brownies, orcs, goblins, etc.)
Keep in mind that I'm not trying to convert the whole monster manual! If you don't like the fact that I've skipped certain monsters,
by all means, dust off your monstrous compendium or Monster Manual and write them up! If you do make new ones, just be sure
you post them to the list.

Format
I'm going with a bit different format for this hummer from my last chimera article (which was the anime chimera one). These
critters for the most part are not allowable as companions\servants\guardians so I'm not going to bother with any rank nor the
use of the Chimera construction system.

Name: Self-explanatory
Description: What the monster looks like, duh.
Commentary: includes various tidbits of info, such as how the monster attacks and behaves.

Ecology: What the monster likes to eat or what stuff can be produced from the monster. This, of course, is only allowable if the
ST believes a slayed chimera has a corpse and doesn't disappear.
While it might be fun to throw a small army of carrion crawlers at your party while they're lurking around the catacombs of an
abandoned freehold, the world is still a very banal place. Still, it might be fun if White Wolf ever comes out with material for living
and exploring the various layers of Arcadia to have such stuff around.

Bulette
Description: Think of a big shark with legs and really hard armor. It has four stubby legs, each clawed, and has a long tail.
Bulettes are immense. They can be as long as 20', not including the tail and 12' at the shoulder. Their armor-plated scales are
usually blue-grey in color.

Commentary: Bulette (pronounced boo-lay) exists only to kill and eat (like most AD&D critters) but even other monsters run for
the hills when they hear a bulette has marked their land its territory. It will eat anything -- changelings, chimera, wood, metals,

everything that it can fit in its jaws and if it won't fit in its mouth, it will start nibbling on it.
Head on fighting is very dangerous. The bulette is covered in thick armor plating (+4 stamina for soaking) save for attacks
aimed at its underbelly (+2 instead of four). It can attack 2 times a round.

Ecology: A bulette lives only to eat and kill and destroy -- that's it. And with its strong metabolism it can digest anything as well.
The best possible advice if you find one around your neighborhood -- run! Attributes: Strength 4, Dexterity 2, Stamina 3,
Intelligence 1, Perception 3, Wits 2

Talents: brawl 2, dodge 2, survival 3, alertness 2, intimidation 3


Health: Ok, Ok, -1, -1, -2, -2, -5
Attacks: 3 (claws twice, bite once)
Damage: Str+1 (claws) str+3 (bite)
Powers: Armored hide (+4 for soaking damage, half bonus for underbelly)
Immune to fear

Campestri (the dancing mushrooms)


Source: Annual Monster manual (1994)
Description: The Campestri look like little 'shrooms with faces (mainly eyes, ears, and mouths). They come in a variety of
different colors although some shade of brown is the most common. They are also fully mobile, capable of hopping around.

Commentary: In hushed tones, some say these strange creatures were the creation of a mad pooka grump as the result of a
prank gone terribly wrong, but no one really knows where these strange creatures come from. If pissed off, they can headbutt
their opponents by bopping into them. This rarely does much damage but when 5 to 10 of them do at the same time it can be
rough.

Ecology: They travel in small 'herds' of 4-10 members, bopping along their way in search of a musician to pester. As it seems,
the campestri love any type of music and when music is played (good or bad) the little 'shroomlings will dance and bop around
like stoners at a Metallica concert. While this is incredibly amusing (and cute), the campestri can also sing and will do so if
someone starts singing. Sadly, the campestri are exceedingly bad at this but many a troubador has tried to choreograph
campestri acts. Some have gone on to greatness, while others have gone mad from the act.
For storytellers, if you have a chronicle where a herd of campestri show up, make them as annoying as humanly possible. For
the truly adventureous (and super patient) troubador, you can try to train the dancing 'shrooms into one of the most amusing
dance numbers that have been done before. The process requires either an intelligence + performance or intelligence +
teaching (or instruction -- whatever the skill is called) roll vs. a difficulty of 8. The actual result Depends on the number of
successes you score:
Successes Result
1
Pitiful. The 'shrooms basically act like they usually do.
2
Getting there. Some of the 'shrooms will work with you, but some still act asinine.
3
Complete! You have the attention of the herd and they will learn how to sing decently.
4
Excellent! You can teach them different songs and routines.
5
Bravo! Your troupe of campestri are a hit. You make most broadway musicals look tame and boring. This often
includes recognition from the local king.
6+
Complete Loyalty. The herd basically becomes your chimeric pets. You can get them to do just about anything that
doesn't involve knives and frying pans.
Keep in mind if first you don't succeed, try try again.

Variants: Of course, there are lots of potential for dancing chimera. With a little tampering you could also make dancing beer
cans, dancing stuffed animals, and so on. Still, nothing beats a dancing 'shroom...

Attributes: Strength 1, Dexterity 3, Stamina 1, Intelligence 1, Perception 2, Wits 2


Talents: Alertness 3, brawl 2, survival 2, performance 3
Health: Ok, -1, -2, -5
Attacks: 1
Damage: str+1 (headbutt)

Powers: None

Carrion Crawlers
Description: Carrior crawlers are difficult to describe by words alone. Their bodies are sorta centipede-like and they have a
bunch of small legs but that's where the similarities to centipedes end. Its head is basically made of its large insect-like eyes and
a multitude of 2' long tentacles around what is normally the mouth for most creatures. Most carion crawlers can reach as long as
9' by the time they reach adulthood.

Commentary: Carrion crawlers get their name from their diet, which is carrion (dead bodies). When they can't find it in the area,
they'll start attacking creatures, including changelings. Its primary attack are its tentacles, which it uses all of for one attack (str+2
dmg). If the attack is successful (manages at least 1 success), the target must make a stamina test (diff. 6) or be paralyzed by
the thick solution that covers the carrion crawler's tentacles. They also recieve a small (2 points) stamina bonus to any attack
aimed at a crawler's back, since it is covered in a hard chitin exoskeleton. Note that attacks aimed at the head specifically or to
the underbelly do not receive the armor modifiers.
Luckily for changelings, crawlers are fairly stupid. Cantrips that can create illusions of certain smells (particularly carrion) will
cause the monsters to scurry away (and possibly attack) whatever the crawlers 'think' is causing the smell. Because of their lack
of intelligence, they'll even attack other carrion crawlers.

Ecology: Carrior crawlers are scavengers. They'll eat anything left behind by others as well as weed out any weaker monsters in
the area. They are subterranean creatures and exist only in the darkest caves and catacombs where few go.

Attributes: Strength 2, Dexterity 2, Stamina 3, Intelligence 0, Perception 1, Wits 1


Talents: Alertness 1, brawl 2, survival 2
Health: Ok, -1, -1, -2, -3, -5
Attacks: 1 (tentacle whip)
Damage: tentacle whip (Str+1)
Powers: Armored hide (+2 stamina for soaking damage)
Paralyzing touch (stamina test vs. 6 or be paralyzed for d10 rounds)

Cockatrice
Description: The cockatrice is roughly the size of a rooster and is a very strange looking creature by all means. It is the creation
of foul magicks; it has the head and body of a rooster, the wings of a bat, and the throat and tail of some form of lizard. The tail
ends in a multitude of feathers which resemble a feather duster. Obviously, the cockatrice is the creation of magic tampering
with nature. That or the creation of a bunch of AD&D player's fear of the monster's ability to turn flesh to stone.

Commentary: The cockatrice is a very nasty little critter, but also very deadly. It basically will attack anything and everything (like
most AD&D critters). No matter what they attack with, there is a chance that its touch will turn their victim into a stone statue. For
every hit they make, the character must make an additional stamina test (plus any armor) against a difficulty of 8. If the character
can score at least 3 successes, he only takes damage from the attack and is not instantly turned to stone.

Ecology: The Cockatrice is very mean; it will attack anything that comes in its way. Its normal diet is rodents and insects but it'll
take changelings and other chimera without a second thought.

Attributes: Strength 1, Dexterity 3, Stamina 1, Intelligence 1, Perception 2, Wits 2


Talents: Brawl 1, stealth 2, alertness 2
Health: Ok, -1, -2, -5
Attacks: 1
Damage: Str+1
Powers: Stone touch (roll stamina vs. 8. roll 3 successes or get turned to stone)

Displacer Beast
Description: Displacer beasts generally look like huge panthers, with a pair of hideously barbed tentacles on each side of their

torso. They are about 9' long (from snout to butt, not counting the tail) and about 5' at the shoulder. Their coat is a bluish black
and their eyes are a pure yellow, which tends to glow in the dark. Displacer beasts also have 6 legs (compared to the normal 4
for panthers and other large cats) and can weight as much as 500 lbs in some cases.

Commentary: The Displacer beast is fairly aggressive, attacking any changeling or chimera that comes within its territory. Its
primary method of attack is its tentacles, which it can use to attack twice each round for str+1 damage (diff. 6). Fighting a
Displacer beast is not going to be a simple, straight-forward battle, however. They are adapt at camoflouge and are exceedingly
good at ambushes. Also they can be tough to hit, since they can create illusionary copies of themselves that make it harder to hit
(+2 difficulty for any attempt at attacking it). For determining the location of the real displacer beast, roll a d10: 1-6 is in front of
them, 7 is to the left, 8 is to the right, and 9-10 to back.

Attributes: Strength 3, Dexterity 4, Stamina 2, Intelligence 2, Perception 3, Wits 3


Talents: Stealth 4, melee 3, dodge 2
Health: Ok, -1, -1, -2, -3, -5
Attacks: 2 (tentacles) or 1 (bite)
Damage: str+1 (tentacle) or str+2 (bite)
Powers: Displacement (+2 attack difficulty)

Dragon Turtle
Description: Dragon Turtles are one of the most beautiful, awesome, and feared chimeric monsters in the sea. With their
deadly jaws and steamy breath, and their penchant for capsizing, dragon turtles are dreaded by mariners on large bodies of
waters. Physically, they resemble a cross between a dragon and a turtle. Its shell is huge, measuring as much as 40' diameter in
some cases, and both its claws and teeth are razor sharp. Its shell and body are mainly varying colors of green save for its head
which has a number of gold specks on it.

Commentary: The Dragon Turtle is a sea monster that you don't want to mess with. Its favorite tactic is to submerge underneath
ships and capsize them and with their size. It is very territorial (like most AD&D monsters) and will attack any ship that comes in
its territory. Also, it will only flee if brought to one health level before incapacitation.
For those that by luck (or lack thereof) survive their ship flipping over or are swimming anyway, dragon turtles can indulge
themselves by trying to skewer its opponents on its claws. If up against dangerous opponents (those that start inflicting wounds
on it), it will opt for using its natural dragon-esque breath weapon of pure super hot steam (10 damage, diff. 8. Can also ignite
flamable objects if used on the surface). Finally, if severely injured (-3 diff. mod) it will start using its bite to attack in addition to its
claws.
Attacking a dragon turtle can be dangerous. Aside from its already good combat abilities, its shell is extremely thick (treat as an
armor rating 5). Firearms and other ranged attacks are the best idea for use but for the true hero, nothing beats jumping on the
shell of a dragon turtle and trying to beat it senseless.

Ecology: Dragon Turtles, like most dragons, have voracious appetites. They will eat nearly anything: changelings, other dragon
turtles, and so on. No one under the sea is safe from their appetites. Lucky for us, dragon turtles are fairly rare. For the AD&D
minded changelings, one dragon turtle could probably feed a small town for a week and their claws and fangs make interesting
trophies. Their shells in particular make good shields: +1 to the armor bonus for the shield, +2 vs. fire based attacks.

Attributes: Strength 6, Dexterity 2, Stamina 6, Intelligence 2, Perception 3, Wits 2


Talents:: Brawl 3, Breath 2, stealth 2, survival 4, alertness 3
Health: Ok, Ok, -1, -1, -2, -2, -3, -5
Attacks: 2 (both claws), 1 (breath weapon), or 3 (claw/bite)
Damage: claws- str+1, bite- str+2, breath- 10, diff. 8
Powers: Armored hide (+6 dice for soak tests)
Breath weapon (steam) (10 dmg, 8 diff. Range of 20')

Ettin
Description: Ettins are a breed of barbaric giants that, strangely enough, are born with 2 heads. They are incredibly bad at
hygiene and their skin is covered in dirt and grime. Its facial features are reminiscent of a drunkard: a large mouth with small
eyes and ears. The only thing they wear are the hides of the wild animals they have killed.

Commentary: The Ettin is a savage who will attack anything although they tend to do so cleverly. They will always try to ambush
or surprise whenever possible over right out mugging its victims. Usually it will carry around a club (Str+3 damage) in each hand
since it can use both at the same time (I guess 2 heads are better than one). With their thick skin, they also get a small armor
bonus (+1 to soak rolls). Finally, its difficult to surprise a Ettin. At least one of its heads are looking around for danger, increasing
the difficulty for any stealth or shadowing rolls by 2 points.

Ecology: In general, Ettins are very selfish. They can be bribed, (dross coins or food can work wonders) or outwitted, since they
are fairly stupid mentally. Still they show a definite glimmer of cleverness in their eyes although they could use a good bath.

Attributes: Strength 6, Dexterity 2, Stamina 5, Charisma 1, manipulation 2, Appearance 0, Intelligence 1, Perception 3, Wits 2
Talents: Alertness 3, stealth 2, brawl 3, melee 2, intimidation 3, survival 2
Health: Ok, Ok, -1, -1, -2, -3, -5
Attacks: 2
Damage: Club (damage: Strength+3, difficulty: 7)

Fungus
There are actually 4 brands of chimeric fungus. Like real fungus, these chimeric brands can be both beneficial and dangerous.
Shriekers, for example, can be planted and cultivated around a freehold and act like an alarm system. Still, one has to watch out
for the others. Fungus chimera, like real fungus, only grows in places that are dark and damp. Sluagh in particular often use
these fungi to protect their Underground freeholds.

Violet fungus
Description: Violet fungus looks like some type of large mushroom. They sometimes grow as big as seven feet tall and at their
base are 1 to 4 long root-like branches.

Commentary: Violet fungus live on rotted animal matter to grow and do so by attacking any that come near it. When one does,
it flails at the victim with its branches to try to attack it. If it manages to land a hit, the target must make a stamina test vs. a
difficulty of 7 or get a rotting disease in the area struck. If the character fails, he instantly loses a health level instantly, and will
continue to take another and another until he can have the wound checked out at a hospital or clinic (although a changeling
alchemist/apothecary will do. Heather Balm will also dispel the problem).

Ecology: Violet fungi are basically killer fungi. Often, you may find them in the company of Shrieker mushrooms who aid in
getting the attention of any animals that happen to be close.

Attributes: Strength 1, Dexterity 2, Stamina 2, Intelligence 0, Perception 1, Wits 2


Abilities: Brawl 2, Alertness 2
Health: Ok, -1, -2, -3, -5
Attacks: 1-4
Damage: Special (see above)
Powers: Rotting Touch
Shriekers
Description: Shriekers come in a variety of different forms of fungus, although mushrooms are the most common. Color tones
vary greatly and most are small (rarely larger than 3").

Commentary: Shriekers have only one ability that makes them unique: they shriek loudly whenever something comes within 10
feet of them. One can try to sneak by it although it's very difficult (wits + stealth vs. 9). They have no type of offensive abilities.

Ecology: Shriekers are most commonly found underground, sometimes working in co-operation with violet fungi. There are
some fae botanists that have developed a variant of the shrieker 'shroom that will live and thrive on the surface (regualar
shriekers are also very vulnerable to bright lights). Many sidhe use them as a very effective alarm system for their freeholds.
(I won't bother with stats for them, since they are just like regular 'shrooms)

Phycomid

Description: Phycomids resemble fibrous blobs of decomposing, milk colored mater with capped fungus growing out of them.
They exude a highly alkaline substance (like lye) when attacking.

Commentary: Phycomids are a sort of parasitic fungi. They breed by attacking various living things which may serve as hosts
for new phycomids. For the record, they do have sensory organs in the various clusters of blobs that make up the fungi including
ones for heat, vibration, and sound.
When within range of a creature, the phycomid will extrude a small tube and fire off small globs of alkaline fluid. In addition to the
initial burn they may get if hit, roll stamina (no armor bonus) vs. a difficulty of 7. If the character fails to get at least 2 successes,
the in d10 rounds the character strangely starts to grow little mushrooms on the area where he got hit. Then, in a rather nasty
display, the 'shrooms will continue to spread throughout the character's body. If not treated with an heather balm or other medical
treatment within 2 hours of the initial infection the character will die, becoming the home for a new phycomid unless cremated.

Ecology: Phycomids are more or less like natural predators and attack only to reproduce. They will attack any type of animal,
monster, or person.

Attributes: Strength 0, Dexterity 1, Stamina 2, Intelligence 0, perception 1, wits 1


Talents: Alertness 2, firearms 3 (for shooting blobs)
Health: Ok, -1, -1, -3, -5
Attacks: 1
Damage: dmg 3 for initial hit Powers: Reproductive shot (shoots blobs at targets, who can turn into the first meal for new
phycomids)

Gas Spores
Description: At distances of 10 feet or greater, the gas spore is likely to be mistaken for a beholder, a hideous monster
resembling a large beach ball with a big central eye, a bunch of nasty teeth, and 10 little stalks with eyeballs on them. Even at
closer ranges, it is difficult to tell if this mutated fungi isn't a beholder. This is because the gas spore has a false central eyes and
its rhimizones strong resemble that of a beholder's eyestalks.

Commentary: If attacked, even if you inflict one wound level on it, the gas spore will explode. Everything within 20' will instantly
suffer 6 wound levels of damage (soak rolls can lower this).

Ecology: There are no major uses for gas spores although Sluagh are said to make good use of them as interesting traps for
their caves or underground freeholds.
(Gas spores don't need stats)

ALIEN
By Shawn Smith (humvee@nh.ultranet.com)

Description
Aliens are born from the nightmares of children who have watched the various Aliens films on TV and at the theatre. Although a
recent phenomenon, alien chimera have already caused problems for the Kithain. Because very few Kith carry chimerical
firearms, aliens have accounted for several unconsious changelings. It is rumored that High King David has created a group of
trolls and sidhe to combat this terrible threat, armed with the best nocker-made equipment available.
Aliens appear much as they do in the films. They are about the same size as a human, but are much more dense with an insectlike exo-skeleton. They also have long, whip-like tails that cannot actually do damage, but are prehensile. Also, the head is much
like that of a football helmet, with a large piece of exo-skeleton protecting the neck. It should be noted that since these aliens are
like social insects (bees or ants) they are not all that bright when separated from their chimerical queen. They're just as nasty
though, exactly like the young child or frightened who adult dreamed it.

Note: Although this seems a very banal subject, many young people dream about space and the future, and many young boys
have been terrified in their dreams because of aliens.

Creation
Chimera Points: 50
Attributes: Strength 5, Dexterity 3, Stamina 4, Perception 2, Intelligence 1, Wits 3.
Glamour: 1 Willpower: 2
Health Levels: OK, OK, -1, -1, -3, -3, -5, -5
Attack: Strength + 4 (Claws)
Abilities: Alertness 2, Brawl 3, Intimidation 2, Stealth 2
Redes: Armor (4 pts), Fear, Scuttle, Venom, Weaponry (Claws +3, Bite +1)

More Anime Chimera and Treasures


By Nagaina (nagaina@yahoo.com)

Introduction
Creatures, objects, weapons, and miscellaneous harassments for both players and storytellers alike arise from various sources
around the Anime universes and have absolutely nothing to do with the forces of order and/or common sense. All Laws of Anime
Physics apply when using one of these Chimera. The general breakdown of presentation is as follows: Name: Exactly what it
appears to be

Source: Anime, manga, anime-typed video game from which the thing comes
Type: What type of Chimera it is -- from living creatures to crafted objects.
Rank: As per Companion, Treasure, or Chimera backgrounds.
Origin: What it sounds like.
Description: What it looks like.
Statistics: Game mechanics.

Creatures
Zeiram
Name: Zeiram
Source: Zeiram (live-action movie), Iria-Zeiram the Animation
Type: Nocnitsa -- a Nightmare Chimera at the very least.
Rank: Zeiram should not be accompanying any character. It should be attempting to kill and/or absorb anything that crosses its
path.

Origin: No one truly remembers the origin of the killing machine known as Zeiram. Some say it is the result of some terrible
biological weapons experiment from beyond the stars. Some say it is the result of one afternoon's activity by a bored Nocker on
crack. Either case does not really matter, since the Zeiram biological weapons unit has only one track in its mind -- well, okay,
three tracks: kill, absorb, and reproduce. If you should encounter a Zeiram (or Zeiram clone), you have perhaps three options:
run, die, or hope you're as well-prepared and resourceful as the bounty hunter, Iria. If not, run and call the nearest horde of
Redcaps and/or Trollish and Sidhe Knights who might be enough to chase it away for a time.

Description: The Zeiram unit resembles an (extremely) large humanoid figure, dark red to black in coloration, with extremely
pronounced musculature and wearing what appears to be the scraps of clothing across its completely hideous form. Its fingers
are tipped in sharp talons, and it has displayed an ability to asexually reproduce via cloning, dropping "eggs" from which
emerge alternate, mutated forms of itself. Its most distinguishing characteristic, however, is its head: huge, shaped rather like a
portabello mushroom with a small white humanoid face replete with glowing red eyes and very large, usable fangs. This head
can extend itself on a rope of tendon and muscle and attack the unwary, biting in and draining unfortunate victims of both their
lives and their Glamour.

Statistics
Physical: Strength 9, Dexterity 5, Stamina 7
Social: Charisma 0, Appearance 0, Manipulation 2
Mental: Perception 4, Intelligence 4, Wits 5
Abilities: Alertness 4, Athletics 3, Brawl 5, Dodge 3, Intimidation 5, Kenning 5, Melee 3, Firearms 5, Stealth 4
Redes: Aggravated Damage, Wyrd, Armor, Fear, Bite (Its small head can bite for 1-2 health levels of damage on each attack. If
not promptly detached, it can drain a victim of blood as per a vampire's bite attack.), Absorb (The Zeiram unit is capable of
absorbing a Kithain victim's physical body into its own, thereby replenishing its own genetic resources, when using the Wyrd.
Otherwise, the Kithain victim's spirit is absorbed, replenishing the creature's stores of Glamour.), Reproduce (Given sufficient
Glamourous and biological resources to work with, the Zeiram unit can effectively reproduce itself via asexual cloning. Be afraid.
Be very afraid.).

Note: Zeiram is the sort of creature one deeply wishes to avoid at all costs, though sadistic storytellers may which to throw this
at experienced (or cocky) parties just for the enjoyment of watching them flee for their lives, looking for a girl named Iria. Think of
the possibilities.

The Ancient Weapons


Name: Sapphire, Ruby, Emerald, Diamond, and Ultimate Weapon. Sometimes simply referred to as "Weapon." Source: Final
Fantasy VII

Type: Dreaming Protector, Nocnitsa for those who have faced these creatures in battle
Rank: (for those lucky schleps holding the rank of Duke or higher) Rank 5 Treasure (at the very least)
Origin: The Ancient Weapons were created eons ago by the Dreaming itself to protect the Land from threats that normal heroes
could not hope to face and survive. They were created from the hardest and most durable gems and the purest dreamstuff and
they have but one purpose in existence: to protect the Dream from those who would destroy it. Some highly ranked nobles know
where these creatures might be lying in the Dreaming, but none knows how to wake them, or even if waking them would be a
good idea. There is, after all, a truism: Let sleeping gods lie.

Descriptions: Sapphire Weapon resembles a large, as in, Titanic-sized, Siamese fighting fish, tinted (what else?) sapphire
blue and violet. He has fins and a long tail and a fierce case of fiery Godzilla breath. His preferred environment is the shallower
parts of the Dreaming Seas. Ruby Weapon is a roughly humanoid creature standing about the size of the average ten to fifteen
story building. She is a vibrant, frightening red-and-gold, with a small head atop a stalklike neck, a heavily armored exoskeleton,
and long fingers with which she does nasty things. Her preferred environments are the Dreaming Deserts, where she swims
beneath the dunes. Emerald Weapon resembles nothing so much as a bright emerald green fireplug crossed with a stingray
wearing a pair of hobnailed boots. This is much more frightening when he is looming over you in his enormous massiveness, for
he is indeed rather huge. His preferred environment is the deepest parts of the Dreaming Seas, below the depths where even
the sea serpents dwell. Diamond Weapon resembles a humanoid cross between a mushroom, a bear, and an albino crayfish -his chitinous armor plates are the color of cloudy frosty diamonds, his eyes and chest blaze with the crimson of the earth's core,
and his hands sport a terrible claw on each finger. His favored environment is the high frozen glaciers of the coldest parts of the
Dreaming. Ultimate Weapon resembles a large winged insect, a cross between a wasp, a centipede, and a dragon. Her
multisectioned body is colored a deep blue-purple-black and its armored above and below for optimal protection of her
majestic, frightening, enormous form. The skies of the Dreaming are her natural home, though she also loves the highest
mountain peaks.

Statistics
The Ancient Weapons are enormously old and enormously powerful. Use your imagination with regards to their attributes and
abilities. All Weapons possess the following redes: Armor, Fear, Glamour Pact, Traverse Dreaming. Their unique redes are as
follows.
Sapphire Weapon: Fiery Breath (Sapphire Weapon can breathe a stream of white hot fire capable of cutting through the
strongest dream metals and vaporizing Kithain flesh in less time than it takes to tell.)
Ruby Weapon: Ruby Fire (Ruby Weapon can breathe a stream of fire as per a chimerical dragon.), Venom.
Emerald Weapon: Aire Tam Storm (Emerald Weapon can fire a blast of electricity that can paralyze and kill Kithain victims),
Steal Glamour.
Diamond Weapon: Diamond Shower (Diamond Weapon can fire a blast of diamond-shaped wedges of energy capable of
killing unprotected Kithain and severely injuring armored Kithain.)
Ultimate Weapon: Ultima Beam (Ultimate Weapon can fire a blast of blue energy capable of destroying everything within its path
of fire), Shadow Flare (Ultimate Weapon can fire a burst of black energy at a single target, killing it instantly), Flight, Healing.

Chocobos
Name: Whatever one you give it.
Source: The Final Fantasy Series
Type: Animal
Rank: Chimerical Companion Rank 3
Origin: No one quite knows when Chocobos began appearing in the plains, forests and mountains of the Dreaming. All that's
really known about them is that they are exceedingly cute when little, make the sweetest sounds when you scratch them behind
the ears, are virtually impossible to kill, and can run like hell when it counts. They also tend to breed rather useful mutations if you
put enough time, effort, money, and creativity into it.

Description: Chocobos resemble a mutant cross between a chicken and an ostrich, standing about sixteen hands at the

shoulder. They are bi-legged and possess wings, but are not capable of flight, though they are known to hop several feet in the
air, flap their wings, and squawk when agitated -- and they are very easy to agitate. The average chocobo is a creamy whiteyellow, rather like the color of margarine or butter, with large-three toed feet possessing an opposable dewclaw, and can cross
open plains and marshland without difficulty. Standard chocobos can by dyed any color without causing the animal any harm.
Mutant chocobos come in variant colors: blue chocobos can cross rivers and run across shallow bodies of water, green
chocobos can climb mountains, black chocobos can cross rivers and mountains, and gold chocobos -- which are actually rather
closer to orange -- can cross rivers, mountains, and large, deep bodies of water. The most recent chocobo mutations are the
red "war chocobos" which some knights prefer to the standard combat destrier due to their speed and versatility.

Statistics
Stength 4, Dexterity 3, Stamina 5 Charisma 3, Appearance 3, Manipulation 1 Perception 1, Intelligence 1, Wits 1
Redes: Traverse Dreaming, Peck (When sufficiently angered, a chocobo can use its large, blunt beak to peck a target for a
small amount of damage).

Note: Chocobos are, by nature, flighty and high-strung in much the same manner as a thoroughbred horse. They are easily
alarmed and agitated and, unless they are fed special vegetables capable of instilling intelligence and tameness, will often run
off in the middle of a fight, taking their rider on a willy nilly ride across the Dreaming or, if they are less fortunate, leaving them
without a ride as they go galloping off looking for safety.

Touch Mes
Name: Touch Me
Source: Final Fantasy VIII
Type: Animal
Rank: Chimerical Companion Rank 2
Origin: Touch Mes oozed into the Dreaming along with a fairly sizable number of other Chimera created by crazed role players
and other such gaming fanatics. Of the lot, they are perhaps the most pernicious since they look so innocent.

Description: Touch Mes are frogs. Tiny frogs. Tiny purple and green frogs. Tiny purple and green frogs which are frequently
found dancing froggy dances in the glens and forests of the Dreaming. Disturbing one of these intricate froggy dances is an
invitation to being introduced to a world of hurt, for the Touch Mes will leap to their rear flippers in a combat stance and proceed
to use you for a punching bag. Their attacks, despite their lack of physical strength, are nevertheless rather devastating.

Statistics
Strength 1, Dexterity 5, Stamina 3 Charisma 0, Appearance 0, Manipulation 0 Intelligence 1, Perception 1, Wits 5
Redes: Scuttle, Frog's Curse (The Touch Me may scuttle at tremendous speed toward one target and deliver a blow incapable
of causing any physical damage at all. If the attack succeeds, the target is immediately turned into a frog. The only way to cure
this wretched condition is, of course, a kiss from a maiden).

Chimerical Objects
The Tantubon
Name: Tantubon (followed by some vehicle or model classification, no doubt)
Source: Iria-Zeiram the Animation
Type: Transport
Rank: Chimerical Item Rank 4
Origin: Rumored to be the results of a Nocker otaku's fiddling with a random pile of available junk, the laws of physics, and
some elementary spellweaving, the Tantubon is possibly the most useful thing ever to come out of the Chimera-creation
factories of Detroit.

Description: A Tantubon resembles a cross between a huge sun umbrella, the remains of a two-seater bicycle, and a wheel
chair. The huge umbrella-shaped canopy sits atop a central spire, onto which the frame, including guiding sticks, the pilot's chair
and restraints, and the braking and accelerating gear are welded. It propels itself through the air through no visible means.

Statistics
Tantubon are, evidently, rather light and easily destroyed, though they can be modified to carry armor and weapons for a slight

reduction in speed. They are very fast, and can move at a flight speed roughly similar to the average sports car, at minimum.
Redes: Flight, Traverse Dreaming.

The Orihalcon Statue


Name: The Orihalcon Statue
Source: Slayers
Type: Item
Rank: Chimerical Item Rank 5, Treasure Rank 5
Origin: The Orihalcon Statues are an off-shoot of the same process by which a pyx is created -- except, the Orihalcon Statue
rarely, if every, only holds one cantrip. They are far more likely to hold multiple cantrips of obscenely destructive power,
imprisoned evil chimera, objects of incredible significance to the Dreaming, or, at the very least, huge stores of Glamour waiting
to be broken down and used. Unfortunately, the (un)lucky possessors of the Orihalcon Statues rarely know which is which until
after the statue is broken, which releases whatever is held within the figurine.

Description: The Orihalcon Statues resemble delicate figurines of a woman of incredible beauty, elegantly crafted and stunning
enough to make most Kithain weep. They also radiate a noticeable aura of Glamour, though never enough to actually give a hint
as to what is contained within the pale gray stone which comprises the statues. The Orihalcon Statues were originally crafted in
such a stunningly beautiful form to discourage creatures that appreciated beauty for its own sake, such as the Kithain, from using
them for evil ends. Alas, in this day and age, this is rarely the case.

Statistics
The Orihalcon grow more and more fragile with age as the powers contained within them tend to struggle to be free. Handling
them roughly, or even with the slightest lack of gentleness, will sometimes cause them to shatter, releasing their contents all over
everything in the immediate vicinity.
Redes: Enchantment, Wyrd

Kurama's Pouch
Name: Kurama's Pouch
Source: Yuu Yuu Hakusho
Type: Inanimate, Dreamed
Rank: Chimerical Item Rank 4, Treasure Rank 4
Origin: The origin of this item is obscure, at best. Some Dreaming sages believe that it comes from the Lands Beyond the
Sunrise, far beyond even the most adventurous Kithain explorers' travels. Others claim memories from Arcadia that speak of a
pouch holding the key to the eventual renewal of the Dreaming following the blight of Winter. No one is certain, and whoever
holds the pouch knows as much as anyone else.

Description: A simple, unadorned brown cloth pouch, complete with leaf-green ties and closures. Inside the pouch are seeds:
an innumerable amount of tiny plant seeds, each one charged with some small amount of Glamour.

Statistics
The seeds within Kurama's pouch possess unique properties arising from their Glamourous nature. Planting them can result in
anything from an ancient spreading oak tree capable of drawing Glamour back into a blighted Glade, flavorful herbs capable of
seasoning stews and curing the fiercest poisons and illnesses of the Dreaming, or strangle-vines ending in man-eating
pseudopods to defend your freehold. All the plants grow with unnatural rapidity, irregardless of season, and there's no way to
know what they do until after the planting is completed.
Redes: Wyrd, Eternal Bounty (The pouch never empties, no matter how many seeds are removed from it, there is always at least
one more.)

The Jagan
Name: The Jagan
Source: Yuu Yuu Hakusho
Type: Animate, nonsentient?

Rank: Treasure Rank 5


Origin: Unlike Kurama's Pouch, all Dreaming sages agree that the Jagan has come West from the Lands Beyond the Sunrise -specifically, they say, the Dreaming Realm known as the Makai, or, more ominously, the Demon Realm. Opinions vary as to the
nature of the item, but all suspect it has a subtly fell nature, given that it is sometimes referred to as "the Evil Eye."

Description: The Jagan initially resembles an oval to almond-shaped stone, about the size of a human eye, and varying in color,
though pale jade green is the most common. It radiates an aura of Glamour even in its quiescent state. When pressed to its
bearer's forehead (or any other body part for that matter), it immediately fuses into its new owner's flesh and transforms into a
flesh-and-blood Third Eye.

Statistics
The Jagan provides the following abilities to anyone lucky, or foolish, enough to actually attempt to wear it: the merits Eidetic
Memory (whatever the Jagan sees it remembers), Acute Vision, Danger Sense, and immediate command of the Art of
Chicanery. The Jagan also imposes the following bans: the flaws Curiosity (the Jagan wants to see new things), Mystical
Prohibition (the bearer of the Jagan must never turn his eyes from an unpleasant or painful sight), and Slipped Seeming (the
Jagan is physically visible in every form, whether the Eye is opened or closed). Additionally, the Jagan tends to be rather
tricksome at times, and will occasionally act without its bearer's conscious prompting. The only way to control this effect is to
wear a bandage of specially warded cloth over the Jagan, thereby discouraging it from such activity.
Redes: Wyrd

Chimerical Weapons
The (Generic) Cursed Knife
Name: the Cursed Knife
Source: Slayers
Type: Weapon
Rank: Chimerical Item Rank 3
Origin: The (generic) Cursed Knife has been around nearly as long as the Kithain themselves, which is to say, as long as
sadistic Dreamers have been calling up weapons that look useful on the surface but which are something other than that once
drawn. See "Stormbringer" for Ultimate Cursed Weapon of All Time.

Description: The (generic) Cursed Knife is just that -- a knife. It can be anything from a hunting knife to a basic utility knife to a
small dagger -- anything. There's nothing unusual in its appearance, though it does tend to radiate a subtle Glamour that can
convince the unwary to draw it.

Statistics
The (generic) Cursed Knife does normal damage for the sort of knife that it is. It's perfectly normal in this regard. It does,
however, have one big drawback.... Redes: Wyrd, Aggravated Damage, Gwydion's Curse (The unlucky individual who draws the
(generic) Cursed Knife is treated to a sudden burst of berserk fury which compels the bearer to attack anything in sight, friend or
foe, until everything in sight is either dead or the knife is knocked from the wielder's hand).

The Tassen
Name: The Tassen
Source: Fushigi Yuugi
Type: Weapon
Rank: Treasure Rank 4
Origin: The Tassen is yet another import from the Lands Beyond the Sunrise. Dreaming sages mutter under their breaths about
the gradually increasing market share possessed by Eastern items of this variety.

Description: The Tassen is an faesteel war-fan comprised of leaf-thin blades of polished metal, edges sharpened, and tied
together by a crimson silk cord at the bottom. In addition to a cutting weapon, the Tassen can also be used to bludgeon an
enemy senseless, since it is very heavy.

Statistics
The Tassen does damage as per a chimerical dagger. It also possesses the Level 4 Pyretics cantrip Burn and Boil. To activate,

the Tassen's owner points at a target and shouts the words "Lekka Shien!" at which point the bunk is satisfied and the Tassen
disgorges a burst of flame capable of reducing a target to charcoal in mere moments.
Redes: Wyrd, Aggravated Damage

Extradimensional Hammer
Name: Hammer
Source: Ranma 1/2, Fushigi Yuugi, Mortal Kombat 3, etc. Type: Weapon
Rank: Chimerical Item Rank 4
Origin: The origin of the Extradimensional Hammer is a hotly disputed topic in certain circles of Kithain sorcerous academia.
Some claim that the Extradimensional Hammer comes from the Lands Beyond the Sunrise. Others claim that such displays of
extradimensional weapons hiding were common long before the Easterners got their hands on it -- siting the production of
heretofore unseen weapons in the midst of battles dating back as far as the Time of Legends. The battle rages on.

Description: The Extradimensional Hammer, its name notwithstanding, does not actually have to be a hammer. It simply has to
be an object which can be used as a hammer, an object capable of delivering incredible amounts of blunt head and body
trauma, as well as punting its target into low earth orbit or at least through a few walls. This, of course, includes tables, chairs,
lamps, sake bottles, sapling trees, boulders, and the occasional actual mace or warhammer. From whence this object is drawn
remains a mystery to all those who do not understand the physical functions of Hammerspace.

Statistics
Extradimensional Hammers do damage as per a heavy mace or warhammer, with the added bonus of knocking whoever you hit
with one for amusing distances and usually through a few painfully thick objects.
Redes: Hammerspace (Hammerspace is an extradimensional tesseract space within the Dreaming, in which objects such as
Extradimensional Hammers are stored until their use is required. Anyone possessing an object stored in Hammerspace needs
only to reach for it and it will appear from the tesseract pocket, neatly returning there once its usefulness is finished.)

Chichiri's Staff and Cloak


Name: Staff and Cloak
Source: Fushigi Yuugi
Type: Weapon
Rank: Treasures Rank 5
Origin: The staff and cloak of the sorcerer-monk Chichiri are among the most sacred relics of the Kithain denizens of the Realm
Kounan. Legend has it that, ages ago, Chichiri was among those who aided the Miko of the phoenix-god Suzaku in saving
Kounan from the depredations of the wicked dragon-god Seiryuu and his minions. Until recently, the cloak and staff were kept in
the shrine to Suzaku within the Imperial Palace of Kounan, along with the war-fan, the bracers, and the sword, other sacred
objects belonging to the saviors of Kounan. All of these treasures were, however, recently stolen from the shrine despite the
watchfulness of Suzaku's current Miko, throwing the Imperial Court of Kounan into a perfect frenzy. No one knows what has
become of any of the treasures of Kounan's protectors.

Description: Both the staff and the cloak are deceptively modest and simple. The cloak is a simple brown traveling cloak, not
too fine but not too cheap, which has obviously seen some better days. The staff is a simple walking staff, unadorned and
capped in metal at both ends.

Statistics
The cloak is a simple cloak, and will keep its wearer warm and dry in cold and damp weather. The staff, in addition to helping its
carrier up any steep hills, does damage as per a quarter-staff. The staff possesses the Level 5 Primal cantrip Elder-Form, and
allows its bearer to change shape at will -- or to change the shape of others. Chichiri was noted for not so much changing shape
as reducing his normal shape to about 1/3 his normal size and floating cutely about -- imagine the demoralizing effect forced
super deformation would have on the average Redcap. The cloak possesses the Level 5 Wayfare cantrip Flicker Flash. To
activate, one must throw the cloak to the ground and step into it; the bearer will be teleported instantly, the cloak tagging along
with.

Anime Chimera
By Kyrin (robert69@usa.pipeline.com)

Background
Although it has been mainstream in Japan for over 30 years, Anime -- also vulgarly known by some in America as
'Japanimation' -- is becoming a growing entertainment forum outside of Japan. To this point, it has earned a growing following in
the United States and the other English speaking countries of the world. With the popularity of anime growing, some chimera
have popped up that resemble monsters or worse from these shows. Some of them are quite harmless or beneficial to Kithain,
but others can be down right dangerous to even the most powerful in the world of Darkness. Use this material with care, as
some of it Storytellers may definitely find too powerful. Because of similarities, this work also includes some junk from video
games RPGs since it would be pretty much proper plugging it here.

Format
Name: Self-explanatory
Source: The name of the anime this chimera comes from.
Type: What kind of chimera is it. The known types of chimera are Nervosa, Nocnista, Monsters, and sprites. Also listed is the
5th chimeric type Animals.

Rank: For monsters, sprites that can be used as companions or friends for characters, this is its rank as per the Chimera
background.

Origin: Some information on how the chimera came to be and how it acts.
Description: What the chimera looks like for the most part.
Stats: Basic stuff Storytellers need to know. Includes attributes, abilities, and special powers, merits, and flaws.

New Chimera Type: Animal


Chimeric animals are chimera that look like some type of animal or have animal-level intelligence. Usually, these animals are
very different from normal animals (example: the Tetos below or maybe the chocolate cows from the hershey chocolate
commercials).

The C-55 Boomer


Source: Bubblegum Crisis
Type: Nocnista or Nervosa (take your pick)
Origin: According to the anime Bubblegum Crisis, from where this very powerful chimera is formed, the boomer is a biomechanical android that is invented in the year 2025 by Dr. Stingray. However what the creators of the anime aren't aware that
some of the fans of the anime, which has developed a small cult following in the United States, have accidently created chimeric
versions of this destructive android through their nightmares. Luckily, this chimera is pretty rare (there may be as between 2 to 5
total in the entire world).

Description: The chimeric version of the basic combat boomer; the 55-C, is quite fearful to see. For those who have never
seen the animes, the best possible description is a terminator on steroids. It stands about 8' tall and is rippling with synthetic
muscle. It's face is skeletal in design and it has a concealed Laser cannon in its mouth that shoots blasts of pure dark glamour. It
has a set of claws at the ends of its fingers that could rip apart a car easily. All and all, Garou who can see chimera might find
them a good fight and not all Garou would walk away...

Stats
Physical Attributes : Strength 7; Dexterity 3; Stamina: 5

Social Attributes: Charisma 1; Manipulation 2; Apperance 0


Mental Attributes: Intelligence 2; Perception 4; Wits 4
Talents: Alertness 3; Dodge 4; Brawl: 4
Skills: Firearms 3; Melee 2; Stealth 2
Glamour: 7
Willpower: 3
Attacks: As for humans but +1 wound level.

Powers, Weaknesses, Merits, Flaws


Armored skin: The body of a C-55 is superhard ceramics resistant to damage. +2 dice to all soak tests.
Mouth Blaster: By spending a point of glamour, The boomer can shoot a blast of dark chimera out of its mouth. It looks like any
blasts from the OAVs but it's always a crimson Red. Characters may dodge, or else they take 1 chimeric wound for every
success the boomer makes rolling its glamour vs. 8.

Superior Night Vision: Due to supreme optics enhancements, the Boomer can see perfectly in the dark.

The Moogles
Source: Final Fantasy 3
Type: Sprite/monster
Rank: 2
Origin: The Moogles are relatively new type of Chimera. They originate from Final Fantasy 3, a video game that has achieved
world wide success. In Japan, it is actually part 6 of the series. Like some anime, the video game series has a small cult of
followers around the world.

Descriptions: The Moogle ranges from as small as 10" to as tall as 3' and looks almost like a pure white Koala bear with
several physical changes. It stands fully upright, has small pointed ears (sorta like a cat's), a little red button nose, strange Asianlike eyes, a pair of useless little batwings, and a single antenna that sticks out of its head and has a little ball-thing on the end of
it. Despite all this, one of the stranger things about the moogles is their strange language with words such as kupo, kipi, and
kopi and few changelings have ever been able to decipher their chatter. Woe to the fool who makes the little creatures exited as
their strange squeals and chatter are too much for the ears of any changeling.

Moogle Villages: There are several small communities of moogles throughout the world, usually in deep forests. For any of
these Moogle villages, think Ewoks from Star wars. There are plenty of tree huts and brigdes to connect them. The village is
usually governed by the elder Moogle of the tribe who give out the orders while the other moogles are hunters, homekeepers, or
craftsmen. If the village ever comes under attack from outside forces (be they mages, humans looking to turn the forest into a
highway, etc.) the village can put together a small army of hunters armed with old-style bows and wooden spears. Generally they
are wary of intruders, but usually get along with most changelings (save the darker types such as the Sluagh or Redcaps) and
some shifters as long as they don't threaten their villages.

Generic Moogle Stats


Physical Attributes: Strength 1; Dexterity 3; Stamina 1
Social Attributes: Charisma 2; Manipulation 4; Apperance 4
Mental Attributes: Perception 2; Intelligence 4; Wits 3
Abilities: Dodge 2; Perform 3*
*Storytellers may wish to change this ability to melee or archery for hunters and crafts for housekeepers and craftsmoogles.

Glamour: 4
Willpower: 3
Health Levels: Ok,Ok,-1,-1,-5,unconscious
Attacks: None save for weapon attacks. Moogles are too small to physically hurt something bigger than themselves.

Merits and Powers


Moogle dance: When they want to, moogles can do the Moogle dance against their opponents. During the dance strange
music fills the air as do a variety of lights all while the the little moogles jump around and dance. While being amusing at first, all
who watch it but must overcome a willpower test vs. a difficulty of 8 or fall a sleep. If they only get one success they can stay up
but are extremely drowsy (add 4 minus the # of successes to all task difficulties until they take naps). 4 or 5 successes means
the character completely wards off the enchantment.

Frailties and Flaws


The Moogle Tongue: Moogles can communicate only in their own language, Moglis. Garou and other shapeshifters as well as
those with the ability to communicate with animals can understand his chitter-chatter which to their ears always comes out as
English. This, actually is almost as much of a merit as a flaw as if one can get a large crowd of between 5 to 10 moogles excited
the chatter can cause migraines in those who can't understand Moglis. All targets must make a willpower test against a difficulty
of 7. Depending on the # of successes, characters may or may not get head aches or migraines.
Successes Effect
0
Severe Migraine! The character becomes dizzy and disoriented and suffers from a +4 penalty to all difficulties until
the character can rest or get decent anti-headache medicine. (Extra Strength Tylenol or some Advil maybe)
1 or 2
Bad heachache. +2 to all difficulties until the character can rest or get some aspirin.
3 or more Gets his hands over his ears just in time to block out all the moogle chatter.

Other Possibilities: The above could also, with a bit of statistic juggling, be used for Ewoks for Changeling.

The Totoros
Source: My Neighbor Totoro
Type: Sprite/monster
Rank: 2-4
Origin: The totoro is a very unique creature that is dedicated to protecting childlings. Although originally native to Japan, these
timid forest spirits can be found in almost any rural town in the world. They often come to childlings in need of help and are
natural guardians although not naturally combative (in fact totoros can't fight...).

Description: Totoros come in a wide variety of shapes, sizes, and colors. They can be as little as kittens to as big as your papa
-- some even bigger! There are even a few rare types that turn into cat shaped buses (that's Catbus or Nekobus to you, buster).
These types (aka Rank 3 totoros) look like the big brothers of the Cheshire Cat from alice in Wonderland.

Stats
Physical Attributes: Strength 1; Dexterity 3; Stamina 1
Social Attributes: Charisma 4; Manipulation 2; Appearance 4
Mental Attributes: Intelligence 3; Perception 4; Wits 3
The attributes are for a small totoro (rank 2- 10" height). For a medium totoro (3-4'/rank 3) add 1 to strength and stamina, and
two for a Large totoro (6'+ and rank 4. this means they have 4 for strength and Stamina).

Talents: Expression 2; Subterfuge 3


Skills: Performance 4; Mythlore 2
Knowledges: Local Area 3
Glamour: 6
Willpower: 4
Attacks: Are you crazy?! Totoros don't fight (they come from a show that's on about the same level with Sesame Street -- do you
see Big Bird running around beating up people in anything other than strange fanfiction?). Totoros will always run away if
someone tries to attack them.

Health Levels: Ok,Ok,-1,-1,-5,Unconscious

Merits, Flaws, Powers and Penalties


Overly Cute: Because of their incredibly cute appearance, all who try to attack a totoro (an evil deed I'd say) must make a
willpower test vs. a difficulty of 10.

The Incredible Catbus: An ability exclusive to rank 3 totoros, this merit allows the Cheshire Totoro to turn into a small cat-like
sentient school bus; excellent for transporting a group of childlings. Wilders, especially tall ones, will most likely bitch about the
cramped space if they have to ride in the catbus.

Cantrip casting : All totoros can cast cantrips. What they case, however is always the Totoro's (i.e. Storyteller's) decision.
Totoros can regain their glamour as most changelings do; usually at the area freehold which can be home to 10 x its rating in
totoros. Totoros may not use any cantrip that is either violent or manipulates a being's mind to do something against their will.
Rank Arts Realms
2
4 3
3
6 5
4
7 6

The Tetos
Source: Nausicca: Valley of the Wind and Windaria
Type: animal
Rank: 1
Origin: Tetos are actually the collected species of strange looking squirrels/chipmunks that have shown up in several different
animes. For instance the original teto from Nausicaa has brown tiger stripes, floppy ears, and pure green eyes. Also somewhat
similar, Chipper from Windaria is a teto that posesses long triangular ears. When Creating tetos be sure to include plenty of
strange little alterations but none of the alterations should make them look ugly. Tetos can be found natively in many forest glens
and freeholds. All tetos are very intelligent for animals as noted below in their stats.

Description: All tetos look like highly evolved squirrels or chipmunks. They are all vary drastically from one another for the most
part otherwise.

Stats
Physical Attributes: Strength 1; Dexterity 4; Stamina 1
Social Attributes: Charisma 3; Manipulation 1; Apperance 3
Mental Attributes: Intelligence 3; Perception 3; Wits 4
Abilities: Survival 3; Alertness 2
Glamour: 3
Willpower: 1
Attacks: Bite/1
Health levels: OK,-1,-1,-5,incapacitated

Merits
Animal Senses: Since the Teto is an animal, it can see fine in the dark.

Flaws
Small and defenseless: Tetos are incapable of anything more than a small annoying bite. They are, as you can see from their
health levels, not very good at taking damage as they are so small. Usually they are smart enough to run from anything that might
be dangerous to them. Because of their size, all attackers at +2 difficulty to hit the critter.

Bag o' Many Things


By Schpook (dgpaul@cycor.ca)

Treasure/ Chimera
4/3 points and up.

Glamour
1 and up as maximum capacity.

Description
The Bag comes in two varieties: the treasure and the chimerical Bag. These bags are rather rare and sought after heavily. They
appear as small pouches to large bags with drawstrings. They have the ability to materialize real or chimerical objects
depending on their nature. (Treasure may provide real. Chimerical can only provide chimerical objects. ST's discretion: whether
or not certain real objects cost double the glamour.) This power is activated by the owner of the bag reaching into the bag and
thinking or wishing for what he or she needs. This is where the fickleness of glamour manifests itself as Glamour interprets the
need by its own paradigm. It replenishes its store of glamour 1pt at a time by being in a freehold for 24 hours or by being fed 1
dross once a day until it reaches maximum capacity.

Powers
Materialize: The Bag may create, or summon something across time (past and present only) and space to suit its owner's
needs. Chimerical objects last 1 day. Critters may last longer. This ability costs the Bags own glamour. The following is a chart
as an example. (ST's may adjust to suit their story's needs).
Glamour Description
1
Small and medium simple objects
2
Small complex object/ large simple object
3
Small "living" thing/ med. complex object
4
Med. living thing/ large complex object

Weakness
Whimsy of Glamour: The Bag will cater to the wishes of the owner in unorthodox and spontaneous matters. This may be literal
or figurative (according to the wish), useful, benign or dangerous. Sometimes it will require the drawing of a second item in order
to make the first one work. (This leaves room for ST creativity)
Here are some examples:
Nick Nack, the nocker, is trapped in a nasty prison. He reaches into his bag asking it for something that would disable the lock
so he could escape. He pulls an electric drill the first time. (oops, no electricity, guess you have to draw again...)
Nexus, the Sluagh, wants something to make it so that nasty dragon won't chew him and will leave him alone. He draws
something that doesn't seem to end. It turns out to be a combination muzzle and blindfold for dragons.
Anatoli, the Satyr, wants something that will help him catch up with Pritha, a female Satyr, that ran off and is playing hard to get.
He draws a huge cannon. It's just the right size to make him a human cannonball.
Yip Yap, the Pooka, needs something to scatter that nasty pack of Redcaps harrassing some animals and draws a grenade... of
laughing gas.

Brownie Chimera
By Blake Dodson (bkdodson@accessone.com)

Orphan Chimera

Monsters: Sprites
Brownies are miniaturized (three to six inches in height), shaggy-looking men whom often appear dirty, hairy and wear dingy,
brown clothing. Despite this disgusting appearance, and their horrible faculty for the English, Gaelic, or Celtic languages, they
typically know much information about the area in which they reside and in mythlore. In addition they are very helpful at
completing small chores around the house, farm, or even business establishment which is near or in the area where they live.
Brownies will adopt these buildings and look after them. In return, Brownies often expect a payment of a bowl of cream or good
milk and a honey cake. If too much food is given or if clothing is left as payment, Brownies will levae and never return to said
homes, farms, or business establishments. Criticizing a Brownies's work will more than likely result in a change for the worse in
it's demeanor. Once, an angered Brownies was seen throwing an entire crop over a cliff when one farmer had "critiqued" the
mowing job it had done.
While mythlore is one of the Brownie's specialties, most know a little of the occult as well. This information and a plethora of
stories have been handed down by elders to the children throughout Brownies existence.
Brownies do not necessarily have to live near or around people. They are content spending their time deep within rainforests,
forest glens, or meadows using the undergrowth as protection from Changelings, other chimera, or enchanted mortals. What
they do in secrecy is quite unknown, since they will often disappear in a hole, tree stump, or hide in the undergrowth if the
Brownies suspect someone is watching. It is speculated that whole societies of Brownies exist, even today. Perhaps instead of
taking care of a house, farm, or business they believe themselves left in charge of handling the forest. While the bizarre
accidents in old growth forests (where clearcutting is suddenly allowed) can be blamed on eco-freaks or perhaps even the
Garou, it is quite possible that Brownies are the cause of these "misfortunes". Unseen by the Banal mortals, the mischievous
Brownies are able to accomplish their deed with uncanny effectiveness.
No on know how or when Brownies came to existence. They have been around as long as stories were told of these
mischievous creatures. Perhaps a small child fancied herself a Brownie or one was her imaginary friend. The dreams of this
child would then have brought these Brownies into existence. In any case not much is known about their beginnings.
It should be noted that if a Brownie does decide to help a human he is enchanted so that payment can be enforced ("humans! so
rude these days"). Brownies, while completely uncharismatic, are very perceptive of their surroundings. Because of this
awareness, the Brownies have been able to retain a secrecy unparalleled by most other chimera.

Statistics
Attributes: Strength 1, Dexterity 5, Stamina 1, Charisma 1, Manipulation 2, Appearance 2, Perception 3, Intelligence 2, Wits 2
Glamour: 8
Willpower: 3
Health Levels: OK, -1, -2, -5, Squashed or Dead if you prefer
Attack: Spear/2 dice; Insult (no damage except emotionally)
Talents: Alertness 3, Athletics 2, Dodge 2, Brawl 1, Subterfuge 1
Skills: Melee 1, Stealth 1, Survival 3, Crafts 3
Knowledges: Enigmas 1, Mythlore 3, Occult 1, Area History 3

Powers
Beckon the Veil: Brownies have an uncanny ability to hide at anytime, anywhere even from Changelings, enchanged mortals,
or other chimera. This power can be evoked in plain sight of such a being as mentioned above. For each Glamour point spent 2
dice may be rolled (difficulty of the subject's Glamour, or highest Glamour in a group of beings) in an attempt to disappear from
onlookers. No matter what the outcome, Brownies will dash for the nearest hiding spot to watch the beings and observe what
they do. If a Brownies wishes to attack, this "invisibility" is shed. Any being normally able to see a Brownie again can. Taunting

or conversation does not make the veil disappear. This is a more likely case of action rather than attacking an individual who
has "annoyed" the Brownie(s).

"Instant" Chimer Creation: A power of the Brownies often less used and in desperation is their ability to "instantly" create
chimera. As opposed to Nockers who must take much time and effort always bearing a minor flaw, the chimera made by
Brownies is perfect and relatively instant. Even animals or creatures of fantasy may be created. The only drawback is that any
chimera created will be in relative size to the Brownie in question. Horses become miniaturized to a size suitable for riding or as
large as the Brownie himself. In this fashion all manner of small creatures as well as ones that are much larger than Brownies
may be "created" and used. Non-living chimera are also in relative size to the Brownie. These chimera typically last a scene and
take 5 Glamour points to create. Living chimera are harder to create than non-living) and then the chart below is consulted:
Successes Time Needed
Botch
Can't Accomplish
Failure
Can't Accomplish
One
3 rounds
Two
2 rounds
Three
1 round
Four
Ready for use at end of round
Five
Ready for use immediately
Many a Changeling, enchanted mortal, or chimera have made the folly of thinking Brownies were "insignifigant little twerps that
couldn't possibly do serious harm to anybody." These beings learned to their surprise and horror that a Brownie armed with a
chimerical chainsaw could be very deadly in it's own right!

A CHIMERA GENERATOR for CHANGELING THE DREAMING


By Thaddeus Howze (hyperion@AIMNET.COM) (18 August 1995)

Introduction
I have noticed that Changeling insists that there is a hierarchy of Chimera as a background and it looks like this:
Level 1: A minor chimera
Level 2: A useful chimera
Level 3: A chimera of significant power
Level 4: A very powerful chimera
Level 5: A chimera of incredible power
Okay, how useful was that to you? Knowing that Chimera are one of the major arteries of this game, we could have done with
more than six or seven listed in the book. (I know, its another supplement.) I have tried to create a Chimera Generator but I am
not enjoying the process. On with the show...

Creation Points
For this system to be effective we have to create a few conventions in which to work. A creation point is an arbitrary amount of
magical energy we shall be using to create our Chimera. Granted, only the Storyteller is supposed to create these but in the
current rules there is no real means of doing so. (At least this way, the players can help create chimera for the game.)
1. Each level of Chimera is worth 15 Creation Points.
2. Flaws in a chimera that will give more creation points.
3. Chimera may use abilities that do not cost glamour to use.

Level 1: Minor Chimera (15 Creation Points)


These are the Chimera who are the childhood companions of Childlings and occasionally wander harmlessly through the
Dreaming. These chimera are usually (but not always) harmless. They are often not even very useful but are nice to have around.
They will sometimes possess a single ability that justifies their existences at all.

Level 2: Useful Chimera (30 Creation Points)


These chimera are the ones passed down from father to son. These heirlooms of modest power offer simple abilities with a
simple payoff. Usually called one-trick ponies, these chimera are best known for their simple wisdom and useful advice. These
are also the most successful of cursed chimera as well since they often are simple and innocuous in appearance and insidious
in effect.

Level 3: Chimera of significant power (45 Creation Points)


(under construction)

Level 4: Very powerful chimera (60 Creation Points)


(under construction)

Level 5: Chimera of incredible power (75 Creation Points)


(under construction)

Chimeric Creation Tables


Attributes
Physical: Str, Dex, Sta
Mental: Per, Int, Wit
Social: Cha, Man, App
All Chimeral Attributes start with a rating of 1. If a Chimera does not have a rating listed assume that it is rated at 1. Even
chimera that do not resemble living creatures are capable of some form of intelligent thought; they are after all, "imaginary
constructs." Most chimera unless they were designed for speech generally tend to say nothing, (probably because unless they
were given intelligence they will have little to say that is useful.)

Health or Damage Ratings


The Health rating of a Chimera is rated at: Sta +2. Additional Levels will cost 1 point per Level. A Chimeric artifact will simply
have a damage rating. If the artifact is damaged it will have a reduced chance of using skills (but not powers) once it is past the
OK rating.

Damage Ratings and Number of Attacks


The damage rating of a Chimera is rated at: Str + Sta in Dice. A chimera may increase its dice by spending one point per die
added to a maximum of Str + Sta. The number of attacks in a single round is based on Dexterity: one attack per point of
dexterity. Chimera can only do Chimeric Damage to their targets. (I have not decided if it is possible to cause real damage yet.
The only reason I consider it is that Glamour is supposed to make real effects in the real world. So if I used a Glamour based
power, then I should be able to perform real magic with real effects in the real world.)

Glamour
A Chimera's glamour rating will depend on what kind of feats are expected of it and whether it can perform some of its abilties
without spending glamour. Abilities that can be used without Glamour are much more expensive and should be limited by the
storyteller. (Unless they're his Chimera, in which case they may have as many powers as he wants them to.) No chimera will
have a Glamour rating greater than 20 to start.

Willpower
A chimera's need for willpower will depend on its mission in life. Less devoted or interested Chimera have a lesser need for
willpower while those who are dedicated to a cause or belief may have significant amounts. No chimera will have a willpower
greater than 10 in any case.

Powers
A chimera's powers are likely to be very diverse. The cost for each type of effect is listed before the power. Powers that only
affect or change:
01 Self/Owner
01 Fae only
03 Humans
05 An area
05 Transfer Skills/Powers to wearer

Simple Powers
01 Light Creation: Create light enough to brighten a room
01 Flight: Fly as fast as running man and as high as a flying bird

01 Darkness Creation: The ability to fill a room with absolute darkness.


01 Sleep: Render a single creature asleep. (1 point per dice vs difficulty = 6)
01 Create Elemental Matter: Make a small amount of Air, Earth, Fire, or Water.
For a simple power that does not cost Glamour, raise the cost by +4.

Complex Powers
05 Invisibility must be purchased for each group.
10 Energy Projection: each +2 points adds 1 die of damage. Maximum range of 100 meters. Each success causes two Levels
of damage.
15 Divination
20 Transformation
30 Apportation
For a complex power that does not cost Glamour, raise the cost by +10.

Weaknesses
Almost all chimera have a secret weakness that can be exploited by the knowlegable. Chimera do not share this weakness very
often but may do so under the right circumstances. All chimera have a weakness to cold iron.
03 Glamour Activation
03 Common circumstance
03 Common substance
05 Uncommon circumstance
05 Uncommon substance
10 Rare Circumstance
10 Rare Substance
10 Geas: Cannot tell a lie
10 Geas: Cannot tell the truth
10 Loves puzzles and enigmas
10 Free roaming: Cannot settle in one place
10 Loves puzzles and enigmas
10 Cannot fail to offer assistance
15 Savagery: Every kill, make willpower or keep killing
20 Geas: Life bound by Service

Examples
Minor Chimera - (15 Creation Points)
Wishwuf: Mystical Companion
00 Physical: Str 1, Dex 1, Sta 1
02 Mental: Per 1, Int 2, Wit 2
05 Social: Cha 2, Man 2, App 4
02 Health rating: OK, -1, -2, -2, -5
00 Attacks: 1 bash attack/2 Dice
04 Glamour: 4
03 Willpower: 3
02 Powers: Flight (1), Light Generation (1)
04 Merit: Flight w/o Glamour cost
-3 Flaw: 1 Glamour for Light Generation
-3 Flaw: Loyal
15 Total Creation Points
This "imaginary companion" is a common childhood friend. Of simple wit and wisdom, its greatest benefit is its loyalty. The
Wishwuf is capable of flight and resembles a will-of-the-wisp when it is viewed. It may fly at speeds of up to 20 mph and is

capable of shedding magical light bright enough to light a room. This light will last until dispelled. It may carry up to 40 lbs for less
than an hour.

Useful Chimera - (30 Creation Points)


Cloak of Invisibility: Chimeric Artifact
00 Physical: Str 0, Dex 2, Sta 1
00 Mental: Per 1, Int 1, Wit 1
01 Social: Cha 1, Man 1, App 2
03 Damage rating: OK, -1, -1, -2, -2, -5
00 Attacks: 0
10 Glamour: 10
05 Willpower: 5
05 Transfer Talents
06 Talents: Dodge 3, Athletics 3
08 Powers: Invisibility to humans and fae
-3 Cost 1 Glamour for Activation
-5 Circumstance: Cannot function if Wet
30 Total Creation Points
This cloak appears to be of good, if mundane manufacture. If worn by a Changeling, its nature may become apparent once any
glamour is used. This cloak is really a chimeric protective device that reduces damage from chimeric sources and to hide the
changeling from the fae. The cloak will take every other level of damage delivered to the wearer. The wearer may use the cloak's
Dodge and Athletics if they are higher than the wearer's.
This artifact will even cloak the wearer from the eyes of mortals as long as it does not get wet. Once the cloak is wet it will not
function until it is dry. The cloak uses only one glamour to activate its power and it will maintain the invisibility from sunrise to
sunset or sunset to sunrise. The cloak will not allow itself to be used for acts of violence, so if the wearer attempts to harm
someone, the cloak will lose its powers of invisibility until more glamour is applied.

Chimera of Incredible Power - (75 Creation Points)


12
08
06
01
00
15
09
31
Powers:
05
20
23
Bound By
Service:
-20
-15
-10
-10
Free Roaming:
-10
-10
-10
-10
-15

Guardian Griffin - Chimeric Protector


Physical: Str 6, Dex 4, Sta 5
Mental: Per 4, Int 4, Wit 3
Social: Cha 2, Man 2, App 5
Health rating: OK, OK, -1, -1, -2, -2, -3, -5
Attacks: 4 (Claw/4 dice, Bite/5 dice)
Glamour: 15
Willpower: 9
Talents: Dodge 3, Athletics 3, Brawl 4, Alertness 4, Mythlore 4, Etiquitte 3 Expression 3, Kenning 3,
Enigmas 4
Flight
Energy Projection (5) 5 dice
Transformation (5): Flesh to Stone (Glamour: 2)

Geas: Life bound by Service


Savagery
Geas: Cannot tell a lie
Loves puzzles and enigmas
Free roaming: Cannot settle in one place
Loves puzzles and enigmas
Cannot fail to offer assistence
Geas: Cannot tell a lie
Savagery

These powerful guardians protect the entrance to the Shining Realm. These wise and powerful creatures were bound to service

hundreds of years ago and continue to serve in this capacity. These majestic creatures are intelligent and beautiful
conversationalists and are often consulted for their wisdom by all members of the Kingdom of Arcadia. Guardian griffins are
also found roaming the Dreaming offering their services to any they feel are worthy of them.
Mighty in battle and spellcraft, guardian griffins can project magical beams of energy that can wound or even kill. These magical
beams may be changed into any kind of energy the griffin desires. An even more terrible power is their ability to transform
creatures into stone. Two points of Glamour must be expended for this power to be effective. Roll Transformation 5 + Intelligence
4 vs the Banality of the target. Two successes are required for successful transformation. Five success means the target
remains stoned until the griffin desires to free it.
Their only real weaknesses are their overwhelming love of puzzles and their innate savage natures. Griffins love enigmas, much
like their cousins, the sphinx. A griffin will do anything to hear or see a puzzle or riddle that it has not seen before. Their secret
weakness is their innate savagery. If a griffin kills, then it will need to make a willpower check or it will keep killing until the field is
clear.

Cloud Dragons
By Eric Tolle (schaduw@silcom.com)
"Hey look, That one looks like a dragon!"
"Heheheh --- them's good eatins"
"That one over there looks like a big bird...maybe a peacock."
"A rocketship! I see a rocketship!"
"Umm....mine still looks like a dragon."
"I've got a camel, and a beagle..."
"My bird's a big ship now!"
"Ummm.....y'know..."
"Mine looks like a rock. Or a dead rat. Gee, why's it so cold?"
"That one looks like a witch with a big nose...hey, where'd this wind come from?"
"Y'know....mine still looks like a dragon...and it's heading this way..."
A Chimerical History by the noted Dr. Phineus E. Badger, Esq. DCB, BCA, MCP, MCE, AOE

Introduction: Vermis Vaporous Draconis


Possibly the largest extant chimera, little is still known about these magnificent and solitary beasts. This lack can be attributed to
their aerial nature, and to their fiercely territorial and solitary natures. While much of interest could be learned of these beasts,
such an undertaking would be fraught with danger.

Description And Habitat


Cloud Dragons are commonly found in areas already filled with mundane clouds. This has spawned the speculation -- casual at
best and possibly wild (see article on the natural history of the Casual and Wild Speculation) that they may very well be Glamourinfested clouds; verification of that idea awaits further exploration.
There are three main types of cloud dragons known: the white, or Cumulo Draconis, the grey, or Strato draconis, and the black,
or Nimbo draconis. Individuals vary enormously in appearence, though all have long snakelike bodies seemingly made up of
fine mist-cloud given character and form, one might say. Upon reasonably close inspection wavelets of cloud define muscles
and scales, while appendages such as wings and/or legs appear to be smaller clouds connected by thin streamers. Dragons
tend to be surrounded by smaller clouds, and at times blend into larger masses of mundane clouds -- providing an excellent form
of camouflage. In size they are huge; that is, immense, really stupendously, colossally - ahem. Sizes noted have ranged from a
puny 200 meters, up to a gargantuan two kilometers long. They are, naturally, quite light for their size, though proper weighing
must await further research.

Physiology and Behavior


The physiology of the Cloud dragons is uncertain at best -- due to their vaporous natures they are highly variable in shape. It is in
fact, debatable whether they have any internal organs at all; though they have often been seen feeding on cloudlets and vapor. It
appears that some of their attacks on changelings may be attempts to feed on them. Reports of the cloud dragons 'swallowing
chimera whole' while unconfirmed should not be discounted.. Chimerical and most normal weapons pass straight through them - with only swords of cold iron affecting them to any great extent. Their attacks -- when they choose to do so -- are equally
nebulous; blinding cold fog, gusts of icy wind, and even storms of chimerical hail and sleet. These attacks should not be
underestimated; even trolls, and most definitely my assistants have been knocked off their feet and injured by their attacks. Their
reproduction is unknown, but they may be spawned in the vortices of massive storms. Likewise, they may die when they wander
too far away from their supporting clouds -- leaving them to evaporate. Sadly, no Cloud dragon has been open to questions on
their mating habits or life-cycle -- a true loss for Chimerilism.
The three main types differ not only in appearence, but in character. The white Cumulo Draconis tend to drift lazely about puffy
cumulous clouds, grazing on choice cloudlets. Their bodies tend to be plumper than the others, and they appear to be of a more
sanguine -- if not docile temperment. The grey Strato draconis apparently prefer the low lying stratus clouds that accompany
cold fronts, and they can often be seen winding through cold and isolated mountain peaks and ridges, pursuing errant puffs of
vapor like an eal after fish. Their color ranges from light to dark grey, and they are more narrow and streamlined, like a vast
aerial snake. The dreaded black Nimbo draconis is the harbinger of storms and violent weather. They have been sighted
sporting among squall lines, thunderstorms, and the largest of all can be seen as heralds to great winter blizzards, tornados, and
hurricanes. They are by far the swiftest and fiercest of all the dragons, and seem to take wild delight in the chaos their habitats
cause. Like the others, they are sinewy but they can often be seen to have shredded claws and ragged spines -- often with
lightning playing among their mouths. For reasons unknown, my assistants have so far refused to do a detailed study on the
Nimbo draconis.

Addendum: Human Dragon Relations


A most peculiar feature of the Cloud Dragons is that more mortals than usual can notice them. It is not uncommon for children
and those of artistic sensibilities to see them -- and even staid businessmen have on occassion fancied seeing 'a dragon in the
clouds'. I attribute this to the fact that even adults like to make out shapes seen in the clouds, giving vent to a small bit of fancy.
Others have stated it is an effect of the Dragon's natural camouflage, leading to "mundanes pretending that dragons that are
pretending to be clouds are clouds pretending to be dragons" -- a proposition I have never quite sorted out on my best days.
Even more odd is the dragon's tolerence for the aforementioned humans. Oddly enough, even the Nimbo draconis have never
been reported to attack such humans, and there are even rumors that they have given 'fortunate' children -- or childers?' for rides.
I personally give little creedence to these tales not only because of the difficulty of grasping a cloud, but also due to the
improbability of anyone actually getting that close to a dragon on a friendly basis.

Conclusion
As has been shown, the pursuit of a cloud dragon is a matter fraught with danger, and is not for either the faint at heart or
inexperienced. Still, I must admit that in spite of the danger, I would love to have the chance myself, and would more than eagerly
lead an expedition to fill in all the missing gaps in our knowledge of these magnificent beasts, providing proper funding could be
acquired...

Attributions and Bibliography


Eric Tolle, w2tolle@sisko.sbcc.cc.ca.us
The noted Chimerilist and explorer Dr. Phineus E. Badger Esq., is rumored to be the perverse result of a botch involving an
Eshu, a Pooka, and a teleportation pod. Then again, you know rumors...

Cu Sith
By Colin Chapman (942777u@merkland.rgu.ac.uk)

Description
On lonely nights across the Highlands runs Cu Sith. His haunting howl echoing through the glen. Lone dog of the Fae, he has no
pack and treads without sound. The glorious past is dead to Cu Sith, the days when he would take mortals to Arcadia, long
gone.
Yet he remains, and roams still, a reminder of ancient times to both Changeling and Garou. Cu Sith is a hound as large as a
bullock, with a dark and glaucous coat of fur, his tail long and braided.
Neither evil or social, unfathomable and cunning, he keeps his own council. He speaks with no-one.
He should be played as mysterious and evasive, but has been known to appear and aid Garou and Changelings in dire need,
only to slip away again and vanish.

Statistics (Spirit)
Willpower: 9
Rage: 7
Gnosis: 8
Power: 50
Charms: Materialise (Power Cost:32; Str 6, Dex 6, Sta 6, Alertness 5, Brawl 4, Dodge 4, Stealth 5, Bite: Str + 1, Diff. 5, Health:
10), Airt Sense, Reform, Grasp the Beyond (as the gift), Blissful Ignorance (as the gift).
Cu Sith can always enter the Arcadia Gateway.

Statistics (Chimera)
Glamour: 8
Willpower: 9
Health: OK, OK, -1, -1, -1, -2, -2, -2, -5, -5
Attributes: Str 6, Dex 6, Sta 6, Per 3, Int 3, Wits 4
Abilities: Alertness 5, Brawl 4, Dodge 4, Stealth 5
Powers:
Passage to Arcadia: Cu Sith can always enter Arcadia and the Arcadia Gateway. He may take one being with him if he so
desires for the cost of 1 Glamour point).
Unseen Presence: By spending 1 Glamour point he can move completely unseen and unheard for a scene.

Cypier
By Cloak (cloak@guild.bc.ca

Description
Cypier is one of the Malicious, a hateful, vengeful yet subtle chimera. Cypier sprang from the depression of a fae who had many
toubles in the area of love. Stories differ on whether the fae was male, female, sidhe, satyr or some other kith. The two most
common present the fae as as sidhe, one male and one female.
In the first, the sidhe was a young knight, bravely defending his liege and realm from Nunnehi attacks during the period following
the Accordance War. It happened one day that he was out on a routine patrol when he spotted a Nunnehi nearby. With his
chimeric bow, he shot the Nunnehi and rushed forward to finish the job. Breaking through the bushes, he found he had shot, not a
great warrior, but a young nunnehi girl. His arrow had hit her ankle, making it very difficult for her to walk. She looked like one
who had never seen a single confrontation in her life and, as he set about trying to set the wound, he asked her what she had
been doing. The girl revealed that her father had cast her from the tribe and she was wandering the forest, not sure what to do.
She had been a singer and storyteller, and had never prepared for life away from the tribe.
The knight watched her as she told her story and, though he kept telling himself she was the enemy, he could not deny her
beauty. He knew he could not return to the freehold with her, so instead he found an area of the forest where she could sleep
safely. He came daily to check on her welfare and brought her items necessary for survival. Eventually she was able to walk on
her own and at that time she decided to try life in the city. He helped her find a place to live and they continued their friendship
which was quickly becoming something else.
Things would not last however. Redcap motlies patrolled the city streets, and had no love for the Nunnehi. When they found one
of the noble sidhe had quite an intimate relationship with one, they decided it must end. Attacking one night when the lovers
were ... in a compromising position, the redcaps showed the knight what a traitor he had been in many ways that need not be
described. Only when the girl was finally dead did the knight manage to break free. Singlehandedly he killed the entire motley.
Unfortunately, the banality he gained from this overcame him and he was undone almost instantly.
In the depression that followed Cypier was born.
The second story is the story of a Sidhe countess who had fallen in love with the captain of her guard, a noble troll loyalist. Under
her command he fought many battles for the sidhe during the Accordance War. Her force was strong and victorious at every
battle. Then things suddenly turned around. The commoners began to win more and more battles. She was losing ground every
day. It became evident that there was a mole in her army, and she made her troll captain investigate. He could turn up nothing
and her armies weakened still.
When her seer came to her saying that he had uncovered the truth, and the mole was in fact her troll captain, she was
devastated, but knew it was true. Her captain was executed and the tide was turned once more. She fought through the
Accordance War and relinquished her title at its end. From there she fades from the books, leaving Cypier as her last legacy.
Cypier believes love is for fools and will disrupt it wherever possible. Cypier has even masqueraded as a lover to cultivate the
false emotion, just so it could destroy the dreams of its victim. Cypier is well versed in the arts of seduction, manipulation and
cultivating insecurity. Cypier enjoys especially interfering in the high society games of the nobles, for there can Cypier cause the
most anguish.

Statistics
Attributes: Strength: var., Dexterity: var., Stanima: 3, Charisma: 5, Manipulation (Doubts): 4, Appearance: var., Perception: 3,
Intelligence: 3, Wits: 3

Glamour: 7
Banality: 6
Willpower: 6
Health Levels: OK, -1, -1, -2, -2, -5, Incapacitated, Dead
Attack: None
Abilities: Empathy: 5, Expression: 3, Seduction: 5, Subterfuge: 4

Powers
Shift: Cypier's form is not static. It can change its physical form, including its Strength, Dexterity and Appearance, around almost

at will. It has access to a pool of 12 points which it may distribute in any way between the Attributes of Strength, Dexterity and
Appearance that it pleases. To change forms and redistribute the points, Cypier must spend one point of Glamour.

Materialize: Cypier can actually materialize in the mundane world. To do this Cypier rolls its current Banality (difficulty 7). As
long as it gains a success, it materializes in whatever form it is currently assuming. It may change forms while in the mundane
world, but at the cost of two points of glamour. If the roll botches, not only does Cypier not materialize, but it loses a point of
Glamour. Any tens rolled gain Cypier a point of Banality. The materialization lasts until Cypier decides to leave the mundane
world.

Dragon Overview
By Colin Chapman (col.chapman@virgin.net)

Introduction
If belief and subconscious desire are the 'creators' of dragons, most would hail from earlier periods of history. There are
basically 2 broad general types of dragon in myth: Occidental and Oriental.

Occidental (Western) Dragons


Dragons of western myth invariably had 4 legs and a pair of wings, and ranged from the size of a horse (the one St. George
slew) up to truly gargantuan proportions. They were nearly always malevolent.

Traits of Note:
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.

Their speed and agility were amazing considering their bulk.


Many had a taste for the flesh of young maidens, especially virgins.
Few were actively 'intelligent' but most possessed a very high animal cunning.
They hoarded treasure, especially gold, to nest/sleep on.
They were extremely territorial and aggressive.
They often raided and devoured livestock.
The majority could breathe fire.
Dragonscales could trun all but the sharpest blade.
Those few that were intelligent were extremely so, and usually possessed sorcerous powers.
They were often given sacrifices to placate them.
They lived in inhospitable and inaccessible caves and deep forests.
Those few benevolent ones were usually scholarly hermits.
Dragons' teeth and claw were sharper than daggers.

Some western dragons may be of special note, such as the great, red-skinned dragon that protects Wales. Dragon body-parts
often had use as chimerical treasures (usually one use only) with scales for armour and shields (flame resistant), sowing the
teeth for a crop of warriors, poisonous blood etc.

Oriental (Eastern) Dragons


Called 'Lung' in China and 'Tatsu' in Japan. Unlike western draons, they rarely had wings, but could still fly. In fact, they could fly
with greater speed, ease and agility than western dragons. Usually representatives of the Celestial Court, they were avatars of
water and air, and bringers of rain. They were always wise and intelligent, and always possessed magic powers of majesty,
awe, and weather control. The majority were benevolent, but there are a few cases and aggressive or arrogant ones. They had
the head of a camel, neck of a snake, horns of a deer, feet of a tiger, claws of an eagle, eyes of a demon, scales of a fish,
whiskers of a cat, and tail of an ox. They were sinuous and long, ranging in size from that of a dog to truly massive (probably
having the power to change their size at will).

Traits of Note:
1. They were incredibly wise, said to possess the 'fiery pearl of wisdom'. many pictures show such a pearl located beneath
their chin. Whether this is figurative or a chimerical artifact is unknown.
2. They aren't as physically strong as western dragons, but are better fighters and possess greater magics.
3. They represent Rulership, and are supposed to be supreme among animals. They were majestic and awe-inspiring.
4. They were equally at home underwater or in the air.
5. They usually lived in beautiful underwater grottoes or palaces among the clouds.
Oriental belief in dragons is much stronger than that of the west, especially in China, Tibet and Hong Kong. they are probably
more numerous due to this. For example, many still believe that 9 dragons inhabit the waters of Kowloon in Hong Kong,
protecting the city.

Dustbunnies
By Schpook (dgpaul@cycor.ca)

Introduction
Those little balls of lint that hide under our beds, couches even our closets. They have a reputation and they're proud of it. In
some places they even have a social structure and hierarchy, living in fear of the dreaded vacuum...

Background
For the longest time, since families have moved into hard floored abodes with nooks, crannies and covered up spots, people
have talked about the balls of lint that seem to grow there on their own. "I could knit a kitten out of one of those," or "Watch out
the dust bunnies are getting out of control... if you don't do something about them they'll come out and get ya," were heard by
children, Dreamers and fae alike... and so the spirit's of the Dust Bunnies came into being. Or maybe it was the joke of some
Pooka or Tuatha de Danaan. Who knows? They don't. They're not really big on history, because a sweep of the broom or
vacuum could send them spiralling to their next incarnation.
They are probably the most numerous, but oft overlooked of the fae beings in existance... because they hide and many are really
small. They also don't like dealing with the "Destroyers" who wield the brooms and vacuums and lint brushes. They generally are
well hidden from the ravages of banality but fall when in a particularily sterile enviroment. Dust bunnies are mostly slow moving -unless blown by wind.

Varieties
Note: If a dust bunny tries to stay still in a breeze it starts taking health levels of damage according to the strength of the breeze.

Fuzzies: When they first are reincarnated it usually is as a fuzzy. These are the lowest on the "social" ladder of the dust bunnies.
They are much smaller than a dime even down to a small piece of lint and are often found in groups. They are usually the ones
who travel the most. They have a habit of attaching themselves to clothing to find new and safer places to colonize. They subsist
on lint or dust. Once they have munched enough lint and dust, they become...
(Health levels: no damage, Incapacitated, death)

Fuzz balls/wads: These are the "adolescent" form of the dust bunnies. They like hiding out in dark corners, especially under
beds, couches, and in closets. They munch on dust, lint, hair, and fur. They rarely leave their abode, gaining a sense of security
from the fact that they survived the fuzzy stage. Occasionally whole groups will try to catch a wind and go join a dust bunny colony
if they aren't secure in their location. Once they have devoured enough dust, lint, and hair or fur they graduate to full fledged dust
bunnies.
Health levels: no damage, Crippled, Incapacitated, Death

Dust critters: These are the famous dust kittens/ bunnies. These have weathered the storms and found a "safe" hidey-hole.
They can move about fairly freely in their safe place and discover very minor arts -- no more than 1st or second dot. and only one
or two dots at that. This is usually the largest size which can be up to the size of a rat. They also learn how to communicate with
non-dust bunny chimerae and some gallain. Some even have deals with Monsters Under The Bed and In The Closet. These dust
bunnies can consume almost anything up to their size. A Lost Sock, pen or some such are their favorite prey... for example.
Health Levels:
Small: Wounded, Crippled, Inc., Death
Medium: Injured, Wounded, Crippled, Inc. Death
Large: Injured, Wounded, Mauled, Crippled, Inc. Death
Queen*: Hurt, Injured, Wounded, Mauled, Crippled, Inc. Death
*These are the wisest and best learned of the Dust Bunnies. They may have a few dots in arts.

Dust Monsters: These are dust bunnies that are amok. They start consuming fuzzies, and fuzz wads, even dust critters (which is
against dust bunny laws except in certain circumstances) growing at an alarming rate. If they are near some dust bunny society,
that society usually engages in a shredding of the Monster before it gets too big. The Monsters also become more and more
intelligent, able to learn more Arts... If they aren't vacuumed or shredded by other dust bunnies, they grow to the point where they
can attack child then human-sized victims. They seem to overcome their frailties and have a more powerful birthright, being able
to absorb living matter. Fortunately, these are very rare, but there is talk of a dust bunny society voluntarily absorbing each other
to fend off intruders. In fact, once they've grown to that point, it is usually really hard to recognize them for what they are.

Dustbunny Division
Dustbunnies who are torn apart have their staminas reduced by one (but never below one unless its a fuzzy) Each new part must
then make a stamina roll. Treat it as a soak diff 8 versus damage equal to the number of health levels of the previous
incarnation. (Large Dust Critters split into two Fuzz Wads would take 5 damage. Note: Dust critters can only be split into Fuzz
wads) Failure means death. A botch means no chance for reincarnation. They can split themselves up voluntarily... this lowers
the diff on the soak to 6.

Society
Although no one outside of Dustbunny society is sure, there are rumours of entire colonies tucked away in the walls or attics of
homes, but no one has verified them. The truth is rather frightening. Dustbunnies operate under a strict class structure according
to size. The reason for this is obvious: a larger dust bunnies can absorb the smaller ones without a problem. One doesn't argue
when one's opponent can obsorb oneself. The part of a dust bunny empire most forgotten by any mundane inhabitants of a
building is where the leader of the dustcritters will be. This Queen of the Dustballs masterminds the plans for complete take-over
of the household. Her troops are bunnies, mold, and rot. Sometimes, being at the top is an icky place.

Affinity
Prop

Birthrights
Absorption: They possess the ability to absorb inanimate matter that is smaller than them into their bodies, making them grow.
This may lead to increased health levels. This costs a point of temp. glamour.

Cling: They can stick to anything.

Frailties
Frail: They are easily torn apart by brooms or vacuums which actually do damge to them. Or by hand even.

Dwarf Chimera and Chimerical Mines


By Scott Pollert (pollerts@hsonline.net)

History
For centuries before the Impergium, Nockers relied on the trusty Dwarven kith to supply them with the raw materiels to create
their marvelous weapons and machines. When the Shattering occured however, rather than mingle their blood with humans, the
Dwarves hid or closed all the old entrances to their mines and cut themselves off from the rest of the world. The hapless Nockers
were left hanging without a ready supply of the various metals their creations relied on. Instead they had to make do with more
mundane methods of acquiring their needed metals, and the resulting more banal raw materials.
This continued for a century or two after the closing of the Gates to Arcadia. Then, the Dwarves reemerged, but they had
Changed. Shorter and grumpier, they were no longer visible to the mortal world. Rather than risk losing the Dreaming, the
Dwarves had become one with the Dreaming. The had given up their lives as Fae and became chimera instead!
Once again, the Dwarves sought to barter and sell their metals to interested Nockers. Unfortunately, the Nockers had not yet
forgiven the Dwarves for abandoning them to the mundane world. The legendary Nocker temper and the equally legendary
Dwarven stubbornness quickly gave way to an all-out war between the two groups. The Nockers sought to take the mines and
metals from the Dwarves, and the Dwarves strove to hold onto what was theirs by right and teach the Nockers a lesson.
Ultimately, neither side won. The Nockers found it almost impossible to assault the well-defended mines of the Dwarves, and the
Dwarves could no longer survive in the now Banal mundane world. A wary peace was called.
Realizing that they couldn't be enemies, or at least not at each other's throats if both groups were to survive. The Nocker kith and
the Dwarven Chimera called a truce and came to an agreement that was to last to the present day. The Dwarves, ever in search
of gold, wished to renew the age old tradition of barter and sale that had been in place previous to the Impergium. The Nockers
quickly agreed, and once more began purchasing rare and bulk metals from Dwarves in exchange for gold. From the raw
materials purchased from the Dwarves, Nocker craftsmen constructed weapons and other works of art and exchanged these
worked pieces for more raw metals. In this way the system of barter and sale continues even today.

Present Day
Whenever a Nocker craftsman sets up shop in one place for more than one month and one day, somewhere within a mile of his
workshop the opening to a Dwarven mine will appear. Exactly where and when are never certain, though it is usually hidden in a
dark corner, back alley, or sunken hole in the ground. The mine entrance always opens up from a stone, brick, or other hard,
rock-like surface and can only be seen by fae or those who have been Enchanted. Even the Fae or Enchanted will have difficulty
finding the opening as Dwarves are notorious secret-door builders, and most entrances are little more than a crack in a wall
when shut.
Regardless of the difficulties, the mine entrance will eventually appear and be found by the prospective Nocker craftsman, if only
because the Dwarves want to be found by him. When approached, the Nocker must, well, knock at the entrance in a secret
pattern known to all Nockers. If anyone other than the prospective craftsman the Dwarves have come to trade with tries to use
the pattern, the Dwarves will not answer. (There are other ways to talk to the Dwarves, but this pattern can only be used by the
right Nocker.)
Upon answering the Nocker's call, the Dwarves will seek to engage in trade and barter. The usual material all Dwarves crave is
gold, though there has been, on a rare occasion, demand for other items, usually manufactured items of Nocker make that the
Dwarves can not make for themselves. Chimerical steam engines and water pumps for the Dwarfs' mining operations are some
examples. In exchange, the wealth of the earth is made available to Nocker craftsman. Silver, tin, copper, rare gems, and coal
are all examples of the selection available, for the right price of course. Even such rare elements as titanium and platinum can
be purchased. The only things Dwarves will not deal in, under any circumstances, are iron, gold, or radioactive metals. The first
and last because of their inherent Banality, and the second because of the Dwarven race's legendary greed.
After the first bartering session is completed successfully, the Dwarven Chimera and Nocker craftsmen usually settle into a long
term relationship. Many Nocker craftsmen refuse to get their raw materials from anywhere other than their personal Dwarf
supplier, and will object strenously if someone attempts to force them to use other material. For their part, the Dwarf Chimera
involved with a specific Nocker will usually refuse to deal with anyone else or even reveal their presence if anyone else is near.
Despite the reliance each has on the other, considering the mental attitudes of both Chimera and Kith, many, many arguments
still erupt between the two groups, usually over a matter of bargaining. These arguments tend to be legendary in their volume
and intensity, and observers are cautioned to leave the two alone. [It should be noted that a number of Nockers have landed
themselves in the Loony Bin after being witnessed by Mundanes apparently haven't violent arguments with a wall!]
In this way, both Chimera and Kith have worked together and prospered over the centuries. Dwarven miners providing smelted
metals and other raw materials of the earth, and Nocker craftsmen fashioning them into beautiful and surreal objects of Faery
weaponry and art.

Elven Blade
By Robert Scott Wilson (Truman1997@aol.com)

Description
Level 2 treasure/level 3 chimera (some have both real and chimerical components, some don't)
These blades are created using a "recipe" dating back to the time of the Fomorian Wars. They use a Glamour-based effect
similar to the Werewolf gift: Sense Wyrm. In the presence of any being greatly tainted by the Dark (wyrm-critters, some Sabbat,
Setites, and most Baali vampires, BSDs, Nephandi, etc., etc.), these blades (on a sword, axe, knife, even a few on spears) glow
with an unearthly light. Yes, this is straight out of Tolkien and as per Sting. Please bear with it, as they really do have uses in the
game. Can you say fomori detector, boys and girls?

Gargoyle Chimera
By Colin Chapman (col.chapman@virgin.net)

Description
The dreaming of mankind and kithain alike have great powers of creation, acting on the subconscious beliefs, desires,
nightmares, and bizarre imaginings of the mind. Long have mortals and kithain told stories of these sentinels of stone, fueled in
the fervent mind by the brooding and leering faces, carved in the architecture of Man. Strong was the belief that these demonic
statues served to drive off the influence of evil, and with such a strength of conviction, belief and dreaming became reality of a
sort. Gargoyles were born as chimera.
Birthed in the tumultuous Middle Ages, the gargoyles reflected the grim mentality of the era, with the growing power of church
and monarchy, and the twisted dreams of power that would forever change kithain society. Many would perish or enter Slumber
in the approaching Shattering. In the period 1200AD - 1450AD the gargoyles were at their most numerous, as architecture
supporting their visage and belief grew apace. Sadly, the aftermath of the Shattering has reduced these chimera greatly in
number, many slumbering still within their associated statue until the power of nearby Glamour awakens them, a rare and
wondrous occasion.

Habitat
Gargoyles are only ever found within the grounds of the buildings they were carved on, usually sitting on the rooftop, peering
intently at any who approach their demesne. They can never leave the buildings or grounds themselves, but are free to move
within them. Obviously they are primarily found on architecture dating back to the Middle Ages, with few inhabiting newer
architecture due to the lack of belief in those more modern eras. Most are found on old European churches, and they are
incredibly rare beyond the confines of Western Europe.

Description
Despite being chimera, Gargoyles do have a 'physical' aspect in the real world: the actual statue they were 'born' from. Only
kithain and others able to see the chimerical can actually see gargoyles as 'living' stone demons, but some semi-aware mortals
can feel their presence, bothered by the nagging, eerie feeling that a certain statue is 'watching' them...
Irrespective of whether the gargoyle moves in its chimerical form, its physical statue always remains stationary and unchanging.
It is, after all, only a statue.

Appearance
Gargoyles vary as greatly as they statues they spawn from, but are usually demonic, leering, bat-winged, ans short; composed of
living stone. Few approach full human stature.

Character
Gargoyles, despite their demonic appearance, were dreamt of as protectors from the spirits of evil, and this is the cornerstone
of their mentality. Intent, pensive, and often a little grumpy, they are nonetheless highly alert, guarding their 'perch' (gargoyle term
for the building they were carved on) diligently, noting the approach of beings both physical, spiritual and chimerical. With an
innate sense of individual character, they prevent (or at least try to) the approach of anyone lacking in moral substance. A
gargoyle gives one warning, and one warning only, to any such people who attempt to enter their domain. Failure to heed the
warning and leave is met with immediate force.
Those newly awakened are often bemused and slightly bewildered by this strange new world, grateful to any decent changeling
who takes the time to bring them up to date. Almost without exception, gargoyles speak the antique languages of Europe, such
as Middle English (read some Chaucer), French or German, and are usually quite fluent in Latin.

Attributes
Attributes for Gargoyles vary greatly, depending on size, carved attributes etc. but the following represent the 'average' demonicimp, approx. 3' (1m) in height. Several things they all have in common however, are high Alertness, and disproportionately high
Stamina/Armour/Health Levels (they are made of living stone after all).

Stamina/Armour/Health Levels (they are made of living stone after all).

Attributes: Strength 3, Dexterity 2, Stamina 5, Charisma 2, Manipulation 1, Appearance 1, Perception 3, Intelligence 2, Wits 3
Talents: Alertness 4, Athletics: 2, Brawl 4, Dodge 2
Glamour: 7
Willpower: 9
Health Levels: OK, OK, -1, -1, -2, -2, -5, -5
Attack: Claws Str + 2 dice
Armour: 3 levels of stone

Powers
Statue: Gargoyles can remain utterly motionless for as long as desired, appearing to all senses as a simple statue.
Flight: Any Gargoyle with wings, no matter how tiny they are, can fly.
Decency: All Gargoyles have an innate sense of who's 'evil'.

Weakness
If a Gargoyle's statue seeming is destroyed or damaged, so is it.

Kelpie
(Ech-Ushkya)
By Colin Chapman (col.chapman@virgin.net)

Description
'Tired from the revel, Cullyn Murdoch strolled in the light of Luna. Steam rose from his fur in the cool night air as his form
twisted to that of man. Naked, he rejoiced in the cool caress of the eve's breeze and brushed his thick black mane back from
his sweating brow. He let out a howl of jubilant joy, torn from his lungs at the beauty of Luna's shimmering reflection in the
loch's black waters. Surely no Galliard had felt such joy?! Parched with thirst, he knelt to sip of the waters. He barely had time
to scream...
The terrifying Kelpie (Ech-Ushkya in Gaelic) is an ages old horror of Scotland, the evil and twisted water-horse, render of flesh.
They live in the bogs and fens, lochs and rivers, waiting for likely prey. Devious shape-shifters, they favour two ploys:
Appearing as a splendid young horse they can lure the curious near, allowing them to mount, and springing the trap. The hapless
victim will be firmly held, unable to dismount as the victorious kelpie dashes into the water, drowning the poor soul and tearing
her flesh.
Sometimes the form of a human suits their needs, and they lurk in cover or fein distress. They pounce when the prey is near,
crushing them in a deadly grip and dragging them underwater...
Territorial and aggressive, only one kelpie is present in any single stretch of water or loch. Kelpies revel in storms, wailing loudly
and galloping across the waters surface.

Statistics (Spirit)
Willpower: 7
Rage: 7
Gnosis: 7
Power: 30
Charms: Materialise (Power Cost: 20; Str 6, Dex 3, Sta 5, Alertness 3, Brawl 4, Stealth 5) Reform, Shapeshift, Surface
Attunement (as the gift), Hold

Statistics (Chimera)
Glamour: 7
Willpower: 5
Attributes: Str 6, Dex 3, Sta 5, Int 2, Per 3, Wits 3
Health: OK, OK, -1, -1, -2, -2, -5, -5
Abilities: Alertness 3, Brawl 4, Stealth 5
Powers:
Shapechange: Can assume the form of a hairy human for 1 Glamour point.
Water Walk: Can run across the surface of water, and is equally capable underwater as above.

Moogles
By Robert Pool (robert69@usa.pipeline.com) (8 April 1996)

Source
Final Fantasy 3

Type
Sprite/monster

Rank
2

Origin
The Moogles are relatively new type of Chimera. They originate from a video game that has achieved huge sales over the world
called Final Fantasy 3 in the English-speaking countries while in Japan it is actually part 6 of the series. Like some anime, the
video game series has a small cult of followers around the world.

Descriptions
The Moogle ranges from as small as 10" to as tall as 3' and looks oddly almost like a pure white Kowala bear with several
physical changes. It stands fully upright, has small pointed ears (sorta like a cat's), a little red button nose, strange Asian-like
eyes, a pair of useless little batwings, and has some sort of antenna (just one) that sticks out of its head and has a little ball-thing
on the end of it. Despite all this, one of the stranger things about the moogles is their strange language where all words usually
end 'po' (kupo,kipi, and kopi are some of the most common words) and few changelings have ever been able to decipher their
chatter. Woe to the fool who makes the little creatures excited as their strange squeals and chatter are too much for the ears of
any changeling.

Moogle Villages
There are several small communities of moogles throughout the world, most usually in places where there are lots of forests. For
any of these Moogle villages think Ewoks from Star wars. There are plenty of tree huts and bridges to connect them. The village
is usually governed by the elder Moogle of the tribe and gives out the orders while the other moogles are hunters, homekeepers,
or craftsmen. If the village ever comes under attack >from outside forces (be they mages, humans looking to turn the forest into a
highway, etc.) the village can put together a small army of hunters armed with old-style bows and wooden spears. Generally, they
are wary of intruders, but usually get along with most changelings (save the more dark type such as the Sluagh or Redcaps) and
some shifters as long as they don't threaten the village.

Generic Moogle Stats


Physical

Social

Mental

Strength * Charisma **
Perception **
Dexterity *** Manipulation ** Intelligence ****
Stamina * Appearance **** Wits ***

Abilities
Dodge: **
Perform: *** *

Glamour: 4

Willpower: 3
Health Levels: OK,OK,-1,-1,-5,unconscious
Attacks: None save for weapon attacks. Moogles are too small to physically hurt something bigger than themselves.
* Storytellers may with to change this ability to melee or archery for Hunter Moogles or crafts for Housekeeper/craftsmen.

Merits and Powers


Moogle Dance: When he wants to, a moogle can do the Moogle Dance against his opponents. During the dance, strange
music fills the air as do a variety of lights, all while the little moogle jumps around and dances. While being amusing at first, all
who watch it but must overcome a willpower test vs. a difficulty of 8 or fall a sleep. If they only get one success they can stay up
but are extremely drowsy (add 4 minus the # of successes to all task difficulties until they take a nap). 4 or 5 successes means
the character completely wards off the enchantment.

Frailties/Flaws
The Moogle Tongue: Moogles can communicate only in their own language, Moglis. Garou and other shapeshifters as well as
those with the ability to communicate with animals can understand his chitter-chatter which to their ears always comes out as
English. This, accually is almost as much a merit as a flaw as if one can get a large crowd of between 5 to 10 moogles excited
the chatter can cause migraines in those who can't understand Moglis. All targets must make a willpower test against a difficulty
of 7. Depending on the number of successes, characters may or may not get head aches or migraines. Note: the chart below is
probably gonna look fudged to the extreme.

Successes Effect
0
1 or 2
3 or more

Severe Migraine! The character becomes dizzy and disorentated and suffers from a +4 penalty to all difficulties
until the character can rest or get decent anti-headache medicine. (Extra-Strength Tylenol or some Advil maybe)
Bad heachache. +2 to all difficulties until the character can rest or get some aspirin.
Gets their hands over their ears just in time to block out all the moogle chatter.

Other Possibilities
The above could also, with a bit of Background/description juggling, be used for Ewoks for Changeling.

Nocker Chimera Creation


By Russell Neal (r.neal@az05.bull.com) (19 December 1995)

Author's Notes
It was so user friendly to give Nockers the ability to create simple chimera, then not give us a system to do it with. Anyway, I
haven't seen a system posted yet, so here is the system we use, at least where ancient weapons and armor are concerned. I
may work up a set for modern weapons later if I need it...

Nocker Weapon/Armor Chimera Creation Chart


Item
Material Difficulty Successes
Sap
1
5
5
Knife
1
5
6
Sling
1
5
5
Sling stone
1
5
5
Foil
2
6
6
Arrow/quarrel 2
6
6
Saber
3
6
6
Broad sword 3
6
6
Club
3
5
5
Javelin/spear 3
5
5
2 handed sword 4
6
7
Bow
4
7
8
Staff
4
5
5
Mace
4
5
6
Ball & chain
5
7
8
Pole weapon 5
6
7
Lance
6
5
6
Crossbow
6
8
9
Armor rating 1 2
5
5
Armor rating 2 3
5
5
Armor rating 3 4
6
6
Armor rating 4 5
6
7
Armor rating 5 6
7
8
Armor rating 6 7
7
9

Description
All Nocker chimera start with a banality resistance of 6. To boost it to 7 requires 1 extra unit of material. 8 requires 3 extra units,
and 9 requires 5 extra units.
This is done as an extended roll requiring 2 hours per roll. A botch sets accumulated successes to zero, and wastes half the
material being used.
Destroyed chimera usually provide one unit of chimerical material per glamour rating. This could lessen depending on how they
were destroyed. Chimera destroyed by banality usually leave no material.

Nuckelavee
By Chris O'Toole (Cmotfoofur@aol.com)

Description
The Nuckelavee is an amphibious sea chimera of Scottish origin. It has the body of a horse, with legs that are part flipper. Its
mouth is huge, and it has one flaming eye in the centre of its head. Rising from its back is a humanoid torso with arms so long
they almost touch the ground, and a head which rolls from side to side as the creature moves, as if the neck was too weak to
support it properly. What is most horrifying is that the Nuckelavee has no skin whatsoever, and black blood coursing through
yellow veins are as plain to see as whit sinews and powerful red muscles. The one way to escape the Nuckelavee is to put
running water between oneself and it, because of its aversion to it and subsequent inability to cross it.

Attributes:
Strength 5
Dexterity 3
Stamina 3
Perception 3
Intelligence 2
Wits 2
Glamour: 10
Willpower: 8
Health Levels: OK, OK, OK, OK, -1, -1, -2, -2, -4, -5
Attack: Bite/4 dice; Kick*(on land only)/5 dice; Trample**(on land only)/8 dice; Claw/3 dice
*This attack cannot be performed in the same turn as any other, and requires the nuckelavee to be facing away from its target.
** This attack cannot be performed in the same turn as any other, and when using this attack, the Nuckelavee always counts as

having rolled the lowest initiative.


Talents: Alertness 3, Athletics 3, Brawl 4, Dodge 2, Swim 4

Powers
Horrify: The Nuckelavee is a sickening and terrible chimera to behold. The blasphemy of nature is enough to terrify even great
kithain warriors. A changeling faced in combat by a Nuckelavee must roll at least one success on a willpower roll to avoid fleeing
in terror, and at least two successes to avoid being rooted to the spot, thus losing his action for the turn. Each point of glamour
invested by the nuckelavee increases the difficulty of the willpower roll by one.

Nymphs
By Colin Chapman (col.chapman@virgin.net)

Description
(for basic notes see CtD RB pg. 80)
Nymphs can be broken down into two distinct groups: those of the land, and those of water. Found to some extent throughout the
globe; Nymphs are especially strong in Greece.
Extremely comely, they are usually shy of mortals, save for the occassional kidnap of a mortal they found appealing. Fond of
girlish mischief, dancing and love, they are often extremely vain. Usually benevolent, the Nymphs are dying as the natural
environment they embody falls to corruption, bringing them sickness and insanity. As the destruction continues apace, they are
forced to retreat and their numbers dwindle ever smaller. Sadly, few changelings have sought to aid them, barely seeing past
their own petty concerns and squabbles.
For all the evils perpetrated against them, the Nymphs find violence and aggressive action difficult. Many live as recklesly and
carefree as ever before, perhaps hoping to forget the death that looms ever closer.
Those of the land include the Dryads (of forest and trees), Napaeae (of glens and groves), and Oreads (of mountain caves and
grottoes). Those of water include the Crenae (of springs), Limnads (of ponds and pools), Naiads (of streams), Nereids (of the
Mediterranean Sea), and Potamids (of the rivers). Of course, those Nymphs of foreign lands are known under different names
such as the Nixies (Crenae and Potamids of Germany), Gwragedd Annwn (Lake Ladies of Wales), and Undines of the UK.

Appearance
Nymphs epitomise the natural beauty of their chosen environment, affected greatly by its health and seeming. Sadly, as their
homes become polluted, so do the Nymphs, the poisons showing as pox and sickly pallor.
Perhaps 90% of all Nymphs are female, and they never age beyond youth, but they are not immortal, although they can live for
thousands of years. They disdain clothing, only wearing a few temporary adornments of materials natural to their home. Those of
the water should not be confused with the Mer, for irrespective of home, all Nymphs still look like humans, and still have two legs.

Attributes
The following represent a young, healthy Nymph.

Attributes: Str 2, Dex 3, Sta 2, Cha 3, Man 3, App 5, Per 2, Int 2, Wits 2
Attributes: Alertness 2, Athletics 2, Kenning 3, Performance 4, Survival 4
Glamour: 8
Willpower: 3
Health Levels: OK, -1, -1, -2, -2, -5, Incap
Power: Form of Home: All Nymphs can take the form of something in their chosen environment. The form also represents the
age of the Nymph to some extent. For example, a young Dryad may appear as a sapling, but an adult Dryad may become a
tree. They can also merge with, and live comfortable with their natural homes, entering water, rocks, trees, the earth etc, and
becoming part of them. This renders them immune to most damage (save for massive land destruction and pollution). They do
not require food, air, or water, and nothing native to their realm will ever hurt them.

Plumpupetts
(plump-up-etts)
By Ahna Blake (ahna7177@aol.com)

Description
The Plumpupetts were born out of a small child's desire for an eternally comfy pillow. They exist for one reason, and one alone -to fluff, cool, beat the lumps out of, and render incredibly comfortable the pillow of those childlings (and very young and dreamy
wilders) they decide to appear to. They fade in, fluff your pillow, and fade out.

"Just as I was about to fall asleep I looked over and you know what I saw!? A whole bunch of teeny tiny little people, I mean lots
of them, an' they all walked all over my pillow an' they made it so nice an' comfy an' then I kinda fell asleep. What did they
look like? Um... kinda like a puppet with no strings. Kinda."
-- Asheleigh, Nocker Childling

Appearance
The Plumpuppets have two distinct varieties -- the 'tiny glowing figure in a nightgown with wings' look, and the little wooden
mannikin type (these tend to appear to nockers more than any other Kith). The first is much more common, as many young
people prefer 'fairies' to puppets (think wooden jointed artists' figures). They are, regardless of type, sexless, faceless, and
devoid of any sort of real intelligence. They do not appear taller than 3 inches high.

Attributes
None, really. They tend to be somewhat insubstantial to anything other than a pillow.

Powers
Pillow-Puff: They can lift your head off of a pillow without you noticing, and, regardless of pillow size, weight, density, or content,
will proceed to make that pillow so incredibly comfortable that you will, in all likelyhood, fall asleep the moment your head
touches it. This effect will remain with the pillow for two nights following one of their visits.

Are They Real?: The only way these things can be sensed is by vision (unless you are a pillow), and no-one is ever quite
certain that they actually exist, except childlings.

Notes
For some reason Nockers are most prone to this sort of chimera, even some Grumps have been affected (though this is beyond
rare). After a hard day of work and cussing, it seems these young smiths and artisans really need the kind of rest a truly
comfortable pillow can provide. Plumpupetts are also "attracted" by very dreamy children who like to lie awake thinking about
fairyland ala The Nutcracker or Peter Pan.

Sword Master
By T. Wright (tim@grove.net)

Descruotuib
This is a semi-sentient chimera. They were created by children who sword fight with that imaginary "villains" (although this does
not mean that Sword Masters are evil) or were made before The Shattering. Almost always losing, this aspect of the chimera will
always remain with it. Presently many dukes, counts and even kings have in there possession Sword Masters to train not only
themselves but many of their troops and heirs.
Sword Masters range in height from four feet (children's creations) to about six feet (created chimera). They very in clothing from
a black skin-tight suit (ninja's) to elaborate House clothing. All share a stony face that shows little emotion and eye's void of any
feeling. They are essentially robots. They vary in skill, though the average has a 3 in sword. One feature that only the created
chimera have is the ability to become inanimate, becoming a small dagger that can be seen by mortals.
Here are the average Sword Master's stats (as usual changeable at GM discretion):

Attributes
Strength:
***
Dexterity:
***
Stamina:
(Will last until Glamour is taken away from it)
Charisma: None
Manipulation: None
Appearance: ** (Got to look good for the King)
Perception: **
Intelligence: *
Wits:
**

Abilities
Talents
Skills
Alertness: ** Etiquette: **
Athletics: * Melee: *** (sword)
Dodge: ** Stealth: *
Although several court mages have tried to change it, all Sword Masters will more than likely lose. A Sword Master must have at
least three individual attacks that have five successes in them if the Sword Master is to win. Even if the Sword Master loses it will
always give a player a challenge, never obviously faulting.

Terrortown
By Peloquin (ka.vanadis@karlskrona.mail.telia.com)

Prelude
"We'll murder them all amid laughter and merriment,
Except for the few we take home to experiment.
My pulse will be quickenin'
With each drop of strych'nine"
-- Tom Lehrer, "Poisoning Pigeons in the Park"
He was running. Sweat ran down his face, mixing with the smudges of dirt and ink. How could things have gotten so wrong? He
and two others had been out Hunting, searching for what that weirdo Malkavian had described as "the best trip in town". Damn
Malkavians. Another reason not to trust them. Now Saul and Rio were dead, and -- god, what were these people? According to
the old signs, this had been part of the old Acme buildings, that strange novelty company that went bust in the early sixties.
Acme. Now where had he heard that name before...?
"Yoo-hooo? Mr vampire? Come out and play! We're sorry we broke your friends, really sorry -- okay? Please?"
That voice again -- like Death interpreted by Mickey Mouse -- oh, god, Mickey Mouse -- he had to get out of here. But how? This
place was a maze, alleys that went nowhere, doors that led to steep 10 mile cliffs -- Escher would have gotten lost in this place.
There -- was it a door? He had to! Had to get out of here! Slowly he got up, making a last blood-enhanced run for the doors.
Thank Caine for Celerity -- and slammed hard into a nine foot blue giant in bloodstained battle armor. And beside the ogre
stood that horrible, insane monstrosity with the squeaky voice, its bulging red eyes glaring at him. It pulled an oversized yellow
glove from a four fingered hand, revealing -- a massive set of sharp, spinning sawblades.
"Noo, li'l vampie, you no leave here -- we wan's ta play wiv you." The screams echoed through the streets of southern Los
Angeles, as another fool met his doom in the place once known as Toontown.

Welcome to our Nightmare


"Ehhh -- what's up doc?"
--Bugs Bunny
When cartoons appeared on cinema screens all over the world, children all over the western world asked their parents where
those funny movies came from -- and the answer was almost always (USSR excepted) "In America, of course!" And the Glamour
of millions of children created a city. A city populated with chimera of the most bizarre kinds. The city wandered the U.S. for a
while, making Childling lives happier when it came to their towns, but soon, led by the beliefs of mainly American children, it
settled outside of southern Los Angeles, near the cartoon studios of Warner, Disney and RKO.
The chimera inhabiting this place soon took the forms of known cartoon characters, and due to the massive belief fountain
created by so much raw imagination, they gained the infamous invulnerability possessed by all (now gathered under the name)
toons.
Unfortunately, Los Angeles was already in turmoil back then. The Anarchs fought the Camarilla and Sabbat both, trying to create
their own little safe haven in the rigidly held California, and won. But the victory came at a cost. The Anarch leaders had been
forced to make a deal with some of the more unsavory elements of the city, some not even human -- and the rulership of the
Dreaming in the City of lost Dreams fell in the hands of the Shadow Court. Toontown began to grow darker and darker.
Soon, the cartoon studios had to cease their activity due to the increasing pressure of the now Technocracy-controlled Disney,
("Visit Epcot Center kids! And remember, magic only exists in cartoons! Which we create with computers, isn't technology
grand?") and Toontown and their adjoining studios fell into oblivion. But late October nights, during Samhain, the Houses of the
Shadow Court conspired and plotted, and slowly, but surely, turned the land of happiness and harmless violence into the
nightmarish hellhole of misery and bloody gore it is today. Sometimes, they hold what they call "rabbit hunts", in which they pick
suitable targets (neonate vampires and Autumn mortals mostly), enchant them, and then chase them through the pandemonium
of everchanging Toontown, and then kill them in (what they consider) amusing ways.
And with the animated industry becoming more and more adult and violent (especially with the "Hellborn" show on Fox, originally
created as a comic book by artist Rod McTarley, dealing with a man raised from the dead, forced to work for the devil),
Toontown is becoming yet darker and crueller. the changelings of LA have a new name for it: Terrortown.

Dark Places
"Don't open your eyes you won't like what you see,

The devils of truth steal the souls of the free,


Don't open your eyes take it from me"
-- NIN "Happiness in Slavery"
There are several places of power in Terrortown, most notable the Havoc Caf, but there are others as well, mayhap not as
powerful, but still dark and unsafe.

The Warehouse of Lost Hope


This is a truly sad place. The only light comes from a few pale lightbulbs in the gloomily drawn ceiling, giving the whole massive
area a blue-grey tint. And everywhere lies whole or broken toys. This is not very scary by itself, until you find out whose toys they
are. For each abused, innocently slain and molested child in the USA, a toy comes into existence. In the past ten years, some of
these toys have also been inscribed with a small black rune of a tightly wound spiral. The Shadow Court has tried to find out what
these mean, but no one has told them. House Balor says nothing. The Warehouse is growing larger each week. It towers above
the rest of Terrortown like a dark grey tombstone, and most changelings think it will destroy the dark place one day.

Magistrate headquarters
This place is the home of the magistrates, the "lawmen" of Terrortown, powerful Nightmare chimera who prowl the city at nights,
looking for anyone having fun or being happy, cute or just smiling in anything but bitterness. Not even the Thallain dare enter their
domains.

Havoc Caf
This nightclub/diner appears to be a typical cartoon nightclub, apart from the neon flames and chimerical toon demons guarding
the doors. Anyone Unseelie is allowed inside, so are Seelie, only the latter never come out again...
The place is run by Gerimed Kayunte, a Sidhe noble of unknown origins, who controls the place with his slick manners and his
gigantic chimerical toon bodyguard gorillas. It is unknown what House Kayunte belongs to, but the rumors say he is Balor. Inside,
the Havoc Caf is a smoky, cartoon nightclub with dim red lighting and live chimerical toon strippers, one of which starred in a
famous movie in the late 80's. The bartenders are giant toon spiders; the waiters are skeletal toon birds and the cigarette girls
are sleazy, rundown versions of famous 20's and 30's toons. Beware the drinks. The Havoc Caf is a Freehold of some power
and any Changeling who actually spends more than an hour in the place regains one (1) temporary Glamour. Unfortunately this
comes at a small price; anyone able to sense such things will sense the Wyrm in your clothes, but not from yourself. Also, keep
away from the back rooms and the alleyways behind it -- you really don't want to know what's in there.

Inhabitants of the Nightmare


"Remember me, Eddie? When I killed your brother, I talked . . . just . . . like - this!!!"
-- Judge Doom, Who Framed Roger Rabbit

Toons
All chimera toons have the Rede, Toon Invulnerability. It is a Rede unavailable to any other chimeras, and is also a little limited.
Otherwise, think of all the old cartoon characters of yore, make evil or rundown versions of them and equip them with whatever
powers you see fit.

Toon Invulnerability
Chimera Point cost: n/a
Glamour: n/a
This Rede enables the chimera to be virtually indestructible, impossible to kill, really. Oh -- no wait. Not quite. there is one thing
that can kill them, messily, noisily and cruelly. Dip. A mixture of acetone, turpentine and benzene, this substance dissolves the
toon into the paint that once created them. Imagine being dissolved in acid and feeling it all the way down.
The invulnerability takes its form in amusing side effects. Being crushed by something almost always either flattens you, the limb
in question or reshapes it in a mold after the crushing object. The head or limb or body pops into shape almost immediately
afterwards, in likewise amusing ways.
Note that this power simply does not work outside of Terrortown, so any Toon Companions gained will be normal chimera
outside it.

Magistrates
The Magistrates are Nightmare chimera roaming the streets of Terrortown, armed with Dip and a wish to kill all toons who have
not yet succumbed to the influence of the toon city. Beware these, Dip can be lethal to changelings as well...

(Stats are considered average for all)


Attributes: Strength:3, Dex: 3, Sta: 3, Cha: 0, Man: 4 (Threats) App:1, Per: 3, Int: 4, Wits: 3
Abilities:: Alertness: 3, Brawl: 3, Dodge: 3, Intimidation: 4 (Overt violence), Kenning:3, Drive: 1, Firearms: 2, Melee 4
(swordcanes), Investigation: 3, Law: 4 (Toon laws).
Appearance: Magistrates are hybrid versions of toons: they look human but have toon abilities, they also have bulging red eyes
and high pitched voices, their red hair has caused many to mistake them for redcaps, a mistake seldom made again. They wear
yellow gloves over their hands, and have the ability to reshape their hands into lethal weapons, something they only use if they
run out of Dip. The only true known Rede they use is Toon Invulnerability; they are, naturally, as vulnerable to Dip as anyone else.

Dip
This mixture of chemicals is in actuality a form of liquid Banality, like the Nocker gas Universal Solvent, but far more lethal. The
liquid inflicts 7 Chimerical Damage per turn, and armor is quite ineffectual, the only thing one may use to soak is Glamour.
(Diff:6)

Gerimed Kayunte
Attributes: Str: 2, Dex: 4 (Light touch), Sta: 2, Cha: 5 (smooth), Manipulation: 4 (smooth), Appearance 6 (Elegant), Per:4, Int: 3,
Wits: 3
Abilities: Alertness: 3, Brawl: 2, Dodge: 4 (Duck), Empathy: 3, Intimidation: 3, Kenning: 3, Leadership:3, Subterfuge: 4 (Straight
face), Etiquette: 4 (Commoner), Melee: 5 (Broad swords), Stealth: 2, Gremayre: 3, Changeling Lore: 4 (Shadow Court), Politics:
4 (Intrigue), and a whole bunch of Lores and abilities too numerous to count here.
Arts: Chicanery 5, Pyretics 5, Sovereign 4, Contempt 4, Cronos 2
Other notes: He is best in the Actor and Fae realms -- it is also quite possible that he has a few Wyrm powers; see the
appropriate books for advice on what to give him. Also, due to his Balor blood, he has a deformed left hand, which he hides in a
black glove. Fortunately he is quite weak willed and tends to ask his Thallain advisors for council at more than one occasion.
Ergo, the place is truly ruled by the nameless Thallain Bogie who work with him.

Tooth Fair
By Colin Chapman (col.chapman@virgin.net)

Introduction
'Put your tooth beneath your pillow tonight, and while you sleep the Tooth-Fairy will replace it with money'
As children and childlings grow a little older they lose their milk-teeth. A common myth among them if that of the Tooth Fairy, an
elusive sprite that takes away the fallen-out tooth and leaves some money in its place.
In the Glamourous world of Changeling, this myth is holds some truth, for the hopeful dreams of children are powerful indeed...

Appearance
The Tooth-Fairy a tiny, glowing sprite, a mere 3" in height, with gossamer wings, a pale incandescence, and female form. She
carries a tiny down-satchel, and tiny wand tipped with a mote of light.
She appears at the unconscious behest of the sleeping child, 'materialising' with a soft burst of light. She then stealthily, and ever
so gently, retrieves the tooth from under the pillow, placing it in her satchel and leaving a chimerical gold coin in its place.

Attributes
Attributes: Str 1, Dex 5, Sta 1, Cha 3, Man 1 (she's very shy), App 5, Per 2, Int 2, Wits 3
Glamour: 10
Willpower: 3
Health Levels: OK, -1, -5
Attacks: None
Talents: Alertness 3, Dodge 3, Stealth 5

Powers
Sleep Little Children: Should a child start to awaken, the merest touch of her wand makes him enter slumber. (It requires a
Willpower rol, Diff 9, to resist).

So, what's so special about Childrens Milk-Teeth?


The Glamour and dreams of childhood, mixed with hope and innocence, enthuse children who believe enough to wish for the
Tooth-Fairy. The desire is so strong that their foci (their milk-teeth) become a form of dross, holding a single Glamour point per
tooth. Indeed, childlings often keep their lost milk-teeth as a form of barter. Sadly, there is another variety of Tooth-Fairy, but a
Redcap with pliers certainly isn't a childs desire...

Toys of the Iron Nation


By Rob Pool (robert69@usa.pipeline.com) for the Iron Nation.

G-tek and how it Works


G-tek and those robots created using it are interesting in that they aren't exactly chimera. The only place where glamour is used
is the robot's power plant; the rest of the robot is as real as you get. However, this doesn't mean the robot is glamour/banality
proof. Because it runs on glamour, it is fully effected by cantrips, dooms, chimera, and treasures. It'd be quite a surprise if a
bystander sees a big robot walking down the street chasing a guy who leaps 20' in the air, sticks the robot with a sword and
seems to 'kill' it. Note that sentient robots can see chimera, treasures, and a changeling's true seeming. Also, all G-tek robots,
because they are designed by Nockers for the most part, have some form of Nocker flaw. Although, in truth, this flaw should vary
from machine to machine, the most common flaw is listed with each design.

Common Robot Benefits


All Robots have some form of energy weapon and are equipped with Radios for communicating with HQ or each other. This
Radio actually functions without speaking although most robots know the basics of the local language and can actually speak.
There are also some cases where the robots are linked together to form one conscious, aka Neural Net (or NN). NN's give their
operators/masters better control over them and eliminate the stupidity factor in most Soldier-class bots. However NNs also have
the problem of being hacked into by Mad Robots (see the Robot Kith later on in the file).

Robots
IN3 Soldier-class assault robot
Statistics
Physical: Str 5 Dex 1 Sta 4
Social: Cha 1 Man 1 App 1
Mental: Int 2 Per 3 Wits 2
Talents: Alertness 3, Brawl 2, Dodge 1, Kenning 3
Skills: Firearms 3 Melee 3
Knowledges: Computer 3
Glamour: 4
Banality: 5
Willpower: 2
Weapons: Laser gun (replaces left arm. Diff. 6 Dmg. 5 rate 1)
Fist does 6 dice of dmg.

Health levels: Ok, Ok, -1, -1, -2, -3, -5, incapacitated.
Armor: 6 (it's that thick) Nocker Flaw: Clumsy (note Dex 1) and bad order taker

Appearance
The Soldier-class robot looks like a cross between a Victorian-style steamtek robot and a walking garbage can. If you've ever
played the Video game 'Chrono Trigger', then most Hunters have an uncanny likeness to the character Robo. They stand at
about 6'6" and have a larger torso than their arms and legs, although this doesn't hamper their movement (any less than it is
now). Hunters can speak but it will always 'sound' distinctly like a robot. Their paint jobs vary between complexes and units, but
metallic colors (Silver, Bronze, ect.) are among the more common shades used along with black, red, green, and blue.

ST Notes
The Soldier forms the base of the Iron Nation's Army and serve as their foot soldiers. They are tough and fight well enough on
their own to cause major havoc. Their only major problem is they are clumsy due to a dexterity of 1 and have a hard time taking
complex orders (roll int. + alertness vs. a difficulty of 8. Failure means the robot will stand around confused for one round
responding 'command not comprehended. Please Repeat.') although Neural Nets tend to eliminate this problem and they can
acomplish the 'kill intruders' command with no problems. They also tend to clank loudly as they walk (-2 to any perception tests to
notice them).

IN5 Panther-class Stealth Robot


Statistics
Physical: Str 2 Dex 4 Sta 2
Social: Cha 2 Man 1 App 1
Mental: Per 3 Int 3 Wits 3
Talents: Alertness 2 Dodge 3 Brawling 2 Kenning 3
Skills: Drive 3 Firearms 2 Melee 2 Stealth 3
Knowledges: Computer 3
Glamour: 4
Banality: 5
Willpower: 3
Weapons: Laser pistol (external weapon. Diff. 6 dmg 6 rate 1)
Vibro-knife (diff. 5 dmg str+2)

Health: Ok, -1, -1, -2, -2, -5, incapacitated


Armor: 2
Nocker Flaws: *grumble* couldn't think of one...

Appearance
Compared to the Soldiers, Panthers are physically weaker. Their strength and stamina scores show obviously in their thin body
although their lighter chassis makes them more dextrous compared to the Hunter.

ST notes
Panthers are the Nation's stealth and reconaisance units. They prowl in the shadows looking onward at the dealings and affairs
of the other Changeling Houses and report back. They have a special system that allows them to blend in with whatever the
robot is standing against (-2 bonus to most stealth tests) although this won't work if the robot has no place to hide against (it
won't make it invisible ya know). There are some rumors that the Nation has recently developed a Hologram-projection Unit for
the Panther that allows it to hide itself as whatever is neccessary.

IN3-x Kamikaze-class Assasination robot


ST notes
The Kamikaze is a rather new and frightening variation of the Panther. The Kamikaze comes equipped with a HologramProjection Unit and carries a bomb inside it. As the name admits, It was designed for assassinations. It gets close to the
intended victim by using the HPU to disguise as a person the victim trusts, getting close enough contact the victim, then goes
BOOM. The Bomb does 15 dice of damage and the difficulty to soak is 8 and has a blast radius of 20'. Luckily, the robot is only
in its prototype stage and very few have been created. Characters who notice something's up and attacks it will be delighted
partially in knowing that only the robot can activate the bomb (you could drop a boulder on it and it won't blow-up) and it takes a

full action to do it.

IN8 the 55-C class Combat Boomer

Statistics
Physical: Str 7 Dex 3 Sta 5
Social: Cha 1 Man 2 App 0
Mental: Int 2 Per 4 Wits 4
Talents: Alertness 3, Dodge 4, Brawl 4, Kenning 3
Skills: Firearms 3, Melee 2, Stealth 2
Knowledges: Computer 2
Glamour: 7
Banality: 5
Willpower: 3
Attacks: Melee attacks are normal but +1 wound level.
Health: ok, ok, -1, -1, -2, -2, -3, -5, incapacitated
Armor: 4
Mouth Blaster: By spending a point of glamour, The boomer can shoot a blast of dark glamour out of its mouth. It looks like any
blasts from the OAVs but it's always a crimson Red. Characters may dodge, or else they take 1 chimeric wound for every
success the boomer makes rolling its glamour vs. 6.

Nocker Flaw: Bad at orders (roll willpower vs. 8 whenever taking a complex order)

Appearance
Stands at 8' tall and looks like something straight out someone's nightmares. If you've never seen the anime Bubblegum crisis,
think of a T-800 from terminator, add 400 or so pounds of synthetic muscle, give it a dark blue paint job, and you have almost
exactly what a 55-C looks like.

ST notes
woo-hoo-hoo. Bumas are big and bad and they to tend kick even Garou ass. I would advise not unleashing more than 1 or 2 on
a group at one time as even the most experienced of characters will get smacked around some.

Non-Combative Robots/Special Robots


All the robots presented so far are war machines and are dumb as bricks, but that's not always the case. STs are free to create
robots for other non-combat fields of duty. The most common ones might be a construction robot (does heavy lifting and Labor)
or a sexaroid (I'll leave it to your imagination on what it does). For those invaluable special NPCs (good or evil), I recommend
you use the Robot Kith

G-Tek Mecha (or G-mek)


I'm sure the majority of the people who have stuck around this long to read this are probably saying to theirselves: "MECHA IN
CHANGELING! NO WAY! NOT IN MY CHRONICLES BUSTER!" However before you delete this file and flame me til I'm crispy
brown, the term 'mecha' includes robotic vehicles of all heights and the ones here are, on average, about 10'/3 meters (a little
bigger than most garou in crinos). They are still beatable but they can do hefty damage and are heavily armored. As mentioned
under Robots, they are fully susceptible to cantrips/dooms/treasures/chimera as well as real weapons and other supernatural
powers. It's not like I'm trying to do Battletech: the Storyteller game of rock'em sock'em robots...

Being a G-mek Pilot


Yes, characters can pilot a G-mek. STs may allow characters with drive (possible with a 3 or better rating) to pilot G-meks if
given sometime to get used to the controls or require a new skill for G-mek piloting. For STs, all robots (NPCs) can drive Gmeks. Also, in almost all cases, G-meks cannot jump or kick because of their bulkiness.

G-Tek Weapons
All G-teks are equipped with what's called a G-tek Blaster (although there are variations of this. See the flame Dragon). The Gtek blaster is fitted in the front part of the torso is a heavy energy weapons that shoots a large blast of raw glamour. The attack
roll for this is dex + firearms vs. a difficulty of 7. Actual damage varies from G-mek to G-mek.

Abilities and other Notes


All abilities are the same as for their pilot and performed as normal for a character. For attributes, Social and Mental attributes
are the same. Physical attributes are, obviously, different from G-mek to G-mek. For dexterity, there is usually a positive or
negative modifier which means the pilot gains or loses that many pips on his dexterity when making any dexterity based tests
while driving the G-mek. A dex of 0 means there is no modifier.

IN-12x Hunter-class G-Mek


Statistics
Physical: Str 8 Dex -1 Sta 6
Glamour: 5
Banality: 5
Health Levels: OK, OK, -1, -1, -2, -2, -3, -5, Trashed
Armor: 6
Weapons: Punch (diff. 6, dmg 8)
G-tek Blaster (diff 7, dmg 10)

Appearance
To be honest, the idea of G-tek mecha (or G-mek) comes from the video game Final Fantasy 3 as is the name G-tek (it's
actually Magitek/M-tek in the game, but I thought I'd change it to glamtek/G-tek to fit in with Changeling). If you've ever played the
video game, then you have a good idea how most G-tek mecha looks. If not, I'll try to give as acurrate of a portrait of it as I can.
The torso is large and somewhat oval shaped while the legs are short and the arms are a bit too long for the mech's height.
There is no head and the pilot rides on top sorta like some people ride a camel (I can't think of a better way to say it). This
means the pilot is vulnerable to attacks from ranged weapons/projectiles/cantrips/dooms/etc. although you could always to the
heroically stupid thing and jump on top of the G-mek and beat the sh*t out of the pilot. The pilot is free to use the G-mek's arms (if
applicable) to block attacks directed at the pilot. Hitting the pilot requires a Called shot.

ST Notes
Hunters are the basic G-mek models that any other ones are based on. This is obviously the type most characters might
accidentally run into.

IN-15X Prowler-class Scout G-mek


Statistics

Physical: Str 5 Dex +1 Sta 4


Health Levels: OK, OK, -1, -1, -2, -3, -5, Trashed
Armor: 4
Glamour: 5
Banality: 5
Weapons: G-tek Blaster: diff 7, dmg 10

Appearance
The Prowler is very different looking that the Hunter since it was built for stealth/scouting and not to play rock 'em sock 'em
robots. In all truth it looks like a Zentraedi battle pod but 8' tall and the pilot rides on top of it similar to how on rides on a Hunter.

ST notes
The Prowler was built for doing stealth and reconnaissance although the panther robot, because it's smaller, can do a better job.
However, when up against deadly opposition on the field of combat, the Prowler is more like to return alive if caught in cross-fire.
The prowler is the only G-mek that can run (60 mph) and can also jump (same as for normal jumping test-roll strength vs. a
difficulty of 3. each success equals 2' vertical or 4' across/horizontally).

IN-16X Flame Dragon

Statistics
Physical: Str 6, dex 0, Sta 5
Health: OK, OK, -1, -1, -2, -2, -5, Trashed
Armor: 5
Glamour: 6
Banality: 5
Weapons: Flame Blast: diff 6, dmg 13

Appearance
Looks somewhere in between the Hunter and the Prowler. It has the prowler's legs but the chasis is heavier but not as heavy as
the hunter's. It also is missing arms which it makes up with its own G-tek weapon, the Flame Blaster (hence the name, Flame
Dragon) which is quite a bit more lethal the regular Blaster as it can not only do plenty of aggravated damage to supernaturals,
but all start fires. FD's tend to serve as the command unit for a squad of Hunters.

Other G-tek Wartoys


Another possibility is a G-mek Tank but I may or may not write it up. It could be possible to do G-tek Vehicles if you or a player
wants to make one up. I'm already thinking of doing G-tek conversions to Rifts's Techomagic items...

The Arsenal of House Dougal


heh. While the other Houses think of the Iron Nation as a

Joke, House Dougal and its own brigade of Seelie


nockers and gearsmiths have devised several pieces of
personal weaponry for use in the possible war that's
brewing between the sidhe Houses and the Nation. Here
are a few new treasures/equipment that might come in
handy. The common ability of all these new toys is
simple: they cut through robot armor like butter. for
Robots, the armor rating is not added to the soak test.
For G-meks, divide the armor by 3. House Dougal is fairly
strict as far giving people access to these weapons so
STs should take care in giving their players access to
such weaponry.

The Lightsaber
Diff: 7
Dmg: Str+4
Conc: P
While its source is quite obvious (I'm sure you can hear the Star Wars theme
song in the back of your head right now), a lightsaber in the right hands can
strike down a robot with little effort. Like in movies, The saber can be turned
on and off as the character pleases and even hums (although a little louder
since it's probably made by a Nocker).

Vibro-Weapons
Diff: As weapon
Dmg: As weapon +1
Conc: As weapon
Vibro-weapons (vibro-blades/vibro-knives/vibro-axes/ect) are any bladed
melee or throwing weapon that uses high-frequency vibrations to increase
the weapon's damage.

Blasters
Heh. Another Star Wars toy. These are basically come in the form of a heavy pistol and a rifle. They have a limited number of
shots and run on G-tek batteries (discussed a wee-bit later). Note that Blasters' Nocker flaw is a G-tek dud. STs should secretly

roll a d10 and on the result rolled, the blaster's shot is a dud and does nothing (other than piss off the player). This is done for
every new battery popped into the gun.

Blaster pistol
Diff: 7
Dmg: 6
Conceal: J
Rate: 1
Ammo: 15

Blaster Rifle
Diff: 7
Dmg: 8
Conceal: T
Rate: 1
Ammo: 10

Afterword
Ahhh. Just about done. All that's left is to include a few little 'adventure seeds'. I've seen enough of these in other RPG
supplements and usually they suck so hopefully I do a better job than them.
House Dougal wants some dirt so they can prove the Iron Nation's existence and threat to other Houses which continue to think
the Nation is but a gag. Characters might be nobles or associates of the House although Mercenaries (shadowrunners? ;-)) are
possible. The Nation might accidentally leak out the whereabouts of a new complex being built near-by But when they find the
new complex, it's heavily guarded and very well hidden. Characters will have to use their smarts to survive as there are 4
Soldiers and 1 Hunter G-mek on guard duty not to mention the 5 panthers that are on patrol in the woods. If they get caught and
somehow survive, They can always try, try, again although the security will get tougher. If they're smart, one of the characters will
have a camera with him/her. This could lead into other things such as an assault on the local freehold/castle or even a war.
A Robot (see the Robot Kith) has come to his sense and run away from his Makers, the local Branch of the Iron Nation. In its
haste to get away from the soldiers obviously on his tail, the poor bot gets befriended by a group of Changelings (the PCs). But
when the bot's enemies show up to haul his butt back to HQ for reprogramming (or worse, immediate termination), can the PCs
defend their new friend and survive? Might be particualrly interesting to spring on a group a childlings/little rascal-type
characters.
Well that's about it. Feel free to use this all as you please and if you make any new bots or anything, mail me them -- I'd luv to
check them out. If you want to put this up on your web page, feel free to do it as long as you include my name, e-mail adress, and
my homepage's URL (http://www.best.com/~kenobi/SR/kyrin.html). All comments and flames should be mailed to the adress
below.

Tribble
By Dog-boy (ragabash@tamu.edu)

Author's note
I originally created this chimera for my chronicle because of the Las Vegas Hilton's "Star Trek: the Experience" theme park due
to open in summer '97. After a while they became the ultimate weapon due to their...unique powers.

Attributes
Physical: Strength: ?, Dexterity 2, Stamina 1
Social: Charisma 5, Manipulation 1, Appearance 3
Mental: Perception 2, Intelligence 1, Wits 1

Powers
Calming Effect: By cooing, a tribble can calm the nerves of just about anybody.
Killing with Cuteness: Anyone who fails a Willpower roll, Diff 9, must pick up the tribble and pet it. This can extend to any
circumstance including combat.

Tsunami Gunsen
By Colin Chapman (col.chapman@virgin.net) for the Tengu

Level Four Chimera

Description
The majority of Tengu own a Tsunami Gunsen, a small decorative fan. By fanning it up and down rapidly in the direction of their
targets it issues forth a powerful, howling blast of wind, blotting out sound, forcing back or knocking over enemies etc. The
torrent of wind has a range of 40 yds and width of 4 yds, affecting all within that area. Those within yds must make an opposed
Str roll (the wind is Str 6) to remain standing, and even then they suffer impairment equal to the amount that the wind's Str
exceeds their own.
Example: Ogthod the Redcap runs at the Tengu who waves his fan, unleashing a howling torrent of wind. The wind blasts Ogthod
(who has Str 3). Surprisingly Ogthod manages to stay standing but as his Str is 3 points lower than the wind he suffers a -3
impairment. Within 20-30yds the wind drops to Str 4, and within 30-40yds it drops to Str 5. The Gunsen requires the expenditure
of 1 Glamour to activate it, and the user must roll Willpower (diff 6), with the effect lasting 1 turn per success.

Chimera of the Dreaming


By Colin Chapman (col.chapman@virgin.net)

Abatwa
'Nevers' of Africa, the Abatwa are sometime companions to the Eshu, and among the smallest chimera many kithain are ever
likely to see.
Shy and elusive, the Abatwa dwell among the anthills of southern Africa, working alongside the ants, and using them as beasts
of burden, mounts and defenders. They are peaceful and non-aggressive, surviving by foraging for grass and plant seeds, or
fallen fruit.
Family oriented, they maintain a close-knit tribal structure, and are fond of the 'giant' Eshu. Perfect miniatures of African
tribesfolk, they are a mere 5mm tall, and have to shout to be heard by 'giants'.

Chimera Point Cost: 40


Attributes: Strength NA, Dexterity 3, Stamina 1, Charisma 3, Manipulation 2, Appearance 3, Perception 3, Intelligence 3, Wits
3

Abilities: Alertness 3, Athletics 1, Dodge 4, Stealth 4, Survival (Africa) 4


Glamour: 8
Willpower: 4
Health Levels: -5
Redes: Hide (Self Only)

Acheri
Skeletal Nocnitsa of the Nunnehi (try saying that quickly), the Acheri appears as a skeletal female Amerind, in tattered deerskin
robes, beating on a tom-tom (drum). Her voice is as eerie as the wail of wolves in winter, and she strikes fear into the hearts of
the stoutest brave, terrifying them when they most need bravery.

Chimera Point Cost: 30


Attributes: Strength 2, Dexterity 2, Stamina 2, Charisma 1, Manipulation 1, Appearance 0, Perception 3, Intelligence 3, Wits 3
Abilities: Intimidation 4, Performance 2, Stealth 3, Lore (Nunnehi) 4
Glamour: 6
Willpower: 3
Health: OK, -1, -1, -3, -5, Incapacitated
Attacks: None
Redes: Fear

Basilisk
Also known as the Cockatrice, the Basilisk is a fearsome beast the size of a cat. With the body and legs of a rooster, a snakelike head filled with sharp teeth, a red wattled crest, and snake's tail, it is both comical and repugnant to behold. Its glare is lethal,
causing to harm to those it watches, and it takes cunning to overcome.

Chimera Point Cost: 25


Attributes: Strength 1, Dexterity 2, Stamina 1, Charisma NA, Manipulation NA, Appearance 0, Intelligence 1, Perception 2,
Wits 2

Abilities: Alertness 3, Athletics 2, Brawl 2, Dodge 2, Gaze 3

Glamour: 6
Willpower: 2
Health: -1, Incapacitated
Attacks: Bite/Claw 2 dice
Redes: Baleful Gaze (inflicts 1 Health Level of damage per Glamour spent).

Baykok
Nocnitsa of the Canotili and Tunghat, the Baykok appear as walking skeletons, covered in warpaint and translucent skin. Their
eyesockets glow blood-red, and they are armed with a carved bone club, shortbow and (unlimited) invisible arrows. They prey on
warriors, and are relentless, eschewing stealth in favour of direct pursuit.

Chimera Point Cost: 40


Attributes: Strength 4, Dexterity 3, Stamina 4, Charisma 1, Manipulation 0, Appearance 0, Perception 3, Intelligence 2, Wits 3
Abilities: Brawl 3, Melee 5, Dodge 4, Archery 4
Glamour: 3
Willpower: 5
Health: OK, OK, -1, -1, -3, -3, -5, Incapacitated
Attack: Club 5 dice, Bow 2 dice
Redes: Fear

Chimney People
See their description on pp. 69.

Chimera Point Cost: 31


Attributes: Strength 2, Dexterity 2, Stamina 2, Charisma 2, Manipulation 2, Appearance 2, Perception 2, Intelligence 2, Wits 2
Abilities: Blacksmith 4, Brawl 2, Dodge 1, Gambling 2, Intimidation 2, Leadership 1, Lockpicking 2, Melee 2, Pickpocket 2,
Stealth 2, Subterfuge 1

Glamour: 3
Willpower: 3
Health: OK, -1, -1, -2, -5, Incapacitated
Attacks: Sizzling Punch (4)
Redes: Weaponry (boiling heat)

Clurgaugh
These horse-sized, frog-like mounts have bat-wings that enable them to fly. They are wicked, with a fondness for raw flesh, and
while they can be cajoled into serving as mounts for nearly anyone, they derive the most satisfaction from serving evil masters
who feed them the flesh of do-gooders. They hiss and snap when irritated, and their wide mouths are full of pointed teeth.
Despite their ungainly appearance they are graceful flyers who almost seem to slither through the air.

Chimera Point Cost: 30


Attributes: Strength 5, Dexterity 3, Stamina 4, Charisma -, Manipulation -, Appearance 0, Perception 3, Intelligence 1, Wits 2
Abilities: Alertness 2, Athletics 2, Brawl 2, Survival 2
Glamour: 5

Willpower: 2
Health: OK, OK, -1, -1, -2, -2, -5, -5, Incapacitated
Attacks: Bite (7)
Redes: Flight, Weaponry (fangs)

Cu Sith
On lonely nights across the Highlands runs Cu Sith. His haunting howl echoing through the glen. Lone dog of the Fae, he has no
pack and treads without sound. The glorious past is dead to Cu Sith, the days when he would take mortals to Arcadia, long
gone.
Yet he remains, and roams still, a reminder of ancient times to the Changelings. Cu Sith is a hound as large as a bullock, with a
dark and glaucous coat of fur, his tail long and braided.
Neither evil or social, unfathomable and cunning, he keeps his own council. He speaks with no-one.
He should be played as mysterious and evasive, but has been known to appear and aid Changelings in dire need, only to slip
away again and vanish.

Chimera Point Cost: NA (Unique)


Attributes: Strength 6, Dexterity 6, Stamina 6, Perception 3, Intelligence 3, Wits 4
Abilities: Alertness 5, Brawl 4, Dodge 4, Stealth 5
Glamour: 8
Willpower: 9
Health: OK, OK, -1, -1, -1, -2, -2, -2, -5, -5
Redes: Hide (Self), Wyrd, Trod

Dolls
Dolls are exactly what their name implies: animate dolls, and vary greatly in appearance, size, composition and character.
Ranging from rag dolls to porcelain dolls, teddy bears to modern plastic dolls, action figures to corn dollies, the majority are
friendly, with a fondness for childlings and penchant for cuddles. Generally inoffensive (if a bit too saccharine at times) there are
a small minority who are bitter and hateful, having been abandoned.
These statistics represent the typical doll or teddy bear, but there can be considerable differences from doll to doll. Big dolls and
cuddly animals might be stronger and tougher, while Super Shapechanging Force GuardiansTM would have negligible Strength,
and only 2 Health Levels, but might have abilities like Acrobatics, Stealth, Brawl or Melee.

Chimera Point Cost: 19


Attributes: Strength 1, Dexterity 1, Stamina 1, Charisma 3, Manipulation 2, Appearance 3, Perception 2, Intelligence 2, Wits 2
Abilities: Dancing 1, Empathy 3, Storytelling 1
Glamour: 4
Willpower: 2
Health: -2, -5, Incapacitated
Attacks: unarmed (2)

Occidental (Western) Dragons


Dragons of western myth invariably had 4 legs and a pair of wings, and ranged from the size of a horse (the one St. George
slew) up to truly gargantuan proportions. They were nearly always malevolent.

Traits of Note:

Their speed and agility were amazing considering their bulk.


Many had a taste for the flesh of young maidens, especially virgins.
Few were actively 'intelligent' but most possessed a very high animal cunning.
They hoarded treasure, especially gold, to nest/sleep on.
They were extremely territorial and aggressive.
They often raided and devoured livestock.
The majority could breathe fire.
Dragonscales could turn all but the sharpest blade.
Those few that were intelligent were extremely so, and usually possessed sorcerous powers.
They were often given sacrifices to placate them.
They lived in inhospitable and inaccessible caves and deep forests.
Those few benevolent ones were usually scholarly hermits.
Dragons' teeth and claw were sharper than daggers.
Some western dragons may be of special note, such as the great, red-skinned dragon that protects Wales. Dragon body-parts
often had use as chimerical treasures (usually one use only) with scales for armour and shields (flame resistant), sowing the
teeth for a crop of warriors, poisonous blood etc.

Chimera Point Cost: 55


Attributes: Strength 10, Dexterity 3, Stamina 7, Charisma 1, Manipulation 1, Appearance 0, Perception 3, Intelligence 2, Wits 3
Abilities: Alertness 2, Brawl 4, Dodge 3, Breath 4, Intimidation 5
Glamour: 5
Willpower: 4
Health: OK, OK, OK, OK, -1, -1, -1, -3, -3, -3, -5, -5, -5, Incap.
Attack: Claw/Bite 12 dice, Flaming Breath (Fire, diff. 10, whole body)
Redes: Armour 5, Flight, Flaming Breath (2 Glamour)

Oriental (Eastern) Dragons


Called 'Lung' in China and 'Tatsu' in Japan. Unlike western dragons, they rarely had wings, but could still fly. In fact, they could fly
with greater speed, ease and agility than western dragons. Usually representatives of the Celestial Court, they were avatars of
water and air, and bringers of rain. They were always wise and intelligent, and always possessed magic powers of majesty,
awe, and weather control. The majority were benevolent, but there are a few cases and aggressive or arrogant ones. They had
the head of a camel, neck of a snake, horns of a deer, feet of a tiger, claws of an eagle, eyes of a demon, scales of a fish,
whiskers of a cat, and tail of an ox. They were sinuous and long, ranging in size from that of a dog to truly massive (probably
having the power to change their size at will).

Traits of Note:
They were incredibly wise, said to possess the 'fiery pearl of wisdom'. Many pictures show such a pearl located beneath
their chin. Whether this is figurative or a chimerical artefact is unknown.
They aren't as physically strong as western dragons but are better fighters and possess greater magics.
They represent Rulership, and are supposed to be supreme among animals. They were majestic and awe-inspiring.
They were equally at home underwater or in the air.
Oriental belief in dragons is much stronger than that of the west, especially in China, Tibet and Hong Kong. they are probably
more numerous due to this. For example, many still believe that 9 dragons inhabit the waters of Kowloon in Hong Kong,
protecting the city.

Chimera Point Cost: 55


Attributes: Strength 8, Dexterity 4, Stamina 6, Charisma 4, Manipulation 1, Appearance 3, Perception 4, Intelligence 4, Wits 3
Abilities: Alertness 2, Brawl 4, Dodge 3, Intimidation 4, Etiquette 4, Enigma 3, Medicine 3
Glamour: 8
Willpower: 5
Health: OK, OK, -1, -1, -1, -3, -3, -5, -5, Incapacitated
Attacks: Claw/Bite 12 dice
Redes: Armour 3, Flight

Dreamclowns
Also known as Death Jesters, the dream Clowns are spawned from nightmares about clowns. Utterly wicked and sadistic, they
dine on the flesh of other beings, especially those who are innocent, such as children or childlings. They also love the piquant
flavour of valiant and heroic flesh, though they prefer easy prey. This draws them to Kureksarra where they predate on fallen and
wounded heroes. Dream Clowns wear the garish garb and face paints of clowns everywhere, but their smile is a twisted
mockery filled with far too many teeth, and their eyes are cold and lifeless. Some have been known to enter the Flesh Realm
where they start to hunt childlings.

Chimera Point Cost: 34


Attributes: Strength 3, Dexterity 4, Stamina 3, Charisma 1, Manipulation 3, Appearance 1, Perception 3, Intelligence 3, Wits 4
Abilities: Acrobatics 5, Alertness 1, Brawl 3, Dodge 3, Intimidation 5, Mimicry 5, Stealth 4, Ventriloquism 5
Glamour: 4
Willpower: 2
Health: OK, -1, -1, -2, -2, -5, Incapacitated
Attacks: Bite (5)
Redes: Fear, Weaponry (teeth)

Gargoyle
Background: The dreaming of mankind and kithain alike have great powers of creation, acting on the subconscious beliefs,
desires, nightmares, and bizarre imaginings of the mind. Long have mortals and kithain told stories of these sentinels of stone,
fuelled in the fervent mind by the brooding and leering faces, carved in the architecture of Man. Strong was the belief that these
demonic statues served to drive off the influence of evil, and with such a strength of conviction, belief and dreaming became
reality of a sort. Gargoyles were born as chimera.
Birthed in the tumultuous Middle Ages, the gargoyles reflected the grim mentality of the era, with the growing power of church
and monarchy, and the twisted dreams of power that would forever change kithain society. Many would perish or enter Slumber
in the approaching Shattering. In the period 1200AD - 1450AD the gargoyles were at their most numerous, as architecture
supporting their visage and belief grew apace. Sadly, the aftermath of the Shattering has reduced these chimera greatly in
number, many slumbering still within their associated statue until the power of nearby Glamour awakens them, a rare and
wondrous occasion.

Habitat: Gargoyles are only ever found within the grounds of the buildings they were carved on, usually sitting on the rooftop,
peering intently at any who approach their demesne. They can never leave the buildings or grounds themselves, but are free to
move within them. Obviously they are primarily found on architecture dating back to the Middle Ages, with few inhabiting newer
architecture due to the lack of belief in those more modern eras. Most are found on old European churches, and they are
incredibly rare beyond the confines of Western Europe.

Description: Despite being chimera, Gargoyles do have a 'physical' aspect in the real world: the actual statue they were 'born'
from. Only kithain and others able to see the chimerical can actually see gargoyles as 'living' stone demons, but some semiaware mortals can feel their presence, bothered by the nagging, eerie feeling that a certain statue is 'watching' them . . .
Irrespective of whether the gargoyle moves in its chimerical form, its physical statue always remains stationary and unchanging.
It is, after all, only a statue.

Appearance: Gargoyles vary as greatly as they statues they spawn from, but are usually demonic, leering, bat-winged, and
short, composed of living stone. Few approach full human stature.

Character: Gargoyles, despite their demonic appearance, were dreamt of as protectors from the spirits of evil and this is the
cornerstone of their mentality. Intent, pensive, and often a little grumpy, they are nonetheless highly alert, guarding their 'perch'
(gargoyle term for the building they were carved on) diligently, noting the approach of beings both physical, spiritual and
chimerical. With an innate sense of individual character, they prevent (or at least try to) the approach of anyone lacking in moral
substance. A gargoyle gives one warning, and one warning only, to any such people who attempt to enter their domain. Failure
to heed the warning and leave is met with immediate force.
Those newly awakened are often bemused and slightly bewildered by this strange new world, grateful to any decent changeling
who takes the time to bring them up to date. Almost without exception, gargoyles speak the antique languages of Europe, such
as Middle English (read some Chaucer), French or German, and are usually quite fluent in Latin.

Attributes: Attributes for Gargoyles vary greatly, depending on size, carved attributes etc. but the following represent the
'average' demonic-imp, approx. 3' (1m) in height. Several things they all have in common however, are high Alertness, and

disproportionately high Stamina/Armour/Health Levels (they are made of living stone after all). Chimera Point Cost: 60

Attributes: Strength 3, Dexterity 2, Stamina 5, Charisma 2, Manipulation 1, Appearance 1, Perception 3, Intelligence 2, Wits 3
Abilities: Alertness 4, Athletics: 2, Brawl 4, Dodge 2
Glamour: 7
Willpower: 9
Health Levels: OK, OK, -1, -1, -2, -2, -5, -5
Attack: Claws 5 dice
Redes: Armour: 3, Statue: Gargoyles can remain utterly motionless for as long as desired, appearing to all senses as a simple
statue, Flight: Any Gargoyle with wings, no matter how tiny they are, can fly, Decency: All Gargoyles have an innate sense of
who's 'evil'.

Weakness: If a Gargoyle's statue seeming is destroyed or damaged, so is it.

Gremlin
Mischievous sprites, the gremlins once aided Mankind in their engineering and invention, until Mankind began to take the credit
constantly. This soured relations, and turned the gremlins against them. Now, the Gremlins live to cause mayhem, loosening or
removing nuts and bolts, letting air out of tires etc. etc. -- especially when items are needed the most. They have been known to
associate with Nockers (and only foolish Nockers will belittle their aid).
They appear as 6" tall, perfectly formed men, with pointed ears and noses, and beady eyes, wearing overalls and caps.

Chimera Point Cost: 35


Attributes: Strength 1, Dexterity 3, Stamina 1, Charisma 1, Manipulation 2, Appearance 1, Perception 2, Intelligence 3, Wits 3
Abilities: Dodge 1, Computer 3, Crafts 4, Mechanic 5
Glamour: 5
Willpower: 3
Health: -3, Incapacitated
Redes: Hide (Self), Wyrd

Griffin
A lion-sized predator, with the body of a lion, and wings, head and front legs of an eagle. Sometimes used as a mount by
changelings.

Chimera Point Cost: 40


Attributes: Strength 6, Dexterity 3, Stamina 4, Charisma 1, Manipulation 1, Appearance NA, Perception 3, Intelligence 1, Wits
3

Abilities: Alertness 3, Athletics 3, Brawl 4, Dodge 3


Glamour: 4
Willpower: 4
Health: OK, OK, -1, -1, -3, -3, -5, Incapacitated
Attack: Claws/Beak 8 dice
Redes: Flight

Kelpie
(Ech-Ushkya)

The terrifying Kelpie (Ech-Ushkya in Gaelic) is an ages old horror of Scotland, the evil and twisted water-horse, render of flesh.
They live in the bogs and fens, lochs and rivers, waiting for likely prey.
Devious shape-shifters, they favour two ploys: Appearing as a splendid young horse they can lure the curious near, allowing
them to mount, and springing the trap. The hapless victim will be firmly held, unable to dismount as the victorious kelpie dashes
into the water, drowning the poor soul and tearing her flesh.
Sometimes the form of a human suits their needs, and they lurk in cover or feign distress. They pounce when the prey is near,
crushing them in a deadly grip and dragging them underwater...
Territorial and aggressive, only one kelpie is present in any single stretch of water or loch. Kelpies revel in storms, wailing loudly
and galloping across the waters surface.

Chimera Point Cost: 45


Attributes: Strength 6, Dexterity 3, Stamina 5, Intelligence 2, Perception 3, Wits 3
Abilities: Alertness 3, Brawl 4, Stealth 5
Glamour: 7
Willpower: 5
Health: OK, OK, -1, -1, -2, -2, -5, -5
Redes: Shapechange: Can assume the form of a hairy human for 1 Glamour point, Water Walk: Can run across the surface of
water, and is equally capable underwater as above, Wyrd

Knights of the Shape of Air


See their description on pp. 75.

Chimera Point Cost: 55


Attributes: Strength 2, Dexterity 6, Stamina 2, Charisma 3, Manipulation 2, Appearance 5, Perception 2, Intelligence 3, Wits 4
Abilities: Alertness 2, Brawl 2, Dancing 2, Dodge 5, Etiquette 5, Melee 4
Glamour: 5
Willpower: 4
Health: -1, -2, -5, Incapacitated
Attacks: slender sword (6)
Redes: Dreamform, Flight, Hide (self), Weaponry (slender sword)

The Lost Nursery Battalions


The LNBs strike fear into all who know of them, following their zealous credo "No Fair to Grumps!" Feral (and some say,
cannibalistic) the LNBs are formed from childling chimera who are experts at dirty fighting and guerrilla warfare. Most appear as
scrawny children of about 5 years, with ragged hair, dirt-smeared features, wild eyes, filed teeth, sharp nails, and clothing made
from tattered rags and furs. They viciously hunt down grumps and wilders, and organise themselves in a loose pack-like
structure. Only childlings are free from their depredations.
Some LNBs are rumoured to have captured and trained Scarf Hounds (see below) for use as war mounts.

Chimera Point Cost: 31


Attributes: Strength 1, Dexterity 3, Stamina 2, Charisma 1, Manipulation 2, Appearance 2, Perception 3, Intelligence 3, Wits 3
Abilities: Alertness 2, Athletics 2, Brawl 2, Camouflage 4, Climbing 3, Dodge 2, Intimidation 2, Stealth 4, Survival 4, Throwing 3,
Tracking 3, Traps 3

Glamour: 3
Willpower: 2
Health: OK, -1, -2, Incapacitated

Attacks: Claw/Bite (3)


Redes: Weaponry (claws and fangs)

Manticore
A lion-sized and malicious predator, with the body and a lion, an ugly human-like face, and tail tipped with poison spikes that can
be fired over short distances. It stalks victims, creeping near enough to fire a volley of spikes, paralysing the prey. It then moves
in to dine of the still living victim.

Chimera Point Cost: 40


Attributes: Strength 6, Dexterity 3, Stamina 4, Charisma 1, Manipulation 1, Appearance 0, Perception 3, Intelligence 1, Wits 3
Abilities: Alertness 3, Athletics 3, Brawl 4, Dodge 3, Stealth 3, Tail Volley 3
Glamour: 3
Willpower: 4
Health: OK, OK, -1, -1, -3, -3, -5, Incapacitated
Attack: Claw/Bite 8 dice, Tail Volley 7 dice + Venom
Redes: Venom (Tail Only), Tail Volley (1 Glamour per volley)

Pebblings
Pebblings are animate pebbles: small, smooth stones with tiny faces but no means of manipulation or locomotion unless they
are picked up and carried by other beings. Chatty and gregarious, their voices are light and lilting, although they are prone to
tale tales, and have an annoying lack of tact.

Chimera Point Cost: 25


Attributes: Strength -, Dexterity -, Stamina -, Charisma 3, Manipulation 2, Appearance 2, Perception 2, Intelligence 2, Wits 2
Abilities: Alertness 1, Fast Talk 1, Singing 1, Storytelling 2
Glamour: 4
Willpower: 2
Health: -5, Incapacitated
Attacks: none
Redes: Armor 8

Pegasus
Winged horses. Favoured mounts among nobles.

Chimera Point Cost: 30


Attributes: Strength 5, Dexterity 3, Stamina 4, Charisma 1, Manipulation 1, Appearance NA, Perception 3, Intelligence 1, Wits
3

Abilities: Alertness 3, Athletics 3, Brawl 3, Dodge 3


Glamour: 6
Willpower: 2
Health: OK, OK, -1, -1, -3, -3, -5, Incapacitated
Attack: Hoof/Kick 6 dice

Redes: Flight

Phoenix
A friendly, eagle-sized bird, with a plum-coloured body, scarlet back and wings, golden head, and sweeping tail of rose and
azure. It has a sweet voice, and is capable of self-immolation.

Chimera Point Cost: 30


Attributes: Strength 1, Dexterity 3, Stamina 2, Charisma 3, Manipulation 1, Appearance 3, Perception 2, Intelligence 2, Wits 2
Abilities: Alertness 2, Brawl 1, Dodge 2
Glamour: 6
Willpower: 2
Health: -1, -3, -5, Incapacitated
Attack: Beak/Claw 2 dice, On fire (fire, diff. 8, half of body)
Redes: Flight, Self-Immolate (costs 1 Glamour, lasts 1 Scene)

The Putti
See their description on pp. 70.

Chimera Point Cost: 14 (16 for winged putti, 18 for experienced putti, or 20 for experienced winged putti)
Attributes: Strength -, Dexterity 1, Stamina 1, Charisma 2, Manipulation 2, Appearance 3, Perception 2, Intelligence 2, Wits 2
Abilities: :Empathy 2 (experienced putti also have the following: Alertness 1, Dodge 1, Etiquette 2, Gambling 1, Heraldry 2,
Intrigue 2, Persuasion 1, Politics 2)

Glamour: 5
Willpower: 1
Health: -1, -5, Incapacitated
Attacks: Bite (1)
Redes: None, although a rare few have tiny wings that they can use for gliding. These have the Glide rede (identical to Flight, but
they must have some altitude to be able to fly. They can't just take-off. Glide only costs 2 Chimera Points).

Rosenkavaliers
See their description on pp. 73

Chimera Point Cost: 44


Attributes: Strength 2, Dexterity 4, Stamina 2, Charisma 4, Manipulation 3, Appearance 6, Perception 3, Manipulation 3, Wits 3
Abilities: :Alertness 2, Brawl 2, Camouflage 2, Dodge 2, Etiquette 4, Melee 3, Tracking 3
Glamour: 5
Willpower: 3
Health: OK, -1, -3, -5, Incapacitated
Attacks: Thorn sword (6)
Redes: Animate (plants), Armor 3 (living plant-weave with flowers and thorns). Weaponry (a slender sword, like an extremely
long thorn).

Rukh
More commonly known as a Roc, the middle-eastern and African Rukh is a huge, condor-like bird, large enough to carry off an
elephant! It feeds on large chimera, and is as dumb as its name suggests.

Chimera Point Cost: 30


Attributes: Strength 15!, Dexterity 2, Stamina 8, Perception 1, Wits 1, All Others: NA
Abilities: Alertness 1, Brawl 2
Glamour: 3
Willpower: 2
Health: OK, OK, OK, OK, -1, -1, -1, -3, -3, -3, -5, -5, -5, Incap.
Attack: Talons/Beak 16 dice
Redes: Flight

Salamander
Appearing as small black and yellow lizards, salamanders can wreath themselves in flame, and are found of dancing and
frolicking amidst hot coals and fire. They are often kept as pets by Nockers, and help them in their forges.

Chimera Point Cost: 20


Attributes: Strength 1, Dexterity 3, Stamina 1, Charisma 1, Manipulation 1, Appearance NA, Perception 2, Intelligence 1, Wits
2

Abilities: Dodge 1, Stealth 1, Brawl 1


Glamour: 5
Willpower: 2
Health: -5, Incapacitated
Attack: Scratch 1 dice, Wreath of Fire (Fire, diff. up to 10, 1 Wound)
Redes: Immune to Fire (all forms), Wreath of Fire (costs 1 Glamour, and lasts 1 Scene. Can vary in intensity at will)

Scarecrows
Scarecrows are the guardians of the Fields Behind and the native folk who inhabit them. They appear as gangly humanoids
formed of worn old clothing stuffed with straw that protrudes here and there, bones like stout sticks, twig fingers, and carved
pumpkin or stuffed sack heads.
Scarecrows are diligent, hard working and implacable, and none have ever been known to utter a sound.

Chimera Point Cost: 32


Attributes: Strength 2, Dexterity 2, Stamina 2, Charisma 1, Manipulation 1, Appearance 0, Perception 4, Intelligence 2, Wits 2
Abilities: Alertness 4, Brawl 2, Intimidation 3, Melee 2, Stealth 1
Glamour: 3
Willpower: 5
Health: OK, -1, -1, -2, -5, Incapacitated
Attacks: Unarmed (3), although some grab whatever farming implements are handy.
Redes: Fear
Banes: Enmity (birds, bird-like chimera, and bird-like pooka)

Scarf Hounds
A horrible new breed of Bullyling, Scarf Hounds are cruel, stupidly greedy and craven. Travelling in small packs, they prey on the
small and weak, retreating at the first sign of serious resistance. They are named after their large appetites and ability to 'scarf
down' small victims, and are constantly hungry. They appear as alsatian-sized hounds with huge, slavery jaws out of all
proportions, pendulous jowls, piggy bloodshot eyes, and dingy fur.

Chimera Point Cost: 26


Attributes: Strength 2, Dexterity 2, Stamina 2, Charisma 1, Manipulation 1, Appearance 1, Perception 4, Intelligence 2, Wits 2
Abilities: Alertness 4, Athletics 2, Brawl 2, Dodge 1, Intimidation 3, Stealth 2, Tracking 4
Glamour: 3
Willpower: 1
Health: OK, -1, -1, -2, -5, Incapacitated
Attacks: Bite (4)
Redes: Gulp, Weaponry (Fangs)

Sphinx
Predominately female, the lion-sized Sphinx typically have the body of a lion, wings of an eagle, and head and breasts of a
woman. Grecian Sphinx fit this mould exactly, while the Egyptian Andro-Sphinx has no wings, and the Crio-Sphinx have the head
of a ram or falcon, and no wings. Found throughout the Middle-east, they are known as wise guardians, although Grecian Sphinx
have a more voluble and aggressive character, and have a taste for changeling flesh.
They are all fond of riddles and enigmas.

Chimera Point Cost: 45


Attributes: Strength 6, Dexterity 3, Stamina 4, Charisma 2, Manipulation 2, Appearance 3, Perception 3, Intelligence 4, Wits 3
Abilities: Alertness 3, Athletics 3, Brawl 4, Dodge 3, Intimidate 4, Enigmas 4
Glamour: 4
Willpower: 5
Health: OK, OK, -1, -1, -3, -3, -5, Incapacitated
Attack: Claw 8 dice
Redes: Flight

Tooth Fairy
"Put your tooth beneath your pillow tonight, and while you sleep the Tooth-Fairy will replace it with money."
As children and childlings grow a little older they lose their milk-teeth. A common myth among them is that of the Tooth Fairy, an
elusive sprite that takes away the fallen-out tooth and leaves some money in its place.
In the Glamorous world of Changeling, this myth holds some truth, for the hopeful dreams of children are powerful indeed . . .

Appearance: The Tooth-Fairy a tiny, glowing sprite, a mere 3" in height, with gossamer wings, a pale incandescence, and
female form. She carries a tiny down-satchel, and tiny wand tipped with a mote of light.
She appears at the unconscious behest of the sleeping child, 'materialising' with a soft burst of light. She then stealthily, and ever
so gently, retrieves the tooth from under the pillow, placing it in her satchel and leaving a chimerical gold coin in its place.

Chimera Point Cost: 35


Attributes: Strength 1, Dexterity 5, Stamina 1, Charisma 3, Manipulation 1 (she's very shy), Appearance 5, Perception 2,
Intelligence 2, Wits 3

Abilities: Alertness 3, Dodge 3, Stealth 5

Glamour: 10
Willpower: 3
Health Levels: OK, -1, -5
Attacks: None
Redes: Sleep Little Children: Should a child start to awaken, the merest touch of her wand makes him enter slumber. (It requires
a Willpower roll, Diff 9, to resist), Wyrd
So, what's so special about Children's Milk-Teeth?
The Glamour and dreams of childhood, mixed with hope and innocence, enthuse children who believe enough to wish for the
Tooth-Fairy. The desire is so strong that their foci (their milk-teeth) become a form of dross, holding a single Glamour point per
tooth. Indeed, childlings often keep their lost milk-teeth as a form of barter. Sadly, there is another variety of Tooth-Fairy, but a
Redcap with pliers certainly isn't a child's desire...

Unicorn
Solitary forest chimera, these magnificent beasts are horse-sized, with the body and head of a horse, legs of an antelope, beard
of a goat, and a long, sharp twisted horn in the middle of their foreheads. They are swift, and despite their beauty, they are fierce
and aggressive when cornered. Fairly intelligent, they may only be befriended or ridden by virgins (especially childlings).

Chimera Point Cost: 45


Attributes: Strength 5, Dexterity 4, Stamina 4, Charisma 3, Manipulation 1, Appearance 3, Perception 3, Intelligence 2, Wits 3
Abilities: Alertness 4, Athletics 4, Brawl 3, Dodge 3, Empathy 3
Glamour: 10
Willpower: 4

Health: OK, OK, -1, -1, -3, -3, -5, Incapacitated


Attack: Hoof/Kick 6 dice, Horn 7 dice
Redes: Magical Horn (Neutralises and detects all poisons on touch)

Vegetable Folk/Shrubberlings
Vegetable folk appear as turnips, potatoes, carrots, cabbages, etc. but with comical faces, and small, spindly arms and legs.
Also called the Edible People, they are eccentric, humorous, and terrified of any beings that could conceivably eat them. They
are sociable among themselves, and are generally harmless, relying on the Scarecrows to protect them.
Shrubberlings are similar, but resemble small animate bushes instead and are far less terrified of strangers.

Chimera Point Cost: 17


Attributes: Strength -, Dexterity 2, Stamina 1, Charisma 2, Manipulation 2, Appearance 2, Perception 2, Intelligence 2, Wits 2
Abilities: Alertness 1, Dancing 2, Dodge 1, Stealth 1
Glamour: 3
Willpower: 2
Health: -3, Incapacitated
Attacks: Unarmed (1)

Zephyrs
Zephyrs are small, flighty wind-sprites, and are almost invisible but for the faintest shimmering in the air, and a voice like a soft
whisper. Insubstantial and weak, they are playful, swift, and curious, delighting in ruffling and tousling the fur and hair of those
they meet.

Chimera Point Cost: 24


Attributes: Strength -, Dexterity 4, Stamina -, Charisma 3, Manipulation 2, Appearance -, Perception 3, Intelligence 2, Wits 3
Abilities: Alertness 1, Dodge 2, Stealth 5
Glamour: 5
Willpower: 1
Health: -5, Incapacitated (assuming something can actually attack the very air itself)
Attacks: none
Redes: Dreamform, Flight

Vodyanoi
By Nathan Large (large@acsu.buffalo.edu)

Author's Note
This chimera was inspired by 'Hwiuur', the vodyanoi in C.J. Cherryh's novels Rusalka and Chernevog, but vodyanoi in general
are part of Slavic folklore. Such creatures, along with the 'domovoi' (Sluagh) and 'dvorovoi' (Yard-things, something like badtempered Tribbles) are just as likely as Celtic faerie, here in the Western Door (Buffalo-Niagara Falls area).
The stats here were used for my campaign, in which a vodyanoi named Dmitri made a very brief appearance and quick end
when he tried to devour a childling. Apparently, even River-Things are quite vulnerable to beheading by enchanted swords. Not
that he wasn't clever enough to appear as a perfectly harmless old man, but that damn Chrysalid saw through his disguise
before he could get her to the river. :)
My name is exactly as above, Nathan Large, and I am a grad student at the University at Buffalo (also an IU alumnus). I can be
reached alternately at , my lab account.

Description
These malefic beings from Slavic folklore are literally called 'River-things', as they are the living embodiments of a river's cruel
humor and most dangerous aspects. A vodyanoi can appear in a number of forms, with the most common being either an old,
thin, rubber-faced man, or else a slimy, eel-like serpent. Mixtures of both forms are more common, such as a serpent with a
human torso. This shape-changing ability can be used to escape traps (much like a Sluagh's contortions), or to manipulate the
perceptions of the Vodyanoi's victims. Depending on the situation, a river-thing can make itself appear huge and intimidating, or
shrunken and pitiful.
Cunning, persuasive, physically tough and faster than a mortal serpent, only the Vodyanoi's numerous flaws prevent it from being
truly deadly. First, a River-thing is endlessly greedy, and only its lack of discriminating taste prevents it from accumulating a
hoard worthy of a Dragon. Second, River-things are cowardly in the manner of bullies. If one senses weakness, it will taunt and
attack without mercy, but if it is intimidated, the Vodyanoi will back down immediately and possibly even (unwillingly) serve the
stronger party. Third, Vodyanoi are fresh-water creatures, and cannot stray far from a source of running water. They must remain
slightly moist, and can be detected (Per+Alert, diff. 6) by their damp skin and odor of mildew. Their slimy flesh cannot bear the
touch of salt. Strangely, other poisons and even toxic waste seem to have no effect on Vodyanoi, putting into question their role
as 'guardians' of rivers. In fact, they appear to thrive in areas that have been otherwise destroyed by human pollution or
supernatural blight.
A Vodyanoi will rarely attack immediately, unless it is starved for Glamour. They will devour other chimerae in most cases, but
the preferred prey of a Vodyanoi is young female Changelings, magi, or other living supernatural beings. A Vodyanoi may spend
years trying to learn the weaknesses of a particular target, offering itself either as a companion, mentor, or even boogeyman,
anything that might render the childling defenseless at the crucial moment. If it is successful, the Vodyanoi will usually keep the
(chimerical) body of its victim as a prized trophy, collecting the bones in their lair (an underwater cave or waterside shack).

Traits
Attributes: Strength 4, Dexterity 5, Stamina 3, Charisma 1, Manipulation 4, Appearance 1, Perception 2, Intelligence 2, Wits 4
Abilities: Alertness 3, Athletics 4, Brawl 2, Dodge 4, Intimidation 2, Smell 2, Stealth 3, Swim 5, Fae Lore (var., 2-5), Mage Lore
(var., 1-3)

Glamour: 5
Willpower: 5
Health Levels: [OK, OK, -1, -1, -2, -2, -5, -5, Inc.]
Attack: Human Form: Punch/4 dice from Str. Serpent Form: Bite/5 dice + (Dex.+Brawl successes)

Powers
Shapeshift: The Vodyanoi can reform its body at will, shifting from a purely serpentine to a purely humanoid form within
seconds. It can also assume intermediate or warped versions of those forms, sprouting extra arms, legs, tails, etc., or puffing
itself up. Each reformation costs one point of Glamour to enact, but a reformation may include any number of changes enacted

within one round.

Crush: If a Vodyanoi manages to encircle a victim, it can reform as a closed loop of flesh which suffocates the victim (treat as
drowning). Unless the River-thing is killed or otherwise persuaded to release the creature so trapped, that victim will eventually
die, looking exactly as if he or she had drowned underwater. This ability is essentially a specialized use of the Shapeshifting
power, and costs one Glamour to activate.

Weaknesses
Freshwater: A Vodyanoi must remain slightly damp at all times, or suffer increasing penalties to all rolls. If the day is dry, the sun
is hot, and the Vodyanoi is in-land, this may happen within minutes. If it is raining, the River-thing has no problem. Estimate -1
per half-hour spent without moisture, cumulative to -5, at which point the Vodyanoi will begin to suffer a Health Level of damage
instead.

Salt's Sting: A Vodyanoi cannot stand the sight, smell, or especially, touch of salt. If salt is in the open within 10' of a vodyanoi,
they are at a -1 penalty, as if it were cold iron. Salt in containers can be sensed, but does not hurt as much. Coming in contact
with the hated substance causes a vodyanoi's flesh to shrivel and dry up, and causes a Health Level of damage for each handful
(or so) of salt touched. Thus, as every babushka knows, a ring of salt is sure to keep a river-thing from touching you.

More Anime Chimera and Treasures


By Nagaina (nagaina@yahoo.com)

Introduction
Creatures, objects, weapons, and miscellaneous harassments for both players and storytellers alike arise from various sources
around the Anime universes and have absolutely nothing to do with the forces of order and/or common sense. All Laws of Anime
Physics apply when using one of these Chimera. The general breakdown of presentation is as follows: Name: Exactly what it
appears to be

Source: Anime, manga, anime-typed video game from which the thing comes
Type: What type of Chimera it is -- from living creatures to crafted objects.
Rank: As per Companion, Treasure, or Chimera backgrounds.
Origin: What it sounds like.
Description: What it looks like.
Statistics: Game mechanics.

Creatures
Zeiram
Name: Zeiram
Source: Zeiram (live-action movie), Iria-Zeiram the Animation
Type: Nocnitsa -- a Nightmare Chimera at the very least.
Rank: Zeiram should not be accompanying any character. It should be attempting to kill and/or absorb anything that crosses its
path.

Origin: No one truly remembers the origin of the killing machine known as Zeiram. Some say it is the result of some terrible
biological weapons experiment from beyond the stars. Some say it is the result of one afternoon's activity by a bored Nocker on
crack. Either case does not really matter, since the Zeiram biological weapons unit has only one track in its mind -- well, okay,
three tracks: kill, absorb, and reproduce. If you should encounter a Zeiram (or Zeiram clone), you have perhaps three options:
run, die, or hope you're as well-prepared and resourceful as the bounty hunter, Iria. If not, run and call the nearest horde of
Redcaps and/or Trollish and Sidhe Knights who might be enough to chase it away for a time.

Description: The Zeiram unit resembles an (extremely) large humanoid figure, dark red to black in coloration, with extremely
pronounced musculature and wearing what appears to be the scraps of clothing across its completely hideous form. Its fingers
are tipped in sharp talons, and it has displayed an ability to asexually reproduce via cloning, dropping "eggs" from which
emerge alternate, mutated forms of itself. Its most distinguishing characteristic, however, is its head: huge, shaped rather like a
portabello mushroom with a small white humanoid face replete with glowing red eyes and very large, usable fangs. This head
can extend itself on a rope of tendon and muscle and attack the unwary, biting in and draining unfortunate victims of both their
lives and their Glamour.

Statistics
Physical: Strength 9, Dexterity 5, Stamina 7
Social: Charisma 0, Appearance 0, Manipulation 2
Mental: Perception 4, Intelligence 4, Wits 5
Abilities: Alertness 4, Athletics 3, Brawl 5, Dodge 3, Intimidation 5, Kenning 5, Melee 3, Firearms 5, Stealth 4
Redes: Aggravated Damage, Wyrd, Armor, Fear, Bite (Its small head can bite for 1-2 health levels of damage on each attack. If
not promptly detached, it can drain a victim of blood as per a vampire's bite attack.), Absorb (The Zeiram unit is capable of
absorbing a Kithain victim's physical body into its own, thereby replenishing its own genetic resources, when using the Wyrd.
Otherwise, the Kithain victim's spirit is absorbed, replenishing the creature's stores of Glamour.), Reproduce (Given sufficient
Glamourous and biological resources to work with, the Zeiram unit can effectively reproduce itself via asexual cloning. Be afraid.
Be very afraid.).

Note: Zeiram is the sort of creature one deeply wishes to avoid at all costs, though sadistic storytellers may which to throw this
at experienced (or cocky) parties just for the enjoyment of watching them flee for their lives, looking for a girl named Iria. Think of
the possibilities.

The Ancient Weapons


Name: Sapphire, Ruby, Emerald, Diamond, and Ultimate Weapon. Sometimes simply referred to as "Weapon." Source: Final
Fantasy VII

Type: Dreaming Protector, Nocnitsa for those who have faced these creatures in battle
Rank: (for those lucky schleps holding the rank of Duke or higher) Rank 5 Treasure (at the very least)
Origin: The Ancient Weapons were created eons ago by the Dreaming itself to protect the Land from threats that normal heroes
could not hope to face and survive. They were created from the hardest and most durable gems and the purest dreamstuff and
they have but one purpose in existence: to protect the Dream from those who would destroy it. Some highly ranked nobles know
where these creatures might be lying in the Dreaming, but none knows how to wake them, or even if waking them would be a
good idea. There is, after all, a truism: Let sleeping gods lie.

Descriptions: Sapphire Weapon resembles a large, as in, Titanic-sized, Siamese fighting fish, tinted (what else?) sapphire
blue and violet. He has fins and a long tail and a fierce case of fiery Godzilla breath. His preferred environment is the shallower
parts of the Dreaming Seas. Ruby Weapon is a roughly humanoid creature standing about the size of the average ten to fifteen
story building. She is a vibrant, frightening red-and-gold, with a small head atop a stalklike neck, a heavily armored exoskeleton,
and long fingers with which she does nasty things. Her preferred environments are the Dreaming Deserts, where she swims
beneath the dunes. Emerald Weapon resembles nothing so much as a bright emerald green fireplug crossed with a stingray
wearing a pair of hobnailed boots. This is much more frightening when he is looming over you in his enormous massiveness, for
he is indeed rather huge. His preferred environment is the deepest parts of the Dreaming Seas, below the depths where even
the sea serpents dwell. Diamond Weapon resembles a humanoid cross between a mushroom, a bear, and an albino crayfish -his chitinous armor plates are the color of cloudy frosty diamonds, his eyes and chest blaze with the crimson of the earth's core,
and his hands sport a terrible claw on each finger. His favored environment is the high frozen glaciers of the coldest parts of the
Dreaming. Ultimate Weapon resembles a large winged insect, a cross between a wasp, a centipede, and a dragon. Her
multisectioned body is colored a deep blue-purple-black and its armored above and below for optimal protection of her
majestic, frightening, enormous form. The skies of the Dreaming are her natural home, though she also loves the highest
mountain peaks.

Statistics
The Ancient Weapons are enormously old and enormously powerful. Use your imagination with regards to their attributes and
abilities. All Weapons possess the following redes: Armor, Fear, Glamour Pact, Traverse Dreaming. Their unique redes are as
follows.
Sapphire Weapon: Fiery Breath (Sapphire Weapon can breathe a stream of white hot fire capable of cutting through the
strongest dream metals and vaporizing Kithain flesh in less time than it takes to tell.)
Ruby Weapon: Ruby Fire (Ruby Weapon can breathe a stream of fire as per a chimerical dragon.), Venom.
Emerald Weapon: Aire Tam Storm (Emerald Weapon can fire a blast of electricity that can paralyze and kill Kithain victims),
Steal Glamour.
Diamond Weapon: Diamond Shower (Diamond Weapon can fire a blast of diamond-shaped wedges of energy capable of
killing unprotected Kithain and severely injuring armored Kithain.)
Ultimate Weapon: Ultima Beam (Ultimate Weapon can fire a blast of blue energy capable of destroying everything within its path
of fire), Shadow Flare (Ultimate Weapon can fire a burst of black energy at a single target, killing it instantly), Flight, Healing.

Chocobos
Name: Whatever one you give it.
Source: The Final Fantasy Series
Type: Animal
Rank: Chimerical Companion Rank 3
Origin: No one quite knows when Chocobos began appearing in the plains, forests and mountains of the Dreaming. All that's
really known about them is that they are exceedingly cute when little, make the sweetest sounds when you scratch them behind
the ears, are virtually impossible to kill, and can run like hell when it counts. They also tend to breed rather useful mutations if you
put enough time, effort, money, and creativity into it.

Description: Chocobos resemble a mutant cross between a chicken and an ostrich, standing about sixteen hands at the

shoulder. They are bi-legged and possess wings, but are not capable of flight, though they are known to hop several feet in the
air, flap their wings, and squawk when agitated -- and they are very easy to agitate. The average chocobo is a creamy whiteyellow, rather like the color of margarine or butter, with large-three toed feet possessing an opposable dewclaw, and can cross
open plains and marshland without difficulty. Standard chocobos can by dyed any color without causing the animal any harm.
Mutant chocobos come in variant colors: blue chocobos can cross rivers and run across shallow bodies of water, green
chocobos can climb mountains, black chocobos can cross rivers and mountains, and gold chocobos -- which are actually rather
closer to orange -- can cross rivers, mountains, and large, deep bodies of water. The most recent chocobo mutations are the
red "war chocobos" which some knights prefer to the standard combat destrier due to their speed and versatility.

Statistics
Stength 4, Dexterity 3, Stamina 5 Charisma 3, Appearance 3, Manipulation 1 Perception 1, Intelligence 1, Wits 1
Redes: Traverse Dreaming, Peck (When sufficiently angered, a chocobo can use its large, blunt beak to peck a target for a
small amount of damage).

Note: Chocobos are, by nature, flighty and high-strung in much the same manner as a thoroughbred horse. They are easily
alarmed and agitated and, unless they are fed special vegetables capable of instilling intelligence and tameness, will often run
off in the middle of a fight, taking their rider on a willy nilly ride across the Dreaming or, if they are less fortunate, leaving them
without a ride as they go galloping off looking for safety.

Touch Mes
Name: Touch Me
Source: Final Fantasy VIII
Type: Animal
Rank: Chimerical Companion Rank 2
Origin: Touch Mes oozed into the Dreaming along with a fairly sizable number of other Chimera created by crazed role players
and other such gaming fanatics. Of the lot, they are perhaps the most pernicious since they look so innocent.

Description: Touch Mes are frogs. Tiny frogs. Tiny purple and green frogs. Tiny purple and green frogs which are frequently
found dancing froggy dances in the glens and forests of the Dreaming. Disturbing one of these intricate froggy dances is an
invitation to being introduced to a world of hurt, for the Touch Mes will leap to their rear flippers in a combat stance and proceed
to use you for a punching bag. Their attacks, despite their lack of physical strength, are nevertheless rather devastating.

Statistics
Strength 1, Dexterity 5, Stamina 3 Charisma 0, Appearance 0, Manipulation 0 Intelligence 1, Perception 1, Wits 5
Redes: Scuttle, Frog's Curse (The Touch Me may scuttle at tremendous speed toward one target and deliver a blow incapable
of causing any physical damage at all. If the attack succeeds, the target is immediately turned into a frog. The only way to cure
this wretched condition is, of course, a kiss from a maiden).

Chimerical Objects
The Tantubon
Name: Tantubon (followed by some vehicle or model classification, no doubt)
Source: Iria-Zeiram the Animation
Type: Transport
Rank: Chimerical Item Rank 4
Origin: Rumored to be the results of a Nocker otaku's fiddling with a random pile of available junk, the laws of physics, and
some elementary spellweaving, the Tantubon is possibly the most useful thing ever to come out of the Chimera-creation
factories of Detroit.

Description: A Tantubon resembles a cross between a huge sun umbrella, the remains of a two-seater bicycle, and a wheel
chair. The huge umbrella-shaped canopy sits atop a central spire, onto which the frame, including guiding sticks, the pilot's chair
and restraints, and the braking and accelerating gear are welded. It propels itself through the air through no visible means.

Statistics
Tantubon are, evidently, rather light and easily destroyed, though they can be modified to carry armor and weapons for a slight

reduction in speed. They are very fast, and can move at a flight speed roughly similar to the average sports car, at minimum.
Redes: Flight, Traverse Dreaming.

The Orihalcon Statue


Name: The Orihalcon Statue
Source: Slayers
Type: Item
Rank: Chimerical Item Rank 5, Treasure Rank 5
Origin: The Orihalcon Statues are an off-shoot of the same process by which a pyx is created -- except, the Orihalcon Statue
rarely, if every, only holds one cantrip. They are far more likely to hold multiple cantrips of obscenely destructive power,
imprisoned evil chimera, objects of incredible significance to the Dreaming, or, at the very least, huge stores of Glamour waiting
to be broken down and used. Unfortunately, the (un)lucky possessors of the Orihalcon Statues rarely know which is which until
after the statue is broken, which releases whatever is held within the figurine.

Description: The Orihalcon Statues resemble delicate figurines of a woman of incredible beauty, elegantly crafted and stunning
enough to make most Kithain weep. They also radiate a noticeable aura of Glamour, though never enough to actually give a hint
as to what is contained within the pale gray stone which comprises the statues. The Orihalcon Statues were originally crafted in
such a stunningly beautiful form to discourage creatures that appreciated beauty for its own sake, such as the Kithain, from using
them for evil ends. Alas, in this day and age, this is rarely the case.

Statistics
The Orihalcon grow more and more fragile with age as the powers contained within them tend to struggle to be free. Handling
them roughly, or even with the slightest lack of gentleness, will sometimes cause them to shatter, releasing their contents all over
everything in the immediate vicinity.
Redes: Enchantment, Wyrd

Kurama's Pouch
Name: Kurama's Pouch
Source: Yuu Yuu Hakusho
Type: Inanimate, Dreamed
Rank: Chimerical Item Rank 4, Treasure Rank 4
Origin: The origin of this item is obscure, at best. Some Dreaming sages believe that it comes from the Lands Beyond the
Sunrise, far beyond even the most adventurous Kithain explorers' travels. Others claim memories from Arcadia that speak of a
pouch holding the key to the eventual renewal of the Dreaming following the blight of Winter. No one is certain, and whoever
holds the pouch knows as much as anyone else.

Description: A simple, unadorned brown cloth pouch, complete with leaf-green ties and closures. Inside the pouch are seeds:
an innumerable amount of tiny plant seeds, each one charged with some small amount of Glamour.

Statistics
The seeds within Kurama's pouch possess unique properties arising from their Glamourous nature. Planting them can result in
anything from an ancient spreading oak tree capable of drawing Glamour back into a blighted Glade, flavorful herbs capable of
seasoning stews and curing the fiercest poisons and illnesses of the Dreaming, or strangle-vines ending in man-eating
pseudopods to defend your freehold. All the plants grow with unnatural rapidity, irregardless of season, and there's no way to
know what they do until after the planting is completed.
Redes: Wyrd, Eternal Bounty (The pouch never empties, no matter how many seeds are removed from it, there is always at least
one more.)

The Jagan
Name: The Jagan
Source: Yuu Yuu Hakusho
Type: Animate, nonsentient?

Rank: Treasure Rank 5


Origin: Unlike Kurama's Pouch, all Dreaming sages agree that the Jagan has come West from the Lands Beyond the Sunrise -specifically, they say, the Dreaming Realm known as the Makai, or, more ominously, the Demon Realm. Opinions vary as to the
nature of the item, but all suspect it has a subtly fell nature, given that it is sometimes referred to as "the Evil Eye."

Description: The Jagan initially resembles an oval to almond-shaped stone, about the size of a human eye, and varying in color,
though pale jade green is the most common. It radiates an aura of Glamour even in its quiescent state. When pressed to its
bearer's forehead (or any other body part for that matter), it immediately fuses into its new owner's flesh and transforms into a
flesh-and-blood Third Eye.

Statistics
The Jagan provides the following abilities to anyone lucky, or foolish, enough to actually attempt to wear it: the merits Eidetic
Memory (whatever the Jagan sees it remembers), Acute Vision, Danger Sense, and immediate command of the Art of
Chicanery. The Jagan also imposes the following bans: the flaws Curiosity (the Jagan wants to see new things), Mystical
Prohibition (the bearer of the Jagan must never turn his eyes from an unpleasant or painful sight), and Slipped Seeming (the
Jagan is physically visible in every form, whether the Eye is opened or closed). Additionally, the Jagan tends to be rather
tricksome at times, and will occasionally act without its bearer's conscious prompting. The only way to control this effect is to
wear a bandage of specially warded cloth over the Jagan, thereby discouraging it from such activity.
Redes: Wyrd

Chimerical Weapons
The (Generic) Cursed Knife
Name: the Cursed Knife
Source: Slayers
Type: Weapon
Rank: Chimerical Item Rank 3
Origin: The (generic) Cursed Knife has been around nearly as long as the Kithain themselves, which is to say, as long as
sadistic Dreamers have been calling up weapons that look useful on the surface but which are something other than that once
drawn. See "Stormbringer" for Ultimate Cursed Weapon of All Time.

Description: The (generic) Cursed Knife is just that -- a knife. It can be anything from a hunting knife to a basic utility knife to a
small dagger -- anything. There's nothing unusual in its appearance, though it does tend to radiate a subtle Glamour that can
convince the unwary to draw it.

Statistics
The (generic) Cursed Knife does normal damage for the sort of knife that it is. It's perfectly normal in this regard. It does,
however, have one big drawback.... Redes: Wyrd, Aggravated Damage, Gwydion's Curse (The unlucky individual who draws the
(generic) Cursed Knife is treated to a sudden burst of berserk fury which compels the bearer to attack anything in sight, friend or
foe, until everything in sight is either dead or the knife is knocked from the wielder's hand).

The Tassen
Name: The Tassen
Source: Fushigi Yuugi
Type: Weapon
Rank: Treasure Rank 4
Origin: The Tassen is yet another import from the Lands Beyond the Sunrise. Dreaming sages mutter under their breaths about
the gradually increasing market share possessed by Eastern items of this variety.

Description: The Tassen is an faesteel war-fan comprised of leaf-thin blades of polished metal, edges sharpened, and tied
together by a crimson silk cord at the bottom. In addition to a cutting weapon, the Tassen can also be used to bludgeon an
enemy senseless, since it is very heavy.

Statistics
The Tassen does damage as per a chimerical dagger. It also possesses the Level 4 Pyretics cantrip Burn and Boil. To activate,

the Tassen's owner points at a target and shouts the words "Lekka Shien!" at which point the bunk is satisfied and the Tassen
disgorges a burst of flame capable of reducing a target to charcoal in mere moments.
Redes: Wyrd, Aggravated Damage

Extradimensional Hammer
Name: Hammer
Source: Ranma 1/2, Fushigi Yuugi, Mortal Kombat 3, etc. Type: Weapon
Rank: Chimerical Item Rank 4
Origin: The origin of the Extradimensional Hammer is a hotly disputed topic in certain circles of Kithain sorcerous academia.
Some claim that the Extradimensional Hammer comes from the Lands Beyond the Sunrise. Others claim that such displays of
extradimensional weapons hiding were common long before the Easterners got their hands on it -- siting the production of
heretofore unseen weapons in the midst of battles dating back as far as the Time of Legends. The battle rages on.

Description: The Extradimensional Hammer, its name notwithstanding, does not actually have to be a hammer. It simply has to
be an object which can be used as a hammer, an object capable of delivering incredible amounts of blunt head and body
trauma, as well as punting its target into low earth orbit or at least through a few walls. This, of course, includes tables, chairs,
lamps, sake bottles, sapling trees, boulders, and the occasional actual mace or warhammer. From whence this object is drawn
remains a mystery to all those who do not understand the physical functions of Hammerspace.

Statistics
Extradimensional Hammers do damage as per a heavy mace or warhammer, with the added bonus of knocking whoever you hit
with one for amusing distances and usually through a few painfully thick objects.
Redes: Hammerspace (Hammerspace is an extradimensional tesseract space within the Dreaming, in which objects such as
Extradimensional Hammers are stored until their use is required. Anyone possessing an object stored in Hammerspace needs
only to reach for it and it will appear from the tesseract pocket, neatly returning there once its usefulness is finished.)

Chichiri's Staff and Cloak


Name: Staff and Cloak
Source: Fushigi Yuugi
Type: Weapon
Rank: Treasures Rank 5
Origin: The staff and cloak of the sorcerer-monk Chichiri are among the most sacred relics of the Kithain denizens of the Realm
Kounan. Legend has it that, ages ago, Chichiri was among those who aided the Miko of the phoenix-god Suzaku in saving
Kounan from the depredations of the wicked dragon-god Seiryuu and his minions. Until recently, the cloak and staff were kept in
the shrine to Suzaku within the Imperial Palace of Kounan, along with the war-fan, the bracers, and the sword, other sacred
objects belonging to the saviors of Kounan. All of these treasures were, however, recently stolen from the shrine despite the
watchfulness of Suzaku's current Miko, throwing the Imperial Court of Kounan into a perfect frenzy. No one knows what has
become of any of the treasures of Kounan's protectors.

Description: Both the staff and the cloak are deceptively modest and simple. The cloak is a simple brown traveling cloak, not
too fine but not too cheap, which has obviously seen some better days. The staff is a simple walking staff, unadorned and
capped in metal at both ends.

Statistics
The cloak is a simple cloak, and will keep its wearer warm and dry in cold and damp weather. The staff, in addition to helping its
carrier up any steep hills, does damage as per a quarter-staff. The staff possesses the Level 5 Primal cantrip Elder-Form, and
allows its bearer to change shape at will -- or to change the shape of others. Chichiri was noted for not so much changing shape
as reducing his normal shape to about 1/3 his normal size and floating cutely about -- imagine the demoralizing effect forced
super deformation would have on the average Redcap. The cloak possesses the Level 5 Wayfare cantrip Flicker Flash. To
activate, one must throw the cloak to the ground and step into it; the bearer will be teleported instantly, the cloak tagging along
with.

Anime Treasures
By Kyrin (robert69@usa.pipeline.com)

Background
Although it has been mainstream in Japan for over 30 years, Anime -- also vulgarly known by some as 'Japanimation' -- is
becoming a growing entertainment forum outside of Japan and there is quite a following in the United States. With the popularity
of anime growing, some treasures have been created that mirror those from some famous animes. This is a small collection of
toys that come from an anime that could be used as Treasures in Changeling: the Dreaming.

Sources
Ranma 1/2
Ranma 1/2
Dragonball
Guyver
Nausicaa

Weapons
Ryouga's Indestructible Umbrella
Source: Ranma 1/2
Rank: 3
Origin: This umbrella originates from a very popular anime called Ranma 1/2 in which one
character, Ryouga Hibiki, often fought with an umbrella. However, this Umbrella is special. It
can be used as a fierce weapon like a sword or as a shield that can deflect bullets and sword
blades without damaging the umbrela. It is, however, a pretty powerful treasure as the glamour
in it allows it to exist as a real umbrella and even mortals can see it. It's up to the individual
Storyteller as to whether the umbrella is between rank 3 to 5.
Description: The umbrella, for the most part, looks large for an umbrella measuring 2'9". It's
color varies greatly (in the case other copies of the umbrella exist). It looks all hand made but in
a nice way.
Stats:
Difficulty: Damage: Conceal:
7
Str+3
Why? it's an umbrella :)

Uses for the umbrella: Ryouga's umbrella can be used many different ways, from warding off
rain, to beating enemies senseless with it. He can also use it as a shield against all types of
energy and kinetic weapons (bullets and arrows) (+2 dice to soak rolls). This is, of course, all
up to the GM's Discretion. Note that Ryouga doesn't have any type of regular armor as the
umbrella is it. When wielded as a weapon, it's used like a sword.

The Cursed Hibiki Bandanna


Source: Ranma 1/2
Rank: 2

Origin: This bandanna is the Hibiki family heirloom bestowed to one of the Hibiki children each generation. It is actually both a
treasure and a curse. For one, the bandanna continuously multiplies itself and can be shaped with some practice into razorsharp cloth boomerangs. However, the wearer loses all sense of direction and is cursed to be continuously lost until he gives the
bandanna to his own children. This could lead to some interesting Story developments (the character gets lost and finds himself
in a foreign country; plus the character usually has to depend on others to get somewhere). This doesn't mean the character will
always go in the wrong way (this is specifically meant in battle) and with sheer willpower the character can actually go in the right
direction (willpower test, DN of 8). The bandanna could also be used as a constraint (8 difficulty to break -- it's very strong cloth)
if required.

Description: The bandanna looks like a bandanna. As For color, it changes to suit each wearer. For instance, for the latest
Hibiki to receive the bandanna, Ryouga, the bandanna is yellow with some black splotches here and there.

Stats for bandanna boomerang


Difficulty Damage Concealabilty
6
Str+1
It's a boomerang

Gokuu's Extending Power Pole


Source: Dragonball
Rating: 2
Origin: Another strange weapon, this comes in the shape of a glamour-endowed quarterstaff/bo that can grow as long as its
owner needs. This means that the character can hit targets at long ranges or even pole vault long distances (in Dragonball,
Gokuu used it once to go up to the moon and come back but I doubt any ST would let their players do that :)).

Description: The pole looks like a plain bo or quarterstaff unless the character needs to use it for it's extending abilities in which
it can grow as long as 20-50' depending on the Storyteller's sense of humour.

Stats
Difficulty Damage Concealabiltiy
6
STR+3 J

The Guyver Unit


Source: Guyver
Rank: 5
Origin: The guyver unit is a powerful treasure that attaches itself to the owner the minute it is found. In its normal state, the G-unit
looks like some kind of weird piece of junk (like on of the old Simon games where you have to press the right sequences of
colors or lose) but if a Changeling presses the contact metal on the unit, the poor Changeling becomes a guyver. Despite the
impressive powers that it gives, the character will find himself and those around him hunted down relentlessly by forces of a
group of Dauntain who discovered the unit and want it back -- even if they have to rip the Guyver unit out of the character's head.

Description: By spending 1 point of glamour, the character shifts into guyver mode. While in guyver mode, he looks quite
impressive and is covered completely by a strange bio-armor. I could give you more of a description, but anyone with web
access can check out pictures of the guyver at some anime websites (Venice has quite a collection).

Powers: During Guyver mode the character gains the following new powers:
Due to the Guyver's natural armor, the Character is +2 on soaking damage.
The Guyver adds 2 additional health levels to their limit: (Ok,Ok,-1,-1,-1,-2,-5,unconscious)
The guyver does an additional dice of damage with all un-armed attacks.
The suit regenerates one wound level a round.

Other bonuses:
The changeling has an extended life span and is rumoured to age at a third of the normal rate.
Guyvers can regenerate themselves even if they lose all their health levels and are technically 'killed'. This takes one hour
per health level lost.

Note: I've never really watched any of the Guyver animes (only the piss poor Live-action version) If anyone can clue me in on
some of the other powers of the guyver, It'd be well appreciated.

To STs: Be careful letting this one in, as it's very powerful. Be sure to advise players who suddenly want this (most likely for its

Munchkin value) that they will often be the target of many attackers -- because that's what will (and should) happen. Some may
find balancing the guyver and other characters difficult unless there happens to be a garou in the group. :)

Miscellaneus stuff
The Nanban Mirror
Source: Ranma 1/2
Rank: recommended for NPCs
Origin: A powerful treasure by default, the Nanban Mirror has the capability of tranporting people to any time and place. It could
be used mainly as a plot toy (the characters find the mirror and accidentally find themselves in almost any alternative place or
time). Now just how the hell do they get back to their normal time period without screwing up time as we know it...) and for the
most part should be kept for NPCs only. The full capabilities and the existence of the mirror is totally up to the Storyteller.

Description: the Nanban Mirror looks like a plain novelty mirror girls might use for applying makeup.

Vehicles and transportation


The Flying Nimbus
Other names: Kintoen (Original Japanese name)
Source: Dragonball
Rank: 2 (maybe 3)
Origin: the Flying Nimbus looks like a little yellow cloud but it's a special treasure that can allow a changeling to fly even faster
than, say, with a magic carpet. However, the Flying Nimbus can only be ridden by those pure of heart and it can do some neato
stuff. As such, it is a favorite treasure of Childings and adventureous Wilders. It can hold 2 regular sized childlings or one wilder.
While riding the Nimbus, characters look like they are surfing in the sky. Mortals who see characters on the flying Nimbus are
subject to the Mists.

Bonuses: The Nimbus can reach speeds of 200mph within a split second and the maneuverability of the Nimbus gives an extra
2 dice for dodging attacks and other things.

Nausicca's Power Glider


Source: Nausicca of the Valley of Wind/Warrior of the Winds
Rank: 2

Origin: The Power glider comes from the anime Nausicca, known in America alternatively as Warriors of the wind. It is capable
of flight and requires only a few tests to learn how to use it. However its best advised someone teach you how to use it or else
you might wind up accidently splattering yourself into some building. STs may require characters have the drive skill or perhaps
allow an all-new skill for just using the power glider. Wayfarer Wilders are known to have a mild affection for power gliders as
they allow characters to travel at faster speeds than usual and for the excitement of flying.

Description: Hmm. Well it looks sorta like a more compact real-life glider. However, the pilot rides it upside down (rather than
carrying it and jumping off a mountain) and it can take off from the ground without having to jump off a mountain or tall building.
There are a pair of handlebars on it and make sure to hold on tight! ;) It looks sorta like it has sometype of jet-engine and has
aproximately a 12-15' wingspan. If you want a better picture of what it looks like, try looking through some anime web sites.

Bonuses: The Glider is highly maneuverable! The character rolls Dex+Dodge+Drive/pilot for dodging and perform aerial
manuevers. There was scene in the Nausicca animes where our heroine Nausicca maneuvered her way out of the gunfire of one
fighter only to miss her and hit another jet. The Glider can go up to 300 mph with a good take-off a high point. You can get the
mpg of this on one of the many Nausicca web sites on the net.

Arcadian Glamour
By Dan Rose (azrael1998@aol.com)

Description
To the unenchanted eye, this book appears as nothing more than a collection of oddly fascinating faerie tales, told from several
perspectives, loosely tied together by various characters. To the fae, however, the tome represents a treasure trove of lost
information. Written anonymously long ago, before the Mists and Banality combined to steal the memories from changeling-kind,
this treatise, set in skilled prose, contains information on several Arts lost in time. The locations of various old and powerful trods
and treasures lay hidden in its leaves, masterfully woven into riddles and illustrations so complex it takes months, or even years
to find all the necessary information. Rumours abound that even the secret of Sidhe reincarnation is written somewhere within its
pages. Indeed, this book is, in some respects, a history primer for events before and after the Shattering. It catalogues events
and kithain that would otherwise be forgotten.
The enchantments surrounding this tome are, by necessity, extremely powerful. Several exist for the sole purpose of dampening
the field of Glamour that surrounds it. Others were placed on it as protection against time and the elements, and still others are
designed to camouflage the book as an old, weather-beaten leather-bound book. There are one or two combat spells spread
throughout its pages, though these are plainly marked for those with a keen eye and the patience to look. Skilled fae sorcerers
should have no problems defusing these cantrips long enough to read the book, should they wish. The main enchantment,
however, lies with what the book was written for, and that is to remember. Mortals who read this book find themselves dreaming
vividly of the tales they have read, producing enough Glamour that any creature of the Dreaming within a mile of the Dreamer
feels its touch, and is drawn to the Dreamer. This can, of course, lead to various difficulties for both fae and mortal. The power of
the dreams has also, on occasion, been enough to produce rather powerful chimera based upon the material read. Kithain
reading this book find their memories of past glories returned, at least temporarily. The Mists part for them briefly, and they are
able to remember many things that are otherwise clouded. Wise readers should remember to record their own memories before
the Mists reclaim them. Due to the capricious nature of Glamour, as well as the effects of Banality, the amount of time before the
Mists return differs for individual changelings. As a side effect, fae who read this book find their personal Glamour replenished.
There are five copies of Arcadian Glamour in existence. The anonymous author was wise enough to realize that all the
information contained would be irretrievably lost if a single copy were somehow destroyed, yet also smart enough to realize the
danger inherent in mass production of such a tome. Thus, a handful of copies was privately published, and then distributed
throughout the world. One copy was given to the protection of the Mer of Atlantis, with the oath that it would not be read save in
the direst circumstances. A second was gifted to a kinain mage who dwelt in Horizon, again with an oath. This one was the
promise that no awakened mage, nor their consors or the like, would be permitted to find, much less read the tome. In the
centuries since, the book remains well hidden, unfound by even the Oracles. The third was placed in the library of the Arcanum,
with a mystical lock placed upon it that the organization's best have yet to solve. The fourth was unfortunately lost and is now
loose in the world. The few who know of its existence search diligently for it. The last is assumed lost to the ravages of time and
Banality.
As stated, there are very few who know that this book truly exists. However, in keeping with the book's purpose of keeping
dreams alive, rumours and stories of it are rampant. If found, the information it contains could do much to heal, or to hurt the very
fabric of the Dreaming.

Storyteller's Note
The exact information, tales, and enchantments contained in and on the book, with the exception of the specific enchantments
mentioned earlier, are left up to the individual Storyteller. The amount of time that the Mists part for each individual is determined
by a Kenning roll, using the character's permanent Banality+4 as a difficulty. Each dot in Greymayre/Remembrance lowers the
difficulty by one. If used, this book should not be found, nor used, easily. This book represents a great deal of knowledge and
power, and should be accorded that attitude, and respect. The fifth book does exist, and is in the care of a member of House
Scathach, a character of my own descended from the author. Any questions regarding the book, and/or the character can be
sent to me via email at: azrael1998@aol.com.

Armor of Inferno
By FatherGanja (saiyan2517@aol.com) based on the Ronin Warriors anime

Warning
The armor is a level five Treasure of the highest power, so use of the armor should only be allowed occasionally.

Description
The armor was made by some consider the greatest Nocker inventor ever to have lived. The armor shows just how successful
fusing human technology (such as microchips, nano-technology and other high-tech gear) and Fae Glamour and chimera can be
in the right hands. Because of the mix of equipment, the suit's full capabilities work in both human and fae realms. The armor
does have downsides, however. It can only be used to its fullest by a changeling donning the armor. Also, the armor can only be
used for one hour per permanent point of Glamour. The armor does not take the Glamour, it runs on another source of power.
Another downside is that once powered down, the function of the armor will not function.
However, these downsides are outweighed by the huge benefits. The first of which is that the armor, when not activated, morphs
into a different, yet similar form, from ornate battle armor to a smaller, yet almost as durable jump-suit of sorts. A downside in
this form is that the wearer cannot use any of the suit's abilities, such as life support and the like. The color of the suit is blue and
covers the entire body, with the exception of the head. A disadvantage of this, yet some consider an advantage, is the the blue
suit cannot be seen by mortal eyes. It appears to them as normal clothing. The most valuable of the suit's abilities is that it can
shift to its more combat-ready mode in full view of human on-lookers. The worst of the disadvantages, is that (1) there is only one
suit of armor known to be in existence and (2) after the first time a person puts on the armor, it is permanently attached to the
person and can only be removed upon either the person's death, or a highly skilled person with at least a five in Occult, Crafts,
and at least a four in the Realm prop and the art Infusion (note, if a human puts it on, then it can be as easily removed as when it
was first put on). It helps to have at least a two or three in the abilities Blacksmithing to make repairs to the outside of the suit's
armor, and melee, since part of the armor's system is a pair of swords.

Armor Stats
The armor rating of the armor is 10. The bashing damage is 10, and the lethal is 8.
The armor feels like it doesn't weigh much, only like a suit of clothing, but if someone were to try and pick up the person, the
same enchantment placed on the swords, kicks in and the person starts to feel like he weighs more than he really does. This is
done, unlike the swords, at the will of the user, as long as he is conscious. If he gets knocked out, it automatically kicks in. This is
to prevent anyone from trying to hurt the user.

Armor Systems
The first and most obvious of the systems is the armor itself. Before it even morphs into the battle armor, it has special abilities.
The first is that it is made of a super-durable space-age human material. The suit is bullet-proof, fire-proof, and lasers and such
do half damage. Humans can wear the armor in this form, but they cannot activate it. However, once activated, a flash of light,
blinding anyone who looks at it for a short period of time. This light covers up the morph. Once shifted, the armor looks like a
space-age version of the old samurai armor, with foot-long blades extending from the area by the wrist, going outwards, two
horns from the helmet, extending a foot out and curving upwards. Behind the two horns are nine small spears, going outwards in
different directions. Spikes also extend from the knees, shin, and feet. The armor is mostly white, with patches of dark grey on
the shoulders, wrist, and the area around the kneecaps and calves, with the last patch around the ankle. The shift adds more
armor around the lower arms, shoulders, hips and the sides of the upper legs, torso, the lower legs and the knees, and the final
addition to the feet. In this mode the armor can:

Enhanced Physical: Str +3, Dex +1, and Sta +4. The person also is able to run a max of 50 m.p.h., regardless of her own
personal top speed.

Life Support Systems: The suit can support the wearer for three weeks. This includes food, water, and disposal of bodily
fluids. The fluids are expelled from the suit in gaseous form, like a humidifier.

Thrusters: Built into the suit in various locations, over 200 in all are used for increased agility (+3 to Dexterity) and if enough of
the thrusters (more than half) are used the person in the armor can fly for about 15 minutes. After that the suit cannot handle the
strain and the thrusters fail. The thrusters can still be used for increased agility, but not together for flight.

Swords of Inferno: Hidden on the suit in a place known only to its wearer, are a pair of sword handles (a foot long each). After
grabbed, the handles require a point of Glamour to ignite, and once ignited, a flame shoots out where the blade would be out

grabbed, the handles require a point of Glamour to ignite, and once ignited, a flame shoots out where the blade would be out
four feet, once the flame reaches the end, a blade appears where the flame was just a short period of time before. The blades
appear light, since they are used with so much ease, yet to anyone else other than the bearer of the armor, the swords feel as if
they weigh tons (the swords only weigh 75 pounds; the swords are enchanted only to be able to be used by their owners. The
swords will increase their weight magically, in order to compensate for the different strengths of different people.)
Dam: Str +7, Diff 6. Note: The swords are unbreakable and any attempt to break them will not work. Lasers, magic, or anything
else will not work. The swords are 100% un-breakable.

Lightning Guns: Built into the armor, just above the wrists, are four lightning guns, two for each wrist. They are built into the
armor, and can only be used after it morphs. Dam: 6, Diff 5.

Inferno Flame: The final and most destructive ability is a variation of the nocker energy cannon, with a couple major variations
to the design, known as the Inferno Flame. The first and most major of the changes is that it no longer requires a port or hole in
which to fire. The energy comes from the same thrusters that give the suit enhanced agility. Starting from the back of the suit and
moving forwards, flame comes and is focused around the suit in a ball of flame, inside the flame the temp is normal, yet in an
area five feet around it, the flame can reach up to temperatures up to 600 degrees. However, should anything survive to come in
contact with the flame itself, the temperature is 40 million degrees. The ball of flame is concentrated around the suit for up to 2
minutes. After that, the flame fires out from the sword around a radius of 9 feet around and with a range of one mile. After the fire
has dissipated from around the suit and along the path of destruction, the blast can only be fired after one full hour, due to power
drain. And as can be expected, the blast can only fire if both swords are drawn. Dam 20, Diff 7

Bag o' Many Things


By Schpook (dgpaul@cycor.ca)

Treasure/ Chimera
4/3 points and up.

Glamour
1 and up as maximum capacity.

Description
The Bag comes in two varieties: the treasure and the chimerical Bag. These bags are rather rare and sought after heavily. They
appear as small pouches to large bags with drawstrings. They have the ability to materialize real or chimerical objects
depending on their nature. (Treasure may provide real. Chimerical can only provide chimerical objects. ST's discretion: whether
or not certain real objects cost double the glamour.) This power is activated by the owner of the bag reaching into the bag and
thinking or wishing for what he or she needs. This is where the fickleness of glamour manifests itself as Glamour interprets the
need by its own paradigm. It replenishes its store of glamour 1pt at a time by being in a freehold for 24 hours or by being fed 1
dross once a day until it reaches maximum capacity.

Powers
Materialize: The Bag may create, or summon something across time (past and present only) and space to suit its owner's
needs. Chimerical objects last 1 day. Critters may last longer. This ability costs the Bags own glamour. The following is a chart
as an example. (ST's may adjust to suit their story's needs).
Glamour Description
1
Small and medium simple objects
2
Small complex object/ large simple object
3
Small "living" thing/ med. complex object
4
Med. living thing/ large complex object

Weakness
Whimsy of Glamour: The Bag will cater to the wishes of the owner in unorthodox and spontaneous matters. This may be literal
or figurative (according to the wish), useful, benign or dangerous. Sometimes it will require the drawing of a second item in order
to make the first one work. (This leaves room for ST creativity)
Here are some examples:
Nick Nack, the nocker, is trapped in a nasty prison. He reaches into his bag asking it for something that would disable the lock
so he could escape. He pulls an electric drill the first time. (oops, no electricity, guess you have to draw again...)
Nexus, the Sluagh, wants something to make it so that nasty dragon won't chew him and will leave him alone. He draws
something that doesn't seem to end. It turns out to be a combination muzzle and blindfold for dragons.
Anatoli, the Satyr, wants something that will help him catch up with Pritha, a female Satyr, that ran off and is playing hard to get.
He draws a huge cannon. It's just the right size to make him a human cannonball.
Yip Yap, the Pooka, needs something to scatter that nasty pack of Redcaps harrassing some animals and draws a grenade... of
laughing gas.

Balor's Blood
By Myranda Kalis (nagaina@yahoo.com)

Description
Balor's Blood appears, on cursory examination, to be a clear, dark red crystal, smooth and resilient to the touch, very much like
an unflawed ruby. Larger pieces can be cut into smaller gems and set into jewelry of a particularly appealing effect. Such stones
remain completely quiescent until they are added to a liquid, at which point the crystals decompose and dissolve rapidly. They
add no conspicuous flavor to any liquids, but they do add a faint reddish tinge visible to the naked eye and give off a unique
glamourous signiture detectable by Kenning. Once ingested, either by Kithain, Kinain, or enchanted mortals, the Balor's Blood
begins a systematic destruction of both the fae and mortal seemings of the afflicted party, usually taking a period ranging from
several weeks to several months to complete said process. The average time for completion of the prcess is just over one
month.
In the mortal seeming, symptoms of Balor's Blood poisoning strongly resemble end-stage neurological ailments, including
anesthetization of the reticular activating system and limbic system of the brain and demyelinization of the neurons. Progressing
slowly enough to cripple before it kills, death usually results from the collapse of all higher and lower neurological functions.
Cardiac and respiratory arrest usually result, preceded by neurologic deafness and blindness, convulsions, cognitive
breakdown, dementia, and psychosis. Symptoms are primarily similar in the destruction of the fae seeming, though it must be
noted that, partcularly among Sidhe victims, the actual fear of death provokes such a drastic increase in the poison's speed of
acton that it can be said that fear kills the Kithain victims of this toxin. In any case, the death of the Kithain soul precedes the
death of the physical body, and this death is apparently of non-chimerical nature. Of the four recorded cases of Balor's Blood
poisoning which have been confirmed, none of the Kithain slain in this fashion and subsequently given the Kithain burial and
waking rites have returned.
Enchanted mortals exposed to this toxin have been successfully treated via banality therapy, which eradicated the glamour
infusing them and rendered the toxin quiescent. Subsequent infusions of glamour to exposed human subjects resulted in the
resumption of the poison's course of action, though normal musing and/or ravaging proceedures excited no additional effect on
the poison. Kinain subjects exposed to the banality therapy responded similarly, though the duration of exposure required was
more than doubled to produce the same effect. Kenning test results suggest that the banality treatment successfully eradicated
all traces of the toxin from the Kinain system and, thanks to the "perpetual enchantment" effect enjoyed by our Kinain subjects,
their recovery time was substantially reduced. Due to the concentration and intensity of the banality involved in the treatment, it is
not advised that Kithain patients be exposed to it. The cumulative effect is, in the words of a patient, "like being stabbed fifty
times with a dull cold iron knife" and that is as clinically accurate a description as yet applied. Undoing of the Kithain soul would
inevitably result before any appreciable reduction in the poison's effects could occur.
Treatment options are therefore rather limited for Kithain patients. The most effective treatment option discovered thus far is,
ironically enough, another poison. Anodyne is an incrementally toxic drug only slightly less pernicious than Balor's Blood itself,
which, in addition to checking the effect of the original toxin, is productive of severe coronary depreciation. It does, however,
significant raise a patient's resistance to the expansion of Balor's Blood throughout the nervous system, at the cost of cardiac
arrhythmia and eventual complete cardiac failure. The only other treatment of proven effectiveness has been a superconcentrated form of the Heather Balm healing cantrip. This form of Heather Balm must be crafted specifically to work in
absolute harmony with one patient's own body and glamour, and anchored through a physical object, which must be worn
against the patient's skin. This has the effect of halting the poison's progress and arresting any further damage, effectively
reducing the poison to a quiescent state. These healing items can only be procured through the services of the fae of House
Revier and are rather difficult to come by for that reason. Removing the item containing the healing magic, either voluntarily or by
force, completely disrupts said magic. Replacing the item will not restore the cantrip, and the poison's progress will resume,
though at a markedly slower rate.
The origins of Balor's Blood are obscure. Samples may be procured through both the Edinburgh Shadow Market and via the
Monkey's Paw for substantial amounts of dross and large, unmarked bills. The substance itself is remarkably resistant to clinical
study, providing no clean chemical profile, glamour signature, or a single universal set of characteristics for every case study.
Legend attached to this substance suggests that Balor's Blood is literally that -- the blood of a member of House Balor, possibly
Balor himself, magically distilled to pure, murderous malice. Another theory cuts out the Balor middle-man, as it were, and
suggests that the "blood" in question belongs to one of the insidious (an qrotesquely cruel) White Fomor. This theory is
consistent with the body of legend regarding the White Fomorians and their reputed fondness of slow, spiteful, and ultimately
horrific vengeance. Even more compelling with regards to this theory is the legendary cure ascribed to this poison: the heart's
blood of one who loves the victim truly.
Dr. Gloria Esteban,
Chief Medical Officer of the Company of the Shadowed Blade

The Book of All Tales


By Kai Londenberg (k.londenberg@on-line.leine.de)

Description
Humans reading this book will be under the effect of the Mists to explain the unexplainable. Everytime the book is read it will
show another tale, always creating a story that will totally fascinate the reader and inspire him to great heights of creativity or
imagination. For Kithain, this book is a source of Glamour. Once a day it is able to inspire a human reader to a level, where
Kithain can gain a reverie out of him. They can even gain rapture if they read it by themselves. The bad or good side effect is,
that somewhere the story will manifest itself. If it is somehow possible, coincidental magic will try to reproduce the story in reality,
otherwise Chimera will be created. Note, that the stories told are not always beautiful fairy-tales (In the childish meaning). All the
book does is to tell a tale it receives directly from the dreaming, eventually opening a trod for the creatures that live there, may
they be nightmarish Horrors or the most beautiful of the fae. In every case, the Book will create a story that somehow has
something to do with the reader's personality. It is unpredictable, which side of the personality will be taken for a story. Often
readers discover that there are uncomfortable thruths about themselves to be found in the tales. Only the most innocent can read
this book without having to fear anything. It would really be a big problem, if this book ever got in the wrong hands. On the other
hand, there are stories about Dauntain being rescued after having read the book.
This book, if ever let alone in a public library, will produce problems over problems. The biggest problem would be to locate the
source of all these Chimera. It should be kept well hidden by some Seelie Kithain with respectable power. A story idea would be
to let someone steal the book: perhaps a Grump searching for a possibilty to regain his imagination or perhaps someone who
thinks it would give him power. Another tale would be to let the players discover this book. It can be a great source and force for
Glamour and good in the world, if in the right hands. If the players want to keep the book, make clear it just causes problems. It
can even be the source for a Chronicle. Imagine this book really is in the public library. Someone discovered it recently and told
all his friends how great the book was. You`ll have to seed some hints that the book is the source of all the Chimera and
coincidences leading to really intersting times in the City, though...
It is a big book in blue leather, size: ca. 35x17x2 cm. On the front page are big golden letters telling: "THE BOOK OF ALL
TALES" In whatever language the reader is most familiar with. There are no pictures inside, just plain text, so the imagination
can (and will) fly free. Once the reader reads, he has to make a Willpower+Banality roll against a difficulty of 10 to stop reading,
two successes needed. (If he really wants to). If someone steals the book before he's finished, he will do everything to regain the
book. Once he reads the book again after completing a story, he will be subject to the Mists concerning the old story. If he knows
what will happen, he can try to resist with a Glamour roll against banality. The Chimera created by the book will likely slowly fade
away once a new story is read; it will remain if the reader is not subject to the Mists.

Cauldron of Xariphial
By Alan Kantor (trisk@mars.superlink.net) (19 March 1996)

Introduction
Brekke swung her axe and connected with the clavicle of the largest of the grue. Her mighty battle axe, Speaker, continued along
the path she had begun to cleave the chimeric beast in two. The Giantess stood for a moment surveying the chimeric slaughter
she had wrought and basked in the glamour their opened bodies provided.
It was odd, the Troll thought, that such foul creatures could be made from the same stuff as unicorns and works of art. Then
again, she had met some of her Unseelie cousins and the point was moot.
The prize was hers. She had won her way to the Cauldron Of Xariphial. It hung on its silver tripod, suspended over its
balefire.The blood red liquid inside bubbled on the surface. It seemed to be made of iron though Brekke knew that this was
impossible as iron is anathema to the fae. She reached out with both of her large hands and placed her palms against the sides
of the cauldron.
Exquisite agony coursed through her body yet the effect was undeniable. Her wounds were healed. Every injury she had
sustained to win this moment was healed in this instant. Recovering her breath she examined herself and found that old wounds
were healed as well. To her horror she saw that her tattoos, ritual scarring of her early wilder days were gone as well.
The Eshu had told her that the cauldron might give her more than she wished but she certainly did not count on this! It was the
Eshu who told Brekke the tale in the first place. Xariphial the sorceress in whose cauldron were brewed the most powerful of
healing potions. On the day she gave her life to save her companions from an attacking Fomoran, her spirit found it's way into
her cauldron. As an inanimae, Xariphial could give the blessings of strength and courage in the form of her own blood. She dug
in her backpack and found the large ladle and the canteen she had brought along. Carefully scooping up some of the cauldron's
bubbling red liquid she filled her canteen.
Brekke took the blood and walked out of the chamber. She believed the tales of woe the Eshu told would befall any who tried to
move the cauldron from the place it chose to be. As she glanced over her shoulder she saw that the Cauldron of Xariphial had
vanished. It had, she supposed, chosen to be somewhere new.

Description
The Cauldron of Xariphial hearkens back to the dreams of the Celtic people. A cup of wonder that could heal all hurts. A holy
grail that could make broken things whole. While powerful treasures like the holy grail are far more elusive to mortal and fae
alike, the Cauldron of Xariphial has been seen at least on occasion.
The Eshu tell the tale of the sidhe sorceress who in death, rather than return to the Dreaming, fled into the physical form of her
source of inspiration; her cauldron. In her new form she became even more powerful in that she could devote her entire
existence to the healing arts and not have to deal with any distractions.
Xariphial travels throughout the world embedding herself in the darkest of places, places that are not easy to attain. She then,
through dreams, gives any and all tellers of tales hints as to her whereabouts. This will inspire a quest in someone...somewhere.
Once discovered and won, she will heal the wounds of the one who found her. She heals so thoroughly that old scars, physical
and emotional may be erased. She might be able to cure third stage bedlam but such individuals rarely are in a position to
undertake such a quest as finding and winning the Cauldron of Xariphial. She may allow some of her blood to be taken from her.
The effects of bathing in the blood of the cauldron vary. At the least it bestows two additional Bruised Health levels for a limited
time (A day, a month, a year). It has been known to bestow additional soak dice for such time periods as well.
After she has been discovered, she will vanish from her location and find a new challenging space to occupy. If any try to claim
the cauldron as their own she will almost certainly take them along to her new location where they will have to face the dangers
that await.

Dingus Egg
By Mathew Howard (fpu@ix.netcom.com)

Prelude
Robin looked at the egg that had ben passed down in her family for generations. It had ben ready to be released for over 4
generations. Maybe it was time to use it. They had found the freehold island know as Avalon. However, it was fortified by trolls
who were loyal to the Sidhe that ruled the island. There were too few of them and too many guarding the island. Robin turned her
friends. "I have an idea! And I have the back up! Cast any cantrips that would last a long time on your self or others. Use full
ones!" Robin said looking at Jax, who had come to be know as the Satyrs trickster from hell. "I'll give you all the glamour you'll
need when we get there!"
As the group sailed up to the shores of Avalon, they could see the Trolls rushing to get into their defensive positions. Jessie
turned to Robins, "You had better have a good idea what your doing Robin! I don't really want to die today!" "Don't worry I've got
everything covered." Robin felt all eyes were on her. Reaching into a soft leather pouch Robin pulled out the egg, "Everyone
gather around! Its time to get ready!" Everyone gathered around as Robin asked. Cracking the egg open, a sudden burst of light
caused everyone to cover their eyes. When the light was gone there was a great dragon smiling at Robin.
"Hello master."
Everyone one was happy and surprised. Not only did they have a new friend that could very well turn the tide of battle, but they felt
great.

Description
A Dingus Egg looks just like a stone egg that has ben polished. The size of a Dingus Egg varies: from a young Dingus Eggs
which are approximately 2 inches long, to 'really old' which are 1 inch long. A Dingus Egg is quite powerful! It contains a chimera.
The grade or rank of the chimera depends on the age and size of the egg. If it's old and small then it may contain a level 5
chimera, but a young and large Dingus Egg will no doubt contain a level 1 chimera. To release the chimera, you must crack it
open. Upon opening the egg, a vast amount a glamour will be released, giving any and all changelings in a 2 yard radius a full
bar of temporary glamour and stripping all them of all temporary banality as well as enchanting any humans with in a 4 yard
radios. The chimera will be loyal to the one who released it. No questions asked!

Elven Blade
By Robert Scott Wilson (Truman1997@aol.com)

Description
Level 2 treasure/level 3 chimera (some have both real and chimerical components, some don't)
These blades are created using a "recipe" dating back to the time of the Fomorian Wars. They use a Glamour-based effect
similar to the Werewolf gift: Sense Wyrm. In the presence of any being greatly tainted by the Dark (wyrm-critters, some Sabbat,
Setites, and most Baali vampires, BSDs, Nephandi, etc., etc.), these blades (on a sword, axe, knife, even a few on spears) glow
with an unearthly light. Yes, this is straight out of Tolkien and as per Sting. Please bear with it, as they really do have uses in the
game. Can you say fomori detector, boys and girls?

Eri's Tresses
By Deena McKinney (sidhe@isgroup.net) for the House Elatha

Description
(Curator's offices, National Museum of Eire). This exquisite silken sail is said to be made from the hair of the Danaan Eri, lover
of Elatha and mother of Bres. When unfurled on a seafaring vessel, it will take the passengers to a safe haven of some sort
(whether a peaceful sea cave or the freehold of a possible ally is up to the Storyteller).

Fez of Brigadoon
By Kent Jenkins (jenkins@infinet.com)

Description
The Fez is an unusual but useful hat that, when worn and concentrated upon, allows the wearer to speak any language (one at a
time) to any group of people, but not to understand them. Naturally the wearer will understand her own words.
There are tales told, sometimes, of the Golden Tassel of Brigadoon, the original topping to the Fez, that itself allows the wearer
to understand (but not speak) any language concentrated upon.
The two, legend has it, were removed from one another in a great but ancient ceremony, for what purpose escapes the author,
never having studied Middle Eastern Changeling Society all that closely, but it probably was fairly important.

Infinity Train
By Alan Kantor

Prelude
Things looked bad for Hemlock of House Eiluned. But then again, that was the way his luck seemed to run. When the pieces of a
puzzle were just falling into place fate would come along and give them a good swift kick. He had traveled much too far from the
silver path. What was worse, he had dragged his companions with him. The Troll, Pooka and Sluagh would never see it that way
but he felt a personal responsibility for the mess they were in. After all, it was his search for his father's betrayer, Larkal the satyr
that led them this far into the Dreaming and his damned persistence that led them from the silver path. They were so close and
now that scoundrel of a satyr was probably holed up in a freehold somewhere in this realm of infinite possibilities.
"It seems we are well and truly lost, my friends." He began, ready to admit defeat, "There seems nothing left to do but.."
The sidhe's words were interrupted by a piercing scream. Not the scream of a mortal or an immortal but the scream of a
machine. A scream that conveyed not a sense of dread but a sense of hope and adventure. It was the scream of a train whistle.
The engine was one from the turn of the century. A steamer with a locomotive and six cars. As the giant mechanical beast
chugged to a stop, the symbol for infinity showed clearly on its side.
"There seems nothing left to do..." Hemlock continued, "...but get on board the Train!"
The Sluagh, Fionualla was skeptical. "We know nothing about this Train, the passengers or the driver." She whispered hoarsely,
still rubbing her ears from the pain of the piercing whistle on her sensitive hearing.
"That's what makes it so fascinating." Hemlock assured her. "Besides, its not as if we have many choices."
"No problem Nuala!" Kat, the pooka piped in, "I've been on Trains like this hundreds of times and I'm still alive."
"I imagine you have only about seven lives left." Nuala commented dryly.
The discussion over, the four climbed on board. Once inside, the glamour surrounded and infused the group. The euphoria was
such that even Nuala smiled a pinch-faced smile. The seats were made of polished wood and the seat cushions of leather yet
they gave off a glow as if they were gold and jewels just struck by the morning sun. They made their way through the six cars,
devoid of passengers, to the engine.
A mortal, or so he seemed, dressed in overall bib and engineer cap, nodded to them as they entered the locomotive.
"Hy-uh!" He said nodding his head in greeting. "I'm C.J. and this here's my Train. You must have to get someplace real bad
cause You pulled me right off my usual run."
"What, exactly is your usual run?" Brekke the troll wanted to know. She was a logical sort, as changelings go, and was quite
curious as to what this engineer considered usual.
"If you don't know," C.J. said, "You don't need to know. Now, where did you say you were headin'?"
"We didn't say." Hemlock replied. "Where can you take us...exactly."
"This here Train can go anywhere you like...and any place you don't like. I had passengers going as far as far can be. I been to
places that the wolf folk go. I been to places that can't be. Been to places where the dead folk go and Everywhere else I reckon.
Now... Where are you bound?"
Hemlock regarded the man in the engineer suit. He had seen stranger things in the Dreaming but not many. He considered
C.J.'s offer as if it were a puzzle and then spoke.
"Take us to the point just before Larkal the Satyr entered the Far Dreaming."
C.J. Smiled. "Now you're talking!" He stoked the engine from a coal pile and soon the Train was under way.
"This won't be the first time I've done this sort of thing you know." C.J. stated cryptically.
"What sort of thing is that?" The Troll asked.
"Why, cut 'em off at the past, of course!"

The Infinity Train


The Infinity Train is quite a wonder of the Dreaming. It was created by the dreams of mortals during the latter portion of the
nineteenth century. The railroad was being laid across the United States and offered travel at speeds of up to thirty-five miles

and hour between far off cities; even across the continent itself.
In the Dreaming the Infinity Train appears as an early model steam engine. Its black metal frame shines with an unearthly gleam.
Its details are gold and silver. The steam from its stack is rainbow hued. On its side is a golden lemniscate (the symbol for
infinity). Typically, it draws six cars behind the engine though it will sometimes appear with three or even nine.
The Train has no need of rails, of course, but will follow the path of a mortal railroad even if the original rails are no longer there.
This may account for the stories of "ghost Trains" that are popular throughout the midwestern states.
The inside of the Train is equivalent to a level four freehold though passengers are expected to debark once their destination is
reached. If a journey takes a day or a week, all benefits of freehold rest may be gained.
According to the driver, a curious fellow called C.J. the Train is not limited to faerie realms. According to him, the Infinity Train
has traveled to realms of the dead and places of power sought after by mages. He has even alluded to traveling through the
Umbra. This leads one to believe that the Infinity Train does not recognize the boundaries between any planes of existence. In
short, the Train would seem to be able to travel anywhere and any time.
One place the Infinity Train does not go is Arcadia. This is not due to its inability to get there but rather to a terrible wreck C.J.
experienced the first and last time he tried to get there. As he neared the Arcadian Gateway an exact duplicate of the Infinity
Train appeared and the two crashed head-on. C.J. is adamant about not going to Arcadia.
C.J maintains that he has carried many different passengers from all realms and times. It is quite possible that a such a
passenger could be on the Train at any time. Thus advice from ancient or perhaps future mortals or fae is possible to obtain
aboard the Train. It is uncertain whether one may debark before one has reached ones chosen destination. That is, passengers
are usually on their way somewhere or somewhen and may not be able to debark elsewhere.
Though a few nobles have tried to lay claim to the Train as their own, it truly belongs to no one. It seems to appear to those with a
truly desperate need though it has been known to appear to pooka out on a lark (or so they've claimed). The Infinity Train travels
it's own path and only C.J. is sure of the next stop.

Lucky Charms
By Schpook (dgpaul@cycor.ca)

Quote
"Throw that away! Never trust a gift from the fey! They have games they play with us. Gifts from them are two edged swords like
a dragon's egg waiting to be hatched..."
-- From some book, poorly misquoted and thoroughly mangled.

General Background
The nobles had long since fled and those left behind were faced with a world where their magic didn't work all the time. It
required enchanting others to make them more susceptible cantrips and arts. There were times when changelings were caught
unaware and were overwhelmed before enchantments could take hold.
Sluagh, nocker, and pooka sorcerers gathered together to discuss the dilemma. A solution was found and they worked on
trinkets that would hold glamour like dross. However, at the right moment, usually upon activation, the glamour would come from
its hiding in an attempt to enchant the victim.
They found that the power required to make these was immense and some didn't return to the glade, being lost to the Mists. The
remainder wrought lesser versions and passed the secret around. Some of these charms worked with surprising side effects.
Others acted with surprising potency and could sustain repeated use. There are whispers that a few devoured glamour...
There are rumours of a secret circle who create charms of strong power... for a price....

Appearance
They come in all shapes and sizes. The lucky bracelet, necklace, rabbits foot, clan/pack/cabal pins, brooches, belts, hair pieces,
bit of clothing etc -- anything that would be worn or carried often by the one intended to be enchanted. Those of the least power
can be perceived by supernatural (a roll may be required) as having an odd aura about them. They go through the gamut of
veiled glamour until even the most aware and observant of the supernaturals may perceive it as nothing but a simple trinket or
charm.

Powers and such


Normally, to enchant someone, a token imbued with glamour must be given and accepted by the intended who intentionally or
not borrows the glamour of the object. The roll for the enchantment is made immediately. Lucky charms (or any other appropriate
name), on the other hand hold their glamour until a certain time before "lending the glamour" for the enchantment to try and take
hold. That certain time can be spontaneous, be on the command of a specific changeling, of any changeling, or by anyone using
the keyword, depending on the intents and success of the creator. Keywords are usually either changeling battlecries or words
of common parlance amongst changelings.
There are some charms which are indeed blessed with luck for their new owners. Sometimes extending the benefit of Level 1
Soothsay but once once a day, week, month, or year. There are some charms that work on the intended's subconcious making
them more susceptible to enchantment. Once the enchantment is attempted and failed or succeeds, all glamour from the charm
is gone by the time the person is no longer enchanted. (See rules for duration of enchantment) There are some rare charms that
store more than one point of glamour and so have multiple uses. There are some really rare charms that are rechargeable. In
other words, once the glamour in them is used up, someone can restore the glamour to them before the next full cycle of the
moon... A legendary charm actually muses the intended... Beyond legends there are some who whisper of a charm, it may be
one of these lucky charms or some other treasure, that transforms a mortal into a changeling and eventually a true fae... (Now as
to the substance of these rumours...)

A Note on their creation


The creation of even the simplest charm is arduous and requires the investment of much glamour and research. Appropriate arts
and realms are needed to create the charms and their abilities. An oathcircle may combine their efforts in creating the charms.

Mask of Tears
By Myranda Kalis (nagaina@yahoo.com)

Description
This extraordinarily potent treasure appears, at first glance at least, to be nothing but an old, cheaply made ceramic mask. It
looks like the sort of thing you'd find occupying a table at a local yard sale, the previously white ceramic yellowed with age, the
paint faded, the glaze cracked. To Kithain eyes, however, the Mask nearly glows with Glamour, taking on the appearance of a
translucently fine white ceramic, the features asexual, a single, blood-red tear tracing down its cheek. Kithain most sensitive to
Glamour will discern a dark, but vivid, violet glow surrounding it, and sense a tangible aura of grief and loss twined through it.
Formed of Dark Glamour, the Mask has the ability to completely separate the Kithain soul of a Changeling from the human body
that it inhabits. In this state, the Kithain cannot in any way affect the physical world except through Arts and cantrips that allow for
physical effects that can be performed without the necessity of a physical bunk. (Good luck finding one.) However, while in this
state, the Kithain can interact freely with the realms of the Spirit, the Dead, the Dreaming, and the Nightmare as though they
were the physical world, with all the advantages and dangers that that implies. The Mask can be removed at any time by the
wearer, simply by lifting the spirit equivalent off, an act which will also cause the physical Mask to be removed, usually by the
expedient coincidence of "it just fell off."
Created by a Scathach sorcerer who used it to communicate with his late mortal lover, the Mask of Tears has a strange and
elusive form of intelligence; it chooses whomever it wishes to have wield it. It rarely communicates in any real fashion with its
wielder and normally seems to be more of a security precaution than a real mind. The precise criteria of selection that the Mask
judges by is rather obscure, though it tends to select those who have either suffered a great tragedy in the past or will suffer one
in the future. The Mask possibly even generates these tragedies itself, through various means both fair and foul, thereby bathing
it in the Dark Glamour of its origin. No one knows for certain, as the Mask's creator is nowhere to be found, and the last Kinain
keeper of the Mask died without ever imparting its secrets to another.

The Mirror
By Lynn Tanner (lynn@tenon.com)
"Be careful what you wish for..."
-- Chinese Proverb

Prelude
Lydia had been told not to climb the stairs to the attic, but she'd done it anyway. She'd been told not to explore the huge room
filled with antiquities and wonderful treasures, but she'd done it anyway. She'd especially been warned not to disturb any of her
Great Grandmother's furniture, but...well we've all been in Lydia's position before, haven't we?
Dappled rays of sunlight slipping through the cracks illuminated the vault of the attic, and set the dust motes to dancing. She'd
found the vanity sitting behind an old wardrobe, covered with a white sheet. The diary was still hidden in the table top drawer,
where a lady might conceal such things. Lydia spent the entire afternoon with her nose in the musty old book, reading about her
grandmother's ...<polite cough>..encounters. Granma Rose really knew how to have fun, it seemed.
When Lydia had finished reading, with the wide eyed wonder of any intrepid explorer, she reached up to pull back the sheet and
reveal Rose's prized possession. It was a silver mirror, nearly four foot high, perfectly round, mounted in a beautifully carved
wooden frame. It was a bit dusty, but nonetheless exquisitely wrought in what looked to be mahogany. The frame seemed to be
a tumble of roses and oak leaves, with a beautiful acorn at the top. According to Rose's diary, it was in front of this vanity, gazing
into this mirror that she'd been able to conjure daily visions of her lovers. Visions so powerful that they'd been like waking
dreams. Visions that felt like memories of actual occurences. And memories that were so powerful that the ache they left behind
was almost unbearable. That is until the next night came, and she could feel the caress of her lover's hands again...
Lydia gazed into the mirror's depth, daring to believe. She felt the faerie tale quality of her grandmother's whimsical ideas, that a
mirror could bring into existence the form of a person. But she also read the warning in Rose's diary. "Whoever reads this after I
am gone, I beg you. Don't fall in love with these images. They are but daydreams made solid. And a dream is no replacement for
true love."
Well, what could a little dreaming hurt. Lydia suddenly remembered all the teen idol pictures she had wedged in the frame of the
mirror in her own room. How many times had she fallen asleep thinking of Heathcliff or the Scarlett Pimpernel? Holding her
breath, she closed her eyes to think of "his" face. What would his cologne smell like? Mere moments later, she sensed the
presence behind her and heard the voice.
"Cherie, you waited for me!"

Description
This is obviously a nocker treasure with it's prerequisite flaw. Have you ever had a crush on/obsession about someone to the
point where you couldn't stop thinking about them? Be it celebrity or brief acquaintance? Or your brother/sister's best friend?
Well, imagine the dangerous effect of this little item.
Legend has it that this item was commissioned by a sidhe noble for his young bride. The original intention was a kind of magical
projection of his love for her, so that when he was away questing, she had but to think of him, and he would appear to her,
"...satisfying her every need." Well, what the lord neglected to specify was that his was the only visage that could ever be
reproduced in the mirror. You can decide for yourself how that adventure worked out...
The Mirror collects the Glamour of the gazer/dreamer and forms it into a Chimerical representation of the person you are
obsessing on. It only produces one "image" per day, which lasts from eight hours to, at most (five successes), until sun down or
sunrise. It can be used only once per day, and the user must be alone to create the image. It works for both kithain and mortals.
The image is complete in all five senses, although there is the possibility that supers can detect the chimerical nature of
"whoever" appears. (Lack of a soul perhaps?)
I don't think I need to point out the possible addictive qualities of being able to conjure a person with whom you are enamored.
The person will act like you imagine them to, and even take motivational direction from the wishes of the dreamer. The image
will do anything the dreamer desires, up to and including the <polite cough> unspeakable...::wink:: The image will always act
(pardon the use of this cursed phrase) in character and is not a slave. If the dreamer ever discovers the true (chimerical) nature
of the image, it will disappear.
Caveat emptor. Obviously the creation of a twisted mind...My own!

Moondirk Cloak
By Christopher R. Negelein (brackma@okstate.edu)

Level 4 Treasure

Background
The Unseelie Baron Moondirk had experimented with the Arts and Chimera. He was also fascinated with the night and its
secrets. Before the Prodigals named Kindred claimed him for one of their own he left several Unseelie treasures. One was the
Moondirk Cloak. His leige lord Sam'il, a Duke who still has a brisk mortal slave trade, had it until it was stolen. From this point
who stole it first and then who stole after that gets confusing but it is one of the better tales of thievery and cunning among the
Unseelie.

Description
It is a fine black and silken Chimerical cloak. Invisible to mortal eyes it possesses a powerful effect on the real world under the
right circumstances. In the complete dark it spreads to fill a large floor area, slipping under everything to become a silk carpet. If
anyone other than the wearer attempts to move the cloak can be used. The wear makes a Dex + Athletics roll at difficulty 4. The
successes are used to trip the target. The cloak's owner can then roll Dex + Melee difficulty 7 to trap the target in the cloak. The
cloak adds 4 dice of strength to keep the target down.
If the lights can be turned back on the cloak becomes chimerical again and invisible and ineffective to the mortal world. The
wearer suddenly lands on the floor as if he had been hanging in mid-air.
Those who can see in the darkness can resist with their Banality scores. If they see by supernatural means then their maximum
Banality is 5. The fears of the night run deep in the collective mind. The Lasombra who believe their disipline is of the darkness
of the night and soul have a Banality of 5. Though technically the Technocrocy are using magic, their faith in science protects
them and have Banality score of 10 when they see the cloak in the dark.

Ring of Elatha
By Deena McKinney (sidhe@isgroup.net) for the House Elatha

Description
For many years, Eri held this in trust for her son Bres. After the Second Battle of Moytura, this powerful treasure vanished.
Perhaps it was lost, or possibly Bres saw fit to hide the ring before he was taken prisoner by the Danaan. Its reputed powers
were:
Allows wearers to breathe water like a fish. They can also move in water as on land (and on top of water). They may use
hand to hand melee weapons with no penalty (but not ranged weapons).
Calls the Wind (Roll Dex + Athletics to strike at foe; one die of aggravated damage may be rolled per success. Note that
werewolves, vampires with Fortitude, and mages with magickal protection can soak this just like normal damage).
Strength of the Kraken (+3 to Str)
Summon and command the sea's children (can call on marine life for aid, such as a dolphin to ride, or a whale to capsize
an enemy's ship, Storyteller's discretion, perhaps based on successes from a Manipulation + Kenning roll).

Shooting Goggles
By Magnus Edlund (magnus.edlund@mailbox.swipnet.se)

Level Three Treasure

Description
While wearing these goggles the user sees perfectly in darkness, smoke, fog, etc. Only magical darkness, fog, smoke, etc. can
reduce his vision.

Stout Pair of Traveling Boots


By Magnus Edlund (magnus.edlund@mailbox.swipnet.se)

Level One Treasure

Description
These boots are never worn out, and the wearer will never get sweaty feet.

Sword of Gunze
By Joshua Lee Peryea (vabt@hotmail.com)

Also Known As...


Slayer of Oni, Executioner of Akuma, Wrath of Kami [Spirits, Gods or Heavens]

History
In 1310 C.E., the village of Tomakomai, on the island of Hokkaido, suffered a plague of Oni. The Oni wished to make Nippon
into the next and most powerful Hell. The Five Courts native to Tomakomai could not stop the Oni's Evil. Five shen sorcerers
then joined forces, after the Oni destroyed the ruling Courts. Misawa Rai-ki, the Chi'n Ta [Mage]. Nakano Juniko, the Kitsune.
Maedasata Akiko, the Hsien Noble [Changeling]. Okamura Shin-Tai, Wan Kuei [Kuei-jin]. Odakyu Kogyo, Kami [Wraith]. The
Five Sorcerers labored religiously, crafting a powerful blade, using sacred metals and stones as raw materials. Silver, Iron, Jade
and others were used. A kami of Yang and a kami of Yin, were worked into the Sword. Finally, the Sword was finished, but the
Sorcerers were too exhausted by their labors to wield it in battle. Misawa sent Rai-ko, their Nushi, to find a great Warrior. Rai-ko
found Gunze Go, Samurai-no-Hakken, who was left Ronin after his Court was destroyed and his Sentai butchered by Oni. Gunze
was led to Okamura's retreat [Haven? or Dragon Nest?], and was given the weapon. By the next sunrise, all the Oni were slain.

Description
The blade, tsuba and other metal parts are silver in color. The handgrip is wrapped in red lacquered sharkskin[ from a Samebito warrior who fell in battle]. The blade has jade inlay in Kaja and Nihongo. The Tsuba has jade inlay corresponding to the five
Directions and Elements, the 8 trigrams of the I Ching, and symbols of the Five Sorcerers.

Story Ideas
What are the later adventures of Gunze Go, Hakken Samurai? What becomes of the Five Sorcerers Wu/Sentai/Cabal? How
does your Wu/Sentai/Cabal/etc encounter this artifact?

Statistics
Level five enchanted item, fetish, talisman, artifact and/or treasure
Yang Chi, Glamour and/or Gnosis: 7
Yin Chi, Arete, Rage and/or Pathos: 7
Demon Chi and/or Angst: 7

Powers
Sense Yomi [Wyrm], Hellweaving 2, Dragon's Stride [cross Wall and Ride Dragon's Path, using Yang for Yang, Yin for Yin, and
Demon for Yomi], Tracking Prey [pursue anyone-or-thing injured by the Sword of Gunze], Shift [change forms]
Form
Difficulty Damage
Tanto (small) 4
Str+1
Tanto (large) 4
Str+2
Wakizashi 5
Str+3
Ninja-to
6
Str+4
Naginata
7
Str+4
Katana
6
Str+5
O-Dachi
7
Str+6
These are the seven Known forms. Rumors and theories of other forms abound, but none are known for certain. Tales of
Shuriken, may be the Sword of Gunze, a lesser Talisman, or a Talen similar to the Bane Arrow. Notes: Hits Yomi automatically,

only roll to hit non-Yomi. Yomi cannot soak, and damage is aggravated. Non-Yomi may soak as if the damage were normal, but
any damage taken after soaking is aggravated.

Sword of Undoing
By Lynna Landstreet (lynna@yorku.ca)

Description
This is similar to the Gray Sword described in The Autumn People, but more sinister, because it affects its owner as well as its
victims. It is a treasure -- a chimerical weapon with a mundane reality. Mundanely, it appears as a very plain-looking sword of
cold iron. Chimerically, it radiates a flat gray aura that feels chill to the touch. Whenever it is unsheathed, all fae present feel the
dull ache of proximity to cold iron, even if they are far enough away that they ordinarily wouldn't.
It was forged long ago, possibly before the Sundering, by an Unseelie Nocker, at the request of his lord who held a deep grudge
against a Seelie rival. With each blow, it adds a point of permanent Banality to the victim, in addition to draining a point of
temporary Glamour as cold iron weapons normally do. As with the Gray Sword, if a changeling is killed by it, or has her
permanent Banality raised to the point of forgetting her nature, she is forever Undone.
But perhaps the most sinister aspect of the Sword of Undoing is that it is sentient, and will bond with and slowly come to control
its wielder. Having been forged with the purpose of vengeance, this is what the Sword thirsts for. When it is without an owner, it
will "call" to any Kithain it senses harbours a deep anger or hatred for another. He or she will feel an immediate fascination with
and attraction toward the Sword. He may roll his Wits plus Gremayre (difficulty 8) to sense something wrong and avoid picking it
up. If he fails this roll, he will pick up the sword.
Once he has touched it, the Kithain will begin to come under the Sword's spell. The first sign is that the hatred he bears for his
enemy will intensify. It will increasingly come to obsess him, and everything else will slowly fade in importance in contrast with the
necessity of wreaking his revenge. The Sword will figure more and more strongly in the Changeling's revenge scheme, as he
begins to feel driven to Undo his enemy by its means. Eventually, he will swear the Oath of Undoing, thus entering the realm of
the Dauntain.
Each day before he swears the oath, the Kithain may make a Willpower roll (difficulty 9) to attempt to break the Sword's
compulsion, but each day that this roll fails, the Sword saps a point of temporary Willpower from the character for the purposes
of this roll or any other roll that involves avoiding the quest for revenge. When his Willpower (as calculated for this purpose) falls
to zero, or if a roll ever botches, he will swear the Oath. Note that the character will still be deemed to possess his full Willpower
for the purpose of any other rolls, just not those opposing the Sword or the vengeance obsession. For the purposes of any rolls
made in support of the Sword or the quest, the stolen Willpower is added to the Kithain's dice pool, as the Sword is actively
lending its Willpower to his.
There are many ways in which the Sword's control will become apparent. The character will have an increasing tendency to
believe that "the end justifies the means," and be willing to do almost anything to further his quest, even things that he might
previously have seen as repugnant. He will distrust anyone who tries to warn him about the Sword or point out its influence on
him. He will become increasingly attached to the Sword, and reluctant to leave it anywhere he does not consider absolutely safe.
Note that the strength of the Sword's influence varies with proximity to the Sword; if the Kithain is actually touching it, the Sword's
control is absolute, and he can think of nothing but vengeance. If it is close by, his perceptions are likely to be heavily influenced
by it, and revenge is on his mind, but not completely obsessing him. If it is far away, though, he may be able to almost forget his
quest for a while, and function as a relatively normal person, though he will still do nothing that would undermine his quest or
result in his losing the Sword.
If the character succeeds in Undoing his enemy, he will gain two points of permanent Banality, as per the rules. His attention will
then turn towards someone else who he harbours a grudge towards, possibly someone who tried to deter him in his initial quest
for vengeance, and the cycle will begin again, and again, until the character's permanent Banality reaches 10 and he is himself
Undone. At this point, no longer recalling his fae past, he is likely to consider the Sword a useless old relic and consign it to an
antique dealer or junk shop, where it will wait until another angry Kithain comes within its reach.
The Doom that the Kithain falls under is that of the Cursed in all respects save one: since the swearing of the Oath itself was
motivated by an outside force, the taint can potentially be removed by the removal of that force: the Sword. The Dauntain will not
willingly give up the Sword; it must be taken from him by force, and he will use all his considerable powers to prevent its being
taken, including spending his Sword-enhanced Willpower to achieve automatic successes on any roll relating to the struggle. If
the Sword is taken from him, he will make every effort to get it back.
If the person who has taken the sword is Kithain, the Sword will attempt to bond with her, usually urging her to use it to Undo its
previous owner. Like someone who picks up the Sword for the first time, she may roll Wits plus Gremayre (difficulty 8) to realize
the Sword's malevolent nature and cast it from her; if this roll fails, she will bond with the Sword and henceforth be subject to its
effects herself. If the roll botches, she will immediately attempt to kill the Sword's previous owner, or if he is not nearby, she will
take the Oath of Undoing against him immediately. If either of these two things happens, she is henceforth considered Dauntain.
Otherwise, the standard sequence of daily Willpower rolls takes place.
Note that when the Sword bonds with its new owner while its previous owner still lives, this does not negate the bond with the
previous owner, who will still make every effort to regain the Sword. The goal of Undoing its new owner will temporarily take
precedence over the initial quest for vengeance.

The only known way of breaking the bond is for both Sword and owner to be transported to the Flux Realm (see Umbra: The
Velvet Shadow), wherein no one and nothing can be bound or controlled. (There may, at the Storyteller's discretion, exist other
ways, but this is the only one in my chronicle.) If this happens, the bond is severed and the character ceases to be Dauntain.
However, the combined shock of the severing and the sudden resurgence of awareness of just what the Kithain has done in its
service can be harsh. Roll the character's Banality against his remaining Glamour; the successes indicate the number of Health
Levels of chimerical damage he will suffer when the bond is broken. The sundering of the bond will also remove a random
number of points of permanent Banality (0 to 3) from the Kithain, and will likely knock him right out of the realm and back into the
physical world.
Unless he actually suffers chimerical death, he will not be subject to the usual Mists chart; instead he will awaken a few hours
later in his mortal seeming, with a bad headache and absolutely no recollection of the events that have just passed, or even of
his fae nature. The Mists have claimed him, to safeguard his sanity from the shock of the sundering. The forgetfulness can often
be counteracted by exposing the character to Glamour once more, but the shock of returning awareness, coupled with coming to
terms with the onrush of memories and the sudden loss of a great deal of Banality will often bring on bedlam.
The character will also be afflicted with a fear of the Sword as intense as his former obsession with it; he will not willingly come
anywhere near the Sword, not even to destroy it. Even members of the House of Fiona, who are normally immune to fear, will
have to make a Willpower roll to avoid this effect. If they fail the roll, they will not only fear the Sword, but probably be intensely
ashamed of fearing it, and may suffer ridicule or ostracization from their House if this fear is discovered.
The full healing of a Changeling after an encounter with the Sword of Undoing may take a very long time. The hatred that initially
motivated the character to take up the Sword may well remain unabated, although the character is likely to be much more
cautious in acting on it, having seen what vengeance uncontrolled can do. The character is no longer subject magically to the
Oath that he swore, since that binding too has been sundered by the Flux Realm, but now runs the risk of being ostracized as an
oathbreaker, in addition to the stigma of having been Dauntain. Likely, the character will have to complete one or more arduous
quests to recover his social standing in Kithain society. These will usually involve undoing (so to speak) the damage that he did
while under the influence of the Sword.

Sword of Pwyll
By Deena McKinney (sidhe@isgroup.net) for the House Elatha

Description
(Now unwittingly owned by Prince Dylan ap Gwydion of Dyfed, see Isle of the Mighty). In addition to being a weapon fit for
royalty, this elegant blade calls down seastorms of tremendous wrath. However, in the hands of anyone other than a member of
House Elatha, the storms are absolutely uncontrollable and will wreak havoc on enemies and allies alike. A noble of House
Elatha must make a Manipulation + Kenning roll to bring the storm under her command. Prince Dylan has used the sword, but he
is extremely reluctant to do so ever again; some of his folk are still cleaning up the rubble.

The Talisman
By Mathew Howard (fpu@ix.netcom.com)

Description
The Talisman is a legendary artifact. Stories tell that when The Talisman is complete, it will bring absolute power to the one who
possesses it when it is completed. In most cases the Talisman has ben passed down through Sidhe family in hopes of allowing
that fammily to gain supreme power over the other Sidhe. But in most cases, it is given away as a peace offering to rival Sidhe
with the belief that the thing is a useless item and that the legends are false. The Talisman appears as a coin shaped item that is
broken in half. The Talisman represents the universe, and since the universe is not perfect the talisman reflects this. This is also
a good gauge in time traveling stories, because it will change as you effect time. The Talisman has one wish for everyone. Most
people use this wish in hope of finding the other half of The Talisman. The average wish of "Take me (us) to the other half of The
Talisman!" will result in being taken through time to a point where the same half existed. So be careful how you wish or what you
wish. When the ST allows the players to find the other half, then the person who found the matching half becomes the ST or
GOD. Take your pick!

Creators Notes
I designed this artifact for a game that we (me and my friends) decided to play. In this game we had decided that we would
share the ST position, take turns. I was first, and so I made this artifact that allows a player to win his role as ST. Warning! This
artifact is not for every game! It can be a hard piece to add to the puzzle. It is a good idea to have a predetermined path of how
the players are going to get the other half, not to mention the first half. This artifact can be used in any of the other ST Books!

Troll Woad
By Kevin Berry (ardrigh18@aol.com)

Level One Treasure

Description
Because Trolls already have the blue colour to their skins, the fearsome appearance of woad upon the body of a warrior is lost.
To compensate for this the Trolls have created a woad of their own. Made from the same blue clay and other ingredients of
regular woad, the only addition is the blood of the Troll who is to wear it. The addition of the blood imbues the woad with
Glamour, making it more powerful. Their blue skins become adorned with a dark reddish colour, giving the Troll a more
fearsome appearance.

Systems: The Troll must have enough regular woad to cover their bodies before attempting this, though they need not use the
whole amount on their bodies to gain the benefits of the woad. When they have enough of the woad the Troll cuts herself and
bleeds into the woad (the cut needs to be enough to cause Three to Four Health levels of damage.) In doing so the Troll also
spends (2) points of Glamour and rolls her Glamour difficulty of (8). The number of successes adds to what can be
accomplished with the woad.
The woad adds (2) to Strength, (1) to Dexterity and (2) to Stamina normally. It also negates wound penalties. The problem is that
your Willpower difficulties increase by (1) and just about anything can set you into a berserk frenzy. The Troll Woad variant gives
the successes on the Glamour roll to any of the following:

Damage rolls: One extra die per success.


Boosting physical attributes: One die per success.
Adding health levels: One per success
All intimidation rolls are at (-2) difficulty and when facing a Troll wearing Troll Woad an opponent must make a Willpower roll
difficulty (8) at the beginning of the battle.

The Famous Umbrella


By Robert Scott Wilson (truman1997@aol.com)

Level 4 Treasure

Description
This is the most umm, interesting object I've ever come up with. It seems to be well-nigh indestructible, able to take acid rain or
bat falling bricks out of the air. It's also useful for parrying large trout. ;) It is extremely easy to reconstitute after being torched.
The main drawback is that it annoys everyone except the owner and is frequently stolen or set on fire. That's why it's so difficult to
destroy so that it can go on being annoying. I've got arrangements for a backup though, which will be flame-retardant and have
an easily sharpened wooden tip. These plans tend to keep the vampires from setting it aflame...

Wallet of Miraculous Recovery


By Magnus Edlund (magnus.edlund@mailbox.swipnet.se)

Level One Treasure

Description
This wallet cannot be stolen or lost (though everything in it can). If a pick pocket steals the wallet and makes off with it, he will
eventually lose it and the owner will find lying around somewhere. The thief may have emptied it, but the wallet in itself is always
recovered.

n February 2012, we announced the retirement of HTML Gear to


focus our development team on improving our website building
tools and services. As of April 2, 2012, HTML Gear has officially
retired and is no longer available.

To build a free website or enhance your online presence, go to


Tripod.com. Tripod's website builder, Zeeblio, includes all the features
of HTML Gear such as Guest Books and Polls and many more.
If you have questions about the closure of HTML Gear or suggestions
for how to improve Zeeblio, please contact our Customer Service team
at cshelp.lycos.com.
Thank you for supporting HTML Gear, and looking forward to hearing
your thoughts about Zeeblio.
Sincerely,
Chris Cummings
Vice President, Product Development
Lycos, Inc.

Learn More!

Wyrmclaw
By Dafydd Flower (dafmeister@hotmail.com)

Author's Notes
The Wyrmclaw is a combination Mage Talisman and Fae Treasure. I bought it as a 3 point Talisman, with suitable powers. My
Storyteller then turned it into Excalibur on LSD! It usually appears in the form of a sword.

Arete
4

Quintessence
32

Powers
Wayfare 3: Portal Passage
Prime 3: Absorb Quintessence from victims (has been observed to work on Immortals and Mages, absorbing Quickening and
Quintessence. Has yet to be tested on Vampires, Fae and Garou).
Prime 2: Charges the blade to do aggravated damage.
Portal Passage can be used to enter the Near Umbra, the Shadowlands or the Near Dreaming. From these worlds it can then
be used to moved deeper into the Umbra or Dreaming, or into the deeper worlds of the Dead.
By looking through the jewel (see description) the wielder can see into the Near Umbra, the Shadowlands and the Near
Dreaming.
The blade can be made to burst into flames, either chimerical (expend 1 Quintessence) or real (expend 2 Quintessence), doing
an additional four dice of aggravated damage per strike.
The wielder is immune to chimerical fire.
Wyrmclaw can alter its shape and mass to an incredible degree, even to the point of dividing into several separate pieces (NB
the jewel cannot be divided, and only the piece with the jewel can perform any of the powers). Wyrmclaw's most recent wielder
usually carried it as a pair of finger rings, one on each hand, which became a sabre and main-gauche when needed.
Wyrmclaw can project a blast of fire. (No solid rules were formed for this power)

Description
Wyrmclaw is constructed of a currently unidentified silvery alloy, similar to electrum, possibly of extra-terrestrial origin (we
entered a parallel world where the asteroid which killed the dinosaurs never hit, and Wyrmclaw began to fade out of existence).
This alloy affects Garou in the same way as silver, and may also have the effects of gold on Corax. Set into the alloy is a red
jewel, which always assumes a prominent position in whatever form that Wyrmclaw takes; for instance, when Wyrmclaw
becomes a sword the jewel is set in the base of the blade. Whatever form Wyrmclaw takes always has a vaguely draconic
theme -- a pair of claws sprouts from the base of the blade when in sword form, the rings are in the shape of dragon chasing
their own tails etc.

History
Wyrmclaw was forged far back in the mythic age, so long ago that not even Wyrmclaw itself can remember. Since then the
sword has appeared at several key points in history, usually during a great disaster. In each case, a great city has been sacked;
Troy (c.1200 BC), Carthage (146 BC) and Constantinople (1453 AD) are the known victims. Each time, an Immortal has been
wielding Wyrmclaw, fighting another Immortal on Holy Ground as the final battle for the city takes place. The other Immortal has

always been armed with a similar weapon, a sword forged of a gold-like metal with a blue jewel set in the base of the blade. In
the intervening periods, Wyrmclaw has appeared in the hands of Mages, Garou, Fae and almost every other form of
supernatural life that does not directly serve the Wyrm. Since the fall of Constantinople it has been in the hands of Immortals. It
was passed to its most wielder, Owen Kavanagh, in the seventeenth century after his mentor, and the swords previous wielder,
learned that the Kurgan was pursuing him.
Wyrmclaw has various legends attached to it. The Fae refer to its wielder as the Paladin of the Silver sword, and believe that it
will bring about the next Great Winter. Some welcome this, believing that the Winter must inevitably lead to Spring, while others
fear that the Winter will last forever. Therefore, the Paladin may be welcomed or reviled by any Fae he meets and knows who he
is.
The Garou know that Wyrmclaw has often aided them against their enemies and as such have some respect for it. However, the
sword's most recent wielder had no respect for them, having seen their failure for himself.
Some Mages know a little of Wyrmclaw, but more as a curiosity than anything else. It is believed to be the work of the Soleficati.
Wyrmclaw's link with Immortals seems to be the most bizarre. Both Wyrmclaw and its gold twin have caused duels to be fought
on Holy Ground on a number of occasions. Furthermore, there are a few legends which say that the final battle will be as much a
duel between the gold and silver swords as between the last two Immortals. Perhaps the Prize is control of both.

Vampire and Changeling Crossovers


By Kabael (kabael@bu.edu). Also see Kiasyd Revised

Introduction
First off, I believe that I should mention a few things. I like crossover games. I enjoy mixing the various "Worlds" of Darkness
together because the way I see it, they would crossover. I don't think that the Garou are hugging every leech they find, or that
mages are flying all over Arcadia, but I do believe that there is no real problem with playing a Garou (probably a near-ronin Glass
Walker or Bone Gnawer) in a Vampire game. Or playing a mage who's been enchanted in a Changeling game. Or... You get the
point. As long as it makes sense, it's fine with me, and a lot more things seem to make sense to me than some others. My
friends Joe and Derek 2 don't really like crossovers because of the rules problems. I, however, don't see so much of a problem.
In some cases, like playing a kinain mage in a Mage game, it makes sense to use only Mage rules. Other times you actually
need crossover guidelines. That's what this section is for. Just remember, I like crossovers and so the rules I write for them will
reflect this. While they won't make multi-game games twinkfests, they will make them possible.
I should also note that many of these rules are from the Changeling Storyteller's Guide; it's really a great book and a must-have
for any Changeling game, especially crossovers.

General notes on vampires


Vampires and fae don't usually mix well. Most vampires (especially Elders) seem to exude Banality to such an extent that it is
almost a palpable cloud around them, actually causing pain in nearby changelings. This is not to say that all vampires are
inherently Banal, it's just a view on them. Kindred smell of the Wyrm to the Garou; that does not make every vampire a ravening
fomor. Vampires carry Banality with them like a fog for kithain, but that does not make every vampire an Autumn Person. Each
level of Banality incorporates those below it, i.e., a Banality of 9 will cause all effects up to and including level 9.
Generally, vampires actually have moderate Banality ratings. Nearly all vampires will lie between 5 and 9 Banality, averaging out
at 7, like a mortal. However, like the Typhoid Dauntain, vampire Banality works a bit different than normal Banality.
Vampires with Banalities of 5 or 6 (i.e. the bestial Gangrel, the creative Toreador, the Tzimisce who's beginning to see beyond
the flesh...) don't actually hurt changelings, they are like a background buzz. Most fae won't even notice them until they contact
them physically or have a conversation. While the fae will notice the Lick, this is not a Highlander sense. Changelings will not get
a tingle and say "Aha! There is a vampire in the room." It is more of a mild discomfort in contact, an eerie vibe, nothing definite. It
should be noted that this effect can be overcome through extended exposure, kind of like "tuning it out." The changeling learns to
just live with the feeling, although it is likely that in the process the kithain will gain Banality one way or another. Associating with
vampires is dangerous.
Banality ratings of 7 in a vampire mark the beginning of the real difficulty for changelings. It is at this point that the vampire starts
causing significant and diverting pain in nearby kithain. While not enough to actually cause dice penalties and what not, most fae
will not associate with vampires of such Banality for longer than is necessary. The average vampire has a Banality of 7, although
it will almost inevitably rise as they grow older. Rare is the Edler that has managed to keep their Banality as low as this.
At 8 Banality, the vampire actually starts to distract fae around them. All dice pool are a -1 due to the distracting pain of the
Banality clouding around the walking corpse. Most of the younger Elders (250-500 years) are at this Banality, and some of the
older ancillae are as well. This marks the beginning of the vampire's decline into the sessile inertia of Elder-hood. Eiluned
scholars have pointed to the eldest of vampire's habit of entering a century-long sleep, which they call torpor, as evidence of the
weight that Banality has on the oldest of Kindred.
Vampires of Banality 9 actually begin to negate Glamour in their immediate vicinity. The casting of all cantrips costs an extra
point of Glamour and the difficulty is raised by +2. These vampires are the ones who are still active enough to rule their cities or
sects, but they no are no longer what they once were. Not motivated by much of anything more than inertia, these Elders simply
go through the motions of life, pursuing vendettas that are centuries old simply because that's what they have been doing for as
long as they want to remember. Vampires call the manipulations of such old vampires as these the Jyhad. It is these vampires
that can also create Typhoid Dauntain out of kithain if a changeling spends too much time near them.
It's the rare vampire with a Banality of 10 that truly terrifies the kithain. At this level the vampire is death incarnate for changelings.
Not only is their presence painful and not only does it make Glamour more difficult to wield, but they actually give changelings in
their presence temporary Banality. For each night in the vampire's presence, a changeling will gain 1 point of temporary
Banality. If a permanent point of Banality is gained thus, it is likely that the fae will become a Typhoid. Thankfully, most vampires
of this level are in torpor, though they still create regions of Banality around them.
Needless to say, chimera avoid all vampires like the plague.
Ghouling a changeling has an interesting effect. While ghouled (meaning having vitae in the bloodstream), the changeling may
not raise Arts, Realms, or Glamour. They can be lost, however. This applies only to permanent ratings. A ghouled changeling
can use and regain Glamour, he just cannot actually increase his trait. Fae ghouled to truly Banal vampires (level 9 or 10) have a

more serious problem; each drink grants them one point of temporary Banality, regardless of the amount of blood drunk. Longtime ghouls will almost invariably become Typhoid Dauntain.
Embracing a changeling is about as effective as Embracing a werewolf, just less productive. After the Embrace, roll the
changeling's Glamour against a difficulty of the vampire's Banality + 2 (this might be lessened if the vampire had a very low
Banality or was a Kiasyd or Malkavian). A single success means that the changeling survives. Otherwise the changeling simply
dies, and her soul goes on to reincarnate. Even with the success, the fae soul still dies (the ST's Guide has it in stasis, but that's
too happy for me) and the changeling is reborn as a vampire with the Faerie Blood/Affinity merit. Such a vampire might be likely
to create a new Discipline or spawn a new bloodline, but they lose access to all their Glamour, Arts, Realms, and Birthrights.
They are now a vampire through and through.
The Mists thankfully cover all memory of the vampire's life as a fae, unless she is later enchanted. Then they return for the
duration of the enchantment, fading away again afterward. It is generally more merciful to leave the vampire in the dark about her
past, since enchantment merely rubs in everything that she has lost.
Enchanting the average vampire is the same as a mortal, although Malkavians and Kiasyd are an exception. Malkavians are
enchanted 3 days per Glamour point spent and the Kiasyd 5. Other vampires are enchanted 1 day per point.
Drinking fae blood has interesting side effects for vampires. Generally, the vampire rolls Courage (difficulty equal to 3 + the
number of points drained). If the roll is failed, the vampire enters the second threshold of Bedlam (has debilitating hallucinations,
like the 4 point flaw Bedlam).
Bringing a vampire into the Dreaming can have disastrous effects, depending upon the vampire's Banality. All vampires in the
Dreaming, with the exception of the Kiasyd, has a dark "aura," almost like they were glowing black. It is not overtly obvious, but it
apparent. Not only that, but those Kindred with higher Banality scores (8+) can actually erode the Dreaming and chimera near
them. The effect is minor at a Banality of 8 (merely causing distortions and oddities), but above that the reality of the Dreaming
begins to dissolve around them and fades away, erased from existence. Eventually the vampire will "fall" out of the Dreaming,
but it can cause a lot of damage on its way. (Note: I do not consider the Dreaming to be either alive or sentient, per se, but
neither is it totally inanimate. The vampire "falling" from the Dreaming is it attempting to defend itself, as are the Mists that affect
nearly every Changeling at least once.)

Disciplines and their effects


Auspex: An Kindred with Auspex 2 (Aura Perception) can see a changeling's aura as a flickering pattern of lights and colors.
Reading such an aura is at +2 difficulty. An Intelligence + Occult roll (difficulty 8) allows the vampire to recognize the changeling
as fae. This does not allow the viewing of chimera in any way; it only works on those the vampire can already see. In addition,
compare Auspex against Chicanery or another "illusionary" Art in the same way as you would compare Auspex and Obfuscate.
In other words, Auspex will pierce faerie glamours and illusions if the vampire has a higher rating.

Chimerstry: Any illusion created by this Discipline is considered to have an incidental chimera reflection in the Dreaming.
These chimera often remain in existence long after the illusion has faded away, generally a day per success the Ravnos rolled
on the creation roll. The chimera behaves as would a "real" version of the illusion would, i.e., a knife lays there while a dragon
goes off to wreak havoc. Any kithain can sense the use of Chimerstry within a mile with a simple Perception + Kenning roll
(difficulty 7). One success gives a general idea of the location while five allows the changeling to pinpoint it.

Obfuscate: A sluagh can pierce Obfuscate on a successful Perception + Alertness roll (difficulty 7), regardless of the vampire's
Obfuscate rating.

Other Disciplines and Arts against vampires: Other Disciplines (Dominate, Dementation, etc.) usually work normally against
the fae, although the ST is the final arbiter. There are a few notes though: a necromancer who pulls a fae soul from its body may
make the same roll as an Auspex user to recognize what he has before him. Whether any other Disciplines work oddly, it is up to
the Storyteller to decide.
Arts work against vampires just as they would against a mortal, unless the Storyteller thinks that there are mitigating
circumstances. Remember, a vampire using Mytherceria 1 (Fey Sight) is considered enchanted for the purpose of cantrips and
chimerical interaction.

Malkavians
Malkavians present some odd traits to kithain. They are closer to the Dreaming than most and are actually immune to the Mists.
Few fae realize this until it's too late, after they have enchanted a Malkavian and expected the Mists to cover their tracks. While
Malkavians cannot automatically see faerie mien, they do remember everything once enchantment wears off.
Malkavians are also less likely to have a bad reaction to drinking faerie blood. The problem lies in that many become addicted
after only a few drinks. Many childlings huddle in fear of tales told about Malkavians hunting kithain for their blood.
Malkavians are drawn to the fae and many unseelie are drawn right back. Not a few of the darker kithain have decided to
"patronize" Malkavians, especially Malk pranksters. While dangerous, this can prove beneficial. All Reverie rolls involving
Malkavians have their difficulties reduced by 1.

Ravnos
The Ravnos are perhaps the most dangerous of all vampires in the eyes of the fae. With their Discipline of Chimerstry, the
Ravnos create what are illusions to the real world but chimera to creatures of the Dreaming. Such "illusions" cause chimerical
damage to changelings and the enchanted (including Kiasyd with level 1 Mytherceria active). It is rumored that an eshu taught
the Ravnos their powers after losing a talecraft contest.

Kiasyd
The only special rules for the Kiasyd, other than their x5 multiplier on enchantment duration, is the fact that the level 1 Mytherceria
power, Fey Sight allows the Kiasyd to see the fae and chimera. A vampire using this power counts as enchanted for the purpose
of being affected by chimera or cantrips. Kiasyd are also subject to weakened Mists. They do no forget what happens during
enchantment until they suffer Chimerical death (which can occur if they use Mytherceria 1), then they are affected normally. Most
Kiasyd have Banality ratings of 4 or 5, although Elders might get up to 6 or even 7. Base Banality ratings for the Mists chart on
208 of Changeling: the Dreaming 2nd Edition on either assigned values (4 for exceptionally creative Kiasyd, 5 for the average, 6
for an "old fogey") or on (10-Path Rating), whichever seems more sensible in the game. In a Changeling game, I would assign
Banality. In a Vampire game, use the Path rating.
The Kiasyd as a bloodline tend to keep to themselves, especially in their Elder years, but they do have relationships with various
fae. They seem to have a natural affinity for the sluagh, in interests, mannerism, and appearance. It is not unheard of for a sluagh
to have a Kiasyd over for tea regularly. Oddly enough, the Kiasyd are also known to associate with eshu and nockers as well.
For some reason, more technically minded Kiasyd (a sizable minority of the bloodline) feel drawn to the nockers, despite their
vulgar manners. Nockers seem to be the only people Kiasyd will forgive a lack of manners, and the nockers seem to warm to the
vampires like few others. That doesn't mean the nocker will actually admit that however. The strangest link is perhaps the eshu. It
may seem odd until one realizes the similarity between the younger and more adventurous Kiasyd and the travelling kith. Both
are blessed with surreal luck and both often travel odd paths. They just seem to "coincidentally" run into each other in their
travels....

Dragon's Ire Modifieres


By Colin Chapman (col.chapman@virgin.net)

Dragon's Ire Table


Adh-Sidhe punishing sinner
-2
Bean-Sidhe witnessing death of 'Oathbound' mortal -2
Beastie fighting Sidhe
-2
Bendith Y Mamau frustrated at musical crescendo -1
Boggart facing 'obstacle' to wealth
-2
Bogie desperate for their 'fix'
-1
Boto escaping after discovery
-1
Centaur in the wilderness
-1
Clurichaun drunk on alcohol
-1
Curupira defending the wilderness
-2
Fatae insulted
-2
Folletti fighting Pamarindo
-2
Ghille Dhu fighting in Autumn seeming
-1
Goblin mistaken for Nocker
-1
Hag attacking 'prey'
-2
Leshiye beaten while gambling
-2
Nymph defending Glade
-1
Ogre feeling hungry
-1
Pamarindo fighting Folletti
-2
Polevik attacking intruder
-2
Pixie defending homeland
-2
Rusalki thwarted by victim
-2
Saci fighting for 'cap'
-2
Salvanel facing child abuser
-2
Selkie fighting for her 'skin'
-2
Sidhe fighting Beastie
-3
Spriggan wounded with saltwater
-3
Swan Maid fighting for her 'skin'
-3
Vily defending the forest
-2

FAE
By Robert Kirkpatrick (rkirkpatric@ualr.edu) (21 Dec 1993)
Presented below are my complete rules for using Fae (or Faerie, Sidhe, Seelie, Changeling, or whatever) in White Wolf games. It is
the first draft, so I definitely want a lot of ideas. It is not meant to be used in place of "Changeling" -- but as a start for ideas in that
direction. Afterall, there are a lot of rules for having Faeries in Vampire and Werewolf, but we have nothing to work on. So I have
created something that I could use when a character uses his Summon Faerie Gift, or use his Faerie-like Disciplines. I am basing
these rules on what little hints White Wolf has given in their products.
Please give me feedback on this. Even something short. I'm not sure if I explained everything well or not. (Off-hand, I don't think so.)
Flames are fine, as long as they are constructive. Don't be too harsh. I'm rather proud of this. I apologize for the length.

New Terminology
Arts: Mystical, inbreed powers of the Fae. Used to influence the minds and feelings of the humans, in order to gain Flux energy.
Butchers: Mages, especially those that actively seek out Fae Blood.
Dark Road, the: When a Seelie Fae trapped on Gaia starts to feed off negative emotions in order to replenish his Flux. Eventually,
becomes a full-fledged member of the Unseelie Court.

Darklings: A Seelie on the Dark Road.


Fae: Generic term for all who come from Arcadia. Also known as Faeries, Elves, Sidhe, etc.
Fang: A Vampire.
Folk: Allies and kin of the Fae.
Flux: 1) Realm of the Wyld Triad, 2) Mystical Energy that defines what a Fae is, and is used to power Arts.
Gateway: Portal found on Gaia that instantly transports Fae to Arcadia. Very rare and hard to find.
Hazing: A state of being of total anarchy that Fae have been known to enter.
High Lord: Powerful Fae who dwells and controls a great deal of property in Arcadia. Usually has Arts above 7.
Mound: Area around a Gateway. To some, it can be known as a Caern or a Node.
Phreak: Anyone who is addicted to the effects of Fae Blood. A PhreakFang is a vampire that enjoys Fae Blood.
Polarity: The mystical union between a member of the Seelie Court and a member of the Unseelie Court.
Scale, the: The Mystical Balance kept between the Seelie and the Unseelie. Any time that a Seelie is slain, an Unseelie dies as well,
and vice versa. The only way that this is prevented is when one dies by Flux loss.

Schism, the: The time that Arcadia was separated from Gaia.
Seelie Court: Those Fae more concerned with positive feelings among humanity.
Shapeshifter: A Werebeast of some sort.
UnderLord: Powerful Fae who dwells on Gaia and controls some property there. Usually has Arts above 5.
Unseelie Court: Also known as the Dark Fae. Those who are fascinated by the darker side of humanity, and bringing that dark side
out.

Brief overview of the Fae


Designing a Fae Character
Before even figuring out the statistics of a Fae, a design must be thought up for them. A design is simply what type of Fae the
character is. In this world, all Fae are essentially malleable creatures. There are races, but only mortals and mundanes and the
uninitiated uses terms like elves, dwarves, etc. Fae do not even consider race as a question. The only thing that matters is if you are
Dark Fae or not (Unseelie or Seelie). Race is simply something to point out similiar features between two people. Yes, there are a lot
of tall, lanky, long-haired, pony-tailed, pointy-eared people, that as a whole can be considered "elves", but the Fae themselves don't
view things this way. One of the so-called "elves" would immediately point out that they can't be of the same race, because so-and-so
happens to have a fuzzy tail, or so-and-so has two opposable thumbs on each hand, etc.
When thinking of a Fae character, think of their design. Design is everything about the character: from attitude, to bearing, to look. Is

the character some warty, toad on two legs? Is he a tiny pixie? Is he a regal elf, or a tall, gigantic troll or giant? The Storyteller should
then give the character some modifiers (positive or negative), based on the design. Not much should be given out, and what is given
out should reasonably be balanced out. For instance, if the design is of a giant, the Storyteller could give an additional +2 Strength and
+3 Stamina, but because of the character's size, all enemies hit with -3 on their difficulties, and the character is -2 on his Dexterity. The
Storyteller is completely, one-hundred percent, in charge and has total and complete veto power over any design. A character can't
and shouldn't go completely crazy with the design. Something simple is preferred. Only a few things are gained with the design. This is
meant to be a way to have a unique type of a character, rather than trying to get tons of abilities for nothing.

Some examples of design:


Traditional Elf: +1 Dexterity, +1 Appearance, +1 Charisma, double cost of any modern abilities
Traditional Dwarf: +3 Stamina, -1 Dexterity, -1 Charisma, short flaw
Traditional Troll: Tall, Regenerate like Lupine except versus fire
Traditional Pixie: -2 Strength, -2 Stamina, +2 Dexterity, +2 difficulty to be hit (except from area effect), Flight
Hunchback: 0 App, +2 Stamina
Big-Nosed Zwop: +2 Per (smell only), -1 App
Red-Cap: Vampiric Blood Pool (10 pts), Short Flaw, Frenzy
Remember, design is how the Fae appears to others, and with the Fae, it's almost essential to be as unique as possible. There
should be enough rules in all of the current three White Wolf books to fill in any gaps you may have. Use whatever merits, stats,
backgrounds, etc., to make this design standout. Also, remember, that this is the World of Darkness. There should be some sort of
edge to the design, something that would make it fit into the game milieu. If the design is too silly, or strange for the game, the ST has
complete and total right to veto it. Usually, I tend to prefer at least humanoid Fae.

Seelie Court or Unseelie Court


To the outside world, there is very little difference between the Seelie and the Unseelie. They both tend to be Wyld, unrestrained
creatures, with a tendency to mischief. The two Courts represent the extremes of the Fae. It can be said that the Seelie are the
Weaver-influenced portions of the Wyld, while the Dark Fae (the Unseelie) are the Wyrm-influenced side of the Wyld. While both sides
like to play pranks and have fun, both have different ways of going about it.
In the farthest extreme of the Seelie, there are exact charts and diagrams and rules for letting out your Wyld side. There is only one
good and proper way to play a prank. Taken at its worst, it could mean that one must always use a red flower when using a fake flower
water squirter, or one must always use white whipped cream in a pie-in-the-face trick. A good many of the current Seelie pranks are
used to make fun of these "traditions". Great Status can be doled out for rebeling against the status quo of comedy and merriment.
Seelie pranks, however, tend to be mostly good-natured and all for a good laugh.
The Unseelie pranks are another story. They tend to hurt, or destroy something. A laugh is not just gotten at someone else's expense,
but also at their demise. Amputation, decapatation, burning, eye gouging are some of their most popular gags. A Dark Fae would
have acid in his flower squirter, and iron spikes covered by whipped cream in his pie-in-the-face trick.
The Seelie have a rule for their pranks: "It's only funny until someone loses an eye." The Unseelie have added on to that: "It's only funny
until someone loses an eye, and then it's hilarious."
The other main difference between the two is how they restore their inner Flux energies. Seelie tend to get it from merriment and
showing others a good time. By bringing out good emotions and feelings (usually by destroying bad ones). Unseelie, however, get
back Flux through abuse and despair. Pranks, gags, toys, etc., are the means to achieve these ends. Sort of like the Foci of the
Mages.
Not all life is spent in pranks and partying for the Fae. They are just as varied as any Vamp, Mage, or Garou in ambitions and desires.
But the frivolous nature is inbreed in all of them. Some try to fight it, some revel in it. In fact, it is said that Arcadia is full of political
dealings that would make a Vampire Primogen's head spin.

Polarity and the Scale


All Fae are greatly affected by the Philosophy of the Scale. The Unseelie and the Seelie are all mystically united, a part of a balance in
the Nature of the Wyld. The Seelie represent the good forces of the Wyld, the part that feeds and nurtures mankind, that brings joy and
happiness. The Unseelie represent the violent aspects of the Wyld, the hungry storms, the deadly emotions. Both are needed, and as
such, both affect the life of the Fae.
As a result, all Fae have a Polarity with an opposing Fae. A Seelie will have a Polarity with an Unseelie Fae and vice versa. If the
Seelie Fae is slain, the Unseelie Fae immediately dies, and vice versa. Most Fae do not know who their Polarity Fae is, and are thus
afraid to straight out kill their enemies. Thus, the war between Fae is usually eternal.
The only way to escape the Scale is to have a Fae die due to Flux loss. As a result of such a death, the Polarity Fae will feel no
adverse effects, and can live without fear of sudden death.
So far, this is the main plan of the Unseelie Court. They know that the Seelie need to refresh their Flux through the creation of positive

emotions among Gaia's humanity. As a result of the Schism, Arcadia has lost a great deal of Flux energy to obtain. Many Arcadians
travel to Gaia to restore their Flux. However, if the Unseelie can deny them that Flux, they seriously weaken their enemies. So the
Unseelie is going through an all-out effort to destroy and degrade the source of Flux. Most of their energy is put to bringing despair
upon humanity so that the Seelie can not refresh their Flux, and thus die.

The Current State of Fae


These rules are designed for characters that have been divorced from Arcadia ever since the Schism. These are Fae still trapped in
our world, trying to find a way back home. Most of the Mounds and Gateways have been taken over or destroyed by Garou or Mages,
or are in the hands of the Unseelie. The characters must work to keep themselves alive, in a land of truly monstrous and dark
emotions. These Fae are lost, and many turn to the Dark Road to keep themselves alive, because it's so much easier.
Those that keep to their Seelie ways have a tough task ahead of them. The world is a cruel place, and they are responsible for trying
to bring what little hope they can into it. All the while knowing that they may never see home again.
The Unseelie don't mind the Schism as much as the Seelie. They are stuck on Gaia, where they can feed off as much misery as
possible. Some would like to return, because they can get more powerful there. But for now, most are content.
Chronicles can be based on trying to find Arcadia to fighting off the Unseelie. Naturally, the Fae, who are concerned with humanity's
wellbeing (or lack of wellbeing, in the case of the Unseelie), will eventually come into contact with Vampires or Mages. As the Fae
search for Gateways, they will obviously come into contact with the Garou.

Character Creation
Main Rules
The first thing that a character must do is figure out their design, as per the rules above. The Design stage is intentionally left
ambiguous, because I wanted the Fae to be ambiguous, to be a mystery and an enigma. As a whole, they shouldn't be all that easy to
peg. Then, after the Design stage, one can start distributing points.
For most of the Character Generation for the Fae, use the Vampire rules when it comes to cost, freebie point cost, experience point
cost, and distribution of points. Fae have equivalents of all the Vampire traits (Humanity, Virtues, Disciplines), but with different names
and effects (described below). They just cost the same. When it comes to abilities and backgrounds, a Fae character can choose
from any of the three current Storyteller games that have come out (Vampire: the Masquerade, Werewolf: the Apocalypse, Mage: the
Ascension, the Mummy supplement, the Hunters Hunted, and the Storyteller's Handbook are all referred to in these rules). This
includes things like Awareness, Wyrm Lore, etc.
In place of Retainers and Kinfolk, however, use the Background trait of Folk, which represents the amount of human allies the
character has. Few Fae have any desire for Resources, but it is an option. The only Backgrounds the Fae can not have are Dream,
Library, Fetish, Node, Avatar, Talisman, Pure Breed, or Herd (and any that the Storyteller deems doesn't make any sense). They can
have Arcane, Past Lives, and Supernatural Contact, if they wish. If they want a magical item, they must have the Special Gift merit. If
there is any doubt on the costs of a certain ability, always choose the highest cost.
If you use any merits or flaws, try to convert it over to the Fae frame of mind as best as possible. The rules should be used as
guidelines to creation, so tweak them whenever necessary.
A Fae character is created just like any other character, with starting attributes of 7/5/3 and abilities of 13/9/5. They can buy any
Knowledge, Talent, or Skill that is essentially non-modern in nature. Thus, things like Firearms, Heavy Weaponry, Drive, etc., can't be
bought, except with Freebie points. Essentially, this is the same limitation that Lupus born Garou must have, so follow those rules or
the discretion of the Storyteller. All Fae essentially have a limited form of Anachronism, and thus, can't get modern conveniences as
easily right at the beginning of character generation.
Fae characters automatically have 1 point in Casting. The other Hedge Magick skills (Duration, Extent, and Rituals) are also available
to them. They need these skills in order to use their Arts. These are considered Primary, not Secondary Abilities. Experience to raise
them is given in Hunters Hunted and the Storyteller's Handbook.
Fae has Virtues, but not like a Vampire character, although the point costs are the same. As for Humanity, the Fae have something
called Flux. The initial Flux score is determined by the character's current Mischief score. In order to raise Flux, it costs the same in
Freebie points as it costs a Vampire to raise their Humanity. Flux are the points that the Fae used to manipulate Reality with their Arts.
Like Willpower, there should be a temporary (squares) and permanent (dots) chart for this. Willpower is based on the total of Regality
and Labor Virtues. Willpower functions the same as in all the other White Wolf games.
Fae have their own equivalent of Discipline, so you can ignore those points from the Vampire books. Unseelie characters make
points using the point system for Sabbat vampires (which gives less Background points and less Virtues).

New Backgrounds
Uniqueness: The character has some unique traits about her. They get one unique trait for every point they have in this Background.
Also, Uniqueness adds to their social scores when dealing with other Fae, since Uniqueness is a valued trait among all Fae. A unique
trait is some sort of physical ability (or deformity) that the Fae has. It can be another arm, another eye, body fur, body warts, whatever.
These traits do not have to be attractive, just different. Very little special abilities are given out with these traits. Having an extra arm
gives an extra limb to work with, not extra attacks. Having a fangs will let you bite, but not necessarily for tons of damage. Again, the

Storyteller is the final decision.

Wyldling: The Fae is more in tune with his Wyld nature, and can spend more Flux when Casting an Art. However, this means that a
character loses Flux more rapidly, so be careful. Each point in this Background allows the Fae to spend one additional Flux point.

Folk: The number of humans who are aware of the character's existence, and will help them.

New Merits
Known Polarity: The character knows who his opposite Fae is, and knows not to kill them. 3 point Merit.
No Polarity: The character's Polarity Fae has already died from Flux loss, so there is no more danger. Of course, this could mean that
others may not be reluctant to kill you as well. 7 point Merit.

Virtues
The three main virtues for a Fae character are Regality, Mischief, and Labor. A botch on this roll means the character immediately
enters a state known as the Hazing, and a Virtue and a Flux point is permanently lost. As with Vampire Virtues, 5 successes must be
obtained to completely overcome the urge to act Wyld.

Regality
Regality is how controlled, how dignified, and how elegant the character is. It is rolled whenever the character is put in a situation when
he must maintain a respectable front, or behave properly. Fae on a whole are very unpredictable people. They tend to like to frolic and
enjoy themselves, or in the case of the Unseelie, go about, laughing maniacally and gnashing their teeth. If a Fae fails his Regality Roll,
he must run around and let his true Wyld self out. People will not necessarily think he's a Fae, but they will know that he's up to no
good. The difficulty of the roll is always based on the severity and strictness of a gathering: 3 for a rock-n-roll concert, 5 for a church
picnic, 7 for a formal dinner party or opera, 9 for a Tremere meeting. Note, that Regality does not take the place of Social roll. Social
rolls are made, after, the Regality roll is made. Just because a Regality roll is made does not mean that the Fae has the Social skills to
survive such a gathering.

Mischief
Mischief is how well the Fae can get away with a prank or gag or an insult. Whenever a Fae is threatened by someone or something
that has been the brunt of a recent joke, the Fae has a chance to escape for just a moment. The method of escape varies, but usually it
is some grand coincindence that gets the Fae off the hook momentarily. The difficulty is based on the seriousness of the threat. The
more serious, the less the difficulty. 3 when someone is trying to kill the Fae, 5 when someone is trying to severely injure the Fae, 7
when someone is trying to mildly hurt the Fae, 9 when someone wants to play a counter prank. If the roll is successful (5 culminated
successes necessary), the Fae could either have blinked out of existence for a second, teleported across the room, a chandelier fell
and blocked the attacker's charge, someone else stepped in the way, etc. The Fae has no control over whatever happens.

Labor
Labor is how well a Fae can concentrate on a certain task. Fae, on a whole, tend to have rather flighty personalities. If something
intrigues them, they tend to pursue it, even if they were suppose to be doing something else. The difficulty is based on the severity and
boredom of the task. The harder and the more routine the work, the more likely the Fae wonders off to something else. A success
means the Fae sticks to the job at hand. Failure means that something else caught the Fae's eye. It doesn't matter if it's a t.v. program,
a baby in a stroller (just waiting to be tricked), a priest walking by (perfect for a prank), birds to play with, etc. They will forget the job at
hand. 8 is for really hard, really strenuous, really long, really boring work. Working in a coal mine all day is perfect example of this. 6 is
standard. 4 is for being involved in a rather long combat. 3 is for waiting a while at a busstop. Those with low Labor scores have been
known to walk away from fights, to leave a stakeout at a villian's house, etc. The Fae has to keep rolling each turn that the stimulus to
leave remains. Once 5 successes has been achieved, the Fae can safely ignore the diversion.
When thinking about distributing points in Virtues, think about your character Fae design. Most elves tend to have high Regality and
Mischief, while very low Labor. Dwarves or gnomes tend to have high Labor but low in all the other Virtues. At least, that's how they are
stereotypically portrayed.

Flux
Flux Blood
Flux is the amount of Wyld energy and magick that makes up the Fae. All Fae have a great deal of this energy flowing through their
blood and their body. If for some reason, the Fae's blood is ever drank, the drinker suffers several adverse effects. The effects are
based on the current Flux score.
1.
2.
3.
4.
5.
6.
7.

Minor Headaches (-1 on any roll needing a Mental attribute)


Intense Nausea (-1 to all rolls)
Complete Drunkeness (-2 to all rolls)
Mild Hallucinations (additional -2 unless Per+Alertness vs 6)
Strong Hallucinations (additional -2 unless Per+Alertness vs 8)
Total Hallucination (-3 to all rolls)
Minor Transformation (Eyes turn buglike, or Ears grow long, etc.)

8. Major Transformation (Significant bodypart transforms)


9. Severe Transformation (Most of the body transforms)
10. Complete Transformation (Become something else -- a toad, etc.)
The effects last for 1 hour per blood point drank.
The downside to this is that Fae blood is considered Tass by Mages. The Tass rating (the amount of Quintessence provided) is equal
to the permanent Flux score. Each point of blood provides this amount of Tass, and the Fae have 10 points of blood in their system.
Thus, someone with a Flux of 5 has 50 points of Tass in their system. The Fae make enemies with most Mages very quickly.

Flux and the Arts


Flux is also used to power the Fae's Arts. Spending Flux works the same way that a Mage spends Quintessence. It is used to lower
the difficulty of a roll when using one of the Arts. A Fae can only spend one point of Flux, unless he has the Wyldling Background Trait.
For those Fae who are exiled for long periods of time from Arcadia, they lose a Flux point each month. After they reach zero Flux, they
lose a health level each week until they die.

Refreshing Flux
There are only three ways that a Fae can replenish Flux energy. 1) By getting Tass from a Wyld region on Gaia (for example, a Caern
in the forest), in which case they get 1 Flux for every 2 points of Tass harvested, 2) by traveling -- somehow -- to Arcadia or the Flux
Realm, or 3) by affecting people with the proper emotion or feeling. In the case of the latter, the feeling is based on the type of Fae the
character is -- whether Seelie or Unseelie. Seelie get points from positive feelings induced, whether it's courage, happiness, love, etc.
As long as they can move people in a positive way, they will get points for it. For the Unseelie, it's just the exact opposite. They must
get people to feel and react negatively. The exact number of points depends on who they affect and how great the reaction.
1 Point of Flux if the people are agreeable to the new state of feeling or emotion that the Fae tries to put them in. Such as those who
go to a comedy club to laugh, or to nymphomaniacs who want sex. The people are open to that particular emotion. This explains why
many Fae are entertainers of a sort, whether it's a comedian, or a juggler, or an acrobat -- it easily entertains and doesn't require the
Arts to change the emotions crudely.
2 Points of Flux if the people are only mildly interested. These people are agreeable to the new emotion, but are more interested in
something else. For instance, a guy who goes to a comedy bar to pick up women. He's interested more in the women, then the
comedian, but doesn't mind laughing.
3 Points of Flux if the person greatly dislikes the new emotion or feeling. Again, the comedy club example: a woman who has just been
divorced is there. She is definitely not interested in laughing (or maybe she is, but we'll assume the divorce was hard for her). If the
Fae comedian can make her laugh, he gets 3 points of Flux.
4 Points of Flux if the person is hostile to the new emotion. Mr. Angry Young Man thinks that laughter in such a dark world is ridiculous
and that comedy clubs are a suburban nightmare. If he laughs and enjoys himself, it's worth 4 Flux.
5 Points of Flux if the person will hurt you for arousing that emotion or feeling. The bruiser in the corner is the Fae's biggest and
meanest critic. If he doesn't like a show, he breaks legs. But the guy doesn't like comedies. So he usually ends up breaking a lot of
comedians' legs. But if the Fae makes him enjoy himself, you get 5 points of Flux. That doesn't necessarily keep him from hurting the
Fae, however.
These are purely subjective levels, and the Storyteller is encouraged to give as much or as little as he feels is warranted. However, if
the Fae uses one of the Arts to affect the emotions, he gets 1 less Flux for each level of Arts being used. The Arts are considered a
crude way of changing emotions and feelings, and are not permanent enough in the people's minds to give out much Flux energies (if
any).
It should be understood that gaining Flux from manipulating feelings is not just on an emotional level. What Seelie try to do is bring in a
sense of good feeling, of well-being, of security. The Unseelie try to do the opposite.

Arts
Initial Arts
The Arts are the Magick that the Fae can naturally manipulate. At character creation, a Fae picks his main speciality Art. This is raised
by paying current level x 3 in experience points. All others are raised by paying current level x 5 in experience points.
At character creation, Seelie Fae get 3 points to distribute among Arts. Unseelie get 4. No Fae can have above a 3 in any of the Arts
when they first start off. Each point of Art costs 5 freebie points to raise.
No Fae can ever get above 5 points in an Art until he has somehow visited the Flux Realm. No Fae can get above 7 points until they
have visited the Arcadia Gateway. No Fae can get above 9 until they have visited Arcadia itself.

Using Arts
Whenever a Fae uses his Art, he must roll his Casting level. The difficulty is the level of the Art + 4. Flux can be spent to lower the
difficulty. Duration is rolled to increase the time of the effect, and Extend increases the time. At higher levels of the Arts, Flux must be

spent in order to make it work. Look in the various books about Hedge Magick (Hunters Hunted or Storyteller's Guide) to see the
effects of these Duration and Extend Rolls. Unlike these books, the Intelligence, Perception, and Wits scores is not ever figured into
the roll. Each roll (whether Casting, Duration, or Extend) takes one full turn to accomplish.
Art Effects can never be culminative. The higher success is always considered. No reroll can be made by the Fae if he has an Art
already on effect on the same subject. The Fae can only roll once the Duration has ended.
Appropriate abilities can help the Fae with any of these Arts. These skills allow the Fae to add Dice to his Casting, Duration, and
Extend Rolls. Duration is required for all the Arts to see how long such effects will last. At the end of the Duration, more Casting and
Duration rolls need to be made. The only exception to this rule is if something does damage. Only a Casting roll needs to be made
then.
Arts can be resisted by a Willpower Roll vs a difficulty of the number of total dice being rolled (for instance, for DreamWarp, the
difficulty would be Casting + Dreaming). Each success negates one success of the Fae.

The Various Arts


DreamWarp: DreamWarp allows the Fae to manipulate Dreams. The Fae himself does not have to be asleep while using this.
Dreaming is the only appropriate Ability for this Art.

* Allows the Fae to sense whether the Dream is good or bad, and whether it's influenced by some other force.
** Allows the Fae to see and experience the dream as if it were hers. Must be there while the dream is occuring or within range of
Extend roll.

*** Can alter the dream by adding elements to it. Like an object, or a minor persona.
**** Can change major elements in the dream, like setting or place, or personas (that are not some sentient being, or controlled by
some other sentient being).

***** Can physically enter dream. Can't kill or injure, but if the Fae destroys another invading dreamer, that dreamer cannot reenter the
dream.

****** Can triple distance of Extend roll or triple time of Duration roll.
******* Can physically injure or kill dreamer or any other invading beings (like yourself), but only while in Dream.
******** Can bring any voluntary subjects into the Dream. These subjects do not have the power to kill or permanently injure, but can
deter hostile threats.

********* Can make the Dream a permanent reality that can be entered at the Fae's leisure, as long as the Extend rolls are kept up.
The Dream remains at the emotional level and setting of when this DreamRealm was created. The original maker of the Dream no
longer is necessary to maintain the world.

**********: Can "eat" Dreams and convert it to Flux. If over ten points is taken, destroys the capacity of the dreamer to ever Dream
again. Without Dreams, the victim can't gain Willpower and loses one permanent one per month. After "eating" Dream, can create a
new Dream to take it's place. Only 10 points of Flux can be taken from any single person ever.

Elemental Forger: With Elemental Forger, the Fae can manipulate any one of the four basic elements of air, earth, fire, and water.
Various skills are used with Elemental Forger: Metallurgy, Jeweler, etc. Use whatever skill is most appropriate for what the character
is trying to do.

* Can sense elements nearby, such as water underground, or diamonds hidden in a wall, etc.
** Can analyze any substance for what it is. Can also see through elements.
*** Can make one copy of a substance, such as an iron dagger, or a gold coin. One roll per object to change, unless using Extend.
Duration to see how long copy lasts.

**** Can manipulate any element, such as making rocks roll or making fire spew forth a burst of flame or making water envelop
somebody. Damage is 1 per success on Casting Roll, but is soakable.

***** Can extract elements from other objects, such as water or carbon from a life form, or dissolved gold from the sea. Damage is 1
per success on Casting Roll, is soakable, but aggravated.

****** Can bring sentient life to small objects made out of base elements. Will obey commands.
******* Can bring sentient life to large objects (such as boulders or lakes or bonfires). Will obey commands.
******** Can create permanent copies of objects or elements. No Duration Roll necessary.
********* Can summon Elementals. Use rules in Werewolf Books.
********** Can become an Elemental.

FleshSong: FleshSong allows the Fae to manipulate the body, as well as the five senses. Body Alteration is the Ability associated
with it.

* Can get a sense of a person's physical well-being.


** Can create emotional responses through physical sensations. This causes the person to be stunned for a turn. Some examples are
causing a sudden orgasm, causing vomiting, loosening the bladder, etc.

*** Can give the person a physical sensation, whether good or bad. If good, it can negate wound effects of +1 per 3 successes on
Casting. If bad (burning skin), it creates a wound effect of -1 per 3 successes. However, these wound levels are not real. This can not
kill an individual, although it can alter his sensations so that he is easier to kill.

**** Can heal self and others. One point per success. If wound is aggravated, healing is not permanent and can only be healed during
state of Duration. During that time, real medical attention must be given to heal.

***** Can create concrete illusions, but these illusions don't react well to outside stimulus. So if one is punched, there is a chance
someone will see through their hand pass through it.

****** Can manipulate the flesh of the subject, causing damage. Each success causes a point of soakable damage.
******* Can transform into a similiar look. A humanoid creature can transformed (or be transformed) into another humanoid creature.
******** Can manipulate bone. Each success causes a point of soakable, aggravated damage.
********* Can create a full-bodied, fully alert illusion using the subjects senses. Illusion will react in every way.
********** Can transform (or be transformed) into any other living thing, gaining the natural abilites thereof.
HeartDancer: HeartDancer gives the Fae the ability to manipulate emotions. The Ability of Empathy covers this Art.
* Can sense emotional states.
** Can heighten emotions. In game mechanics, this could give a -1 or +1 on difficulties for Virtue rolls (such as Courage for Vampires)
or Willpower rolls for every 3 successes of Casting. In storytelling terms, can create greater bonds of friendship or love or cause more
hatred, etc.

*** Can sense false emotional states, such as created by Blood Bound, or created by Fae. Can also sense any emotions that have
been repressed (like the Beast, or psychological scarring).

**** Can unleash repressed emotions. Causes Frenzy in Garou and Vamps. Can dreg up old emotions to the surface for the victim to
deal with. This usually puts the victim out of control for the Duration. However, the repressed emotions are no longer repressed and the
victim must deal with them somehow.

***** Can insert a new emotional state. Victim must feel this emotion for the Duration.
****** Destroy emotion. Can prevent a specific emotion from being felt for the Duration. Beast not affected, although can get rid of one
aspect of it (like fear).

******* Can bless or curse an area with an emotion. Beings must feel a certain way when entering.
******** Destroy or create bonds, either making complete enemies or making complete friendships, etc.
********* Can turn a person into a basketcase, either making them devoid of any emotions or releasing it all at once. Nothing else is
thought or felt during the Duration. Can also instantly cure psychological problems, or remove the Beast (for Duration).

********** Immune to any influence on thought or behavior. Emotional strong and secure.
Shuffle: Shuffle is the Fae's innate ability to bend the laws of time and space. Science or Occult Ability goes along with this.
* Absolute time sense. Knows how long any action or reaction will take.
** Absolute directional sense. Can't be lost.
*** Slight precognitive ability. Can ask the Storyteller one Yes or No question about the future per success on Casting roll. Questions
can be saved until later for as long as Duration.

**** Can gain an extra action for every 3 successes on Casting Roll. These actions also increase speed.
***** Can teleport for short distances, based on Extend Roll. Must know the area that is being teleported to, or at least be able to see
it. Can teleport once per success on Casting Roll. Can hold teleportation for as long as Duration.

****** Can predict actions of others. One person per success on Casting Roll. For as long as Duration Roll.
******* Can slow others down. Every 3 successes on Casting Roll keeps target from acting for 1 turn. The Duration is based on the

target's time reference and not the Fae's.

******** Can teleport long distances, to anyplace known to the Fae. Each success on the extend roll is 1 mile.
********* Can teleport others. Willpower roll to resist. One person per success. Again, area must be known. Extend roll figures out
range.

********** Can freeze time for Duration and in the range of Extend Roll.

Refreshing Flux With Arts


Flux can rarely be refreshed with direct intervention of the Arts. The Arts are a tool to get people to react and change their state of
minds. If the state of mind is forcibly changed, less Flux can be taken (-1 per effect level of the Arts). Arts is a crude way of creating
new emotional states, whether positive or negative. It must be understood that Arts is nothing more than a crowbar to open up a box,
not the box itself.
To explain, here are some examples:
1. DreamWarp can be used to make a child have better dreams. Better dreams mean a happier child, right? However, the child is not
actually a happier child. His dreams have been manipulated to make him happier. In order to get a great amount of Flux, the Fae has
to make the child himself have the power to have happier dreams. The Fae can explore the child's dreamworld and find out why the
child is having so many nightmares. Perhaps, the child has been abused. The Fae, with discovery of this knowledge, gets the child to
confront this abuse and overcome it. Maybe in a symbolic dream battle between the child and his abuser. The child wins, and as a
result, the Seelie Fae reaps lots of Flux. If the Seelie Fae merely killed the symbol of abuse himself, the child hasn't really
accomplished anything. Thus, very little Flux, if any.
2. HeartDancer allows an Unseelie to manipulate emotions. The Dark Fae could create fear to make the person paranoid of everyone
else. If that person's paranoia reached the point where the person decided he had to kill somebody, then the Dark Fae gets a lot of
Flux. He doesn't get Flux for causing fear, he gets Flux for using fear to get the victim to kill somebody. The Fae created fear. The
person himself caused the killing as a result of it. If the Dark Fae had simply implanted a murderous rage in the victim, he wouldn't
have gotten as much Flux.
3. A Seelie also has HeartDancer, but this guy is a comedian. He likes to make people laugh and enjoy themselves. If he used
HeartDancer to make people laugh and enjoy themselves, then he would get very little Flux. However, if through the use of his high
Charisma and stage charm, he could get a lot of Flux. Also, he could use his HeartDancer to make that heckler in the corner forget
about his current hostility towards a waitress. By getting rid of that emotion, he has opened the heckler up to his comedy routine.
4. Another Unseelie tries to get Flux out of fear. He could just create fear in people but that wouldn't be good enough. The fear must
come out naturally. So the Unseelie starts to kill off people in a certain neighborhood, dumping bodies in open areas. People start
getting afraid, start to think they are next. This feeds the Dark Fae with lots of Flux. Or the Fae could use his HeartDancer tricks to
create a serial killer out of somebody. This in itself wouldn't give any Flux. However, the resultant fear and paranoia that this will create
in the neighborhood that the serial killer hunts will give the Fae a nice batch of Flux.
Arts are mostly used to get rid of barriers that hinder the flow of positive or negative emotions. Arts could be used to force those
feelings out but that is, again, a very crude way of doing it. It must come out naturally, so that it has some actual weight. A Fae doesn't
need an Art to get Flux. An accomplished actor could get Flux simply from entertaining people.
In short, Arts are a way to lead the horses to water, not the way to get them to drink. The use of Arts must be subtle, or else, it has no
permanent effect on humanity.

Health and Injury


Immortality
All Fae are essentially immortal until they are either slain or they die of Flux loss. As long as the damage is not aggravated, a Fae can
survive as many blows as possible. However, if an aggravated attack brings them below Incapa- citated, they are slain.

Regeneration
Fae regenerate at a rate of 1 health point of non-aggravated damage per hour. Aggravated damage is healed at a rate of 1 per day.

Aggravated Damage
Any iron weapons cause unsoakable, aggravated damage to a Fae. Consider it the same flaw as silver for Garou. All other
aggravated damage (fire, claws of supernatural creatures, some Magick) can be soaked.

The Dark Road


Any time a Seelie decides to take Flux from negative emotions, they are taking their first step down the Dark Road. A Seelie can
create negative emotions just as easily as an Unseelie, and they can gain the Flux from it as well. But for each point of Flux taken, the
Seelie must make a Regality Roll versus a difficulty of 8. If they fail, they gain a Derangement and lose a point of Regality. If they botch,

they go into a Hazing, gain a Derangement, lose a permanent point of Flux, Willpower, and Regality. A Seelie who has a large amount
of derangements, and can't control his feeding of negative energy, is known as a Darkling.
The Unseelie never experience the Dark Road. They can't feed off of positive energy. However, they can gain derangements, and are
in fact more prone to it. Whenever an Unseelie botches any Art Roll (either Casting, Duration, or Extend), any Willpower, any Virtue, or
any Mental Attribute Roll, they gain a derangement. Thus is their nature.

Hazing
Hazing is a state of madness that Seelie and Unseelie can go through. During this time, they expend as much Flux energy as they can,
causing as much trouble (pranks, etc) as they can. They do not try to feed off Flux. No one is safe from their madness -- they will try to
do pranks on friend and foe. Not until they run out of Flux, do they come out of Hazing. They will die due to Flux loss, if they don't try to
gain back any Flux. Hazing is a dangerous event, full of unbelieveable consequences. The Fae will not worry about self-preservation,
or about bonds of loyalty. Just causing trouble is all that they are good for.

Holes in Design
There are obviously lots of holes in this design. There is a lot of philosophy and ideas that go unexplained. I did this for three reasons:
1) I haven't got the time, 2) I don't want this to become to obsolete or wrong when "Changeling" finally does come out, and 3) I wanted
the Fae to be more mysterious, and to let people fill in the gaps as they chose. The Fae presented here are meant to be a malleable
force, something that can fit in anybody's campaign. Only the most experienced in the White Wolf systems need apply. Certainly, it'll
take a lot of work, but that's part of the fun.

Character concepts
Psychiatrist
Seelie: A Fae who works at a Dream research center, that tries to use her DreamWarp to cure people of their nightmares.
Unseelie: A Dark Fae that tries to get his patients to act out their most perverse fantasies.

Comedian
Seelie: An entertainer, who enjoys the rush of making people laugh.
Unseelie: A hard-edge comic, who installs prejudice and hatred in his audience. Like a vicious, Dark Fae, Diceman.

Bum
Seelie: A street bum that tries to get reform for the homeless, and to get them to try to rise above their station.
Unseelie: A street urchin who tries to convince all of the other homeless that the only way out of the ghetto is through selling drugs and
violence.

Troll
Seelie: Everyone considers you ugly, but you have a heart of gold. You try to help people secretly. You live in the sewers.
Unseelie: You are mean and ugly. You smash things. You hurt things. You like to kill two people at a time, because when you kill one,
you like to feed off the Flux that will develop from the fear in their partner. Then you kill their partner.

FAIRY: THE COBBLING


I can't believe this... After spending years researching the next game in the Storyteller series, after writing 100+ pages worth of
rulebook, I learn that White Wolf has dumped the original idea for the game and has opted to release something called "Changeling:
The Dreaming" instead. What was wrong with the game's original concept, "Fairy"?
I feel betrayed. I had spent years researching fairy legends from all over the world (Well, ok, maybe not, but I did fly to England. Twice.)
and seamlessly incorporating them into the World of Darkness structure. And then, after far exceeding the duties required of a normal
game designer, my project gets shelved! And I don't even get noticed about it!
This slight by White Wolf just has me pissed. So, at great personal risk, I have obtained for you the original rules for the next game in
the Storyteller series, the way they were meant to be.
A warning though: these rules are kind of rough. The game never got through the editing process, and White Wolf, apparently to avoid
legal problems, has tried to destroy them in some places. But, thanks to lots of Scotch tape and the diligent work of the Secret
Brotherhood of Dumpster Rooters, I have been able to reconstruct some of the missing sections. Others, however were damaged
beyond recovery. I've tried to explain the gaps where they occur, but some of the explanations may not be enough. You've been
warned...
We'll see how "Changeling" stacks up to...

FAIRY:THECOBBLING
nth game in the Storyteller Series
created by notMark Rein*Hagen and Dave White
with helpful suggestions from Pete Delaney,
Julian Lighton, and the Secret Brotherhood of
Dumpster Rooters, Local 302

PROLOGUE: THE COBBLING


"It would be natural to assume that the title of the march under consideration was simply another example of the naive
programmaticism that was part and parcel of the German early Romantic movement, but it turns out that the piece was actually
commissioned by a band of cute little wood sprites..." --P.D.Q. Bach, "March of the Cute Little Wood Sprites"
[Dave-- Apparently White Wolf has some problems with my creative writing, because from this point onwards the whole page
becomes a hideous, illegible mass of red ink. A pity really, but then I guess a 47 page prologue was a bit much...]

CHAPTER TWO: SETTING


"When we got back home, the main thing everybody asked was 'What was it like?' And I found myself answering, 'It was really
foreign.'" --Dave Barry, "Dave Barry Does Japan"
The world of Fairy: The Cobbling is a dark world, a mere shadow of our own infested by supernatural entities and shadowy beings, a
world where vampires roam the streets, werewolves root around in the garbage cans, mages occasionally flame large buildings, and
wraiths panhandle in the street. It can really get annoying sometimes.
Anyhow, the point of this is that the world is really dark. Oh, and kind of punk too. Almost Gothic-Punk. As if the Goths had punks. If
they did they probably put them to work building cathedrals. That would whip them into shape.
Into this World of Darkness stumble the Fairies. These unhappy creatures of Lost Arcadia seek to change the world into a shiny happy
place, though their goal seems unachievable. However, the Fairies have a trump card on their side: the Cobbling.

The Cobbling
"Free alterations. Probably refers to O'Shawn's wish to 'alter the human race,' whom he felt were basically depraved, especially
jockeys." --Woody Allen, "The Irish Genius"
Since the dawn of time, Fairies have been obsessed with the repair of shoes. Both human and Fairy mythology contain accounts of
brave Fairies stealing into cobblers' houses and repairing shoes for them, and of kindly leprechauns with cans of shoe polish. Most
people just assume that Fairies are weird, but there is a method to their madness.
The Fairies are now expecting the great time they call the Cobbling, where those left among them will be drawn to a strange island
across the sea to do battle. In the end, there can be only half a dozen max, and they will create the most perfect pair of shoes ever.
These mighty leaders, greatest among Fairies, will then be able to lead the world into a new Golden Age -- or destroy it utterly.
However, there are those who have learned about the Cobbling, and who wish to use its power, either for good or for evil. The Fairies
must now deal with the fact that they are not alone in their quest...

must now deal with the fact that they are not alone in their quest...

Dark Conspiracies
"For years we've been watching you, grading you, testing you, keeping secret files on you--and you'll be glad to know you're normal!
There's nothing to worry about." --Matt Groening, "School is Hell"
The World of Darkness is filled with numerous shadowy dark conspiracies who run various aspects of the world and who know nothing
of each other. You think that eventually a couple of them would learn about each other and they'd team up or fight or something. But
they don't. Go figure. In Fairy, the role of menacing secret conspiracy is filled by the dreaded Shoemacher Corporation.
Some time in the Middle Ages, a man named "Big Bill" Shakespeare (apparently somewhat of a fairy himself) fell into the trust of
some Fairies he met while smoking dope near Stratford-on-Avon. As part of their friendship, the Fairies informed him of the Cobbling,
and also gave him the script to "A Midsummer Night's Dream" (which was really just a really bad episode of a Fairy soap opera).
Shakespeare sympathized with the Fairies and saw the logic in their goal. However, in his opinion the Fairies were too flighty to be left
in control of the world's destiny. Therefore, in 1616 he faked his death and went underground, forming a movement that would develop
the ultimate shoes and hence control Earth's new golden age (favoring humans, of course). Among their policies was the systematic
slaughter of Fairies, to prevent them from interfering with the achievement of the Cobbling.
Throughout the ages this conspiracy underwent many changes, eventually becoming known as the Shoemacher corporation, makers
of fine footwear. And though they did make important strides, like Day-Glo shoelaces, Italian leather, and hi-tops, even their
humanitarian efforts cannot outweigh the horrible brutality of their actions.

The Downfall
"'Poor Izmir,' Miranda was saying. 'He was so alone. But I think he understood.'" --Alan Dean Foster, "Glory Lane"
Since that time, the lives of Fairies have been harsh. They have fragmented into many tiny gangs and lost sight of their original goal.
But they see clearly the solution: the total destruction of the Shoemacher Corporation. With Shoemacher and Shakespeare out of the
way, their centuries-old goal can be
[Dave-- Another fine chapter shredded. I'm going to have to make sure I keep copies of everything I send out from now on...]

CHAPTER THREE: STORYTELLING


A storytelling game is all about creating and telling stories, and this chapter will show you how to do it. Because this is probably the
single most important job in the game, we've devoted a whole chapter to tips on storytelling.
Congratulations: you've made the decision to be a storyteller. That means you'll have to do a lot more reading than the players, and
you'll have to do more preparatory work. It's worth the extra effort, though. Being the Storyteller for your gaming group is a unique and
fun experience. While the players have a big part in making a game session fun, ultimately it is up to you to make the game
entertaining.
Remember that every good story has a beginning, a middle, and an end. All good stories, or at least those involving fairies, start out
with "Once upon a time..." and end with "...and they all lived happily ever after." In between, the middle, is where you have to worry
about, and where characters do things like run around, shoot each other, and make shoes.
Being a Storyteller, it is difficult to judge your progress. One of the key things that can measure whether your storytelling is improving is
your players' reactions. At the end of game sessions the characters should be far more depressed than they were when they entered.
You can also judge your progress by the number of characters you kill off (also players). Remember, as the storyteller your chief job is
to kill off characters. Furthermore,
[Dave-- For some strange reason, White Wolf seems to have ripped up most of my chapter on storytelling. Apparently they found
some of my sentiment unconventional or perhaps threatening.]

CHAPTER FOUR: RULES


"I hate the games, hate the rules, you've gotta lose." --Overkill, "I Hate"
We haven't changed them. You probably own a copy a Vampire. Just use the ones in there. Geez, kids today, always expecting a free
ride...

CHAPTER FIVE: CHARACTER


"I need more character!" --SuperSecretSacredWars Roach, "Cerebus"
Well, you guys more or less know the Storyteller method of generating a character. The same applies for Fairy: The Cobbling. There
are just a few special rules that apply to Fairies that can be neatly summed up. A brief checklist follows.

Step One: Character Concept


Before you write down a thing, you need to develop a concept for your character. This concept need only be a general idea of what
your character is like, something unique and interesting that will be enjoyable to play over the long term. This concept needs to be
unique and complete, and should probably involve shoes somewhere.
It might be a good idea to examine the description of Fairy Gangs in Chapter Six before actually picking which gang you want to join.
The gang you belong to will determine a large part of your character's personality.

Step Two: Choosing Attributes


Now you start assigning numbers. First, you must prioritize the three different categories of your character's Attributes -- Physical,
Mental, and Social. You must decide in which category your character is best (primary), in which he is average (secondary), and in
which he is poor (tertiary). Is your character more physically than socially oriented -- is he stronger than he is handsome?
All characters start with one dot in each attribute. Your priority selection determines how many dots you get to spend in each category.
You may divide seven dots among your character's primary attributes, five dots among her secondary attributes, and three among her
tertiary attributes.
There are two restrictions to selection of priority because of the ways in which Fairies are predisposed. First, your character must
select Social Attributes as his primary attributes. Second, your character must select Physical Attributes as his tertiary attributes.
Other than that, your character can arrange the 7/5/3 split in any way that he desires.

Step Three: Choosing Abilities


Abilities are handled the same way they are in other Storyteller games, with the standard 9/7/4 split. The only restriction is that all Fairy
characters must have at least one dot in the Cobbling skill (a vital skill without which the game falls apart).

Step Four: Backgrounds


You get seven points to divide among the 10 background traits. You only have seven points to allot, and some Storytellers may restrict
access to certain Backgrounds. Your background traits should fit into the general scheme of the concept originally chosen.

Step Five: Finishing Touches


Every character starts with three dots split up over two Spheres of magjick, as determined by which Fairy Gang he is a member of. He
receives two dots in the primary sphere and one in the secondary sphere. He may augment this by dividing up an additional four dots
into whichever spheres he feels like. For a more detailed description of Magjick, read chapter eight, which is titled "Magjick"
(appropriately enough).
Every character also starts with a point of "Fairy-ness," the ability that makes it absolutely clear that Fairies are Fairies and not merely
midgets. A more detailed description of Fairy-ness can be found in chapter six.
You now get 15 freebie points, which you may spend on any trait you wish. However, this expenditure is not so straightforward as it
might seem. Each dot added to an Attribute costs 5 freebie points, each dot added to Abilities costs 2 freebie points, each dot added
to a sphere of Magjick costs 5 freebie points, and each background dot costs only 1 point. Temporary points of Fairy-ness may be
purchased for only 1 points (but will go away really quickly).

CHAPTER SIX: TRAITS AND SYSTEMS


Abilities
Most of the abilities in this section are covered in other White Wolf games, so I'll skip ahead and add a couple of new ones...

Angst
Well, before you just had to role-play it, now you can reduce it to a simple skill roll and get to the combat faster!
* Novice: Well, you want to angst, but all you can seem to pull off is being a little whiny.
** Practiced: You're not so whiny anymore, but you still don't see why you have to wear black and not, say, beige.
*** Competent: You can low-grade angst, but your still just too goddamn perky sometimes.
**** Expert: Misery follows you like a dark cloud, and every item in your wardrobe is black.
***** Master: Everyone around you is instantly depressed by your very presence, though they're still not as miserable as you.

Appraisal
[I never did figure out why there was a gap here.]

Cobbling
Cobbling is the most important skill for Fairies. If you can't cobble, you can't cut it.
* Novice: You can identify various types of shoes by sight.
** Practiced: You can get a job as the shoe-shine boy on the street corner who all the cops ask for info.
*** Competent: You can fix shoes. Whoop-de-do.
**** Expert: You've published several papers on the subject and are recognized as a genius by most in the field.
***** Master: You spend most of your time sitting on a mountaintop in China waiting for eager cobblers to come from around the world
and study at your skillful hands.

Fungus Identification
Hey, I liked it from AD&D, so I kind of just snuck, it in.
* Novice: Let me check my book.
** Practiced: Yep, that's fungus alright.
*** Competent: You might not want to eat that, it's poison.
**** Expert: We could use that poison to our advantage, though.
***** Master: Now if we only had a spool of wire and some coconuts we could use that mushroom to make a nuclear reactor...

Legal Savvy
[I tried pasting all these pages back together, but it was no use. Someone had apparently been using them as toilet paper.]

Backgrounds
Animal Companion
"I put my pet in your pocket." --Dot Warner, "Animaniacs"
An animal companion can be a powerful ally. In fact, a Street Fighter...I mean Fairy...can purchase special powers and maneuvers that
reflect his animals abilities. Animals can be helpful allies in combat, though they are not allowed in tournaments. Some animals can be
useful spies or couriers. The higher a character's rating in Animal Companion, the more exceptional that animal and the more attuned
the character is to his animal.
* Something tiny and probably disgusting, like a cockroach, silverfish, or tapeworm.
** Something wild but still small, like a squirrel or pigeon.
*** A small house pet, like a cat or maybe one of those yippy little annoying chihuahuas.
**** A larger house pet, like a doberman pinscher or one of those Vietnamese pot-bellied pigs.
***** Something large and extremely threatening, like a sabre-toothed tiger or a Tyrannosaurus Rex.

Destiny
"Once I thought I was destined to become emperor of Greenland, sole monarch over its 52,000 inhabitants. Then I thought I was
destined to build a Polynesian longship in my garage. I was wrong then, but I've got it now." --The Tick, "The Tick"
[Dave-- Again at this point large portions of my manuscript have been scribbled over and rendered illegible. So, instead of trying to
remember them, I just decided to pick back up from where they become readable again.]

Fame
Fame represents a characters popularity among everyday people. The more famous a Fairy is, the more people will seek him out.
Fairies with fame aren't necessarily famous for being Fairies, they could just as easily be rock stars, movie actors, brain surgeons, or
possibly all three. Fame has its inherent advantages, people who have heard of you may go out of their way to help you. Fame has its
drawbacks too -- such as people knocking on your hotel room door at all hours of the night looking for an autograph.
* You are known to a select group in society, such as heavy metal fans or those who actually watch infomercials.
** Your face is recognized by a majority of the local populace. You're a local celebrity, like the TV weatherman or the town drunk.
*** You are fairly famous; your face and name are known by many.

**** You are quite a celebrity; everybody knows something about you. In fact, often they know more about you than you do. Which can
really scare you if you're not prepared for it.
***** You are a nationally famous individual. Your face appears regularly on magazine covers and TV. Sure, the magazine might be
"Dog World" and the TV show "America's Most Wanted," but it's still fame of a sort.

Focus/Node
Fairy magjick is focused through various sundry means. Almost anything can be a powerful magjick totem in the hands of a fairy,
provided that he knows how to use it. However, knowing how to use a focus and actually having one are two different things. This
background gives a character such a focus. A character with a focus or node recieves an additional, temporary point of Fairy-ness at
the beginning of every session for each dot of this background.
* A small focus or node, usually something shiny or pretty like a smooth stone or a wrinkled piece of tin foil.
** A middling-sized focus, still kind of portable, like a cute doll ("Yes, but what does it mean?").
*** A smallish immobile focus, like a ring of mushrooms or a circle of rocks.
**** A large immobile focus, like a scenic forest glen or a puddle of adorable glowing radioactive ooze (for Faeries in New Jersey).
***** Something extremely large and immobile, like San Francisco.

Resources
"They can't do this to me! You can't do anything to a rich person that he doesn't want!" --Phoney Bone, "Bone"
London, Cairo, Peking: you can go anywhere you want to, and you can go first class -- if you've got the resources to handle it.
Resources are the character's cash flow. You'll need to determine the source of your character's income. Is it an inheritance, or does
he still hold down a job? Where does he spend his money, and what kind of lifestyle does he lead? And just what the hell do Fairies
need money for anyway?
* Small savings: You have an apartment and perhaps a motorcycle (though of course you're too small to ride it). If liquidated, you would
have about $1,000 in cash. You have an allowance of $500 a month, though Mom and Dad will be reluctant to give it to you if you
forget to take out the trash.
** Middle class: You have an apartment or a condominium. If liquidated, you would be dead and couldn't spend the money. Though you
get an allowance of $1,200 a month anyways.
*** Large savings: You own a house. If liquidated, you would turn out to be about 2/3 water and some amino acids. You You have an
allowance of $9,000 a month.
**** You are wealthy. You own a very large house or perhaps not. If liquidated, you would have $500,000 in cash. You have an
allowance of $9,000 a month.
***** You are easily a millionaire several times over. In fact, you probably have a stately manor or a stately yacht or a secret FairyCave. If liquidated, you would have at least $5,000,000 in cash. You have an allowance of $50,000 a month, and you'd really better not
forget to take out the trash.

Shoes
"Gotta be the shoes!" --Spike Lee, "Those Really Annoying Nike Ads"
Fairies, as everyone knows, are obsessed with cobbling. Therefore, it is only natural that Fairies have great respect for a good pair of
footgear. This background allows Fairies to have the shoes they so richly deserve. For every point of this background, the Fairy gets
to add a dot to his manipulation score when dealing with other Fairies.
* A cheap pair of shoes with poor support, like those old canvas Converse Chuck Taylors.
** Your average overpriced tennis shoe.
*** A pair of hideously expensive sneakers, probably with a Pump or flashing lights in the sole or something similarly stupid that noone really uses anyway.
**** Some nice formal footwear, or maybe a whole bunch of nice casual footwear, like three pairs of penny loafers.
***** Some really nice, really expensive shoes, perhaps some nice Italian loafers or some good-looking snakeskin boots.

Fairy-ness
Fairy-ness is the quality that sets Fairies apart from things that are not Fairies, like blue-green algae, CD players, Tim, and Bela
Lugosi. By definition, all Fairies have one point of Fairy-ness and things that are not Fairies do not.
However, there are some Fairies that look more like Fairies than others. These Fairies probably have more than one point of Fairy-

ness, and therefore it is more obvious that they are Fairies.


Fairies can also use Fairy-ness to increase the power of a magjick effect, though if their Fairy-ness ever drops to zero they are no
longer Fairies and instead become something else (probably very short people). This is a mindlessly boring event that should be
played up for its angst potential.
At the end of every session, lost Fairy-ness may be retained by rolling against the regular Fairy-ness value, with one point retained for
every success. Points of temporary Fairy-ness cannot be regained.
It is also possible to have temporary points of Fairy-ness, which can be purchased with Freebie points. This temporary Fairy-ness
eventually is used up and does not return (like regular Fairy-ness).

Experience
At the end of every session you should dish out experience points to every character. Assigning experience requires careful balance.
It's important that the players feel as though their characters are improving. At the same time, however, it's also important to prevent
the characters from becoming munchkinized little weenies like the types so prevalent in The Other Games .
Award each character from one to five experience points at the end of each session. A character will always get one experience point
regardless of whether or not he succeeds or fails, simply for being there.
* One Point -- Automatic. The character always gets this point.
* One Point -- Learning Curve. If the character learned something important from his experiences during the chapter. We suggest
multiple-choice surprise quizzes to test a character's learning.
* One Point -- Acting. The player roleplayed well -- not only entertainingly but appropriately. Award for exceptional roleplaying only; your
standards should get increasingly higher, like an aloof estranged parent who's difficult to please.
* One Point -- Fixing Shoes. Did the character fix shoes in the story? If so, did he do it because it was something his character would
do or just because he knew you'd be handing out experience points for it?
* One Point -- Just For The Hell Of It. Award this experience point whenever you feel like it. If the players question it, just say "Because I
said so." If they still keep bugging you about it, kill their characters to teach them a lesson.
Experience is spent just like it is in every other White Wolf game. And let's be blunt when we say you wouldn't have purchased a copy
of this game if you hadn't already purchased a copy of Vampire: The Masquerade. So go and read the experience rules in that book
and stop looking at us like that.

CHAPTER SEVEN: FAIRY GANGS


"We're dangerous dudes, we got bad attitudes
Most of our brain cells are gone
We were born to be bad, you better not get us mad
Or we might just toilet-paper your lawn."
--Weird Al Yankovic, "Young, Dumb & Ugly"

Blue Boys
Story: You used to live the way you had for a hundred years: every day you got up out of the mushroom, went to work, and came back.
Then one day the mushroom was gone. Something called "The Shoemacher Corporation" had paved over your mushroom and put an
amusement park in its place. Now you're really smurfed. Vengeance is your only goal, and there's only one way to achieve it: from the
inside.

Appearance: You're about four inches tall and blue. Really blue. You've got the cutest adorable little features, and the short little nubbin
of a tail doesn't help when you want to look tough. You also wear a stupid little hat, but that's something else entirely.

Quote: "Yeah, well smurf you too, pal."


Spheres: Cute (2) Happy (1)
Least Favorite Cartoon: The Snorks
Other Gangs
Claws -- Shut the smurf up, Santa, and go away.
Cobblers -- Who smurfs a smurf about their smurfin' shoes?
Crustacea -- What's so smurfin' great about smurfin' lobsters?
Gaelick -- Love the guns, but everything else has got to go.

Green -- Ah, smurf the environment, gimme my mushroom back.


Legal -- Take your smurfin' forms and smurf the smurf your smurf.
Styx -- Buncha smurfin poseurs make me wanna smurf.
Way -- Smurf?

Character Ides: Street mime, soup ingreedient.

Claws
Story: Way up north where the air gets cold, there's a tale about Christmas that you've all been told. About a world famous cat all
dressed up in red, who spends the whole year workin' out in his sled. You used to work for him, but recent budget limitations meant
you got laid off. You've been thrust into a cruel, uncaring world with a wardrobe you can only wear one month a year and no practical
skills. Then you found out about...the Cobbling.

Appearance: You're about three feet tall and dressed almost entirely in red with white furry fringe. You wear mittens and woolens even
in the heat of summer (they're the only clothes you own). Most people can pick you out of a crowd thanks to your pointy ears.

Quote: "Do you know who you're messing with? I used to work for the Claus, pal!"
Spheres: Nice (2) Fun (1)
Day of Reckoning: Feast of the Annunciation ("You mean in 9 months we have to do this again?")
Other Gangs Blue Boys -- I don't understand how someone so blue can be so mad.
Cobblers -- Well, what if we made toy shoes?
Crustacea -- Hey, if you were cooked, our wardrobes would match.
Gaelick -- Um, don't you think you might be overreacting a bit?
Green -- Well, yeah, nature's nice, but what about the kids?
Legal -- Can you get me my job back in the next round of talks?
Styx -- Why don't you have a candy cane and lighten up?
Way -- Does Buddha give out presents too? And is he hiring?

Character Ideas: Disgruntled union representative, sherpa.

Cobblers
Story: You have always worked towards the Cobbling ever since you were a small Fairy, knee-high to a grasshopper. You studied
under the cobbling masters in Obergangengaschnicht, the masters of Chinese footbinding in Chungking, and the masters of savate in
Paris. If there's one thing you've learned, it's that you really hate shoes. But there's some moving and shaking to do. And you're the one
who can do it.

Appearance: You're about four feet tall and wear green leiderhosen and a cap with a feather in it at all times. You're generally grumpy
because you hate leiderhosen and feathers, but this has been the traditional costume of your gang for generations. As soon as this
Cobbling thing is over you're going to Today's Man and getting some real clothes. You generally have really nice shoes, which annoys
you because you wanted some comfortable flip-flops.

Quote: "Hey, wingtips! Haven't seen those in a while."


Spheres: Nice (2) Cute (1)
Bobos: They make your feet feel fine.
Other Gangs:
Blue Boys -- Don't the feetie pajamas defeat the point of shoes?
Claws -- Can I interest you in a nice pair of snowshoes?
Crustacea -- You know, ten legs means an awful lot of shoes.
Gaelick -- You guys used to go in for those pointy-tipped deals...
Green -- Earth shoes... *shudder*.
Legal -- Now there are people who know about Italian leather.

Styx -- Hmm... so I take it you'll be wanting Doc Martens then?


Way -- Sound of one hand what?

Character Ideas: Shoe salesman, kickboxer.

Crustacea
Story: You're the bottom feeders of society, living off the scum at the bottom and rarely coming into the light. Life used to be simple.
You'd stay at the bottom of the sea, and every few years some fisherman would drag you up. You'd grant him a wish if he'd let you go.
But last time something different happened. They didn't want to seem to listen. You managed to escape, and now you're alone in the
big bad city.

Appearance: You're about eight inches long, and any of a variety of colors (though you won't turn bright red until you've been
thoroughly cooked). You've got a tough, spiny exoskeleton, ten legs, and two freakin' huge claws.

Quote: "I make terrible Thermidor. Now see him? He'd taste great with a little melted butter. Trust me."
Spheres: Nice (2) Happy (1)
Taste Good WIth: A little tartar sauce.
Other Gangs:
Blue Boys -- Mushrooms? Sure! Just don't hurt me!
Claws -- You need a new job? Sure! Just don't hurt me!
Cobblers -- Shoes? No prob! Just don't hurt me!
Gaelick -- Pots of gold? Sure! Just don't hurt me!
Green -- You want the rain forest back? Sure! Just don't hurt me!
Legal -- Friendly judges? Sure! Just don't sue me!
Styx -- Just don't hurt me!
Way -- I don't understand you! Just don't hurt me!

Character Ideas: Lobster.

Gaelick
Story: Once you were rich. You were on top of the world. And then the Federal Government went off the gold standard. Let me tell you,
no Irish eyes were smiling that day. With all your precious gold devalued, you left to seek your fortunes in the world. But your skills were
useless in this modern society, and besides, everyone thinks you look weird. Then, in the mid '80s, you fell in with that survivalist
group...

Appearance: The only color in your wardrobe is green. Not that wussy emerald green, but olive drab. Sure, you wear the traditional
leprechaun outfit, but not unless it's in camouflage.

Quote: "Faith 'n' begorrah, 'tis sure a lousy accent I be having."


Spheres: Fun (2) Nice (1)
Favourite Politician: James Watts. Now he had style...
Other Gangs:
Blue Boys -- A nice little bunch of scrappers. Gotta love 'em.
Claws -- A little soft, but we can work on that.
Cobblers -- Nice shoes. I prefer hiking boots myself.
Crustacea -- Dinner.
Green -- When your forests are wastelands we'll see who's laughing.
Legal -- They do good work. For yuppie scum who won't survive.
Styx -- I should wipe you losers off of the map right now.

Way -- Keep your philosophy crap. All I need are guns and ammo.

Character Ideas: Ex-military officer, gun collector.

Green
Story: The forest has always been your home, and you've loved it since birth. But then one day the owls started disappearing, and
those nice people wearing flannel showed up, and then there was a lot less forest. But then one day they vanished too and a bunch of
people showed up talking about 'old growth forests' and 'eco-terrorism'. And some of what they were talking about made sense...

Appearance: You're only about 8" tall and have a pair of shimmering insect-like wings sprouting from your back. You constantly wear
camouflage, despite the fact that your small size prevents people from ever seeing you anyhow.

Quote: "I go outside and Frolick in the Glory that is Nature."


Spheres: Happy (2) Cute (1)
Favorite Movie: "On Deadly Ground."
Other Gangs:
Blue Boys -- It's a pity about the mushrooms. Will toadstools do?
Claws -- I feel sorry for you... there are no trees at the Pole.
Cobblers -- Do you have any Earth shoes?
Crustacea -- This is because of dumping waste in the ocean, right?
Gaelick -- They used to be so nice... where did we go wrong?
Legal -- When I think of all the paper they use... *shudder*.
Styx -- I like the idea of hemp clothing... it is all natural.
Way -- You mean next time I might come back as a tree?

Character Ideas: Eco-terrorist, animal lover.

Legal
Story: All was bliss and charm in the days of the great Fairy Court, under Oberon and Titania. Those happy days are gone forever,
however. One day you returned to that magjickal land, the Seelie Court, to find that Northstar International, a subsidiary of the evil
world-girdling Shoemacher Corporation, had started construction on a new factory on your property. The members of the court had to
change, to become something different. They filed an injunction and became -- Gang Legal. To this very day they fight the Schumacher
corporation and all of its puppet corporations, prosecuting to the fullest extent of the law.

Appearance: You look like lawyers, only much shorter. Pinstripes are out, red power ties are still in. And the briefcase is a must to
complement your favorite pair of shoes.

Quote: "Maybe we can settle out of court. You build your parking garage in this place marked Garou Forest instead of our homeland."
Spheres: Cute (2) Fun (1)
Must-Read: "The Bailiff" by John Grisham.
Other Gangs:
Blue Boys -- They're good guys, but they wear stupid hats.
Claws - Terrible witnesses. Who believes a man in a Santa suit?
Cobblers -- Their obsession with the Cobbling is not healthy.
Crustacea -- The lobsters of fate are mighty indeed.
Gaelick -- Our closest brethren, those who pay for many suits; both class-action and Armani.
Green -- If they'd try to settle in court instead of with TNT...
Styx -- Can't keep their Story straight on the stand.
Way -- One hand what?

Character Ideas: Corporate lawyer, patent lawyer, workman's comp lawyer, divorce lawyer, district attorney, public defender...

Styx
History: The Styx were once a group of Fairies who lived on the banks of the river Styx, the river of forgetfulness. They were always
happy, for ignorance is bliss. Then one day they forgot where the river was. Now, they forever roam the countryside, searching for the
river that was once their home and the happiness that was their youth. You know, the typical angst-filled coming of age thing.

Appearance: You're about three feet tall, have shimmering gossamer wings, and dress almost totally in black. In other words, you look
like every cliched picture of fairies in the world, except you're terminally depressed.

Quote: "Hey, why couldn't the game be called 'Pixie: The Styx'?"
Spheres: Happy (2) Fun (1)
Favourite Band: The Stones.
Other Gangs:
Blue Boys -- Hey! You guys used to be on TV, right?
Claws -- An' I wan' a dolly an' a GI Joey an' a...
Cobblers -- Got any Air Jordans?
Crustacea -- Whoa, did you smoke something or was it me this time?
Gaelick -- Isn't Saint Patty's day next month?
Green -- You take things to seriously, man.
Legal -- I hope I never grow up to become one of those, man.
Way -- Ah, whatever.

Character Ideas: Whiny loser Generation X type.

Way
Story: Not much, really, Gang Way is just an example of what happens when you raise a bunch of Buddhist fairies, tell them that
they're Daoists, and then sic 'em on an unsuspecting world. In other words, they're very confused and more than just a little annoying.

Appearance: You're short and fat, like Buddha. Just like Buddha, in fact. People probably can't tell the two of you apart. Not like many
people have personally met Buddha, mind you.

Quote: "No, those are Hindus. We're Buddhists."


Spheres: Fun (2) Nice (1)
Sound of One Hand Clapping: Whiff.
Other Gangs:
Blue Boys -- Such anger is not good. Focus.
Claws -- You have a major religious figure doing what?
Cobblers -- You overdo the shoe bit maybe just a tad.
Crustacea -- I think I may go have to take a bit of a lie-down, the lamasery did not prepare me for this.
Gaelick -- Ah, but true wisdom will always survive.
Green -- If a tree falls in the forest...
Legal -- Hmm. You realize, of course, money has no value.
Styx -- You just don't get it, do you?

Character Idea: Short fat guy.

CHAPTER EIGHT: MAGJICK


The rules governing magjick are quite similar to those from Mage: The Ascension. So if you don't already have a copy go out and
purchase one right now. You heard me.

However, Fairies have their own weird spheres of magic. Instead of the usual mage spheres, they can select from the spheres of
Happy, Fun, Nice, and Cute.

Happy
"Happy happy joy joy, happy happy joy joy
Happy happy joy joy, happy happy joy joy
Happy happy joy joy, happy happy joy joy
Happy happy joy joy joy."
--Stinky Wizzlefoot, "The Ren & Stimpy Show"
Happy magic allows you to do things that are happy, like create a cute doll ("I know that, but what does it mean?"), or raise serotonin
levels in someone's brain, or cause world peace. Well, maybe not that last one.
* You can get people to not worry and be happy. But then, so can Bobby McFerrin, so big whoop-de-do.
** By altering a few aspects of brain chemistry, you can make people permanently happy. Of course, they'll get really annoying after a
while.
*** Without altering brain chemistry, you can make people Happy by creating things to give to them, a major magjick effect that all
Fairies should endeavor to master.
**** World peace? Easy stuff.
***** You can teach the world to sing, in perfect harmony. And in fact, you've probably done so.

Fun
"We'll have fun, fun, fun
'Til her daddy takes her T-bird away."
--The Beach Boys, "I Can't Remember What The Song Is Called"
Fun magjick contains the essence of Fun, which is also somewhat Happy, but we'll ignore it for that. Disciples of Fun can whip up Fun
on short notice, and most of their powers are geared towards doing so.
* This is the lowest level of Fun magjick, your character can't really create much of a good time with it, but might be able to muster up
some party streamers or something.
** Lampshades for everyone can be generated by a simple level 2 Fun effect. Large amounts of alcoholic beverages can also be
generated, but that ceases to be Fun after a time.
*** You can spark hedonistic instincts in everyone. In fact, you
[Dave-- Just another mysterious gap in the book.]
**** Your character can create Nice events of great scale, but cannot actually effect reality so that improbably things can happen.
***** A character with five dots of Nice magjick can actively perform feats of tremendous niceness, the most famous of which is known
as "the wish" (no wishing for more wishes, please). This level is the type typically associated with wood sprites or magic lobsters.

Cute
"I'm cute, yes it's true.
I really can't help it, but what can I do?"
--Dot Warner, "I'm Cute"
The magjick of Cute is different from all other spheres of magjick in that it is active even when the character does not actively use it.
This is because the nature of Cute magjick warps and distorts a character's personality and Appearance until she becomes forever
Cute. Once a character starts down the Cute path, forever will it dominate his destiny.
Cute magic goes a long way to influencing the minds of others, and helps when trying to do Cute things with other forms of magjick.
* A character with level one Cute might be able to masquerade as a stuffed doll until he was poked, prodded, or whacked by an
annoying child.
** Your character is so Cute that he probably has a line of fuzzy toys based on him, a PBS kid's show, and thousands of screaming
juvenile fans.
*** With this level of Cute, your character can curb violent impulses in the most violent of people, be they just plain psychotic or far
nastier things like Marauders, Nephandi, or demons.
**** Your Cute becomes infectious at this point, so that people will actively help you (instead of just not blowing you away). Life
becomes amazingly easy.

***** Your character can make himself look so Cute that the laws of reality warp around him. He can walk through major land wars and
come out unscathed, fall off a building and survive, mostly because everyone knows these things never happen to Cute.

Rotes
"Everyone knows you won't do anything unless you are bribed, tricked, or forced. Because nothing is worth doing for its own sake. So
learn to be bored. We're bored, so you should be too." --Matt Groening, "School is Hell"
You can combine your magjick abilities in a variety of annoying and fruitless ways. The most typical of these are rotes, which allow
your character to perform magic feats with no originality on your part. Here are some ideas:
[Dave-- Apparently White Wolf didn't like the magjick system much either.]

CHAPTER NINE: DRAMA


"Trapped in a world he never made." --"Howard the Duck"

Fairy-ness
During spellcasting, each point of Fairy-ness that is spent increases all of a character's sphere ratings by one, but only for the duration
of one spell.

Combat
"Leprechauns and Soviet armor... what a combination!" --Gina Diggers, "Gold Digger"
Combat is not necessary in Fairy: The Cobbling. In fact, we strongly suggest that you not use combat at all. Mostly because we don't
have all that great a combat system...
If you absolutely, positively, must include combat in your Fairy: The Combat game, there is a simple method for conducting it. Roll lots
of dice. Then ignore the results of all of them and pick a winner for some silly and arbitrary reason.
This may seem stupid, but it is certainly a lot better than our regular combat system.

Death
"Supercalifragilisticexpialidocious." --Death, "Sandman"
Combat is a dangerous business. When Fairies can smash bricks with their bare fists, it becomes too easy to kill another. Even two
friends fighting honorably could accidentally land a killing blow.
There is no game rule to govern when a character dies. Death is such a tragic event that the Storyteller should decide when an injury's
effects are terminal. The death of even a minor character should be dramatic event in a Story.
However, there is a way to cheat death. Creatures of magjick that they are, the very forces of belief can restore them. If you can
convince enough of the players to clap while your character is dying, he is magjickally restored to full vitality.
[Dave-- Again White Wolf has decided to cut out most of the rest of the chapter. Apparently they disagreed with my interpretation of
the system mechanics.]

APPENDIX: ANTAGONISTS
Other World of Darkness Races
Other races in the World of Darkness like Fairies, but in different ways. Werewolves, for example, like Fairies on the ends of pointy
little snakes. Mages like Fairies engulfed in large balls of fire. Vampires like Fairies in tiny little bits, unless they are Malkavians, in
which case they like Fairies between two pieces of rye with a little Swiss cheese, lettuce, and maybe a gherkin.
If you're really interested, Fairies taste like chicken. Really.

The Shoemacher Corporationr


"They're just right wing pigeons from outer space
Sent here to destroy the human race."
--The Dead Milkmen, "Right Wing Pigeons"
It's more or less mandatory that new Storyteller games have to have a globe-spanning conspiracy that no-one has discovered until
now. In Fairy, the Shoemacher Corporation fills that void.

The Shoemacher Corporation is a globe-spanning conspiracy that controls world footgear. They have established a rigid schedule
which determines the rate at which improvements in shoes can be made, and are also responsible for restricting the availability of
specific types of footwear to the majority of the population.
Fairies believe that without the interference of the Shoemacher Corporation, the world would be a far better place and the Cobbling
would have taken place a long time ago. As a result, Fairies have sworn to overthrow the Shoemacher Corporation and liberate the
feet of the world.
In any chronicle the Shoemacher Corporation should be the chief enemy. They are devious, cunning, and ruthlessly devoted to
oppressing the feet of the world.

The Lost Ones


"I will stand here, looking... moody, and feeling... sorry for myself." --Swoon, "Cerebus"
The Lost Ones were a gang of Fairies who were moving to Kentucky, but then they got, well, lost. They stumbled across the
headquarters of the Shoemacher Corporation, who turned them to evil.
The Lost Ones can come from any gang of Fairies, but they are all uncontrovertably evil. They spend most of their time wearing black,
looking gloomy, and having angst. In short, they are the antithesis of everything that Fairies stand for.
Some say that the Lost Ones seek to destroy all Fairies because they remind them of the vibrant spark of life they once possessed,
though others say that they're too busy seeking a good psychoanalyst to worry about much else.

The Inquisition
"So come on you Moslems and you Jews
We've got big news for all of youse
You'd better change your point of view today
'Cause the Inquisition's here and it's here to stay!"
--Mel Brooks, "History of the World Part 1"
[Dave-- From this point onward most of my manuscript seems to have been shoved through a paper shredder. Apparently White Wolf
doesn't know a good thing when they see it.]
Well, that's more or less about it. Now that you know what you're missing out on, I suggest you all start massive letter-writing
campaigns to convince White Wolf to publish the game you all want to see.
Death to Changeling: The Dreaming!

INSPIRED BY
Vampire: The Masquerade; Werewolf: The Apocalypse; Mage: The Ascension; Wraith : the Oblivion; and Street Fighter: The One That
Doesn't Really Fit In With The Others. Also inspired by a lot of other things, including a steady diet of Mystery Science Theater 3000,
Saturday morning cartoons, and comic books, but especially the ICW gaming group, without whom I would not be as deranged as I
am today.

COMING SOON FOR FAIRY: THE COBBLING


Fairy : The Cobbling Player's Companion
Gangbook: Gaelick
San Francisco by Night
Secrets of Shoemacher

DISCLAIMER FOR THE HUMOR IMPAIRED


It's a joke. Really. Trust me. Wait, what are you looking at me like that for? Put down the knife, I'm not worth it! Really!
Fairy: The Cobbling is copyright 1995 David White (Though of course the rules are copyright 1995 White Wolf Games Studio).
DAVID WHITE Combat is not necessary in Street Fighter: The Storytelling Game...

Ferriscorp
By Corvus (corvus@eurekanet.com)

Ferriscorp's Origins
Ferriscorp, also known as the Agency of Winter, is an active, secret corporation formed from the ideals of one man, a Dauntain
known as Ferris Steele. Steele, the son of a wealthy business magnate, was born with the soul of an industrious boggan but
spent his entire life learning from his father how to crush opposition and free thought. Ferris' Chrysalis drew several changelings
to find him; when the young man saw these horrible, alien beings reel back from the force of logic and conformity that filled the
Steele home, Ferris dedicated himself to tracking down the monsters and destroying them.
The name of Ferriscorp is a double pun, playing both on its creator's first name and on that name's similarity to the adjective
"ferrous," meaning "made of iron." The irony -- yet another pun -- was not lost on Ferris Steele.
Ferriscorp has made slow inroads into multinational corporations in order to fund its true projects. The Agency of Winter now
controls interests through front companies in North and South America, Europe, Australia and Africa; among these interests are
weapons manufacturing, mining, financial and educational institutions and mental hospitals.
The Agency's success rate in destroying fae and freeholds would be alarming if anyone knew of the company's existence.
Numerous freeholds have been crushed, their balefires extinguished by Ferriscorp's cold ruthlessness, and rumors of
disappearing fae mount in the cities and the countryside.
Ferris Steele himself may be said to have been too successful; he was "Integrated" -- forcibly Undone by torture and application
of Banality -- by one of his own employees. Steele's Dauntain advisors assumed control of the corporation, and the Board of
Directors remains in command to this day.

Ferriscorp's Goals
The Agency of Winter seeks nothing less than destruction of whimsical Glamour and the complete separation of the Dreaming
from the mortal world. To this end, Ferriscorp employs Dauntain, Autumn Fae and Heavy Sleepers in a number of roles, both
active and passive. Only the Board of Directors knows for sure what the company's plans are after their ends have been
achieved, but there are those employees who are confident that they will soon have the opportunity to find out.

Ferriscorp's Structure
At the very top of Ferriscorp sit the five Directors. These Directors are each assigned a given sphere of control within the
company. Together they oversee the corporation's progress and guide it toward the ultimate goal.
Beneath the Board of Directors are the Superintendent-governed Bureaus, where both Ferriscorp's control over its front
companies and its activities against the fae are exercised. Bureaus will contain from two to four semi-autonomous, Supervisor
and Coordinator-led Branches, each with a more specialized role within the Bureau.
Branch leaders direct teams of "field operative agents" known as Prohibitors and Interdictors against Kithain, Gallain and
Prodigal threats as well as Accountants who have first-hand contact with front-company representatives (usually under assumed
corporate identities). Each Branch maintains up to five Prohibitor squads and nine Interdictor agents capable of operating in
teams or singly. Branch Supervisors control the Accountants and manage Ferriscorp's mundane matters.
Field operatives are organized into squads of five "normal" Prohibitors and an Interdictor or high-ranking Prohibitor leader.
Squads report to the Branch Coordinator.
Field operatives working alone are always Interdictors. Prohibitors are officially proscribed from taking individual action (though
those that show enough talent to break this rule without becoming hard to manage are often promoted to Interdictor status).

Ferriscorp Field Operatives


Prohibitors
Prohibitors are the lowest ranking agents within Ferriscorp, the grunts and front-line cannon fodder. Their standard duties
consist of tracking down, monitoring, harrassing, threatening and capturing changelings, and locating possible recruits for
Ferriscorp. Not terribly dangerous singularly, Prohibitors can quickly become a changeling's worst nightmare if working in a
team or acting on direct orders from a superior. A Prohibitor squad invariably consists of five agents and a leader.

Prohibitors can be recognized by the uniform they all wear. Each and every Prohibitor is dressed in a black suit from head to
toe, including the shirt and tie underneath the suitcoat (the underwear, well, nobody's found out yet). Hairstyles are unimaginative
and severe ("functional" according to them). Prohibitors all wear dark, black-framed sunglasses. The suit doesn't seem to hinder
a Prohibitor on the fly; some have been seen to perform acrobatic maneuvers or run at high speed in pursuit of a fleeing
changeling.
While most Prohibitors are nauseatingly mundane, some rare few show a twisted spark of creativity in their work, an ability to
actually think for themselves; these extra-efficient Prohibitors move on to become squad leaders or Interdictors. Squad leaders
can be marked by a slight departure from the all-black suit -- white socks.
Prohibitors are all Heavy Sleepers or Autumn Fae. Should one awaken to a fae nature, quick steps are taken to ensure this
agent does not become a maverick or a traitor. Depending on the adaptability of the newly-transformed Prohibitor, he may
become a higher agent of Ferriscorp or may be "cured."

Interdictors
Field operatives, private investigators, Ferriscorp's answer to the New World Order's Grey Men where the Prohibitors are so
many MiB clones. These are the infiltrators and spies, the assassins and the special-forces. Interdictors work alone or in teams
up to three far afield or under deep cover; rarely, one will be in temporary command of a Prohibitor squad when the time has
come to eliminate a target the Interdictor has spent months getting close to. An elite team of Interdictors answering directly to the
Board of Directors polices Ferriscorp for fae "contamination" in an in-house mini-Inquisition. Interdictors rank above all
Prohibitors, and no longer can be spotted by the tell-tale black uniform.
Interdictors come from highly-talented Prohibitors, specially-skilled new recruits, or any Dauntain not involved in other Ferriscorp
operations. Successful Interdictors may be promoted to Coordinator status, gaining control of a Branch.

Coordinators
Coordinators are the highest level of field operative, the "marshals" of the troops. They command the "military" forces of the
Branches, the Prohibitor squads and Inderdictor agents. A Coordinator is semi-autonomous, answering to the local
Superintendent independently of the Supervisors within the same Branch. There is only one Coordinator to a Branch.
Coordinators are frightening individuals, selected for their cunning and their ruthlessness. Heavy Sleepers and Autumn Fae
rarely make it this far; the vast majority of Coordinators are Dauntain.

Bureau Operatives
Accountants
These dreadfully boring number crunchers conduct the "business" of Ferriscorp, handling the day-to-day operations of its frontcompanies. Those unlucky enough to find themselves in this position are doomed to remain here for as long as they are with
Ferriscorp. Accountants are chosen for their lack of creative thinking and are completely unsuitable for any other position.
Accountants can be recognized from their glassy-eyed stares, their droning voices, and their fascination with numbers and
business functions. These poor souls are almost worth pitying. The actual Autumn Person at this level is rare; most Accountants
are simply unfortunate people being crushed beneath Ferriscorp's banal heel.

Supervisors
The "officers" of Ferriscorp's business arm, the Supervisors are the thinking end of the operation. Supervisors do all the
thinking, and the Accountants do the work. There will be one Supervisor for every ten Accountants at a Branch. This level
consists of Heavy Sleepers and Autumn Fae; as with Prohibitors, any awakening fae are inducted as Dauntain agents or
"cured."

Integrators
Even more than the Prohibitors, Interdictors or even the worst Coordinator, the Integrators are the ones to be feared within
Ferriscorp, for it is they who "cure" the fae, hammering at them with Banality's ice-cold weight until they are Undone in what they
call "Integration." Integrators are one and all Dauntain; they work outside the authority of all but the Superintendent of their
Bureau, and even then they are semi-autonomous. Integrators "rank" each other by a merit system that takes into account
seniority and the number of "patients" one has "cured." Integrators theoretically can command Prohibitor squads or Accountants
or demand service from an Interdictor, but most have no desire to roam afield. A Bureau will host between three and six
Integrators who move from Branch to Branch.
Integrators take pride in their work, but not all of them are cackling, gleeful surgeons of Winter wielding chill scalpels of
mundanity. Most are professional, going about their interrogation, torture and brainwashing with detachment. Their methods are

more harsh by far than any independent Dauntain or Autumn Person, such as Dr. Anton Stark, and their success rate is much
higher.
Integrators share a secret that not even the rest of Ferriscorp knows about -- the "trick of the trade" that makes them so
successful is actual a form of Banal Epiphany that makes Tedium seem like so much child's play, which is also known as
Integration. This Epiphany is blended with an Integrator's other methods in a seamless efficiency.

Superintendents
Each Bureau is commanded by a Dauntain Superintendent who answers directly to the Board of Directors in New York. A
Superintendent has at her command all the resources of the Branches within her Bureau (from two to four Branches), and can
take control of any team or project at any time, though most are content to sit back and enjoy the fruits of their banal labor. The
Superintendent oversees most integrations to ensure their completion; theoretically, they can take control of the process if they
so choose. Only Dauntain can come close to reaching this position.

The Board of Directors


There are five Dauntain on the Ferriscorp Board of Directors. Though their spheres of command overlap somewhat, one is
nominally responsible for each of the areas of field operatives, business operations, "integration," recruiting and security.

New Agenda
Aversion

New Epiphany
Integration
This is a well-guarded secret among the Integrators of Ferriscorp. By using the name of this terrible method of harvesting
Banality to refer to the entire process of destroying fae, they protect its hidden truths and prevent its power from being turned
against them.
Integration is an advanced version of Tedium -- almost a Banal version of Rhapsody. It involves the destruction of a changeling's
hope and self-worth by the Integrator, with a steady injection of Banality that festers and then explodes inside the subject.
Over successive days an Integrator can whittle a subject's Glamour into nothingness. No changeling has ever survived this
process, but if one should, it is certain the event would haunt her for the rest of her existence.
Integration can be used on a free target in the field, but obviously its effects are most efficient when the subject is captured and
bound. Used alongside various torture methods, Integration can quickly break all but the very strongest-willed of changelings.

System: The Integrator begins to berate his target, assaulting the changeling's self-worth and ideals with a relentless onslaught
of derision and denial. For every hour of this tirade, the Integrator spends a point of Banality. No more than five points can be
spent in this way. When he is prepared the Integrator rolls Banality (difficulty 8 minus the number of Banality points spent by the
Integrator), resisted by a Willpower roll (difficulty 5 plus the number of Banality points spent by the Integrator). For each net
success, the changeling loses one point of temporary Glamour and gains one point of temporary Banality, and the Integrator
gains two points of Banality.
If the changeling gains more successes than the Integrator, no further Integration attempts by that Integrator will ever succeed on
the changeling. Because of this, Integrators are careful to break their subjects' wills before attempting to harvest the Banality
generated in the process.

New Dauntain Doom


Winterborn

Ferriscorp Agent Stats


These are some example stats for Ferriscorp agents. Included are Prohibitors, Interdictors and Accountants; Coordinators,
Supervisors and their ilk are left up to Storytellers to flesh out, as are the Dooms, Courts, Kiths and Legacies of Dauntain
Interdictors. Each agent is presented in two forms, Average and Competent, and can be modified as the Storyteller sees fit.
Competent agents are, naturally, more dangerous than their Average peers and should only be used to represent the rare

standouts of Ferriscorp.

Average Prohibitor
Physical: Str: 2, Dex: 2, Sta: 2
Social: Cha: 1, Man: 1, App: 2
Mental: Per: 3, Int: 2, Wits: 2
Talents: Alertness 2, Brawl 2, Dodge 1, Intimidation 1
Skills: Drive 1, Firearms 1, Security 1
Knowledges: Computer 2, Investgation 1, Law 1, Science 1
Backgrounds: Contacts 1, Resources 1
Glamour: 0
Willpower: 3
Banality: 6
Competent Prohibitor
Physical: Str: 3, Dex: 3, Sta: 3
Social: Cha: 3, Man: 2, App: 2
Mental: Per: 3, Int: 3, Wits: 3
Talents: Alertness 3, Athletics 1, Brawl 2, Dodge 2, Empathy 1, Intimidation 1
Skills: Drive 1, Firearms 2, Leadership 1, Security 1, Stealth 1
Knowledges: Computer 2, Investigation 2, Law 2, Science 2
Backgrounds: Contacts 2, Allies 1, Resources 2
Glamour: 0
Willpower: 5
Banality: 7
Average Accountant
Physical: Str: 2, Dex: 2, Sta: 2
Social: Cha: 1, Man: 1, App: 2
Mental: Per: 3, Int: 2, Wits: 2
Talents: Alertness 2, Persuasion 2, Subterfuge 1
Skills: Drive 1, Etiquette 1, Security 1
Knowledges: Computer 2, Law 2, Science 1
Backgrounds: Contacts 1, Resources 1
Glamour: 0
Willpower: 2
Banality: 6
Competent Accountant
Physical: Str: 2, Dex: 2, Sta: 3

Social: Cha: 3, Man: 2, App: 2


Mental: Per: 3, Int: 3, Wits: 3
Talents: Alertness 3, Dodge 1, Empathy 1, Persuasion 2, Subterfuge 2
Skills: Drive 1, Firearms 1, Leadership 1, Security 2
Knowledges: Computer 3, Investigation 2, Law 2, Science 2
Backgrounds: Contacts 2, Allies 1, Resources 2
Glamour: 0
Willpower: 4
Banality: 7
Average Interdictor
Physical: Str: 3, Dex: 3, Sta: 3
Social: Cha: 3, Man: 3, App: 3
Mental: Per: 4, Int: 3, Wits: 3
Talents: Alertness 3, Athletics 2, Brawl 3, Dodge 2, Empathy 1, Intimidation 2, Kenning 1, Streetwise 1
Skills: Drive 2, Etiquette 1, Firearms 3, Leadership 2, Security 1, Stealth 2
Knowledges: Computer 2, Enigmas 1, Investigation 2, Law 2, Lore (Kithain) 1, Science 2
Backgrounds: Contacts 3, Allies 1, Resources 3
Agendas: Burnout 1, Stultify 1
Arts: None
Realms: None
Stigma: None
Glamour: 3
Willpower: 5
Banality: 7
Competent Interdictor
Physical: Str: 3, Dex: 4, Sta: 4
Social: Cha: 3, Man: 4, App: 3
Mental: Per: 4, Int: 4, Wits: 3
Talents: Alertness 3, Athletics 2, Brawl 3, Dodge 3, Intimidation 3, Kenning 2, Streetwise 2, Subterfuge 2
Skills: Drive 3, Etiquette 1, Firearms 3, Leadership 2, Melee 2, Security 2, Stealth 2
Knowledges: Computer 3, Enigmas 2, Investigation 3, Law 2, Lore (Kithain) 3, Science 2
Backgrounds: Contacts 4, Allies 2, Resources 4
Agendas: Aversion 3, Webcraft 3
Arts: Legerdemain 3
Realms: Fae 3, Prop 2
Stigma: None
Glamour: 5

Willpower: 7
Banality: 8

Using Ferriscorp in Your Chronicle


I've left many of the details about Ferriscorp intentionally vague in an effort to make the Agency as flexible as possible for
Storyteller use. While what is presented here is perfectly useable, individual Storytellers may wish to further develop particular
areas of Ferriscorp.
Ferriscorp can be presented in a number of ways, ranging from a megalithic shadow engendering paranoia and dread to a
"Keystone Cops" or "Three Stooges" style antagonist whose Prohibitor teams spend more time bumbling than anything else.
For serious chronicles, Storytellers should make use of the threats of the Interdictors and Integrators, as well as the terrifying
sword of Integration itself. More light-hearted chronicles might see the monochromatic Prohibitor teams and singleminded
Accountants hitting the streets and giving characters the runaround.
While I would find it highly peculiar, Storytellers could conceivably run a Ferriscorp chronicle, from entry into the company and
training to hunting the fae. Storytellers are strongly encouraged to make full use of The Autumn People, especially in this case.
I hope that everyone will get as much enjoyment out of terrifying players with Ferriscorp as I got by putting these gleefully wicked
ideas to form. This idea is far from complete; I welcome new thoughts, ideas and twists.

HARBINGERS
By Cloak

Description
Do you truly think you can stop the changing of the seasons? I stopped that folishness to bring forth what cannot be avoided. I
serve the winter willingly, and so it serves me.
The Harbingers have forsaken the idea of rescuing the Dreaming as a lost cause. Instead, they plan to be on the winning team
and usher winter in. It is a common hope among them that in so doing they may be spared the death that the other Kithain will
surely meet.
It is believed that the Harbingers originally evolved from either the Black Magicians or the Apostates. It seems unlikely, however,
that there is a strong connection with the Apopstates as the Apopstates do not believe they actively serve winter, but that it, in a
way, serves them. At any rate, their origin is lost now. Their recent past, however, has certainly been blossoming.
After the Shattering, the Harbingers first began to appear. In such a desperate time, the Kithain searched for something to cling
to, and without their leaders of old many fumbled at first. As the commoners learned to govern themselves, this doom began to
decrease again. Until the return of the sidhe.
In 1969 the trods reopened and the sidhe returned. Chaos ensued. It was during this time that a great number of sidhe became
Harbingers. They would go through their Chrysalis, but instead of seeing a world of beauty they saw one of war. The end
seemed inevitable. Thus they saught refuge in banality, and decided to stop the war by stopping the glamour.
The Harbingers do use glamour, quite possibly more than many other dooms.They greatly enjoy using their enemies' own
magics to destroy them, and have Undone many rash Kithain with this nasty surprise. The also enjoy showing the Kithain the
power of winter, which they tap par excellence. They have created their own Agenda simply called The Chill, and most have at
least one stigma.
Kithain have found that for most of the Harbingers, salvation is out of reach. It lies in showing the Harbinger that all is not lost, that
the winter can be stopped. Unfortunately, there is the added task of getting the Harbinger to break his oath.

Image
The touch of winter shows on these Dauntain. Their lips slowly take a bluish tinge, as well as their fingertips and toes. Their eye
colour pales, eventually turning an ice blue. Also their hair whitens quickly, both in mortal and Fae seeming.

Character Creation
Harbingers are manipulaters. Causing a Kithain to convert works just as well as Undoing them, and provides a greater force for
the winter. Therefore, they prefer showing the Kithain the hopelessness of their battle as opposed to killing them outright. Social
abilities are Primary. They concentrate on any Abilities that may aid them in their conniving; seduction and subterfuge are
obvious, but also consider empathy and expression. Many also have high Kenning ratings and several dots in different lore. They
use this knowledge to point out how the present is always in decline from the past.

Stereotypes
Kithain: They fight against us like spoiled children. Their vain attempts to stop the winter will soon freeze and die.
The Lost: Often they serve us without even knowing. They are to us a light footman.
The Cursed: Foolishly they think they are still Kithain. They do not realize they have taken one step towards winter.
Black Magicians: So close to the truth, and yet so far away. . .
Apostates: Delusioned fools, but very useful. If you do not fight their beliefs, they will serve you as a king.
Typhoids: Against their will they are ours. Now we must show them the glories of our path.

Pledge of Ice

I, (name of oathmaker), pledge servitude to the Great Winter. I pledge to seek the destruction of Glamour in all forms. I
pledge to commit myself, body and soul, to the extinction of all Kithain. With the letting of my lifeblood, I let the cold into me.
This oath is taken by all Harbingers as an initiation. Once it is taken, the way home is very difficult. They immediately gain one
Stigma and one permament point of Banality. If it is ever broken the Harbinger loses a permanent point in Willpower and
receives a noticable scar, often related to his Stigma in some way. He also loses the ability to use any Stigma, Agenda or other
banal power, except those normal to fey.

SCAVENGERS
By Cloak

Description
Who are you? I don't know any fae! What do you think I am?! I only want some food....
The Dreaming is a place of splendor; of beauty; of imagination. Imagination, however, always has hidden recesses where the
outside world infringes and colours the shadows, painting unseen eyes, toothless gibbering maws, and hungry appetites.
Because of this, the Dreaming is not without its Nightmares.
Children wake screaming in the night with the cotton spider webbing of a dream still pulling at their conscious minds; screaming
till their parents rush into the room and flick the switch to dispel the shadows and tell the youths everything is all right.
But what happens when all is not right? Or when the Nightmares are in fact true? And what if the majority of time lived by a
certain soul is spent within a Dream? From this have come the Scavengers -- fae who have had such a terrible experience that
their minds are turned eternally against the Dreaming in an effort to cope.
While there are similarities between Scavengers and Nihilists, the two Dooms are quite different. Scavengers are not overtly
depressed. While many do harbour some kind of depression, which they usually cannot place their finger on, it is not the focus of
their beings. They are paranoid runners, unable to stay long enough in any one location to hold down any sort of job. Some have
overcome this difficulty by becoming truckers, airline pilots, or bus drivers. There does in fact seem to be a common trait among
Scavengers of staying relatively close to a specific area, or returning to it occasionally. This is by no means a steadfast rule,
however.
The Dreaming, and all it relates to, terrifies the Scavengers. Most try just to avoid it, often destroying it without even realizing
what they are doing. Some, a rare few who were horrified by their experiences instead of terrified, now hunt the Dreaming. Even
other Dauntain are not outside of their wrath.
Banality has become a close friend to the Scavengers. It cloaks them from other fae. They hide deep within its folds, either
comforted by the safety -- or waiting to strike.
Scavengers need support. Those who are docile may be able to be convinced that life can continue with all its splendor, even
though bad things happen. Those who are aggressive can be much more difficult to reach.

Image
Most Scavengers are thin from hunger. This is enhanced in their fae miens. Their eyes are bloodshot, wide with fear, and bear
dark circles. The roots of their hair are white, and their faces are eternally pale with fright.

Character Creation
The main focus for Scavengers is survival. Thus many become jacks-of-all-trades. Streetwise and Subterfuge can be very
valuable. Stamina is a strength for a Scavenger, but other physical attributes are often low.

Use of Cantrips
Most Scavengers can no longer use cantrips. Some use them unconsciously, and often with little variation. A rare few can still
use them, but do so only in times of great need. Their fear of the Dreaming is so great that they want as little to do with it as
possible.

Stereotypes
Kithain: Aren't you to old to believe in fairies? No! Of course I'm not one! Why do you ask?! Just leave me alone!!
The Lost: I had a friendly doctor who helped me in the last town I was in. He understood.
The Cursed: I'm telling you they'll hunt me till the ends of the earth! You have to help me!!
Black Magicians: She said she was powerful. I didn't know how perverted she was. If you meet one -- run!!

Nihilists: He was so sad. He spoke of beautiful times, all wilted away. I feel for him.
Apostates: Please, hide me from these mad men! I don't even know why they hate me!!
Typhoids: It could have been me....
Harbingers: He said if I helped him, he'd protect me. I did the smart thing. I left town.
Weavers: I felt safe for a moment with her. But... then I realized she was always watching.

WEAVERS
By Cloak

Description
At some point the dreams must come to a purpose. Random chaos supports nothing. We cannot be children forever, we
must put away childish things.
The weavers are a group of Dauntain mostly descended from Nockers. They have tired of the Kithain in many ways. They find
the Kithain troublesome. They work towards nothing and accomplish less! Yet they believe they must fight to keep this! The
Kithain act as if everything were a game. What matters not, they flock to, and what matters they hide from. They act like spoiled
brats, crying because they want to stop the coming of the future.
On the other hand, the Weavers have decided it would be better to be prepared for the future. They wish to evolve and ride the
coming waves. The tragedy is that they have abandoned hope of saving the Dreaming. They have come to look at the world from
a technocratic point of view, and so they often come into conflict with the Dreaming. Masters of Webweaving, they have also
developed a new Agenda, Quiescence, which wraps the strands of banality tightly around its victims.
The Weavers have been known to have contact with the Technocracy from time to time, often on friendly terms. More than once,
they have helped the Technocrats sanitize a glen or freehold. Consequently the Kithain hold a strong amount of anger towards
these fallen. Ironically, the Weavers would prefer to be left alone by their cousins.
The easiest way to bring these Dauntain back to the Dreaming would be to give them a task with a definite goal in support of it.
However, getting them to listen to you would be nigh impossible.

Image
The power of the weaver is strong within these Dauntain. Their hair begins to look like an intricately woven spider's web, and, in
the case of the more powerful ones, faint blue markings can be seen on their skin forming into a circuitry pattern.

Character Creation
Weavers are scientists. Mental abilities are primary, mostly into Intelligence. Knowledges are also primary. Weavers do not
create; however they do not destroy either. They may make improvements, but mostly create stasis. Science, computer, repair,
and technology are all appropriate.

Use of Cantrips
Weavers can use cantrips, though the older ones do so less and less. Their use however is very stringent. Eventually they can
only use a particular Art with a particular Realm. They may only be able to use Heather Balm on themselves, for example. Any
use of cantrips is usually to the end of promoting stasis, and only when called for.

Stereotypes
Kithain: These foolish children will either come to harsh reality or fade away when nature can no longer babysit them.
The Lost: Kithain think they were cursed. I say they were saved.
The Cursed: Like our cousins, they are cought in silly games.
Black Magicians: Their lust for power may keep them alive.
Nihilists: They see the truth we already know, and realize their place lies in extinction.
Apostates: They would drag us into their twisted world. Beware of them.
Typhoids: Let someone else worry about these wanderers. We have more important matters.

WINTERBORN
By Corvus (corvus@eurekanet.com) for Ferriscorp

Description
"What can be said of you and your kind except that you are a threat to all who are decent and good? No, spare me your
prattling about dreams. You were there that day, you and all your monstrous friends, trying to take me away, and I am going
to make you pay, for the sake of the world and for my sanity."
The Winterborn has emerged from his Chrysalis into a world of strangeness and danger, and cloven to Banality like a long-lost
child to his recently-found mother for protection. Some are shocked by the appearance of the Kithain who come to rescue them,
some must fend off chimera attracted by the upswell of Glamour that heralds a Chrysalis. Whatever the cause, the Winterborn
grab hold of Banality immediately and learn of its power, a lesson they never forget.
The tragedy of the Winterborn is simply this: though they are fae, they have never known a way other than that of the Dauntain. To
them, Winter is the true way of the world, Glamour is an aberration and the Dauntain are, if not heroes, at least on the right track.
Each Winterborn has seen the proof of Banality's power and "truth" and has held onto that image throughout her existence.
Winterborn are, of all the known Dooms, among the rarest simply because the circumstances surrounding their "births" are so
specific. Many other soldiers of Banality will not even know the name "Winterborn" and will lump these Dauntain in with all the
rest. This suits the Winterborn just fine.
The Winterborn's weakness lies in his navet. Banality and the cold are all these Dauntain know. Smart opponents can use this
to their advantage.
A Winterborn's salvation lies in making the Dauntain see the atrocities wreaked upon the world by Banality and forcing the
Winterborn to realize that only dreams can save it. Making the Winterborn see the Kithain as a necessary force might just break
the icy grip Banality holds on the Dauntain's heart.

Appearance
To Kithain, the Winterborn appear to be cloaked in icy shadows, making their features hard and their eyes menacing. Like the
Nihilists, these Dauntain project an aura of coldness. This aura, however, is tinged with a chilling strength rather than despair.

Outlook
Kithain: The enemy, a danger to the world itself. They must be extinguished by any means we can bring against them.
The Lost: Perhaps they and we can come together for mutual benefit.
The Cursed: While their goals are admirable, the scope of their vision is too limited. They must expand beyond their single
targets.

Black Magicians: Those who would seek to use Winter for their own goals must learn that there is no straddling the fence.
Nihilists: If you were to show them how futile their futility is, they would explode in bursts of tangled logic.
Apostates: Like the Magicians they must learn that Winter will not serve, but must be served. They are close to the truth; nudge
them.

Typhoids: It is said these are infections. The truth does out; this is just more proof of how it will find any way it can to do just that.

You might also like