Post by Annabelle Devonshire on May 18, 2020 0:46:33 GMT -5
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The fae have a distinct patois that draws on many different tongues and gives many new shades of meaning to mortal words. One can often identify a Changeling's age or station by listening to the parlance he uses.
Common Parlance
Following are the most common general terms in use among Changelings.
A
Adhene – Old Form word for all the Denizens of a given race. This term is sometimes used to refer to all Denizens everywhere.
Arcadia – The land of the fae; the home of all faeries within the Dreaming.
Arcadian fae – Those fae who fled to Arcadia at the time of the Shattering and have since returned in the 1st and 2nd resurgence.
Aria – The triad of forms and emotional states exhibited by each Denizen. The three Aria are the Dioniae (base instincts), the Araminae (the every day psyche) and the Apolliae( the 'higher self').
Arts – The ways of shaping Glamour.
Asura – Fae of India and Persia.
Autumn – The modern age.
Autumn Fae – Refers to both Changelings that have succumbed to banality and forgotten their true nature, and the Kiths that stayed on earth during the Shattering.
Augmen, The – The effects of the Dreaming on Changelings. As they go further into the Dreaming, more of their true Fae nature comes forth.
B
Balefire – The fire that is the focus of Glamour in a freehold.
Bedlam – A kind of madness that falls upon changelings who stray too far from the mortal world.
Banality – Mortal disbelief, as it affects changelings and their Glamour.
Bunk – The price Glamour exacts for its power.
C
Cantrip – A spell created through Glamour by using a combination of Arts and Realms.
Champion – A warrior chosen by one of higher rank to fight in his stead. A champion always wears the token of his patron, which he keeps if he wins the duel.
Changeling – A fae who has taken on mortal form in order to survive on Earth.
Childling – A child who has come fully into his changeling nature; this lasts until he becomes a wilder, around 13 years of age. Childlings are known for their innocence and affinity with Glamour, and are well-protected by other changelings.
Chimera – A bit of dream made real; unseen by mortals, chimera are part of the enchanted world. Chimera may be objects or entities.
Commoner – Any of the changeling kith who are not Sidhe.
CWR – Changeling Way Ritual
D
Dauntain – Faerie-hunters, deeply twisted by Banality.
Deep Dreaming, The – The furthest reaches of the Dreaming. The most powerful Dream Realms, such as Arcadia, exist here.
Dreaming, the – The collective dreams of humanity. Changelings often travel in these realms both to seek adventure and to gather the raw dreamstuff that can be used in Grafting chimera.
Dreamrealms – The lands comprising Arcadia and the other realms of the Dreaming.
Dreamstuff – The very fabric of the Dreaming, solidified Glamour.
E
Elder Dark – General term for the Fomorians and their dream. Can include non-Celtic enemies of the Fae.
Enchant – To imbue a mortal with the power to see the faerie realm.
Escheat – The highest faerie laws.
F
Fae, Faerie – A being indigenous to the Dreaming (though not always a current resident thereof).
Fae Mien – A Changeling's faerie visage, visible only to other Changelings and enchanted beings.
Far Dreaming, The – The Far Dreaming is only attainable through the Near Dreaming. Many Dreamrealms exist here.
Fathom – A deep-seeking, protracted use of the Art of Soothsay. Also called the Taghairm.
Fior – A contest, the point of which is to determine justice.
Firchlis – While in the Dreaming, the setting around can randomly change. That change is called the Firchillis.
Fledge – A newly awakened Changeling of any age.
Flesh Realm, The – The mundane world, where changelings live their mortal lives and suffer the plague called Banality. Also called the waking world and the world of Flesh. (see also the waking world, Autumn world or mundane realm).
Fomorians – The lords of another Dream, the antetesis of the Arcadian Dream. The Fomorians are said to be born from the evil that resides within the heart of each man. They were defeated by the Tuatha De Danu millennia ago and have been bound into prisons within the Dreaming.
Freehold – A place that is infused with Glamour. Important to all changelings, freeholds are proof against Banality - for a time.
G
Gallain – 1) "The Outsiders," those who may be Kithain but whose origins, customs and magical ways are not understood. 2) Any inscrutable creature of the Dreaming.
Glamour – The living force of the Dreaming; changeling magic.
Grump – A changeling of elder years, usually beginning at about the age of 25. Very few changelings reach this age - most succumb to Banality long before.
H
Hue and Cry – 1) A hunt called out against a criminal. 2) The call of all changelings to come and defend a freehold.
K
Kin – Human relatives of a changeling who do not possess faerie blood.
Kinain – Human kinfolk of a changeling who possess faerie blood and frequently have strange magical "gifts" because of it.
Kith – All the changelings of a kind, or race. One's kith determines the nature of one's faerie guise and soul.
Kithain – Changelings' self-referential term.
L
Liege – One's sworn noble sovereign, whether baron, count, duke or king.
Long Winter, the – The prophesied eradication of all Glamour.
M
Madness Realms – Places in the Near Dreaming where the madness of human Dreamers can sometimes cause serious dilemmas for the Kithain.
Mein – Changelings exist in two worlds and have two forms because of it. One is a plain human form, the Mortal Mein, the other is their True faerie form, of the Fae Mein. Both exist simultaneously.
Mists, the – A metaphysical curtain of humanity's collective disbelief. The Mists are responsible for the following: 1) The tendency of mortals to forget the effects of Glamour and the presence of changelings after a very short time; 2) The tendency of Banality-tainted changelings to forget their faerie lives.
Mistweir – The final barrier between the Far Dreaming and the Deep Dreaming. The Mistweir completely surrounds the Deep Dreaming and is a barrier between the mundane and fantastic.
Morpheus Sabinis – The crime of Dream-Rape. Despised by both Courts and banned by the Escheat; this crime violates two of its tenets: the Right of Ignorance and the Right to Dream.
Mortal Seeming – The mortal appearance of a changeling. This is how mortals perceive a changeling.
Motley – A family or gang of commoners.
Mythic Realm, The – The Dreaming. Also, the world of Myth.
N
Near Dreaming, The – The realm of the Dreaming most easily assessable from Earth, usually by a trod.
Nightmare Realms – Where nightmares dwell in the Dreaming. These places, pushed by the Firchlis, can overrun the Dream Realms. Here, the threats are more serious than in many other parts of the Dreaming (see also Tenebrous Realms).
Noble – Any changeling raised to noble title; although nobles are traditionally Sidhe, lately commoners have begun receiving noble positions.
O
Oathbond – The mystical bond created by the swearing of an oath.
Otherwhere – the void between the Dreaming and the Umbrae, where the unfortunate fall when walking between the Trods. This place is not as empty it might seem, and sometimes, what falls Otherwhere can come back, altered beyond any hope of recognition.
Onus – Kithain lost to Bedlam. who become part of the trods they swear to protect from travellers.
P
Paths of Balor - One-way trods, different in colour and texture from the Silver Paths. They lead to other realms, ones controlled by Mages, Garou and Wraiths. Most are only found in the Deep Dreaming.
Prodigals – The other supernatural races of the world. Believed to have once been fae, these races have forgotten their true natures. Includes Werewolves, Vampires and Magi.
R
Realms – The five aspects of the world with which changelings have affinity.
Resurgence, The – The time when the Sidhe returned in 1969.
Retainers – Any servants of a liege.
Reveries – Flesh-bound chimera who've discovered ways to extend their time in the Waking World.
S
Saining – "The Naming"; a ritual performed on a newly awakened changeling to determine his kith, his True Name and his place in the Dreaming.
Shattering, The – The time when the last Sidhe departed and the last trods to Arcadia closed.
Spawning Fields – Places where the dreams of mortals pour directly into the Dreaming. They are dangerous places where chimera are born and often quickly expire.
Stable Points – Places in the Dreaming that remain mostly unaffected by the Firchlis.
Sun and Serpent – The border between the Kingdom of the Burning Sun and the Kingdom of the Feathered Serpent. One of the most volatile places in Concordia.
Sundering, The – The time when humanity first began to turn away from their dreams; the Iron Age.
T
Tara-Nar –The great freehold castle of High King David. Beneath it is the Well of Fire, from which all balefire comes.
Time of Legends – The age when magical powers ran free in the world.
Trods – Magical gateways, faerie roads; some lead to other freeholds, some to the Dreaming itself.
True Creatures of Myth – Those chimera that reflect the creatures now lost to the Waking World. Some chimera are recent creations of the Dreaming, but True Creatures of Myth have existed since the time of the Shattering. They are protected from the Banality of the Flesh Realm by the Dreaming’s Power.
Tuatha De Danann – The mysterious progenitors of the fae.
Twilight Realm – Another name Changelings give to the Dreaming.
U
Umbrae – Places of power for other supernatural entities: the High Umbra of the human sorcerers, the Middle Umbra of the werewolves and other shapeshifters and the Low Umbra, where the ghosts of dead mortals suffer damnation.
V
Vale of Mists, The – The mystic barrier separating the Near Dreaming, the Far Dreaming and the Deep Dreaming, where the Mists of Forgetfulness are strongest.
Vassal – The sworn servant of a liege.
Vellum – A specially preserved chimerical hide on which changeling scribes write.
Voile – Chimerical clothing that changelings wear. It's tied into the nature of the changeling, and thus is much more resistant to Banality than most chimera.
W
Westerling – Traditionally seen as the European Fae.
Westerling Gallain – Gallain that are geographically from the same area as the standard Westerling Kiths, but due to rarity, solitude, tradition, or differences in their nature are still considered Gallain.
Wilder – A changeling of adolescent years, usually from age 13 to age 25. Known for their wild undertakings and loose tempers, wilders are the most common changelings.
Wilderhood – The state of being a wilder.
Wyrd – The act of bringing the Chimerical world into the Autumn one. When a Changeling calls upon the Wyrd, the things normally only seen by other Changelings can be seen by mundane humans. His Fae Mein is visible, his Chimerical swords cut and Chimerical Cantrips effect the mundane world.
Y
Yearning – Also called "the Gloomies," the Yearning is the utter longing for Arcadia that overcomes grumps as Banality encroaches upon them.
Vulgar Argot
These are the words most frequently used by commoners, and have been picked up the wilder exiles (even those of the noble houses). They tend to be somewhat crude and abrupt, and carry with them a certain disregard for tradition and rank. Many of these terms are very ancient, others are quite new, but all of them are quite in vogue among wilder nobles. During the Interregnum many commoners formed or joined circuses in order to escape the stupefying Banality of mortal society, and much vulgar argot originates from that culture.
C
Churl – A vassal; insulting if used to describe a noble.
Codger – A word for grump.
Callowfae – Self-absorbed faeries with no purpose higher than that of play; often said in reference to childlings, insulting if used to describe any other changelings.
Chiven – Craven, cowardly or wimpy.
Chummery – A particularly hospitable freehold.
Cozen – To cheat someone or steal something.
F
Fancypants – A nickname for sidhe or any self-absorbed noble.
Foredoom – When a use of Soothsay prophesies very bad news.
J
Jimp – To create a faerie token or charm.
M
Mew – A commoner freehold, typically controlled by a motley.
Mux – To really screw up something; to add chaos and disorganization to things. "You really muxed things up this time!"
S
Sots – Mundane people; "sothead" and "sot-brain" are popular epithets.
Old Form
These are the terms used by nobility (especially Sidhe) and more sophisticated grumps. These words are seldom used by younger exiles, but are still fashionable vernacular among the older members.
B
Banal Shiver – The seed of Banality that haunts the souls of all Changelings, forever barring them from Arcadia.
Balefire – The fire that is the focus of Glamour in a freehold.
Bedlam – A kind of madness that falls upon changelings who stray too far from the mortal world.
Banality – Mortal disbelief, as it affects changeling and their Glamour.
Boggies – No relation to Boggans, boogies are junior-grade versions of river hags and the like.
Bunk – The price Glamour exacts for its power.
Burgess – A mortal; sometimes used to refer to commoners.
C
Crepusc – The period at the end of any faerie festival when activities have begun to die down, but the night is not yet over. It is said to be a particularly mystical time, when the perceptive will discover many secrets.
Clarion – A call to war made by a noble to his vassals.
Covey – A group of changelings united by an oathbond.
Chrysalis – The dawn of fae consciousness, the great awakening into one's changeling nature.
D
Dan – Fate; one's destiny and karma.
Draocht – Cantrips and other changeling magic.
Driabhar – A treasure, usually one of great power.
E
Entrant – A worthy rival, one assumed to merit prolonged struggle and respect.
G
Gosling – A childling changeling or very young faerie.
F
Fychell – 1) A chesslike game played by nobles. 2) A stylized dance popular among grump nobles.
Fuidir – The vassals to whom one owes fealty.
G
Gloam, the – 1) The blackest part of the night. 2) Midwinter's Night, also called "the Gloaming."
Greybeard – A grump; a term of respect.
Grandame – A powerful female Sidhe, often used when speaking of a queen.
K
Knarl – A special magical knot that serves as a type of ward.
L
Laud – To receive the glory of courtly acclaim. Often some sort of token is bestowed as well.
M
Mot – An adage, maxim or saying.
P
Privy Council – The inner council of a liege and his high-ranking vassals.
R
Retrorse – To revert to one's mortal seeming.
Reune – A noble rendezvous, often a secret negotiation.
T
Trollop – A promiscuous fae.
V
Voile – Chimerical clothing, garb and/or jewelery.
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© Copyright White Wolf Publishing, Inc.
Changeling Lexicon
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The fae have a distinct patois that draws on many different tongues and gives many new shades of meaning to mortal words. One can often identify a Changeling's age or station by listening to the parlance he uses.
Common Parlance
Following are the most common general terms in use among Changelings.
A
Adhene – Old Form word for all the Denizens of a given race. This term is sometimes used to refer to all Denizens everywhere.
Arcadia – The land of the fae; the home of all faeries within the Dreaming.
Arcadian fae – Those fae who fled to Arcadia at the time of the Shattering and have since returned in the 1st and 2nd resurgence.
Aria – The triad of forms and emotional states exhibited by each Denizen. The three Aria are the Dioniae (base instincts), the Araminae (the every day psyche) and the Apolliae( the 'higher self').
Arts – The ways of shaping Glamour.
Asura – Fae of India and Persia.
Autumn – The modern age.
Autumn Fae – Refers to both Changelings that have succumbed to banality and forgotten their true nature, and the Kiths that stayed on earth during the Shattering.
Augmen, The – The effects of the Dreaming on Changelings. As they go further into the Dreaming, more of their true Fae nature comes forth.
B
Balefire – The fire that is the focus of Glamour in a freehold.
Bedlam – A kind of madness that falls upon changelings who stray too far from the mortal world.
Banality – Mortal disbelief, as it affects changelings and their Glamour.
Bunk – The price Glamour exacts for its power.
C
Cantrip – A spell created through Glamour by using a combination of Arts and Realms.
Champion – A warrior chosen by one of higher rank to fight in his stead. A champion always wears the token of his patron, which he keeps if he wins the duel.
Changeling – A fae who has taken on mortal form in order to survive on Earth.
Childling – A child who has come fully into his changeling nature; this lasts until he becomes a wilder, around 13 years of age. Childlings are known for their innocence and affinity with Glamour, and are well-protected by other changelings.
Chimera – A bit of dream made real; unseen by mortals, chimera are part of the enchanted world. Chimera may be objects or entities.
Commoner – Any of the changeling kith who are not Sidhe.
CWR – Changeling Way Ritual
D
Dauntain – Faerie-hunters, deeply twisted by Banality.
Deep Dreaming, The – The furthest reaches of the Dreaming. The most powerful Dream Realms, such as Arcadia, exist here.
Dreaming, the – The collective dreams of humanity. Changelings often travel in these realms both to seek adventure and to gather the raw dreamstuff that can be used in Grafting chimera.
Dreamrealms – The lands comprising Arcadia and the other realms of the Dreaming.
Dreamstuff – The very fabric of the Dreaming, solidified Glamour.
E
Elder Dark – General term for the Fomorians and their dream. Can include non-Celtic enemies of the Fae.
Enchant – To imbue a mortal with the power to see the faerie realm.
Escheat – The highest faerie laws.
F
Fae, Faerie – A being indigenous to the Dreaming (though not always a current resident thereof).
Fae Mien – A Changeling's faerie visage, visible only to other Changelings and enchanted beings.
Far Dreaming, The – The Far Dreaming is only attainable through the Near Dreaming. Many Dreamrealms exist here.
Fathom – A deep-seeking, protracted use of the Art of Soothsay. Also called the Taghairm.
Fior – A contest, the point of which is to determine justice.
Firchlis – While in the Dreaming, the setting around can randomly change. That change is called the Firchillis.
Fledge – A newly awakened Changeling of any age.
Flesh Realm, The – The mundane world, where changelings live their mortal lives and suffer the plague called Banality. Also called the waking world and the world of Flesh. (see also the waking world, Autumn world or mundane realm).
Fomorians – The lords of another Dream, the antetesis of the Arcadian Dream. The Fomorians are said to be born from the evil that resides within the heart of each man. They were defeated by the Tuatha De Danu millennia ago and have been bound into prisons within the Dreaming.
Freehold – A place that is infused with Glamour. Important to all changelings, freeholds are proof against Banality - for a time.
G
Gallain – 1) "The Outsiders," those who may be Kithain but whose origins, customs and magical ways are not understood. 2) Any inscrutable creature of the Dreaming.
Glamour – The living force of the Dreaming; changeling magic.
Grump – A changeling of elder years, usually beginning at about the age of 25. Very few changelings reach this age - most succumb to Banality long before.
H
Hue and Cry – 1) A hunt called out against a criminal. 2) The call of all changelings to come and defend a freehold.
K
Kin – Human relatives of a changeling who do not possess faerie blood.
Kinain – Human kinfolk of a changeling who possess faerie blood and frequently have strange magical "gifts" because of it.
Kith – All the changelings of a kind, or race. One's kith determines the nature of one's faerie guise and soul.
Kithain – Changelings' self-referential term.
L
Liege – One's sworn noble sovereign, whether baron, count, duke or king.
Long Winter, the – The prophesied eradication of all Glamour.
M
Madness Realms – Places in the Near Dreaming where the madness of human Dreamers can sometimes cause serious dilemmas for the Kithain.
Mein – Changelings exist in two worlds and have two forms because of it. One is a plain human form, the Mortal Mein, the other is their True faerie form, of the Fae Mein. Both exist simultaneously.
Mists, the – A metaphysical curtain of humanity's collective disbelief. The Mists are responsible for the following: 1) The tendency of mortals to forget the effects of Glamour and the presence of changelings after a very short time; 2) The tendency of Banality-tainted changelings to forget their faerie lives.
Mistweir – The final barrier between the Far Dreaming and the Deep Dreaming. The Mistweir completely surrounds the Deep Dreaming and is a barrier between the mundane and fantastic.
Morpheus Sabinis – The crime of Dream-Rape. Despised by both Courts and banned by the Escheat; this crime violates two of its tenets: the Right of Ignorance and the Right to Dream.
Mortal Seeming – The mortal appearance of a changeling. This is how mortals perceive a changeling.
Motley – A family or gang of commoners.
Mythic Realm, The – The Dreaming. Also, the world of Myth.
N
Near Dreaming, The – The realm of the Dreaming most easily assessable from Earth, usually by a trod.
Nightmare Realms – Where nightmares dwell in the Dreaming. These places, pushed by the Firchlis, can overrun the Dream Realms. Here, the threats are more serious than in many other parts of the Dreaming (see also Tenebrous Realms).
Noble – Any changeling raised to noble title; although nobles are traditionally Sidhe, lately commoners have begun receiving noble positions.
O
Oathbond – The mystical bond created by the swearing of an oath.
Otherwhere – the void between the Dreaming and the Umbrae, where the unfortunate fall when walking between the Trods. This place is not as empty it might seem, and sometimes, what falls Otherwhere can come back, altered beyond any hope of recognition.
Onus – Kithain lost to Bedlam. who become part of the trods they swear to protect from travellers.
P
Paths of Balor - One-way trods, different in colour and texture from the Silver Paths. They lead to other realms, ones controlled by Mages, Garou and Wraiths. Most are only found in the Deep Dreaming.
Prodigals – The other supernatural races of the world. Believed to have once been fae, these races have forgotten their true natures. Includes Werewolves, Vampires and Magi.
R
Realms – The five aspects of the world with which changelings have affinity.
Resurgence, The – The time when the Sidhe returned in 1969.
Retainers – Any servants of a liege.
Reveries – Flesh-bound chimera who've discovered ways to extend their time in the Waking World.
S
Saining – "The Naming"; a ritual performed on a newly awakened changeling to determine his kith, his True Name and his place in the Dreaming.
Shattering, The – The time when the last Sidhe departed and the last trods to Arcadia closed.
Spawning Fields – Places where the dreams of mortals pour directly into the Dreaming. They are dangerous places where chimera are born and often quickly expire.
Stable Points – Places in the Dreaming that remain mostly unaffected by the Firchlis.
Sun and Serpent – The border between the Kingdom of the Burning Sun and the Kingdom of the Feathered Serpent. One of the most volatile places in Concordia.
Sundering, The – The time when humanity first began to turn away from their dreams; the Iron Age.
T
Tara-Nar –The great freehold castle of High King David. Beneath it is the Well of Fire, from which all balefire comes.
Time of Legends – The age when magical powers ran free in the world.
Trods – Magical gateways, faerie roads; some lead to other freeholds, some to the Dreaming itself.
True Creatures of Myth – Those chimera that reflect the creatures now lost to the Waking World. Some chimera are recent creations of the Dreaming, but True Creatures of Myth have existed since the time of the Shattering. They are protected from the Banality of the Flesh Realm by the Dreaming’s Power.
Tuatha De Danann – The mysterious progenitors of the fae.
Twilight Realm – Another name Changelings give to the Dreaming.
U
Umbrae – Places of power for other supernatural entities: the High Umbra of the human sorcerers, the Middle Umbra of the werewolves and other shapeshifters and the Low Umbra, where the ghosts of dead mortals suffer damnation.
V
Vale of Mists, The – The mystic barrier separating the Near Dreaming, the Far Dreaming and the Deep Dreaming, where the Mists of Forgetfulness are strongest.
Vassal – The sworn servant of a liege.
Vellum – A specially preserved chimerical hide on which changeling scribes write.
Voile – Chimerical clothing that changelings wear. It's tied into the nature of the changeling, and thus is much more resistant to Banality than most chimera.
W
Westerling – Traditionally seen as the European Fae.
Westerling Gallain – Gallain that are geographically from the same area as the standard Westerling Kiths, but due to rarity, solitude, tradition, or differences in their nature are still considered Gallain.
Wilder – A changeling of adolescent years, usually from age 13 to age 25. Known for their wild undertakings and loose tempers, wilders are the most common changelings.
Wilderhood – The state of being a wilder.
Wyrd – The act of bringing the Chimerical world into the Autumn one. When a Changeling calls upon the Wyrd, the things normally only seen by other Changelings can be seen by mundane humans. His Fae Mein is visible, his Chimerical swords cut and Chimerical Cantrips effect the mundane world.
Y
Yearning – Also called "the Gloomies," the Yearning is the utter longing for Arcadia that overcomes grumps as Banality encroaches upon them.
Vulgar Argot
These are the words most frequently used by commoners, and have been picked up the wilder exiles (even those of the noble houses). They tend to be somewhat crude and abrupt, and carry with them a certain disregard for tradition and rank. Many of these terms are very ancient, others are quite new, but all of them are quite in vogue among wilder nobles. During the Interregnum many commoners formed or joined circuses in order to escape the stupefying Banality of mortal society, and much vulgar argot originates from that culture.
C
Churl – A vassal; insulting if used to describe a noble.
Codger – A word for grump.
Callowfae – Self-absorbed faeries with no purpose higher than that of play; often said in reference to childlings, insulting if used to describe any other changelings.
Chiven – Craven, cowardly or wimpy.
Chummery – A particularly hospitable freehold.
Cozen – To cheat someone or steal something.
F
Fancypants – A nickname for sidhe or any self-absorbed noble.
Foredoom – When a use of Soothsay prophesies very bad news.
J
Jimp – To create a faerie token or charm.
M
Mew – A commoner freehold, typically controlled by a motley.
Mux – To really screw up something; to add chaos and disorganization to things. "You really muxed things up this time!"
S
Sots – Mundane people; "sothead" and "sot-brain" are popular epithets.
Old Form
These are the terms used by nobility (especially Sidhe) and more sophisticated grumps. These words are seldom used by younger exiles, but are still fashionable vernacular among the older members.
B
Banal Shiver – The seed of Banality that haunts the souls of all Changelings, forever barring them from Arcadia.
Balefire – The fire that is the focus of Glamour in a freehold.
Bedlam – A kind of madness that falls upon changelings who stray too far from the mortal world.
Banality – Mortal disbelief, as it affects changeling and their Glamour.
Boggies – No relation to Boggans, boogies are junior-grade versions of river hags and the like.
Bunk – The price Glamour exacts for its power.
Burgess – A mortal; sometimes used to refer to commoners.
C
Crepusc – The period at the end of any faerie festival when activities have begun to die down, but the night is not yet over. It is said to be a particularly mystical time, when the perceptive will discover many secrets.
Clarion – A call to war made by a noble to his vassals.
Covey – A group of changelings united by an oathbond.
Chrysalis – The dawn of fae consciousness, the great awakening into one's changeling nature.
D
Dan – Fate; one's destiny and karma.
Draocht – Cantrips and other changeling magic.
Driabhar – A treasure, usually one of great power.
E
Entrant – A worthy rival, one assumed to merit prolonged struggle and respect.
G
Gosling – A childling changeling or very young faerie.
F
Fychell – 1) A chesslike game played by nobles. 2) A stylized dance popular among grump nobles.
Fuidir – The vassals to whom one owes fealty.
G
Gloam, the – 1) The blackest part of the night. 2) Midwinter's Night, also called "the Gloaming."
Greybeard – A grump; a term of respect.
Grandame – A powerful female Sidhe, often used when speaking of a queen.
K
Knarl – A special magical knot that serves as a type of ward.
L
Laud – To receive the glory of courtly acclaim. Often some sort of token is bestowed as well.
M
Mot – An adage, maxim or saying.
P
Privy Council – The inner council of a liege and his high-ranking vassals.
R
Retrorse – To revert to one's mortal seeming.
Reune – A noble rendezvous, often a secret negotiation.
T
Trollop – A promiscuous fae.
V
Voile – Chimerical clothing, garb and/or jewelery.
-----------------------------------------------
© Copyright White Wolf Publishing, Inc.