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Post by Annabelle Devonshire on May 18, 2020 0:54:19 GMT -5
------------------------------ Way of the Changelings ------------------------------ Overview The gates to the Realms of Faerie are closed. Humankind has turned its back on the magical in favour of a new dream — a dream of a sterile, banal world with no mysteries or wonder. A world where all the questions have been answered and all the puzzles of the universe solved. And yet, in the quest for this Utopia, much of humankind has lost a little of themselves. They have forgotten how to dream.... When the last trods to Arcadia closed and the gates slammed shut, there still remained a few of the Fair Folk living alongside humanity. These stranded fae were forced to adopt a new way of living in order to survive the sheer power of humanity's collective disbelief in all things magical: they became mortal themselves, sheltering their fragile faerie souls in mortal flesh. And yet these fae continue to dream of a day when humanity will once more return to the mystical. In the centuries following the Shattering, the fae have quietly fostered the dreams of mortals, seeking to usher in a return of the halcyon days when the fae were welcome and could openly walk among mortals. The Dreaming To touch the Dreaming is to access the fountainhead of creativity from which all stories, dreams, arts and crafts spring. Changelings are part of those stories — though their bodies are of mortal flesh, their souls are formed of dreams. Every changeling who undergoes the Chrysalis brings a tiny part of the Dreaming back into the world. Like a butterfly emerging from a cocoon, her discovery of her changeling nature sets her soul aloft. This transformation allows a changeling to see beyond the mundane facade and glimpse the infinite boundaries of the Dreaming. Gifted with the ability to see both what is and what might be, a changeling occupies a world of ever-widening possibilities, limited only by her own imagination and creativity. This difference in perception is no simple overlay like a rainbow oil slick atop a puddle. A sparkling otherworld of faerie magic exists alongside and within the mortal world, a very part of it. It is within this chimerical reality that changelings live. Chimerical Reality Before their Chrysalises, changelings hover in a half-reality, seeing the world as others do, but touched by flashes of otherness. They experience momentary visions of chimerical reality without understanding what they see, or hear strangely compelling sounds without recognizing their origins. Sometimes it is a smell or taste or even a tactile difference that is incongruous with what is experienced by everyone around them. Children, too young to know that these alterations are not normal occurrences, simply accept them. Teens and adults, more rooted in the "real" world, often dismiss these experiences as hallucinations, frequently denying the occurrences so they won't be labelled as "weirdos." Some respond to the stimuli that "isn't there" and end up in counselling or a psychiatric ward. But what they experience is real — for changelings. This illusionary fantasy world is called chimerical because un-enchanted mortals cannot normally experience it. Although they occupy mortal flesh in order to stave off Banality, changelings' true selves lie within their fragile, englamoured souls. As changelings, they see the world around them from within a chimerical shell. The whole world has a chimerical reality for the fae. They do not shift viewpoints back and forth from the banal to the chimerical, seeing first a street with broken pavement and sagging storefronts, then changing with a blink to a vision of a golden avenue lined with palaces. Instead they normally see the true magic anima that exists within every object, place and person. They pick out the inherent nature of persons, places and things, weaving those perceptions into a greater whole. Thus they do not see the tattered old book of fairy tales with the torn cover, but the warmth and pleasure countless children have derived from reading it. Each child has left some imprint on the book, some tiny spark of imagination or inspiration that the book evoked for her. Changelings see and revel in that residue, which may cause the book to appear new and crisp, with freshly painted colours. Likewise, they may smell luscious strawberries on an "empty" plate, feel the weight of velvet on what looks like a school uniform, and dance to a symphony played on crickets' legs. Changeling Perspective When imbued with Glamour, changelings experience the world as a magical, mystical place filled with amazing and exciting things. They see things from a fae perspective that colours everything around them. Trees are not merely a collection of wood and leaves, but glowing green-topped pillars shot through with golden, life-sustaining sap. Moreover, should a changeling use her faerie sight to look deeply within the essence of the tree in search of its faerie nature, she might find the tree to be a resting dream-being, arms thrust skyward, feet planted within the warm earth. Butter knives might be silver daggers, and an old stuffed animal a prancing faerie steed, while an old raincoat becomes ornate armour. As most people cannot perceive such things, they dismiss changelings' reactions to their chimerical environment as playacting, miming or just plain craziness. There are those who argue that chimerical reality is really a greater or more expanded reality. Neither compartmentalized nor tightly tucked into a common consensus of what is "real," this altered state of sensibility welcomes stories, tall tales, legends, myths, childhood playthings, imaginary companions, hopes and dreams. It also incorporates fears, monstrous horrors and the darkest imaginings of humankind. All exist within chimerical reality, and all are as real as any objects found within the boundaries of the mundane world. This "reality" is all that remains of the age of legends — the fragment of Arcadia still on Earth. As a faerie king once said, "Anything is possible within the Dreaming." Interacting With The Real World Changelings may live in a chimerical world of their own, but this is not to say that they don't realize that they also exist within a more constrained reality. If this were so, they wouldn't even be able to drive a car without running off the road. Kithain respond to stimuli that more mundane people cannot see, but this does not mean that they are unaware of real-world objects, people or dangers. They don't ride their faerie steeds along airport runways oblivious to the aircraft taking off and landing all around them, or ignore a mugger with a gun. This is not meant to say that they have some sort of double vision that lets them see mundane and magical at the same time. Rather, the magical aspect becomes paramount, superseding the mundane reality of the objects and people with whom changelings interact, but not eradicating its presence. It is almost as if changelings' bodies remember the worldly details while their minds see beyond the ordinary to the essence within. A car is still a vehicle to be driven along streets, even if it appears to changelings that the car is glowing orange and fitted with spreading antlers on the hood. Solid objects exist in the mundane world and must be accounted for. This often causes problems for changelings whose faerie bodies encompass more mass than their mortal selves. This is especially true for kith such as trolls, whose chimerical bodies may take up far more space than their mortal shells. In such instances, a changeling who is imbued with Glamour will always defer to his faerie mien and will make every attempt to compensate for the larger mass; to do otherwise would be an act on par with disbelieving the existence of chimera. It is therefore possible for a seven-foot tall troll to climb into the back of a Volkswagen Bug, but in doing so he denies his faerie existence, thus giving in to mundane reality. Such acts can be dangerous for any changeling, for falling back on the mundane brings with it the inherent Banality of such an act. Chimera Sometimes creative thoughts and dreams take on solid form or are deliberately shaped into objects, places or creatures. The unreal given reality, these fanciful creations are called chimera. Birthed by changelings or other beings touched by the Dreaming during particularly intense moments, chimera may be either animate or inanimate. Some are formed deliberately, while others spring into being at a thought. Others seem to come to life almost against their dreamers' wills. Chimera are seldom what their creators expect; some may be beautiful and friendly, while others are dark, twisted and inimical. Chimera may even be dangerous to changelings, especially those given form through unresolved fears or vivid nightmares. Regardless of how they come into being, chimera created within the confines of reality must relate to that world in some fashion. Inanimate chimera have little choice concerning that interaction. Animate dreams-come-true often take on lives of their own. On rare occasions, they can even become real to humans. Inanimate Chimera While few chimera could be said to possess sentience, inanimate chimera have even less chance than animate ones to develop intelligence. Most often, inanimate chimera are found as objects that are used by changelings. These might be weapons or armour, clothing or jewellery, fine furnishings, golden tableware, even games and toys. Some of these have a mundane reality as well, such as when a changeling creates a shining chimerical blade from an old stick or a wooden practice sword. She might also create a chimerical gown for a fancy dress ball using her skirt and blouse as a pattern over which to lay her dreamcloth. Certain changelings have an affinity for creating chimerical objects, utilizing their skills to forge chimerical blades or craft fanciful armour. Personal Adornment Chimerical clothing is probably the most common type of inanimate chimera. Whenever a changeling undergoes her Chrysalis, and discovers her fae mien, she usually finds that she is already clad in chimerical garb suitable to her new persona. It is as if part of her remembrance of who she truly is becomes more real through dressing the part. Somehow she remembers and recreates the garb in which her faerie self is most comfortable. Such clothing is known as voile. Jewellery is often included with chimerical garb as part of the accessories, especially if it is used as a neckpiece, waistband, belt or hair adornment. Some voile sparkles with hundreds of chimerical gems or pearls strewn throughout the cloth. More often, however, jewellery is an afterthought, added when the changeling needs "a little something" to set off her finery. Those who have no access to treasures can still adorn themselves with inanimate chimera in the shapes of jewels, crowns, hairclasps, chains of office and the like. A little dreaming, a little Grafting, and a new chimera is born. Some changelings find that they emerge into their faerie selves clad not in finery, but in chimerical armour. While unusual, this often denotes a changeling whose martial abilities (and the need to use them) are extraordinary. Armour and weapons are the second most common chimerical items, and almost always need to be crafted rather than just appearing as part of a Kithain's garb. Armour may be worn over plain mundane clothing or paired with chimerical garb. As with chimerical clothing, the chimerical garb that is worn with armour is still usually laid atop real clothing. Some changelings prefer modern dress, and some voile is extremely modern, even futuristic. Voile is not evident to mortals, nor is chimerical armour. Naked people walking to a ball create a stir; naked people jumping about and swinging imaginary swords while yelling battle cries upset the mundanes, and usually get changelings locked up in the nearest psychiatric ward. This can be easily avoided by wearing mundane clothes in addition to the voile. Items, Objects and Places Household items, such as luxurious pillows and draperies, fancy utensils and tablecloths, intricately patterned carpets and comfortable chairs may all be chimerically created. While these may be given chimerical aspects to hide the more mundane objects underneath, many are no more than the stuff of dreams given shape. So long as changelings are the only ones to use them, it makes little difference if these items are "real" in the mortal sense. If changelings can see and feel these objects, they can sit on, lie on, wrap themselves in and eat with them. Likewise, entire buildings may be enhanced by fae Glamour, taking on the trappings of chimerical abodes, welcoming havens and friendly gathering places. More fanciful places, such as a castle under a lake, may be made up entirely of Glamour, dreamed into existence and sculpted by masters among the fae craftspersons and architects. Such dwellings cannot be seen or felt by those who have not been enchanted. They are not often constructed in places where mundane foot traffic is frequent, lest a Banality-laden mortal stroll through, bringing them crashing to the ground. Most chimerical structures are laid over already-existing buildings, many of which are old, abandoned properties that attract little attention. What looks like a run-down bookstore with a sign that always says "Closed" might be a snug fae pub or the home of a fae noble. To changelings, the building looks freshly painted, with shining, newly washed windows. Going one step further, changelings sometimes form entire towns or villages, though this has become increasingly uncommon in the modern era. Still, what looks like a ghost town to mortals might be a thriving Kithain community. Old ruins can take on new life as they are rebuilt with the stuff of the Dreaming, and mushroom rings can be transformed into faerie dancing grounds. Such places may hold a sense of the otherworldly within them long after changelings have left, or their chimerical aspects may be dispelled by the disbelief of a single sceptic. Chimerical conveyances are some of the rarest of inanimate chimera because they often have limited use. Like other objects, changelings can give their skateboards, motorcycles and cars chimerical aspects, changing their looks to impress, frighten or amuse other changelings. Such uses are far more common than imbuing a vehicle with powers from the Dreaming such as flight or the ability to climb sheer walls. Traffic jams are fairly banal events, meaning that the chimerical aspects of conveyances can disappear in a flash, and mortal disbelief must be overcome or the area flooded with Glamour to allow a Kithain to ride a magic carpet through the air. Should mortal disbelief overcome a changeling's Glamour while she is flying on that magic carpet, she is immediately removed from the real world (as if Banality were protecting itself from the intrusion) and deposited somewhere within the Dreaming. Since the changeling is then effectively lost — for hours, days or even years — as she struggles to discover exactly where she is within the vastness of the Dreaming, most rarely chance such blatant shenanigans. Nonetheless, there are plenty of enchanted coaches and the like created to convey Kithain nobles to court in the style to which they are accustomed. Chimerical Weapons and Damage Chimerical weapons such as swords, battle axes and the like are in a class by themselves. They have reality only to changelings and those mortals whom changelings have enchanted. Most are created wholly of dreams, having no reality outside their chimerical existences. They cannot be seen or felt by mortals. Some chimerical weapons are the result of weaving Glamour into real-world items in much the same way chimerical clothing is created. These items can be seen by mortals, who may wonder why someone is waving a wooden stick over her head and "pretending" to fence with it. The damage that both of these types of chimerical weapons inflict is chimerical (or "unreal") damage. While it feels very real to the changeling struck by such a weapon, and may even convince her that her arm or leg has been severed, her spine broken or her head crushed, the damage is not real in the same sense as deadly damage inflicted by real-world weapons. Rather than bruising, cutting or penetrating, chimerical weapons slice away a changeling's Glamour, tearing pieces of her faerie mien asunder and rendering her unconscious from the shock. The pain is just as devastating as any caused by mundane weapons, but what the changeling feels is actually the temporary murder of the fae spirit within her mortal flesh. Many describe the sensation as a deadening of their senses, a tearing pain and a cold numbness seeping into their very bones — all feelings engendered by inrushing Banality. Upon awakening, changelings "killed" with chimerical weapons recall only their mortal lives. They have no remembrance of their lives as Kithain or the existence of such things as changelings. Stripped of their Glamour, they have forcibly re-entered the mundane world. They cannot see or interact with chimera — even their own chimerical clothing and weaponry — until they have become infused with Glamour once again and remember their fae heritage. A changeling who is so suddenly stripped of his Glamour may awaken to wonder why he is lying on a lawn in an unfamiliar area of town and clutching a butter knife. When a real-world object serves as the basis for constructing a chimerical weapon, it is often not a dangerous object in and of itself. Thus a stick, string and feather might be chimerically crafted into a bow and arrows, or an unsharpened pencil might be recreated as a scimitar. Likewise, a carpenter's hammer could be a war hammer in its chimerical aspect, or a penknife could be a deadly sharp dirk. It is rare, but not unheard of, for changelings to place a chimerical aspect over an actual mundane weapon. Chimerical damage is the accepted norm among Kithain, however. Those who kill other changelings gain Banality when they do so, for they have robbed the world and the Dreaming of one of its dreams. A real sword can kill a changeling just as easily as it can slay a mortal. A chimerical aspect appended to a real sword simply inflicts chimerical damage atop potentially deadly real damage (i.e., chimerical damage strips the fae of her identity while the sword's physical damage harms her body). Since a changeling may assert her will to cause real damage with chimera anyway, there is rarely any point to adding a chimerical aspect to a mundane weapon, unless the chimerical aspect has some additional effect. Carrying around six-foot swords that everyone can see usually attracts unwanted attention from law enforcement anyway. Chimerical Trappings When creating or reawakening a freehold, a changeling must invest permanent Glamour (see "Freeholds"). He may then shape the freehold to some extent, altering it to suit his needs and desires. Thus a duchess might create an aviary filled with chimerical birds, while the duke who rules after her might decide that the space could be used more enjoyably as a kennel. A third changeling might utilize the space to create a rock garden. It all depends on the owner's mood and preferences. Some never change things, feeling that what was good enough for the ruler 600 years ago is good enough for today. Even these traditionalists leave some imprint of their personalities on the freehold, however. Though they may leave things exactly as they found them, the freehold's current residents will find the contours and colours of chimerical objects often shift slightly to be as pleasing as possible. Such effects can be the flatware changing patterns, the garden's deep pink roses becoming lighter, or an uncomfortable chair "acquiring" a better cushion. When several changelings band together but cannot find a freehold of their own, they may still use their Glamour to place chimerical trappings over a mundane site, be it a house, room, forest clearing or playground. This gives them a place of their own where they can feel comfortable. Because each changeling gives a tiny bit of temporary Glamour to the undertaking, the enchantment is stronger and more resistant to being cancelled by banal mortals who walk through the vicinity. The changelings can derive no Glamour from the site, as it is not an actual freehold or glade. Nonetheless, it provides those who visit with a home, workplace or amusement area where they can relax and be themselves away from prying mortal eyes. Of Tunnels and Doorways and Chimerical Dungeons While it is possible to construct chimerical tunnels, doorways and even castles out of thin air, the open space for such things must exist. Solid reality must always be accounted for while in the mortal realm. Chimerical doorways cannot be placed in real walls and used to pass through them, though the illusion of a doorway can be made to appear. The wall is still solid despite the addition of a chimerical "decoration." Likewise, chimerical tunnels or dungeons cannot exist in solid earth. An underground freehold is possible only if it lies within an existing hollow space, such as a cave or mine, or because entering through the doorway of the freehold actually leads into the Near Dreaming. In the Dreaming, almost anything is possible. Chimerical dungeons within solid ground, staircases made of moonlight spiralling upward to the clouds, and flying houses made of candy canes are among the less fantastic structures found there.</li> Crafting Chimera Nockers are master crafters when it comes to making chimerical objects and items, though boggans are also noted for their skill. Both kith take great delight in creating chimerical objects, but they are not the only changelings who can do so. Any changeling who possesses the skills can create chimera from the raw materials of the Dreaming. Creating exactly what she has in mind is sometimes harder than it sounds, though, and many misshapen or partially formed chimera arise from practice sessions. Many inanimate chimera are extremely short-lived or called up only at need. Exceptions to this are chimerical buildings or items that are in frequent use, such as clothing. Such chimera serve the purpose for which they were made and never grow beyond the control of their changeling masters. Others may take on sentience and escape into the Dreaming. Animate Chimera The other side of the coin is animate chimera. From imaginary friends and invisible playmates to animated teddy bears, childlings are especially fond of animate chimera that they consider safe and controllable. Of course, they are also fearful of chimerical monsters, which definitely are not cozy or friendly (except in the rarest of circumstances). Chimera do not take human form, though humanoid shapes such as gossamer-winged folk are popular — again, particularly among childlings, who thus "acquire" a brother or sister willing to play with them. Friends and Helpers Animate chimera are almost never created deliberately. Rather they spring from a changeling's unconscious mind. Many changelings create counsellors for themselves, speaking to human-seeming, animal-like or fantastically shaped creatures, and revealing their problems and aspirations to them. Some of these chimera have the power of speech, which they may use simply to be reassuring or, in the case of sentient chimera, give good advice. These companion chimera may travel with those who dreamed them into being or may act as servants, entertainers, guards or decorative residents in a changeling's home. A very popular form of companion (especially among the sidhe) is the fairy steed. These beasts are usually depicted as beautiful horses with flowing manes and tails. Decked out with chimerical finery, such as bejewelled bridles and saddles and covered with embroidered velvet saddle cloths, chimerical beasts provide proud mounts for the nobility when they ride to the hunt or the joust. Some few may be unicorns, griffins or other fantastic creatures rather than horses, but these are far less common and usually do not last long as Banality erodes their delicate fae natures. Some among these chimerical beasts achieve sentience. These may assume the roles of counsellors or leave their Kithain creators to travel into the Dreaming. Adversaries and Foes Some animate chimera become foes or adversaries to the changelings who birthed them. Whether given human, Kithain, animal or fantastic forms, they basically serve as cannon fodder for fae who want to practice their swordplay, jousting or hunting skills. Tracking a "wild and dangerous" chimera through the woods is a favourite pastime of some nobles. Chimerical Monsters While mortals scoff at Japanese monster movies, tales of clawed and fanged beasties, or the bogeyman, changelings do not have that luxury. Chimerical monsters not only exist, but can seriously harm Kithain. Chimera can interact with the real world, opening doors and using objects from the mundane environment so long as mortals are not present. This means that changelings cannot escape inimical chimera simply by slipping through the nearest door and shutting it behind them — unless the room they enter is full of mortal humans. Of course, fleeing into a room of highly creative mortals (such as might be found at an FX studio or in an artists' colony) may not prove to be as effective. Chimera thrive on Glamour just as changelings do, and can sometimes project themselves into the mundane world in the presence of creative mortals. Like chimerical weapons, a chimerical monster's claws and teeth can rip away a changeling's memory of her true self while rending her faerie mien. Though this may seem a small penalty compared to a hero's "death" within the jaws of a dragon, the changeling still feels the pain as if it were real and loses her faerie identity. She might recover it given time and an infusion of Glamour, but it is also possible that she may never remember who she really is. Creatures of fantasy monsters may be, but they pose serious threats to changelings. Possibly the least controllable and most dangerous of foes are the chimerical monsters known as nervosa. Born from madness, these frightening beings may look like normal humans, animals or strange alien creatures — or they may have no bodies at all. By the nature of their very creation, these chimera are insane. Their actions make no sense, their powers may well be unfathomable, and the rules under which govern their existence often change from moment to moment. Like the madness that brought them forth, nervosa rarely fit any recognizable patterns or shapes. They cannot be classified according to what sort of madness formed them or how they might react to different stimuli. Some have been known to develop intelligence beyond that granted to them by madness. Such rare creatures may become even more dangerous, or fearful of having their existences ended. Many disappear into the Dreaming soon after becoming self-aware. Among of the most feared chimera are the noctnitsa, which take their forms from a changeling's nightmares. They usually assume shapes that directly or symbolically echoes a changeling's greatest and most debilitating phobia (such as becoming a gigantic poison-dripping spider to those who are pathologically terrified of arachnids). Endowed with obsessive malice, noctnitsa are mostly mindless, but driven to torment their creators. Some believe noctnitsa are a form of nervosa, though both the sane and the mad can birth them. Many monsters take the form of mythical or legendary creatures, such as dragons or griffins. Other possible shapes are goblinoids, feral animals or things that never existed beyond the realm of human imagination. Whether these were created by changelings or from the collective subconscious of humanity, they are not usually under anyone's control. Many are truly fearsome, gigantic and terribly old. Some chimera claim that they are the remnants of fantastic creatures that existed before the Shattering. Others claim they were created by the sidhe to test their knights, and keep the peasants in line and begging for protection. Seen and Unseen Which is worse, the monster you can see or the one you can't? Some changelings fear nervosa who have physical bodies, because they can cause deadly injuries. Many changelings, however, believe that nervosa that have no bodies are the most dangerous and potentially the most unnerving. Imagine a creature that you know to be insane is following just behind you wherever you go. You can hear its footsteps, feel its breath upon your neck, smell its reek and sense its malevolent intent, but you can neither see nor touch it. Of course, it can't touch you either—unless the rules that govern its behaviour abruptly change, and it decides to rip your head off when you aren't looking.</li> Banality and Things of The Dreaming Banality is disbelief, pure and simple — disbelief in what people cannot see and hear, disbelief in magic, monsters and faeries. Disbelief in the extraordinary. It deliberately cuts off the mind from anything that might challenge preconceived notions. It is the stamping-out of individuality and childish whim, which kills creativity and denies that anything exists beyond what is evident and explainable. Intended to insulate mortals from the terrors of the World of Darkness, Banality erases beauty and vibrancy and dulls fears. Just as humanity's beliefs and dreams created the Dreaming, its disbelief shattered the magic, ripping the Dreaming apart from the mundane world. That same deadening force continues to plague changelings. It can erode a changeling's sense of her fae soul, and harm those objects and creatures made from Glamour, sometimes destroying them altogether. Inanimate chimera possessed by a changeling (such as her clothing or weaponry) may be a little better protected. Those not actually among a changeling's accoutrements, however, may be disrupted when exposed to too much Banality. Because so many people carry the seeds of Banality within them, animate chimera avoid humans whenever possible. Most fade from sight whenever any humans are about, hoping to preserve themselves. These chimera can also be dispelled by the touch of Banality, which wounds them, ripping away the Glamour of which they are made. Some mortals have no creativity at all. These deprived beings, known as Autumn People, actually suck the Glamour out of whatever they touch, leaving greyness and Banality in their wake. Autumn People are greatly feared by changelings (and intelligent chimera), for they are the antithesis of everything the Kithain hold dear. Persons with very high Banality, such as Autumn People or Dauntain (changelings who have rejected their faerie natures), can sometimes destroy chimera merely by being nearby. Chimera are fragile and ephemeral in the face of Banality, as they usually have only a small bit of Glamour to sustain them. This is another reason why sentient chimera often desert the mundane world in favour of the Dreaming. The Mists and Enchantment Banality has other effects as well. One of these is known as the Mists. When disbelief banished most of the fae from this world and destroyed much of the Glamour that sustained them, it also erected a "curtain" between the magical and the mundane. This nebulous, invisible shield keeps changelings from remembering Arcadia, causing their former lives as true fae to fade from recollection. The Mists also veil the activities of Glamour from mortals, destroying their memories of any supernatural occurrences they may have witnessed. Places of Glamour Though changelings are creatures of the Dreaming, they are barred from their homeland. Arcadia lies beyond their reach, both through the closing of all gates and roads that led to the realm (at least those from the Earth side), and through the Banality that changelings assume when they don mortal bodies to shield their faerie essence from the cold tides of disbelief. With Banality a constant threat to their physical essence, changelings have great need for places to which they can retreat. They also crave mental respite from the rigors of the mundane world, which threatens to eat away at their personalities at every turn. They must have some place that is tied to the Dreaming, a site that allows them to be what they truly are without hiding behind the mortal masks they wear in public. Changelings who have no havens of their own often find at least temporary shelter and companionship within a variety of refuges. Many such places exist (though far fewer now than before the Shattering), all holding Glamour within them. Their ties to the Dreaming are closer than the rest of the mundane world's, and they maintain far more chimerical aspects than less "magical" spots. Freeholds Over the centuries, Banality has eroded the natural places of faerie power that once proliferated the world. Gone are the enchanted forests, sacred groves, secret glens and faerie rings. Vanished are the great faerie castles and troll fortresses. The magic isles have disappeared beyond the Mists, hidden from even faerie sight by the clouds of forgetfulness. Most of the faerie roads, or trods, that once connected these faerie sites to Arcadia now lie closed by the weight of human disbelief. Despite their rarity, some few places in the world still retain their original Glamour as well as their connections to the Dreaming. Changelings may find refuge from the incessant barrage of denial and rationality at these sites. Banality has little purchase here. Because of their freedom from the taint of disbelief, these Glamour-filled areas are called freeholds. Touched by Glamour, freeholds exist within the real world. They have a mundane identity just as changelings do, appearing in the mortal realm as normal houses, storefronts or wayside inns. Many of them are shielded by wards of faerie magic that render them inconspicuous to the eyes of the unenchanted. Humans may routinely pass by a faerie tavern and see nothing but an abandoned building, dusty and in need of repair, and altogether unworthy of their attention or interest. In the same fashion, a duke's chimerical palace may have the "mortal seeming" of a spooky old Victorian house, causing feelings of uneasiness in any humans who come too close. Freeholds form the underpinnings of Kithain society, and provide the basis for the feudal structure under which modem changelings live. The Glamour of a freehold provides power and influence to the nobles or commoners who claim dominion over it. Freeholds sometimes cross the boundaries between the worlds to have a chimerical existence within the Dreaming itself. Often these freeholds serve as gateways leading to the Near Dreaming. Freeholds also serve as the heart of changelings' faerie existence. While most changelings still live in the mundane world, they usually consider a particular freehold to be their true home, the place in which they feel most comfortable and where they can be themselves without fear of attracting ridicule or denial from disbelieving mortals. A few changelings, particularly nobles, live full-time within the confines of a freehold, although such constant exposure carries with it the danger of becoming unable to cope with the "real" world. Because freeholds have such value, changelings are deeply loyal to them. Many become obsessively concerned about every detail, sometimes turning trivial disputes over how to furnish their homes into major confrontations. Threatening a changeling's freehold is tantamount to a personal challenge. Defending a freehold is a changeling's most sacred trust. The greatest concentration of Glamour within a freehold lies in its balefire, or Ignis Vesta. Considered the heart of the freehold, this chimerical flame is the focus of magic within the structure. So long as the balefire burns, a freehold remains in existence. Should the balefire ever burn out, the freehold may be lost to Banality. When the sidhe left at the time of the Shattering, many closed their freeholds, but left the balefires lit. The embers often smouldered, awaiting their return. During the Resurgence, many such freeholds reawakened, welcoming their sidhe residents back to the land. The source of all balefires in North America is the Great Balefire that burns in the sacred well under Tara-Nar, the stronghold of High King David. Ireland claims as its Great Balefire the ever-burning heart of Emain Macha, freehold of King Finn of Ulster. Incredible effort is expended to create a freehold. After the site has been carefully chosen (a task that may take years or decades), the creator must bring balefire from another freehold and blend into it her own Glamour, which is permanently sacrificed to the effort. More often nowadays, freeholds are simply reawakened. These "sleeping freeholds" lie empty, abandoned at the time of the Shattering, with their balefires left as mere embers, awaiting the touch of changelings to fan the flames to life again. Many changelings discover freeholds or are given them (either as a reward for services or as a part of vassalage to an overlord, or as an inheritance). When a changeling discovers or is given a freehold, she is required to swear an oath to protect the freehold and invest Glamour in the site. Once a freehold has been so claimed, no other may lay claim to it until the owner's death, unless she herself chooses to give it away. The owner of a freehold may gain Glamour from it or grant that privilege to someone of her choosing. Some changelings steal the Glamour from a freehold through a process called Reaving, but such conduct harms the site and could even destroy it. The chimerical aspect of a freehold may have little to do with its mundane appearance. One duke's castle might be a run-down mansion set back amid mouldering trees, while a duchess might create her palace from a disused warehouse or an abandoned church. To some extent the taste of the ranking changeling, who presumably owns the freehold, determines what its chimerical appearance will be. The Dreaming recognizes the changeling's right to make this determination and enforces it with Glamour. One amusing aspect of freeholds which almost always astounds newly fledged fae is the "space inside versus the space outside" question. Whereas a freehold may have a mundane aspect similar to a railroad flat (so called because each room opens off the one in front of it like cars on a train) with 10-foot wide rooms sandwiched between two other buildings, it need not be so crowded within. Indeed, walking through the door may lead a changeling into a grand foyer with a sweeping spiral staircase and a ballroom off to one side. Of course, to some degree the size of the freehold is determined by how powerful it is. A small freehold with only a little Glamour in it will never be as big as one with legendary power. Such space-bending is only possible if the entry to the freehold is in fact a doorway into the Near Dreaming, in which case nearly anything is possible within the bounds of the freehold. Freeholds that exist entirely within the real world are limited in space and size by the space that really exists. Strangely, changelings who own freeholds have a similar effect on the Near Dreaming that provides an immediate backdrop for their structure. Thus, a theme of white and gold used to decorate a freehold in the real world might carry over into the Near Dreaming, where not only the freehold's chimerical aspect is white and gold, but so are the trees, grass, birds and animals that live nearby. Freeholds are vital to changelings not only for the refuge and Glamour they provide. Most changelings consider a particular freehold their home. Though they may not actually live within the structure, they claim it as a place they can go to in time of need, where the other changelings will care about and defend them. Freeholds provide structures within where changelings can meet with one another, either formally or informally. Some of them serve as noble courts, and by extension, function as the seats of government for changelings in the area. Finally, freeholds serve as repositories for knowledge and treasures. Without a freehold, a changeling community may slowly wither like plants dying for water. Glades Whereas freeholds are constructed, glades are naturally occurring wells of Glamour. Some freeholds are created within glades, but not all glades are freeholds. These sylvan places are used mainly for retreat, quiet contemplation and the replenishment of Glamour. Found only in the most hidden parts of the world, glades exist because they were dreamed into existence. Such tiny pockets of paradise have been longed for by almost all of humanity, described by pulp writers and serious novelists alike, and occasionally "discovered" by religious sects. When found, they are cherished like no other spots on Earth, and their boundaries are fiercely protected. Glades need not be small, nor are they always found within woodlands. They might be grassy hillocks, open fields, small orchards, mountain meadows, even pebble-strewn beaches beside rushing streams or hidden lakes. Whatever form they take, all have one thing in common: the sacred stone from which they derive their magic. Somewhat like balefire, the sacred stone serves as the heart of the glade, acting as the repository for Glamour. Less open to being claimed by a single individual, glades bestow their Glamour onto whomever dreams within them first (at least for that night). The sacred stone is not always the most eye-catching feature of a glade. In fact, though some glades boast circles of menhir (lofty single standing stones or altar-like table rocks), these are usually not the actual sacred stones. Such stones are impressive and attract a great deal of attention, but this is not to say that impressive stones are never the sacred stones of glades. The Lia Fail of Ireland is one such example, but these are less likely to be the true source of power simply because they garner so much attention. They are too obvious, and by that, they can be too easily stolen, robbing the glades of their power. Far more likely candidates can be found leaning against trees or nestled among roots, gathering moss. Trods Like a web of highways, trods once connected freeholds together and served as links to Arcadia and other points within the Dreaming. These magical paths, though far fewer in number than of old, still provide Kithain with a means of travel from one holding to another. For 600 years after the Shattering, few trods functioned. When Banality slammed the portals to Arcadia shut, most paths into the Dreaming sealed shut along with them. Those that remained open were often difficult to find, nearly impossible to open without the proper rituals and timing, and exceedingly dangerous to use. Nor did any of them lead to Arcadia anymore. Those seeking that wondrous land often found themselves trapped somewhere within the Deep Dreaming instead. Roads of the Dreaming, trods (at least those within the Near Dreaming) allow changelings to travel from place to place and use their Arts freely without fear of Banality. Even when travelling from one freehold to another, changelings leave the real world when they first step onto a trod. The path leads through the Near Dreaming and emerges back into the real world at another freehold. Some trods suddenly end at particular locations within the Dreaming. Such locations may hold grave dangers for changelings unused to travelling the Dreaming after being cut off from it for 600 years. Rarely does a trod lead directly from one place to another, and travellers do not appear instantaneously at their intended destination. Instead, those who use trods must undertake an actual journey, one which usually involves some sort of adventure. The Dreaming is made up of stories, after all. The journey may be quick and easy, with the changeling arriving almost immediately, or it may be arduous, challenging and quite lengthy. Most travels via trod seem to take the same amount of time it would take to travel to the destination in the real world, though cantrips and other magical means can be used far more easily within the Dreaming to speed along travel. Also, particularly brave (or desperate) changelings can journey into the Far Dreaming to seek out shortcuts. Occasionally Kithain find that what seemed like a journey of several days or weeks took only moments in the real world. Such is the nature of time in the Dreaming. Some trods are not always accessible. Many open only upon the utterance of a mystical phrase; others only allow entry during certain seasons or times of day. Some require some sort of sacrifice or a riddle to be answered before allowing themselves to be used. Whatever the conditions are that must be met before the trod can be traversed, there will usually be more riddles, puzzles or distractions along the trod itself. When the sidhe returned upon the Resurgence, they moved to take over the trods that had blown open in response to the influx of Glamour that had allowed them to leave Arcadia. Quick to realize their potential, the sidhe secured trods to their newly reopened and reclaimed freeholds, assuring themselves of secret paths on which they could move troops, send secret messages, conduct trade and explore the Dreaming. Some sidhe lords have encouraged certain of their subjects to set up homesteads within the Dreaming at points where trods terminate. These serve as homes, workshops where Glamour is more available and more easily used for Grafting, markets for fae goods, secret rendezvous points and playlands where a Banality-ridden changeling may go to replenish her Glamour. Other homesteads have sprung up as well, peopled by changelings who have no ties to the nobles at all. Many of these commoners took up residence in the Dreaming in response to the return of the sidhe. Still other changelings have been in the Dreaming all along—and many of them resent the intrusion of this new wave of Kithain. Trods come in all shapes and sizes. They may parallel roadways in the real world or ignore terrain entirely, drifting out over the sea or up into the sky. Some twist through mountain caverns or lead down to the bottoms of still, crystalline lakes. Once on a trod, changelings are hidden from the real world and do not interact with it. They have entered the realm of the Dreaming, and are now subject to its peculiarities. Each trod has a different feel to it. This may be something as tangible as a sense of great coldness and a wintry aspect, or as nebulous as an almost-inaudible tune that hangs in the air. Trods often (but not always) reflect facets of those things or people who can be found along their length or at the end. Thus a trod that leads to a motley of pooka may have aspects that resemble colossal jokes and pranks, such as chimerical pies in the face for failing to answer riddles, or questions required for passage that only allow those who lie to go forward. The Silver Path The one aspect of every trod that remains constant is the Silver Path. Like a lifeline stretching the length of the trod, this silvery pathway becomes visible to travellers when they first step onto a trod. The Silver Path is a changeling's guide to his destination and affords him some protection from the dangers of the Dreaming. So long as a traveller remains on the path, chimerical monsters find it much more difficult to attack him. More intelligent monsters understand this, and many devise lures and cantrips to fool unwary changelings into leaving the path or believing that they have already strayed from it. As if this weren't difficult enough, many places exist in which the path seems to disappear or becomes extremely hard to follow. Often travelers discover that they must solve riddles, piece together puzzles or overcome guardians if they wish to remain on the Silver Path. Those who become discouraged or believe they can find shortcuts through the Dreaming are almost certainly doomed. Nightmare realms and horrific creatures lurk within the Dreaming, longing for the taste of faerie flesh. Terrifying traps and horrible fates await the changeling who strays from the Silver Path. He may become lost somewhere in the otherworld, losing his mind in the process and becoming one more denizen of the Dreaming. Worse, he may be found (who knows how much later) huddled in mad terror near the entrance to the trod, his fae nature temporarily (or permanently) lost. Wild Portals Discovered only recently (or rediscovered), wild portals open onto paths that appear at first to be trods complete with Silver Path. In reality, they lead only to the wildest parts of the Far or Deep Dreaming. Such gateways betray their true nature in various ways. They may seem particularly crooked or shoddily built, be overgrown with foliage in a colour unlike anything else in the vicinity, or have an odd smell. A careless changeling who steps through a wild portal (believing it to be the opening to an actual trod) quickly finds that she is lost in the otherworld. Stranded with no idea how to reach a true trod or return home, she can expect days (or years) of wild adventures as she tries to make her way through the chaotic realms that constitute this least understood part of the Dreaming. No one is quite sure how wild portals come to exist. The Seelie claim that they are the work of the Unseelie, while the Unseelie blame it on the Seelie. These reports claim that powerful fae deliberately created wild portals to entice their enemies, hoping to strand them in the Dreaming at particularly dangerous spots. Others maintain that wild portals are a creation of the Dreaming itself, a defence mechanism brought into play at the time of the Shattering. Wild portals were the last gasp of magic attempting to remain in touch with the mundane by creating new openings into the Dreaming when the old ones failed and closed.</li>
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Post by Annabelle Devonshire on May 18, 2020 0:56:36 GMT -5
The Dreaming
The Dreaming is a realm that is separate from, yet tied to, the mundane world. Created by the dreams, creativity, fears and hopes of mortals, it has exceeded its original dimensions and become a realm of infinite possibility. Anything that can be imagined may be found somewhere in the Dreaming — the catch is one has to know where to look for it. The Dreaming exists alongside the mortal realm, interwoven with it, penetrating it in places and reflecting some aspects of its less magical neighbour.
Once the home of all faeries, over the last several centuries the Dreaming has become a place of strangeness to most commoners. Cut off from most of the realm since the Shattering, many are just now rediscovering it. Others, who had access to those few trods that remained open, are now exploring the Dreaming more fully. Most never move beyond the Near Dreaming, which retains some echoes of the nearby mortal realm. Almost all changelings enter the Dreaming through a trod. Some positively revel in their newfound homeland; others are beginning to understand that it poses as many dangers for them as the real world does.
The Dreaming and the mortal plane were once the same. The Sundering separated the two, creating a separate homeland for the fae. The Shattering isolated Arcadia and most of the Dreaming from the mundane world. The true fae, great faeries of old whose powers were legendary and whose bodies were made up of the very essence of the Dreaming, fled the mortal realm. Those who could not (or would not) escape remained, but were forced to undergo the Changeling Way in order to survive. Trapping their faeries souls within mortal coils was the only way they could survive the onslaught of Banality.
Whereas the greatest danger to changelings in the mortal world is Banality, the Dreaming exposes them to new threats that ironically are brought about by the lack of Banality. Monstrous chimera, able to exist in the Glamour-rich environment of the Dreaming, threaten changelings who deviate from set pathways. Shifting realities, which are possible only because there is no Banality to control them, confuse and disorient many travellers in the Dreamlands. Where changelings face the loss of their fae selves to Banality in the mortal world, the lack of Banality in most areas of the Dreaming can send them into Bedlam from an overload of Glamour. Their faerie souls must struggle to live in the mundane world, but their mortal essences suffer while in the Dreaming.
Those who study this magical realm have yet to even begin discovering the many and diverse places to be found within it. The nature of the Dreaming, with its shifting terrain, chaotic weather and unexplainable phenomena, makes such categorizing an impossible task anyway. "Unlimited possibility" is often simply another term for "hopelessly confused." Despite the difficulty in determining just where one part of the Dreaming leaves off and another begins, fae scholars generally agree on a three-part division of the realm. These are known as the Near Dreaming, the Far Dreaming and the Deep Dreaming.
The Near Dreaming
The Near Dreaming is that part of the other realms that lies closest to the mortal world. It overlaps parts of reality, and in places even mimics certain features of the Earthly realm. Thus entering the Near Dreaming via a trod in the mountains may very well place the changeling in a Dreaming environment similar to the one she just left. Jagged peaks and cliffs make up the immediate terrain, and the trod itself conforms to a road or stream that cuts through the mountains found on the mortal side of the curtain.
Those parts of the Near Dreaming that do not echo the nearby mortal realms are sometimes shaped by the rulers of those lands. As the personality and well-being of the ruler affect her holding in the mortal world, so too they affect the part of the Dreaming that abuts her freehold or kingdom. Most freeholds have a chimerical existence within the Near Dreaming, allowing Kithain to enter a freehold from the mortal side, cross through the freehold and exit the dwelling into the Dreaming. Because of this two-sided existence, the freehold responds to the emotions and health of its ruler in both its mundane and magical aspects.
Other areas of the Near Dreaming may be shaped by various forces. Some respond to human-made items, taking forms similar to single buildings, parks or even neighbourhoods. Generally, for this to happen, the construct in question must be the result of a great amount of imagination and emotion. A small clinic funded with money gathered by families of critically ill patients might call forth a chimerical building in the Near Dreaming, especially if the clinic becomes a reality after years of scrimping and dreaming by those who fund it. Not only have they made it a reality in the mortal world, they have created a dream of it within the otherworld as well.
The Near Dreaming can be entered through trods, which often run from one freehold to another. Since many freeholds exist within the Near Dreaming, even commoner changelings have become accustomed to using these real-world entry-and-exit paths since the sidhe opened them up for use.
Though the time it takes to travel remains approximately the same whether using a trod or more mundane means in the real world, many changelings have discovered that there are other modes of travel in the Dreaming. The lack of Banality makes using Arts such as Wayfare much easier, allowing quick travel from place to place within the Dreaming. Then there are magical beasts, some of whom have their own Arts or possess wings. These too may speed a changeling on his journey. Most importantly, however, the Silver Paths of the trods in the Near Dreaming are almost always safer, wider, easier to spot and follow, and better kept than elsewhere within the Dreamlands. It is only near the furthest edges of the Near Dreaming that the Silver Path begins to fail.
Many areas of the Near Dreaming play host to freeholds or homesteads. The presence of changelings who watch over these areas tends to make them more stable and resistant to some of the weirder effects that plague the farther reaches of the realm. Despite this static aspect, however, the Near Dreaming cannot be mistaken for mundane reality. Colours are more vivid, scents sharper, tastes more tangy and weather more pure. A thunderstorm in the mortal realm cannot begin to compare to the flashing lightning, booming shocks of thunder, sheets of rain and driving wind that is the very essence of a storm in the Dreamlands. Everything chimerical is brought into sharper focus, while objects of Banality become hazy or fade away altogether.
Emotions are much purer here as well. Anger becomes a bright burning flame almost given a physical body, and gladness manifests as a tangible feeling that spreads from one person to another. Romance blossoms from the slightest gesture, and passions run hot; likewise, pleasure is far more enticing in the Dreaming. Unfortunately, the reverse is also true. Fear cuts like a white-hot knife, and hatred chokes with a taste like bitter ashes. Pain is also enhanced in the realm of Dreams, and damage inflicted on Kithain, whether by Arts, beasts or chimerical objects, becomes real upon entering the mundane world again.
Dangerous, but compelling and delightful, the Near Dreaming and its oddities are more recognizable and more easily assimilated by changelings than other parts of the Dreamlands. This is because some Banality seeps through from the nearby mortal realm, helping shape the chaos into patterns. Banality usually loses its power before having much effect on the farther reaches. Thus, the Dreaming becomes stranger and makes less sense the farther Kithain travel into it. Few attempt the trek beyond the Near Dreaming. Those who do are often deemed mad. If they return, they have often earned that label.
Far Dreaming
The Far Dreaming begins where the Near Dreaming leaves off, though the boundaries between the two are sometimes hard to judge. This part of the Dreamlands can only be reached through travelling along a trod, but even this can be perilous and confusing. Here the Silver Path becomes harder to follow and sometimes seems to fade out altogether or skip from place to place. Travel through the Far Dreaming is dangerous even along trods because of the realm's chaotic, unpredictable nature. Only very powerful trods extend this far into the Dreaming.
Among the many perils of this realm are the nightmarish creatures that lurk in the hidden places within the Far Dreaming. Strange things from Arcadia may be found here as well, released by the weakening of Arcadia's gates since their closure 600 years ago. Predicting their general natures, thought processes or reactions to changelings who might interact with them is almost impossible. While some might offer counsel or refuge, others could desire changeling slaves or see visitors to their territories as fair game for their own version of blood sport.
If experiencing the Near Dreaming is like being in a story, travelling the Far Dreaming is like falling into a myth or legend. Some changelings come to the Far Dreaming to escape the rulership of the nobility, though this can backfire as it is the sidhe who claim the most knowledge of this realm. Furthermore, those who remain too long within the Dreaming eventually succumb to Bedlam. Few but the most powerful fae or chimera can survive this mysterious realm long enough to set up residence within it. Those who do reside in the Far Dreaming leave their imprint on the surrounding territory. Sentient chimera roam many parts of the realm. It is difficult sometimes to tell whether the land responds to the needs of the chimerical beasts or the beasts gravitate toward comfortable terrain. Nothing is ever certain in the Far Dreaming, except that uncertainty underpins the whole region.
Nonetheless, Arts seem more effective here, with some classic cantrips evincing special effects rarely seen in the mundane realm. Wayfare cantrips may be accompanied by puffs of smoke, a clap of thunder or the sound of whooshing air; Sovereign effects may include a subtle halo of light or a just-audible fanfare when used. Whether this is the result of the presence of so little Banality, a property of the Far Dreaming itself or the result of changelings' overactive imaginations has not yet been determined.
This chaotic realm can be used to travel the world much faster than would otherwise be possible. Of course, getting lost is a distinct possibility as well. Some changelings who have travelled the Far Dreaming tell of experiencing what seem to be years of arduous journeys only to once again step through into the Near Dreaming and back to the mortal realm a few moments after they left.
The Far Dreaming is also the starting point for ancient gateways to the Deep Dreaming, though these gateways are almost always guarded either by magical beasts or traps and tests left behind by the sidhe to protect their realms. Here might be found a sphinx whose riddles hold the key to opening a gateway — or to a changeling's death. The riddles, however, need not make sense. Logic breaks down this far from the mundane world, and two and two do not always add up to four. Traps might only be sprung by those who actively search for them, and tests might be more concerned with evoking a reaction than doing the right thing. Then again, doing the wrong thing could lead to disaster. Creatures such as dragons and unicorns abound in this realm, many with powers never conceived of except in the oldest tales from which they sprang.
Deep Dreaming
The realms of the Deep Dreaming are the least structured. Only a handful of trods reach all the way to the Deep Dreaming, and those few can only be used by those who know the secrets of their opening. Insulated from Banality, the realms of the Deep Dreaming are in constant turmoil, responding to the needs of the moment. Rarely do these needs take into account visitors to the realm. Rather they serve to protect the hidden places within the Deep Dreaming from intrusion, covering the routes to them with illusion or shifting realities to confuse those who do not belong there. Some residents may be caught within these fields of chaos as well.
It is believed that Arcadia lies at the centre of this realm, but that may well be another illusion. None have managed to get that far, or at least none who began their journey from the Earthly realm have returned to say so. Arcadia may not even be the true homeland of the fae, but a shared illusion conjured by the Mists. There are many paradises within the Deep Dreaming, and a number of nightmare-inspired realms of hellish cruelty and nauseating ugliness.
Literally anything can happen here. The less logical things are, the more likely they are to occur. Dream logic (if there is such a thing) prevails within the Deep Dreaming because this realm is the physical and spiritual manifestation of the deepest well of the creative unconscious. Powerful mortal dreams that conflict with one another find expression here, sometimes within the same space. Like the landscape visited in dreams, seemingly unrelated places overlap one another with little reason for their juxtaposition. Things happen that in the waking world would have no connection to one another. There is almost no cause-and-effect here. Some actions have no consequence or related reaction, others come in response to consequences for what hasn't happened yet. People merge together into symbolic representations and assume relationships to one another that don't actually exist.
In a bizarre fashion, the Deep Dreaming is held together by "cosmic" connections, its essential patterns given meaning only by their proximity to each other. Some creatures and objects exist within the realm independent of the fae. They are a part of the area, and cannot be dismissed from it simply because a changeling doesn't wish to encounter them. On the other hand, reality is somewhat subjective after all. Changelings often find in this realm what they expect (or fear) to find. Whether or not those things existed before the changeling entered the area is open to debate. If someone can think of something, she can find it in the Deep Dreaming, almost as if it has been called into being in response to her thoughts. The scary part is that this welling up of creative Glamour doesn't always conform to its creator's expectations and conscious wishes. Instead, it takes on a life of its own, responding to a changeling's hidden wishes, deeply buried fears and illogic as much as to her desires. If the Near Dreaming is a story and the Far Dreaming a myth, the Deep Dreaming is the embodiment of dreams themselves, and dreams can rarely be controlled or directed — that's a function of Banality.
Mortal World Versus Magical
The mortal and the magical worlds exist side by side in tenuous juxtaposition. Most of the time the two realms ignore one another, but now and then they collide. Boundaries slip and magical elements find their way into mortal consciousness, or denizens of the "real" world suddenly find themselves surrounded by strange and puzzling sights.
The fae are constantly striving to bring back the Summerlands, the halcyon country that once embodied the perfect union between dreams and reality — the realization of dreams. Some believe that in this way, the faerie realm of Arcadia will once again join itself to the human world, sparking a renaissance of magical possibilities that will rescue the mundane realm from its own downward spiral into stagnation and decay.
Although humans deny the existence of the fae, relegating them to the sphere of legends and fairy tales, the fact that these stories persist reveals a desperate desire to believe in the unbelievable. Many humans want to believe that wondrous creatures such as the fae exist, but lack the capacity to sustain faith in what they cannot directly perceive or embrace through reason. In fact, most mortals hardly remember what it is they long for, so bowed down are they by a banal world that tells them that searching for intangible or spiritual fulfilment is a waste of time and energy.
Role of Changelings
The World of Darkness has little room for dreams. Humans exist in a reality they can explain rationally but still cannot understand. All the "great" institutions conspire to tell them that the good die young, the brave come home in boxes and only the financially strong survive. Dreams — such as they are — come in sanitized, pre-programmed packages: the corporate dream, the jet-set dream, the dream of retirement and the virtual dream.
For most people, dreams are a luxury they cannot afford. The young have nothing to look forward to except unemployment or, if they're lucky, meaningless jobs for minimum wages. When a military career looks attractive, things are dull, indeed. The old face disappointment and a society that turns its back on them. Even those who have it made — CEOs, rock stars, drug lords, politicians — find themselves surrounded by tawdriness and mundanity. The high aspirations that once fuelled human achievement and creativity have degenerated into the lowest common expectations.
The Light In The Darkness
Changelings radiate hope in a world buried in drabness. The embodiments of creativity and the power to dream, these remnants of the fae protect and nurture those fading shreds of wonder and imagination that still remain. Without them, reality would collapse under the weight of its own Banality, disbelieving in anything that could not be seen or touched or experienced by the physical senses.
In an older time, the fae served as muses to humanity, inspiring artists and musicians, craftsmen and philosophers, prophets and leaders to expand the boundaries of their minds and hearts to encompass new thoughts and works of beauty. Now, changelings fulfil an even more important purpose. In an era when science threatens magic, reducing it to a series of physiochemical reactions or a mechanical progression of causes and effects, changelings proclaim the reality of the inexplicable. They tip the balance of the senses, jar the edges of the mind and defy the "natural laws" that consign the creatures of the world to one fixed form.
Changelings announce to the World of Darkness that dreams exist. Like their name suggests, they represent the essence of mutability. Reality does not have to lie stagnant or conform to the rules. The children of the Dreaming, by their very existence, break the rules and shatter the conventions of everyday life. Their lives testify to the fact that what is does not have to be.
In the Gothic-Punk universe, changelings must tread carefully, for danger assaults them from all sides. Powerful forces exist that oppose any change to the status quo. Dreams are subversive, for they contradict the world as we know it. Changelings, even the most traditional ones, act as revolutionaries and rebels, undermining the stark determinism of modern life. They allow humans to indulge in rare moments in which it seems possible to cure the world's ills — to save the rainforests, feed the hungry, find homes for everyone — and bring the light of imagination into die shadowy corners of the mundane realm.
Keepers of the Dream
If changelings did not exist, the world would slowly and inexorably succumb to rampant disbelief, subsisting on a low-fat diet of facts and provable observations. Humans would continue to breed and jostle one another for living space, fighting wars to determine who gets the spoils of land and riches, but the hope that something more existed would be beyond their imaginations.
As exiles from a world they can no longer enter, changelings forever yearn for what lies just beyond their grasp. They are creatures of profound sadness as well as beauty, and not all the dreams they embody are happy ones. Yet it is this lack that drives them to seek the unattainable — to reunite Arcadia and the mortal realm, and thus create a new (or re-create a very old) reality in which dream and substance become one. This is the goal to which changelings dedicate their existences, even if they do not consciously realize it. They are the keepers of the memories of a time when anything could happen, so long as someone dreamed it into existence.
Nature of the Fae
Part flesh and part dream, changelings' appearances mirror their dual natures. Changelings see one another in their true forms, as embodiments of the Dreaming given form by the Glamour of faerie magic. This is their fae mien. Banality shrouds this form, however, hiding it from the world under a humanlike appearance, called the mortal seeming. Changelings do not shift between the two forms like shapeshifters. How a changeling appears depends on who perceives her and on her proximity to the Dreaming.
The Chrysalis
Changelings are both born and made. Born into the bodies of human infants, most changelings spend the first parts of their lives as normal children, sometimes reaching their teens or even full adulthood before the part of themselves that belongs to the Dreaming manifests. Regardless of when — or how — the changeling spirit emerges, this transformation begins with an explosive, often traumatic, inner awakening known as the Chrysalis.
Hints of the Dreaming
The Chrysalis, or moment of becoming, breaks the shell of Banality that hides a changeling's true self from the mortal world. Like the Big Bang that created the universe, this event propels the newly aware changeling headlong into her first real contact with the Dreaming. Assaulted from every side by a barrage of sights, sounds, smells, tastes and tactile experiences that contradict the harsh, cold reality of her life up to this point, the new changeling may believe that she is going mad. In a way, perhaps, she is — according to the world's definitions of sanity. But in another sense, somewhere in the depths of her psyche, she realizes that she has, at last, come home.
Many changelings grow up as misfits in their societies. Even as children, some indefinable essence clings to them, causing those who know them to label them "exceptional," "gifted" or — too appropriately—"fey." As children they are likely to have imaginary playmates (who might not be so imaginary after all), or insist on believing in magical worlds of dragons and superheroes long after their playmates have progressed to team sports and dating. As they grow older, these changelings-to-be continue to strike their families, friends and colleagues as eccentric, holding onto a whimsicality that prevents them from being fully at ease in the modern world. This sense of not-quite-belonging comes from the nascent Kithain soul, still quiet but now faintly stirring within the changeling's mortal flesh, waiting for the proper time and circumstances to make itself known.
Just as a dormant volcano puts out warning signals of an impending eruption, the Chrysalis announces its approach by enacting subtle (or occasionally not so subtle) shifts in the reality of the changeling. These can take the form of sudden flashes of impossible — to mortal eyes — vistas, hallucinations of mythical creatures in unlikely places (a unicorn in the boss's office), periods of personality dissociation or the feeling that another person has taken up residence in the mind. Few changelings realize at the time what it is that they are experiencing; some, in fact, seek psychiatric or medical help.
Dream Dance
When the time is right, usually at the most inopportune moment in a changeling's life, the warnings stop and the Dream Dance begins. This is the high point of the Chrysalis, when a new changeling's world takes a hard left. The volcano erupts, the earth trembles and rives apart, the tsunami strikes the shore, and cosmic fireworks announce the changeling's liberation from the tyranny of form and reason. Glamour rushes to surround the awakening changeling, engulfing her with the stuff of raw Dreaming, so that nothing she sees, feels, hears, smells or tastes bears any resemblance to the paltry senses that once connected her to the world outside her body. In fact, during the Dream Dance, the fledgling changeling has a hard time perceiving just where her physical body ends and where the world of experience begins.
The changeling plunges into direct confrontation with the Dreaming for the first time. Surrounded by Glamour, she sees her true fae self resplendent in the light of chimerical reality. The Mists that have clouded her mind until now roll away, revealing the world as seen through changeling eyes — a world formed by Glamour and infused with faerie magic. Visions of Arcadia, vignettes of earlier manifestations of her immortal fae self and sometimes vague glimpses into her future scroll rapidly through her mind, too quickly for her to take it all in or comprehend. Later, she may remember only fragments of these revelations.
Her waking thoughts and deepest dreams (or nightmares) coalesce out of the roiling pool of Glamour centred on her, becoming the chimeric partners of her Dream Dance — and attracting the attention of every changeling in the neighbourhood. Often these chimeric creations invade the surrounding reality, overcoming the local Banality and giving rise to rumours of dragon-sightings in downtown Manhattan or sea monsters in San Francisco Bay.
Not all changelings can cope with the intensity of the Dream Dance. Some succumb to madness as the walls of their human facades come crumbling down around them. Others take refuge in Banality, forcibly denying the reality of their experience and refusing to accept that they are something other than "normal." A few turn against the Dreaming and everything connected to it, giving themselves over to the ranks of the Dauntain, the destroyers of the Dreaming.
A changeling is at her most vulnerable during the Dream Dance. Helpless to make sense of the barrage of sensual and perceptual transformations that are exploding in and around her, she exudes Glamour like a beacon, allowing all Awakened creatures to home in on her location. This makes her easy prey for some of the less wholesome supernatural denizens of the World of Darkness as well as for those who hunt changelings.
Changelings in the area of an individual undergoing the throes of the Dream Dance have a duty to locate and protect their new cousin, and most willingly do so — if only to take advantage of the overflow of Glamour. This is often the first introduction a fledgling has to the larger changeling community, and to other changelings.
Fosterage
Once a changeling has undergone the Dream Dance and is aware that she is one of the exiled fae, she now has to find a place among those like herself. Usually, other Kithain — those alerted to her existence by the telltale surge of Glamour from her Chrysalis —bring the fledgling to the nearest freehold. There, she begins her education as a child of the Dreaming. She learns the reason for the overwhelming experience she has just undergone and discovers her true nature as well as her faerie kith (or race).
At the same time, the new changeling usually acquires a mentor, who "adopts" her and acts as her guardian and tutor during the first year or so after her Chrysalis. This period of fosterage takes its name from the medieval custom whereby nobles exchanged children so that alliances between new generations could form. Because the new changeling's mortal family (if she still has one) cannot understand the profound revelations induced by the Chrysalis, the mentor and his companions become a second family to the fledgling. To protect the bond between guardian and ward, both parties swear an Oath of Fosterage. This is usually the first experience a changeling has concerning the power of the oathbond.
Usually the mentor is an older, more experienced Kithain, often a grump, but sometimes a wilder. The choice of the individual who serves in this position falls upon the ruler of the freehold which first sheltered the changeling. If the fledgling is a member of the nobility, the local lord often chooses a mentor. Although this relationship exists to benefit the fosterling by easing her into Kithain society, all too often local Kithain politics determine who receives the "honour" of taking a new changeling under his wing.
When a motley — a group of commoner Kithain — discovers a new changeling, it rarely delivers its prize into the hands of the nobles, preferring to foster her itself. In these cases, the mentor is the most influential member of the motley or the one who best suits the ward. Fosterage among commoners lacks the hierarchical nature of noble fosterage, and the new Kithain's guardian often acts more like a big brother or sister than a foster parent.
Although a guardian is the single biggest influence on a new changeling, often imposing his viewpoints and interpretations of Kithain society and interactions upon his ward, this does not mean that the ward becomes a carbon copy of her mentor. In fact, the reverse happens as often as not: the natural rebellion of youth asserts itself, and the new changeling patterns herself after the opposite of her mentor. Thus, a Seelie guardian can have an Unseelie ward, or a traditionalist noble can foster a changeling with strong anarchist tendencies. Despite these differences, however, unless the mentor abuses the bond between himself and his ward, a changeling often retains feelings of respect and affection for her first protector throughout her life.
Since the Mists separate a changeling's mortal kin from knowledge of the Dreaming or Kithain society, a guardian often makes his ward the heir to his estate and titles (if he has any). This custom assures continuity from one generation to the next.
The Saining
The period during which new Kithain adjust to their roles in changeling society typically lasts for a year and a day, and is divided into two distinct parts: the time of warding and the time of watching.
During the time of warding, guardians or mentors keep a close watch on childling or wilder fledges, taking responsibility for any transgressions of Kithain customs or traditions made by their wards. Gradually the restrictions upon new fledglings are relaxed, and they begin to interact more directly with their new surroundings and other changelings. This relaxing of supervision marks the beginning of the time of watching. Now the fledgling learns from hard experience, making her own mistakes and bearing the consequences of her actions.
Changelings who undergo the Chrysalis late in life, after they have reached adulthood in the mortal form, receive slightly different treatment. Rather than suffering through a period of adoption, these new "grumps" (as older changelings are called) are guests of a sponsoring freehold or motley. They still receive instruction about their faerie heritage and place in Kithain society, but their hosts make allowances for the wisdom and experience their human existence has taught them. For many new grumps, the transition between their former lives and their new existence comes as a relief, an explanation for all the nagging feelings of discomfort and displacement they felt in human society. For others, the upsetting of everything they have known places them in a precarious state of mind and only the most judicious treatment can help them acclimate.
When a new changeling has successfully survived both warding and watching, she undergoes a ritual called the Saining (literally, "naming") that initiates her as a full member of Kithain society. During this ceremony, seers versed in special Arts are able to part the Mists and discover the True Name of the new Kithain. This secret name defines each changeling's relationship to the Dreaming and embodies her essence. All changelings who have undergone their Sainings know that their True Names must be held closely and told to no one outside their household or motley. Knowledge of another being's True Name gives the knower power over that creature, so some changelings refuse to tell their True Names to anyone.
A Sidhe changeling undergoes a variation on the Saining ritual, a secret ceremony attended only by members of the noble house that has sponsored the fledge. In addition to the naming ceremony, the newly awakened Sidhe undergoes the Fior-Righ, an ordeal which tests her physical, mental and social prowess. The results of the Fior-Righ determine her rank and to which noble house she belongs.
Occasionally, noble houses deliberately plant one of their own into a mortal family and bide their time until the mortal host undergoes her Chrysalis. Under these circumstances, the house already knows much of the information normally revealed by the Saining, such as the changeling's house, character, strengths and weaknesses.
After her Saining, a changeling swears an Oath of Fealty to the lord of her freehold or to the motley which has adopted her. Depending on her skills and her willingness to do so, she may take service in the household of her new lord. The Saining marks the end of the Chrysalis for a changeling and the beginning of her life as a resident of both the mortal world and of her true reality, that of the Dreaming.
The Grip of Time
Before the Shattering, the fae who dwelled on Earth and in Arcadia were immortal, their natures part of a world of eternal Springtime and magic. The dreams of humanity created and sustained all of the Kithain, and made them as immune to the passage of time as any thought or dream could be.
With the coming of the Shattering that divided the Dreaming from the human world, the commoner changelings were forced to seek shelter in mortal seemings against the cold claws of Banality. While the nobles of the fae withdrew to Arcadia and sealed the gates behind them, most remaining Kithain survived in mortal shells, although their memories of the faerie realm became clouded by Banality and much of the knowledge of Arcadia and the Dreaming was lost.
The commoners found their immortal natures tied to the lives of their mortal surrogates. As their mortal selves aged and died, the spirits of the fae passed on to other mortals in a cycle of rebirth that has continued to this very day. Their mortal lives were transient, but their fae natures survived, waiting and hoping for a sign, a chance to regain contact with Arcadia and the Dreaming.
An Indian Summer entered the Autumn of the commoners with the Resurgence. A flood of Glamour restored many of the old trods and freeholds to their former glory and awakened many sleeping fae to their true natures. The Resurgence also brought many exiled sidhe nobles back to Earth and gave them mortal seemings similar to those of the commoners as part of their punishment. The commoners have for the most part accepted their lot as immortal fae trapped within the mortal cycle of life, but the sidhe still cling to dreams of immortality and regaining Arcadia.
How Changelings Age
The seeming a changeling begins at is the mortal age at which he undergoes the Chrysalis and awakens to his fae nature. Thus, a childling is usually 12 years old or less, a wilder in his teens or early 20s, and a grump is older than that. There are some exceptions to these age groups among changelings, but most Kithain have seemings that fit close to their mortal age.
A changeling advances in seemings as he advances in mortal years, from childling to wilder to grump. Eventually grumps fall into the infirmity of old age and die, although a great many changelings are Undone by Banality long before their mortal seemings die natural deaths. Very few changelings pass peacefully into the Summerlands of old age. More often in this day and age they are Undone by the increasing Banality that tends to come with age, or die in violence against their enemies.
Most changelings fear the Forgetting or being Undone far more than mortal death, because they know that upon death they will continue on to the Summerlands and into life once again. Their fae nature can only be destroyed by pure Banality, such as cold iron. What a changeling fears most is having his immortal fae nature destroyed and lost to the world forever, denied even the chance to find the way back to Arcadia some day. The permanent loss of any changeling is a tragedy to all Kithain and a sign of Banality's increasing hold on the world as Winter draws nearer.
The sidhe fear the cold touch of death more than any other changeling, because their fate is not as certain as that of the other Kithain. Latecomers to mortal life, the sidhe have mortal seemings just as other changelings do. However, when they die, there is no sign of the sidhe being reborn into the mortal world as the other Kithain are. It may be that the sidhe, their punishment on Earth complete, return to Arcadia, enjoying Springtime for the rest of eternity. But it may just as easily be that death is the final punishment for the exiled sidhe, and that their fae natures are destroyed upon their mortal deaths, cast into Oblivion, never to be seen again. The mere possibility of such a fate is enough to chill the soul of any changeling. What happens to the fae spirits of the nobles when they die is a complete unknown, and that dark mystery frightens all of the once-immortal sidhe to the core.
Some scholars have suggested the scandalous theory that sidhe are reborn into the world, but as commoners, the better to teach the exiles some humility and empathy for the Kithain who were left behind to suffer the long years of the Interregnum. The sidhe put little stock in such an idea, coming as it does from the scholars and archivists of the disgraced House Liam. Siochain
Figures of legend even among the Kithain, the Siochain are fae who have achieved a balance between Banality and Glamour, between their mortal and fae natures. They have accepted both entirely, and, as a result, have regained their immortality.
Some changelings believe that the Siochain are proof that one of the purposes of the exile on Earth is to teach the fae to live in both worlds and to integrate their faerie and mortal natures into one. They say that the nobility's fear of death and rejection of their mortal sides is the reason why they have lost their immortality; their own arrogance will not allow them to embrace the mortal side that may prove the key to eternal life.
Whatever may be the case, the eternal Siochain remain silent on the matter.</li> Preventing Aging
Many changelings have sought ways to prevent the inevitable inarch of time from affecting their mortal seemings, to regain some glimmer of the immortality they once enjoyed, but these efforts have always ended in failure, sometimes tragically, as in the case of Lhandren, the legendary Lord of Foulness.
The only means to prevent aging for a changeling is time spent in a freehold. Of course, spending too much time in a freehold risks a changeling entering Bedlam, so most Kithain balance their time inside freeholds with time in the outside world. Generally speaking, changelings with regular access to a freehold are longer-lived than mortals, and the very oldest changelings play a complex game of dodge-ball with Bedlam, Banality and the clock that they are going to lose sooner or later — one of the reasons why the very oldest changelings all seem to be a little batty.
It is more typical to find nobles who have extended their lives through spending time in a freehold than it is to find commoners doing the same. Nobles fear the effects of death and aging more than most commoners do, since the commoners know they will come around again, sooner or later.
There are legends of treasures that can slow or prevent aging in changelings, like the mystical Fountain of Youth, but so far as is known, none of these items have been seen anywhere outside of Arcadia, and may not even exist on Earth. Any such treasure would be the subject of a great quest on the part of the changeling who discovers its existence.
Effects of Aging
As time marches on, changelings suffer the same effects of age as mortals do. They also endure some specific effects associated with their fae natures as they age.
Mortal Seeming
Most changelings live in the world of flesh, interacting daily with human society and its inherent disbelief in magical reality. To survive in a world that refuses to believe in the existence of trolls, boggans, redcaps and nockers, changelings take on the appearances of humans—adopting mortal seemings that hide their fae miens from mundane perceptions. Some hint of a changeling's true self always permeates this mortal mask, though. A troll might appear as an unusually tall or muscular human, while a deer pooka might have large eyes and extremely slender limbs. While changelings always perceive the fae mien of other Kithain, most humans see only the outer form, never realizing that the wild-haired, shaggy-browed musician they admire is actually a satyr whose faerie soul has serenaded crowds for hundreds of years.
As time passes, a changeling's mortal seeming changes just like any other mortal's body does. Children grow and become adolescents, then adults, and eventually grow old and pass from this world. The effect of being in a freehold halts a changeling's mortal aging as well as her fae aging, so childlings and wilders often have trouble in mortal society when years seem to pass for everyone but them and they never grow up (or do so half as fast as their friends and playmates do). This often leads to childling or wilders abandoning their mortal families and becoming "Lost Boys" (and girls) who run away from mortal society and spend all of their time living in freeholds, eventually slipping into Bedlam unless they are taken in or provided some kind of shelter in the outside world.
To prevent this fate, fosterage is used to provide these youths homes with sympathetic changelings or kinain who understand their fae natures, although this can sometimes cause problems with the human authorities. A childling fears few things as much as a Banality-laden representative of Child Welfare Services coming to call on his fosterage to find out why he is involved in such "strange" activities away from his natural parents.
Adult wilders and grumps often have similar problems when co-workers, friends and neighbours realize that there is something "strange" about the changelings, particularly if they retard their aging in freeholds. For a while, the lack of change is not noticeable, but when years go by and the changeling seems to age very little, there may be questions or idle curiosity to be concerned about.
The more time the changeling spends in a freehold to prevent aging, the more likely that someone in mortal society will notice something unusual. This can cause a changeling to be cut off from her mortal life, forcing her to spend more time in freeholds and taking a greater risk of slipping into Bedlam.
Fae Mien
A changeling's fae mien is her true self, the faerie soul hidden within a costume of mortal flesh. Unlike the pale shroud of skin which forms a changeling's mortal disguise, the fae mien partakes of immortality. To those with eyes that can perceive the Dreaming, the true form of a changeling shines through the false veneer of mortality. Changelings always recognize each other as denizens of the Dreaming.
Within the boundaries of a freehold, faerie trod or any place enriched by Glamour, a changeling's fae mien completely overwhelms her mortal guise, but even outside these protected environs, the faerie soul persists in announcing its presence to other changelings, who have no trouble distinguishing it from the mortal clothing it wears. Unless a changeling is overwhelmed by Banality or has deliberately rejected or renounced this part of herself, other Kithain can always see her for what she is — a vixenish pooka or a mighty troll warrior.
A changeling's fae mien changes when the changeling's physical age (not her chronological age) reaches the appropriate point in her life. Thus, a childling becomes a wilder when she reaches 13 physical years, even if she has been a childling for 20 chronological years or more from time spent in freeholds. She undergoes a rite of passage appropriate to the new stage of life that she is embarking on, and her new seeming is recognized by the rest of fae society. This process represents a changeling gaining in wisdom and experience, but also a slow and inevitable turn of the wheel toward Winter and the journey to the Summerlands.
For the Kithain, aging is more than a process of growing up and growing old; it is the accumulation of wisdom, experience and the Banality that often comes with the loss of childling innocence. It is part of the process of how a changeling becomes an elder in fae society, and eventually passes her wisdom and experience on through the Dreaming to her next mortal life.
Banality
Disbelief threatens the very existence of changelings. The curtain of doubt and rationality that humans raised centuries ago to explain away their fears not only separates the mortal world from the Dreaming, it also erodes the spark of creativity that gives rise to hope and imagination. Changelings call this universal negation of the creative spirit Banality, for it seeks to reduce the marvellous to the mundane, the miraculous to the ordinary, and the unexplainable to the impossible. Many older Kithain refer to this destructive force of disbelief and cynicism as the Endless Night or the Long Winter, for it epitomizes darkness, dreariness and relentless cold. It is the death of the spirit.
Banality clouds the minds of mortals to the wonders of the world around them and blinds them to the possibilities for making their dismal lives better. Banality argues that things are as they are through a long, tedious process of cause and effect. Evolutionary processes and entropic decay only go in one direction, and all things will eventually come to a grinding halt with the death of the sun. Banality is the wet blanket of the cosmos. In more immediate terms, Banality prompts a jaded parent to destroy a child's belief in Santa Claus and the Easter Bunny. It forces a talented student to lay aside his dreams of becoming a great writer or musician in favour of joining the work force because his advisors counsel him to make "realistic" decisions about his future.
Banality rules the World of Darkness, casting its icy shadow over urban landscapes and ruined countrysides. Contact with this malevolent force threatens to extinguish the flame of faerie magic. Held in its cold iron grip, the Dreaming fades and chimerical splendour devolves into tawdry wisps of foolery and idle imaginings. The Kithain fear Banality almost more than they fear anything else, even death, for on the day that the last shred of Glamour falls prey to its mindless rationality, the Dreaming disappears forever.
Glamour
In bright contrast to Banality, Glamour energizes the world around it, shedding light on everything it touches, transforming the most ordinary object into a thing of unimaginable beauty or indescribable terror. If matter (or whatever currently passes for matter) forms the building blocks of the mortal world, then Glamour comprises the basic stuff of fae reality. Glamour powers the Dreaming, gives life to chimerical creations, and invests physical substance with magical energy. Also known as "faerie magic," Glamour gives changelings the ability to create castles out of tenement buildings, weave grand illusions that are "real" to those who touch the Dreaming, and enchant mortals to do their bidding or to see the world as changelings see it.
Changelings depend on Glamour for the ability to sustain their fae mien and to cast their cantrips (or spells). Without a steady supply of this precious element, changelings soon forget their connection to the Dreaming and fade away into their mortal seemings and mundane lives.
In the World of Darkness, Glamour is a rare commodity. Banality has greatly diminished the supply of Glamour, and changelings spend much of their time searching for new sources and preserving what still exists. Most changelings believe that if they can increase the amount of Glamour in the world, they can reduce the effects of Banality and eventually return the world to its original, magical state.
Like most sources of energy or power, Glamour is imperceptible to normal senses. Lacking belief, mortals cannot see Glamour or anything created from it. Nevertheless, it is as real as atoms, wind or thought. Changelings, because they know that Glamour exists, can sense its presence. All Kithain have some degree of faerie sight, or kenning, which enables them to perceive the currents of faerie magic, though those who possess the Kenning Talent are more skilled in its use than others. Kenning allows changelings to see through each other's mortal seemings and recognize their fae miens, as well as to locate freeholds and perceive chimerical creatures and objects.
The Undoing
Banality can so overwhelm a changeling that it divorces her completely from her faerie nature, driving out all memory of her true self and her link to the Dreaming. When this happens, a changeling slowly forgets that she was ever anything except a normal human. Her fae mien becomes so faded that other changelings have a hard time perceiving her as one of the Kithain. This catastrophe is called the Undoing, because it unravels the stuff of the Dreaming that surrounds a changeling until nothing is left but mortal flesh and a hollow soul.
A changeling's mortal seeming is her best protection from the dangers of the Undoing. By incorporating a small portion of Banality into her essence, a changeling can build up a tolerance for small amounts of Banality. Thus she can keep hold of her true self while going about her mundane existence, knowing in the back of her mind that she is one of the Kithain even as she waits tables or studies for her medical degree. Hiding behind a mortal seeming also camouflages a changeling from the active agents of Banality, who seek out those like her with the intent of destroying them or severing them from the Dreaming. Prolonged contact with Banality wreaks its toll on the changeling psyche regardless of the limited protection afforded by the mortal seeming, so most Kithain seek out every available opportunity to escape from the confines of mundane reality.
Cheating Banality
Hiding in plain sight of mortals has long been a custom of the fae, even before it was necessary. To amuse themselves, faeries would occasionally switch places with mortals, taking on the seemings of human infants or children (transporting the individuals so displaced to Arcadia) to experience existence in the flesh. Such children, however, were different from normal children, and some humans astutely recognized them as "changelings."
Later, when the Shattering threatened the continued existence of the commoners who remained in the world after the departure of the sidhe, these enterprising faeries realized that their best hope for survival lay in a variation on the ancient tradition of "changing" themselves for humans. By entering the bodies of unborn infants, commoners were able to begin lives as human infants, inuring themselves to the ravages of Banality until their faerie selves grew strong enough to spark the Chrysalis. When a changeling's mortal body died, her soul returned in a new body. Thus, the Changeling Way was born. Most commoners and a few sidhe (primarily from House Scathach) reincarnate in succeeding generations of human families, generally those with fae blood.
The disadvantage to placing a faerie spirit within a cocoon of flesh lies in the forgetfulness that accompanies the process. All changelings lose their memories of their true selves when they assume mortal seemings. Until a changeling undergoes her Chrysalis, she acts fully human, believing that she is nothing more. Occasionally, mortals who host faerie spirits are so engulfed by Banality that they never discover their true natures. Their untold stories remain forever clouded in the Mists between the worlds.
The Mists
Born from a mixture of Banality and the ancient protections erected by the fae to hide themselves from the eyes and minds of mortals, the Mists stand as the greatest barrier (second only to Banality itself) between the Kithain and the Dreaming. Because they have made themselves part of the mortal world, all changelings suffer from the forgetfulness inflicted by the Mists. These clouds of disenchantment and befuddlement deprive most changelings of their memories of Arcadia, their past lives and even keep them from remembering their true selves.
Unless they work aggressively to retain enough Glamour to ward off the effects of the Mists, changelings quickly degenerate into their mortal forms, losing not only the physical evidence of their faerie natures but the memories that they were ever anything more than human. This state of partial amnesia leaves afflicted changelings with a gap in their minds that aches to be filled, driving many to search desperately for what is missing. For them, the hero's quest of self-discovery is a journey undergone many times, much like a recurring dream — or, in some cases, nightmare.
Occasionally the Mists part, revealing glimpses of a changeling's past. Most often, this occurs in dreams, for the dreams of the fae are, in fact, rare moments of contact with the Dreaming. Once in a great while, a changeling recalls something of her life in Arcadia or a snippet of information about one of her past reincarnations. Too often, however, the curtain drops, and the dreamlike memory dissipates under the harsh glare of Banality.
The Mists always hide the Dreaming or anything connected to it from the eyes of true mortals. The Banality inherent in most humans blinds them to anything that exists outside the normal parameters of their worldview. What they don't believe in, they don't see, or else they find some rational explanation for it such as a momentary hallucination or a "trick of the light." Unless deliberately enchanted, mortals remain wrapped up in their comforting layers of reality, logic and cynical disbelief.
The Kith
When a changeling emerges from her Chrysalis to take her place in the society of the Dreaming, she enters a new world with a new identity and the knowledge that she belongs to one of the many races of the fae. A changeling's faerie race is called her kith. Although there were hundreds of faerie kith before the Shattering, not all of them remained in the world. Of the ones that did not flee to Arcadia, only a few survived.
Changelings refer to themselves individually and in groups as Kithain or "the Kithain," a word derived from "kith" and denoting a member of a faerie race. Even before their Chrysalises, the mortal seemings of dormant changelings often reflect their kith, thus making it possible for Kithain to ken the presence of potential changelings despite the wash of Banality that hides the fae self from sight. This is not always the case, however. Sometimes a changeling's kith does not become apparent until her mortal body is exposed to the infusion of Glamour that announces the onset of the Chrysalis.
As a changeling ages and her Banality increases (as it inevitably does), her fae mien and mortal seeming come to resemble one another more and more closely. Eventually she succumbs to the fate of all changelings: Her fae self merges with her mortal form and her kith vanishes, forever swallowed up in the world of Banality — until mortal death brings about the faerie spirit's reincarnation and the dream begins anew.
The Houses
Sidhe who awaken to their faerie selves not only discover their kith, they also acquire knowledge of the noble houses to which they belong. When the trods opened in 1969, allowing many of the sidhe to return to the mortal world, five noble houses came through from Arcadia. Many of them retained the vague sense that their return was forced upon them, an exile from the Dreaming as punishment for deeds they could not remember.
Unlike the commoner kith, the sidhe have only been on Earth in substantial numbers since the Resurgence. Nevertheless, the five noble houses quickly reasserted their presence on Kithain society, restructuring it to fit their memories of the old days before their untimely departure. Today, in the aftermath of the Accordance War and the Treaty of Concord, these houses maintain a monopoly on the power structure of the Kithain.
Since the Resurgence, individuals from the eight houses remaining in Arcadia have arrived on Earth, either banished from the Dreaming as renegades and outcasts or else sent to fulfil specific purposes. Due to the action of the Mists, these solitary sidhe seldom remember the reasons for their appearances in the mortal world. Although these loners usually find sanctuary under the aegis of one of the established noble houses, they rarely rise to high positions in their adopted houses since their hosts can never be certain if they are giving shelter to Arcadian criminals or heroes on Earthly quests.
The noble houses take their names from their legendary founders, who imbued their lines with certain aspects of their personalities. Thus, members of one house share some characteristics, although individuals may vary widely from the stereotype.
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Post by Annabelle Devonshire on May 18, 2020 0:58:41 GMT -5
Changeling Society
Newly awakened changelings not only discover their newfound identities as individuals, they also become aware that they belong to an entire society of the fae. Changeling society has its own structure, customs and laws, and each new Kithain must understand all of these aspects if she is to coexist amicably with others of her kind.
Most changelings, if they are not already inclined to the company of others, soon learn that their best chance for survival lies in making connections with other changelings. Left to their own devices, solitary changelings quickly succumb to Banality. Because it is so dependent on belief, Glamour must be shared to proliferate. A lone changeling cannot withstand the constant denial that surrounds him in the mortal world. (In this case, if a chimeric tree tails in a forest and no changeling witnesses it, not only does it not make a sound, it does not even exist!)
The basic units of changeling society are the noble household and the commoner motley. Members of these groups are usually bound to each other by oaths of some kind (see below). Both households and motleys eagerly seek out new changelings, since each Kithain represents a new part of the Dreaming that has come to life in a world bereft of dreams.
Usually centred around a freehold, households and motleys derive their power and influence from these pockets of the Dreaming. The protection of a freehold often constitutes the primary duty of each changeling group.
Households
A household describes a group of changelings who reside together ilk a freehold and who serve the noble lord of that freehold, either as vassals or as retainers. Households subscribe to the feudal structure re-imposed by the Resurgent sidhe. They ally themselves with the noble hierarchy and form the backbone of the Kingdom of Concordia and its subject kingdoms. Every household displays the coat of arms of its ruling lord or lady as well as a unique battle standard. A household lord must bear the rank of knight or better. More often, the rulers of households are barons or greater lords.
Kithain take great pride in their households, working to ensure their successes and increase their reputations. The achievements and glory of one member of a household brings fame to everyone in the group, while a household's honour likewise reflects upon all its members. Competition between households is common, and each usually has at least one major rival. Rival households seek every possible opportunity to confront one another, whether on the jousting field at tourneys, in open warfare or on the more civilized battlefield of courtly amours!
Although the sidhe rule most households, a few ennoble commoners maintain households that are as loyal, if not more so, to the social structure that empowers them.
Motleys
Groups of commoners form motleys rather than households. A motley consists of a loose confederation of Kithain allied through ties of friendship or mutual survival. Most motleys exist outside the feudal structure, and a few actively oppose what they see as the oppressive rule of the sidhe. In fact, they offer themselves an alternative to the dominant hierarchy. Motleys either function without permanent leaders, or their leaders are chosen by the members of the group.
Motleys first formed during the Interregnum, when the commoners who remained behind, after the departure of the sidhe banded together in groups to weather the storm. Adapting to life in the mortal world by forming travelling circuses, freak shows and other itinerant groups, motleys proliferated Europe. Those commoners who relocated to the American continents brought with them the tradition of free association embodied in their motleys, thus helping to strengthen the idea of independence from divine rule that eventually sparked the New World's rebellion from Europe.
Most motleys base themselves in freeholds of one sort or another, working together to protect and maintain these havens from outside dangers as well as from the greedy desires of nobles seeking to increase their domains. Motley freeholds are called mews, and serve as open sanctuaries for all Kithain. Some motleys still maintain a modified form of the nomadic lifestyle of their circus origins, taking up temporary residence in convenient freeholds until forcibly evicted. Because of this practice, most households rarely leave their freeholds completely unguarded, lest they return from a tournament or some other group endeavour to find themselves displaced by a rowdy commoner motley.
The relationship between motleys and the local nobility varies from place to place. In general, nobles consider motleys as little better than gangs or, worse, as outlaw bands. The proliferation of motleys has, however, forced the nobility to recognize the power they represent amongst the Kithain. In most cases, nobles in any given fiefdom attempt to gain control of the motleys in their area, using them as pawns and catspaws to further their ambitions and political machinations.
Today, motleys serve as a powerful check on the power of the nobility. They represent the voice of the commoners, and provide visible proof that the Kithain do not need the rulership of the sidhe to survive and prosper. Many nobles consider motleys dangerous and try to break their hold on the common fae. Few motleys exercise any real influence over the conservative rulers of the kingdoms of the fae, but their sway among the hoi-polloi is growing daily.
Oathcircles
There exists a third form of changeling social unit, called an Oathcircle, which often transcends or crosses the lines between households and motleys. Oathcircles comprise groups of friends who swear oaths of loyalty to one another. While freeholds may serve as bases for one or more oathcircles, some such groups have no permanent home.
Oathcircles usually arise from groups of changelings who enjoy each, other's company and who share similar interests. Nobles and commoners may belong to the same oathcircle, sharing equal ties with each other regardless of their rank in Kithain society. Occasionally oathcircles form due to circumstance — fighting a common enemy, achieving a particular goal or undertaking a specific quest. In these cases, the oaths that bind members together may be temporary, but are no less strong for their finite duration. In addition to the responsibilities such a binding carries, oathmates are able to pool their Glamour, acting in concert to enhance each other's cantrips and increase their effectiveness as individuals and as a group.
In addition to households, motleys and oathcircles, Changelings also frequently form secret orders and societies, as well as cliques for gathering Glamour.
The Courts
Even before the Shattering rendered Changelings dual creatures of Glamour arid Banality, the children of the Dreaming possessed a two-fold nature. Permeating all of faerie life on an individual as well as societal level, the twinned strands of Seelie and Unieelie enlivened the Dreaming with its pas-de-deux of contrasts between light and shadow, order and chaos, law and freedom. Eternal rivals for ascendancy in the fae world, the Seelie and Unseelie philosophies once engaged in a perpetual struggle for dominance. Now they exist in an uneasy state of truce, forged during the Interregnum, but liable to shatter as the pressures of the mortal world bring the sides closer and closer to outright conflict.
Each outlook has its own Court, although all changelings possess both a Seelie and an Unseelie side to their natures, only one of these aspects rules the personality of a given individual. Thus, Kithain are labelled either Seelie or Unseelie depending on which Court they embrace and, therefore, which side of their personality they tend to favour. This is not secret knowledge; the Seelie and the Unseelie are known to one another, and this information affects dealings between individual Kithain.
A changeling's Court marks her in myriad ways. Though the indicators of Seelie and Unseelie behaviour are not always clear-cut, it is usually not hard to tell which Court holds a particular Kithain's allegiance. The two Courts react to each other instinctively, sometimes based on the innate differences between them. Seelie Kithain distrust their Unseelie cousins, while Unseelie sneer at their Seelie counterparts. Circumstances and treaties may force them to tolerate one another, but a certain amount of prejudice and disguised hostility often breaks through the elaborate veneer of coexistence.
Before the Shattering, Seelie and Unseelie Courts alternated their rule over the fae. During the spring and summer, the Seelie Court held precedence and celebrated the pageantry of life and growth. In the dark months of autumn and winter, the Unseelie ruled, honouring the grand process of death and entropy. Together, the Courts symbolized the eternal cycle of life and death, growth and decay, fertility and fallowness. The transfer of power from Seelie to Unseelie took place at Samhain, while the Unseelie gave over their right to rule to the Seelie at the Beltaine feast. During the Interregnum, this custom ceased as both Courts were forced to band together to survive. Since the Resurgence, the Seelie sidhe have held power and are loathe to surrender it, even temporarily, to their Unseelie cousins.
In Concordia in particular and throughout the fae world in general, Seelie arid Unseelie Kithain had to put aside their eternal rivalry in order to assure the survival of the Dreaming. This has led to some odd juxtapositions within changeling society. Occasionally a freehold's lord will belong to a different Court than most of his members, and an oathcircle will sometimes contain both Seelie and Unseelie members, all of them bound by oaths that transcend their different outlooks.
Although neat pigeonholing of the differences between Seelie and Unseelie Courts is almost impossible, there are a few general distinctions that differentiate one from the other. Seelie are associated with light, summer and daytime; Unseelie belong to darkness, winter and night. The Seelie Court represents orderly traditions and lawful behaviour; the Unseelie Court is notorious for breaking old traditions, devising new ones and, in general, urging constant change. These are not always the hard-and-fast descriptors for determining a changeling's Court. Occasionally a Seelie changeling fosters radical notions, while a veteran Unseelie knight holds extremely conservative attitudes. What is certain is that the two Courts exist and are locked in an endless cycle of rivalry. Together they embody all that is both good and bad, light and dark, static and dynamic in changeling society.
On rare occasions a changeling switches from one Court to the other, usually as a result of some great personal transformation in her life. Changing Court is not done lightly, for in order to do so a changeling must forswear her old nature and surrender to the other half of her personality, taking on her Seelie aspect if she was formerly Unseelie or vice versa. This choice alters her place in Kithain society and transforms her perceptions of herself. Accordingly, changing Court usually takes place only at certain symbolic times of the year, such as during the Samhain or Beltaine festivities.
The Seelie Court
The Seelie have a reputation as the guardians of fae traditions. They see themselves as peacekeepers, proponents of courtly love, protectors of the weak and embodiments of the ideals of chivalry. They tend to be traditional and often conservative in their outlook, preferring the tried and true over the risky and innovative.
Most Seelie seek the reunion between the mortal world and the Dreaming, and would like nothing better than a return to the time before the two realms split apart. To this end, many members of the Seelie Court consider the gathering and preservation of Glamour to be their sacred duty, a process of reawakening in mortals the ability to dream. Though they may consider the Unseelie Court their greatest rival, Banality is their greatest enemy.
Seelie changelings place honour above most other virtues. For them, the concepts of oathbreaking, treason, cowardice and other dishonourable behaviour comprise a litany of the most grievous crimes imaginable. In addition to honour, they value courage, truth, beauty, justice and other attributes of the code of chivalry.
In many ways, Seelie Kithain concern themselves with the past. Bards and lorekeepers occupy places of honour in Seelie households. These keepers of legends and knowledge counsel their Seelie lieges with storehouses of information on how things used to be and on proper behaviour in any given circumstance. Many Seelie, especially the noble sidhe, devote themselves so entirely to recreating the past that they affect the dress and manners of the Middle Ages, the period they last remembered from their time on Earth before the Shattering. The Seelie Code
</li> Death before dishonour.
Chivalry still lives. Honour is the most important virtue, the source of all glory. Personal honour must always be kept stainless. Sometimes death is the only path which can erase a mark of dishonour. Love conquers all.
Love lies at the heart of the Dreaming. True love transcends all and epitomises what it means to be Seelie. Courtly love best expresses love in its highest form, although familial love and love of companions also serve as pure embodiments of that exalted virtue. Anything is permitted in the name of true love. Beauty is life.
Beauty is a timeless, objective quality that, while it cannot be defined, is always recognised for itself. Beauty is the muse of creation, the ultimate flowering of the Dreaming. Once found, it must be protected, for it is both eternal and fragile. To die in the service of beauty is an honour and a privilege. Never forget a debt.
One gift deserves another. The recipient of a gift is obligated to return the favour. Likewise, a curse should be returned in kind. An oath of friendship should be answered with a corresponding oath. Never refuse to aid anyone to whom you are indebted. Never forget a kindness… or a cruelty. The Unseelie Court
Where the Seelie dedicate themselves to preserving the traditions of the fae, the Unseelie style themselves as mockers of those traditions. They stand for the principles of constant change and impulsive action. They have a reputation for fostering war and madness, despising those weaker than themselves, and valuing freedom and wildness, over any chivalric code. The Unseelie see themselves as radical visionaries, bringing about vital change and transformation through whatever means necessary, including violence.
Most members of the Unseelie Court believe that the Dreaming has abandoned them, and, therefore, that they owe no special loyalty to it or to their lost home of Arcadia. Unseelie fae use Glamour for their own ends, to gain strength and personal power and to further their political ambitions. The Unseelie feel that they should be the masters, rather than the servants, of the Dreaming. Furthermore, most Unseelie hold the conviction that the fae should rule humanity, since that feeble race of short-lived mortals exists only to provide the Glamour necessary for faerie existence. Thus, many Unseelie changelings lord it over the mortals they come in contact with, often surrounding themselves with groups of enchanted and enslaved humans in order to feed shamelessly off their dreams.
Some Unseelie, like their Seelie kin, wish to return to the Dreaming, but only to increase their own power and to bring the Dreaming under their rule. Unseelie changelings consider Banality a powerful opponent, but do not fear it in the same way that the Seelie does. Rather, they would like to conquer and harness Banality, making it, like the Dreaming, serve their purposes. A few truly radical Unseelie changelings believe that Banality represents the wave of the future, the true synthesis of reality as opposed to the illusory flimsiness of the Dreaming. These ultra-radicals think that their strength of Will can overcome Banality, and use it as a potent weapon against their Seelie rivals.
The Unseelie forswear the past, looking instead to the uncertain future. They consider stagnation, worn-out traditions, repression, censorship and limitation to be crimes against the free exchange of ideas. They take on the roles of champions of freedom, harbingers of change, advocates of free thought and breakers of rules. Many show outward contempt for courtly ways, going to great lengths to mock the chivalric behaviour of the Seelie. Other members of the Unseelie Court follow many of the traditional ways, but do so because they are free to make that choice, not because custom dictates their behaviour. The Unseelie Code
</li> Change is good.
Security does not exist. The slightest of circumstances can transform a king into a peasant. Nothing is certain in a world where change is the only constant. Embrace change or else fall before its onslaught. Chaos and discord rule the universe. Adapt or die. Glamour is free.
Glamour is worthless unless used. Hoarding Glamour makes no sense, since it is an eternally replenishable resource. So long as humans exist, there will always be dreamers — hence, there will always be more Glamour. Acquire it by any means possible, and you will never be without a constant supply. Honour is a lie.
Honour has no place in the modern world. It is a fairy tale constructed to cover the essential emptiness behind most traditions. Only through enlightened self-interest can any truth be attained. Passion before duty.
Passion is the truest state of the fae spirit. Follow your instincts and act on your impulses. Live life to the fullest without regard to the consequences — they will come about regardless of what you do. Youth passes quickly, so have fun while you can. Death can come at any time, so live without regret. The Shadow Court
During the Interregnum, a tradition known as the Shadow Court arose. Established by the Unseelie to mimic the lost custom of alternating rule, the Shadow Court became the primary way in which Unseelie changelings could retain some vestige of their lost position as shared rulers of the fae.
Called together during the evening rites of the Samhain celebration, the Shadow Court rules the changeling community for one night only. During its brief reign, it bestows honorary titles which carry over for the Unseelie half of the year. It also openly mocks the Seelie traditions, providing sometimes humiliating or painful reminders to its rivals that an alternative path exists for the fae to follow. Most Seelie fae dislike being made fun of, but grudgingly put up with the Shadow Court as a harmless outlet for Unseelie proclivities.
The Shadow Court occupies the current status of a Mardi Gras-like celebration, allowing changelings of both Courts to cast aside their inhibitions for a single night and revel in their deepest passions and most perverse dreams without fear of censure or punishment. Seelie changelings pay homage to their Unseelie natures on this night, becoming their dark halves for the duration of the festivities. The fallen fae are also honoured during this time, for the Shadow Court feels a special affinity toward the spirits of the dead, who are central to the Samhain rites.
What most changelings do not know is that the Shadow Court meets at other times of the year as well, and has its own secret agenda known only to its members. The honorary titles bestowed at Samhain make it obvious to all changelings who currently lead the mock court, but since these positions are only nominal, few Kithain take them seriously. The clandestine — shadowy, in fact — meetings of the Shadow Court take place under conditions of utmost secrecy, and only the Court's most trusted members attend.
Although most Unseelie rulers tend to be on friendly terms with the Shadow Court, and may even suspect it of existing as an independent entity apart from its annual incarnation at Samhain, the leaders of the Shadow Court do not consider themselves bound to notify their "allies" of their every action. In fact, keeping even Unseelie rulers in the dark about the workings of the Shadow Court ensures a low profile for its members, who like it that way.
The real purpose behind the Shadow Court lies hidden to most Kithain, and its sinister plans for the future continue to unfold, appropriately, in the shadows of changeling society.
The Medieval Paradigm
Faerie society draws heavily on the customs and traditions of 14th century feudalism. While changelings take part in the modern world and live their mortal lives surrounded by the fruits of 600 years of technological and political "progress," when they interact with the Dreaming, they return to a world garbed in the distant past. This persistence of medieval trappings among the fae occurs for a number of reasons.
Despite the fact that commoners have adapted outwardly to changing times, their souls continue to harken back to the era before the Shattering. Because of this, most changelings exist within an eternal time loop. While their mortal flesh undergoes a constant cycle of aging, death and rebirth, their ancient spirits find comfort in the familiarity of medievalism.
In addition, the mortal world continues to exercise its own power over the remnants of the Dreaming. Most fairy tales take place in a medieval setting, and humans who still entertain a belief in faeries imagine them existing in a world full of castles and mythical creatures. Thus, the forms common to the Middle Ages provide the path of least resistance for changelings. Finally, the sidhe nobles who control faerie society were absent for the rise of democratic government, and many modern political trends make no sense to these traditionalists. Since the Resurgence, these rulers of the fae have structured their power bases along feudal lines, reverting to the framework that existed at the time of the Shattering. The feudal system, based as it is on the protection of the land, presents an ideal model for a society centred around the preservation of freeholds and other places sacred to the Dreaming.
Feudalism arose among humans during the Middle Ages as the culmination of society's slow transformation from a hunter-gatherer nomadic lifestyle to an agricultural, sedentary model. Although older cultures placed great value on the fertility of the land, the rise of towns and the growth of populations made the production of food the single most important concern of most people. Feudal society arose around the need to guarantee the safety of the land for the people who tilled the soil. In return for their protection, the common folk swore fealty to lords and knights, who were occupied solely with readying themselves for their duty as guardians of the land. A hierarchy evolved with the nobles and warriors ruling over the peasantry. Despite this rigid class structure, the system of vassalage created strong ties of loyalty between rulers and ruled. Knights had a solemn duty to protect those who laboured to put food on their tables, while peasants had a duty to feed those who put themselves at risk to ensure the peaceful working of the soil.
Although six centuries of change and invention have made the feudal system obsolete in the mortal world, feudalism and vassalage still serve a purpose within fae society. The rarity of freeholds and places where Glamour still concentrates makes these sites vulnerable to greedy usurpers and unconscious bearers of Banality. Under a system of kings and nobles, knights and peasants, the fae on Earth are able to impose a stable superstructure upon their society, one in which freeholds enjoy the protection of those strong enough to defend their precious stores of Glamour and chimeric magic. In addition, the pageantry and stateliness of medieval times appeals strongly to the changelings' natural bent for elaborate ceremonies and rituals.
The Accordance War resulted in a modified form of feudalism as the overriding form of fae government. Not quite so rigid as Earthly feudal systems, fae feudalism still provides a solid framework in which changelings can relate to one another, secure in the knowledge of who they are and the place they occupy in their society. The constant hostility of the mundane world fostered a great need for stability in changelings, and the feudal system provides the Kithain with a necessary anchor.
A complex network of loyalties and oaths bind together the various rungs on the hierarchical ladder of changeling feudal society. The swearing of an oath and the value of a changeling's word are sacred bonds, not taken lightly. Breaking an oath constitutes one of the highest crimes among both Seelie and Unseelie Kithain. All changelings within the society have certain duties and responsibilities delineated by the oaths they have sworn. Nobles and knights swear to protect those under them. Commoners swear to obey those above them. Transgressors meet with swift punishment, not only by the courts of justice but through social ostracism and rejection by their peers.
Even Unseelie lords demand loyalty from their subjects. Despite their promulgation of freedom and license, many of these Kithain are just as insistent on the obedience of their followers as their Seelie counterparts.
Commoners and Nobles
Commoners have lived on Earth since the beginnings of the fae. Trapped here after the Shattering, they survived by placing themselves in mortal forms, undergoing continual reincarnation. By being born and reborn into human families, they have both protected themselves from the worst effects of Banality and have developed close ties with humankind. Nobles, in contrast, are usually sidhe transported from Arcadia during the Resurgence, here for a single incarnation and determined to make the best of their time in the mundane world. Although a few sidhe have entered the world through assuming the bodies of unborn humans, all of them realize that they have only one life to live before their spirits travel to an uncertain fate. This distinction makes most nobles obsessed with gaining and maintaining power and prestige, and differentiates them from the commoners, who know that if they don't succeed this time around, they can always try again.
Nobles consider commoners to be lowly and tainted with the trappings of mortality. Commoners see nobles as arrogant and unfeeling, concerned only with power and status. Although some commoners and nobles may like and respect one another as individuals, in general, the two classes of Kithain share a mutual distrust and dislike. The Treaty of Concord enforced the feudal system on commoners, but most of them still do not fully adhere to all of its strictures, privately rebelling against the more onerous duties relegated to them as "lower" Kithain. Most commoners pay lip service to the local lord while reserving their own private opinions, considering themselves fully the equal of any noble.
Liege and Vassal
Noble society hinges on a hierarchy in which rank and title determine one's position in the greater community. Respect is given to those of higher rank and expected from those of lesser status.
Within a feudal structure, almost every noble owes fealty to a higher noble. Even the kings and queens of Concordia are vassals of High King David, the supreme authority of faerie society in America. In a similar fashion, every noble is someone else's liege. Only squires, who occupy the bottom rung of the noble hierarchy, have no vassals, although they may exercise some limited dominion over the pages beneath them.
Commoners fall outside the strict hierarchy of noble society. Traditionalists regard them as little better than peasants, and therefore consider all commoners to be their subjects. In some cases, in the aftermath of the Accordance War, a few commoners have attained noble rank and have thus integrated themselves into the noble hierarchy. Despite this, nobles consider "titled" commoners to be upstarts and rarely take them seriously.
Although many nobles see the acquisition of power as their primary goal, others hold the bonds between liege and vassal as sacred, seeing in these oaths the symbols of continuity and stability that promote an atmosphere in which Glamour can be harvested and protected and in which the fae can survive. Even these nobles are not exempt from political intrigue and manoeuvring, however, for feudal societies encourage just such arcane jockeyings to improve position and garner additional status.
Those at the top of the hierarchy go to great lengths to ensure that they remain there and do everything possible (short of outright theft) to increase their holdings and expand their power bases. Alliances shift and change between nobles as circumstances dictate, with only the laws of the Escheat to temper them. Those at the bottom of the social ladder seek to better themselves and attain higher status through achieving recognition and respect.
Rights and privileges play an important part in the relationship between lord and vassal. Lords exercise certain powers over those they command, but they owe their vassals certain obligations in return, such as protection and sanctuary against outside threats. Likewise, vassals owe their lords loyalty and service. If a lord abuses the rights of his vassals, they, in turn, can lawfully rise up against their lord and overthrow him or else appeal to their lord's liege to correct the situation. This interlocked system of rights and duties holds noble society together.
Noble Obligations
Changeling nobles owe their vassals certain obligations. Nobles cannot abuse their vassals or treat them as thralls, slaves or even servants. Nobles must protect those beneath them from outside harm, whether from rival houses or from the agents of Banality. A noble lord owes her vassals sanctuary in times of need. She must provide fair judgment over all disputes within her domain, and cannot decree punishments without rightful cause. A noble acts as administrator over the property of commoners residing within her fief; her justice is supreme, and no outsiders may usurp her decisions. Nobles also have the duty to provide for holidays and festivals for the celebration of Glamour and the strengthening of ties to the Dreaming.
Judgments deemed unfair or unjust may be appealed to a higher lord. Violation of a noble's rights gives her the power to turn against her liege, who has forfeited his honour by breaking his oaths of loyalty to the violated noble. While noble society does not condone abuse of vassals, despots do occasionally arise, and, unless they are successfully opposed, often continue to tyrannize all those unfortunate enough to owe fealty to them. Commoners and Noble Justice
Since many commoners do not adhere to the feudal system, conflicts that arise between nobles and common Kithain present problematic situations which only the greatest of tact may solve. Commoners who reside within a lord's domain and who refuse to acknowledge the authority of that lord cause internal strife that must find some resolution. Sometimes differences between lords and commoners can be solved through mediation by an individual who holds the respect of both. On occasion, High King David himself has had to personally negotiate a settlement between unhappy commoners and a disgruntled noble. His willingness to do so has contributed to his popularity among all Kithain.</li> Rank and Privilege
The bestowal of titles and the attaining of ranks form the core of the feudal society of the fae. From king to squire, each rank has its own rights, responsibilities and treasures that symbolize its power. King or Queen — Among the fae, the resonance of the Dreaming creates a close relationship between the ruling monarch and the land. In many ways, the king is the land. The actions taken by a monarch, however inconsequential they might seem, affect her domain. Usually, a kingdom reflects the personality of its ruler. If a king becomes brooding or falls prey to despair, darkness and cold become physical manifestations within his realm. If a queen suffers from great depression due to an unrequited love, her land may know constant rains and flooding. An older king's aloofness brings an icy chill to his kingdom, while a young queen's unruly passion results in mayhem and chaos throughout her domain. In times of war, a king or queen acts as warlord over all the armies within the realm.
Kings and queens are addressed as "Your Majesty," or occasionally "Your Royal Highness" (this is more common for a prince or princess).
Royal Treasures: Kings and queens possess crowns that allow them to know the locations of all the pennons (the markers of their territories) in the kingdom, sceptres that allow them to draw Glamour from any hearths of balefire in the kingdom, seals that can countermand any ducal signet's imprint, and a weapon that is considered an extension of the royal will. Duke or Duchess — These are the highest nobles under the king or queen. They hold title to large numbers of freeholds (ruled in their names by lesser lords). Their domains typically include entire cities or large rural areas. They may have up to five counts and barons as vassals. Some serve their king or queen as diplomats, travelling throughout Kithain society on missions of import and subtlety. In wartime, dukes and duchesses act as generals and marshals of their monarch's forces, serving as commanders-in-chief of specific armies.
Dukes and duchesses are addressed as "Your Grace."
Ducal Treasures: Dukes and duchesses possess signets that allow them to sign treaties, assign lands, make proclamations and issue writs. These contracts are legally binding only within ducal fiefs. In addition, dukes and duchesses possess pennons that allow them to establish freeholds as their personal fiefs, superseding any counts' claims. They also posses hearthstones that allow them to draw Glamour from any hearths in their fief. Finally, they carry weapons that symbolize their right to command royal armies. Count or Countess — These nobles rank just below dukes and duchesses, but are nevertheless accounted as powerful lords. Their lands are known as counties, and occupy significant portions of a city or smaller rural areas. Counts and countesses hold the fealty of one or two barons and a few powerful knights. Since they occupy a middle ground among the nobility, they often have a reputation for being schemers and plotters, ever envious of those above them and ready to manipulate those below them. Kings and queens usually keep a close watch on their counts and countesses. In wartime, these nobles act as sub-commanders, regimental organizers and coordinators of rear support activities. They do not normally take the battlefield themselves unless they are personally renowned as warriors.
Counts and countesses are addressed as "Your Excellency." Counts are occasionally called earls, although women holding this title are still called countesses.
County Treasures: Counts and countesses possess pennons that they use to identify their counties. Their rule is superseded only by dukes and kings. Counts also have potent hearths, and can demand tithes of dross from their vassals to help feed these hearths. Each count or countess carries a weapon used in service to her superiors. Baron or Baroness — Barons and baronesses generally hold title to only a single freehold. Many barons resent their lords, consider the counts immediately above them as greedy, and covet their liege's greater power and lands. Barons and baronesses cling to power tenaciously. Since they are closer to their followers than many other nobles of higher rank, they usually enjoy the support of their vassals. Baronies usually include three or four knights who owe direct fealty to their lord. Some barons also host a number of knights-errant who hold no other loyalties.
Barons and baronesses are addressed as "Lord" or "Lady."
Baronial Treasures: Barons and baronesses have only their own hearths and their knightly weapons. They do have the right to gather Glamour within their fiefdoms, and may demand small tithes of dross from their knights. Knight — Knighthood is both a title and a state of honour. Knights are the backbone of feudal society, serving their lords as warriors and couriers. Occasionally a knight also holds a small fiefdom directly from her baron. Nobles are usually knighted when they are acclaimed as members of the nobility. Knights without holdings are the lowest class of noble.
Knights are addressed as "Sir" or "Lady" (though some female knights prefer the title "Dame").
Knightly Treasures: A knight's weapon is the symbol of her honour, an extension of her personal will and protection. Legend holds that so long as a knight remains true to her lord, her sword will never break. Squire — Squires are not nobles per se, but are personal servants to nobles (usually knights). Most are in training to become knights and thus enter the ranks of the nobility. Although some squires attain fame fighting at the sides of their masters, they generally remain out of combat, providing support for their knights by retrieving or replacing lost weapons and rounding up wayward chimera. A squire has no treasures, as such, but receives a small allowance of dross from his or her knightly patron.
Squires have no formal term of address. Retainers
Nobles have a host of underlings, called retainers, who tend to their needs and perform vital services for them. Retainers are similar to vassals but are not part of the noble hierarchy. Many, in fact, are commoners who have given their loyalty and service to their lord in return for a comfortable position in her court. Retainers are usually paid in some fashion, either with small treasures or with promises and favours. Some commoners eagerly seek out positions as retainers in order to reap the benefits of association with noble society. Most motleys look down on these "sell-outs," feeling that they have sacrificed their personal freedom for dubious gain. Heralds — Heralds serve as messengers, diplomats and couriers to their lords. This gives them a certain amount of diplomatic immunity when interacting with the courts of other nobles, so long as they pay the proper respect to their superiors in status. Heralds often serve as spies, since their duties allow them to move about in various circles without arousing too much suspicion. Heralds often possess treasures from their lords that allow them to travel quickly from place to place. They are responsible for summoning up commoner levies when fiefdoms are endangered. Seers — These skilled enchanters act as advisors to their lords. Their responsibilities include keeping watch for magical attacks on their lords and fiefdoms, conducting rituals (such as the Saining ceremony), and advising their lords on the use of lore and chimera. Seers' command of magic sometimes makes them distrusted, though most of them are scrupulously honest in their dealings. Chancellors — Chancellors serve as their lords' right hands, governing their lieges' lands in their absence and helping protect the fiefdoms from attack. Their intimate knowledge of the workings of their masters' freeholds and lands usually earns them the trust and respect of their lords. Few chancellors abuse this confidence; in return, many receive almost as much honour as their masters. Bards — Bards serve as a court's storytellers and lorekeepers. Their persons are considered sacred, and bad luck follows those who knowingly strike a bard or engage her in battle when she is unwilling. The words of bards are believed to be prophetic. Most bards refrain from speaking unless performing or specifically requested to contribute to a conversation, lest they unwittingly utter something that (by virtue of coming from a bard's lips) carries the force of prophecy. They are among the most respected retainers. Jesters — Jesters entertain the nobility and usher in Glamour on certain festive occasions. They also act as the watchdogs of Banality. Jesters often point out the foibles and failings of nobles in ways that amuse rather than humiliate, thus providing a graceful means for a wayward noble to correct her behaviour. Jesters have a duty to sniff out the mundane and destroy it before it poses a serious threat to a fiefdom. They employ both cantrips and treasures to fulfil this important task. Troubadours — Troubadours are the musicians and performers of a noble's court. They also lead the court in the practice of courtly love, acting as chroniclers and go-betweens. Often troubadours are themselves involved in the amorous machinations of the nobles. They perform their own works, the ballads of the past and specially commissioned songs in honour of their patrons or a paramour. Scribes — Scribes serve the vital function of transcribing not only court proceedings, but also of recording any memories members of the court may have of Arcadia or their past lives. This act is done in the old style, written on parchment and vellum with quill and ink in chimerical tomes bound in griffin or boar hide. Many scribes also illuminate their texts to create works of beauty and repositories for Glamour. Stewards — Stewards are responsible for a fiefdom's resources, organizing and governing their lord's assets. They control household finances, disburse chimerical and "real" weapons and guard court treasures. Stewards also train and manage a household's servants. Reeves — Reeves act as official liaisons between a noble and the commoners who dwell within that noble's fiefdom. They also fill the position of advocates for commoners, often appearing in court to press a commoner's claims or voice a complaint. Reeves take care of a noble's freeholds; courts usually have at least as many reeves as a noble has freeholds. Although they are merely caretakers, many reeves come to regard their particular freeholds as their personal property. Thanes — Thanes are commoner warriors who have sworn loyalty to their lords. They are charged with hunting for Glamour for their masters. Some lords see the advantage of placing bands of thanes on the field of battle, since these warriors are often more effective in war than noble knights. Many thanes who organized the resistance during the Accordance War now serve the lords they once opposed. The nobility's acceptance of these rebel leaders helped smooth relations with the commoners. Often, a noble will find support among commoners in her realm so long as she treats her thanes with honour and respect. The Escheat
The traditions that make up the Escheat form the basic laws of Kithain society. Believed to have originated among those wise faeries who lived closest to the Dreaming, they were recorded after the Sundering as a way to ensure fae survival in the face of inexorable change. Passed down and enforced by the nobility, the Escheat's tenets are respected by both Seelie and Unseelie nobles (though each Court has variations on how it interprets each principle). Seelie nobles and their subjects generally follow the letter of the law, while Unseelie nobles and their minions tend to find the loopholes and work through them.
Unlike oaths (see below), the authority to enforce the Escheat is not backed by Glamour. Instead, it carries the force of law, tradition and custom. Occasionally the Dreaming works its own chimerical subtleties around the Escheat, making certain that its rules are kept or forcing those who break it to reap the consequences of their actions.
The six basic rights of the Escheat are detailed below. The Right of Demesne — A lord is the king of his domain. He is the judge and jury over all crimes, large and small. His word is law. A noble expects obedience from his vassals and respect from all others. In return, a noble respects those lords superior to him.
Reality: Nobility has had to make concessions in the face of modern ideas of democracy and popular rule. Most nobles rule through force, cunning, personal magnetism or custom. The Right to Dream — Mortals have a right to dream unhindered by our needs. The Dreaming will die if we steal directly from the font. No one is allowed to use Glamour to manipulate the creative process. Although you may inspire creativity in the mortal mind, it is forbidden to give direct instruction or to infuse a human with raw Glamour.
Reality: Most changelings interpret this as a prohibition against Ravaging — the forcible ripping of Glamour from beings. Many Kithain — particularly Unseelie — ignore this ban, seeking a quick fix or an easy way to instant power. Since this form of acquiring Glamour often permanently drains the victim, convicted Ravagers suffer harsh punishments as a deterrent to repeating their crime. Disturbing rumours claim that some changelings infuse mortals with Glamour, overloading the mortal souls with too much creativity and feeding from their brilliant dreams. This practice, if it exists, also violates this portion of the Escheat. The Right of Ignorance — Do not betray the Dreaming to Banality. Never reveal yourself to humanity. Not only will humankind hunt us down for our wisdom and our power, it will overwhelm us with Banality and destroy our places of power. The more humanity knows, the more ardently it will seek us, draining the world of Glamour and petrifying our essence with its basilisk's gaze.
Reality: Most changelings, both Seelie and Unseelie, respect this rule since it serves as protection against the forces of Banality. Glamour is hard enough to find, and expending it on mortals so that they can witness the Dreaming for themselves is wasteful. Some changelings enchant select humans in order to bring them into their freeholds as lovers or retainers, but they are careful to remove any evidence of their existence from the minds of these mortals when they return them to the mortal world. The Right of Rescue — All Kithain have the right to expect rescue from the foul grip of Banality. We are in danger together and must strive together to survive. Never leave anyone behind. Kithain are required to rescue other faeries or any creature of the Dreaming trapped by those who serve Banality.
Reality: Most changelings adhere to this principle. After all, they might need rescuing one day. Seelie and Unseelie will forget their differences and come to each other's aid when one or the other falls prey to the Dauntain or some other agent of Banality. While many changelings will try to rescue chimeric creatures such as unicorns or griffins, few risk themselves for minor chimera. The Right of Safe Haven — All places of the Dreaming are sacred. Kithain cannot allow faerie places to be endangered. All those who seek refuge in such places must be admitted. Freeholds must be kept free of both Banality and worldly violence.
Reality: Competition for the few freeholds that have survived the Shattering makes this tenet a hard one to enforce. Rival claims to the same spot of dream-infused ground often lead to warfare that encroaches upon its boundaries, although in most cases combat on the actual grounds of a freehold is restricted to chimeric battle. Some lords bar their freeholds to outsider changelings for fear that unwanted visitors may waste the Glamour inherent in their holdings. Despite the demands of hospitality and courtesy upon the domains of nobles, commoner freeholds are often more inclined than their noble counterparts to admit changelings seeking refuge. The Right of Life — No Kithain shall spill the lifeblood of another Kithain. No Kithain shall bring salt tears unto the earth. No Kithain shall take from the Dreaming one of its own. Death is anathema.
Reality: This tenet is almost universally upheld, particularly since the Dreaming itself seems to enforce it by inflicting Banality upon a changeling who takes another changeling's life. When two Kithain meet in combat, they usually wield chimerical weapons, although there are exceptions to this (such as non-lethal duels to first blood). No "real" damage is caused by such a chimerical battle. The loser, if "killed," merely dies temporarily to the Dreaming and returns to her mortal seeming until reawakened by an infusion of Glamour.
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Post by Annabelle Devonshire on May 18, 2020 1:00:33 GMT -5
Customs and Traditions
Over the centuries, Kithain society has developed a number of customs, some borrowed from human cultures and others unique to the fae. These traditions define and lend colour to the lives of changelings. Oaths
Oaths are sacred vows that bind Kithain to one another in certain specified relationships or else obligate the swearer to undertake quests or journeys, fill certain roles, honour specified rights or refrain from certain actions. Some oaths bind one Kithain to another for eternity; others last for shorter periods of time. Many oaths, particularly those taken at Beltaine and Samhain, are sworn for "a year and a day." The whole of Kithain society helps to enforce oaths, but, more importantly, the weight of the Dreaming lends binding authority to these solemn vows.
The wording of oaths is very important, because it weaves Glamour into the bond that is formed by its speaking. Breaking an oath is not done lightly, for the consequences (usually specified at the time the oath is taken) assert themselves as soon as the oath is forsworn. In addition to any innate penalties, oathbreakers are shunned by Seelie and most Unseelie fae alike.
A changeling's sworn word is her greatest gift, and those fortunate enough to receive an oath-backed promise of loyalty or love consider themselves blessed by the Dreaming. Oaths define a changeling's personal honour and respect. Spoken oaths are the foundation of noble society, and any who break an oath defy the values of their society and forego their right to remain a part of it.
Courtly Love
The rituals of courtly love occupy a large part of nobles' attention and sometimes form the major part of relations within a noble court. The artistry and pageantry of ritualized courtship lends itself to the fae sense of intrigue and love of romance. Whether as participants or spectators, most members of a court relish taking part in the subtleties of courtly love.
Romance among the Kithain embodies a rarefied and elegant dance of skill and seduction, appreciated as much for its form as for its content. Both males and females recognize its usefulness in manipulating others to do their will, and take every advantage to prove their prowess in affairs of the heart.
Courtly love expresses itself as an elaborate duet between the "ardent suitor" and the "bashful beloved." In the past, when mortals practiced this formal expression of desire, the suitor was usually male and the beloved female. The more liberal Kithain make no such demands on the gender of the participants. A very strict protocol oversees all the steps of courtly love, from the suitor's declaration of intent to the pursuit of the beloved, all the way to the usual polite but firm rejection and the period of intense mourning for lost love — a time which presages the beginning of the cycle once more. At every stage in the process, troubadours hover in the wings (if not on centre stage), ready to serenade the beloved in private or proclaim the worthiness of the suitor before the audience of the assembled court.
The courting process consists of stylized flirtation. It is customary for the beloved to alternately accept and reject the suitor's favours, refining the art of teasing and encouragement to a high level. The suitor has no rights except those granted by the beloved, and is expected to prove her ardour at every possible opportunity. Love poems and songs, heroic deeds and interminable patience in wait for a smile or a kind word are all necessary steps of the lover's journey. Love that comes without a steep price, or that announces itself clumsily and without grace, is not worth having.
Courting usually takes place in secret, but sometimes it becomes a miniature drama, staged for all to see. Initially, the beloved should reject the suitor, citing political or personal differences as the reason. It then falls to the suitor to cajole, convince, woo or win a reversal of the beloved's decision.
If the process succeeds in evoking the full passion of amour (though not necessarily sexual congress) between suitor and beloved, the two swear oaths of love to one another. Until this bond is broken, lover and beloved remain inextricably joined in spirit to one another. Only Banality can separate them. Lovers assist each other regardless of personal risk, differences in Court or conflicting loyalties. In some cases, one lover will sacrifice herself for the other.
Patronage
Changelings often tend to focus their Glamour-gathering activities around certain arts that appeal to them. The art a changeling selects for this purpose is known as her patronage. Although childlings and wilders sometimes change their patronages from one art to another, grumps usually settle upon a single art and stick to it. Wilders tend to choose experimental arts to patronize; childlings prefer more direct and simple ones; grumps opt for more sophisticated or traditional arts.
Most Kithain indulge in their patronages at every opportunity, visiting places significant to their particular art or arts and collecting people who are practitioners of their patronages. The acquisition of items and people acts as a source of rivalry between changelings, allowing patrons of the same art to indulge in friendly competition to the benefit (usually) of their chosen art.
Cliques
Kithain often form groups known as cliques to share their patronage with others of like mind, increasing its enjoyment. Through patronage, Kithain inspire mortals to dream, and thus add to the supply of Glamour in the world. Therefore, patronage not only provides a pleasant pastime, it also makes a vital contribution to the Dreaming. Most changeling cliques know this, although they do not let the importance of their task get in the way of having a good time.
Cliques associated with traditional or medieval arts call themselves noble patronages, while those dedicated to modern or experimental arts are referred to as vulgar patronages. Both noble and vulgar cliques often give themselves formal or whimsical names, depending on the nature of the arts they patronize. Noble cliques include the Galateans, who patronize the visual arts of painting and sculpture; the Calliopians, who revere both the written and spoken word; the Terpsichoreans, who favour dance over other arts; and the Olympians, who admire athletes and bodybuilders. Vulgar cliques include the Groupies, who patronize rock and roll; the Anachronists, who prefer the ancient crafts of the common folk; the Zoetrope Society, which consists of film aficionados; the Mad Hatters, who find inspiration among the insane; the Daydreamers (a childling clique), who encourage the natural Glamour of human children; and the Hackers, who promote Glamour via the Information Superhighway.</li> The Importance of Holidays
Holidays and festivals occupy a central part of changeling life. These periods of celebration not only serve as times when mortals edge marginally closer to the Dreaming, they provide the Kithain with the opportunity to remember the traditions these holidays honour, thus bringing them in touch with their lost past.
Kithain use holidays as excuses to expend Glamour, putting it back into a world leeched of its revitalizing energy. In addition, they are often occasions when changelings and mortals may interact without fear of attracting too much Banality. During holidays, Banality and disbelief are at their ebb, since most celebrations have an innately supernatural aspect to them that defies reason. Children who believe in Santa Claus and the Easter Bunny are often joined at Christmas and Easter by adults who act as if they, too, believe in these symbols of gifts and replenishment. Humans, for these brief periods of revelry and celebration, allow themselves to experience the fires of their imaginations. Some changelings maintain that if everyday could be a holiday, mortals would slough off their cares and rationalizations and dream freely once again.
The changeling calendar consists of many festivals, which are often used, as they were in medieval times, to keep track of the passing of the year. Before the Shattering, the calendar marked the cycle of Seelie and Unseelie rule. Since the Resurgence, many of the old traditions have fallen by the wayside, but the forms remain constant as the dance of days continues its stately progress through the seasons. New holidays have risen up to take the place of old ones, but the procession of festivities goes on.
Changeling Festivals
During certain times of the year, those of the major festivals, all Kithain come together to celebrate the Dreaming. The following celebrations are held in common by both Seelie and Unseelie changelings, and constitute the major holidays of Kithain life. Imbolc, February 2nd — The balefire is the most important feature of a freehold, keeping out the cold wind of Banality and preserving the Glamour that maintains the freehold. Imbolc is a festival celebrating the balefire and its replenishment after the long darkness of winter. Also known as Bard's Day, Imbolc marks great competitions among bards and other performers. Originally sacred to the Celtic goddess Brigid, patroness of fire, smithcraft and poetry, Imbolc honors the creative spirit.
On Midwinter's Night, special travellers, called firebrands, set out from Tara-Nar, carrying lanterns that contain fire from the Well of Flame beneath High King David's palace. The lanterns are used to replenish the balefire of every freehold during the Imbolc ceremony. It is considered a bad omen if the firebrands fail to make their appearance at a freehold before Imbolc. Carnival, February 28th — Formerly a wake for an old age and a birthday party for a new one, Carnival has risen in prominence since High King David assumed the throne. Now it celebrates the new unity between nobles and commoners. It is a night when kings and queens enchant entire cities, enabling the wholesale gathering of Glamour. Masked by the human Mardi Gras festivities, Carnival celebrations mark some of the Kithain's wildest parties.
Borrowing from such diverse sources as English Boxing Day and the ancient festival of Lughnasa, the ritual central to Carnival involves the elevation of a local mortal, befuddled by alcohol or dizzy with an overdose of Glamour, to the position of King or Queen of Carnival, while the local monarch takes the part of a jester. The new "monarch's" word is considered law, although in most cases, the chosen mortal is too addled by the effects of substance abuse to issue any commands which might have lasting repercussions. The "jester," on the other hand, is open to all the abuse of his or her new position. Some kings and queens dread the approach of Carnival, but put up with it as part of their duty as rulers.
There are only three laws of Carnival:
• There can be no retribution for any word spoken or deed done. A monarch cannot exact revenge against harassers.
• Carnival is sacrosanct; all who attend are welcome and safe. Anyone violating this principal is summarily subjected to any punishment decreed by the bleary-eyed Carnival King or Queen.
• Let merriment reign!
Carnival ends at sunrise on the following day. In most cases, the Carnival King or Queen is released from duty and sent home, none the worse for wear. In certain Unseelie demesnes, it is rumoured, the mortal becomes a ritual sacrifice. The Greening, April 4th — Commonly celebrated in southern Concordia, the Greening is an informal festival commemorating the beginning of spring. It is also called the Festival of Crocuses, as celebrants weave these early spring flowers into their hair and clothes. Each childling receives a crown of woven grass, and wilders participate in morris dancing. It does not bode well for the coming year if no grass can be found for weaving into crowns. Beltaine, May 2nd — One of the two major festivals of the changeling calendar, Beltaine is a night time spring fertility festival which celebrates life and love. At one time, fae went out into the fields and formed tame chimerical beasts into a line between bonfires lit from the local freehold's balefire.
Beltaine once marked the formal beginning of the Seelie half of the year, during which time the Unseelie surrendered is power to the opposite Court. As such, Beltaine traditionally represents a time of peace and amity. The infamous Night of Iron Knives stands as a notable instance of the gross abuse of the Beltaine peace.
Beltaine also sees the blossoming of new romances, particularly between nobles and commoners. The bonfires serve as festival sites where passions run uninhibited. Many childlings are conceived during Beltaine celebrations; conception at Beltaine is considered particularly favourable, since the feast honours fertility and new life. Highsummer Night, July 17th — Staged to coincide with the hottest part of the summer, Highsummer Night epitomizes mirth and freedom. It also provides an excuse to gather Glamour from the "heat dreams" of mortals. During these celebrations, changelings are free to toy with any mortals they encounter.
Pooka consider this festival their special holiday and refer to it as "Pranksgiving." They hold a competition among themselves to see who can play the most outrageous practical joke on a human. The winner gains tremendous prestige. Highsummer pranks sometimes turn malicious, even though jests which result in loss of life or serious injury are regarded as inartistic and tasteless. Tangled romances, mistaken identities, transformations and thefts of heroic proportions have greater appeal for pooka.
Many Kithain weddings take place on Highsummer Night, though not so many as at Beltaine. Pennons, October 4th — Pennons celebrates the martial prowess of the Kithain. Its festivities include jousts, mock combats, displays of weaponry and the slaying of chimerical beasts. The name of the festival derives from the custom of bestowing a king's pennons — flags marked with royal crests — upon the festival's champions, who have the right to fly them for one year.
Artists, crafters and musicians also flock to Pennons, many seeking patronage from lords, who are likely to be generous on this festive occasion. Musicians find Pennons particularly rewarding. Troubadours compose songs on the spur of the moment celebrating the heroes of the various events, and stage their own competitions, along with storytellers, using words and music as weapons. Samhain, October 31st — A counterpart to Beltaine, Samhain is the second of the two major Kithain festivals. On Samhain Eve, the wall between worlds grows thin. This is a solemn time for Kithain everywhere. It is a night to strain against the Mists, to part them and remember comrades who have fallen. It is a night to honour ancestors who have been lost as well as mortal companions who have contributed Glamour through their creations and deeds.
Samhain also serves as a time for divination. In some courts, soothsayers perform auguries to learn the fate of lost friends and to divine messages about the coming year.
Before the Shattering, Samhain marked the beginning of the Unseelie half of the year, when the Seelie rulers turned over their authority to their opposites until Beltaine. Now that transference of power resides only in the form of the Shadow Court's one-night reign. Samhain provides a chance for the Unseelie fae to deride everything they despise about Seelie society. Unseelie changelings hold mock tournaments and courts, making fun of the monarchy and privy council. Seelie changelings are encouraged to adopt their Unseelie personas for this one evening and experience the other side of their fae natures.
Childlings often join with human children in trick-or-treating their way through neighbourhoods, gathering Glamour from the real and imagined spookiness of the night and the enjoyment of their mortal companions.
In addition to the calendar festivals, Kithain also celebrate other special occasions. The Royal Lottery occurs whenever a monarch steps down, falls victim to Banality or dies a natural death, thus occasioning the choice of a successor. During this celebration, changelings come from far and wide to hear the dukes and duchesses proclaim candidates for the vacancy before the casting of lots by the nobility to choose who will rule. These events usually take place in the monarchs' glens.
Weddings between Kithain give rise to great festivities. While some Kithain marry for life, others marry for a lunar year (13 full moons) or a year and a day. These marriages celebrate life and love in the same way that the Beltaine and Highsummer ceremonies do.
A wake occurs upon the death of a Kithain. When a common changeling dies, her spirit is lost to the Dreaming for a time before reincarnating in a new mortal body. Only the sidhe do not return in this fashion; some believe that a sidhe's spirit is lost forever, while others hold that a deceased sidhe is reborn as a commoner. Wakes are crucial whenever a changeling dies from Banality or from cold iron. The loss must be addressed in some fashion to prevent Banality from gaining a stranglehold on all who knew the lost Kithain. Wakes are blatant denials of Banality, combining joy and sorrow in a tribute to the lost spirit. All distinctions between Seelie and Unseelie are put aside during wakes, as each Kithain remembers the deceased and strives to keep some part of her alive in the Dreaming. Unfortunately many sidhe refuse to attend wakes; they dislike being reminded of their own eventual death and the uncertainty that follows.
Oathtakings also provide an opportunity for Kithain to gather together, usually in small, private ceremonies. It is considered an honour to receive an invitation to a formal swearing of an oath and to act as a witness to the solemn pronouncement of a binding vow. The most common oaths that are celebrated in this fashion include oaths of fealty, questing and true love. The Kithain
What determines who we are? Although we try to control our identity, a host of factors influence what we will become. Our age, our education, our standard of living — all of these factors affect who we are. This is doubly true for changelings. Age carries with it certain expectations. A changeling's mortal background affects the facade she shows to the world. The heritage of her kith influences her faerie self. Identity isn't as simple as it may seem; it's built slowly over time, layer by layer.
The Mortal Seeming
Trapped on Earth and exiled from Arcadia, changelings have adapted to a human world. Balancing a mortal life against a Kithain existence has a profound affect on a changeling's personality, but there are other factors as well. How a fae is perceived by her peers is strongly influenced by her age.
As part of their price for living in this world, changelings age at the same rate as the mortals around them. There are legends of fae who have lived for centuries, but the world discourages such a blatant display of magical power. Youth is highly prized in Kithain society. With youth comes innocence, trust and belief in the magical.
The Kithain have very pronounced expectations on how age affects identity. The age at which one undergoes the Chrysalis strongly influences how a changeling is perceived. All Kithain are considered to belong to one of three categories, which are collectively referred to as seemings. Childling
Childlings, the youngest of the Kithain, aren't always as innocent or naive as they seem. Though physically between the ages of three and 13, many are wise beyond their years. Some have lived countless lifetimes; they simply don't realize it in their current state. As outsiders to much of adult life, they often see things in adult society that their elders cannot.
In many ways, childlings are just like mortal children. The world is their playground. They love the spectacle and pageantry of faerie life. Their elders may mistakenly think of them as passive and peaceful, but with so much Glamour and energy coursing through childlings, they can be hellacious forces of chaos. The worst are vicious and feral; the best can be startlingly imaginative.
The wonder and innocence of childhood brings childlings closer to the Dreaming. Banality affects them the least of all changelings—they live in a never-ending faerie tale. Some may exist in a slightly dark or tragic tale, but even the grimmest are suffused with magic. Unfortunately, this also means that childlings often have trouble being taken seriously by older changelings, especially those who worry endlessly about the troublesome game of life. Noble childlings encounter this difficulty as much as commoners do.
Confronted with mortals who insist they know what's best for them — such as teachers and parents — childlings are forced to hide their faerie identities. If the pressures of the mundane world grow too great for them, they have no choice but to run away from home and seek out a freehold that will look after them.
Childlings enjoy a certain degree of privilege in Kithain society. They're nurtured, taught and encouraged. Because they're learning, they're often forgiven for their misdoings. Inexperience, however, shuts them out from many adult activities. The solution is to live in a dream of their own. In their own private reality, playtime never ends.
Wilders
Anyone between the ages of 13 and 25 is considered a wilder. Typically, they are rebellious, devious and hedonistic. They are by far the most numerous of the Kithain. Because of this, they often strive to be the leaders of both the Seelie and Unseelie Courts. After all, the childlings are too young, and grumps obviously don't have the energy. What other choice is there?
These wild, young Kithain have lost the naiveté of childlings, but they haven't yet succumbed to the cynicism of grumps. Nonetheless, they tend to be arrogant and full of themselves. Known for their daring and adventurous ways, wilders love to be young. Mortal culture fascinates them, especially its creative aspects. Their perspective on creativity becomes more acute, and the Glamour of music, movies or anything on the cutting edge draws them like moths to a chimerical flame. When the fires of creativity consume them, they fully realize what it is to be alive.
That flame can sometimes be a little too compelling. Burnout is a wilder's greatest fear. They don't want to miss a moment of their enchanted existence. After all, growing old brings with it Banality and eventually the Undoing. The most extreme wilders would rather die than lose the memory of what it is to be young and fae.
Living on the edge, wilders follow ambitions that propel them into positions of responsibility without authority. Rebelling out of desperation is the natural response. Those who still hang on to a second mortal life also feel a overwhelming need to escape. Those who don't are consumed by their passion. Either way, wilders live lives filled with constant energy and motion. Chaos and adventure fuels their very essence.
Grumps
Grumps are the "grown-ups" of changeling society. Having lost the innocence of their early years, many become irascible and bitter. They miss the pleasures and Glamour of youth. Since Kithain are very sensitive to Banality, age destroys their idealism as they grow older. The average grump is still less banal than the average mortal, but by Kithain standards, they are seen as stubborn and sedate... and react accordingly.
One in 20 changelings is a grump. They prefer to be called greybeards, but among childlings and wilders, the name "grump" has stuck. By their late 20s, most greybeards fall before the onslaught of Banality and lose their changeling essence. The most unfortunate are Undone: they lose all memory of their changeling lives. If a greybeard has been able to hold off this fate for long, he has no doubt gained a degree of wisdom. The staunchest changelings find ways to stave off this slumber, even though they may find it difficult to set aside their mortal lives in the process.
Greybeards see themselves as the most reliable and responsible of the Kithain. They often assume the duty of caring for childlings, as wilders think they have more important things to do. They are also keepers of tradition and lore, and they are eager to pass on this knowledge to the young. If only the young would listen more often....
When the burden of the mundane world becomes too great, the easiest escape from ennui is the intrigue of the noble court. These fae see themselves as the movers and shakers in the higher echelons of the court, even if the wilders — or their rulers — think other wise. Though they realize much of Kithain society is hopelessly antiquated, they have grown to appreciate it. There is wisdom in the rituals of the Kithain, and the greybeards treasure it.</li> Legacies
For changelings, life is a balancing act, whether it be between Banality and Bedlam, faerie and mortal, or Seelie and Unseelie. Legacies represent both the most basic aspects of a changeling's personality and the duality of it. All changelings have both a Seelie and an Unseelie Legacy. Choosing Legacies for your character is one of the most important aspects of character creation. Your character's Legacies will be your guide to roleplaying her nature.
Changelings walk a fine line between their Seelie and Unseelie Legacies. Each and every one of them knows this. The two sides are considered halves of the same whole. At one time, the Seelie and Unseelie Courts worked in harmony. The Seelie Court ruled half the year, from Beltaine to Samhain, at which time they turned the throne over to the Unseelie Court for the second half of the year. A changeling's Unseelie Legacy was not originally something she abhorred or feared. It was merely viewed as a natural part of herself, the part that was less restrained, more sensual, and sometimes more exciting.
After the Shattering, a great deal more tension developed between the two Courts. Both have their own ideas of how the Dreaming should be protected and preserved, or for that matter, whether it even deserves to be. Many Unseelie Ravage the Dreaming, taking what they can get from it. They feel that since the Dreaming abandoned them, they owe it no loyalty and seek to bring on the Long Winter in order to get it over with as soon as possible. Seelie believe that the Dreaming must be preserved, and that acting in its guardianship or even dying for it is one of the highest honours. Of course, each changeling is a unique individual and has her own perspective between these extremes.
A changeling's primary Legacy is that which coincides with his current Court, whether it be Seelie or Unseelie. The other becomes secondary, but still has its affects on the character's personality, asserting itself from time to time, especially during stressful situations. You may wish to consider and incorporate aspects of your secondary Legacy while playing your character. Keep in mind, however, that the secondary never overrides the primary.
At times, a changeling may switch from one Court and Legacy to the other, especially as the result of a traumatic event. Most changelings cannot consciously shift from one to the other and usually prefer to stay in their present Courts, their current Legacy dictating their feelings on the matter. The change, when it occurs, is a natural event, sometimes gradual, sometimes sudden. It is caused by a shift of identity in the Kithain.
Most changelings go their entire lives without changing Courts. Some changelings sit so close to the middle that it is often difficult to tell which Legacy is dominant at any given moment. The majority tend to go from one extreme to the other with little need to guess which side they're on now.
Quests and Bans
Listed beneath each Legacy's description is the Quest and Ban of that Legacy. The Quest explains what your character must do to fulfil her Legacy. The Ban is a specific action that a character with that Legacy would make every effort to avoid, since it runs counter to her Legacy. These are merely offered as roleplaying guides.
Changelings are more in tune with the Dreaming than any other race, and the Dreaming sees through all their masks to their true natures. Legacies are not merely psychological profiles, but also indicative of a changeling's archetypal connection with the Dreaming. Kithain who reject their true natures are behaving in a manner counter to the nature of the Dreaming, and the Dreamrealms may well exact a toll from those who violate the fundamental truth of their own existence. This counter-reaction may take the form of hostile attention from chimera, subtle changes in the changeling's faerie seeming, or in the distortion of the changeling's perception of the Dreaming.
The handler may use her discretion when assigning the Dreaming's response to a character's violation of his Ban. The toll should be consistent with the character's Legacy, however, For example, a Paladin who regularly avoids conflict and challenge may find himself faced with belligerence at every turn — street thugs singling him out, or the lady behind the counter suddenly becoming surly as he steps up. A Regent who shirks his duties and responsibilities may find whatever what he wears quickly becomes tattered and dull. A Grotesque who consistently shows his softer side may find roses and daisies growing in his hair.
Seelie Legacies
A changeling's Seelie Legacy falls toward the lighter side of gray. Although Seelie fae can be just as conniving and manipulative as Unseelie, they tend to have less selfish motivations, and they definitely work within and bow to the authority of the Seelie Court. As you choose your Legacy for your character, consider why she behaves the way she does, as this will be useful in determining hew you roleplay her. Bumpkin
Solid and practical, you approach every problem with common sense and pragmatism. You bring the conversation back to the point and ask the questions that get the right answer. Always prepared, you think about possible scenarios in advance and take precautions against them. You love solving problems, both your own and those of others. You become frustrated with people who don't seem to think quite as logically as you do.
Quest: Whenever you successfully apply a practical solution to any problem, you regain Willpower.
Ban: Never miss an opportunity to solve a problem through practical application of logic and common sense.
Courtier
Somewhat the social butterfly, you use wit, charm and flirtation as tools to lighten the mood. You live for social interaction. You are a student of etiquette and a lover of dances, parties and courtly gatherings. Your tact and grace often place you in the position of diplomat. Because your goal is harmony, you are deeply concerned with politics, ritual, custom and the preservation of order. Often working behind the scenes, you soothe hurt feelings and encourage others to relax and have a good time.
Quest: You regain Willpower whenever you deflate a volatile situation and return the gathering to peace and harmony.
Ban: Never purposely make anyone angry or upset.
Crafter
The urge to improve things burns strong within you. You see everything in terms of what you can do to make it better. Nothing brings you greater joy than creating something beautiful or useful out of the ugly and useless. You are never without a project of some sort, whether it is a painting, a sculpture, an organization, or the training and moulding of a less-than-perfect individual. You enjoy the process, but can't wait to see the finished product.
Quest: Whenever you create something of lasting value, you regain Willpower.
Ban: Never miss an opportunity to put your touch on something and improve it in some way.
Dandy
A social climber at heart, you are an expert at court etiquette. Your goal is to get as high up the ladder as possible. Court intrigue and gossip feed you, and you can always be found at the periphery of any trouble, watching and listening to see what you can learn and possibly use for your own benefit at a later time. Somewhat of a snob, you look back down the ladder with disdain, especially at those who might take your position from you. However, you know better than to bum your bridges. As a result, you tend to play the diplomat. You will do anything to make yourself look good, often helping others and taking risks in order to do so.
Quest: Whenever you succeed in strengthening your hold on your current position or in getting a promotion, you regain Willpower.
Ban: Never miss an opportunity to ingratiate yourself to one of your superiors.
Hermit
You are reclusive and ascetic by nature, preferring your own company to that of others. Introspective by nature, you view everything from a very personal standpoint. When in public, you tend to be quiet, speaking only when spoken to, unless your input has such extreme relevance that you feel you have to say it. One of the benefits of this is that others tend to see you as wise, since when you do speak, your words often make a profound point that was overlooked. Despite your desire to be alone, you ,ire drawn out by the need to watch and learn. Your curiosity about the nature of things and your place among them keeps you from being totally isolated.
Quest: You regain Willpower whenever you find the solution to a problem through inner reflection rather than brash action.
Ban: Rarely speak unless the situation is dire and you feel that your viewpoint has not already been expressed.
Orchid
Up until now, you have lived a pampered, protected life, whether it was in Arcadia or in your mother's arms. Suddenly you have been forced out into the light and faced with the harsh realities of the world. You find it difficult to trust anyone, and yet you fervently wish for someone to come along and take care of you. You have no experience dealing with the dangers and hurts of the real world. Wide-eyed and innocent, each new disaster threatens to shatter your world. You let others make your decisions for you, not out of preference, but rather as a result of the insecurity you feel when faced with problems.
Quest: Whenever you escape a frightening situation with your sense of well-being and innocence intact, you regain Willpower.
Ban: Never trust a stranger; never reveal yourself to anyone.
Paladin
You are the quintessential competitor, and your story is that of the brave, stalwart athlete or hero. Constantly searching for new challenges to overcome, new adversaries to wrestle, new causes to fight for and protect, you live for the chance to slay the monster, fulfil the quest or win the game. Without the thrill of striving against others (or yourself), life quickly becomes dull and meaningless.
Quest: Whenever you successfully overcome a truly challenging situation, you regain Willpower.
Ban: Never refuse a fair challenge.
Panderer
You love to see other people happy, and do whatever you can to encourage them, whether through playing matchmaker or refilling a drink. Perhaps you live vicariously through their experiences, or perhaps you just feel that others sometimes need a little push from you to find their fulfilment. You spend more time on this than you do pursuing your own interests and gain great pleasure from it. A skilled manipulator, you work most of your magic from behind the scenes, dropping hints or subtle encouragement.
Quest: You regain Willpower whenever you cause someone else's happiness or fun without them realizing your part in it.
Ban: Never do anything that you know would undermine another's happiness.
Regent
Nobility in its purest sense, you are the ruler, the patriarch or matriarch. You are the judge and the legislator who sorts right from wrong. More than any other, you feel the heavy burden of duty and obligation. Often, you have to deal out punishment. Although you despise it, it is a necessary part of your responsibilities, and you perform it with as much wisdom and fairness as you can muster. You have resigned yourself to the fact that regency is a lonely and often misunderstood mission, and you do not let your own personal feelings interfere with the charge of your station.
Quest: You regain Willpower whenever you resolve a situation through the strength of your leadership.
Ban: Never compromise or shirk your duty or the laws by which you live, whatever they may be.
Sage
You are the advisor, the wise one, the teacher. You have travelled many places and seen many things. You have learned, and you willingly share your insights with others. The quest for knowledge and wisdom is paramount to your goals in life. You see something to be learned in every situation. Like the old man on the mountain, you don't force your wisdom on others, but share it with an open heart to any who wish to learn. You can often be found in quiet consultation with a confused wilder or telling stories and anecdotes to childlings.
Quest: Regain Willpower whenever someone follows your advice and succeeds at his chosen task.
Ban: Never stand in another's chosen way, for the path to wisdom is different for everyone.
Saint
You feel the pain of those around you and strive to ease their suffering. You give freely of your time, your belongings and whatever you have in order to help others. This often places you in a position of martyrdom, so complete is your altruism. Your own happiness is secondary to that of others. You can become so obsessed with your cause that you endanger yourself. However, you would never do anything that might bring harm to others.
Quest: Whenever you protect someone else or alleviate their suffering, you regain Willpower.
Ban: Never knowingly cause distress or harm to anyone.
Squire
Rather than stepping out into the limelight, you prefer to support and help those who do. You are Tonto to the Lone Ranger, Watson to Holmes, Kato to the Green Hornet. You care nothing for glory or recognition, but merely seek the chance to be a small part of the process. You abide by the words of your present hero, and no task is too menial for you if your hero requests it.
Quest: You regain Willpower whenever you play a supporting role in an accomplishment, but take no credit for it.
Ban: Never contradict or undermine your current heroic companion.
Troubadour
You walk in a fog of pink and lilac optimism, feeling emotions more strongly than others and expressing them at every opportunity. You are an idealist who believes in the potential for a perfect world, a perfect love, a perfect life. You step into every situation with enthusiasm and wide-eyed wonder, anxious to experience the thrill of the moment. When you love, you love with abandon. When you cry, your tears would fill an ocean. When you are happy, you make sure everyone knows it. Forgiving and loving, you rarely find it in yourself to hate anyone, seeing them instead as just another fascinating piece of your glorious world-view.
Quest: Regain Willpower whenever you complete a task in the name of a higher ideal (love, friendship, romance, etc.).
Ban: Never hide your feelings.
Wayfarer
Your story is that of the endless wanderer, the great explorer and adventurer who has a love in every port and rarely stays in any one place for long. You live by your wits, though your restless nature often lands you in dangerous situations. A reactionary, you act first and think later. This sometimes saves you; other times, it gets you in trouble. Impatient and easily bored, you are always looking for the next adventure.
Quest: Whenever you survive a life-threatening scene through your own cleverness, you regain Willpower.
Ban: Never plan for the future.</li> Unseelie Legacies
The darker side of faerie nature manifests in a changeling's Unseelie Legacy. Being Unseelie is much more complex than just being evil or vile. Unseelie Kithain can be equally as noble and honourable as their Seelie brethren. The difference lies in their motives and methods. Beast
You seek to conquer all who oppose you, destroying them if possible. Your world view is defined by those who bow to you and those who get eaten because they didn't. To you, all exists at and for your pleasure. You play people off each other, like chess pieces on a board, with no consideration for anyone's needs but your own. You take what you want without asking, and you destroy those weaker than yourself for amusement.
Quest: Whenever you remove significant opposition to your goals, you regain Willpower.
Ban: Never retreat; never compromise your territory.
Fatalist
Like Pooh's companion Eeyore, you have a less-than optimistic view of the world. You expect things to go wrong, and you take a dark and sullen pleasure when you are proven right. Because everything is doomed to end disastrously, there is no reason to struggle. You have no hope for a bright future, but rather are resigned to inevitable gloom. You find comfort in your pessimism, because you know you'll never be disappointed. Even when things turn out to have a happy ending, you know that it's only a temporary illusion and the real disaster is undoubtedly following right behind.
Quest: Regain Willpower when your warnings for doom turn out to be correct.
Ban: Never laugh except in bitterness and sarcasm.
Fool
You are the divine trickster, the clown, the one who laughs last and loudest. Because you believe that there is no meaning in the world, no underlying reason for anything, you take great pleasure in spoiling people's well-laid plans by sticking the proverbial monkey wrench in the works. You almost feel it a duty to play the agent of chaos, knocking others off their pedestals of dogma and making them eat their spouted words of honour and nobility. Sometimes you work for weeks, months or even years formulating your pranks, laying the foundation and setting the trap so that when your prey steps into it, they fall all the harder.
Quest: Regain Willpower whenever you manage to deflate the ego of someone you have labelled as self-righteous.
Ban: Never search for the "whys" behind your life; there are none.
Grotesque
You love disgusting others and go out of your way to push their buttons. You prey on the sensibilities of others, with a blush or a shocked gasp for your applause. The more extreme the reaction, the happier you are. You make it your life's work to discover what upsets people and then inflict it upon them. A master of insults, you cut right to the heart, throwing out all propriety and etiquette in favour of shock value. Nothing is too low for you, from bodily noises to insulting someone's mother.
Quest: Whenever you cause someone to falter or lose his composure, you regain Willpower.
Ban: Never display an overtly pleasant or appealing side of yourself.
Knave
With a sparkle in your eye, you cajole, encourage tempt, trick and manipulate others into exploring their darkest desires. You are the pusher, the perverter, talking the sweet and turning it into the sordid. You see yourself a| a teacher of sorts — you teach people what base and feral creatures they really are. There's nothing you love more than to corrupt the innocent and do it with such panache that they often never even realize they've been compromised.
Quest: You regain Willpower whenever you cause someone to do something she would normally be opposed to and she enjoys it.
Ban: Never protect anyone from the harsh realities of life.
Outlaw
You look out at the world and see an ocean of mindless automatons that haven't the slightest clue of what it's all about. You believe it's your duty to take advantage of them. How else are they ever going to learn? A thief and a cad, you take what you want from others without a moment's hesitation or guilt. If your victims are stupid enough to be victims, then you see no reason not to use and abuse them. You feel no pity for people — they've made their own beds, and, by golly, they can lie in them.
Quest: Regain Willpower whenever you commit a completely selfish act that hurts someone.
Ban: Never do anything that helps others more than it hurts them or helps you in the long run.
Pandora
Like Pandora, you just can't seem to keep your box shut. You open your mouth and trouble flows from it in great crashing waves. You just can't help yourself. You love to get someone in trouble by revealing their secrets for them. Furthermore, your curiosity often overcomes you, especially if you have been forbidden to go somewhere or do something. The more someone insists that you shouldn't do something, the more it makes you want to do exactly that.
Quest: You regain Willpower whenever you survive something dangerous that you were strictly forbidden to do or warned against.
Ban: Never keep a secret; never obey an order.
Peacock
You are the most attractive, smartest, best person in the world, and you want to make sure that everyone knows it. If you're not the centre of attention, you're not happy. As long as you are being heaped with praise and adulation, you're the most gracious, modest-seeming person around, but as soon as attention is diverted from you, you become vicious. You are not above tantrums and fits of violence in order to draw others' notice. Jealousy rules your choice of friends and enemies.
Quest: Whenever you conclusively prove that you are the best at something, you regain a Willpower
Ban: Never admit failure or fault.
Rake
You are a greedy sensualist, a miser, a glutton, an obsessive collector and a hoarder of experience. You care little for other people, except as objects to collect and use at your whim, pretty things to set around and provide you with pleasure. You revel in : material gratification and show off your good taste at every opportunity. Sharing is not a word that you recognize, however. You flaunt what you own, be it the beautiful woman on your arm or the glittering diamond on your finger, but you would never consider giving a gift to anyone or helping the needy.
Quest: Regain Willpower whenever you succeed in your pursuit of pleasure.
Ban: Never give anything away without either hope of reward or a hard fight.
Riddler
You are an enigma, the mystery that no one can figure out. You are in love with secrets and never give a truly straight answer to any question. You obscure everything in double entendres, mysterious terms and outright lies. You take joy in confusing and confounding others, satisfying your own need to feel that your intellect is superior to theirs. You are especially careful to shroud your own psyche in deepest mystery, and your greatest fear is that someone will learn what you're really like
Quest: Whenever you manage to confuse or mislead someone, you regain Willpower.
Ban: Never allow others to discover the truth about you or your origins.
Ringleader
You have your gang and you rule them with an iron fist. You work hard to build and strengthen your organization, preaching loyalty and submission to the cause you embody. You will not stand for your law or authority to be undermined. While you understand that a group is more powerful than any one individual, you do not consider yourself equal to your band of followers. You are the head, and they are the arms and legs. They are your tools, and you use them at your whim to further your own goals.
Quest: Regain Willpower whenever you accomplish something as a direct result of the devotion of your followers.
Ban: Never allow any one person to endanger the whole of your organization or your goals.
Rogue
You don't need to work; so many others out there can and will do the job for you. Others see you as a leech, but while they're licking their wounds and cleaning their boots, you're spending your share of the pot. All things considered, you prefer taking the path of least resistance. There's always some gung-ho hero ready to leap to the fore and do all the dirty work. Why not let him? And so what if you're there with your hand out when it's time to reap the reward. You didn't ask that guy to do it; you just didn't offer to help.
Quest: Whenever you achieve something that you do not really deserve, you regain Willpower.
Ban: Never work.
Savage
For you, the only viable way to live is like the animals in the forest, eating what you can catch, mating when the urge strikes, and fighting to establish superiority. Everything else is senseless. Civilized conversation, etiquette and technology — wastes of time. Modern inventions only distract you from your true nature, and keep you from satisfying the instincts that bum in your soul. You long for a return to the days of primal self-indulgence and the law of nature. In the meantime, you just live your life as if they wore already here, feral and proud of it.
Quest: Regain Willpower whenever you conquer "civilized" foes through your own cunning and might.
Ban: Never indulge in civilized folly.
Wretch
You have no positive self-image, and assume that everyone else hates you as much as you hate yourself. Perhaps you are the wallflower who never gets asked to dance or the loser who was never invited to birthday parties; regardless, you believe that everyone hates you and that you are a pitiful outcast. Sometimes you seek pity and aid from others. Other times you seek to punish them for their pity and aid, being especially hard on anyone that shows you compassion and caring.
Quest: Whenever others vilify you as worthless or throw up their hands in despair of ever getting through to you, you regain Willpower.
Ban: Never admit to success.</li>
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Post by Annabelle Devonshire on May 18, 2020 1:04:25 GMT -5
Glamour
The stuff of dreams, the magical clay, the energy of awe, the workings of wonder, the breeze that blows the cobwebs of disbelief from our eyes — Glamour is all these things and more. The ability to live your dreams, to perceive the true and fantastic essence of the world, abides in Glamour. Everyone can create it, even normal humans. Only the fae, however, have the ability to give it form, to use it, and to wield its progeny as a weapon. Only the fae have a connection to and a command of Glamour that no other creature shares.
Raw Glamour can take physical form, and changelings can not only perceive it, but also see its presence. It appears to changelings as multi-coloured flickers and tentacles of ever-changing energy. Unlike an aura, raw Glamour does not radiate, but seems to caress over and wind through things and beings, never still, ever evolving. When imbued in a cantrip, Glamour sparks and flickers around both the caster and the target of the cantrip. For this reason, it becomes very difficult for a changeling to cast a cantrip without all other changelings present realizing exactly who did it. A changeling has to be extremely subtle to hide his use of Glamour from other creatures of the Dreaming.
Once infused into an item or being, Glamour becomes more rigid, but nevertheless maintains a certain ethereal quality. For example, a chimerical sword swung through the air will leave a trail of shimmering Glamour behind in a wake.
Uses for Glamour
Changeling characters use Glamour to exert control over the different aspects of the Dreaming, including forming chimera and casting cantrips. You must spend a temporary point of Glamour each time your character casts a cantrip. Sometimes you can spend temporary Glamour in order to extend the duration of a cantrip. You can use Glamour to create a token in order to enchant a mortal. To do so, the changeling invests a number of temporary points of Glamour into a small item, such as a ribbon or coin, equal to the number of days the changeling wishes the enchantment to last. Gaining Glamour
Several methods exist which allow a changeling to regain temporary Glamour. Epiphany: A changeling may take Glamour from mortals or other changelings. Epiphanies are achieved through Ravaging, Rapture or Reverie. Sanctuary: Getting a full eight hours of uninterrupted sleep within a freehold provides a character with one point of temporary Glamour. A freehold may only support a number of changelings equal to twice its level. Furthermore, the character must dream. Dross: Dross does not allow you to restore Glamour to either your temporary or your permanent pool, however dross can be spent in place of Glamour from your pool. Losing Glamour
Temporary Glamour is lost by spending it to fuel the special effects your character achieves. Permanent Glamour is lost as your character ages. A childling who becomes a wilder loses one permanent Glamour, as does a wilder who becomes a grump. This marks a changeling's gradual slide toward mundanity as he grows older.
Banality
Television, doctors, lines at the bank, money machines, traffic, malls — all of these things carry the taint of Banality and negatively affect changelings. Anything that removes the wonder from the eyes of a child, anything that teaches us not to believe in magic or faeries is a source of Banality in the world and is a bane to changelings. The effect of Banality upon a character is measured by her temporary Banality rating. It describes to what extent the mundane world has tainted the character's ability to dream and to find wonder in the things around him.
Effects of Banality If your character's temporary Banality score ever exceeds his permanent Glamour score, he begins to slip into the Mists, reverting to his mortal seeming and forgetting that he is Kithain. This generally only occurs when the character is not actively involved with other changelings. Banality hangs over mortals and supernatural beings like a shield of disbelief. In order to use Glamour on someone or something, the character must fight against the target's Banality. Most humans have Banality ratings of 7 or higher. In order to enchant someone, a changeling must first overcome the target's Banality. When a character attempts to affect a target with a cantrip, the target's Banality will affect the chance of success. Beings that have a Banality rating of 8 or higher actually physically affect changelings. Changelings may become nauseous, experience headaches or just get very edgy and belligerent. This occurs especially if a changeling spends any time in the company of high Banality people, and gets progressively worse the longer the changeling stays. As a general rule, normal mortals and others with ratings of 7 or lower, do not have this effect. Gaining Banality Gain a temporary point of Banality whenever your character uses her own Banality to resist a cantrip. If your character attempts to overcome a being's Banality and fails, she gains a temporary point of Banality. Destroying treasures and some chimera can cause your character to gain temporary Banality. Killing a changeling's chimerical form causes your character to gain one temporary Banality; ending the changeling's mortal life as well adds another point of Banality. Spending time in the company of high Banality will rub off on your character and give her temporary Banality. Getting Rid of Banality Any time a character is supposed to gain a temporary point of Banality, he can choose to add a Nightmare die to his cantrip pool instead. When you gain a temporary Glamour point, you can choose to remove a temporary Banality point instead. The moment when you acquire the temporary Glamour point is the only time you can make this exchange. Your character may decide to undertake a quest that will effectively reduce his permanent Banality. These quests usually involve an oath, which will bind the changeling to the task and punish him for an unsuccessful completion. Once decided upon, the quest must be completed successfully, or the character gains a point of permanent Banality rather than losing one. Any one of three types of quests will serve this purpose.
The Quest of Deed: The Kithain must swear to undertake some task, such as recovering a lost item or rescuing someone.
The Quest of Inspiration: An individual is chosen and the changeling must spend the next several months or years (however long it takes) to bring that person to greatness. The Kithain may not interfere directly in any way; she may only inspire.
The Quest of Dreaming: A changeling may attempt to bring the Dreaming into a mortal's life. An individual is chosen, generally one firmly entrenched in his own Banality. The Kithain must then bring the mortal back to living with a sense of joy, awe and wonder about the world around him, much like the angel did in "It's a Wonderful Life." This process could take years or a single night, as in "A Christmas Carol," depending on the cleverness of the changeling. However, once a changeling has brought a mortal around, that mortal becomes his responsibility, and if ever the mortal should fall back into the clutches of Banality, the changeling has a duty to re-establish the miracle. Glamour Systems
The living font of all spiritual energy, Glamour flows from the Dreaming to Earth. Indeed, Glamour is concentrated dream, comprising magic, life and beauty. Its truth is hard to fathom, perhaps impossible. The wisest changelings have spent lifetimes studying it, yet it remains a mystery.
Whatever else, Glamour is a precious commodity now that Autumn has come and the Long Winter encroaches. At one time, Glamour filled the very air, free for the taking. Now it grows ever more rare, and gathering it becomes ever more difficult.
Knowing The Dreaming
As far as anyone knows, Glamour flows from the Dreaming, the ancestral home of all faeries, to Earth. Exactly how it reaches Earth is unknown, but the process seems to have some connection to humanity's creative and artistic faculties. The human imagination evidently has the capacity to open channels to the Dreaming, acting as a siphon and gateway for Glamour.
Still, why this occurs at certain times and not at others is unknown. Nor do changelings understand why Glamour is often found not just in people, but in places and objects that no human has ever touched or that have been abandoned for years. Do the dreams of humanity call Glamour to roost in places, things and people? Does the creativity of great artists and thinkers continue to collect Glamour after the artists themselves have ceased their great Dreaming? No one can tell. Certainly, Glamour shows up in some strange places and among some unexpected people.
Although Glamour is fundamental to changelings' existence, even they have a difficult time explaining exactly what it is. This is because they find it difficult to separate their feelings from their perceptions. The feelings that accompany Glamour are unlike any other, and virtually indescribable in human speech. Furthermore, Banality causes many changelings to forget the ambrosial qualities of Glamour all too quickly. It is difficult to retain the memory of a beautiful, Glamour-filled moment when one must go to work (or school) the next day.
Cantrips
Cantrips are the means by which changelings manipulate Glamour to create magical effects, both in the Dreaming and in the mundane world. By sparking her own internal Glamour, a changeling can create a link with the Dreaming — a link strong enough for her to draw upon and form the raw stuff of the Dreaming to suit her desires. In a sense, cantrips are the manifestations of Glamour, the source of which is the Dreaming.
With experience, a changeling finds that she is able to shape Glamour in much the same way that a potter shapes clay or a weaver weaves cloth. Changelings' techniques for shaping Glamour are known as Arts. Arts are the powers a changeling can use to affect the world around her. Each of these powers is different; one may allow a changeling to move at incredible speeds or leap high into the sky, while another might allow a changeling to control another being's mind or even trick him into believing he is someone else. Each Art has its own potencies, peculiarities and weaknesses.
Furthermore, every changeling has an affinity with certain aspects of the world. These aspects (six in number) are known as Realms. These Realms have been studied and defined by Kithain lorekeepers, although affinity with them is determined largely by a changeling's kith. Of course, it is possible for a modern changeling to open himself to new experiences and explore new Realms.
By combining the active use of an Art and the innate familiarity of a Realm, a changeling can mould Glamour into a tangible evocation. The Art used defines the nature of the magic, while the Realm describes the focus of the effect.
But Glamour is fickle and wild. It makes demands of its user, and these must be fulfilled lest Glamour dissipate. The success or failure of a cantrip depends on whether a changeling can coax Glamour to do his bidding by performing a Bunk. Though Arts and Realms define the actual powers and effects changelings are capable of manifesting, they are only a part of the equation. A Bunk is needed to create the spark that allows a changeling to tap into the Dreaming. In entirety, this complete effect is known as a cantrip.
See here for examples on Bunks.
Countering Cantrips
Changelings can counter cantrips in one of two ways. Invoking Banality
A changeling is able to resist the effects of a cantrip by calling upon his own inherent Banality. The character gains a temporary point of Banality by resisting a cantrip in this way.
Note that this method of countering cantrips can only be used to affect a cantrip that is cast directly upon a character. Unenchanted mortals (and supernatural beings) cannot use this means of resistance, although some powerful Autumn People may, and Dauntain certainly can. A character does not need to be aware that a cantrip is being cast at him to counter it with Banality, and he can use this method of resisting cantrips at any time. Counterweaving
Characters who possess knowledge of Gremayre can undo a cantrip, even as it is cast. Counterweaving requires that the player spend a point of Glamour. Counterweaving can be used on instantaneous cantrips. The Mists
The Mists separate the fae from the mundane, clouding the minds of mortals so that they do not remember their encounters with things faerie. A side effect of Banality, the Mists exemplify the force of human rationality.
Effects on Mortals
Most mortals (and unenchanted supernatural beings) do not remember their encounters with the fae accurately. The Mists are likely to erase much of these memories or at least relegate them to a dreamlike quality. The amount of Banality an individual possesses determines exactly what she remembers.
Bedlam
Insanity is a danger to the Kithain. They interact regularly with things that are not "real," and Glamour has a habit of making one's perceptions change over time. Thus madness is a threat to every Changeling.
Changelings typically pass through three "thresholds" of Bedlam, although they occasionally go right from normalcy to complete madness without stopping at the intervening thresholds.
However, there is a list of "warning signs" (see below) to guide the decision-making process. As a general rule, a character who fits three or more of the warning signs has the potential to slip into Bedlam.
Of course, Bedlam must be a threat with teeth if the balance between the real and fantastic worlds is to be encouraged.
First Threshold
The first threshold is perception-based. A character begins to have trouble distinguishing between mundane and chimerical things. She also begins to see what appear to be chimerical things that are not really there. Listed below are threshold flaws that can be inflicted on a character who has descended into the first level of Bedlam. Colour Change: Everything changes colour, either randomly or in patterns. Whispers: The Changeling "hears" telepathic or audible whispers that impart secrets or prophecies, or that spew unintelligible gibberish. Dread: A feeling of complete and utter dread engulfs the Changeling; shadows distort into monstrous shapes. Lights: Bright lights flash in and out of existence, surrounding people with nimbi or other illuminations.
Note: Whatever the first-threshold flaws that a Changeling suffers are, they should be annoying but bearable. The character should descend into madness slowly. First-threshold madness is curable and recoverable. Second Threshhold
Bedlam's second threshold is more severe and debilitating. At this point Chimerical Reality seems to become Mundane Reality. This is when madness becomes evident to other Changelings, because the afflicted's Glamour is affected. The Changeling ceases to interact with anyone who does not fit his version of reality.
Certain kinds of therapy (see "Treating Bedlam," below) can actually drive the afflicted deeper into Bedlam at this point. It is very difficult for outsiders to discern whether a Changeling is in the first or second stage of Bedlam. Indeed, the changeling may regain lucidity occasionally; during these "spells," he seems positively normal. Some examples of second-threshold Bedlam are: Don Quixote Syndrome: The character believes everything to be from an ancient time or fantasy realm. Delusions of Grandeur: The character sees everyone as an underling, fit only to serve him. No matter what utter nonsense he spouts, he expects others to laud his ideas and cater to his insane visions. Social Darwinism: The character sees everyone as either predator or prey — and herself as a predator of great strength and skill. This is an insidious form of madness, as it can remain undetected for some time. Soon, however, the character will strike — and death will follow in her wake. The Walls Have Ears: The character believes that everything has a personality and is alive. Manifestations of this madness range from a changeling holding quiet conversations with fence posts to uttering apologies every time he takes a step on the street.
Note: It's very difficult for players to watch their characters fall into Bedlam. Before proceeding to the third threshold (at which all but the most miraculous healing fails), the handler should make sure that the madness fits the character's personal story, and give the character opportunities to heal, if possible. Of course, if the player of the mad character is having fun, there's no reason to ease his transition into the third threshold — utter madness. Third Threshold
The third threshold of Bedlam is the most devastating. The character becomes an unintelligible creature. She retains all the characteristics of her former stages of madness, but also suffers from a number of other threshold symptoms, as seen below: Berserker: The character attacks all around her with whatever weapons are nearby. Autism: The character withdraws into himself, not recognizing the outside world at all. Feral Cunning: The character reverts to an animalistic state; not a frenzied attacker like Berserker, but a cunning, predatory animal that doesn't communicate and seeks only to escape or kill. Perversity: The character descends into the depths of her psyche and performs inhuman acts barely conceivable by even the most depraved soul.
Note: Third-threshold Bedlam is highly contagious. Any Changeling forced into prolonged contact with a character in third-threshold Bedlam risks developing first-threshold Bedlam. This is, of course, up to the Storyteller's discretion, but it is a definite danger. Only the most brave (or foolish) treat those in third-threshold Bedlam. Changelings in this stage are often destroyed, albeit remorsefully.
As if this weren't awful enough, those in third-threshold Bedlam birth many nervosa, which share common characteristics and work to protect the mad one.
If left untreated, Bedlam completely overtakes a character. She loses all free will and passes into the world of dreams. One night, while the Changeling dreams, she simply ceases to be, disappearing entirely from the face of the Earth. At this point (or perhaps sooner), the player may no longer use the character and must create a new one if she wishes. Bedlam Checklist
The following are some warning signs that a Changeling might be in danger of experiencing Bedlam. Although none of these is a "sure" sign of impending madness, the more warning signs a character exhibits, the more likely it is that Bedlam is on the horizon. You spend more nights in Freeholds than in the real world. (If you spend all of your time in freeholds, Bedlam is almost assured.) You have more than one faerie treasure. You interact with more than three chimera on a regular basis. You are a constant Ravager. You have no mortal friends. You have no mortal job (or other attachment, such as school). You are almost exclusively nocturnal. You drink alcohol or use drugs or have sex to excess. You spend more than half of your waking time creating art of some kind. You have no mortal family. You have no mortal possessions. You are in a state of unrequited love. Treating Bedlam
First-threshold Bedlam is cured, ironically, by exposure to Banality. A Changeling in first-threshold Bedlam often goes off by himself, seeking to "cure himself in the normalcy of human society. He resigns his position at court or leaves his household, taking a job in the mortal world and forgetting his Changeling nature temporarily. Eventually, the Changeling is cured — disavowing all contact with Changeling society is often like a splash of cold water on the Changeling's psyche.
Treatment of second-threshold Banality is a little different. A delicate balance of magical healing (using the Primal Art) and Banality therapy must be used to treat the madness. The madness has progressed to the faerie soul of the Changeling, and both his human soul and faerie soul must be cleansed before continuing.
The only widely known cure for third-threshold Bedlam is drinking from the Cup of Dreams, an ancient and powerful faerie treasure thought to be lost in the Dreaming. It is said that some dragons also possess the lore to cure third-stage Bedlam. No Banality cure has ever worked, and psychiatrists who treat Changelings in third-stage madness are thoroughly confused by their patients' resistance to psychoactive drugs and normal therapeutic techniques.
Enchantment
It is useful for changelings to bring mortals into their world at times, whether out of necessity or for less savoury reasons (or both). This is done through a process known as enchantment. Enchanting a mortal is actually far easier than one might suspect; it is merely a matter of imbuing the chosen mortal with a bit of one's own Glamour.
A changeling who wishes to enchant a mortal must create a small token and infuse it with her own Glamour. Such tokens can take many forms: a bit of ribbon tied into a bow, an origami sculpture, a bouquet of daisies picked from the side of the road. Some Kithain create food or drink, which they imbue with their Glamour. Whatever the form, the item or food must be given to the chosen mortal (who must then accept it), and then either carried or eaten by the subject. The amount of temporary Glamour invested into the token determines how many days the mortal remains enchanted, on a one-for-one basis.
So, for example, if Higgins, a boggan, was to give his friend some home-baked cupcakes into which he had invested three Glamour points, his friend would become enchanted upon eating one of the cupcakes and the enchantment would last for three days. If he chose to give her a small trinket constructed from bits of wire, bird feathers and ribbon, it would take effect as soon as his friend accepted the gift.
An enchanted mortal is brought fully into the realm of the Kithain. Such a mortal can see and interact with chimera, and can take damage from chimerical weapons. Enchanted mortals take damage from chimera just as changelings do.
The amount of time that an enchanted person remains unconscious after leaving the Dreaming is determined by referring to the Mists Chart (see here). Unconscious mortals appear to be in a coma-like state, and usually remember very little of what happened to them.
Enchanted mortals cannot cast cantrips; their Glamour is borrowed and they have none of their own. They can use their own Banality to defend against cantrips cast on them, but each time they do so they lose one of their points of surrogate Glamour. Some kinain (mortals with faerie blood) do have some Glamour of their own, but it is difficult for them to regain it; most need a changeling to supply it for them. Kinain are the exceptions to the rule about enchanted mortals, and have even been known to learn cantrips taught to them by changelings.
Staying in a freehold has an odd effect on enchanted mortals. The time limit of their enchantment is suspended while they are within a freehold, so that they may stay enchanted indefinitely while they are there. Additionally, like changelings, they do not age while within the boundaries of a freehold. While this may not be noticeable if the mortal spends only a few days there, if the mortal were to stay for several years it could be very evident upon his return to the mortal world. When the Mists cloud the mortal's mind, it may seem to him as if several years have passed in only a day or so.
There are other means by which a changeling can bring mundanes into the enchanted world or affect them with chimerical weapons. These are known as the enchanted strike and the dolorous stroke. Supernautrals
For supernatural creatures (vampires, werewolves, wraiths and mages) to interact with creatures of the Dreaming (change lings and chimera), they must be enchanted just as mortals must be. Some supernatural creatures have the ability to "enchant" themselves through certain powers of their own. For the purposes of clarity, text that refers to unenchanted mortals also applies to supernatural creatures.
Wraiths must physically manifest in the mortal world before they can be enchanted. Vampires may be enchanted by drinking changeling blood, though wise changelings avoid letting vampires nibble at them too often (something about addiction...).</li> Calling Upon The Wyrd
In contrast to bringing mundane people into the Dreaming, a changeling can transfer his fae mien and all of his chimerical possessions into the real word by calling upon the Wyrd. This action allows a changeling to manifest a bit of the chimerical world in the real world.
When a changeling successfully calls upon the Wyrd, his chimerical form becomes real, as do all chimerical items and any chimerical companions he may have. (Chimerical companions are considered to be those recorded under the Chimera Background, not chimera the character may have befriended.) In addition, all cantrips cast by the character are considered to be Wyrd. The effect lasts for the duration of the scene.
Effects of the Wyrd All chimerical weapons in that character's possession inflict real damage. All cantrips that the character casts are considered Wyrd. This means that all cantrips cast cost one Glamour to cast. Any chimerical companions purchased as Backgrounds are real and do real damage. A character who has called upon the Wyrd takes real damage from all chimerical weapons, cantrips and creatures. Oaths The Oath of Clasped Hands Blood for blood, bone for bone, life for life, until only we stride the earth. My life is in your hands, my blood is in your veins. Hold me well and I will lend you my strength, break your bond and may we both perish. Friendship I swear to you, an oath of clasped hands and shared hearts.
This oath is never made lightly; these words are only for those who feel a bond for a friend as strong as any they might feel for a lover. To make this oath, the oathmakers" hands are clasped around a double-edged blade while the words are spoken. As the blood of the oathmakers is mixed, their friendship is reaffirmed and strengthened. Makers of this oath gain a Willpower point when it is completed, but lose two if it is ever broken. The Oath of Fealty I swear fealty unto you, lady/lord. Your command is my desire, and your request my desire. May my service always please, and may my sight grow dark if it does not. As the tides to the moon, my will to yours, my liege.
This is the wording of the formal Oalh of Fealty, commonly used at investitures, knightings and Sainings. Speaking the words of this oath requires the investment of one Willpower point, and a formal obeisance that lasts a full quarter-hour must be made. Once the oath is taken, the difficulties of all resistance rolls against any form of mental domination are reduced by two. Breaking this oath causes the loss of three Willpower points. In cases of extreme betrayal of this oath, the offender can be struck blind for a year and a day. The Oath of Escheat I take you as my vassal. You are of my house, even as the very stones. I pledge to hold you, to guard you, and to keep you. I pledge to honour your service as it deserves, and to reward loyalty in kind. As the moon to the seas below, my will to yours. I pledge the Escheat to you.
With these words, a ruler formally signifies that she accepts another fae as a vassal. The oath is commonly spoken in conjunction with the Oath of Fealty, but not always. When these words are spoken, the speaker loses one Glamour point, and a chimerical gold coin, stamped with her visage, appears in her hand. The oath is not actually binding until the oathmaker offers, and the proposed vassal accepts, this token. Failure to abide by the terms of this oath indicates a fall from the ways of true fae honour, and thus causes the acquisition of a Banality point. Anyone currently bound by (and holding to) the terms of this oath, even if it is to but one vassal, gains an extra Willpower point per week. The Oath of the Accepted Burden Lay down your burden, that I might take it up. The road is long, and I swear I shall bear it for you, until all roads end. I shall [the actual task is named here], else may the road cease to lay beneath my feet.
Superficially similar to a geas, this oath is a promise to perform a certain deed. The nature of the deed itself is irrelevant; it could be anything from a kiss to retrieving the still-beating heart of an enemy. This oath is always made to another, and is made to verify that a task that he desires will be performed. When these words are spoken, a Willpower point is gained by both the oathmaker and the one to whom the promise is made. If the oath is not kept, each loses two Willpower points. The Oath of Guardianship As the sun guards the Earth by day, as the stars by night, so shall I serve thee. This my duty I shall not abandon [object of oath] till [duration of oath], else may the stars close their eyes and sleep.
This is a fearful oath, and those who do not uphold to it are cursed to never spend two nights in the same bed until a century has passed. The Oath of Guardianship binds the oathmaker to keep a single object, place or individual from any and all harm, to the point of ultimate self-sacrifice. There is no cost to make the Oath of Guardianship, save that extracted by its keeping. The Oath of Truehearts I give a gift of myself to thee. Take it freely; freely is it offered, and forever thou hast me in thy keeping. I swear love unto you and pledge you my troth. May those who watch over love watch over this oath and those who keep it, and may we never find fault in their eyes.
The purpose of this oath needs no explanation. It is spoken in unison by the two (or more) lovers it hinds, and it takes a point of Glamour from each to craft a chimerical songbird visible only to the lovers. The instant this oath is broken, the bird ceases to sing, perching silently on the shoulder of the oathbreaker and now visible to all as a sign of betrayal. In addition, both betrayer and betrayed gain a Banality point as a result of this cowardly action. On the other hand, being true to the oath grants one additional point of Glamour from any Rapture the lovers participate in. The Oath of the Long Road I swear that 1 shall [nature of quest undertaken] or lose my honour, that I shall {nature of quest] or lay down my sword, that I shall [nature of quest] or Dream no more. You and the sky my witnesses, so mote it be.
The Oath of the Long Road is the most potent of the oaths known to the common fae. It is the voluntary acceptance of a quest to be performed, and its swearing is usually sanctified with the blood of both the oathmaker and her witness(es). It is always spoken in front of one, or preferably three witnesses. The oathmaker receives an extra Willpower and Glamour point, but there are dire consequences for failure. Simple failure to complete the quest causes the loss of three Willpower and three Glamour points. Abandoning the quest altogether strips the oathbreaker of all temporary Glamour and Willpower, strips a point of permanent Willpower, and adds two Banality points. The Oath of Crossed Blades Where two stand, there will be one. I swear enmity unto thee until the setting of the last sun. May my heart cease to beat and my hand lose its strength should ever I show favour to thee, and the bones of the earth are my witness.
Only trolls and sidhe generally speak this oath; members of the other kith consider it counterproductive to announce one's enmity. Still, there is a certain style to swearing eternal hatred, and the oath serves as a bold step in the intricate dances of court. A fae swearing this oath instantly trades a point of Willpower for one of Glamour, and also has the difficulty of any roll involving his enemy reduced by one. Should, however, the oath be broken, a point of Willpower is lost permanently, and a pair of matching scars, akin to those that would be left by a rapier's point, appear on the face of the oathbreaker. Four Paths to Epiphany
Changelings require Glamour to maintain their tentative connection to the Dreaming. Without Glamour, they would quickly be lost in the Mists or, even worse, become Undone and lose all that makes them fae. They need to seek Glamour out constantly: find mortals who possess or are capable of creating it, and either inspire, plunder, or brutally and permanently rip the it away from them. A few rare Kithain are even able to tap into their mortal halves to create Glamour for themselves, without needing to steal it from someone else. The different methods of obtaining much-needed Glamour from one's self or from mortals are called epiphanies.
An epiphany is a near-overwhelming rush of sensations, ecstasy and emotions that flood into the changeling as she connects directly to the Dreaming for one brief, fleeting moment. A particularly intense epiphany can cause a changeling to switch Court affiliations or change in personality, at least temporarily.
Bedlam is always a danger for those Kithain who become greedy in their musing. If a changeling gains too much Glamour too quickly, madness can take possession as his mind retreats from mundane reality and into chimerical reality. This is why grumps sternly and repeatedly remind childlings to keep their greed for Glamour under a tight rein. Interestingly enough, childlings are able to handle more Glamour than either wilder or grumps can, perhaps because society, whether mortal or changeling, tends to let children and their imaginations have free rein.
The type of mortal who is able to generate Glamour is usually an artist or person with special creative insights. Anyone from a writer to an actress to a chef to a child with an imaginary world can create Glamour. However, not all writers, actresses, chefs or children can generate it. It takes a certain rare connection between a mortal and her dreams to create Glamour. Most people have too much Banality to tap into the Dreaming successfully.
There are four widely used means to an epiphany, even though one is expressly forbidden by both Courts: the pathway of inspiration, Or Reverie; the pathway of self-inspiration and creation, or Rapture; the pathway of theft, or Ravaging, which is banned by the Escheat; and the pathway of destruction, or Rhapsody.
Reverie
Reverie is considered the most noble method of gathering Glamour. A changeling spends time cultivating the Dreamer, inspiring the mortal to tap into the Dreaming and create a Glamour-filled work. Reverie is looked favourably upon by Kithain because it is sustainable, and more beneficial to the mortal in the long run.
The Seelie Court prefers Reverie to Ravaging as a means to achieving epiphany because it keeps the precious few True Dreamers in the world creating works of art, as opposed to taking the chance of draining their creativity permanently as Ravaging can do. The Unseelie tend to consider Reverie too time-consuming for too little return. Some Unseelie nobles and a few rare Unseelie commoners occasionally use Reverie as their preferred method to gain Glamour. However, the artists and art they inspire usually relates to change or a darker form of art or creation than the Seelie would choose.
Changelings who follow the pathway of Reverie to gather their Glamour are sometimes viewed as muses or patrons to the mortals they nurture. It is necessary for Kithain to study and get to know their subjects over a period of time. This communion helps the changeling understand what inspires a mortal, and how to best aid her in developing her creativity. Knowing the right words and ways to push a mortal to create ever greater wonders is the key to a long-lasting, and mutually beneficial, fount of Glamour for the Kithain. The more time and creativity the muse spends on the Dreamer, the better the Dreamer's art will be and the more Glamour she will produce.
Many muses use love as a source for inspiration, although it can be risky for both parties. Love can grow into obsession; the artist might become enraptured with the muse rather than the art. On the other hand, if the mood of the Kithain changes, perhaps to anger or jealousy, a long-term and formerly beneficial Reverie can become a bitter Ravaging, or a violent punishment through Rhapsody in a worst-case scenario.
A muse experiences Reverie and gains Glamour by being exposed to the product of the Dreamer's work — whether it be a novel, poem, painting, recording, a divinely created meal or an appreciative audience. Sometimes a muse's influence is so instrumental to the work, and the work is so potent, that Glamour is received every time the creation overwhelms a new audience.
A Reverie's concrete form—a novel, poem, painting, recording — eventually becomes diluted and unable to generate mote Glamour through repeated contact with mortals. A new song or play performed before a live audience may release copious amounts of Glamour, but lose much of its initial impact once it is released on CD or as a movie. Perhaps this is why the works of many great artists are kept under wraps — once they become widely distributed, they become mundane and produce no more Glamour.
Musing Threshold
Just as there were different Muses in Greek mythology, each a patron of a particular art, so each changeling can have a specialty by which she inspires artists to create awesome works and thereby Glamour. This specialty, called a Musing Threshold, usually reflects the changeling's own tastes, and the ways in which she is inspired in life.
Each player should choose a Musing Threshold for his character during character creation. A changeling shouldn't have more than one Musing Threshold. A character who begins without one can gain a specialty during play, and a character's specialty can change during the course of a chronicle.
At the beginning of a story, each player can establish a goal that he intends to fulfil with his Musing Threshold to earn Glamour. It might be to coach a dancer to master a difficult move, to help a singer hit a note or to encourage a painter to complete a long-unfinished piece. Alternatively, the player doesn't have to specify a subject whom his character inspires, but that his character simply seeks to be inspirational wherever he goes during the story, and gains Glamour as a result.
See the Musing Threshold Table for examples of how changelings can specialize in motivating artistry. Musing Threshold Table </li> Inspire Creativity: The character loves to inspire creativity in all those around her, especially those who hold potential to be great artists. She often strives to inspire not just one artist, but a group of artists to work together to create a mutual piece of art. Many different minds working together toward one goal can be trying at times, and the character's guiding vision unites the artists. Create Hope: The character is an optimist of the highest sort and tries to keep hopes alive. This might involve searching for people in seemingly hopeless situations who are ready to give up. The changeling tries to come up with another solution to the problem at hand, or picks up their spirits. Create Love: The character believes that love can make everything work out in the end, and gains strength by playing matchmaker or by resolving problems in relationships. She has the patience to listen to the laments of the heartbroken, and tries to keep couples together or to make individuals give romance one more try. As long as the subject keeps trying and believes in the changeling's advice, the musing works. Create Calm: The character believes that possessing a calm spirit can resolve most situations, and she tries to keep people cool to help them gain insight on their situations. Foster Trust: The character believes that the world can be a better place with a little trust and understanding. He tries to encourage people's faith in each other so that everyone can work together and achieve what they need to, or sometimes to get involved with life and people again. Helping Those in Need: Some people are lost or need guidance to get back on their feet. People who need the character's aid include runaways who need someone to believe in, addicts trying to quit their addictions, and neglected children who need self-esteem. Helping them to stand on their own makes the character whole. Foster Dreams: This variety of musing involves inspiring people to dream of things that they want to achieve. If they believe in their dreams and strive to get what they want, their dreams may become reality. Rapture
Changelings possess both faerie and mortal natures. By allowing their mortal sides to be inspired — achieve Rapture — they can get in touch with the Dreaming as if they themselves were mortal Dreamers. This is a very lengthy and difficult process as it takes a lot of soul-searching and understanding of one's faerie and mortal natures, but it also has the potential for enormous gain.
Rapture allows the changeling to gain Glamour from her own imagination. The moment of Rapture is one of pure and total ecstasy as the changeling connects directly to the Dreaming. The two halves of her nature are united as one for a brief and fleeting moment. Both the Seelie and Unseelie recognize that Rapture is difficult to achieve. Any Kithain who can find it is believed to have reached an ultimate height.
In order to achieve Rapture, a changeling must make an artistic or creative breakthrough, which is no small task. The changeling chooses an art or medium in which she excels (though this is not a necessity), and comes up with a vision or an idea that she wants to fulfil before she can begin the long process of seeking Rapture.
Ravaging
It is a simple matter to tear, wrest or rip Glamour from a mortal, and it can be as satisfying as any epiphany. Such an assault taints the epiphany with the psychic anguish of the victim, mixing pain with Glamour — a delicious meal for many Unseelie Changelings. This form of psychic rape is called Ravaging.
Unfortunately, mortals don't have an infinite supply of Glamour, and they need time to replenish their creativity. If their Glamour is stolen from them, it will take much longer than usual for them to rejuvenate.
Seelie tend to view Ravaging as a unnecessary evil, and they frown upon anyone who practices it. The Unseelie consider Ravaging a necessity, since Ravaging brings about change, even though it occurs through suffering and destruction. Childlings don't usually have the understanding or patience to use Reverie or Rapture as a means for epiphanies.
Indeed, Unseelie Childlings take perverse pleasure in Ravaging other children. They feel safe that they will only be scolded. After all, "Children will be children," the elders tut.
If a particular mortal is Ravaged repeatedly and frequently, his creativity can be extinguished permanently. Still, as many Unseelie are fond of saying, "There are always more Dreamers."
Ironically, changelings utilize their own Banality when they Ravage, which runs the risk of gaining more Banality. The Ravager floods the Dreamer with Banality, literally driving the Glamour out of her body, and the Ravager gathers it up. Occasionally, Banality is gathered up too, which is another reason why the Seelie frown on Ravaging.
Ravaging Threshold
Most changelings who Ravage use simple psychic assault to gain Glamour. However, some Kithain have exotic and perverse tastes. Ravaging Thresholds are specialized methods used by some Unseelie to spice up their Ravagings with anguish. They put extra effort into their Ravagings to make them an art form.
A character's Ravaging Threshold is usually based on her past, and is often the result of some emotional trauma that she suffered. The Threshold chosen is often a means to get revenge on the world. Possible Thresholds are provided in a sidebar. Inventive players and Storytellers are encouraged to come up with additional ones.
There are two ways to incorporate Ravaging Thresholds into a story. The changeling tries to accomplish a goal through his chosen Threshold, and appropriate events are assumed to occur in downtime. A changeling might, for example, spend time during a story frightening whatever children she can, gaining Glamour from their horrific thoughts and dreams. No one person is the target. The second use of Ravaging Threshold is more intense. It involves roleplaying an emotional scene — the player roleplays the abuses that her character heaps on a victim.
Ravaging Thresholds </li>
Exhaust Creativity: The character delights in exploiting others, or is contemptuous of the talents of those who are more creative than he is. He employs others to create for him, but this art is ultimately corrupted, buried or wasted. The Dreamer then burns out, wondering why he wasted his time on such frivolity.
Destroy Hope: The character is fatalistic and Ravages by destroying hope. This might involve watching over someone who is in a hopeless circumstance and is ready to give up fighting. The predator talks the mortal out of taking action that would improve her life.
Destroy Love: The character no longer has illusions of love, and gains strength from preventing others from finding it or trusting in it. She typically has a repertoire of techniques for "breaking people up," such as seducing someone's significant other, providing photographic evidence of infidelity (real or fabricated), and sending flowers with a note that says "Good-bye...." The Ravaging succeeds as long as the prey's attempts to fall in love fail.
Create Anger: The character prides herself on maintaining her composure, and delights in driving others to anger. By wearing down an individual's self-control, she drives him to self-destructive acts of violence.
Break Trust: The character must break the trust that exists between two people. The character has had his trust broken, and now others must suffer as he has. The character's prey ultimately trust no one, becoming isolated from the world.
Exploit Dependence: The character prides herself on her self-sufficiency, and she flaunts it by making others dependent upon her. Victims might be neglected children, teenagers supplied with a steady diet of cheap video games and bad food, or kept lovers who worry about satisfying her needs. The character destroys anyone who becomes dependent upon her, and is fulfilled as they waste away.
Destroy Illusions: The character is jaded, and the sight of innocence disgusts him. This type of Ravaging is often performed by childlings, who have been known to get "good kids" in trouble and spread the "truth" about Santa Claus and the Easter Bunny.
Rhapsody
This is an Unseelie means of epiphany that is strictly forbidden by the Kithain. A changeling can imbue so much raw Glamour into a mortal that he burns like a Roman candle; all his creativity goes into one, final, glorious masterpiece. This is the last creation the artist or Dreamer is capable of as he is left drained forever after.
All Kithain, Seelie and Unseelie, forbid this form of epiphany because it destroys any possibility for more Glamour in the future. It also destroys the mortal's life so thoroughly that he may become an enemy of changelings subconsciously, if he survives.
Many Rhapsodized mortals succumb to exhaustion, suicide or stress-related ailments. The work of art that results from Rhapsody contains copious amounts of Glamour (the item is considered to be a special form of dross — see below). When the work is destroyed, the Glamour is released. (And this is added insult to injury for the artist—not even his greatest creation is allowed to live on.)
Dross
While epiphanies are used to glean Glamour from mortals, there are other ways of obtaining Glamour in its many guises. The raw essence of the Dreaming sometimes gets trapped in physical form, usually through natural or magical means. This type of Glamour is known as dross. Dross is less threatening than the unbridled energy of the Dreaming. Indeed, many Kithain believe that dross should protected even more so than the Dreaming itself, because it is fragile and unique.
Dross can manifest in many natural variations — forest mushrooms, geodes, fern seeds, well-worn river stones. Dross is often contained in the possessions and relics of great people: John Lennon's diary, Picasso's paintbrush or palette, Abraham Lincoln's top hat, or a letter written by either Lewis Carroll or Dr. Seuss.
The Glamour gleaned from dross is more fleeting and temporary than that gathered from an epiphany. The power of dross is measured in points, but the fragile nature of that Glamour requires it to be used immediately once it is released. The Glamour unleashed from dross cannot replenish a changeling's own store. An object usually contains anywhere from one to five Glamour points, although some magnificent vessels hold 10 points or more.
In order for the Glamour trapped in dross to be released, part of the item (and in many cases all of it) must be destroyed. A changeling must tear, crush, bum, devour, rip or otherwise ruin the item permanently, unless only part of its Glamour can be released, in which case only part of the object is destroyed. Once all the dross has been released from an item, there can be no chance to repair it. Ever.
Many Kithain use dross as a form of currency. The Kenning Talent enables a changeling to know exactly how much Glamour is contained in an object (on a roll against difficulty 5). Many Seelie and Unseelie believe that such treasures and mementos should be protected from greedy Kithain out for a quick fix (although the Unseelie generally hold a much more liberal view of what makes something a treasure).
Types of Dross
Dross can take the form of many different things, in varying sizes and shapes. The following is a list of sample items. Dream Stones: Dream stones are beautiful natural objects. Although these items are named dream stones, the majority of them aren't stones at all — they might be anything from a small clump of moss from a rarely visited forest to an unusually formed crystal. Dream stones are distinguishable from their ordinary counterparts — the moss might be an unusual color, or the crystal might glow with a chimerical inner light. Dream stones are usually found around faerie glens and in hidden wilderness grottos. Dream stones usually contain only small amounts of Glamour, from one to three points. Mementos: Mementos are items associated with a person or an event of great inspirational significance. One of Elvis' rhinestone-studded jumpsuits, a pen that belonged to H. P. Lovecraft, a moon rock from mankind's first lunar landing, or even John Belushi's bumblebee outfit could be mementos. Mementos can contain large amounts of Glamour, some as much as 10 points. The more rare the item and the greater the person or event connected with it, the more dross it holds.
Treasures: Treasures can hold as little as one or as many as 10 points of Glamour, depending on the significance of the item and the impact it has had on creativity. The original copy of A Midsummer Night's Dream by William Shakespeare might contain more than 20 points of Glamour, while a canvas painting by a new but well-respected graffiti artist might contain only two. Most treasures are guarded zealously by the Kithain. Some treasures are made specifically to be destroyed, to release the Glamour contained within. Destroying a permanent and important treasure simply for the Glamour within earns the defiler a temporary point of Banality.
Chimera: Glamour gained from destroying a chimerical beast may be used to replenish a changeling's own depleted score. However, one must consume the flesh of the beast in order to gain any benefits. Doing this repeatedly can cause side effects ranging from purgative to poisonous to Bedlam-inspiring. Chimerical items may also release Glamour when destroyed. The amount of Glamour gained by consuming a beast or breaking a chimerical object is generally proportional to the power of the creature or item.
Founts: Certain hidden places in the world have a direct connection to the Dreaming. These places, called founts, are highly sought after. In fact, some freeholds are built upon or near these sites, where Glamour bubbles up naturally like a spring. The amount of dross gained by ingesting the Glamour-laden "water" is usually never more than 10 points in one draught, after which the fount must be allowed to replenish itself before it can be drawn from again. Strange side effects can arise from drinking from certain founts. Anything from hallucinations, nightmares, precognition or an attack of the giggles may result, depending on the location of the fount.
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Post by Annabelle Devonshire on May 18, 2020 1:06:45 GMT -5
Freeholds
Most of the ancient faerie glens, isles and hillocks disappeared long ago; their pathways to Arcadia closed when humanity's disbelief became too strong for them to remain open. Nonetheless, a few of these spots, called freeholds, remain. Such places have close connections with the Dreaming. Changelings draw power from these refuges and find peace there as well. They are places where Banality is, temporarily at least, at bay.
Freeholds are so valuable to changelings that they are the centre of the Kithain feudal system. They are sources of power and influence for nobles and commoners alike. Freeholds are the foci of many changelings' faerie lives. Most consider a freehold to be their home, though few changelings actually live in them. Changelings have loyalty and affection for their refuges, no matter how small or humble those places are.
Dream Nature
Freeholds are protrusions of the Dreaming into the mundane world, but the opposite is also true. Freeholds feed the Dreaming Glamour, but Banality leaks into the Dreamrealms through freeholds, trods and other such sites. This is not necessarily a bad thing; the "mundane" world gives the Dreaming form and variety. In its purest form, Glamour is ceaselessly chaotic. Freeholds are, by necessity, more banal than the Dreaming around them.
Most known freeholds are protrusions between the Autumn world and the Near Dreaming. Some may exist between two Dreamrealms, such as the Near and Far Dreaming. These are usually shadows of old Earthly freeholds that have migrated (willingly or unwillingly) deeper into the Dreaming. Changelings call a portal between realms in any kind of freehold a rath.
Raths
"Rath" is the Irish name for circular earthworks left by the fae; even humans know these are gateways into the faerie lands (though few humans really believe such "fairy tales."). This folklore is true, however, though not all raths are circular earthworks. Raths vary widely — from a silver archway for the sidhe, to a hole under an upturned tree root for a forest-dwelling pooka, to a gauntlet of whirling saw blades in a nocker freehold. A rath may be any kind of portal that is large enough for a changeling to pass through, though not all are big enough to allow humans passage. The size of these archways varies, but is usually proportional to a freehold's power.
The freehold on the Dreaming side of a rath usually appears similar to its mundane aspect, yet there are startling differences. Perhaps north is south here, or mirrors do not reverse images in the usual manner. Banal objects disappear completely, while others are barely visible but drift away like cobwebs in the breeze when touched. The air seems crisper, and colours are more bold. Minor chimera are ubiquitous in the Dreaming aspect of most freeholds. Attracted to freeholds like fish to a coral reef, most are mindless and do little to endanger the freehold or its inhabitants. More daring chimera may use the rath to jump between realms, though they must have the Rede Traverse Dreaming to do so. Homesteads (see below) are freeholds that exist wholly in one Dreamrealm, and they have no raths that lead to another realm.
A freehold is more "static" than the Dreaming that it connects to or surrounds it. Thus, a freehold situated between the Near and Far Dreaming has two aspects. The Far Dreaming aspect is less "mundane" than the freehold's Near Dreaming aspect, but still more stable than the rest of the Far Dreaming. If a changeling leaves the immediate vicinity of this island of stability and enters the Dreaming, she may become lost quickly and may never find her way back to the human world, unless she travels by way of an established trod. Few changelings dare to wander more than a few city blocks from their freeholds in the Dreaming. Only changelings with Dream Lore may navigate the Dreaming reliably.
Creation of a Freehold
Creating a freehold in the mundane world is not a simple matter, though not impossible. One must find a place with a certain amount of natural Glamour. Such locations are rare, and usually discovered only by luck or chance. Indeed, some Kithain spend years searching for one. With the location determined, the would be creator must light a torch from another freehold's balefire and bear it to the newly established haven. She must light a new fire with this torch, investing a certain amount of her Glamour.
This fire becomes the balefire for the new freehold. Creating freeholds in the Deep Dreaming is far more complex and requires special Arts known only to a few.
Ownership of a Freehold
A changeling may acquire a freehold in one of four ways. She may create the freehold, gain it as a gift or inheritance, discover it by chance or as the result of a quest, or she may steal it from another changeling. If the character discovers or inherits a pre-existing freehold or glade, she must swear an oath to protect it if she wishes to stake her claim. The character must also invest an amount of temporary Glamour equal to the level of the freehold. If something destroys a changeling's freehold, the owner gains a number of temporary Banality points equal to the level of the freehold. If she created the freehold, she also regains any Glamour that she invested.
Changeling tradition holds that once a changeling claims a freehold, no other may claim it until the owner's death — unless he chooses to give it away. The full force of the Dreaming backs this law, making "claim jumping" rare. There are exceptions, though.
A noble with a pennon treasure (a count or higher-ranking lord) can use it to take a freehold against a commoner's will, though she must invoke a formal fior to do so. A "neutral" noble, mutually agreed upon by the contestants, chooses and administers the fior. If the commoner refuses the fior, the freehold becomes the legal and mystical property of the noble and it responds to only her commands. The returning sidhe used this age-old power to take over a number of commoner freeholds, but this practice has slowed considerably since the Treaty of Concord. Nobles who use this power too freely are understandably unpopular among commoners, and occasionally meet nasty ends.
If a changeling becomes Undone by Banality, his freehold's balefire gains a bluish tint and the freehold "dries up" at the rate of one Glamour point per year. If the changeling's Undoing is temporary, the owner may rekindle her freehold by spending a temporary point of Glamour. Another changeling may claim an "abandoned" freehold on the basis that it is better to rescue a freehold than to lose it to Banality. Seelie tradition dictates that the original owner has the truest claim to her freehold, and that a new owner should return the freehold without protest. The original owner typically thanks the freehold's "caretaker" with a small gift for protecting the freehold while she was away. Unseelie tradition holds more to a tradition of ownership by the strong; a changeling who becomes Undone is obviously unfit to maintain a freehold. A returning changeling must often invoke a fior to regain her lost property.
Gaining Glamour
The owner of a freehold may use it to renew his Glamour, though he can grant this power to another as a favour instead. To obtain Glamour from a freehold, the character must sleep and dream in the balefire's light, or near the secret stone of a glade. Upon awakening, he recovers a number of Glamour equal to the amount he initially invested. Of course, the changeling may never gain Glamour above his permanent Glamour rating. Glades function slightly differently; the first person to dream within the glade in a night is the one who gains Glamour. Changelings rarely share glades.
Reaving
It is possible to gain Glamour from a freehold, even if one is not the owner or does not have permission, through Reaving. It risks causing permanent damage to a freehold, though. The owner may also Reave his own freehold in an attempt to gain more than the daily allowance of Glamour. To do this, the character stands in the presence of the balefire or sacred stone and wills the Glamour to come forth. Most changeling rulers (Seelie and Unseelie) have outlawed Reaving; destroying a freehold is one of the most horrible crimes a Kithain can commit.
Glades
While freeholds are often created (and hence artificial sources of Glamour), glades are naturally occurring wellsprings. They are extremely rare and, when discovered, become carefully guarded secrets. A glade has a sacred stone, which is similar to a freehold's balefire. Sacred stones can take many forms. Some are tall standing stones left as chimerical glacial till, while others are sacred gems or smooth stones rounded by mountain streams. They may sit in a place of high honour or rest unnoticed by a tree root. Regardless of its form, the stone is the source of a glade's power. Removing or destroying a sacred stone strips a glade of its magical energies. Nunnehi still control most natural glades, but many European fae covet them. This has lead to numerous fights over the years. Types of Freehold
Glade — Glades are sylvan glens, typically located deep in a forest. Changelings favour glades as sites for many of their festivals. Unlike most freeholds, glades are naturally occurring wellsprings of Glamour. Glades have a sacred stone instead of a balefire as their heart.
Hearth — A faerie tavern, bar or coffee house, usually with a back-alley entrance. Many speakeasies from the 1920s are now hearths. All changelings are welcome, as long as they have something to trade.
Lodge — Cottages, houses and mansions, collectively considered lodges, can be freeholds. Lodges are typically the strongholds;of nobles, who spend much of their time in residence.
Manor — A manor is a small faerie glen surrounding a cabin or other building, and is usually located in the wilderness.
Eyrie — Eyries are high mountain freeholds, and are typically the refuges of outcasts.
Grotto — Grottos are often overgrown sylvan glades or abandoned mines. Sluagh and nockers often gather in such out-of-the-way freeholds, though others use them as well.
Faerie Ring — A very small glen found deep in the forest. These naturally occurring freeholds grow increasingly rare as the wild places of the world dwindle.
Isle — These enchanted islands are rarely on maps or sullied by mortal feet. Isles are private refuges, and are among the most prized freeholds.
Thorpe — Thorpes are faerie towns. They are rare these days. One of the most famous is a mining ghost town known as Mother Lode, located somewhere in Nevada, while Ireland boasts the village of Glenlea.
Urban — Only the hardiest Kithain dare to live in the World of Darkness' choking urban sprawls. Banality is at its highest here, and untainted Glamour is scarce. These freeholds are on the edge of the coming Winter.
Market — Faerie markets are places, often freeholds, where changelings come to buy, sell and trade strange treasures from a thousand realms. These places often share space with human markets covertly, though some may exist wholly in the Dreaming. A human may purchase a piece of faerie craft "accidentally" on occasion. Such transactions may be lucky or disastrous for the unwary human.
Lost One Freehold — Most sidhe left Earth for Arcadia during the Shattering and stayed away for over 600 years. Some stayed behind, however, immersing themselves in their freeholds. These freeholds are rich in Glamour, but dangerous because of their Bedlam-inspiring qualities.
Homestead — Homesteads are freeholds that are wholly in the Dreaming, yet without access to a rath. They do not have the dual nature of most freeholds; their prime virtue is stability. The Kithain build homesteads to withstand the rigors of the Dreaming. Homesteaders are few, but fiercely independent. Some changelings from every kith set up homesteads (even small villages) in the Near Dreaming. There is currently some tension between long-term homesteaders and changelings who entered the Dreaming after the Resurgence.
Nunnehi Freeholds — Nunnehi freeholds are inherently different from any other kind, and are misunderstood by European fae. Severed from the Higher Hunting Grounds (their aspect of the Dreaming), Nunnehi freeholds may nevertheless have access to the "Upper" and "Lower" Worlds. They share many characteristics of werewolf caerns and mage nodes; some Nunnehi find themselves in conflict with Garou or mages who covet their freeholds for their spiritual energies. Nunnehi freeholds vary widely in appearance, and conform to the cultural conventions of the local tribe.</li> Trods
If Glamour is the Dreaming's life-blood, then trods are the arteries through which Glamour flows. Trods are the fae's nearest connection to the Dreaming and Arcadia beyond. They are also power. The sidhe realized this during the Resurgence, and rushed to reclaim most of the recently re-opened trods. Those who control the trods have considerable control over Kithain society. Changelings may move troops and secret missives through them in times of war. They are ideal trade routes and vital connections to the Dreaming in times of peace. Most trods closed during the centuries of the Interregnum, but reopened spectacularly with the sidhe's return.
When a changeling enters a trod, she disappears from the mundane world. Trods may lead to a number of places. Most follow a path leading from one earthly location, through the Near Dreaming, to another earthly location. Others end at specific locations within the Dreaming. Time and location shift constantly in the Dreaming. After over 600 years of being severed from the Dreaming, most commoners are not adept at travelling through it. Few Earth-bound changelings used trods, but now travel them in growing numbers. (This is especially true of the sidhe and eshu.)
Few changelings live directly in the Dreaming due to its hostility and restless nature. Those who leave the safety of a trod's Silver Path (see below) risk becoming lost forever in a constantly shifting wilderness, with only monstrous chimera for companionship. However, some changelings manage to set up homesteads along trods, in the Dreaming. These are scattered throughout the Near Dreaming, providing shelter to those who travel these roads.
Travellers may travel both ways on trods, and may reverse direction in mid-journey when they choose to. A trod's physical appearance varies greatly, depending on its nature and on the Dreaming that surrounds it. Some have openings in the mundane world, while others thread only through the Dreaming. Trods may intersect each other, though a traveler must open the new trod to change paths.
The Silver Path
The Silver Path is literally that, a path that leads from one end of a trod to the other. Its physical form varies from trod to trod, depending on the type of trod it runs, but it always has a slight silver cast to it. If travellers on a trod do not deviate from the Silver Path, they greatly increase their chances of reaching their destination unharmed. The Silver Path not only acts as a guide, but as a protector as well. Chimerical monsters must expend Glamour to attack those on the path. The difficulties of all chimerical attacks staged on travellers of a Silver Path increase by one to three, depending on the path's strength in the area. Some crafty chimera try to trick unwary changelings from the path, and many have gotten quite good at it. (Chimera may use trods that are protected by the Silver Path, but only if they travel under a changeling's protection.)
No one knows the Silver Path's true nature, though it was clearly a creation of the changelings' progenitors, the Tuatha de Danaan. The Silver Path protects most Near Dreaming trods, though there are long stretches where it fades or disappears completely. The path fell into disrepair after the sidhe left during the Shattering, and many maps of trods and paths were lost. High King David and other monarchs have made it a priority to strengthen the Silver Path, but no one knows how to do it. Many changelings seek this secret.
The Passage of Time
Time does not flow in a trod as it does in the mundane world. A great deal of time may pass for a changeling on the trod, while almost none has passed in the mundane world. A journey's duration on the trod is often, though not always, a close approximation of the time it would take to traverse the distance in the mortal world. (A changeling who flies along a sun or moon trod in his chimerical balloon will have a faster journey than one who chooses to walk to the same destination along a land trod.) In the mundane world, however, both arrive at approximately the same time. A changeling may enter a trod in New York and exit in Paris with only a few minutes or even seconds passing in the mundane world. While this can be very useful if a changeling is in a hurry, the difficulty and risks of travelling a trod may not be worth the savings in time. If a changeling is not in a hurry, she may take a scheduled airliner like everyone else. Types of Trods
Trods vary as vastly as the Dreaming itself does. Most in the Near Dreaming are recognizable as paths of some sort, but are more esoteric in the farther Dreamrealms. Land and water trods are the most common.
Land: Land trods may be anything from a wide superhighway to a narrow path along a precipice. They may pass through idyllic faerie towns, by literally burning deserts or through forests of mists and moaning trees. A changeling may walk, ride or drive along these trods; mode of travel is limited only by terrain.
Water: These trods may be small as a mountain stream or as vast as a thousand oceans. Due of the lack of recognizable landmarks, travellers on this type of trod must rely on charts and other navigational treasures to travel these watery paths safely.
Sun: Sun trods are sky trods that are open during the day. Only those changelings who can fly (even in a balloon) may travel these ethereal highways. Sun trods may appear as shafts of focused sunlight or as paths along sun-lit clouds. A changeling travelling a sun trod must find a moon trod to continue his journey after dark.
Moon: Moon trods are sky trods that are open only at night. Only those changelings who can fly may travel these lunar phantom trails. Moon trods may appear as dust motes dancing in shafts of pale moonlight or as paths along night-sky clouds.
Cursed: Cursed trods have been corrupted by some means. Perhaps a powerful chimera, changeling brigands or a wicked monarch has taken up residence beside it, and kills all who travel it. Banality may block or sever some trods, trapping travellers in gray pitfalls where their Arts are of little use. These areas of the Dreaming are often home to feral chimera and other monstrosities. Any type of trod may become cursed.
Chimerical: Chimerical trods are far too ethereal for material creatures such as the fae to travel, but chimera have little trouble using these Glamour-rich roads. Some arcane Arts may allow changelings entry to these alien trods. Such paths are extraordinarily dangerous, even to the most potent Kithain. The Silver Path does not extend into these trods.
Nightmare: The Nightmare Realms fester in the Deep Dreaming like an insatiable cancer. Dark and twisted trods spiral from them, touching almost every other part of the Dreaming. Malignant chimera and even darker creatures travel these fearsome roads. Some Unseelie changelings use these trods on secret errands, but these paths are dangerous even to them. The Silver Path exists along some of these trods. Most believe the Tuatha de Danaan built the path there during their wars in the Nightmare Realms. In recent decades, these trods have disgorged increasing numbers of malign chimera into the Near Dreaming and the mundane</li>
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Post by Annabelle Devonshire on May 18, 2020 1:07:54 GMT -5
History of the Changelings ~ Mythic Age ~ In the oldest time, the Time of Legends, the world of dreams existed alongside the mortal realm. No barriers separated the two realities, and magical energies coursed freely throughout the mortal lands. Wherever these energies touched rock or tree or beast, strange and fabulous creatures sprang into existence. The fae — the children of the Dreaming — passed unhindered between the borders of both realms, mingling among the human tribes that wandered the face of the land and teaching these short-lived, dynamic creatures the art of dreaming. This ability to shape new things from the fragmentary hopes and visions Grafted in deep slumber helped to keep the connections strong between Arcadia, the realm of dreams, and the mortal world. By giving the secret of their lifeblood — dreams — to humankind, the fae sought to ensure their survival and proliferation. Born of dreams, they drew their continued existence from the power of the imagination to create them.
From time to time the children of the Dreaming would show themselves to mortals in various guises, for the forms of the fae were asfluid as the dreams from which they came. In some lands, the fae became as gods to the Sons of Adam and Daughters of Eve; their powers to beguile and enchant made them both loved and feared by all who encountered them. In Ireland, the deeds of the ancient fae who called themselves the Tuatha De Danaan inspired awe and wonder in mortal hearts, creating legends that persisted long after their departure from the physical realm.
Too many fae saw humans as mere playthings, conduits of dreams (or nightmares). The impressionable minds of mortals had no defences against the fickle affections and angers of these godlike creatures. Just as humans learned to dream, they learned to fear their dreams as well. It was this fear that would become the undoing of the fae, for as the Golden Age of Legends gave way to succeeding ages of Silver, Bronze and Iron, humans learned to protect themselves from their fears. The act of self-preservation, understandable though it may have been, gave rise to the slow severing of the Dreaming from the mortal realm and brought forth the phenomenon known as the Sundering. ~ The Sundering ~ Some say that the Sundering arose simultaneously with the Iron Age, when humans learned the art of Grafting durable weapons that could cause grievous harm to both mortal and immortal foes. Others claim that as soon as humans learned to dream, they also learned to disbelieve their dreams, denying by the light of day the phantasms that haunted their nights. As tribes grew into settled communities, cities anchored humans to one place, surrounding them with houses of wood or stone. Reality itself began to settle into a single, changeless form. Dreams — and True Dreamers — became the exception rather than the rule. Gradually the mortal realm and the Dreaming began to drift apart as humans placed barriers of disbelief and walls of explanations between themselves and the creatures born of their imaginations. The damage, however, had already been done.
Once given to humans, the power to dream could not be taken away so easily. Where once they controlled the visions of men and women, the fae now found themselves bound inextricably to the dreams of mortals. Their lives began to mimic the society around them, and fae existence soon mirrored the dreams of developing humanity. Faerie chieftains evolved into kings, faerie warriors donned the guises of knights, and faerie lands transformed into fiefs and estates. Likewise, the wars and conflicts between human tribes — now emerging nations — cast their dark reflections into the world of the Dreaming.
As a result, faeries began erecting defences to protect themselves from the unwanted visions of mortal society. The Mists arose to cloud the minds of humans so that their dreams could not penetrate beyond the mortal realm into Arcadia. This only served to drive the two realms even further apart.
The establishment of the Inquisition in 1233 brought the Sundering to its culmination, as the Church's doctrinal purists sought to eliminate all undesirable supernatural elements — including faeries — from the world. To protect themselves from the gallows and the stake, the fae retreated further into the Dreaming, in some cases sealing themselves off from the mortal world altogether or limiting their traffic across the borders between the realms to certain times of the year such as Samhain (All Hallows' Eve), Beltaine and Midsummer's Eve. Other faeries sought their fortunes along the trods, fleeing their homes in Europe in search of new lands as yet untouched by Banality. Tir-na-Nog
The Sundering first emerged in the primeval lands of Europe and the near East, where the empires of Mesopotamia, Egypt, Greece and Rome planted the seeds that would result in feudalism and the wave of "progress" known as Western civilization. Other parts of the world, particularly the continents of North and South America, did not experience the distancing of the Dreaming until much later.
In these lands, distant from the icy fingers of Banality, faeries and humans still lived in close harmony with one another. Each respected the society of the other and interacted peacefully (in most cases). North American faeries — called nunnehi — aided humans with their Glamour in times of need. In return, the human tribes honoured the "invisible people" among them with their dreams and rituals. Some of the faeries of these lands performed special rituals to gift particularly worthy humans with children born of the Dreaming, children who grew up to be great leaders and ambassadors between the two worlds.
Legends of these western lands reached the beleaguered fae of Europe and the Mediterranean regions. The call of Tir-na-N'og, the Summerlands, drew some refugees from the Sundering to journey by trod to the bright, peaceful lands as yet untouched by disbelief and cold iron. Where the new arrivals came with peaceful intent, the native faeries welcomed them and drew up treaties of friendship, sharing their land with the strange Kithain and teaching them to how harvest Glamour from the new land. Soon, faerie fortresses rose atop jagged mountains and within virgin forestlands to rival the great palaces of the faeries who remained behind in Europe and Asia, struggling to survive in a world that was becoming increasingly hostile and full of Banality. This early exodus set the stage for the next phase of the death of faerie magic — the Shattering.</li> ~ The Shattering ~ Eventually, the threads that connected the Dreaming with the mortal world stretched so thin that they began to snap, one after the other. This final severing of ties between the two realms became known to the fae as the Shattering, for it not only broke the tenuous ties between Arcadia and the human realm, it also shattered the dream that the Sundering could be reversed.
The term "Shattering" calls to mind one sudden, cataclysmic event — like an earthquake or the dropping of a nuclear bomb — but in actuality, the Shattering describes a process of small catastrophes as, one by one, the gateways that linked Arcadia with the mortal world grew brittle and crumbled, sealing off access to the Dreaming at their particular touch-points.
Most lorists pinpoint the outbreak of the Black Plague in 1347 as the catalyst for the Shattering. Between 1347 and 1351, 75 million people throughout Europe — including one-third of the population of England alone — fell prey to this virulent disease. The wave of fear and despair that washed over the world at this time echoed across the Mists and reverberated into the faerie realms.
In the 14th century, the human world suffered the birth pangs of a new era. The prophets of reason, whose efforts would result in the Renaissance and the genesis of modern scientific theory, sought to rationalize away mysterious and uncontrollable events such as pandemics. The common folk took refuge in religion, forswearing their old beliefs in the supernatural for the comfort given to them by the Church, an institution which had no room in it for any magic other than its own.
As gateway after gateway faded into nothing or splintered into thousands of slivers that disappeared upon their first encounters with raw mortality, the children of the Dreaming realized that inaction would serve only to destroy them. In the years encompassed by the Shattering, all faeries made one of three choices that would forever determine their destiny.
Some retreated to their places of power, their freeholds or faerie glens, and performed great rituals of faerie magic to seal themselves off from the mortal world. Here the faeries known as the Lost Ones still dwell, lost within their own unchanging reality.
Most of the sidhe, with only a handful of exceptions, fled to Arcadia through the remaining gates. In some cases, fierce battles took place at the thresholds of crumbling portals as frantic sidhe fought for the right to cross into the Dreaming before the gateways closed forever. Faerie legends claim that Silver's Gate, along with its freehold, the Court of All Kings, was the last of these gates to fall and that its closing signalled the death knell of the Age of Faeries.
Many of the commoner kith — such as the eshu, trolls, boggans and pooka — found themselves trapped in the mortal world, left behind by a panicked nobility that cared less for the well-being of its faerie subjects than for its own survival. These abandoned faeries sought to adapt themselves to the icy world of harsh reality. As Banality swept across the world, no longer hampered by the now-severed ties to the Dreaming, the fae who could not or would not retreat to Arcadia underwent a desperate transformation, covering their true natures with a veneer of Banality that allowed them to exist in a world that no longer believed in them. They became changelings, and for the next six centuries, they struggled to keep the fragments of the Dreaming alive. ~ The Interregnum ~ Following the Shattering, the period known as the Interregnum saw great changes in both human and fae reality. Humanity rediscovered the ancient wisdom of the Greek and Roman thinkers, and slowly turned away from religious superstition to scientific experimentation and rationalism. The Age of Exploration and its companion Age of Invention fed upon each other; new worlds were discovered, and new ideas led to breakthroughs that made life easier and transformed peasants into workers and monarchs into industrial barons. Humanity entered an era of rapid progress and social upheaval.
Changelings, now encased in mortal flesh and only marginally connected with their faerie selves, experienced changes that were more devastating but no less challenging than those of human society. The departure of the sidhe left the commoner fae bereft of the social structures upon which they had come to depend. Gone were the noble houses, the lords and ladies, the faerie knights and the system of fiefdoms that had held faerie society together. Left to fend for themselves, changelings banded together in small groups for mutual protection, or else attempted to blend into human communities, hiding their true natures from humankind and, sometimes, from each other.
With the emergence of towns to replace feudal strongholds, many of these changelings took to the road. Unable to fit into the increasing urbanization of human life, they wandered from village to village, joining with travelling circuses, vagabond players and minstrel groups. In the company of these fringe elements of human society, many of whom were either freaks of nature or social misfits, the commoners found refuge, as well as outlets for their creative impulses. Among the underworld of performers, changelings also discovered a steady source of Glamour, enough to preserve their fragile attachments to the bits and pieces of the Dreaming that still remained despite the world's determination to extinguish it. Many of the traditions that now characterize changeling existence date from this time of wandering and redefinition, borrowing the terminology of the circus and the theatre for many of their Arts and customs.
The old ways died hard, however, and many changelings still felt the need for a noble class to set the standards and provide a sense of structure in their shattered lives. Rising from the ranks of the commoners, some Kithain assumed old noble titles and claimed abandoned fiefdoms, creating a subculture that took the place once occupied by the vanished sidhe. The Changeling Way
In order to survive in a world saturated with Banality and severed from the Dreaming, the fae who were stranded in the mortal realm by the Shattering devised a means of protecting their fragile spirits. This process, known as the Changeling Way, consisted of creating a shell of mortality to serve as a house for the faerie spirit. Just as humans used clothing to shield themselves from the elements, changelings clothed themselves in mortal flesh as a buffer against Banality.
The first generation of Earthbound fae merely disguised themselves as humans, covering their raw faerie natures with layers of Glamour tinged with minute doses of Banality. In this way, they could pass themselves off as humans — albeit eccentric examples of the species. This method worked only so long as the camouflaged faeries limited their contact with mortals, thus minimizing their exposure to human disbelief. Adapting fully to the new environment necessitated finding a more permanent and durable solution.
Through trial and error, the stranded faeries discovered how to successfully implant their spirits into the bodies of young children or infants, fusing themselves with their hosts' mortality without displacing their souls. By beginning their lives in human flesh, changelings could avoid being destroyed by Banality. In order to accomplish this, however, the Kithain had to sacrifice their immediate knowledge of their true nature, forcing it into dormancy until it could safely emerge during the Chrysalis.</li> ~ The Compact ~ Before the Shattering, Seelie and Unseelie fae maintained a constant rivalry. Despite agreements between the two Courts which divided the year into two parts, with Seelie and Unseelie ruling respectively over summer and winter halves, conflicts often arose. The Shattering changed that aspect of changeling life as well. To survive, Seelie and Unseelie fae had to put aside their antipathies. In an unprecedented arrangement, known as the Compact, the Courts declared a truce and agreed to cease all hostilities against each other "for the duration." Seelie-ruled territories allowed Unseelie changelings to travel freely within their borders, while Unseelie freeholds opened themselves to Seelie visitors.
As the two Courts mingled more freely, each adopted some of the customs of the other, and changeling society soon became a mixture of Seelie and Unseelie concepts and behaviours. Law, formality and honour learned to coexist with disorder, chaos and impulsiveness—a dynamic blend of opposites that has persisted into the present. ~ Resurgence ~ The cold centuries passed slowly. For humanity, science and reason paved the way for the Age of Technology. One by one the mysteries of the universe fell beneath the onslaught of the microscope and telescope, revealing the microcosm of atomic theory and the macrocosm of an expanding galaxy. As avenues of wonder closed, explained away by one discovery after another, changelings huddled wherever small pockets of Glamour remained and whispered of the coming of Endless Winter, a time of ultimate triumph for Banality.
Then the miraculous happened. On July 21,1969, millions of people all over the world watched their televisions in fascination as astronauts landed on the moon. Glamour rocked the world, released from centuries of confinement by the simultaneous reawakening of humanity's sense of wonder. From science's iron womb, magic — at least for a moment — was reborn.
A moment was enough. The upsurge of Glamour blew open the gateways to Arcadia, reopening faerie trods that had been dormant since the Shattering. Lost freeholds reappeared, their glory restored by the power of humanity's dreams of walking on the moon.
On the other side of the Dreaming, the rebirth of Glamour in the world resounded through the ancient faerie realms of Arcadia. The shining hosts of the sidhe returned to the world, pouring forth from the newly opened gateways to confront a reality far different from the one they departed centuries before. Most of these new arrivals came as exiles, the result of a tumultuous upheaval in Arcadia that caused the banishment of five of the 13 houses that originally fled the mortal world. The Mists clouded the memories of these returnees, leaving only the knowledge that they were thrust out of Arcadia as punishment for their part in some great disturbance in the faerie homeland.
Unfortunately, the groundswell of Glamour caused by the moon landing could not prevail for long against the accumulated centuries of disbelief that permeated the world. The doors to Arcadia slammed shut once more. The sidhe had to act quickly to prevent Banality from destroying them outright. They fell back on the tried-and-true method of switching bodies with mortals, sending a host of unwary mortals back through the gateways that had briefly sprung open. Since the Resurgence, most sidhe who have entered the world as outcasts and exiles still use this old method of protecting themselves from Banality, seizing upon convenient mortal bodies to house their delicate spirits. Although the true fate of such dispossessed human souls remains unknown, most sidhe believe that these mortals enjoy an awakening in the Dreaming. In other cases, newly arrived sidhe avail themselves of the presence of very young children or unborn infants and insinuate their essence into the psyches of these impressionable beings, coexisting in symbiosis rather than taking outright possession of mortal souls.
Although the Resurgence, as the return of the sidhe came to be called, occurred everywhere, most faerie nobles re-entered the world in those places where the pull of Glamour was strongest. Ireland, the British Isles and other places throughout Europe still radiated enough faerie magic to attract many of the sidhe, but the vast majority of nobles emerged in America. In 1969, the West Coast was experiencing a revolution in consciousness. In San Francisco, the Summer of Love was at its peak, making that city a beacon of Glamour that served as the focus for the returning sidhe.
From their points of entry, the sidhe spread quickly throughout a revitalized mortal world. A clarion call sounded, summoning commoner Kithain from their hiding places to resume service to the nobles. Reclaiming their old freeholds, the Resurgent sidhe moved with the confidence of their inborn sense of authority. Despite the fact that the world had known 600 years of change, the sidhe expected to re-establish the ancient kingdoms of the fae, abandoned so precipitously during the Shattering. They were met with unanticipated opposition from Kithain society.
For centuries, commoners had survived without the leadership of the sidhe. New leaders had risen to fill the void, and many common fae learned to do without leaders altogether. The feudal system, so dear to the Resurgent sidhe, had outgrown its usefulness. In its place, new forms of human government based on plurality, democracy, socialism and other populist systems undermined the strict hierarchy of nobles and commoners.
While some commoners rallied behind the nobility, others rebelled. An uneasy period of political manoeuvring ensued, culminating in an event which forever stained the reputation of the nobility. In America, commoner leaders, summoned to a meeting on Beltaine under the pre-tense of establishing an accord with the sidhe, met death from cold iron in a wholesale slaughter that came to be known as the Night of Iron Knives. Any hopes for a peaceful settlement of the commoner-noble dispute died that night. ~ Accordance War ~ Commoners responded to the massacre with the uprising known as the Accordance War. Throughout the land, pitched battles between commoners and nobles resulted in the destruction of many Kithain and threatened to destroy the fabric of changeling society. For three years, civil war raged across the chimeric landscape, spilling over into riots and gang violence in the mortal world. Although the commoners fought desperately and had energy and spirit in abundance, military experience lay with the sidhe knights, who excelled in organized tactics.
The sidhe gathered under the command of the war chief Lord Dafyll of House Gwydion. A brilliant strategist and ferocious warrior who inspired fierce devotion in his armies and rabid hatred in his enemies, Dafyll led the shining host to victory after victory, methodically working his way from the Pacific coast eastward across the continent. At last, Lord Dafyll reached New York, where the commoners' forces met his armies with their fiercest battalions.
In a climactic battle on Manhattan Island, Dafyll's forces clashed with the Eastland Troll Army and the 4th Troll Commons Infantry. The Battle of Greenwich began in Central Park's Strawberry Fields but spread rapidly throughout downtown Manhattan, finally deteriorating into scattered bouts of street-fighting. The urban trolls harried Lord Dafyll's troops until they were forced to retreat and regroup, falling back to the subway station in Times Square. During the ensuing chaos, Lord Dafyll fell, mortally wounded by an iron blade. His enchanted sword Caliburn disappeared somewhere within the dark tunnels beneath the city streets. Commoner troops searched in vain for the weapon, hoping to use it to rally their own forces. Some say Dafyll placed a charm upon the sword, hiding it from unworthy eyes until the coming of his rightful successor.
The death of Lord Dafyll gave new life to the rebel commoners, and motleys of redcaps and nockers took to the streets, seeking the lifeblood of any nobles they could find. In the midst of the furor, a new leader of the sidhe arose. His coming and the manner of his appearance brought about the means of ending the Accordance War. ~ The Rise of High King David ~ David Ardry's mortal host was born in the early '60s in upstate New York. The childling David and his sister Morwen spent their fosterage as part of a group of noble childlings sheltered from the worst of the Accordance War by True Thomas, the Grand Bard of the fae. After the death of Lord Dafyll, word reached True Thomas that his charges were in danger from a war party of commoners looking for noble blood. Fleeing these assassins, Thomas and his wards made their way to the heart of the enemy camp, seeking to hide themselves in plain sight, where their enemies might overlook their presence.
Their flight brought them to Times Square on New Year's Eve, where a patrol of redcaps spotted True Thomas in the throng of celebrants crowding the square. In the midst of the year-end revelry, the valiant bard used all of his powers to defend his young wards against a superior-armed foe. During the one-sided battle, David Ardry felt a pull of Glamour so powerful that he could not refuse to follow it to its source. The young sidhe returned to the thick of the battle, holding aloft a glowing sword — the lost Caliburn — and fought beside True Thomas to turn away the attackers. Unnerved by the sight of the legendary weapon, now glowing with a brilliant golden light, the redcaps fell back in disarray. "Behold!" Thomas cried to friend and foe alike. "Thou dost look upon thy king!"
After their encounter with destiny, Thomas took David, Morwen and his other charges to the safety of Queen Mab's court in the Kingdom of Apples. Word had already preceded them that Caliburn had been found and that its wielder would become the long-prophesied High King of the faerie. Queen Mab refused to believe the tales at first, and scorned the young sidhe when Thomas presented him to her in her throne room. When she ordered the upstart childling removed from her presence, a magnificent gray griffin — the symbol of House Gwydion — materialized around David, sheltering him with its gigantic wings. "Can you now deny the fulfilment of the prophecy?" True Thomas's words rang out with the force of his geas of truth. '"The son of the Griffin and the sword that was lost shall come together in the apple bower.'" In the face of overwhelming proof, Queen Mab recognized David Ardry ap Gwydion as the rightful High King of the faerie.
For the next three years, David and Morwen lived with Queen Mab at her palace of Caer Loon in the Kingdom of Apples. During that time, the young king-aspirant worked to establish his right to rule both commoners and nobles. He met with opposition from both at first. The Accordance War still raged, though the omens surrounding David's discovery of Caliburn had broken the back of the commoners' cause. Despite his youth, David displayed an innate political acumen and a profound empathy for all fae, long-time resident commoners and newly arrived sidhe alike. Again and again he successfully answered challenges of wit and combat from nobles who insisted on testing his fitness to rule. He repeatedly sent emissaries to commoner leaders, pleading with them to make common cause for the survival and prosperity of all the fae. David's egalitarian viewpoints and his respect for the achievements of the commoners to preserve the Dreaming during the Interregnum eventually won the support of his most ardent enemies.
At long last, after three hard years of struggle on the battlefield and negotiations in courts and motley freeholds, the Accordance War came to an end. A true "accord" between nobles and commoners resulted in the hammering out of the Treaty of Concord. The terms of the agreement reaffirmed the sidhe's right to rule, but recognized the rights of commoners to an unprecedented degree. The monarchs of the kingdoms of the fae agreed to appoint commoners to their privy councils and to take advisement from groups of common fae. The Treaty of Concord also required nobles to appoint representatives from the commoner kith to positions in their courts.
Some say that the peace forged so carefully and with such acute vision represented the dream of High King David. Certainly, the young king served as chief architect of the Treaty of Concord. Uniting the seven kingdoms of North America under his rule, David named his high kingdom Concordia, in honour of the treaty and the spirit of unity it represented. ~ The Present ~ Today, High King David rules Concordia from his fortress of Tara-Nar, a splendid chimerical palace built from his Glamour-filled dreams. Called "the Lion of Tara," "the Commoner's King," and "the Son of the Griffin," David Ardry ap Gwydion embodies the principles of ferocity in battle, liberality of thought and guardianship of all fae. His legendary honour and wisdom have endeared him to his subjects, bringing some of his most obdurate enemies to his support. He is never without Caliburn, the symbol of his authority and the proof of his destiny. Assisted by his sister Morwen, who rules in his absence, High King David strives to exercise a benevolent and peaceful rule over the fae of Concordia. In his lands, the fragile strands of the Dreaming grow stronger. Though some voice disagreement for his policies, finding him either too conciliatory toward commoners or too supportive of the nobility, most fae in his lands enjoy the freedom to pursue their dreams. ~ The Eye of Balor ~ During one week in mid-July 1999 something happened in the far off Indian Subcontinent. Few in the World of Darkness know the truth and few speak of it. What is known is that waves of Dark Glamour flooded the world during that week. Trods that have not been opened sense the War of Trees came crashing open and just like in 1969 something came out.
The Adhene, the Dark Kin. Ancient former servants of the Elder Darks. These creatures barrelled out of these dark Trods and into the waking world. Some have made themselves known while others remain hidden. Among the Kithain who are aware of the Adhene’s return some speculate that these creatures are the heralds of their former masters that with the release of the Adhene from their ancient prisons their masters are surly close behind them.
Darker stories still rise that there are Adhene returning to the Waking World that are still in the service of the Fomorians. These frightening creatures stalk the earthly realm, preparing the world for their master’s return. Confusion between these Adhene and the former servants only serves to sow discord in the Kithain.
Above it all, a red star is visible in the night skies for those of the Enchanted World to see. It bathes the world in a faint red light that some suggest is yet another herald of the Fomorians. And that, in the end is the biggest fear of all. The Eye of Balor, this Red Star is visible to more than just Kithain.
Reports amongst the Prodigal races tell some seers that Garou, Magi and even some Vampires are able to see the Star.
Is the Red Star an avatar of the Apocalypse? --------------------------------------------- © Copyright White Wolf Publishing, Inc.
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