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.
This chapter shows several aspects of the identity of Changeling characters. Kithain can be defined in many ways — seeming, kith, age and house are just a few of the major factors in their lives. These descriptions are guidelines, the framework on which you'll build the role you play in the game. Don't take everything you see at face value, and don't take everything here as absolutes. Feel free to break any stereotypes you encounter. After all, you're creating a person driven by raw chaos and imagination. Why let something as banal as a rulebook limit you?
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.
Childlings
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 naivete 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 otherwise. 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.
Traits
A changeling's age also determines his starting Glamour, Willpower and Banality.
Childling
Beginning Glamour: 5
Beginning Willpower: 1
Beginning Banality: 1
Wilder
Beginning Glamour: 4
Beginning Willpower: 2
Beginning Banality: 3
Grump
Beginning Glamour: 3
Beginning Willpower: 5
Beginning Banality: 5
Kith
Legends tell that the fae were born of ancient dreams. Fantasies have shaped the natures of the kith we know today. Though the truth has been lost with the passing of years, we can still see the results. A changeling's kith reflects his kinship and knowledge, and it has a profound influence on his identity.
Each kith has certain abilities, affinities and weaknesses inherent to it. These are a part of fae heritage. A changeling's Court also has an effect on these. After all, each has learned to adapt (or exploit) its identity as best it can.
The following nine kith represent the changeling races of the Western world. They are by no means the only ones in the world, as each faction of humankind has its own particular reflection of the Dreaming. As one would expect, each kith also has its own culture, history and ethnic pride; the following only begins to describe their identities.
Each of the following kith descriptions is broken down into several parts. The following is a brief outline of what you can expect to find in each kith description.
• Name and Pronunciation: The name of the kith and its proper pronunciation. Do not take the pronunciations as gospel, however, as they tend to vary from kingdom to kingdom.
• General Description: A brief history of the kith, where they've been, and what they do now. It also includes something about their outlook on life.
• Appearance: The most common description of the kith. Many variations of these descriptions certainly exist; this, however, provides information about what you are most likely to encounter. These descriptions are of the kith's fae mien, not a mortal seeming. Though the mortal seeming can be quite different, there are usually close similarities between the seeming and the mien.
• Lifestyle: How this kith commonly lives as well as what its members are most often like as childlings, wilders and grumps. Remember that these are generalizations, and in a people known to embrace the mutability of dreams, variations always exist.
• Affinity: The kith's Affinity for a particular Realm. Whenever a member of the kith casts a cantrip involving that Realm, the difficulty is lowered by one.
• Birthrights and Frailties: The inherent strengths and weaknesses of the kith. Birthrights that have apparent physical effects (such as a troll's mighty strength, a sidhe's breathtaking beauty, or a pooka's animal features) do not function around mortals, while Birthrights with "non-apparent" effects (such as a sluagh's sharpened senses or a boggan's social radar) do. For the purposes of these descriptions, mortals are always assumed to be unenchanted. Mortals who are enchanted are the same as Kithain for the purposes of Birthrights functioning in their presence. Those Birthrights that allow a kith to never botch at a certain roll always function normally.
• Quote: A quote that could commonly be heard from one of this kith.
• Outlook: A look at the kith's general opinion on the rest of the fae.
Boggans (BOG-guns)
Boggans derive their greatest pleasure from work. An honest job, good company and a regular routine are all most boggans require. They're known throughout the society of the Kithain, for their hard work and integrity. It is said that a boggan is as honest as the dirt on his hands.
This honesty includes a need to help others. Boggan homebodies are known for their hospitality, and few can refuse to help a traveler in need. Wilders often take to the road to seek out those in need of help, even when this makes them seem like troublesome meddlers. Seelie boggans display altruism out of compassion and the goodness of their hearts: Unseelie boggans find themselves drawn to the needy out of opportunistic desires. Regardless of Court, this kith's philosophy of noble service glorifies helping others. Status among their kind is measured by the number of people they have "helped."
Beneficiaries who grow complacent, however, are cut off quickly.
Boggans who prefer to stay at home value comfort and security. Whether that home belongs to them or someone else makes little difference. The more sedate types settle into pleasant lives in caretaking positions; carpenters, gardeners, cooks and barkeepers have all gained notoriety among their kind. As long as the people whom boggans help appreciate them, the simple folk do their best.
There is another reason why boggans humbly integrate themselves into households: They are notorious gossips. The secrets they just "happen to overhear" are considered just reward for their hard work. Seelie boggans insist that they gather this information out of simple curiosity. Unseelie tuck their information away to be pulled out on "special occasions." Whether motivated by altruism or greed, boggans have managed to turn a vice into an art form.
Despite this weakness, boggans are deservedly proud of their reputation as hard workers. Some have been known to work themselves to death to do a job correctly. Questioning the quality of a boggan's work is a sure way to send her into a rage. Though no one has actually seen an angry boggan stamp herself to death, some wilders have tried. A boggan who has done less than her best considers herself to be deeply in debt to those she has tried to serve.
The concept of debt is important to remember when dealing with boggans. Though they consider volunteer service to be the greatest of honors, most would sooner die than be in debt to anyone. Seelie boggans often refuse payment for their services, and may actually be offended by such offers. Unseelie boggans consider forcing others into positions of debt to be a true sign of power. It is dangerous to scheme for wealth, however. The most avaricious Unseelie boggans are referred to as boggarts, and are treated with disdain by other Kithain. A boggan's fear of indebtedness often keeps him from establishing close ties. Although they will cheerfully work with others, boggans rarely enter into oaths of any kind.
Anyone who thinks a boggan will always be subservient is a fool. Although a boggan devotes himself to the service of others, he always knows his own worth. Even when he is employed by others, a steadfast representative of this kith sees himself as the master of the situation. By rendering service to those in need, boggans gain a sense of nobility that no title or position can equal.
Appearance: Boggans are short of stature, with thick, downy hair and a tendency toward plumpness. They often have small, bright eyes, emphasizing their large noses. Their hands are fairly large and callused, with agile fingers and gnarled knuckles. Boggans often have exceptionally thick eyebrows, which frame their eyes and grow wildly. Their skin is tanned, and darkens and wrinkles with age. Their attire is usually simple by Kithain standards.
Lifestyle: A warm hearth, a well-stocked kitchen, a comfortable bed — these are essentials in a boggan home. While some boggans are known for their talent in the kitchen or the parlor, many of them find jobs in professions like construction work and emergency services. Wherever there's honest work to do, boggans find themselves right at home.
• Childlings are mischievous and always running underfoot. They tend to gather wherever work is being done. They may not always be attentive while helping out, but they often learn their trades at an early age. Once the chores are done, they're eager to get into mischief.
• Wilders cannot but help but seek out adventure. Why hide under your mother's apron when there's a world to see out there? Despite their wandering ways, once they find a motley of adventurous Kithain, they stick with that group, and very little can drive them away. Of all the group, they're the most likely to worry about the wholesomeness of the food they purchase and the quality of the tobacco for their pipes.
• Grumps often settle into permanent residences where they can putter about. This is often be a place where they can support as many fae within a local freehold as possible. The level of comfort in this place is a prime concern for them.
Affinity: Actor
Attend to the words of William Surefoot as he roasts your dinner.
On Eshu — Watch these wanderers closely. They'll come trading tales for a warm hearth and a full belly, but they sometimes leave with full pockets, too.
On Nockers — I admire their diligence, but they tend to get carried away with their work. They really should learn to enjoy life more.
On Pooka — Irresponsible and foolish. They'll do their best to keep your spirits high, but they're rarely around when there's real work to be done.
On Redcaps — Redcaps have foul table manners and fouler attitudes. I'm glad I don't have to clean up after them.
On Satyrs — Well, they certainly are enthusiastic about seeking their...um, wisdom. Don't refill their wine glasses too often, or there'll be trouble, mark my words.
On Sidhe — The sidhe are all too often misunderstood. It's admirable that they carry the ideals of another world. It's too bad this one is so hard on them.
On Sluagh — They always know more than they tell. Listen to them closely. Show a little generosity, and they may repay you with a choice bit of news.
On Trolls — They value honor and duty. In my book, that makes them nobler than the sidhe.
Birthrights
• Craftwork — Boggans never shy away from hard work. Intact, it brings them together. They have a reputation for being swift and superior craftspersons. If unobserved, they can accomplish any task involving simple physical labor in one-third the normal time.
Because of their affinity for work, boggans can never botch Crafts rolls.
• Social Dynamics — Since they're often intimately acquainted with the workings of households, boggans have a heightened sense of the relationships between people. Gossip gets around even in the largest freeholds. Seelie pick up clues such as the subtle glances of would-be lovers; Unseelie tend to notice conspiratorial relationships and rivalries. A successful Perception + Empathy (or Subterfuge) roll allows a boggan to puzzle out a group's social dynamics. The difficulty can range from 5 (for a small traveling band) to 10 (for a royal ball brimming with intrigue).
This Birthright functions normally even when dealing with mortals and the unenchanted in social situations.
Frailty
• Call of the Needy — Boggans cannot stand the sight of another person in need. When confronted by someone in legitimate need, a boggan must make a Willpower roll (difficulty 8) to avoid assisting that person in some way.
Quote: Why, what has happened to you, my friend? Here, have a seat by the fire while I get you something warm to drink. Please, tell me all about it...
Eshu (EE-shoo)
Eshu embody the spirit of adventure. Originally descended from the dreams of the ancient tribes in Africa, India and their homeland in Chaldea, the eshu can now be found in any part of the world. When they left their homelands, the eshu set forth into the world and wandered wherever their dreams would take them. Consumed by wanderlust, they value traits that ensure survival on the road, such as charm, sharp wits and ingenuity. After millennia of such travels, they have learned to adapt to and to adopt the cultures they have encountered. This has made their talents for songcraft and storytelling truly amazing.
The reputation of the eshu proceeds them. Learning to live by her wits, a wise traveler always looks for an angle. If this means running a good scam, so be it. For the eshu, this works both ways. If someone else manages to out-scam an eshu, he's certainly worthy of respect. Such tricksters are grudgingly rewarded for their accomplishment; after all, how else are the eshu to learn new scams?
An eshu's curiosity and vanity get him into all sorts of trouble. For this reason, eshu are slow to trust and tend to keep their own counsel. Their sacred ceremonies are held away from other Kithain, and only a few fellow travelers are invited to attend. An invitation to an eshu festival is an honor that's difficult to achieve.
Consummate talespinners, bards, traders and con artists, the restless folk use the wisdom of a thousand journeys to guide their Arts. Performance art suits them well, for eshu: consider the spirit of the moment to be everything. Anyone who provides an eshu with new tales, good songs or dances, a blissful liaison or strong drink is treated as a dear companion...until the spirit of the moment has passed. Inspired by this bliss, they move on and seek even greater adventures. Other Kithain might think them fickle, but who cares? One who cannot follow the path is best left behind.
Eshu follow those paths with pride, and impressing others is important to their kind. Mere survival is not enough — an eshu must have class. Dignity is everything to them, even if it involves an odd definition of "self-sufficiency." An eshu will go without food and shelter if accepting it means giving up her pride.
Whenever possible, these Kithain dress in splendid garb and jewelry, which others consider exotic or flashy. To blend in, they sample the local arts and fashions and quickly learn to emulate them. Once they feel they have learned enough, they take the knowledge with them. Whether rich or poor, each eshu carries with him the collected wisdom of all his travels. Regardless of who others may call dukes or kings, eshu consider themselves princes of the road.
Appearance: Although eshu of all racial stocks exist, most have dark complexions, black hair and black or deep blue eyes. They tend to be tall and muscular, with long limbs and narrow features. Whatever fashion they follow, eshu are always dapper and charming, though they tend to favor scarves and silks with a Middle Eastern or African flavor. It is said that the dawn of time itself can be seen by staring into an eshu's eyes.
Lifestyle: Eshu are always on the move. Their wanderlust takes them anywhere and everywhere. Reporters, gamblers, dilettantes — any trade that allows for travel suits them well.
• Childlings make better followers than leaders. Always attentive and polite, they are full of questions and observations. They're primarily loners, though, and will never follow the same adult for long. Many prefer to live as runaways or stowaways.
• Wilders believe that the greatest adventures are yet to come. A young hero might style himself as anything from a modern-day African deity to a resourceful wanderer. Any legend of a great hero is a challenge for him to exceed.
• Grumps tend to prefer a few locations to which they return again and again. They learn to settle at each place longer and trade stories of deeds that have already been done; their bardic circles are legendary.
Affinity: Scene
Hear the tales of Hazim Rashad, a courier of the Kingdom of Apples.
On Boggans — I have never understood commoners who are content to live in one place and serve but one freehold. Their hospitality, though, is wondrous.
On Nockers — Cynical artisans who have no recourse but to get caught up in the world of their creations. Too bad. The real world is far more fascinating.
On Pooka — A pooka generally makes an outstanding traveling companion, even if he has an odd way of showing you respect.
On Redcaps — Hideous, brash and dangerous. Stay out of their way, and beware of their foul moods.
On Satyrs — Always ready for a saucy tale of romance or a wild party. Be careful of what they carry in their wineskins, though.
On Sidhe — Their dreams are made of glass. If they studied this world a little more closely, perhaps they would not live in so much pain.
On Sluagh — Whispered secrets make for interesting stories, and they are very good audiences. It's worth the effort to coax a tale or two from them.
On Trolls — Once you earn the respect of a troll, you can trust him with your life.
Birthrights
• Spirit Pathways: Eshu have an amazing sense of direction and exquisite timing; they always seem to arrive at their destinations at the most opportune moments. The path an eshu follows is always the most interesting route possible, filled with danger and challenge. Seelie triumph righteously over adversity; Unseelie leave bitterness and misfortune in their wake. Either way, the stories are always worth the trouble! No matter what she encounters along the way, an eshu will always find her way to her destination...eventually.
• Talecraft: Whenever an eshu encounters a true adventure, he becomes wiser and his repertoire of stories grows. Eshu characters gain an additional experience point for any session in which they learn a fantastic new story or perform an incredible feat. (Tricking a chimerical dragon or outwitting a lofty noble are two examples of such feats.)
Eshu can never botch rolls involving Performance or Empathy.
Frailty
• Recklessness: Confidence and curiosity are inborn traits. Eshu cannot resist a challenge, gamble or quest if there's a way to come out of it alive. They're not stupid — they won't take on suicide missions — but they do believe their luck can carry them through any hardship.
Quote: That sounds like quite an adventure, but I have a tale to top that one! Pass me some of that spiced wine, and I'll tell you...
Nockers (NOCK-ers)
Nockers are master artisans. Their skill and inventiveness are legendary; so is their cynicism and bitterness. Typically, they are highly critical of their rulers and eminently sarcastic of the people around them. Most nockers dislike having to deal with "imperfect" things, including people. Most prefer to surround themselves with treasures of mechanical wonder and ingenuity, instead. Things are much more reliable than people, and they're much easier to fix. Nockers are also known for their great talent for crafting chimerical inventions.
A nocker's standards of perfection are impossibly high. These Kithain got their name from their habit of constantly rapping on things to inspect their quality. Unfortunately, they treat others the same way. They continually "knock" others by insulting them, testing their reactions and trying to find their faults. While this is a great way to test machines, it doesn't work as well with people. As far as nockers are concerned, they've elevated ridicule to a high art form. This hardly improves their popularity.
Nockers are also fiercely individualistic. Once one has selected her tastes in artwork and craftsmanship, she immediately condemns everyone else's. When she works, she develops a style of craftsmanship that defines the work as hers. Anyone else's attempt is second best. Then again, a nocker's creations are an expression of her identity: if her work is no good, then she's no good.
Nockers have other weaknesses, but they will never admit to them. They usually yearn for an escape from their flawed lives: music, treasure and even courtly love attract them. Denied ambitions stir the passions they bury beneath their work. Romantics pity nockers. Their cynical facades, the romantics say, hide the fact that they can never attain what they truly desire. In fact, if they did attain their desires, it would cease to be so appealing. In any attempt at romance, a nocker will wear at the minor flaws of a relationship until the magic is gone. Tinkering is the only surcease from a life trapped in such an imperfect world. The dream is everything; reality is a disappointment.
Pursuing their obsessive and passionate natures, nockers lose themselves in creation. Their greatest creations are in the chimerical world. It's hardly surprising that they excel at creating things that could never be. Their mundane lives may never mirror the vision of their art, but not for lack of trying. Whatever their chosen mediums, they strive to make their dreams real.
Appearance: Although a far cry from the deformed stereotype of legend, nockers are nonetheless grotesque in their own fashion. They tend to have thick reddish skin, pointed ears and knotty digits. Their faces look like masks of overdone stage makeup: pasty-white complexions with red noses and cheeks. Their translucent white hair frames prominent brows that crown their beady, ratlike eyes. A nocker's rarely seen grin reveals rows of pointed teeth. Their court clothing is typically clean and smart, second only to the sidhe in fashion and complexity. Curls, spirals and swirls are nockers' favored patterns.
Lifestyles: Nockers deal better with machines than people, and drift to wherever they can get more work done. Programming, engineering and mechanical work are all ideal occupations.
• Childlings carry an imp of the perverse. They will tinker with machines to destruction. Most would rather take things apart rather than fix them. How else are you going to find out how something works?
• Wilders get their kicks from the modern world — cars and computers are all the rage. All the machines they experiment with seem second-rate; there's always room for a few "improvements." Unseelie solve this with more tech; Seelie deconstruct modern devices into classical components. Regardless of Court, wilders are eminently critical of other people's designs.
• Grumps slowly lose their edge and take it out on everyone around them. They settle into positions of authority from which they can drive younger Kithain insane with their continuous criticisms and interference.
Affinity: Prop
Be patient with Drago McHenry. He seems to be having a little trouble with the duke's '57 Chevy.
On Boggans — Heh! They think they're so good at what they do. Sloppy, rustic folk. You want something done right, do it yourself.
On Eshu — Yabber, yabber, yabber. They'll talk your ears off about places you'll never see. Tricky #@&*#s!
On Pooka — Frivolous! Wasting their time on pranks and nonsense. What's that gonna get 'em?
On Redcaps — I guess I can get along with them — until they get pissed off.
On Satyrs — They seem to think that the glamorous life means sleeping around and swilling wine. They deserve what they get: trouble!
On Sidhe — They always seemed a little distant to me, but I'm not gonna turn down a fat commission from 'em!
On Sluagh — Buncha freaks. Most of'em need to get a tan. Then again, most of them need to get a life. What's to trust?
On Trolls — They aren't as bright as they think they are. If you want to associate with trolls, make sure you're on their good side.
Birthrights
• Forge Chimera — Nockers can create simple, nonliving chimera. If an artisan has basic working knowledge of how a device operates, she can conceive of how to build a better version. In general, her creation cannot involve electricity, magnetism or chemical reactions, though Storytellers can feel tree to allow nocker characters to break this rule for extremely creative devices.
To create chimera, the nocker needs raw chimerical material and a forge or machine shop of some kind. The creative process is represented by extended rolls of Intelligence + Crafts. The difficulty and number of successes depends on the size and complexity of the project. With five successes at a difficulty of 5 a nocker can create simple items (doors, baseball bats); 10 or more successes at a difficulty of 9 can result in large or highly complex items (siege engines, semi-automatic knife-throwers, and so on).
Nockers must have some degree of privacy when constructing chimera. While it is possible for Kithain to be present, a nocker cannot work with chimerical materials in the presence of mortals.
• Fix-It — Nockers are masters of machines, and everyone knows it. A few harsh words or well-timed threats-can intimidate a malfunctioning machine into working properly. A nocker can fix nearly any mechanical device by making a successful Intelligence + Crafts or Intimidation roll. The difficulty can range from a 5 (for simple, familiar problems) to as high as 10 (a complex machine that's really acting up). This takes time and a lot of hostility, but nockers generally have both in spades. Many a balky engine-block has been frightened into working properly by a nocker simply growling at it.
In addition, Seelie and Unseelie craftspersons can choose different specialties during character creation. Seelie can choose one anachronistic device (waterwheels, steam engines, pulley systems) and get a -1 difficulty on any roll to fix, manipulate or control that device. Unseelie get the same bonus with one type of high-tech or modem device.
This Birthright functions normally when in the presence of mortals.
Frailty
• Flaws — Nockers are cynical because they're such perfectionists. They can always see ways for things to work better, but they can never quite achieve their ideals. Some say this is a curse from the First Artisan; others claim it's a karmic debt for their attitude problem. Regardless, anything a nocker creates will have one trivial (but irreparable) flaw. This serves as a constant frustration to the artisan who's crafted it. Even if the nocker scores five or more successes on a creation roll (a complete success), there will still be an elusive, annoying fault.
Quote: Yeah, that's what you think! What would you know about @#%&*? I don't take advice from someone who smells as bad as you do! Now either quit stinking the place up, or have a bath in my lye-scrubbing machine!
Pooka (POO-kuh)
Pooka are among the most charming and congenial of the Kithain. However, they're also rapscallions, scoundrels and ne'er-do-wells known for their deceitful, devious, eccentric and mischievous ways. If eshu are reckless, pooka are demented. Their lives are a constant barrage of pranks, lies and wild stunts. They love to play and hate to work. Faerie lore claims that pooka are descended from innocent dreams of long ago, when mortals watched animals at play and wished they could be so free as well.
Everything is larger than life for pooka. They find it difficult to take mundane life seriously, and they'll do anything to discourage the sadness that it brings. If they carry a piece of that sadness deep within their hearts, you'd never guess it. Pooka's lives are a blur of happy chaos. They chase away doldrums with an almost desperate effort. No joke is too low if it gets a laugh.
Truth is anathema to a pooka. Anything she says will be peppered with lies to make it more interesting. After spreading foolishness and misinformation, she'll retreat to a safe vantage point where she can watch the fun. If the object of her pranks is angered, the pooka will be confused. Maybe the focus of her attention needs a little help with his sense of humor. Maybe it'll take a little more work to "cheer him up." Or perhaps he's afflicted with a deadly curse: He's mundane. Mundanity is disturbing to pooka, and they have an overwhelming fear of becoming banal. Their eccentricity is their easiest escape.
The mortal world is a mystery to them — they're exotic creatures who share a primal affinity with the animals they resemble. They excel at shapechanging, and even their mortal seemings always carry some signs of their bestial alter egos. In fact, a pooka can take on the form of his chosen beast. This increases his opportunities for mischief.
A changeling's animal affinity will often tie into her environment. Pooka who dwell in the city often take the forms of dogs, cats or even rats, while country pooka may emulate horses, wolves or wild hares. Most are mammals, but a few avian and reptilian pooka do exist. Eshu have told tales of lion, kangaroo and platypus pooka, but few believe them. Many do believe, however, that stories of animal tricksters throughout the world were no doubt inspired by these fae.
For all their mischief, pooka have a strong sense of nobility. Seelie pooka are loyal friends and courageous in battle. If one of their pranks causes real pain, they are genuinely sorry. Unseelie pooka can be vicious and feral, but most do their best to fit in with their Seelie brethren. In fact, their streak of mischief results in them pretending to be Seelie on occasion! Flocks, herds and parades of pooka travel about, enacting plays and carnivals for fae and mortals alike. Wherever they go, they bring laughter, deceit and confusion. Welcome to the greatest show on Earth.
Appearance: Whatever forms they choose, pooka are usually cute. Though their appearances are manifold (depending on the nature of their animal affinities) they are often furry, with elongated animalistic features and even actual animal ears.
Lifestyle: Whether they live as actors, clowns, jugglers, court jesters or stand-up comedians, pooka somehow manage to eke out a living doing what they love. Perhaps that's the biggest prank of all. Seelie drift toward promising mortals who need a little cheering up; Unseelie act as confidants to those who can ensure their survival. In the city, one can expect them to see them around universities, the city parks or maybe the bohemian part of town. In the country, be sure you're kind to the animals you meet.
• Childlings are little angels, especially when they think they're going to get caught. Seelie childlings are like playful baby animals, always causing trouble and trying hard to avoid punishment. Unseelie childlings are destructive little beasts, hut soon learn the fine art of making sure the Seelie get blamed.
• Wilders have a notoriously crude sense of humor. Imagine a class clown who'd seduce your best friend's S.O. while planting a stink bomb in the school's ventilation system. When his pranks are going really well, he'll even get a luminescent gleam in his eyes. Be careful when a wilder pooka starts to sharpen his claws.
• Grumps age gracefully. Most of them settle down to jobs in which fools can make an easy living. While their sense of humor never fades, it does become more subtle. Greybeard pooka tend to prefer elaborate pranks that can take weeks to orchestrate properly.
Affinity: Nature
Behold the wit and wisdom of Runcible Shaw, Chronicler of Peculiar Events.
On Boggans — Never around when you need them, and when they are, they're so stingy! Why the last one I met only gave me three helpings of dessert.
On Eshu — Hang around these guys and you'll have a fairly calm life. Couldn't think of a safer way to travel cross-country.
On Nockers — Nockers have such a wondrous joie de vivre. Hearing them regale us with their great praise for everything is a delight. Do tell us what they said about boggan craftsmen again!
On Redcaps — Um...here. Light the fuse on this and give it to that redcap over there. He'll be ever so thankful. I'll just wait behind this troll.
On Satyrs — Their festive occasions definitely need a few pooka around to liven them up. Spike the punch, and watch the fun begin!
On Sidhe — So regal. So elegant. It must be wonderful to be the center of so much intrigue and politics.
On Sluagh — Outspoken and cheerful.
On Trolls — If ever you get into more trouble than you can handle, stand behind one of these.
Birthrights
• Shapechanging — Each pooka has an affinity with an animal of her choice. When completely alone, she can shnpechange into that animal (or back from it) in one turn. Shapechanging costs a point of Glamour, but reverting back is free. The pooka has all of the animal's natural abilities (claws, speed, leaping, etc.), although it's only possible to assume the forms of mundane beasts. Even the large and scary forms tend to be far more playful than deadly, even when a fight breaks out.
Changelings can't ken the animal form of a pooka in her mortal seeming. They really don't need to see the animal form to figure it out, though: a pooka often shares a few of the animal's more endearing qualities. A cat pooka, for instance, might lick her fingers after a meal, or purr when stroked. In her faerie mien she might have little ears and a long swishing tail.
• Confidant — The innate charm of a pooka breaks down the barriers of even the coldest people. Adding a faerie's curiosity to that makes him an outstanding confidant, Once during a conversation, a pooka may roll Perception + Empathy (or Subterfuge) to get a changeling or mortal to spill her guts; the difficulty is the "victim's" Willpower. Each success allows a truthful answer to one personal question. This isn't an instantaneous effect, though. It takes time, effort and roleplaying to coax out the information.
This Birthright functions normally at all times, even with mortals.
A pooka can never botch an Empathy or Subtertuge roll.
Frailty
• Lies — People may trust a pooka, but no one in their right mind would believe one. They're infamous for their elaborate lies. No matter how important a issue may be, a pooka must always mix in a lie. It's her nature. A pooka must make a Willpower roll (difficulty 8) to tell the whole truth.
Different pooka have different styles of lying. Some Seelie pooka always say the opposite of what they mean, while many Unseelie purposefully tell the truth now and then to throw listeners off-guard. Unseelie pooka sometimes couch their lies very carefully — if an Unseelie makes his Willpower roll at the beginning of a scene, he can mix lies and truth freely. This can make him even more dangerous...
Quote: Of course, it was then that I realized that I had to save them all. It's amasing what super glue will do to the scabbard of a broadsword...
Redcaps (RED-kaps)
Redcaps are the stuff of nightmares. These monstrous Kithain are feared for their vulgar and disgusting ways, and they revel in the terror of others. It is said that nightmares gave them form, and many Kithain believe it. Hordes of redcaps delight in taunting, insulting and just plain abusing mortals and fae alike.
Originally named for their bloodstained wool caps, redcaps have always been devoted servants of the Unseelie Court. These days, wool caps are considered quaint — there are better things to do with blood. In modem times, they take any opportunity to paint the town red. ..with one substance or another. The sight of a shocking red streak of hair or a bloodstained shirt under a leather jacket is enough to disturb the staunchest of fae.
Regardless of their other affiliations, redcaps often consort with local mortal gangs dominated by their kind. While the mortals may know this gang by another name, the entourage is known to changelings as a corby. Come nightfall the corby of redcaps ravages the countryside. A corby is a traveling freak show, disturbing and unnerving the staid and sedate mortals it encounters. Spreading mayhem and destruction are its highest ideals.
Unlike trolls, redcaps don't intimidate people with brute strength. Attitude is all they need. A bad attitude is the essence of a redcap's being, and the brutal visage of his fae mien reflects this. Violent tempers and atrocious manners show them at their worst, though few of them can back up their attitude with cleverness. Redcaps rebel against any figure of authority that can't flatter them or crush in their skulls. They see themselves as oppressed at every turn, which crudely justifies their dirty fighting, harsh retribution toward the mortal world, and violent lives as murderous thugs. If there's a redeeming quality in the black hearts of these bastards, few Seelie fae have noticed. Too bad for the Seelie.
Staunch Unseelie admire redcaps' determination. Traditional lays and songs tell of redcap heroes slaying dragons and other beasts that have threatened the fae. Not surprisingly, redcap troubadours have their own intense versions of these tales. Fierce redcap bodyguards are prized by Kithain who can earn their respect, although such masters are advised to keep healers on hand.
The appetites of redcaps rival their ferocity. Renowned for their eating prowess, redcaps often indulge in gorging contests that would make a shark vomit. Sometimes this even involves food. Some Kithain refer to them as "bulldogs" or "pit bulls," and attest that a redcap's will is as strong as his bite. Those actually bitten by redcaps shudder at the memory. In bygone days, these fae bit off body parts of their victims as trophies and wore human bones as testimonies to their ferocity. The victims of such attacks seldom survive this practice.
Seelie redcaps are rare, but they do exist. They're endangered, largely because Unseelie redcaps everywhere despise them and hunt them down. A Seelie redcap's tiresome idealistic speeches about chivalry often fills them with wrath. Heroic and steadfast, Seelie redcaps live for the thrill of chivalrous battle and to fight against impossible odds. This is the primary reason many of them are killed by roving packs of Unseelie. The lucky ones are only maimed before they descend into an Unseelie Legacy of bitterness and anger.
Each corby of redcaps has its own particular idiom, and in the mortal world, each gang goes by a different name. Some prefer anachronism, living as bandits along the roads and byways. Most prefer a more modem life, roaming the streets in packs. Regardless of their preferences, redcaps make sure to let everyone know of the violence they have at their command.
Appearance: Redcaps tend toward stocky builds, with grayish, mottled skin and thick, bandy legs. Even Seelie redcaps have horrid, bloodshot eyes, skeletal noses and rubbery, wrinkled faces. Worst of all are their ghoulish mouths, filled with yellowed, crooked, flat teeth used for grinding and ripping.
Lifestyles: The more violent the neighborhood, the more comfortable a corby of redcaps will be there. The thought of living outside a city can be chilling to some. Running a gang is a respectable job; joining a gang is sometimes a a matter of survival. Those who can find time away from their corbies might work as boxers, muggers or streetwise artists.
• Childling redcaps are bullies, and the tyranny of the playground is their law. Their hobbies are more sadistic than deadly. The pain of others fills them with glee.
• Wilders are worse. As gangsters, vandals and malcontents, they live to ruin the lives of others, even in the simplest of ways. Body-piercing and tattooing are competitive art forms among them, and they prefer to adorn themselves with needles, chains, bolts and screws. A redcap's first piercing is a rite of passage, regardless of whether or not it involves her consent.
• Grumps earn the admiration of the Unseelie Court, and they demand respect with violence, arrogance and threats. Some gangbangers make the mistake of challenging these old bastards, but few survive. Their prowess in battle is truly astounding and utterly ruthless.
Affinity: Nature
Don't move. Danny Sandbags, a squire to Sir Du Bois, is going to give you his opinion.
On Boggans — If you ever need laundry done, go to one of them. Too bad they're so easily shocked by bloodstains.
On Eshu — You're a fool if you gamble with an eshu. They've got some great stories from the battlefield, though.
On Nockers — What a pain in the ass these guys are! Bitch, bitch, bitch. I'll give 'em something to cry about!
On Pooka — Hmmm... Oh, sorry. I was just thinking about those traps I set.
On Satyrs — If you're looking for some strong brew or a babe, these guys will hook you up.
On Sidhe — Stay clear of the sidhe. They may look weak, but they'll turn you into sushi with their blades. And if they sic the freehold on you — sucks to be you.
On Sluagh — And they say I'm sick? Have you seen where sluagh live?
On Trolls — Tough in a fight. Dumb, but tough Your best bet is to try to outnumber them.
Birthrights
• Dark Appetite: Redcaps can literally eat anything. They can chew through cars and eat their way through walls. Their bulldog teeth are brutally flat and hard as steel; their digestive systems (thankfully) remain a mystery. Most prefer human or animal meat, but when hunger strikes, anything will do. We do mean anything.
As long as a redcap can put his mouth around something, he can eat it. Large objects can be chewed into smaller pieces. Digesting something particularly vile or tough (such as wood, steel, romance novels or toxic waste) requires the expenditure of a point of Glamour. Keep all arms and hands away from redcaps at all times.
Any time a redcap attempts to use this Birthright in combat, he mustspend a point of Glamour, just as if he were trying to eat something not normally edible. The base damage for a redcap bite is Strength + 2 (difficulty 5). Additionally, the redcap may try to sever an opponent's limb. Severing a limb with this ability requires five successes on a Dexterity + Brawl roll (difficulty 8), or three successes if the victim has been grappled first. This attack inflicts a minimum of three Health Levels of damage if successful, in addition to any damage rolled.
• Bully Browbeat: Redcaps can intimidate anything, even imaginary or chimerical objects. The difficulties of all Intimidation rolls are reduced by one. A successful roll causes chimera to obey without question; sentient creatures can resist with Willpower (rolled at a difficulty equal to the redcap's Willpower).
This Birthright functions normally at all times, even in the presence of mortals or unenchanted supematurals.
Frailty
• Bad Attitude: No one likes a redcap, not even other redcaps. Some noble freeholds try to ostracize or kill redcaps just on general principles. As part of this stigma, they suffer a +2 difficulty (or greater) for any roll involving a social situation other than browbeating.
Quote: You trying to start something with me? Bring it on, punk! Heh, heh, heh! I'll paint the walls with your blood!
Satyrs (SAY-ters)
Wild and passionate, satyrs satisfy their lust and desires with abandon. These fae insist that wisdom is found in passion. If it's true, then satyrs are by far the wisest of the Kithain. While others may decry their earthy ways, they'll come around sooner or later for advice, a bit of support or a down-and-dirty good time.
Satyrs are well-known for their lack of restraint. A goat will cheerfully tell a redcap where he can ram his axe and then gallop away laughing his head off. Their stamina is also legendary. Whether partying, drinking or charging into battle, satyrs have definite physical advantages over their kin. Though not as beautiful as the sidhe, they never lack for lovers. They claim it is because of their open minds and bold attitudes, but many changelings think the Gift of Pan has more'to do with it.
Life for a satyr is not all lust and roses, though. Most satyrs enjoy solitude and scholarship. Friendship and intellectual exercise also sustains them. They make good confidants and excellent philosophers; indeed, their mental contests can rival their drinking ones. Poetry, debate, phlosophy, music — these quieter pursuits fascinate them. Once the contemplation grows too extreme, however, they're eager to experience the other side of life again. Living their lives to the fullest, they'll embark on another infamous carnal spree. More often than not, they'll bring their intellectual companions along in an effort to broaden their horizons.
Although very affable, satyrs can also be quite clannish. Their kith bands, called tragos, are extended families. Friends and lovers, playmates and enemies may come and go, but tragos endure. If a satyr dies or falls to Banality, her trago holds an epic wake with endless songs and frenzied dancing. Separating a goat from her trago is almost impossible. Only the foulest of crimes could lead to exile.
Truth is nothing to them without beauty, and they have a soft spot for precious things. They are not materialistic, however; it is easier for them to collect people to play with until their amusement is satisfied. This can get rather difficult if the playmate gets attached. As good as satyrs are with ideas, feelings are a mystery to the goats.
Satyrs' passions often run unchecked because they don't know how to control them. A Seelie satyr may try to understand a jilted lover, but can never fathom the reason for her pain. An Unseelie satyr pities his lover, then freely Ravages her in service to his passion. Either way, this can be dangerous. When the Song of Pan is playing, chaos flows freely, and the aftermath can be fatal. Answering the call of passion, satyrs follow their own wisdom.
Appearance: Satyrs are lean and furry; both sexes wear their hair long and rarely shave. Goats are shamelessly forward in their ways, and prize sensuality in all its forms. They have furry legs, cloven hooves and small horns jutting from their foreheads. What few clothes they wear are usually durable and easy to remove.
Lifestyle: Music is a common passion for goats, and making a living by it is an ideal lifestyle. Wineries, brew pubs, bars and nightclubs attract herds of satyrs. Pushing their stamina to the limit, they work hard for all the pleasure they can get from life.
• Childling satyrs are also known as "fauns." Learning the essential skills in life — like singing, music, running and wrestling — are among their primary concerns. Their musical performances are usually exquisite. Childlings have four soft tiny nubs for horns.
• Wilders are the very essence of fae chaos: lecherous, rambunctious, and wild. Bat, drink and be merry, for tomorrow you'll be old. Each pair of nubs grows together to form two horns. The size of a male's horns are a source of pride, as well as the brunt of numerous jokes. Six inches is about average for a male's display of virility; a female's horns are a bit smaller.
• Grumps seek wisdom to escape from the sadness of their lost youth. Although they enjoy a good drink and a spirited debate, they know their best years are behind them. When a greybeard's sorrow becomes too great, his trago takes him out for one last epic fling. The grump dies at dawn the next day. The horns of a greybeard satyr are impressively large, and they often curve back along the top of the head like a ram's.
Affinity: Fae
Have another drink while Giregorius Galli speaks to you of the Kithain.
On Boggans — They work hard, but comfort is their highest goal. I suppose that's the life they want. I don't think it's much of one.
On Eshu — Yeah, their stories are great, but their conversations are even better. Talk to one about his travels, and you'll learn a hell of a lot.
On Nockers — Their cynicism doesn't last forever, and if they get behind a task, they'll work their asses off.
On Pooka — Save for their annoying pranks, they can be useful if you know how to work with them.
On Redcaps — What a shame. They think they know passion, but they only know anarchy.
On Sidhe — I'll never understand them. One minute, they're fragile and delicate; the next, they're the greatest of heroes. How odd.
On Sluagh — Their wisdom is dark and painful. Too bad they're too entrenched in their sorrow to see the truths of life.
On Trolls — You want to see nobility? Witness the devotion and honor of a troll.
Birthrights
• Gift of Pan — Dionysian revelry is high ritual to these fae. Singing, music and dance can be used to stir fae and mortals alike to the height of carnal passion. Anyone who fails a Willpower roll (difficulty 7) is swept away by hidden desires and the activities of the evening.
After an hour or two, the Banality of the those in the area slowly drops. Everyone involved, mortal or not, has his permanent Banality lowered by one for as long as the satyrs continue to perform. Tragos can combine their efforts to lower Banality even further. Each satyr fueling the fire can lower the revelers' temporary Banality by one more, to a minimum of 2. These effects last only for as long as the satyrs continue to entertain. Lost Banality returns at a rate of one point per hour.
• Physical Prowess — All satyrs add one to their Stamina, even if this increases it above 5. This bonus is in effect at all times. When they call upon the Wyrd and take their faerie form, or when not in the presence of mortals or the unenchanted, their goat legs can carry them at shocking speeds. Each turn, they can move 25 yards + three times their Dexterity.
Regardless of form, satyrs can never botch Athletics rolls.
Frailty
• Passion's Curse — Passion has its unpleasant moments as well. Satyrs are prone to wild mood swings, especially when they're drunk. With the slightest of provocation, they may explode into a torrent of fury or a fit of weeping. Furthermore, on the rare occasions when they try to resist temptation, the difficulties for all Willpower rolls are increased by two.
Quote: Oh, yes, all wisdom is found in passion. By the way, your eyes look lovely by firelight...
Sidhe (SHEE)
As exiled nobility, the sidhe remember a time when they ruled proudly in a living dream. Known and feared as the Good Folk, their whims enchanted and terrified mortals for millennia. Now that tale has ended. The gates to Arcadia have closed, the song has ended, and their new kingdom grows cold. For sidhe, the age of wonder has died, and they mourn its passing.
This mourning, however, has not ended their lives. Though they fear death like few faeries ever could, they are facing their fate with regal bearing. While others consider them cold and arrogant, the sidhe refuse to lie down and die. For them, the dream is still alive, and they strive to awaken the world from its slumber. The very presence of a sidhe inspires supernatural awe. The sight of a sidhe in her true form captures the hearts of mortals and the essence of the Dreaming.
Faerie passions run deep — love or vengeance is never forgotten. The ideals of the sidhe are even fiercer, and cost them dearly. Such passion has its price, though. Even Seelie heroes would rather destroy themselves in a blaze of glory than fade away. Their less energetic brethren lose hope and become self-indulgent, letting their freeholds fall into despair as easily as they fall into melancholy. Others become Unseelie tyrants, ruling through cruelty and intrigue. Though exotic in their beauty and lost in their ideals, a few travel among commoners. No matter what path they choose, sidhe are far from human and always stand out among those with whom they associate.
The blessing and curse of the sidhe is to live deeper in the Dreaming world than most fae ever will. This walking dream-state gives most sidhe a glazed look and unfocused air. Bards' songs say that the eldest sidhe live in the past, present and future all at once. Sidhe are also notorious for switching between Courts without warning. Considering their whims, it's no wonder few changelings trust them.
Banality is a deadly curse, and sidhe suffer more from it than any other Kithain. Death is an even greater fear, for sidhe are not believed to be reborn as other changelings are. In these dark times, most never return from death; and it is speculated that the few that do are reincarnated as commoners — for them, a fate worse than death. Faced with this dire fate, they resent the Arcadian sidhe for exiling them from paradise. The most hopeless of the Earth-bound sidhe quest in vain for Arcadia or throw themselves into orgies of Glamour-gathering to sustain themselves. The thought of simply fading away is too much for them, and they will do anything to stay alive. Tormented by their dreams, the beautiful sidhe are outsiders in a human world.
Appearance: The sidhe resemble humans of unearthly beauty; their bodies are perfect, their features pleasing and their hair richly colorful. They are ethereal and carry a hint of sadness even when they laugh. Tall and lean, they are fierce and regal, with tapering pointed ears, angular features and a commanding gaze. Their eyes are of odd yet striking colors, such as violet or silver. They rarely wear anything but the finest clothing.
Lifestyle: Just as the sidhe have positions of esteem in the courts of the Kithain, they tend to hold valuable positions in the mortal world as well. Wealth and privilege are common to them, and they are expected to live affluent lives. Those who cannot often become resentful and fall into a very Unseelie state of mind.
• Childlings know of the blessings of their inheritance from a very early age. The best of them act like perfect little gentlemen and ladies, but the worst of them are spoiled rotten and throw tantrums when things don't go their way.
• Wilders know they have the opportunity to indulge their every whim outside of court. Although high spirited and presumptuous on occasion, they are watched carefully once court begins. Seelie wilders are overconfident that their chivalry and nobility will prevail; Unseelie wilders are rebellious and scheme for power.
• Grumps fully realize the weight of their lofty positions. Many carry the burden of memories of years gone by. They pine for their glory days and grieve the mistakes they have made. Their greatest release from this weary introspection is the intrigue of the court.
Affinity: The sidhe have not spent enough time on Earth to aquire an Affinity.
You may be seated while Erioch Evenstar has an audience with you.
On Boggans — It is quite helpful to have gentle and honest commoners. Be careful of what you say around them, though.
On Eshu — They may boast and brag, but you should never refuse their tales from afar.
On Nockers — Their skills are useful, even if their attitude is grating.
On Pooka — Fates forefend! Why do they work so hard to ridicule the noblest of the fae?
On Redcaps — Unpleasant, untrustworthy and crude. They're little more than common thugs.
On Satyrs — They're good for a brief dalliance, but otherwise, they're not as deep as they make themselves out to be.
On Sluagh — It is certainly better to be the recipient of their information than the subject of their curiosity.
On Trolls — Honest, fierce and devoted — these are the qualities of a staunch man-at-arms.
Birthrights
• Awe and Beauty — Sidhe get two extra dots of Appearance during character creation, even if this increases scores above 5. They cannot help but stand out in a crowd.
The fury of a sidhe scorned is a majestic and terrifying sight. When one is impassioned, all of her Social rolls (especially Empathy or Intimidation rolls) are at a -2 difficulty. Anyone who tries to attack an angry sidhe head-on must make a Willpower roll; the difficulty ranges from a 6 (for the average sidhe) to an 8 or 9 (for one of suitably high station).
These abilities only affect other Kithain and the enchanted, unless the sidhe calls upon the Wyrd.
• Noble Bearing — Whether heroes or villains, all sidhe are dignified. Any cantrip that would directly make them look foolish immediately fails.
Sidhe cannot botch Etiquette rolls.
Frailties
• Banality's Curse — Sidhe are truly not of this world. The taint of Banality affects them more strongly than it does other fae. Each temporary point of Banality that a highborn gains becomes two points. If a sidhe character must make a roll at a difficulty equal to her Banality (or a roll that's resisted by Banality), treat it as one level higher.
Sidhe are also prone to fits of depression. The weakest of them can overcome these fits by changing their Legacies back and forth. When this happens, the spell must last at least from moonrise to moonrise or sunset to sunset. Strong-willed sidhe escape this mania by retreating further into their Legacies; Seelie become impossibly idealistic and Unseelie sink to the very depths of villainy. Their great extremes can make them almost unendurable.
Quote: Who am I? I am the center of the storm, I am a master of the sword. Draw your blade, cur, or die where you stand.
Sluagh (SLOO-ah)
Called the underfolk by many, the sluagh are often pariah even among other fae. Though rumors persist of underground catacombs and mazelike lairs, most sluagh prefer crumbling Victorian mansions to dank sewers. Places dark and forgotten attract them. Those who intrude into their inner sanctums often leave with nightmares. Just as they value secrets and mysteries, sluagh treasure their privacy, and do a great deal to foster reputations that discourage visitors.
Loremasters say that these Kithain were once Russian faeries who lived under mountains or mortal hearths. Now they live out of sight in the cracks of the world, hidden until they choose to venture out, sometimes to court, sometimes to mortal environs. Whether they live in parlors or crawlspaces, sluagh are unsettlingly polite and have a great love of formality. Such is even more unnerving to the other kith;:boggan rumors hint at secret sluagh rituals, sacrifice and wild carnage under the earth. The underfolk enjoy the effect they have on outsiders, and are amused at the reputation they have acquired. Even redcaps fear their clammy touch.
Despite their preference for quiet, adventurous sluagh do visit the surface courts, cultivate friendships and enter oathbonds with outsiders. They will go out of their way to aid or protect an outsider who has shown them respect and friendship. These good deeds are frequently misinterpreted by other suspicious changelings, so such relationships are often brief. Still, even sluagh who find a clique they can trust need to have a secret place to which they can retreat.
The underfolk collect information (secrets are better, though), and barter their knowledge to interested parties. Revelation is joy; the more unsettling the revelation, the greater the joy. While Seelie use their knowledge for more noble ends, Unseelie can make a crooked living through blackmail. Secrets are but one commodity to them, though. Broken toys, strange knickknacks and anything resonant with nostalgia makes for an excellent item of trade. Outsiders are mystified by the value sluagh place on these items, but then again, perversity is the sluagh's trademark.
Though it is said that all sluagh follow Unseelie ways, they rarely throw in behind either Court, keeping instead to themselves. Among their own kind, these kith are generous and almost painfully formal. They regard each other with deep respect, and band together against outsiders if need be. Shrouded in mystery, the sluagh hold the secrets of their kith closest of all as they cultivate their image. In darkness they thrive.
Appearance: Sluagh are pale and grotesque, yet oddly compelling. Some unfathomable deformity seems to cling to them like leprosy. They lack teeth and have small, tired, mysterious eyes. They carry a vague odor of decay, a smell that grows more pungent with age. Sluagh favor archaic clothing, usually black and always intricate.
Lifestyle: The most civilized sluagh frequent dusty mansions, antique shops or musty libraries. The most decrepit seek out the underworld, lurking in sewers, crawlspaces and forgotten places beneath metropoli. They are shy, yet territorial, demanding adherence to extensive rules of etiquette and protocol other fae don't fully understand. Hermits and recluses by nature, they don't like to be disturbed without good reason. They always maintain private spots to which they can retreat, even if they are in motleys.
• Childlings are street urchins who take very poor care of their appearance. Their clothes are torn, their hair is disheveled, and they arouse great sympathy for their suffering. They delight in all that disgusts human children, and hold a strong affinity for hidden places.
• Wilders are the guardians of the uncovered spots of the world. As they grew older, their skin grows paler and their hair turns jet black. They have dark hollow eyes and elongated limbs, fingers and toes.
• Grumps age at an alarming rate. Their skin hangs on them like it is somehow too large for them, their hair is soon streaked with shocking gray, and their bodies become warped, stooped and crooked. Oddly enough, they seem to enjoy this, Sluagh prize decay in many forms, and this is but one more.
Affinity: Prop
Listen closely and you may learn a thing or two from Elspeth Danvers, Collector of Antiquities.
On Boggans — How ambitious! To creep and listen and gossip!
On Eshu — Their stories are their secrets, warm living things, not the cold knowledge we drag from the grave. Listen well when they speak.
On Nockers — How singularly insecure they are, eternally seeking praise. The best one might hope for is to learn some new profanity.
On Pooka — Good for a laugh, even if they do live in a world of lies.
On Redcaps — These pit bulls know only madness, not fear. I know things that would leave them shaking.
On Satyrs — They believe knowledge is hidden only in joy and lust. They do not know the wisdom of silence and sadness.
On Sidhe — They are not without their shame, the mightiest of all. If you knew what I know of them...
On Trolls — So stoic and brave.. .what hides in your heart? What pain do you bear?
Birthrights
• Squirm — Dislocating body parts is a popular amusement for these desiccated creatures. Confining them is almost impossible. Although they cannot change their shape or mass, underfolk can contort into disquieting shapes with unnatural ease. This requires a few minutes of entertainment and a roll of Dexterity + Athletics; the difficulty ranges from a 6 (escaping from ropes) to a 10 (worming through the bars of a locked cell). The only substance that can completely imprison them is, of course, cold iron.
A sluagh cannot use this Birthright in the presence of mortals or the unenchanted.
• Sharpened Senses — The unusual upbringing of these fae heightens their senses. Subtract two from any Perception roll a sluagh makes (to a minimum of 3). They may see through illusory magic by making a roll of Perception + Alertness (difficulty 7).
This Birthright always functions normally.
It is impossible for sluagh to botch Stealth or Alertness rolls.
Frailties
• Curse of Silence — Sluagh cannot speak above a whisper, no matter how hard they strain to be heard. Since they dislike social situations and hold to very odd rules of etiquette, add two to the difficulty of all of their Social rolls.
While a sluagh may not appear to whisper to mortal ears, the individual in question is usually quite soft-spoken.
Quote: Why did you come here to my attic and disturb my rest? Are you here to find something from long ago? Be careful you don't open something you can't close...
Trolls (TROLS)
Duty, strength and honor are the hallmarks of a troll. Warriors without peer, they hold to the old ways of plain speaking and simple truths. Honor is away of living to them, and once they have pledged their support to someone, they dedicate themselves fully. Many trolls expect the same honesty from all fae, and are often disappointed as a result. In fact, many fae think of the trolls as being naive for this very reason, especially when it comes to trust. A troll's devotion is not easily dismissed, however; they're also seen as patient, reliable and chivalrous.
Trolls consider dedication to be the measure of their worth. If a trolls breaks his word or betrays a trust, he weakens until he has atoned for his offending deed. In addition, trolls cannot use their great strength without just cause. Taking such an unfair advantage over an adversary would be unchivalrous, after all. Legends tell that the trolls were actually the first noble kith; when the sidhe appeared, a great war began. The trolls lost, and as a result, swore loyalty to the sidhe. Since then, serving as guardians has been their destiny.
This kith has an impressive reputation largely because of their Seelie brethren. Seelie trolls are ofter rererred to as "giants," and their mortal seemings are usually ruggedly proud and handsome. Bravery and stoicism define their character; Always seeking civility, they typically use formal titles when addressing others and dedicate their souls to those they respect. In romance, they are ardent suitors who go for all the courtly trimmings. In loyalty, it is nearly impossible to sway a Seelie troll's beliefs once they are established. They prefer spartan quarters and simple living, recognition of service is reward enough to them.
Yet there are limits to what a troll will endure. The mockery of a pooka or a nocker will hardly rouse a troll, but if a troll's patience is broken, she will fly into a monstrous rage, destroying everything and everyone until she calms or is taken down. Even the most foolish pooka watches closely for the darkening of a troll's visage. These fae can also be stubborn. Changing a troll's mind can be as difficult as moving a mountain.
A kingdom is safe as long as its trolls can be trusted. When a troll's lair starts to degrade, others begin to worry about his well-being. A troll's eyes begin to darken as he starts to question trust and honor. This is the beginning of a troll's descent into his Unseelie Legacy. Most trolls try to bear this temptation with epic stoicism — once the descent has begun, others will not trust him as much. If he fully acknowledges a betrayal or rejects his beliefs, his faerie mien changes, and his visage becomes hairy and coarse-featured. At this point, he is recognized as an Unseelie troll. The worst of Unseelie trolls are typically referred to as "ogres." Once Unseelie, a troll will begin to associate with disreputable fae, and the triumph of maligned villains over celebrated heroes will fill him with self-worth.
For this reason, Seelie Kithain speak highly of trolls, and acknowledge their worth among the Kithain. They're too valuable to lose to the Unseelie Court. Trolls are more than the guardians of the people and places they protect; as staunch defenders, they are also seen as guardians of the values of honor and chivalry.
Appearance: Trolls are large, ranging from seven to nine feet tall, with thick bones arud weightlifters' muscles. Seelie giants carry an air of nobility; though many favor a Nordic look, they tend to have slaty blue skin and thick black hair. All trolls, however, have icy blue or pale green eyes. Trolls have large powerful jaws, wolflike teeth and small ridged horns on their foreheads.
Lifestyle: In mortal life, trolls choose honest professions where they can put their skills to use. Athletics and police work are two such callings. Their tastes are spartan, and they greatly prefer work to relaxation.
• Childlings grow up fast. They learn that the ways of children are weak, and they take on honorable duty at an early age. Childhood is something best left behind. Stoicism is embraced.
• Wilders test their strength and abilities to the limit. Great adversity inspires them to great tasks. They are incredibly modest about their accomplishments, however, and are always struggling to out-do themselves.
• Grumps are slower than their younger brethren, but possess superhuman strength. After a career of service, they choose one person or place to protect until the death. No force on Earth can move a greybeard troll who has made up his mind about something.
Affinity: Fae
Lay down your arms and lend an ear to Eric Grimmson, a guard of the Freehold of the Setting Sun.
On Boggans — Commoners take care of the essential tasks of a freehold. Without them, where would we be?
On Eshu — Perhaps they're a bit dishonest, but they always find adventure. How I envy that!
On Nockers — Ingeniously clever, I'll admit, but you're better off ignoring their complaints.
On Pooka — Thieves. Liars. Fools. Never let one stand behind you.
On Redcaps — So much sound and fury! One solid blow and they go down bleeding.
On Satyrs — They pretend to be wise to justify a life of debauchery.
On Sidhe — They may be pompous, but they do uphold chivalry. If a sidhe is strong, you must support him. If he falls, then you must replace him.
On Sluagh — If their information is so trustworthy, why do they all have to whisper and hide?
Birthrights
• Titan's Power — Wilders gain an additional Bruised Health Level and an additional dot of Strength during character creation, even if this raises this Trait above 5. Grumps get two extra dots in Strength and two additional Bruised Levels (for a total of nine Health Levels). However, greybeards also add +1 to the difficulty of all Dexterity-based rolls.
This extra strength does not function in the presence of mortals or the unenchanted unless the troll has called upon the Wyrd.
• Stubbornness — Nothing can interfere with a troll's devotion to duty. When in the service of a cause, trolls get an extra two dice to any Willpower roll to resist temptation or distraction.
This Birthright is always in effect.
No troll can botch an Athletics or Alertness roll.
Frailty
• Bond of Duty — Any troll who dares to renege on a sworn contract or oath becomes sickly and loses her Titan's Power. Only by atoning for her lapse of trust can she regain her Titan's Power. Usually this involves fulfilling a new oath. Seelie trolls never lie to fae they are protecting; Unseelie trolls uphold their bond of duty, but usually prefer to support more disreputable fae. This trust must extend both ways; if a troll's trust is betrayed, he will be filled with anger, and must roll Willpower (difficulty 8) to avoid becoming violent. Their stoicism belies great rage, perhaps one that has been with them since the Earth was young...
Quote: As long as my lord requires the service of my blade, I will stand by his side.
Houses
Politics and intrigue are meat and drink to the sidhe. Divorcing a highborn from his political affiliation is nigh-impossible. When a house suffers, all sidhe within that house suffer. In fact, most sidhe in the world today have been exiled from Arcadia because of their house affiliations.
This affiliation can define a sidhe's personality, his politics and his approach to rulership. Although commoners can swear allegiance to a house or even receive titles in one, their bonds are never as strong as that of the sidhe. Fealty to a house is a measure of honor and pride. Even the circumstances under which a Seelie sidhe becomes Unseelie can be influenced by this alliance. During character creation, commoners can have membership in a house, but only with the permission of the Storyteller.
Each house bestows a certain benefit (called a Boon) to the Kithain who support it. However, for each Boon bestowed, there is also a Flaw, a disadvantage that the members of the houses must endure. Many houses have conditions that they require of their members; upholding these is second nature to the highborns.
There are also countless stories explaining why the houses returned to Earth during the Resurgence. Unseelie believe that the sidhe fled Arcadia because it was dying. Extremists even believe that by questing throughout the mortal world, changelings may find a way to restore the balance between the two worlds and reopen the gates of Arcadia. Seelie and Unseelie debate how this balance should be restored.
Some sidhe have memories of being sentenced to exile, but always have distorted memories of who or what exiled them. Perhaps it was the High Lords of Arcadia or the High King...or perhaps it was for another reason. The answers are hidden in dreams, yet the ruler of each house has an explanation that he or she firmly believes. Whether these explanations are true is highly debatable. The rationales for the exile of the houses are detailed below.
The Nine High Lords
Nine lords watch over the Earth-bound houses of the sidhe. Five are of the Seelie Court, three are of the Unseelie Court, and one is a madman who claims to speak for the Shadow Court, Though it is rare for all nine to gather together, collectively they speak for their respective families. Each holds a great measure of influence within the Parliament of Dreams, the august legal body of Kithain society. Each has developed an entourage to travel across the terrestrial sphere to gather information about house politics. In defiance of the Arcadian sidhe who exiled them, they refer to themselves as the High Lords of the Fallen World.
House Dougal
The members of House Dougal are perfectionists known for their technical acumen. Lord Dougal, the founder of the house, was a great faerie smith who devised a way to weave Glamour into steel, making it safe for faeries to use. Some say that Lord Dougal himself stayed behind on Earth during the Interregnum because of his fascination with metalwork and machines.
Members of this house are very precise, both in word and deed. When a plan is made, they insist that it be carried out to the letter. Efficiency is considered the highest of virtues. Very few of them rule, preferring instead to make sure everything runs like clockwork. Because of their orderly disposition, they often work as clerks and barristers, although they perform their tasks with an intellectual flair. The rare member of House Dougal who does rule usually governs his fief in a very matter-of-fact, practical manner, but tends to deal with problems better in theory than in practice.
This ideal of perfection puts them at odds with many other fae. Few can live up to their expectations, which tends to make these sidhe even more elitist. They take their amusements far too seriously. Higher mathematics, mechanics, architecture and smithwork are common vocations tor them. They're no strangers to hard work, and they firmly believe that "if you want something done right, you've got to get House Dougal to do it."
When reality fails to live up to their ideals, sidhe of House Dougal tend to display one of two solutions. Their first reaction is to roll up their sleeves and redouble their efforts. In fact, they can display an amazing display of willfulness when they're desperate to make an ideal work. Should this fail, they fall into their Unseelie Legacies until they find something that stirs their idealism again.
Their penchant for precision also presents a curious weakness. When witnessing a well-maintained machine or a masterpiece of engineering, they can become enraptured. Some attain a state of reverie and can contemplate such things for hours. Through hard work, perhaps, reality can be fixed to imitate the ideal.
The blazon of House Dougal is or, an arm embowed maintaining a hammer sable on a chief gules three cogwheels or. (Three gold gears on a red field above a black arm and hammer on a gold field.)
Boon: Members of House Dougal are strong-willed and known for their ability to invest Glamour into everything they do. Once per story, a member of this house can convert a portion of her temporary Glamour points into temporary Willpower points (up to the level of her permanent Willpower). This must be done during some sort of physical exertion: working, exercising or participating in combat.
Flaw: Physical reality seems flawed to these fae, just as they are flawed. Only through hard work can they overcome these flaws. Sidhe of this house always have a physical handicap that must be compensated for. This is usually something that can be corrected by cunningly crafted smithwork: a mechanical leg for a club foot, an intricate eyepiece for poor vision, and so on. These handicaps are present, though not always as visible, in their mortal seemings.
Exile: During the Resurgence, the sidhe of House Dougal were exiled to Earth because of their fascination with technology. The current ruler of the house tells a story of building a massive siege engine, just prior to the resurgence, to defend the gates of Arcadia from mortal invaders. The threat was highly exaggerated, and the havoc wrought by the infernal device disgraced them. Sidhe troubadours tell and retell legends of the mechanical monster created by High Lord Donovan. Each tale ends differently, as no one can fully remember it.
High Lord Donovan currently resides in a freehold built around a factory in the western lands of the Kingdom of Apples. While the factory itself is an empty husk in the mortal world, within the Dreaming, it is a fortress of chimerical inventions. A dozen nockers apprentice within the Freehold of the Forge each year.
House Eiluned
This house has always been tainted by the scandals of its founder, Lady Eiluned. As the creator of the so-called "House of Secrets," she conspired with many dark and mysterious beings and powers to gather magical knowledge. Although many now work as counselors or advisors for the Seelie Court, some whisper that Eiluned will eventually become an Unseelie house. Regardless, sidhe of this house seem to enjoy the best of both Courts.
Eiluned sidhe are valued for their extensive occult knowledge, their uncanny ability to gather secrets and their preternatural talent for intrigue. Fiefs ruled by House Eiluned are filled with mystery. There are accusations that House Eiluned voluntarily accepted exile on Earth as punishment for a horrible and forgotten crime. Members of the house counter that their Seelie affiliations prove they are innocent. This doesn't prevent Eiluned sidhe from falling into their Unseelie Legacies, however.
Eiluned sidhe know darkness as well as they know light. When an Eiluned sidhe needs to work with treacherous or unscrupulous characters to gather secrets, she is capable of deliberately becoming Unseelie until she gets what she wants (see pg. 108). This state must last either from moonrise to moonrise or sunset to sunset (that is, at least a full day). If the changeling doesn't get the secret she lusts after, she cannot become Seelie again until she learns the truth.
House Eiluned's blazon is per chevron, sable and argent, two decresents and a pentacle counterchanged. (Two silver crescent moons on black above a black pentacle on silver.)
Boon: All members of this house have an impressive talent for magic. All cantrips cast by Kithain of House Eiluned automatically gain an additional success.
Flaw: Members of this house have an overwhelming curiosity and are attracted to mysteries and conspiracy. An Eiluned must spend a point of Willpower to avoid meddling in a mystery or becoming involved in a plot. Some even have a treacherous streak, briefly becoming Unseelie to form a dark alliance and then turning Seelie to prove their innocence. The Kithain distrust many of them; the difficulties of all their Social rolls are increased by one.
Exile: There are three stories concerning the reasons of House Eiluned's exile to Earth. The first relates to the curse of an ancient artifact rescued from the soul forges of Western Arcadia. The second concerns a pact with an ancient order of warlocks. The third says that a promise has been made between the ruler of the house and a pretender, an alleged Unseelie High King in exile.
It is said that High Lord Ariadne dreams in a chariot that exists only within the Dreaming. She is rumored to emerge only when the moon is full. The physical substance of this conveyance changes each month, and tales are told of the fell beasts of burden that draw it. Each month, she retires for a full week to a place of secrecy, where she gathers the knowledge assembled by her entourage.
House Fiona
Sidhe are creatures of extremes, and the nobles of House Fiona are no exception. Lady Fiona and the sidhe of her house stayed on Earth during the Interregnum so that they could continue to explore its pleasures. Some even say that the house's founder rejected the call of Arcadia because of the love of a mortal man. This would not be surprising in the least; Fiona thoroughly immerse themselves in Earthly pleasures.
Fiona sidhe are overly fond of food, drink, drugs and sex, and are often called away from higher pursuits by appeals to their baser needs. Anything that gives them a rush is fine with them. When the chance to indulge presents itself, they descend into their Unseelie Legacies until their lusts are slaked.
These reckless nobles continually flirt with disaster. They love to taunt the status quo, even going so far to aid their enemies to bring about a little discord. Still, when called upon to fight, this passion takes a different focus; Fiona fae are fierce warriors who live for the fury of battle. Many are addicted to the tumult of the battlefield. The thought of dying in battle, and tempting fate by fighting recklessly, fuels this passion even more.
House Fiona claims to have hundreds of traditions and customs that are strictly obeyed, even though no two members of the house can seem to agree on what they are. Thus, each member lives by her own rules and her own code of honor. Theirs is also the most accommodating of all houses. Fiona rarely pull rank on commoner Kithain. For this reason, its members are beloved by commoners, and fiefs ruled by House Fiona are happy ones, if a bit on the wild side.
The blazon of House Fiona is gules, a lion passant reguardant argent. (A silver lion walking on a red field, looking back over its shoulder.)
Boon: Defiant to the last, Fiona sidhe are renowned for their great courage. Though they understand fear, it does not control them, even in the face of death. Any attempt, natural or magical, to generate fear in them automatically fails. Only threats to a lover's life can frighten a Fiona, and they often succeed very well.
Flaw: Sidhe of this house have an overpowering attraction to danger. Even if the object of their pleasure is somewhat safe, they can find a way to make it dangerous. This is especially true of their romantic trysts, which are usually epic and almost always tragic. Creatures of pure ethereal beauty, they tend to fall in love with outlaws, strangers, wanderers, mortals and other "unacceptable" types. Often such loves become true and complete passions that cannot be denied. Some of them overcome this Flaw, but only by becoming hateful toward all romance. The most tortured become obsessed with preventing it from occurring to anyone they know.
Exile: The love story of Lady Fiona and her mortal lover has been told, retold and changed a thousand times. Like many Arcadian tales, no two versions are the same, as no one can fully remember the details. In every version, Lady Fiona dies tragically, and the fae of her house descend from Arcadia to attend her wake. Each year on the same day, a sidhe troubadour speaks to her in dreams.
Another legend tells that the current High Lord of House Fiona was exiled from Arcadia by a jealous rival. Placing the honor of his house at stake, he challenged this rival to a duel. In losing, he sentenced the 13 members of his entourage to Earth. Nonetheless, many Fiona sidhe insist that they left Arcadia to show their fealty to Lord Rathsmere and their contempt for the High Lords of Arcadia.
Lord Rathsmere is renowned for his prowess as a swordsman, and his base of operations is the Freehold of the Questing Blade in southern France. There, he is training an elite entourage of sidhe for what he believes will be the battle to retake Arcadia. As part of this training, he tells numerous tales about forgotten creatures banished by Arcadia during the Resurgence. When presented with a sidhe who possesses exemplary skill at arms, he dreams a quest for the warrior concerning one of these legendary creatures.
House Gwydion
House Gwydion is perhaps the most "noble" of all the houses. While other houses retreated to Arcadia long ago, the Gwydion sidhe chose to face the Sundering head-on. Gwydion sidhe believe that their lord and founder has been reborn again and again as a noble sidhe. He is said to have been resurrected as a paladin serving Charlemagne and a major-general serving Napoleon. Rivals swear that he must have aided Machiavelli as well.
Members of House Gwydion are conservative, duty-bound Kithain who place the well-being of their kingdoms above their own. Unfortunately, they let everyone else know this. Their rule is often marked by extreme arrogance, and they categorically state that only members of their house are fit to rule. From there, each member of House Gwydion proceeds to state that she is more fit to rule than her brethren. The internecine feuds that result can only be halted by one thing: a threat from outside the house. The members then band together to prove the superiority of House Gwydion. When the threat ends, it's back to business as usual.
Their anger, like their rivalry, is legendary. When confronted with something that offends their honor, they have been known to go berserk. Furthermore, when a fae of House Gwydion is presented with a rival that he cannot overcome, he becomes Unseelie until he can find some way (any way, no matter how base) in which he can triumph. Once triumphant, he returns to his typical Seelie arrogance.
The blazon of House Gwydion is vert, a falcon maintaining an oak leaf or. (A gold falcon, facing left with a gold leaf in its beak, wings raised, legs splayed, against a green field.)
Boon: With a successful Perception + Kenning roll, members of House Gwydion can sense if someone is telling the truth; the difficulty is the subject's Willpower. For some reason (perhaps by an ancient pact), members of House Eiluned are immune to this.
Flaw: Although they are great warriors, sidhe of this house are prone to great rages. Whenever they reach the Wounded Health Level (from either chimerical or physical damage), or when their honor is insulted, they must make a Willpower roll (difficulty 5). Those who fail fly into a berserk rage and attack anyone near them, ally or enemy. While berserk, they ignore all Health Level penalties until they reach Incapacitated.
Exile: Kithain of House Gwydion insist that they returned to Earth by their own choosing. Enemies attest that a high-ranking Seelie in Arcadia exiled them to Earth as punishment for their arrogance. In the mundane world, they reasoned, Gwydion sidhe would be forced to live up to their bold claims.
High Lord Ardanon claims to be descended from the founders of the mythical land of Ardenmore, despite the evidence repeatedly presented by loremasters that such a land never existed. Within a castle in northern Germany, he dreams each night of a faerie's quest in Arcadia. Whether these stories are true is highly dubious, though he has carefully documented every one. When the Bedlam evoked by these stories becomes too strong, he moves like a force of nature to descend upon a random freehold to demand hospitality and question them on recent politics. Then he returns to the Freehold of the One True Dream to continue his tales.
House Liam
The quietest (and some say the wisest) of all the house founders, Lord Liam was exiled to Earth for his eloquent defense of mortal folk. Centuries ago, the earliest Kithain held a great contempt for humans. Many saw them as the cause of rapidly spreading Banality, and some argued that revenge against them would remove this curse from the world. For many years, Liam stood alone against those who argued for retribution against humans. The outrage against Lord Liam was so great that all who supported him were condemned by the High Lords of Arcadia, and his followers were exiled to Earth.
Members of House Liam don't see humans as perfect — far from it. They do, however, believe that humanity has earned the right to exist undisturbed. They fiercely despise Ravaging and Banality; their peaceful demeanors can turn wrathful when they encounter such.
Kithain of House Liam do not advertise their allegiance. Other houses revile them, although Gwydion sidhe will not allow Liam sidhe to be mistreated. Exiles or not, they're still sidhe. Despite their secrecy, House Liam is the most widespread house, and its members travel all over the world. Liam sidhe serve as sages, loremasters and storytellers who remember the earliest fae societies.
House Liam can rarely rule openly, but they accept just about any changeling under their banner. Despite this, even the most common changeling would never accept a title in the house. They do quietly hold claim to some territories, but many of these are barren and despoiled urban fiefs.
Liam's blazon was struck and discredited when the house was exiled. The symbol has since been erased from all faerie records, although certain members of Liam still possess shields displaying the heraldry of the house: an oak tree blasted and eradicated, argent. (A silver oak tree with bare branches and exposed roots on a blue field.)
Boon: Liam sidhe find it easy to affect mortals with Glamour. The difficulty to affect any mortal (whether casting a cantrip or enchanting) is always lowered by one.
Ban: Because of their mortal affiliations, Liam sidhe begin with one extra point of permanent Banality. Furthermore, these sidhe are known as oathbreakers. No other changeling will honor their oathbonds, hospitality or justice. Liam fae are frequently the target of discrimination.
Exile: There was no need to pronounce exile upon House Liam. The silent followers of this fallen house took up the quest to return to Earth when the opportunity presented itself. Once the gates of Arcadia opened, they fled to where they could hide from persecution.
The current ruler of this house, High Lord Noman, is a beggar who wanders throughout the world. Each night, he dreams of another member of his house in danger, and he quests in secrecy to render aid. It is said that he carries a treasure that allows him to display a different face every week. Behind the mask is a visage that he will only reveal to the Nine High Lords and the Parliament of Dreams.
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