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Angelus Morningstar

Dream Shard
Kith Compendium

Author: A ngelus Morningstar A dditional writings adapted from concepts created by Spook and Spanglemaker of the S h ado w n Essence forum. Artwork: Gavin Hargest

Acknowledgements
Lost Shards are fan- made products designed for use with the World of Darkness book, Changeling: the Lost. A bsence of trademarks from copyrighted materials does not constitute a legal challenge to the original owners. A ny original material is the intellectual property of A ngelus Morningstar unless otherwise credited.

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Beast Kiths
Burrowling: Beasts who lived and burrowed beneath the soil call this kith theirs; from mole- men to wurms and other changelings of the underground. They have the special blessing called the Warren Race. With it, they may spend a point of Glamour and, for the rest of the scene, they may move through soil and earth ( but not solid stone) at a rate equal to their half their speed as they tunnel. Danderhulk: Creatures of huge proportions, whether leviathans of the depths to the hulking brutes of the plains, they stand tall. They are innately tall, with their Brutish Stature, granting them the Giant Merit for free ( which stacks with the effects of the Giant Merit itself) . However, due to their ungainly girth they suffer a - 1 penalty on attempts to move quietly or quickly ( which increases to - 2 if they also purchase the Giant Merit) . Dappleskin: Creatures of the wild who survived through blending in and adapting; living chameleons and beings of dark and light. If they spend a point of Glamour, these changelings can activation their gift of Blurry Form, and gain a + 2 bonus to all their tests to remain unseen as they blend in with their surroundings. This bonus goes up to their Wyrd, if they remain still. Grimlock: Either predators who lay in wait, or Beasts kept as watchers and guardians, both highly valued by their faerie masters. These Beasts benefit from the blessing Sentinels Vigil: the changeling gains + 2 Stamina for the purposes of determining duration before fatigue sets in, and + 1 to any Composure tests requiring them to remain still. Pathfinder: Many Beasts are nomadic creatures, used to traveling far and great distances. Whether they are the migrating flocks of birds, or the wild herds of the plains, they have knowledge of the places they are going and have been too. This is represented by their gift known as Sojourners Blessing, giving the kith the Direction Sense Merit for free ( which adds to the bonus gained if the changeling also has that Merit) . Proudwalker: Some creatures are gifted with extraordinary displays of beauty, color and imagery, and have learned to show them off; the peacock guardian men and the women of the waves are examples of these. Wild Display is an innate gift they bear, which allows them to gain a +1 to social tests that rely on looks and appearance. Snickersnatch: Thieves of the sky, land and sea all pay their dues to this kith. Swooping magpies, pack rats, jackals and the like all gain the blessing of Nimble Grasp, which gives them a +2 to tasks involving fine manipulation with the hands.

Darkling Kiths
Blackguards: Such darklings were taught to fight and defend their masters in dirty duplicitous ways. They have the knowledge of Dirty Tricks, which allows them to ignore one point of their opponent's A rmor, or two when taking their opponent by surprise. Bogeymen: These are monsters who have learned to thrive on childhood imagination. They have the art to seem visible only to children with the blessing of Imaginary Friend. By spending a point of Glamour, the 2

changeling can drop their Mask for a scene to the eyes of children, without invoking a Clarity check. Breathdrinkers: These silent shades move like whispers, stealing the breath and essence from the lips of those they pass. With their Stolen Kisses they can steal a point of Willpower from one person within their proximity. The number of times per day they can do this is equal to their Wyrd, but every time after the first costs them a point of Glamour. They cannot target the same person more than once a day. Harrowmares: Creatures of the night that feed upon dreams and dabble in deceits of dark magic. Such creatures are night haunts, dream weavers, sandmen, and other fell creatures like the Mara and hags. The Harrowmares have a peculiar talent called Dream Rider, granting them uncanny familiarity with dreams. A ll tests involving dreams, including Dream Contracts gain +1. Hushwardens: These are monsters who have learned to thrive on silence and quiet. Both stone angels of quiet or the noise eater, they have the art granted to them from Golden Silence. By spending a point of Glamour, the changeling can drop a field of silence around them through which no natural sound can travel, which fills a smallish room ( about 15' x 15' x 10' high) for the rest of the scene. Maverick: These changelings are creatures of chance, luck and a bit of chaos in the blend. They have a fondness for games of luck and chance and will be willing to take most wagers. Still, they like to Stack the Odds, they have a natural affinity with luck and gain + 1 on any action involving blind chance ( such as games of chance) or use of the Hearth Contracts. If a pool is reduced to a chance die, 8s, 9s and 10s all count as a success, but a 1 still counts as a dramatic failure. Mountebank: Such creatures will always present a lie even if a half- truth will do, and many of them are charlatans and pranksters with a vicious streak. A Mountebank is gifted with Riddled Prose, which grants them the Merit Rigid Mask for free ( the benefits of which combine with the Merit itself if purchased) . Soothsayer: Songs, prophecy and presaging of doom and despair has long been the purview of these fae. By spending a turns to presage an Ominous Portent to their victim, the victim suffers a - 2 to their next action. The victim must be within hearing range of the Soothsayer for the blessing to work. Spindlebacks: These are the changelings who thrived in the cracks and crevices of the world, covered chitinous skin and walk with a creeping motion. The Spindlebacks are covered with a Calloused Carapace, which gifts them with a point of A rmor stacks with other A rmor.

Elemental Kiths
Coraline: Born from the ocean reefs and marine forests of the sea floor, these elementals are walking colonies of coral. Their form flourishes with Marine Regrowth, which allows them to heal one point of bashing for every point of Glamour they spend. Frailfold: A flurry of petals, leaves or paper forms these changelings. They are buoyant flights wrapped around the human form. They are enveloped by a constant Cloud of Tears, as a swirl of petals or paper folds around them. This

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penalizes attackers, by levying a - 2 on any attack against them either aimed or melee. Meldmask: These synthetic beings are made of the flexible materials of rubber and plastic who wear faces of artificial making. Their kith blessing, Contortionist Trick, lets them squeeze into any opening that would normally accept something only two Sizes smaller ( so a Size 5 Meldmask could wriggle through a hole big enough for a Size 3 creature) . Mistborn: Sultry creatures of smoke, cloud, haze and mist. These Elementals have vaporous bodies that billow and bubble in their wake. Their gift is known as the Bilious Body, their touch to the ground is so light that any attempts to track them or investigate physical evidence left by them suffers a penalty equal to their Wyrd. Muckraker: Creatures of slime, mud, muck and all manner of vitreous ooze. These slithering heaps of bracken and foul smelling waters are capable of assuming a Gelatinous Form, once per day. The changeling can spend a point of Glamour to become resistant to forms of physical damage. It lets the changeling can downgrade a number of points of lethal damage to bashing damage from a physical source. Shadowhaunt: These are changelings who are made of night, echoes of darkness, given flesh. Their close affinity with the darkness gives them a Cowl of Dark, they add their Wyrd to Stealth and reduce negative modifiers to perception due to natural darkness by their Wyrd. Shatterheart: Precious dolls, with hearts of glass and opalescent skin, or crystalline forms. They are enveloped by a Skin of Shards, which provides them a point of A rmor, and will inflict a point of Lethal Damage per minute to anyone who grapples them. Silkskin: Stitched poppets bound in cloth and fabric, they are the living puppets of the faerie. Their soft fabric skin and stuff body makes them difficult to bruise and damage through the gift of Poppet Body. Once per day, the changeling can spend a point of glamour, and the changeling can absorb all bashing damage for a number of turns equal to their Wyrd + 2. Stoneheart: Carved from rock, sculpted from stone, or solid marble. They are the golems of porcelain and hardened clay or carven figures. Many are used to holding a Statuesque Poise, granting them the Perfect Stillness Merit for free ( the benefit of which will combine with the Merit if also held) , and gain a single point of natural armor from their stony skin. Waxwork: The changelings are those of malleable shape and form, whether melded from clay or wax. These creatures hold the blessing knowns as Dancing Flesh; for the expenditure of 1 Glamour they can move a dot from one physical attribute to another, which stays there for the remainder of the scene. They can only move a number of dots less than or equal to half their Wyrd at one time. Willowisp: These changelings were fashioned from the very light itself, and all many of luminous energies. Often pale and shrouded in a an Luminous Cadence, the changeling can purchase the contracts of Vainglory for ( new dots x 5) and gain the 8 A gain rule for any attempts at physical disguise or deception.

Fairest Kiths
Courtesan: Such changelings are kept as companions and exemplars of courtesy and breeding. While never treated with equal status as their fellow lords and ladies, they were expected to be able to speak and understand the mores of faerie etiquette. This manifests in the Courtier's Boon, which allows them to treat all matters of etiquette and protocol as rote actions, and gain 8 A gain on any Persuasion rolls done with the intention of seduction, Fabulist: The Gentry have a deep love of stories, and highly value those who can artfully tell tales. The Fabulist changelings are not merely weavers of fantasy, they are masters of performance, able to subtly weave their words into visual images. This is their power of Phantasmagoria, which manifests a gentle illusion of whatever tale they weave. Such illusions are never convincing enough to be thought real, but could provide a suitable distraction to penalize others with a - 2 to their visual perception. Gallant: Legends of the Green Knight, Tam Lin and other faerie knights rely on their majesty and beauty as much as their mighty arms. Gallants enjoy the benefit of the gift known as Shining Might, granting them the ability to add half their dots in Wyrd to any combat tests involved in a formal duel or any fight where they are aiding the defense of others. Imperator: The Fairest know that beauty and grace are its own power. These changelings represent the Fae who were adopted by the more regal Fae and molded in their likeness. Such changelings are imbued with a royal countenance that most kings and queens live to dream of. Each Imperator possesses Royal Grandeur, for those whose Willpower is equal to or less than the changelings Wyrd will find themselves captivated and the Imperator gains the 9- A gain rule on all Social tests with them. Librans: Gender is merely an illusion for these beings, caught between the binary of male and female and all the places in between. So fluid is gender for these creatures that with the exertion of a point of Glamour they can undergo a Gender Shift, literally changing from one biological gender to the other. These genders are fully functional, with the sole limitation of fertility usually denied the fae. If they also spend a point of willpower, they can acquire a transitional gender form, bearing multiple sexual traits or none at all. Shimmerling: While most Fairest are known for the tall and elegant stature, the Shimmerlings main feature is their diminutive form. These Fairest were those kept for their child- like forms, deliberately made to stay eternally young and bright. They have the gift called the Diminutive Dance: once a day, the changeling can shrink down to a Size 1 creature ( able to fit in the palm of the hand) . While in this form they can double her speed and jumping distances. The downside to this is that these changelings are far more fragile in this form, as they reduce in Size also reduces their Health boxes.

Ogre Kiths
Berserkin: Changelings who are untempered and filled with the savagery of the beast. Such creatures are those of the bear skins, the big bad wolves, that embody a primal ferocity. These creatures bear the talent known as the 3

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Blood of Wrath: making them immune to all wound penalties and granting them a + 2 to all Stamina and Resolve resistance checks. The downside is it places the Berserkin into a state of fury, reducing their Composure by 2. Bezoans: These round and rotund figures are known for their enormous girth and guts. With forms like sweltering toads, hoggish pigs and forged from greedy appetites. They are known for their Prodigal Stomachs that lets them swallow and hold something of a Size equal to their Wyrd safely in their belly for a number of minutes equal to their Wyrd. Bogwump: Swamp things, creatures of the deep lagoons and briny depths. They are shambling hulks of detritus, flotsam and jetsam and unbidden horror. These changelings have the gift of Blood Dimmed Tides: A s long as they are partially submerged in water, they double their Defense as though dodging and may add their Wyrd to any attacks made to people partially submerged in water. Brindlehorn: Whether tusks, horns, spines, fangs, talons or other grizzly natural weapons adorn many a monster and ogre. For the Brindlehorn, it is their most salient feature. The Brindlehorns have such natural weaponry which can be fearsome in combat. They have Terrible Maul, which pierces object and armor alike, allowing them to ignore up to half their dots in Wyrd in an object's Structure or a target's armor. Crookshank: These goblins of the urban area have given birth to such myths as spriggans, spring heeled jack and Mr. Hyde. They are imbued with the Song of Sin, making them far more in tune with their own Vice. Instead of gaining the usual one point of Willpower for indulging in their Vice, they gain two. Deep Ones: Not all the ogres are born on land, the waters are filled with sea serpents and leviathans. Creatures of the deep and monstrous fishermen. Such creatures draw their Strength from the Sea, and as long as they are in the proximity of a large body of water ( within the same scene and large enough to go swimming in) they gain 9 A gain on any Strength based test. Diremaw: Creatures who held stones of fire or burning stoves in their bellies, the fire breathing ogres wreathed in smoke and flame. Once a day, when the changeling spends a point of Glamour, they stoke the the fires burning in their guts to produce a Volley of Flame from their mouth, the size of which is equal to 2, and has an intensity equal to half the changeling's Wyrd. Fury: Many myths speak of women of vengeance, ladies of cruel kindness and broken oaths. These agents of vengeance are so finely attuned to the workings of righteousness that they can use their Smell of the Vow to sense when a formal pledge ( either wyrd bound or otherwise) has been broken in their immediate vicinity. Gorgon: The ogres are a sorry sight to behold, as their keepers brutality has fashioned them into some hideous misshapen thing. These creatures gifted with the unwholesome blessing known as Petrifying Gaze. By spending a point of glamour, and inflicting their horrible countenance upon a single target, penalizing the victims Speed and Initiative by the changelings Wyrd for the remainder of the scene. 4 Grindlehag: Very literally, the mother of monsters. These poor creatures were kept by the fae as brutal nurse maids and caretakers of their monstrous brood. These substitute mothers forced to become as dire as the children they cared for. Each Grindlehag was fashioned to provide sustenance and nourishment through the gift known as Red Mothers Milk, whereby once per day, they can produce a milky red fluid that when drunk will heal either 2 Lethal damage, 1 Lethal and 2 Bashing damage, or 4 Bashing damage ( healing the most critical wounds first) . Grumpkin: Some of the monsters of are willowy, twisted mockeries of humanity; old and gnarled, or grizzled and cantankerous. They may be the giant wicker men, or the shambling tree mounds whose form is knobbly and contorted. When these creatures stand still, their Brickabrac Seeming allows them to appear as a natural feature of the landscape, a rock, a tree, or lawn. This gives all creatures a - 3 perception bonus to noticing them when they stand still in a natural environment. Thunderheads: The storm giants and thunder trolls, who lived in the forges of lighting and the castles upon the cloud. These monstrous being have the Bellowing Voice, which allows them to add their dots in Strength to their Presence tests when they speak.

Wizened Kiths
Actor: Made to traipse across the stage and live the many roles of the stage for the entertainment of their masters. A ctors have learned to assume many roles and many habits, through the crafts of Many Masks, which allows each of them to gain 9 A gain on all attempts to disguise themselves, and their Wyrd to any test they use to reading and understanding crowds or swaying them. Chauffeur: Whether beast driver, dragon fliers, ferriers over river, masters of mechanical cars or dirigibles. A ll these changelings were tasked with the duty of locomoting travelers through their realm. They have the special gift over all carts and transports with Pharamond's Blessing granting them 8 A gain on all drive rolls, and always earn the initiative in any car chase. Harlequin: These are the dwarf- like jesters and performers of the court. Whether they are the devilclowns, or Punch the Fool, Hop- Frog or Scaramouche, they are all gifted with the talent known as Cutting Capers, whilst performing, the changeling may substitute his Dexterity ( along with the 9 A gain bonus if active) for any Manipulation tests. Furthermore, if the caper is an insult or jest, that bonus increases to 8 A gain. Logician: Sometimes changelings are shaped to be the living beings of pure reason and thought. Some will serve as calculated advisors to their faerie master, while others are given tasks of great magnitude and order. These changelings have the powers of Deep Thought, it allows them to add their dots in Wits to their Intelligence tests. Merchant: Similar to the merchants at the Goblin Markets, these changelings were plied into the trade of trade itself. Often utilized by their faerie masters to seek out and negotiate deals with their neighbors. Merchants gain the blessing of the Mercantile Eye: It grants them the 8 A gain rule for all trade negotiations, and a free specialization in Socialization for the Goblin Markets.

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Purloiner: Not all Wizened performed honest trades for their masters. When a Gentry covets something of their allies, he simply sends his talented thieves to acquire it for him. Light Fingers, is the blessing of the Purloiners, letting them treat all Larceny tests as rote. Tailor: The crafters of the emperor's new clothes, the weavers of enchanting garments, hedgespun fabrics. They have the Gift of the Loom granting them any attempt to forge Hedgespun objects with a + 1 modifier, which increases to + 3 for Hedgespun raiment. Tinker: Masters of the physical crafts involved in the manufacture of toys, gadgets, objects, trinkets, jewelry and the like. These tinkers have knowledge of the workings of all mechanical objects. They are gifted with Craftsman's Hands, it gives them a 9 A gain on any crafts rolls involving mechanical objects, and a free specialty in Crafts for every two dots of Wyrd they have.

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