You are on page 1of 13

by Diego Bastet

Based on the
Adventure Game Engine
rules written by Chris Pramas and the
CHANGELING THE DREAMING
setting by Mark ReinHagen.

For use with the AGE of Darkness rules.


You will need a copy of Changeling the Dreaming core rulebook
(2nd
2nd edition or 20th anniversary edition).
The books Changeling Player's Guide, Shadow Courts and
Book of Houses may be necessary for some references.

You will also need a copy of both the Fantasy Age Basic Rulebook
and the World of Darkness core rulebook (1st or 2nd edition )
to make use of the AGE of Darkness rules.

CONTENTS
ONTE
CHARACTER CREATION ................................................................................................................................
................................ ................................................ 3
Kiths ................................................................
................................................................................................................................
............................................... 4
Seelie Houses ................................................................
................................................................................................
.................................................................. 5
Changeling Talents ................................................................................................................................
................................ ...................................................... 6
FAERIE MAGIC ................................................................
................................................................................................
................................................................ 7
Arts ................................................................
................................................................................................................................
................................................. 7
Realms ................................................................
................................................................................................................................
............................................. 9
CHANGELING RULES ................................................................................................................................
................................ ..................................................... 10
Attunement ................................................................
................................................................................................
................................................................. 10
Bedlam ................................................................
................................................................................................................................
............................................ 11
Damage Types ................................................................
................................................................................................
............................................................. 12
Dragon's Ire ................................................................
................................................................................................
.................................................................. 12
Glamour ................................................................
................................................................................................................................
........................................ 12
Legacies ................................................................
................................................................................................................................
......................................... 12

Version 1.0
1. by Diego Bastet and the Secrets of Alancia team.
Made for fans by fans,, not for sale or auction. You may freely distribute, print and copy this work.
CHARACTER CREATION
Start with a basic mortal as per the AGE of follow their fae Legacy. Changelings use
Darkness rules, then choose a Seeming and apply Attunement in place of Integrity. You receive two
the Changeling (Dreaming) template. Realm talents, and an Art talent.
Journeyman: Your seeming is Wilder.
Changeling (Dreaming) template Banality is catching up with you, and you y start
This template works slightly different than with Attunement 5. You receive an additional
others. You
ou don't need a certain level requisite to Realm and an Art,, that may be used to gain a new
buy the Journeyman and Master degrees. Instead degree or start another at Novice,
Novice and also gain an
when you apply this template choose one Seeming additional point to add to any attribute.
attribute This cannot
as per the Changeling rulebook. Your seeming bring attributes above five.
determines the degree you start with. Master: Your seeming
seem is Grump. You are
Note: Seeming is related to your age,
a so as nearing the end of your fae life, and you start with
in the CtD rules you can't just decide to increase Attunement 3. You receive another additional
your degree on this talent, but gain new degrees as Realm and an Art at Novice (for a total of 2
you get older. additional arts and realms),
realms and also gain one
Novice: You are a changeling from the additional point to add to any attribute (for a total
Childling seeming. Your power points are called of 2 extra points). This
his can bring attributes up to
Glamour. Choose a Court and Kith. Changeling six.
characters don't hold on to Virtues and Vices, but
Kiths Physical Prowess
Prowes applies the Stamina
bonus normally. Using their goat legs increases the
Many of the Kith abilities don't have Satyr's speed by 5.
mechanics and don't need conversion guidelines, Passion's Curse applies a -2 penalty on all
so they are omitted. All abilities that make Composure rolls.
botching impossible allow you to re-roll
re tests, but
must keep the second result.
Sidhe
Awe and Beauty gives the Striking Looks
Boggans talent at Novice degree.. Awe and Beauty also
Craftwork allows to re-roll
roll Craft tests, but gives +2 to appropriate social
so rolls. Attacking an
must keep the second result. angry Sidhe head-on is a Resolve roll,
roll the TN is 11
Using Social Dynamics is a Wits + for a title-less
less Sidhe, 13 for Novice, 15 for
Socialize roll. Difficulty penalties subtract from Journeyman and 17 for Master title.
the roll, as normal. Resisting the Call of the Noble Bearing allows to re-roll Socialize
Needy is a TN 13 Composure roll. tests, but must keep the second result
Banality's Cursese causes a -2 penalty to
Eshu Banality rolls.
Telecraft allows to re-roll
roll Empathy and
Expression tests, but must keep the second result.
result Sluagh
The Eshu also gains Willpower when he would Sharpened Senses gives +2 to Wits rolls
gain an extra experience point. related to senses. It also allows to re-roll Stealth
testss and Wits tests related to senses.
senses Seeing
Nockers through illusionary magic requires a TN 13 Wits
Forge Chimera follows the rules for roll. A reflexive Perception roll allows them to tell
Advanced Tests. if any Ghosts are in the area, perceiving them fully
Fix-It grants +1 to tests falling under their costs a point of Glamour.
specialty. Curse of Silence applies a -2 penalty to
any social rolls with non-sluagh.
sluagh.
Pooka
While in the alternate form granted by Trolls
Shapechanging you can only make brawling Titan's Power gives +1 to Strength and +5
attacks. Health.
Using Confidant is a roll of Wits + Stubbornness gives
give +2 to Resolve rolls to
Persuasion with a TN of 11 + target's Composure. resist temptation or distraction.
Resisting Lies is a TN 13 Composure roll. Resisting becoming violet because of
Bond of Duty is a TN 13 Composure roll.
Redcaps
Using Dark Appetite in combat is a
brawling attack causing 1d6. Redcaps have access
to the Sever Limb stunt (2SP): Yourr bite inflict an
extra 1d6 damage,, and if you cause an Injury you
sever a limb.
Bully Browbeat gives +1 on all
Intimidation rolls.. The TN to intimidate chimeras
is 13 + target's Composure.
Bad Attitude causes -2 on all non-
intimidation social rolls.

Satyrs
Resisting Gift of Pan is a TN 11
Composure roll.
Seelie Houses Flaw: Resisting pride is a TN 13
Composure roll. -11 to social tests if they back
down from situations.
House Beaumayn
Boon: Deciphering the visions is House Balor
Intelligence + Occult. Bringing
nging a vision is a TN 13 Boon: Don't suffer a Breaking Point by
Resolve test and requires 2 glamour. handling cold iron.
Flaw: -22 to social rolls with Sidhe houses Flaw: Can'tt have Composure over 3.
3
except Fiona and Liam. The detection test is a TN
13 Wits + Occult roll.
House Daireann
Boon: +1 bonus to invoke Dragon's Ire.
House Dougal May accumulate up to +4.
Boon: Spend 2 Glamour to gain Flaw: Resisting spilling the beans is a TN
Willpower. 13 Composure roll.
Flaw: If necessary may be represented by
Conditions.
House Leanhaun
Boon: +1 to Presence and to seduction.
House Eiluned May re-roll seduction tests,
test but must keep the
Boon: When rolling a double on a cantrip second result. Gets 3-11 glamour on a Rhapsody.
you generate one additional Stunt Point.
Point Flaw: Unchanged.
Flaw: -11 penalty to social rolls. Resisting
curiosity is a TN 13 Composure roll.
House Varich
Boon: Observing for three turns gives a +2
House Fiona to oppose or partner, +3 after three times.
Unchanged. Flaw: Failing to acknowledge a challenge
is a Breaking Point. You can't ignore this with an
House Gwydion Echo.
Boon: The test is Wits + Empathy with a
TN of 11 + target's Resolve.
Flaw: Resisting the berserk rage is a TN 9
Composure roll. When berserk they ignore any
Injury, and also Shock if using this optional rule.

House Liam
Boon: +1 bonus to affect mortals withw
glamour.
Flaw: Initial Attunement is 1 lower.

Unseelie Houses
House Aesin
Boon: Speaking with animals has TN 11,
but applies any Attunement penalty.
Flaw: -33 to social rolls with non-nobles.
non

House Ailil
Boon: +1 to Manipulation rolls. May re-
roll Politics and Subterfuge tests, but must keep
the second result.
Changeling Talents Journeyman: Once per scene you may
recollect a memory
emory with a TN 15 Wits + Occult
roll. On a successful roll, the Storyteller must give
Chimera a relevant fact or detail about the issue at hand.
The Chimera background is represented by The issue must be related to fae or chimerical
both the Animal Training and the Resources people or lore.
merits. For the purpose of Resources, chimerical Master: Once per scene, if you pass a TN
items cost one step higher than listed. Novice 15 Wits + Occult roll, the Storyteller must tell you
grants a Minor creature, Journeyman Moderate and a significant clue that advances the plot.plot Once
Master a Major one. again the issue must be related to fae or chimerical
people or lore.
Destiny
You have a truly inspired soul and are Title
destined to great things. You have a rank in Changeling society.
Novice: Once per story you may spend Usually only Sidhe are granted the
Willpower to avoid making a Banality roll. Journeyman and Masterster degrees of this talent.
Journeyman: All of your Birthrights Novice: You are a minor noble, a
affect your mortal seeming as well.
well Squire or Knight.. You have multiple social
Master: During a Breather you recover benefits and obligations.
all Chimerical damage. Journeyman: You are a Baron or o
Count. You receive +1 to the following tests
Dreamers of the And Another Thing stunt.
You cultivate a number of mortal dreamers Master: You are ar a Duke. You can
that you can draw glamour from. perform the Stunned Silence stunts for 2 SP
Novice: Each week, you can draw 5 instead of the usual 3.
Glamour from your dreamers. This is requires no
roll, only a quick interlude. Taking more than that Treasure
amount requires normal reverie.
You have Treasures, mortal items that
Journeyman: You can draw 10 Glamour have been imbued with Glamour and became real
per week.
magic items.
Master: You can draw 20 Glamour per
Novice: You gain one Novice
week.
Treasure.
Holdings Journeyman: You gain one
Your character has inherited a faerie Journeyman Treasure and another Novice one.
freehold. Master: You have one Master
Novice: Your small freehold produces 1 Treasure, and another from a lower level.
Glamour per day. Master treasures are usually one-of-a-kind,
one
Journeyman: Your medium
medium-sized wonders from both mortal and fae legend.
freehold produces 3 Glamour per day.
day
Master: Your huge freehold produces 5
Glamour per day.

Remembrance
You retain some memories or have
periodic flashbacks of previous livess.
Note: Remembrance is similar to Keen
Mind, but with a different focus.
Novice: You may remember past life
experiences,, giving you hints about fae nature and
lore. You don't have to make rolls for that.
FAERIE MAGIC
Arts are the fey magic. As per the
Changeling rules you must combine arts with one
Arts
or more Realms to be able to affect something.
Each art is based on a certain attribute, its Chicanery
Spellpower is 10 + the attribute + Art focus (if Manipulation roll. Resist with Composure.
applicable). Novice: You learn the cantrips Fuddle and
Mortals add their Integrity bonuses or Veiled Eyes.
penalty to resist cantrips. Non-mortals
mortals may apply Journeyman: You learn the cantrip
their Potency bonus as normal. Changelings with Haunted Heart.. You also gain the Chicanery
low Attunement may revert the penalty into a focus.
bonus to resist cantrips. Master: You learn the cantrip Captive
To better fit into the AGE rules arts are Heart.. You can also choose one spell stunt you can
converted as arcanas. Too simplify the conversion,
conver perform for 11 SP when casting Chicanery
unless working as a spell found on the FAGE cantrips.
book, their TN and initial glamour costs are
standardized. If the spell works as a spell in Fuddle: As written.
FAGE, use its costs and Target Number. Veiled Eyes: If mechanics are necessary others
Novice: 3 glamour. TN 11. suffer -2 to notice the target of the cantrip.
Journeyman: 6 glamour. TN 13. Haunted Heart: Resisting the 5 success version is
Master: 9 glamour. TN 15. a Resolve test.
Captive Heart: The roll to resist certain actions is a
Bunks Resolve test.
To use a Cantrip
antrip a changeling must
provide a Bunk. Normal bunks don't require extra Legerdemain
time but give no bonus. A bunk that takes an extra Dexterity roll. Resist with Stamina.
round gives a +1 bonus to the casting, while a Novice: You learn the cantrips Gimmix
bunk that takes 4 turns (1 minute) gives +2. and Ensnare.
Journeyman: You learn the cantrip Effigy.
Calling the Wyrd You also gain the Legerdemain focus.
To call the Wyrd a Changeling must spend Master: You learn the cantrip Elder-
5 Glamour. For the rest of the scene his cantrips Form.. You can also choose one spell stunt you can
affect un-enchanted
enchanted creatures. Chimerical effects, perform for 11 SP when casting Legerdemain
like birthrights and chimera also become real. cantrips.

Gimmix: Treat the object as an improvised


Counterweaving weapon. The Stunt Die is added to
t the damage.
The counterweaver must know the Art
Ensnare: Hitting someone is a casting roll.
being used, and have the Realms up to the level
Damage is 1d6 + 2x Stunt Die result.
used in the caster's cantrip. He opposes the caster's
Effigy: As writen.
roll with the same attribute + Occult.
Phantom Shadows: 1-22 success creates a Minor
creature, 3-4 Moderate and 5-6
5 Major.
Using Banality
A changeling that calls upon Banality to
Primal
disbelieve a cantrip receives +4 to resist its effects,
Strength roll. Resist with Stamina.
but suffers a Breaking Point.
Note: Given the he separation between
Power, Finesse and Resistance, it felt right to
change Primal from Stamina to Strength. That way Omen: As written.
there is an art for each Power and Finesse attribute.
attribute Fair is Foul and Foul is Fair:
Fair As written.
Novice: You learn the cantrips Willow Augury: As written.
Whisper and Eldritch Prime. Fate Fire: As written.
Journeyman: You learn the cantrip
Heather Balm. You also gain the Primal focus. Sovereign
Master: You learn the cantrip Elder- Presence roll. Resist with Composure.
Form.. You can also choose one spell stunt you can Novice: You learn the cantrips Protocol
perform for 1 SP when casting Primal cantrips. and Dictum.
Journeyman: You learn the cantrip
Willow Whisper: As written. Grandeur.. You also gain the Sovereign
So focus.
Eldritch Prime: Attacking woks oks as the Rock Blast Master: You learn the cantrip Geas. You
spell, defense works as Stone Cloak. Both are can also
so choose one spell stunt you can perform
related to Strength however. for 1 SP when casting Sovereign cantrips.
Heather Balm (2-66 glamour, TN 13): You can
choose to spend up to 6 Glamour when you cast Protocol: As written.
the cantrip. For each 2 spent, the he target heals or Dictum: As written.
suffers 1d6 damage.. Target can negate the damage Grandeur: As written.
with a Stamina roll. Geas: As written.
Elder Form: As written. You gain the Physical
stats and Focuses of the new form and its natural Wayfare
abilities, like special attacks, stunts, weapons and Wits roll. Resist with Resolve.
armor. As listed in Changeling you don't gain any Novice: You learn the cantrips Hopscotch
supernatural or magical ability. and Quicksilver.
Journeyman: You learn the cantrip Wind
Soothsay Runner.. You also gain the Wayfare focus.
focus
Intelligence roll. Resist with Resolve. Master: You learn the cantrip Flicker
Note: Where noted multiple castings Flash.. You can also choose one spell stunt you can
increase the TN by 2 each time. perform for 11 SP when casting Wayfare cantrips.
Novice: You learn the cantrips Omen and
Fair is Foul and Foul is Fair. Hopscotch: As written.
Journeyman: You learn the cantrip Quicksilver: Target gain +10 to speed and may use
Augury. You also gain the Soothsay focus.
focus the Seize the Initiative stunt for 2 SP instead of the
Master: You learn the cantrip Fate Fire. usual 4.
You can also choose one spell stunt you can Wind Runner: As written.
perform for 1 SP when casting Soothsay cantrips. Flicker Flash: As written.
Realms
Master: Dweomer of Glamour.
Possession of Realms determines who or what
changeling casters are able to affect when casting Prop
cantrips.. Only the names are listed, for full Prop governs objects that are not natural and
description consult the Changeling book. crafted from hands.
Novice: Crafted Tool.
Actor Journeyman: Complex Machine.
Machine
This Realm concerns itself with mortals.
mortals Master: Arcane Artifact.
Novice: Familiar Face.
Journeyman: Complete Stranger.
Stranger Scene
Master: Dire Enemy. This Realm determines the area of the casting.
Novice: Chamber.
Nature Journeyman: House.
House
This Realm encompasses animals, elements and Master: Kingdom.
non supernatural creatures of nature.
Novice: Verdant Forest. Time
Journeyman: Feral Animal.. This Realm allows the caster to set a "delay" on a
Master: Base Element. cantrip casting.
Novice: 1 hour.
fae Journeyman: 1 day.
day
This Realm governs all creatures of the Dreaming. Master: 1 month.
Novice: Hearty Commoner.
Journeyman: Manifold Chimera.
Chimera
CHANGELING RULES
Attunement Breaking Points and Banality Tests
Attunement isn't about handling with stress
As per the New World of Darkness every eve
and keeping yourour sanity, but about keeping in
creature has an Integrity-like stat.. The Lost have
touch with the Dreaming and your fey side,
clarity, and when they start losing it they become
avoiding the Banality of this world. Changeling's
more and more fey, losing touch with the real
Breaking Points are different, more related to the
world. The changelings from the Dreaming had no
old traditions of story and dream than personal
such bar, however they had a similar mechanic.
mechanic
situations.
Their banality
lity stat would go up, and that meant the
All changelings haveha the following
opposite as it means for the Lost: Their
The would lose
breaking points.. These breaking points only apply
their touch with the enchanted world of the
to changeling with that level of Attunement or
Dreaming and be overtaken by the banal world.
higher. If your attunement level is lower than the
The world slowly but surely removed the wonder
Breaking point, you don't become any more banal
from their eyes.
by doing it. Besides that, all Changelings have an
In the effort to convert the Dreaming rules
extra Breaking point, the Ban of their primary
to the standardized nWoD rules (a stat that goes
Legacy (whichever is active at the moment). This
down with Breaking Points), Attunement is the
Ban is always a breaking point no matter your
name for the changeling Integrity-like like stat. After
Attunement level, and can't be "bought off" with
the Chrysalis the changeling keeps losing contact
Echoes.
with the Dreaming, and doing certain actions, like
denying the dreaming, handling cold iron and
8-10: Going a day without enchanted
killing other Fae sever this connection even faster.
contact. Breaking
eaking faerie promises or commitments,
Please keep in mind that Attunement is
especially to attend to mundane matters.
just a name for a stat. It wasn't our intention to say
7-6: Negating your mien. Going a week
that the original names weren't goodgoo enough; we
without enchanted contact.
just couldn't use Glamour (because it's already the
5-4: Destroying a peaceful chimera. Being
MP of the changeling), Banality going down made
"too mundane" (Storyteller judgment). Spending
no sense, and "Dream" felt weird as a name.
too much time in the company of Autumn People.
Your Seeming determines your starting
3-2: Killing a changeling's chimerical
Attunement. Usually you can't just raise
form. Breaking formal oaths or pledges. Handling
Attunement when you level up, you have to use
Cold Iron (can't be negated with an Echo).
Echo)
special methods for that (see below). ).
1: Destroying a Treasure. Using Banality to
negate magic. Killing a changeling's mortal form,
Effects of Attunement or chimerical form with cold iron.
iron None of these
As per the Integrity rules a Changeling
may be ignored with an Echo.
adds his Attunement modifier to his Banality rolls
when he suffers a Breaking Point. The Attunement
modifiers are also added to cast Cantrips and with
Consequences
Failure with a 1 on Stunt Die: A little of
other relations with the Dreaming that the
Storyteller considers appropriate. the child inside dies, never to come back. Lose a
point of Attunement and choose from the
following Conditions (or create a new one):
Attunement Modifier Broken or Fugue.
8-10 +2 Failure: The character is taken by
7-6 +1 Banality, and he becomes a little more human.
5-4 0 Lose a point of Attunement.
3-2 -1
1 -2
Success: The character's Glamour lashes and all receive the benefits, or suffer the
against the Banality. Choose one Echo. It remains consequences.
for the rest of the story.
Success, 5-66 on Stunt Die: The
changeling not only resists Banality but confronts
Bedlam
the mundane world and. The character gains Bedlam is represented by Conditions. First
Willpower. stage should impose a penalty to distinguish real
from imaginary as in the Changeling rules. Second
stage may be covered byy the Broken, Fugue, or
Echoes Madness conditions. Third stage Bedlam probably
The Changeling's powerful connection
should take the control off the player.
player
with the Dreaming may manifest in the form of
Echoes, the ancient wives'' tales of things which
traditionally affect faeries. A Changeling usually
suffer a temporary Echo as result of passing a
Banality test, as his fae nature reaffirms itself
against the waves of Banality.
When losing Attunement, a character can
also take a permanent Echo. If he does so, he
becomes unable to lose Attunement from that
particular breaking point again. A character may
only have three permanent Echoes. As a rule, most
banes cause a non-mechanical
mechanical problem. Echoes are
a player choice, but changeling ng characters
themselves do not choose them or the
transgressions they affect.
When you suffer an Echo choose one of
the following or create a new one. Echoes are
taken from the Supernatural Flaws that can be
found on the main Changeling rulebook

Bard's Tongue
Changeling Eyes
Chimerical Magnet
Curses: 2-3 point ones.
Iron Allergy
Moderate Echo
Prohibition or Imperative: 2-3
2 point ones.
Surreal Quality
Throwback: 2-33 point equivalent.

Raising Attunement
One does not simply raise Attunement.
Fighting
ting against Banality is like trying to race time
after all. To get rid of some Banality a character
must undertake a Quest.
Any of the three oaths, Deed, Inspiration
or Dreaming will do. When you complete your
Quest you may raise Attunement by one point,
however if you fail or abandon you Quest you
suffer another Breaking Point. Multiple characters
may undertake the same quest as brothers in arms,
Damage Types Reverie
Chimerical Damage Choose a musing threshold normally.
AGE makes no distinction of damage Knowing what inspires the Dreamer is a TN 15
types, but besides being very dramatic, visceral Wits + Empathy roll. Actually musing the dreamer
and cool, Chimerical damage is very important to is a TN 11 Manipulation + Empathy roll (bonuses
changeling dynamics. Note chimerical
chimer damage can be applied as per the book). Each success gives
separately. the changeling a point of Glamour. Dramatic
As an action a Changeling may spend 2 Failure means that the Reverie must start from
Glamour to heall 1d6 chimerical damage. scratch. The roll for the Dreamer to be able to
Chimerical damage also heals faster in Freeholds create again is the same as the book, at TN 11.
and the Dreaming, after a long rest heals 5 more.
Chimerical injuries also exist, but they
receive the benefit of complete bed rest after a
Rapture
The roll for Rapture is a TN 15 Attribute +
single long rest.
focus roll (apply
apply Attunement modifiers).
modifiers Each
When a chimerical form is killed, refer to
success gives a point of Glamour, and a 6 on the
the Mists Chart to determine how much time the
Stunt Die gives Willpower.
Willpower Dramatic Failure
changeling spends in a coma, but go downwards.
means the character suffers a Breaking Point.
10 Attunement is equal to 0 Banality on that table,
for example.
Ravaging
The roll for Ravaging is TN 13
Aggravated Damage
Manipulation roll. In this case apply Attunement
Personally we don't find that aggravated
modifiers in reverse. Each success produces a
damage plays an important role on changeling
point of Glamour, Dramatic
ramatic Failure means the
dynamics. Sure, cold iron has many setting issues,
character suffers a Breaking Point.
but aggravated damage is just one of them. AGE
doesn't have a soak mechanic, and unlike Vampire
and Werewolf, Changeling doesn't have lots of Rhapsody
powers and rules that interact withth that damage. The mortals roll as in the Changeling rules,
For those reasons we don't care to use it. with a TN of 13. Bonus are added based on the
However, for those who want to use it, use amount of glamour invested by those engaging in
the following simple rules: Note it separate. Heals the Rhapsody, on a one for one basis (max 5).
only during long rests. May not be healed by With just one success a masterpiece is created,
magic. forgoing the normal rules for creation. If the
mortal gets a dramatic failure all glamour is lost.
Glamour is distributed as per Changeling: the
Dragon's Ire Dreaming, and the resulting effects on the mortal
To invoke the Dragon's Ire a character
chara also apply.
must spend 1 Glamour, and make a TN 13
Presence roll, applying his Attunement modifiers.
The character receives +1 damage, +1 defense and
Legacies
generates an extra Stunt Point for the duration. In Choose a Seelie and an Unseelie Legacy as
the case of a 6 in the Stunt Die of the activating per the Changeling rules. Your primary Legacy is
roll these bonuses become +2. A Dramatic Failure that which coincides with his current Court,
imposes -1 to the same effects. whether it be Seelie or Unseelie. You gain
Willpower for fulfilling the quest of your primary
legacy, but its Ban is always a Breaking Point that
Glamour can't be ignored with an Echo.
Echo Legacies can be
Glamour follows the usual rules in the found on the main Changeling rulebook and the
Changeling rulebook except where presented here. Changeling
hangeling Player's Guide.
Guide
The values acquired with dross, ross, freeholds,
freeholds
epiphanies and others stay the same.
by Diego Bastet

Just beyond the gray hills of the mundane,


buried in your deepest heart,
lies the key to the Dreaming.
Unlock the chains
and throw off the shackles.

Come hither, changelings,


and join the dream-dance,
le s t t h e W in t e r c o m e
and the Dreaming pass
into memory.

Reclaim your heritage!

Let the games begin!

C
Cooppiieess ooff tthhee FFaannttaassyy A
Aggee BBaassiicc
RRuulleess,, C
Chhrroonniicclleess ooff D
Daarrkknneessss
cco
corree rruulleebbooookk aanndd C Chhaannggeelliinngg
tthhee D
Drreeaam miinngg aarree nneeeeddeedd ttoo ppllaayy..

N
Noott ffoorr ssaallee oorr rreessaallee..

Related Interests