You are on page 1of 40

Ciguapa, Curupira, & their Cousins

Forest & Mountain Sirens & Tricksters of the Caribbean & Bellatierra

Changeling Type: Kithain


Playable: Fully Open

One of the most common legends the world over are sirens or enchanters,
beings which cast a spell over humans and lure them away, sometimes for
a few moments of fun, sometimes for years, and sometimes forever. Some
are malevolent, others are not. Every culture often has not one but many
of these, some men, some women, some just creatures, and they usually
live in rushing rivers or the mysterious sea or treacherous mountains,
places where people disappear often. Many of the most widespread Kiths
have aspects of this archetype, including the Satyrs, Morganed (who are,
after all, also known as sirens), Merfolk, and Sidhe, and many Kiths and
Noble Houses owe their beauty and social prowess to such tales.

Unfortunately, this also frequently attracts hunters, who see such fae as preying on humanity, even when it's their
natural beauty and charm and not a more supernatural method of enchantment at work. The upside of this is that
many siren-type Kiths have grown especially adept at disappearing, blending in, and other survival skills.

This is how the Ciguapa came to


survive and thrive. They were
dreamed by the Taíno people of
the Caribbean. At the time of
European contact in the late
15th century, they were the
principal inhabitants of most of
Cuba, Hispaniola (the Dominican
Republic and Haiti), Jamaica,
Puerto Rico, the Bahamas, and
the northern Lesser Antilles.

The ancestors of the Taíno


originated in South America
before forming their own
culture in the Caribbean, much
as their rivals in the southern
Lesser Antilles, the Island Caribs,
descended from the Mainland
Caribs. At the time of contact
the Taíno were divided into
several groups, including the
Lucayans of the Bahamas, the
Ciboney of central Cuba, the
Classic Taíno in Hispaniola and
Puerto Rico, the inhabitants of
Jamaica, and the Eastern Taíno
in the northern Lesser Antilles.
There may have been as many as two million at the time of contact, living in small communities ranging from small
settlements to larger centers of up to 3,000 people.

The Taíno were the first New World peoples to be encountered by Christopher Columbus, and the results were
devastating. Between the conquest of the various Taíno chiefdoms during the late fifteenth and early sixteenth
century and a smallpox epidemic in 1518-1519, their population was decimated. Spanish documents declared them
extinct as an ethnic group as early as the sixteenth century, yet individual Taínos continued to appear in wills and
legal records for decades after the arrival of the Spaniards, and in 1514 census records 40% of the Spanish men on
the island of Hispaniola had Taíno wives. Over time their mixed descendants often intermarried with Africans,
creating a tri-racial Creole culture found throughout the islands mentioned above.
There is strong evidence
that suggests Taíno men
and African women also
inter-married and lived in
relatively isolated Maroon
communities in the
interior of the islands.
Many contemporary rural
Dominicans retain Taíno
linguistic features,
agricultural practices, food
ways, medicine, fishing
practices, technology,
architecture, oral history,
and religious views, all
looked down upon as
backward by urban
populations.

Many still currently


identify themselves as
Taíno, notably among
Puerto Ricans, Cubans,
Jamaicans, and
Dominicans, both on the
islands and in the
mainland United States.
Taíno activists strive to
retain something of their
culture, such as creating
two unique writing scripts,
though they're used to
write Spanish, not their
original tongues. The
organization Guaka-kú
teaches and uses the script
among its own members.
Since 1840 there have
been attempts to create a quasi-indigenous Taíno identity in rural areas of Cuba, the Dominican Republic, and
Puerto Rico. This trend accelerated among Puerto Rican communities in the mainland United States in the 1960s,
and in the 2010 U.S. census 1,098 people in Puerto Rico identified themselves as "Puerto Rican Indian", 1,410 as
"Spanish American Indian", and 9,399 as "Taíno", In total, nearly 36k Puerto Ricans consider themselves Native
American.

Among the Taíno were legends of the Ciguapa. Like many siren-type Kiths, in tales they are typically female, though
in actuality they can be of either gender. They are beautiful with brown or dark blue skin, backward-facing feet, and
very long manes of smooth, glossy hair that covers their bodies. They prefer to live high in the mountains, and are
nocturnal, with black, almond-shaped eyes. Many tales say they cannot speak but only whine or chirp, but this is the
after-effect of coming out of the fog their siren song creates. They are considered wild creatures, beautiful yet cruel,
deceitful and ready to capture wayward travelers, but this is a common view of the fae, particularly siren-types.
While some can be more sinister, as many siren-type Kiths are born of fear of the wilds, they are also imbued with
human desires and interests, and so naturally attracted to walking among human society.

The Ciguapa followed a similar path of survival to the Taíno. At first hiding in the mountains, they watched the fates
of the Taíno peoples, and soon realized they would need to do something to survive. When they first began meeting
European and African Kiths, they learned the secrets of the Changeling Way and worked their way back into Taíno
society among their descendants.
They also
spread. As
noted above,
the origins of
the Taíno are in
South America,
and when the
Spanish moved
south into
South America,
the Ciguapa
cleverly
followed them,
having inserted
themselves into
Spanish society.
In South
America they
found many
faces, both
water-born and
forest-born
siren-types.
Backwards feet
or one odd leg
is a common
feature among
siren-types in
South America,
and they taught
many of these
peoples their
new ways.
Some
effectively
became
members of
their Kith to an extent, while others might be considered variants or subsets now.

Among these are La Patasola of the Columbian Pacific Coast region, who possesses only one leg that ends in a large,
leaved, bovine-like hoof (though can move as swiftly as any on two, and more so than some), the Tunda of the same
region, who is one of the most unusual due to one of her legs being in the shape of a molinillo, a wooden kitchen
utensil used to stir dinks, and the Mohan of Columbia, a Satyr-like being with short legs, fish fins on his back,
voluminous hair, and very brown skin. Unlike the Ciguapa, La Patasola, and Tunda, the Mohan is usually male; they
are also known as the Poira, particularly when younger.

Perhaps the best known of the many cousins of the Cigupas are the Curupiras of Brazil, a nationwide folkloric figure.
Indeed, the Curupira are more famous throughout Bellatierra and internationally than the Ciguapa, and are
widespread throughout Bellatierra. They are famous enough to have made appearances in various television series
and video games beyond Brazil, and in the state of São Paulo, a law from 1970 is devoted to the curupira as a state
symbol of the protector of the forests.

They arise from Tupi-Gurarani mythology and stories of the Caipora, forest protectors and tricksters who prey on
poachers and hunters and look after orphhaned animals. While some still exist in this original state, most have
become Curupira, blending in West African and European traits. Both are small, dark-skinned, child-like beings with
long red or orange manes and backwards feet who often ride large peccaries. Like many forest protectors, their
backwards feet allow them to leave false trails. They are masters of illusion and woodcraft, and able to produce a
high-pitched whistle.

Because of the Wall, Curupira have only recently begun to venture beyond South America, and are eager to explore
the wide world there. Their friendly, playful nature may well make them as numerous worldwide as counterparts
like the Pooka within a matter of decades or even years. It is only because the Ciguapa are better known in fae
society beyond Bellatierra that this page focuses more on them than the Curupira.
Another Brazilian figure is the Saci, a mischievous, one-legged youngster who smokes a pipe and wears a magical
red cap to disappear and reappear. They also like to turn into whirlwinds.

In El Salvador and other parts of Central America there is Cipitio, generally portrayed as a young boy between 8 to
10 with a large, conical wizard hat, his name coming from the Nahuatl word for child: "Cipit" or "Cipote". The
original is said to be te son of a Mesoamerican queen caleld Sihuehuet or Ziguet (also know nas La Siguanaba) and
"Licero de la mañana": Lucifer Moningstar. When her husband learned of the affair, he sought the assistance of the
god Teotl and Cipito was cursed to remain ever a boy, never aging, with backwards feet. Cipitio is also known for his
fondness for bananas. Ciguapa have usurped the legend in Mesoamerica for themselves and can be found through
southern Mexico and Central America under this name.

A noted relative is the Sihuanaba, La Siguanaba, Cigua, or Cegua, a shape-changing spirit from Central American
folklore. While her human guise is that of a beautiful, long-haired woman, in her fae mien she has either a horse's
face or skull. Easily hidden by their hair when seen from behind, they suffer from the same frailty as the other Kiths
here but in relation to their face instead, making it significantly more difficult for them to hide their true nature
from mortals. They are found throughout Mesoamerica, particularly Costa Rca, Guatemala, and El Salvador. They
otherwise use the same rules below.

You may find the Ciguapa throughout Bellatierra masquerading as these Kiths or living alongside them, and use the
same general rules below for them.

Appearance:
Ciguapa tend to
be beautiful in
both their fae
and human
miens. Most of
their cousin
Kiths are as
well, though
some are more
childish in
appearance,
while others are
monstrous in
their fae mien
but beautiful in
their human
guise, such as
the Patasola.

Ciguapa
themselves
have blue skin
in their fae
miens, and
usually brown
skin in their
human guises; stories say they can have either, but many do not get to see a Ciguapa's full face. They have long,
thick, glossy, smooth hair that they often use to cover their bodies, and which seems to keep supernaturally free of
tangles, and black, almond-shaped or large, brightly colored eyes. Their most notable trait is their backwards-facing
feet, which allows them to leave confusing tracks; this is a common feature of many woodland and mountain
tricksters the world over. Ciguapa are comfortable with nudity, and often go without clothes, or with as little as
possible.

They also have a noted penchant for water, frequenting beaches, streams, rivers, and pools, a bridge between them
and the mermaid-type siren archetype, and their being found around water often is a convenient excuse for their
typical state of undress.

Curupira, their most widespread cousins, tend to be short and child-life, in the manner of many pixie-like fae, with
long, bright red or orange hair that streams behind them like flames when they run. Despite their backwards-facing
feet and short stature they are quite swift, and their shared ability with other Caribbean and South American Kiths
to move unhindered in the wilds makes them appear even faster.

Lifestyles: As archetypal wild sirens, Ciguapa both love the wilds and people. As such, many prefer rural areas, or
cities that are close to green areas like Rio di Janeiro, which has large swaths of forest purposely close at hand. They
also love areas with easy water access, so beach resorts, hot springs, and other areas that attract people are
naturally desirable.

Some will alternate between time spent in the wild, where they survive easily, and time spent among humanity.
Others take humans into the wilds as guides or rangers, which also gives them a measure of control over the
situation they like. They often gravitate toward jobs that allow them to keep close to people but also give them
regular free time where they can disappear into the woods or mountains or down onto a beach.

Like many tricksters, they have a penchant for shapeshifting, and the Ciguapa and many of their cousins have
specific forms and animals often associated with them, like the large black cows or dogs for Patasola, large cat-like
beasts or alligators for the Mohan, and black bears for the Poira. Thus, Metamorphosis is a favored Art, as are
Chicanery and Legerdemain for powers of illusion and deception.

Talecraft, taught to them by the Eshu, is well-suited to this Kith. Primal and Skycraft give them control over their
environment, and Wayfare lets them move swiftly in their natural environs. Summer is popular for its ability to sway
emotions, and Spring to heal, inspire, and protect. Pyretics is generally useful. Autumn and Winter are more rare, as
are Arts like Contract, Infusion, Dragon's Ire Some, like the Mohan, have reputations as shamans, and may learn
skills like Soothsay, Naming, and Chronos, but these are rare among others.

Seelie Ciguapa tend to be more likely to get involved with the local fae and mortal communities on a societal level,
while Unseelie vary; some are loners, others prefer to move among fringe cultures and rebels, and others like to stir
the pot, cause mischief, or challenge the status quo. As adaptable as they are, Unseelie often find it easy to work at
changing society from within, while Seelie can find home among groups large or small.

Ciguapa and their many cousins are widespread throughout the Caribbean and Bellatierra. They're less common in
Central America, but still hold a place there. They also are often found among Caribbean enclaves abroad, and as
such New York City, New Orleans, and much of Florida play host to a fair number.

Many Ciguapa Wilders are fond of films, books, and shows that depict colorful or mischievous characters sweeping
in and upending everything around them. From Bringing Up Baby to Russian Doll, they delight in such tales... and
may well be the source for quite a few of them.

Ciguapa share a nocturnal nature with most of their cousins. They typically tuck away during the day to sleep,
venturing out at night. Ciguapa of all seemings are night owls, and those who enjoy human company are known to
vneture into cities to partake of the night life there.
Childling: Young Ciguapa are wont to get lost in the woods or mountains, forgetting themselves for hours at a time.
Often they bring a friend or two along, showing them secret places they've found. Many get into good-natured
mischief, while others take delight in subverting the order around them. They like to test boundaries, ever curious,
and tend to come across with a certain sense of fearlessness to others as a result. Their cousins have very similar
attitudes, some leaning more toward the trickster, others a bit more devilish.

Wilder: Whether playful or devious, gregarious or enigmatic, Ciguapa Wilders leave an impression. Even without
their magics many find them unforgettable, and when they truly apply themselves they can turn the mortal world
upside down. They still harbor their love of the wilds, though, and will gladly disappear into them for days, weeks,
and even months at a time. By now most Ciguapa have learned how to live off the land, and have enough magic to
make this not only easy but a joy. Their cousins have likewise fully embraced their natures by now, whether as light-
hearted pranksters or terrifying boogeymen.

Grump: Ciguapa Grumps tend to find a place to call their own. A mountain slope, a favored waterfall and its pool, a
quiet copse, a lonely stretch of beach. Sometimes people come there. Sometimes some don't leave, for one reason
or another. They tend to withdraw more from humanity, though some few become elders in quiet rural
communities. They may remain in this state for years on end, before something motivates them to take on a
Childling or Wilder state again.

Affinity: Nature

Revelry: Unsurprisingly, Ciguapa find revelry in nature, either simple contemplation or sharing. Some also find it in
bonding with a favored mortal or, among their cousins, a particularly good prank or scare.

Unleashing: Ciguapa unleashings embrace their nocturnal, wild nature; moonlight shines down, sounds seem to
muffle, night animals and insects chirp and cry, and cool winds blow. Every Ciguapa has their own song, too, which
plays in the distance, growing louder and fuller the more potent the magic is. This often takes the form of
charismatic whistling for Curupira, and the sound of peccaries may be heard as well.
Birthrights
Enchanting Mien - All Ciguapa and their cousins have some method by which they can enchant, soothe, or seduce
mortals. Some are beautiful, some have melodious voices, and some can appear innocent. At character creation
may add 2 dots to either Charisma, Manipulation, or Appearance, even if this takes that attribute over 5, and can
later buy it up past 5 with Xp. They also take one of the following, the selection of which is permanent:

-Melodious Voice: -1 difficulty to appropriate rolls (persuasion, seduction, deception, so on) where your voice plays
a primary role, INCLUDING Cantrips. Obviously, to get the bonus for cantrips the target(s) has to hear you, you can't
softly sing to yourself. Curupira typically use this ability through whistling. This bonus is lost if the Ciguapa is seen in
a reflective surface as related in their frailty below, but only if they are using magic, not their own wiles.

-Hypnotic Gaze: -2 difficulty to appropriate rolls (persuasion, seduction, deception, soothing, so on), where you can
make and maintain direct eye contact, INCLUDING Cantrips. This can be difficult to manage in a busy environment,
but some can make it work, like a come-hither stare across a dance club floor. This is more potent than Melodious
Voice because it can only really affect one person at a time while Melodious Voice can affect many. This bonus is
lost if the Ciguapa is seen in a reflective surface as related in their frailty below, but only if they are using magic, not
their own wiles.

-Mask of Innocence: The fae carries an aura of innocence. In general terms, mortals are virtually always hesitant to
believe anything bad of the character without direct evidence, and attempts by anybody (fae or mortal) to discern
deception from the fae are at +2 difficulty. This ability is particularly common among child-like tricksters like the
Curupira. This even goes for attempts to see through personal illusions and disguises. This bonus is lost if the
Ciguapa is seen in a reflective surface as related in their frailty below, but only if they are using magic, not their own
wiles.

-Infectious Smile: The fae has a remarkable way with mortals, whether from a sunny disposition or a sultry
mysteriousness, and has a -2 difficulty for all social rolls and Empathy checks to interact with mortals in a positive
way.
Skilled Survivor - The
Ciguapa and their
cousins are skilled at
woodcraft and survival
skills, able to live easily
in the wildest of
mountains and jungles.
They have -1 difficulty
on all Survival rolls and
can not botch these
rules. Attempts to track
them in the wilds are at
+2 difficulty. They also
never take movement
penalties due to rough
or difficult terrain
when in the wild, and
are comfortable in the
wild no matter what
they're wearing (or not
wearing), nor do they
take penalties from
seeing in the dark
unless it's total
darkness.

Frailty
A Warped Mirror - A
common theme among
siren-type myths is that
some part of them is
warped or wrong; for
many, it's their feet or legs. The fae will seek to hide this deformity, as often their magics can be undone by those
who discover them. Ciguapa and their cousins all deal with this issue. When using Arts or Treasures to create
illusions for or alter the emotional or mental states of mortals, their Seeming slips a little, and the mortal has a
chance to spy their deformity; if they do so, any magics cast upon that mortal up to this point are dispelled and
further ones incur a +2 difficulty penalty for the remainder of the scene. This includes magic the Ciguapa has used
on herself to mask her true face. which could wind up revealing her to others nearby. Ciguapa and others are expert
at using a variety of tactics to distract mortals from their deformity or cover it up, such as sitting with their legs in
the water or wearing a long dress. However, they must beware of mirrors and other reflective surfaces, which can
reveal their true nature easily, and will cut right through efforts to hide it. The difficulty for a mortal to notice this
depends on how well the fae has hidden their true form, and the degree they've enchanted a mortal to can play a
role also, but if there is a reflective surface that could reveal them, that difficulty drops by 3.

Stereotypes
Yoselin Fortunato, Dominican-born queen of the Philly club scene, says:

on Boggans - "They understand the allure of humanity, even if their idea of escape is a cozy home instead of a
moonlit clearing."

on Clurichauns - "if you're looking to stir the pot, they're your spoon."

on Eshu - "In the old old days their tales and support helped us find a new place. We remember that and pass it on
to your cousins."

on Nockers - "They need to get out of their workshops more."

on Piskies - "We're more alike than people realize; they have their long roads and we have our wilds when it's time
to move on."

on Pooka - "They remind me of some of our more playful cousins. I always feel like the big sister in the room."

on Redcaps - "They think they're frightening with their gore and grinding teeth, but we understand fear at its most
subtle, devious level."

on Satyrs - "A lot of our South American cousins have hooves too. They're proof we have family all over."

on Selkies - "They'll sit with you for hours on a rock, not saying a word, before they slip off into the deep. It's nice."

on Arcadian Sidhe - "To borrow a phrase from a certain hit movie: colonizers."

on Autumn Sidhe - "Are they any better than the ones who came back? Maybe more subtle."

on Sluagh - "Walk with me, sister."

on Trolls - "Trolls are night beasts in the stories, too. We should remind them of that."

~-~-~-~-~-~-~-~-~-~-~

Merits and Flaws

Social merits are common, especially dealing with mortals or animals, as are those dealing with nature. Many Satyr
flaws work well, with things like a soft heart or shyness being seen as odd by other Ciguapa. Quite a few have
athletic merits also, though some might have issues with their odd legs. A dislike of bright lights is not uncommon,
and merits and flaws dealing with instincts and their often feral mindset work neatly also. Curupira often have
animal companions or mounts of one sort or another in the form of peccaries.
Encantados

Playful Dolphin Shifters of the Amazon

Changeling Type: Duende / Kithain


Playable: Open

Called the enchanted ones, encantado share some similarities with their
northern cousins, the selkie. Both are water-born fae, both spend their
lives split between their two worlds, but that is where the similarities end.
Where selkie originate in saltwater areas, encantado are bound to
freshwater lakes, rivers, and streams. It is said that staring into their eyes
can drive mortals mad and it is incredibly bad luck to kill one. At night, they
shed their animal skin and take on the features of a mortal, seeking out
companions on land for carnal pleasure, and are often characterized with
superior musical ability, seductiveness and love of sex, and attraction to
parties. Encantado means "enchanted one" in Portuguese. They arise from
a mixture of legends, a melding of the friendly and helpful river spirit with
cautionary tales told to young women to keep them away from musicians; in most tales, encantados are male. The
child of such a union will often become encantado themselves and, if born on land, will be reclaimed by the
encantado parent when they finally awaken. According to legend, it is possible for any mortal that has pledged their
love to an encantado to become one if they wish, but the exact method of how this is achieved is a closely hidden
secret of their kind.

Amongst the encantado, there is no difference given between those born that way or those who come to it later in
life; all who are enchanted are equal and are family. Shying away from the coastlines, they long ago spread to any
river in South America deep enough for them to remain unseen, with rumored sightings as far north as Tara Nar
since well before the barrier around Bellatierra officially was dropped. Rarely do they own the property they reside
on, preferring to use their considerable charm to schmooze their way into the owner’s good graces, although this
can quickly become a nuisance as inviting one in becomes an open invitation for others to join.

Their original form is said to be that of the


Amazon river dolphins, known by the natives
as the boto, encantados, mohanas, or toninas,
which play a very prevalent in the mythology
of the native South Americans. Despite the
fact that the Encante (as they are sometimes
known) are said to come from a utopia full of
wealth and without pain or death, the
encantados crave the pleasures and hardships
of human societies. They are said to desire
human companionship, though, and to
hypnotize and ferry away humans to their
secret underground city of Encante.

They are also considered friends of fishermen in the Amazonian region, and help with fishing and safely conducting
canoes during storms. Some say they have power over storms. They are also said to help those who are drowning,
removing them from the river. During major festivals like Fest Junina (a Brazilian celebration in June) they will
shapeshift into human form where they attend the parties, often remaining for days on end, reveling in their
musical ability, seducing (and sometimes kidnapping) the locals, and generally enjoying themselves. Legends of the
Encantado have spread throughout much of South America, as far south as Rio de Janaeiro, north as far as El
Salvador, and even across the ocean in the Philippines.

The Encantados as a fae race are doing better than their river dolphin counterparts, sadly; while the river dolphins
are dwindling, they have spread. They do what they can to protect their dolphin friends, and thus have moved
beyond mingling with river dolphins. Their original associated species were the three varieties of Amazon river
dolphin (Amazon, Orinoco, and Bolivian) and the Araguaian river dolphin, all often known as the boto, bueto, or
pink river dolphin. They are found throughout much of the Amazon in the Amazon basin, Orinoco basin, upper
Madeira River, and Araguaia–Tocantins basin of Brazil respectively, covering portions of northern Peru,
southeastern and eastern Colombia, southern and central Venezuela, much of northwestern Brazil, and some some
areas along rivers to the east and northeast. While they are entirely freshwater, the Encantado has over time
spread among relatives leading them to the sea, first the Guiana (or esturine) dolphin (also called the costero) and
tucuxi (bufeo gris or bufeo negro in Peru), which both have ranges well into the Amazon basin as well as long the
northern and eastern coasts of South America, to the La Plata River Dolphin (the franciscana or toninha) that is
found along the southeastern coast of Brazil, and Burmeister's porpoise, found all along the coast from
southeastern Brazil down around Argentina and back up the Pacific coast as far north as Ecuador and Peru.

Among the dolphins they've taken to in Central America on coasts such as El Salvador are the Short-beaked
Common Dolphin, Pygmy Killer Whale, Short-Finned Pilot Whale, Fraser's Dolphin, Risso's Dolphin, Killer Whale,
Melon-headed Whale, False Killer Whale, Pantropical Spotted Dolphin, Spinner Dolphin, Rough-toothed Dolphin,
and Common Bottle-Nose Dolphin.

They've even spread to the Philippines where there are numerous dolphin species for them to emulate, including
the Spinner Dolphin, Pantropical Spotted Dolphin, Striped Dolphin, Fraser's Dolphin, Common and Indo-Pacific
Bottlenose Dolphins, Risso's Dolphin, Rough-toothed Dolphin, Indo-Pacific Humpback Dolphin, Irrawaddy Dolphin,
Pygmy Killer Whale, Melon-Headed Whale, False Killer Whale, Short-finned Pilot Whale, and Killer Whale. With such
a rich diiversity, they've been making inroads into southeast Asia. You may notice many of the same species can be
found on both the western and eastern side of the Pacific, making the transition for Encantados who crossed over
that much easier.

As a side note, here are dolphins found off the coast of California: Short-beaked common dolphin, Long-beaked
common dolphin, Short-finned pilot whale, Risso's dolphin, Pacific white-sided dolphin, Northern right whale
dolphin, Killer whale, False killer whale, Pantropical spotted dolphin, Striped dolphin, Rough-toothed dolphin,
Common bottlenose dolphin, Dall's porpoise, and the Harbour porpoise. Also, the tiny Vaquita is found in the
nearby Gulf of Calfornia, where it is endangered due to illegal fishing that causes it to get caught in nets.

There are those who treat these salt-water encantados as an abberation, as a separate Kith arisen from the original
legend, and this may be true; encantados seem to show a marked preference for fresh OR salt water, not both, and
thus the ocean-going variety are largely cut off from their homeland deep in the Amazon.

A happy-go-lucky people, the Encantados have embraced the wider world beyond their ancient rivers, but always
retain a love for the water and are never far from it; it is their claim, after all, that they are more dolphin than
human, even after undergoing the Vida Duende and Changeling Way and binding their fates to humanity.

The Encantados are relative newcomers to the ocean, having largely been confined to the greater Amazon basin
before the arrival of the Spanish and Portuguese, but have adapted well. In doing so, they have found new allies in
the sea; the fierce Rokea, the awe-inspiring Rorquals, the mysterious Mami Wata, the solemn Selkies, the shore-
dwelling Morganed, the cities of the Merfolk, the playful Yunwi Amai'yine'hi, the noble Water Babies, the gentle
Ondines, the sea-going Menehunes, the wise Fu Hsi, the capricious Heng Po and Shui Ta, and the sullen Suijen. The
Encantados have quickly made a name for themselves in areas where their lives intersect with these many others as
cheerful, friendly, and helpful souls.

Encantados are one of the few fae races that can be born in a form other than human; some are born as dolphins
instead, the spark of human intelligence alighting alongside a dolphin's soul instead of a human one, and should
they lose themselves to Banality, they return to being a dolphin.

Encantados can be either Duende or Kithain, though once a path is chosen, it is the one they will find themselves on
in perpetuity.

Appearance: Despite most of the stories being of male Encantados, they can be of either gender. In fact, many have
seen the females but not associated them with dolphins; there are plenty of legends of hypnotic and seductive
women they can hide behind.

Beautiful and graceful, encantado have an unearthly appeal to them. Their skin is luminous, seeming to glow from
the inside regardless of tone. Silken soft, almost slick to the touch, they never scar and it is a rare thing to see one
mark their skin with tattoos. They tend to be handsome and athletic of form, more agile than muscular. They have
deep, dark eyes, like a still lake on a moonless night, which draw others into their depths with a look. Even in their
mortal seeming their bodies are usually hairless, and what hair they have on their heads tends toward a silken fuzz
for many, though they turn this to their advantage with a flair for hats, head scarves, or fashionably short haircuts.

While noted for their shapeshifting abilities, legend says they cannot hide change their blowhole, which remains as
a bald spot on the head, another reason to wear a hat or scarf to mask it in human form. This is not true for all
Encantados, but many find themselves stricken with this problem.

While some lean toward the clothing from their old tales, such as wearing all white, many are happy to wear
whatever allows them to blend in. Quite a few have a love of colorful garments, and they often lean toward flowing,
loose clothes, especially in recent years when so many unfortunate encounters with fishing nets have given some of
them a phobia of binding objects.

Lifestyles: Encantados first and foremost consider themselves dolphins before humans. They are inexorably tied to
the water, whether it's rivers, lakes, or the sea, and rarely wander far from a major body of water. While most
suffer no actual harm of any sort from doing so, they still have a marked preference for it, and tend to avoid dry
areas, using a lot of moisturizer and lotion if they must be in such places for any length of time and keeping heavily
hydrated.

They are also never solitary; the river dolphins they originate from usually moved in pairs, and most ocean-going
dolphins prefer to move in pods. They often befriend local normal dolphins, as well as other more intelligent sea
life, and on land are equally drawn to others. They are by and large a friendly breed, helpful and cheerful; even the
rare members of the Mountain Camp or Unseelie Court, driven to it by tragedy or vengeance, prefer the company
of others and can't help but offer aid to those in trouble. Those who have met the Kithain Boggans tend to get on
well with them as a result.

Gregarious as they are, they are unusually shy about their blowholes when in human form; this rises not from
shame in what they are, but an odd degree of embarrassment in the fact that they can't perfectly mimic humans.
They desire to blend in, and are aware that this prevents them from doing so fully. They will go out of their way to
keep their blowholes hidden, even from those aware of their true nature, and only those who truly have their trust
can sway them to reveal it.

Given their penchant for mischief and society, Encantados find the Arts of Summer, Spring, Metamorphosis,
Legerdemain, and Chicanery useful. Some make use of the Arts of Primal and the early levels of Naming as well, and
a few forge bonds with Contract. Winter has little of the onus it does with some for them, seen more as the
counterpart of Summer merely, but few learn Autumn, Dragon's Ire, or Sovereign. Certain shamans and river
witches will learn more advanced powers like Chronos, Oneiromancy, and Soothsay, and Skycraft and Wayfare are
always generally useful. Pyretics would seem inimical to them, but there are plenty of legends of strange lights
beneath or on the water for them to draw from.

Encantados rarely take on human jobs; even more than Selkies, the water is their calling. They do love to cavort
among them, though, and will learn their arts, particularly music; they lean toward more active arts, preferring
athletic and physical pursuits to something like painting, but have a fine appreciation of such talents in others. In
fact, they often see the best in others and encourage them to live up to those abilities, one of the primary sources
for their reputation as kidnappers; while they rarely actually steal people away, many an inspired artist has taken
the spark an Encantado fed and run off to pursue their dreams.

While some Encantados flit and flirt from person to person, others are hopeless romantics. They don't look down on
either attitude, feeling the important point is to express yourself and live life fully. Many have also taken to a
vagabond lifestyle that lets them roam, while others stake out a certain stretch of river or shoreline as territory.
While they're not prone to taking on human professions, they do have a fondness for human sports, particularly
those that can be played in or near the water.

Encantados get protective of their friends, and even strangers, and will rush to the aid of others without a second
though, even putting their own lives in danger. Their gregarious nature meant that, once the wide world came
calling to the depth of the Amazon, it was only natural that they followed it back out, and they've spread quickly
around all the coasts of South America, up through Central America, into the Caribbean, and even across the sea to
the Philippines and Southeast Asia. They are found in smaller numbers elsewhere, but some have ventured up into
North America or to the shores of Africa, Europe, and Asia proper, and a few have even started investigating the
river dolphins of Asia. Given time, it is likely they will spread the world over.

Having long lived alongside the potent Mokole, Balam, and Pumonca, the Enchantados are well aware of the spirit
world, and have a natural aptitude with it, yet rarely delve deeply into it themselves. They've always entrusted
others to handle the spirits, and thus rarely take totems. Those who become especially close to shifters or nunnehi
may deem to do so, though, in an effort to help their friends. Since their introduction to the ocean they hold the
Rokea in high but wary regard and the Rorquals in utter awe.

When the Duendes came south to offer the Vida Duende, the Encantados took readily to it, as it allowed them more
freedom among humanity. They were sad to see how many did not, and faded back into the jungles and forests, or
departed entirely for the deep Dreaming or the city of Encante; the Encantados are not the only fae people to dwell
there, but they're the only one that still returns to the Autumn World at present. Others learned the Changeling
Way from the many African Kiths brought over. The Encantados make no ready distinction between the two.

The wondrous utopia of the Encantados, Encante exists as a realm in the Dreaming, an incredible city half
underwater, half above, in a great lake with many rivers leading to it. These rivers connect to trods that must be
swum to enter Encante; the only safe and sure routes are through trods in the Amazon basin. Elsewhere, Encatados
who wish to reach Encante must find a trod in a river (not a lake or sea), and the path is long and perilous. The
secret of how to reach Encante is carefully guarded, and only the most trusted of allies are brought there.

Childling: Already a social Kith, Childlings among the Encantados have a marked innocence that is positively
infectious. They live and breathe the joy of every day, seeing the world as a place of wonder, and can be entirely too
trusting at times. Yet they rush in again and again to help, to talk, to meet others.

Wilder: Encantados Childlings who get burned too often may become Wilders, but so can those who discover more
subtle emotions. These are not necessarily romantic, a Childling can be quite adult about romance in their own way.
But Encantado Wilders more fervently seek out others rather than letting the currents take them where they will.
They live for a thrill, an experience, whether it's racing through a coral reef or across a dance floor.

Grump: Even the eldest of Encantados are rarely solemn; at this stage they often become more protective, like a big
sibling or a foster parent, singling out people and places to watch over, taking a certain measure of pride and
responsibility in their aiding of others. Many will stake out a territory or group at this stage to protect and
occasionally flt among.

Affinity: Actor

Spirit Ability Modifier: -2

Revelry: Encantado most often enjoy Revelry by hosting parties, though sometimes they delight in crashing
someone else’s and making it their own before vanishing. Long moonlight swims can be quite refreshing as well.
Music is at the heart of many a Encantado's revelry, whether a solitary song or an orchestral refrain. They love to
write, to create, to sing, and take particular pride in a new piece wrought or perfected. They also are drawn to
sounds they have not heard before, to decide if they like them or not, and if they can incorporate them into their
own music.
Unleashing: During Unleashing Encantado gleam with otherworldly light as suddenly everything around them drifts
and sways as though underwater, while cool currents and ethereal singing fill the air. Sound distorts, save for the
encantado’s voice, which is clear and perfect. Other signs include the cool sensation of flowing water to the soft
sounds of eddies and waves, to hues of brown and green and blue filtering in, and sunlight dappling the scene as if
through a canopy. Music follows often, whispering across the water, sometimes distant, sometimes close, most
often flutes and drums.

Birthrights
Children of the River - Encantado love being in the water, and may spend 1 Glamour to change into an Amazon
dolphin while submerged in water. Changing back does not require Glamour. They may use Hypnotic Gaze in
dolphin form, but since they cannot speak they can only try to draw people into the water. Encantado cannot botch
Empathy or Athletics rolls, and subtract -2 from the difficulty of any rolls related to swimming, or friendly socializing
in a party atmosphere

Hypnotic Gaze - The depths of their eyes seem to draw you in, sinking deeper and deeper. If an encantado speaks to
a person for at least 1 minute and makes fairly consistent eye contact during that time, she gains two extra dots of
Manipulation on all rolls with this person for the rest of the scene, even if this takes her above 5. This ability does
not work on bondmates or other encantado.

Soul Bond - Despite their reputation for flirtation and carefree partying, encantado often bond for life with a mortal
(or mortals). Encantado can spend 1 Glamour to feel their bondmate’s general emotional state at any distance, and
are automatically aware if a bondmate is injured. Bonds must be entered into willingly and can be broken at any
time, though doing so immediately expends all of a character’s Willpower due to the trauma of the experience.
Bonds can even be formed between a mortal and multiple encantado. This bond does not have to be sexual or
romantic in nature, but is always an intensely intimate emotional bond. Encantado are tied to their water homes.

Frailties
Water-Born - Encantado must spend at least two daylight hours fully submerged in fresh water in order to heal or
restore Glamour at a normal rate. If they spend twenty-eight hours without finding a place to swim, the encantado
will not regain Glamour until they do. This body of water must be at least twice the size of a standard bathtub and
unpolluted by chemicals such as chlorine.

Coward’s Curse - Masters of the great party, lovers of all, encantado are never more at home than when
surrounded by happy faces. Conflict has no place in the heart of these playful fae, and they avoid it whenever
possible. If an encantado is forced into an aggressive situation, the player must succeed on a Willpower roll, with
difficulty based on how badly the odds are stacked against them, to avoid backing down or fleeing. If forced to fight
anyway, they must spend 1 Willpower or 1 Glamour point every round they wish to take any action other than to
flee or beg for an end to the hostilities

Stereotypes
Vasco Ribeirinho, Filipino-American surfer, lays it out during a food break on Waikiki Beach:

on Boggans - "Fast friends and good-hearted souls, we understand one another innately."

on Clurichauns - "Keep them drinking or they'll ruin your fun."

on Eshu - "Their tales are so much better as songs, no? They are always welcome, guests or hosts."

on Nockers - "They're a strange bunch, but my Menehune friends tell me how one saved them all. But then there's
that one who keeps building these dolphin-shaped submarines that I have to rescue him from..."

on Piskies - "We play, they dance, who can ask for more?"

on Pooka - "They're hard to understand, but generally good souls, and they recognize and accept that we are not
human."

on Redcaps - "The only thing worse than these walking trash disposals are river hags."

on Satyrs - "Why does everybody keep saying we're terrible influences on each other?"

on Selkies - "They share the seas with us. I'd do anything to make them smile."

on Arcadian Sidhe - "Ah, sehora babae, your beauty deserves a serenade."


on Autumn Sidhe - "Bonito senhor, come and dance with me, yes?"

on Sluagh - "You may not see them dancing, but they listen."

on Trolls - "They seem so solemn, but invite one to surf or swim or play ball and watch their soul soar."

~-~-~-~-~-~-~-~-~-~-~

Merits and Flaws

Seventh Sight is particularly appropriate for Encantados as a form of chimerical sonar. So are Merits dealing with
sight, hearing, and musical aptitude. Good flaws can focus on their capricious and lascivious nature and their animal
habits, and merits and flaws connected to the water also work well.

Telltale Spot (3-Point Physical Flaw - Some Encantados retain their blowhole in human form, visible even to mortals.
Many mistake it for a bald spot at first, but any close examination reveals it to be more than that. As such, they take
pains to cover it up around mortals with a hat, wig, or scarf. No transformational magic can hide this feature, either.
Muki

Deep Dwellers of the Andes

Changeling Type: Duende / Kithain


Playable: Open

Wherever there are mines, there are creatures of the mines. Sometimes
they are seen as benevolent and sometimes malicious, and sometimes
both. Such is the Muki, a goblin-like fae from the highlands of the Central
Andes in Bolivia, Peru, Ecuador, and Columbia.

Like many such fae, it is said to live in the mines, and to be a minor, small
but strong and capable of living in constrained underground spaces. The
word "Muki" is Quechua for "asphyxia", from a related word meaning "to
smother" or "to strangle", a marked reference to both the fate of those
caught in mine collapses and the slow death by mine dust many miners
suffer. It is also sometimes spelled "muqui" or "mooqui"; the most
common name is Muki, found in the Pasco and various Andean regions of Peru and Bolivia, but it is also known as
the Chinchiliku in the Moquegua area, the Anchanchu or Janchanchu in the Puno region, and the Jusshi in
Cajamarca. There are subtle differences in the tales, as there often are among mining elves in other cultures, and
they allow one to identify the tale back to the particular mine, such as Huacracocha, Goyllar, Morococha, El
Diamante, Santender, La Mina Tentadora, La Mina Julcani, or Excelsior.

In essence, the Muki is the South American 'cousin' to the Nocker, born in darkness, a devilish figure who can offer
great riches but more often leads to death, as so few in the mines ever make their fortune.

The Muki legend has spread far in South America, down into Chile and Argentina, north into mines in Columbia and
even Venezuela. They are tricksters typically, as many mining fae are, and some tales say they can shape shift into
an animal or a blonde white man to appear to miners and deceive them.

The Muki, like other mining fae, are born of the unique and otherworldly dreams and fears of those who must toil in
the earth, an enclosed society that is tense and fraught with peril. It is why these fae are so universal wherever
there are mines. They are the promise of wealth bound up in the likelihood of death, fickle masters of the mines
who can grant a release from the druge and darkness but more likely will drag them away, never to be seen.

The Muki themselves are aware of their origins, as mining fae often are. Some are still connected with the mines,
and some fulfill this role while others have outgrown it. Since so many mines in South America sprang up specifically
to search for precious metals and gems and sometimes copper rather than coal or iron, they grown more attached
to this particular field of mining, and now often specialize in the field of stones and metals of high value, as miners,
tinkerers, jewelers, artisans, and merchants. Done with simply offering wealth to others, the Muki, in undergoing
the Vida Duende and bonding their desires with those of humanity, have decided to take their own bargain and
enjoy the fruits of the spoils they once offered others.

Appearance: Muki in their human form are typically short, stocky, and fairly hirsute. Their fae mien, though, is truly
remarkable. Since undergoing the Vida Duende they are not as short as they once were, but still are small, often
between three and a half to five feet in height. They are brawny, with surprising strength, and no visible neck, their
head seemingly attached directly to their body. Most boast a surprisingly deep, husky voice, but some speak in very
soft tones instead, as legends vary. Their hair is long and bright blonde, their face hairy and ruddy or reddish, with a
long white beard, and their eyes glint in the light like metal, giving them a notably deep, aggressive and hypnotic
gaze that runs opposite their otherwise comical appearance. They also typically have a waddling, duck-like gait due
to abnormally large feet, and some have crow or goose-like legs. Their skin other than on their face tends to be
quite pale. All told, they share a number of notable traits with their distant mining cousins, the Nockers.

Females sport beards as well as the males, and sometimes shave them, but frequently choose to wear them when
dealing with miners, for effect.

Some Muki sport pointed ears, a relatively recent addition to their tales, and others boast a pair of shiny horns of
variable size, like two crystalline stalagmites, with which they are said to break rocks and point out mineral veins; it
is noted that those with these horns often do seem to have a sixth sense about precious gems and metals.

Tales of their dress have updated over time; initially they typically dressed as miners do; toward the 1930s they
started to wear a vicuña poncho over a miner's outfit, studded boots, and a helmet, carrying a gas lantern. In more
modern mines, in more recent times, they often have upgraded to a modern full mining outfit with rain boots and a
flashlight. This is, of course, their mining gear. All told, Muki dress for the moment, outfitting themselves as they
need to. Those who have since gained wealth will often flaunt it with intricate jewelry and clothing, the former
made themselves, the latter traded for with their wares and work. Many have taken to braiding their beads and hair
with intricate pieces.

Lifestyles: Once humble if slightly sinister tinkerers in their mines, the Muki have become a potent force in South
America; their aptitude for identifying and peddling wealth has secured them a place in both fae and mortal society.
They took readily to the Vida Duende offered by the Mexicans who came calling, and have not looked back.

While some remain among the mines of the Andes, many have moved into the cities of South America, and further
still into Central America, Mexico, and farther. Many have attached themselves to embassies and other
communities abroad, where they can sample treasures from distant lands. Los Angeles boasts a fair-sized Peruvian
and Ecuadorean population growing up around the Van Nuys region of the San Fernando Valley, and the vast riches
of this glittering city have drawn them in considerable numbers.

At first glance, Muki are often mistaken for Nockers; the similarly is striking in certain ways, particularly the pale
skin and hair, ruddy face, and small size, but their eyes and build are quite different, Muki usually have more facial
hair, and many have horns to boot. Their grave, serious voice also tends to give them away as different, and most
do not share the Nocker propensity for cussing, though they tend to be equally taciturn. Like Nockers, Muki tend to
empathize more with objects than people, and the two Kiths generally get along well where they intermingle, being
of a similar origin and disposition. They are rarely very verbose, and when they speak they choose their words
carefully, sometimes making up new words to suit their purposes.

Muki tend to be solemn and serious around most others, but prone to bursts of manic energy when alone, fueled by
their habit for imbibing stimulants so that they can focus and not have to take breaks. A Muki interrupted in their
work can be a bizarre creature to see; others already tend to feel their gaze is intense, but when in the grips of
creating, they have a razor focus and do not brook interference kindly. An infamous story from Rio tells of a Muki
who specialized in designer drugs and stared down an entire corbie of visiting Redcaps when they grew impatient
and burst into her workshop, chasing them from her lair with a scowl and a glare and forcing them to sit outside and
wait the five hours for her work to be completed.

Some back this glare up with Sovereign or other Arts that play on emotions, and indeed are masters of using them
with just a look and a handful of words. They also strongly favor usage of the Contract Art, even more than Nockers
do, and have wielded it since the days they used it to bind mortals to their word in the mines. Primal and
Metamorphosis are also valuable, and the source of many of the legends about them, including their remarkable
control over the elements and shapeshifting abilities. Chicanery allows them to come and go as they please, and
they've swiftly taken to Infusion as well, learned from the Nockers. No Art is really outside their purview so long as
it serves their purpose.

Where Nocker and Muki dwell side by side, the Muki have often been welcomed as family, even to the degree of
joining Nocker Guilds and the Bes Din. This is a mutual understanding between the two that runs deep. Muki also
appreciate the Wichtel, but feel they have failed to rise above what they are.

The Muki have never been overly involved with the spirit world except when they want something; this makes the
spirits a little bit sour on them and the Muki wary. Though they are Duendes and can gather Glamour in both the
Kithain and Nunnehi methods, those who have taken to city living tend to rely almost solely on the former, and
some speculate that in time they will lose connection with their spiritual roots entirely and divide into two groups.

Muki differences between their Mountain and Valley Camps (or Seelie and Unseelie Courts) are very faint, leading
to the misconception by many that they have no distinction at all. This is not so, though, and their Camp stands out
most in how they respond to pressure, as then their current camp will come to the fore more dominantly. Most of
he time they strike a fair balance between the two, with the exception of members of the Hill Camp. Hill Camp Muki
don't see their Camp as a transition usually but as a lifestyle, and are the troublemakers of the Kith; treasure
hunters, thieves, and devilish dealmakers who most sensible Muki feel give them a bad reputation, though not
enough of one to be worth intervening usually.

Muki hate three things above all else: to be disrespected, to be stolen from, and to be lied to. In truth, they see
these things all as roughly equivalent in nature, and are known to launch on a vendetta against those who they feel
have wronged them. It is at this point most often where one becomes aware of just what camp a Muki is in, as a
Valley Camp or Seelie Muki's retribution is more likely to be planned out and worked through normal societal
channels while a Mountain Camp and Unseelie Muki's can be brutal and unpredictable. The most frightening is
surely the vengeance of the Hill Camp, though, for they are consummate tricksters lacking in the boundaries that
might hold back the other two.

While some Muki go into finance or similar fields, most prefer to be able to TOUCH the riches they involve
themselves. Thus professions such as artisans, pawn brokers, loan sharks, antiquities dealers, museum curators,
auctioneers, treasure hunters, and the like tend to draw them.

Most Muki hail originally from the Kingdom of Mountains or Kingdom of Altiplano. They are far more likely to be
Duendes than Kithain, but some Kithain do exist. Clever and devious, a few found ways out past the barrier as early
as the mid-1900s. These invariably claimed to be Nockers or some other Kith, hiding their true origins. With the
opening of Bellatierra in 2006, they can now be frank about their true nature. Some among the Nockers and Bes Din
already had more than an inkling, but long kept the secrets of the Muki for them, not about to out a Kith so similar
to themselves.

Childling: Muki Childlings are quiet and withdrawn, typically preferring to focus on their craft. They can retain this
state for a surprisingly long time provided they're indulged and able to remain insular, but this usually requires
having a patron or dedicated friends willing to act as a buffer between them and the rest of the world. Young Muki
Childlings have little to no beard, often just a bit of fluff and fuzz, and even in older ones it's less defined.

Wilder: Most Muki move into Wilder mode quickly, as they must deal with the rest of the world in their pursuit of
wealth and the trading of their craft, and so encounter others. They are more willing to wander about, to explore,
to actively seek out riches and open new businesses and deal with others, and swiftly become shrewd operators.
Their bead comes in more fully now, reaching its normal length.

Grump: While most of the world probably thinks just about all Muki are Grumps, this is far from the truth. A Muki in
this state is venerable, and has reached a point where they're willing to teach others, confident in their own wealth
and standing, though they still won't brook any theft or disrespect.

Affinity: Nature

Spirit Ability Modifier: +1

Revelry: Insular as they are, Muki find revelry in a piece well-wrought or particularly excellent find; a large, flawless
gem, an ancient relic being sold as a hat stand, the like. They find joy in both creation and beauty, and sometimes
even pursue personal crafts they don't share with others, for their own private enjoyment.

Unleashing: Mine dust and gases, the grease used on carts, kerosene, these are the odors that tend to arise from
Muki cantrips, signaling their origins now matter how far they've raised themselves up. Metal shines especially
right, and gems gleam like prisms, and sounds of a mine arrive as well; the creak of timbers, the drip of water, the
clack of picks and shovels. The air often becomes thicker, too, and there is a jolt of excitement that some mistake as
a caffeine buzz but those in the know recognize as the frenetic energy of the Muki's favored coca leaves.

Birthrights
A Taste for Wealth - A Muki's nose and tongue are keenly refined toward anything that is considered valuable;
precious gems and metals come to mind immediately, but also copper, rare and expensive foods and drinks, and
other valuable objects. They can always tell with a sniff or a lick if something is valuable, and, with a Perception +
Kenning check, just how valuable; the base diff. is 6. If they've never encountered something before they may not
know exactly what it is or HOW it is valuable, but they know wealth when they taste it. This also makes it very
difficult to slip forgeries and fakes past them, placing them in high demand for as authenticators and middle men
for trading valuable goods.

Mine's Eye - Children of the underground, Muki boast a number of advantages designed for life underground. For
starters, they have a natural sense of direction underground; so long as they know the area, they won't get lost, and
even in unfamiliar territory they're at -2 diff. to find their way around. They also can see clearly even in total
darkness; though they typically carry flashlights or lanterns this is both for the benefit of the miners they entice into
finding them and to be able to swiftly disappear into the darkness when they shut them off suddenly.

Muki who enter mines and catacombs in their native land have an extra advantage; they can shrink at will to down
to a size between 1 and 2 feet in tall and are incredibly malleable in this state, with a -2 diff. to wriggle through
crevasses and cracks while underground.

Frailty
Cravings - Most tales of the Muki include their propensity for asking for a tribute of coca leaves, the source of
cocaine. Coca leaves themselves have a fairly low quantity of cocaine, and it is used commonly by the native people
as a stimulant or entry source (or both), like coffee; the leaves are brought along into the mine and chewed so that
they don't have to stop and eat, or ingest mine dust in doing so. Muki grave coca in larger amounts, and thus those
living in areas where they can't get the leaves may have to turn to more illicit means of feeding their habit; they
claim that they do their best work under its influence. While they tend to be far more resistant to its negative
effects than humans, the stigma and difficulty involved in getting it in many areas can be problematic, and is one
more reason why they often gravitate into high-end professions that grant them the capital they need to sustain
their habits... so they can work better and afford more. It's a cycle. Those operating under the much more potent
refined forms also have to deal with many of the issues that arise from cocaine use. Some manage to switch to
other stimulant drugs, such as caffiene or nicotine, but this typically requires outlandish amounts and their own
inherent drawbacks.

Stereotypes
Pidru Quispe, North Hollywood gem cutter and member of the Nocker Jewelers Guild, mutters:

on Boggans - "Busybody friends."

on Clurichauns - "Bloodynosed louts."

on Eshu - "What did you bring me?"

on Nockers - "Cantankerous cousins."

on Piskies - "Nasty little robgoblins."

on Pooka - "Get. Out."

on Redcaps - "Undiscerning gourmands."

on Satyrs - "My horns are better."

on Selkies - "Pearldivers."

on Arcadian Sidhe - "Customers."

on Autumn Sidhe - "Patrons."

on Sluagh - "Neighbors."

on Trolls - "Cousins?"

~-~-~-~-~-~-~-~-~-~-~

Merits and Flaws

Merits & Flaws related to sight, scent, taste, darkness, agility, manual dexterity, and crafting all apply well, as do
those dealing with wealth and connections.

Muki Horns (2, 3, or 4 Pt. Merit - Muki only) - You have a small set of shining, crystalline or metal horns rising from
your brow. These are incredibly tough and virtually indestructible; for 2 points you may add +1 Armor to any
headshots agaisnt you and +1 Strength/Damage to any head butts. For 3 points, they also act like a dowsing rod,
allowing you to use your Taste of Wealth Birthright from a distance on precious metals and gems at a -1 diff. For 4
points, they're particularly large and sharp or pointed, and grant +2 Armor and +2 Strength/Damage to head butts
made using them.

Waddle (2 or 3 Pt. Flaw) - All Muki have large feet, but yours are particularly outsized. For 2 points, you suffer a +1
difficulty to rolls involving movement and may draw some measure of teasing or scorn on occasion. For 3 points,
you actually have crow or goose-like legs, which makes walking particularly awkward in both actuality and
appearance, suffering from a +2 difficulty to rolls involvement movement in the same manner as the flaw Lame, as
well as quite likely drawing ridicule at times.
Duendes

Fearless Guardians of Mexico and Central America

Changeling Type: Duende


Playable: Open

Though Mexicans refer to most fairies as Duendes, this most frequently


refers to the Kith known alternately as the Chaneque or Aluxob (sing.
Alux). In legend they were small, sprite-like beings, elemental forces and
guardians of nature with great power over life and death. They could
frighten the soul from the body and hide it away, and the victims could
only regain it through a special ritual, while others would steal people
away and return them later, without memory of what happened but
deeply, spiritually changed.

For long centuries they lived so, at the outskirts of native society,
watching, sometimes mischievous, sometimes malevolent, sometimes
benevolent. When the Spaniards came, they continued his practice for long years, counting on their stealth to
protect them while more aggressive and blatant Families fell and faded. Eventually, though, they saw that this could
not continue, as more and more of the native peoples were subjugated and re-educated. They spied on the Kithain
who came with the conquerors and learned of the Changeling Way. Seeking to craft their own, they also
investigated the Nunnehi to the north and crafted their own method combining the two, sharing it with other Kiths
in their region. Gradually it would spread south into South America, filtering into the societies of other Latin
American fae. This is a primary reason why the Latin American fae as a whole have accepted the general label of
Duendes, in their honor.

The origin of the Duendes is lost to time, but most certainly lies with the vast and mysterious Olmec civilization,
which reigned from 1200 to 400 BCE. Though it only ruled over the area around modern Veracruz and Tabasco, it
had a far broader reach and influence, extending across all of southeastern Mexico (as far west and north as the
modern states of Gerrero, Puebla and Veracruz) and down through most or all of the modern nations of Belize,
Guatemala, and El Salvador and a small portion of Honduras . Though they left no written language, numerous
carvings and artifacts depict the Duendes, and the Olmecs heavily influenced both the Mayan and Aztec peoples
who would later supplant them. The Duendes saw the rise and fall of many peoples including: the long-lived
Zapotec and Mixtec of the Oaxaca region (700 BCE to 1521 CE, with origins stretching back as far as the Olmecs'),
the Toltecs in Tula (900 to 1168 CE), the Maya in the Yucatan (250 to 950 CE during their strongest, with roots
dating back to ancient times and a strong presence still when the Spanish arrived in 1511), and the Aztecs of Central
Mexico (1300 to 1521, when the Spanish arrived).

During all that time, the Duendes lived among them, wearing many names. The two that linger now are the Aztec
"Chaneque" and the Mayan "Aluxob," and many Duendes prefer these older terms, particularly when among their
own families and other fae. "Chaneque" tends to be found most in portions of Central Mexico spreading up toward
the north, where Aztec influences are still stronger, while the older Aluxob remains largely in the southeastern
Yucatan region of Mexico, the southern states of Chiapas and Tabasco, and most of Central America.

Though traditionally born in the cradle of Meso-America, Duendes are an adaptive people; in their quest to spread
the secrets of the Vida Duende and aid their fellow fae against the ravages of Banality, they spread much farther,
and can now be found throughout all of Mexico and Central America, and even into portions of South America. They
are highly respected by most other remaining fae for their efforts, as well as their continued interest in protecting
the wilds and their noted abilities to go traverse dangerous lands and tame fearsome beasts.

Still, their heart remains in Meso-America, and this is where their largest populations can be found, through the
Aztec, Mayan, and related tribes of Central and Southern Mexico, Guatemala, and portions of Belize and Honduras.

Appearance: Like many little people Kiths, the Duendes are larger since they bonded with humanity in the Duende
Way, but still diminutive. In their fae mien they are often between four to four and a half feet tall, with some even
shorter; even the tallest rarely top five feet. Their human self might be a bit taller, but not usually by much. They
have pointed ears, large, bulbous noses, and large eyes that glow red when they get particularly emotional or cast
cantrips. Their hair grows long and lustrous, and males are capable of growing long beards as well; some are
particularly hairy or even furry over portions of their body. Their hair also grows particularly fast, at easily three
times the rate of normal humans. Some Duendes take advantage of this to change their hair styles often with dyes,
elaborate trimming, intricate braids, and other techniques.
Duendes also sport a short tail, similar to the bobbed tail of a dog, which often requires special adjustments to their
clothing; as such, many will wear jackets, shirts, and vests that are long in back to hide their tail and altered clothes,
and likewise avoid chairs and other seats that might cramp their tails. Vehicles such as bikes, motorcycles, or jeeps
with partial seat backs are popular with them as a result, as well as riding animals.

Lifestyles: These potent elementals were said to possess many powers. According to some accounts, these
creatures have been known to shape-shift from their diminutive human-like form into the form of animals found in
their domains. Aluxob and Chaneques were said to possess many other powers that either help or serve to
confound humans. Maya legend says that aluxob pre-date humans and even pre-date the arrival of the sun to the
earth, so they are accustomed to working in darkness. They sometimes work together with local spirits and gods to
affect changes in their environments, like summoning rain, for example. These beings are seen as caretakers of the
wild areas in which they live and look after the animals and the plants in their respective areas. Certain aluxob and
chaneques inhabit forests, mountains, rivers and beaches. In the Maya area, certain aluxob may be assigned to
individual cenotes or water-filled sinkholes in the limestone earth; their Aztec name of Chaneque effectively
translates as "those who inhabit dangerous places", noting their love of such out-of-the-way locations and features.
Wherever there is a distinct natural formation, a chaneque or alux is usually nearby living its life in harmony with its
surroundings. If their happy coexistence with nature is upset by human intrusion, there is often hell to pay. As the
alux or chaneque may exact retribution for disrespect, great care is shown to respect the magical being before a
problem arises.

This is a common theme found with many fae in other cultures as well, the need to make offerings to protective
spirits to obtain their blessing. In Mexico, offerings often take the form of food, goods, and small stone houses built
for them, based on small, ancient structures that can be found throughout the region. The original purpose of these
is no longer known, but popular myth associates them now with the Duendes.

Other tales tell of their remarkable ability to either frighten or enlighten mortals, altering their fates, stealing their
souls, or imbuing them with newfound spirituality. They often due this from a state of total invisibility, revealing
themselves only to a select few.

Most of these powers are well represented in the arts of Metamorphosis, Chicanery, Naming, Soothsay, Contract,
Oneiromancy, Primal, and Skycraft. Use of Arts like Sovereign and Chronos combined with Naming, Soothsay,
Contract, or Oneiromancy can account for stories of people disappearing and returning changed, with little to no
memory of what happened while they were gone. They also take readily to the arts of Autumn, Winter, and Spring,
representing their classic abilities to frighten and heal. Particularly angry or mischievous Duendes will use
Legerdemain to fling objects about, a popular trick with many little peoples. There is no Art that they are much
averse to, though, the ones above are the most common.

Where once they lived apart from humanity in hidden places such as noted above, Duendes now live among them.
They still prefer small towns and rural areas to big cities, but when they must live in more urban environments can
be counted on to find parks and other natural areas to protect. They may even take to try to building their own
through community gardens or similar activities. Their noted fondness for animals includes ALL animals, even
creepy crawlies and strange supernatural beasties that frighten most others, and Duendes are known to protect all
manner of strange chimera and spirits.

As noted above, they have a special penchant for dangerous places or beasts, recognizing their primal majesty.
Locations and creatures that would give most others pause never phase Duendes; they are not blind to the danger,
but they also aren't afraid it. In the case of dangerous locations, they strive to develop the power to exist
comfortably there, while with vicious monsters and animals they will strive to befriend them, or at least gain their
tolerance.

Duendes of the Mountain Camp tend to be more aggressive, actively and aggressively frightening mortals away
from areas they wish to protect or seeking humans who they feel deserve to be feel a little justice. They are rarely
murderous or violent, prefer to frighten, haunt, and spooky. Members of the Hill Camp take this to a more
mischievous level, while those of the Valley Camp prefer benevolent acts, often seeking to guide good people to
help the land instead of punishing bad people. Still, Mountain Camp Duendes might reward the righteous and
reverent while a Valley Camp one may deliver a little scare to somebody who they feel deserves it.

Personality-wise, duendes can vary quite a bit; some are gregarious and cheerful, others shy and mysterious. The
thing that binds them is their love of nature. They are drawn to professions that let them keep a watch on the
plants, animals, and places they strive to protect. For some this manifests directly as park rangers, wilderness
experts, or ecologists while others might be biologists, guides, or photographers. Some prefer natural living while
others embrace or incorporate modern technology and views; as a whole they have nothing against technology so
long as it doesn't harm the places they love.

In old times, Duendes often wore straw hats and cloth shoes, and still exhibit a love for hats in general and light
footwear: sneakers, sandals, moccasins, and the like. They also almost always carry a "bag of tricks"; these used to
be made of cloth or agave cactus fiber, but now can be made from all sorts of materials; often these are treasures
that allow them to carry far more than should be possible, and these trick bags are perhaps the most common
treasure among them. Duendes are quick to adapt, embracing new materials and ideas easily and incorporating
them into their own lifestyles while still retaining a deep fondness for nature and the wilds.

They also have an old penchant for slings, used for flinging stones and other objects at those who anger them. More
modern devices like slingshots, squirt guns, paintball guns, nerf guns are also popular with them. Particularly angry
Duendes may make use of firecrackers of various sizes also, but most eschew them for the noise they make, which
might frighten animals.

As noted above within the larger society of Latin American fae, Duendes are highly respected for the effort they
took to help rescue their fellow fae from the ravages of Banality, and have continued to earn that respect with their
fearless nature in the face of perilous places and creatures. They are often sought after for advice and wisdom, as
guardians and mentors, and for aid in quests or in dealing with vicious creatures. Many Duendes even gain control
over powerful and dangerous chimera and other beasts, though they take offense at the notion that they have
tamed these creatures, preferring to think of it as befriending them.

Childling: Childlings among the Duendes tend to immerse themselves in nature, particularly young childlings. They
seek out wild places, befriend animals, and have a penchant to wander and explore. They often come across as
daydreamers or particularly enthusiastic outdoors types. Those with less access to the wilds may take to reading up
on them or watching documentaries at first, but will inevitably try to find the closest thing to nature in the area,
whether it's a zoo, a shelter, or a quiet park. Those of the Valley Camp or Seelie Court will generally avoid trouble,
while those of the Mountain Camp might become fervent little environmental activists and defenders of
neighborhood dogs and cats. Older childlings retain that sense of wonder. Quite a few will develop a love of insects,
reptiles, and other creatures people find off-putting, and attempt to share this love with others.

Wilder: Wilders get more aggressive about their love of nature. Some take off for wilder parts, others stick it out to
try to make the best of where they are, but all tend to get more involved in their chosen path. They also become
more aware of how others see it, and while they reach out as much as childlings to encourage those with an
interest in the wilds and nature, they begin punishing those who mistreat or abuse it. Many become bolder, too,
approaching and befriending strange chimera and other beasts.

Grump: Elder Duendes typically become more sedentary; by now, they've found a place, or sometimes even a beast
or species, they wish to protect and they dedicate themselves to it. They are patient gardeners and stalwart
guardians, working diligently at their task, slow to anger but deadly if their charge is threatened. Though they will
typically employ scare tactics at first, if an enemy doesn't back down they are not afraid to use more brutal
methods.

Affinity: Nature

Spirit Ability Modifier: -2

Revelry: Duendes have a love of nature, in particular places or beasts that are considered truly wild and dangerous,
and revel in displays of their power. Watching a jaguar hunt and kill or scare away foolish tourists, seeing a
volcano's explosive force or the frightened (or thrilled) faces of a group of whitewater rafters, these are the things
that give a Duende pleasure and bring them to revelry. This can sometimes take a morbid turn to the eyes of others;
though even members of the Mountain Camp rarely wish true harm on others, they still take a certain pleasure in
the carnage left behind in the wake of natural disasters, even as they may strive to help the victims. It's the sort of
thrill that many find disturbing, but may be shared with obsessed people such as storm chasers or zoologists.

Unleashing: Duende unleashings are rarely soothing; for starters, their eyes glow intensely red. Frightening sounds
seem to be approaching swiftly, often from behind or out of sight; ferocious roars, skittering things, the roar of a
thunderstorm or howl of a hurricane or rumble of a landslide or tidal wave. Thick smells fill the animal musks, dense
humidity, or the earthy odors of bubbling mud or boiling lava. Some may even feel as if something is slithering or
crawling past them, and often light dims, and can even almost entirely disappear with particularly powerful
unleashings. While a Duende may find all of these sensations comforting, most other beings do not.

Birthrights
Danger is my Friend - Duendes have a strange love for dangerous places and creatures. When making rolls to
survive and understand dangerous locations and remote locations such as cenotes, hot springs, and volcanoes, all
Survival and related rolls are at -2 difficulty, Similarly, Animal Ken and related social rolls to befriend and interact
with dangerous animals, chimera, monstrous beasts are at -2 difficulty.

Born of Darkness - Rumored to have existed before the sun arrived, the Duendes are comfortable with working in
darkness. They are entirely capable of operating without any sight at all, never taking blindness penalties. Naturally,
things that definitely require sight to do, such as read, are still impossible unless something like the Art of Naming is
used. This power does not function off of any extra senses, but off of an indefinable extra sense related to Kenning.
At ST discretion, certain powers like the thick, cloying shroud of the vampiric Discipline of Obtenebration may
require a roll of Perception or Wits + Kenning to operate in.

Homeland - Mexico is dotted by small structures of unknown origin, particular in former Maya lands, that have
become associated with the Duendes. When in their homelands of Mexico and Guatemala, a Duende may enter any
one of the structures, or any door to a building where an offering has recently been made to them, and exit from
another building or door within 5 x Glamour miles. This ability costs 1 Glamour to use. For an extra point of Glamour
they may take others with them, equal to what their Scene Realm would allow.

Frailty
Territorial - Duendes tend to stake out an area, and often the beasts and plants in it, as being under their
protection. Even Duendes who haven't yet found a place to settle feel this pull in a more general way. They take
great offense when their territory is disrespected, obsessively carrying on a campaign of mischief, vandalism, and
sometimes eventually violence against the offenders. During this time they are irritable in general, taking a +1
difficulty penalty to social rolls with anybody but the beasts they love, and +2 difficulty with the target of their ire
(other than for rolls to trick or torment them). They are also generally incapable of enjoying or doing much else
other than necessities until they are appeased, and this can in rare occasions even lead one to neglect their duties,
much to their great dismay once they have calmed down. Things that can set them off include the building of major
structures without their blessing, harming animals, destroying or polluting the wilds, or even particularly dismissive
or disrespectful language they might overhear. More than one Duende guide has tormented ungrateful tourists.
Appeasement often comes through rituals, the summoning of a shaman to beg their blessing, or acts of atonement
by the offender.

Stereotypes
Geraldo Juarez, guide to the pyramids of the Yucatan, offers advice:

on Boggans - "We don't really have much in common other than our size. They're nice enough, but real
homebodies."

on Clurichauns - "I got into a terrible feud with one once who was a tourist on one of my treks. After a while, I
realized she was ENJOYING provoking me. Then it got kind of intimate and weird and, well, I still have her number,
and I think a few bruises."

on Eshu - "Of all the Kithain, I think I respect these the most. They have a surprising dignity in spite how so many
sadly came to this land, or perhaps because of it? I do not know, but they have always been respectful of me and
my lands."

on Nockers - "I've had a few feuds with these foul-mouthed vatos also. They don't tend to end well for either of us,
but others seem to enjoy the fireworks. I mean that literally, too."

on Piskies - "I don't always know what to make of them. At first I thought they were just trying to blend in or be
respectful, but then I saw that this is what they ARE, so what do you make of that?"

on Pooka - "They are our love of animals, being so close to them, but never hire one to act as a translator. Trust me
on this."

on Redcaps - "Stop eating my scorpions!"

on Satyrs - "Many have a passionate love of nature that endears them to us, but we can't help but notice how many
are close to the Sidhe."

on Selkies - "I ran into one once diving in a cenote. We spent a nice week together exploring the coast. I hope to see
him when he comes back this way."

on Arcadian Sidhe - "They remind me entirely too much of the conquistadores."


on Autumn Sidhe - "I had one on a tour who was taking a break from a religious conference he was down here for.
He claimed to be different, from this house Liam, but I can not quite let go of how much the Christians 'changed' our
world."

on Sluagh - "My favorite. What, does that surprise you? Nobody appreciates exploring a treacherous cave full of
centipedes like a Sluagh does, except us of course."

on Trolls - "I hear they are honorable and noble and all, but I still distrust their closeness with the Sidhe. Just look at
Duke Topaz for an example. I'm not about to rush off to war on him like some, but it's not lost on me that he's
claiming OUR lands up there."

~-~-~-~-~-~-~-~-~-~-~

Merits and Flaws

Tonal (1 to 5-point Supernatural Merit) - Tonal is a concept within the study of Mesoamerican religion, myth,
folklore and anthropology. It refers to the belief found in many indigenous Mesoamerican cultures that a person
upon being born acquires a close spiritual link to an animal, a link that lasts throughout the lives of both creatures. It
is in this way similar to the concept of Totem. This is similar to the Garou Background Spirit Heritage; the Duende
chooses a type of beast, chimera, or spirit with whom they have a close connection. Attempts to bond with and
influence this beast are generally easier, and may result in gaining future companions and allies. Duende are not the
only ones who can take this Merit, but it is highly common among them and usually relates to a fierce breed of
animal, chimera, or spirit.

Backwards Feet (2-point Physical Flaw) - A common part of the tale of the Duendes (and some other fae) is that
their feet face backwards, allowing them to leave confusing trails. This is not actually physically true for most
Duendes, but it is for you; your fae mien's feet face backwards, which can be awkward at times for maintaining your
image and hampers your movement. Your running speed forward is halved, but your running speed backwards is
equal to what your nomal running speed would be. This may seem an advantage, and it can be at times, but keep in
mind that you can't see where you're going as easily when running backwards, plus your arms still face forward. It
can confound many trackers, though, and raises the difficulty to track you by sight alone by +2. Some Duendes with
this trait use it for hit and run attacks or mischief. Duendes are not the only race with legends of backwards feet;
this flaw may be taken by other Kiths that have similar tales.

~-~-~-~-~-~-~-~-~-~-~

Sites for Reference

Chaneques: Mexico's Elusive Elves


Chaneque Wiki Article
Alux Wiki Article
Chaneques: Mischievous forest gods
Aztec and Mayan Monsters

Maps and Timelines

Aztec and Mayan Empires


Olmec Civilization

Mexican States
Southern Mexico and Northern Central America

Timeline of Meso-American Cultures


~-~-~-~-~-~-~-~-~-~-~
Calacas

Skeletal Celebrants of Mexico

Changeling Type: Duende / Kithain


Playable: Open

While it can be difficult to trace the origins of some Kiths, it is not so with
the Calacas; they are very much the born of the modern Mexican Dia de
Muertos, which has its roots in Aztec and Mayan culture.

Their origin technically begins with the festival the holiday began as, an
Aztec festival dating back hundreds of years and dedicated to the goodess
Mictecacihuatl, who ruled the underworld (Mictlan) alongside her
husband, Mictlantecuhtli. Prior to Spanish colonization in the 16th century,
the celebration took place at the beginning of summer. Gradually, it was
associated with October 31, November 1, and November 2 to coincide with
the Western Christianity triduum of Allhallowtide: All Saints' Eve, All Saints'
Day, and All Souls' Day.

Traditions connected with the holiday include building private altars called ofrendas, honoring the deceased using
calaveras and calacas, aztec marigolds, and the favorite foods and beverages of the departed, and visiting graves
with these as gifts. Visitors also leave possessions of the deceased at the graves. The Mexican Day of the Dead
celebration is similar to other societies' observances of a time to honor the dead. The Spanish tradition, for
instance, includes festivals and parades, as well as gatherings of families at cemeteries to pray for their deceased
loved ones at the end of the day.

Originally, the Day of the Dead as such was not celebrated in northern Mexico, where it was unknown until the 20th
century because its indigenous people had different traditions. The people and the church rejected it as a day
related to syncretizing pagan elements with Catholic Christianity. They held the traditional 'All Saints' Day' in the
same way as other Christians in the world. There was limited Mesoamerican influence in this region, and relatively
few indigenous inhabitants from the regions of Southern Mexico, where the holiday was celebrated. In the early
21st century in northern Mexico, Día de Muertos is observed because the Mexican government made it a national
holiday based on educational policies from the 1960s; it has introduced this holiday as a unifying national tradition
based on indigenous traditions.

Calacas in particular are born from the skeleton imagery; they are named for the calaca (colloquial Mexican Spanish
for skeleton), a figure of a skull or skeleton (usually human) commonly used for decoration during the Mexican Day
of the Dead festival, although they are made all year round. Tracing their origins from Mayan imagery, calacas are
frequently shown with marigold flowers and foliage. As with other aspects of the Day of the Dead festival, calacas
are generally depicted as joyous rather than mournful figures. They are often shown wearing festive clothing,
dancing, and playing musical instruments to indicate a happy afterlife. This draws on the Mexican belief that no
dead soul likes to be thought of sadly, and that death should be a joyous occasion. This goes back to Aztec beliefs,
one of the few and strongest traditions to remain after the Spanish conquest. Calacas used in the festival include
carved skull masks worn by revelers, small figures made out of carved wood or fired clay, and sweet treats in the
form of skulls or skeletons. Calacas are sometimes made of wood, stone, or even candy, similar to the sugar skull
calaveras.

The Calacas Kith began as chimera, growing out of those festivals as they became steadily more important in the
lives of Meso-American Mexicans. When the holiday spread north in the 1960s, so did they, and when the
Resurgence happened with the moon landing in 1969, the Calacas felt a great upwelling of wonder and joy and
surged to life as a full-fledged Kith, the first truly modern Mexican Kith.

Calacas in the north or major cities where you might find a few Kithain sheltering from the Duendes were often
found by the Kithain, taken in and taught the Changeling Way. Calacas in central and southern Mexico, or in more
rural areas where the Kithain fear to tread, were usually embraced with curiosity by the Duendes, who initiated
them into the Vida Duende. Because of this, and the spread of the Dia de Muertos, or Dia de los Muertos as it is
called in the U.S., north into states with growing hispanic populations, Calacas can be either Duendes or Kithain.
They see little difference in the distinction themselves even if their fellow fae do.

Calacas have followed the spread of the Dia de Muertos from Mexico, seeing themselves as tending to it in a
fashion. Nations with fair-sized populations of Calacas due to this emigration include Belize, Bolivia, Brazil,
Guatemala, Ecuador, Peru, the United States (particularly California, Arizona, New Mexico, and Texas), and the
Philippines, with smaller numbers found in Goa (India), Prague (Czech Republic), Wellington (New Zealand), and a
number of major cities in Australia, Indonesia, and Fiji that all host large Mexican-style Days of the Dead. They have
also taken an interest in similar festivals from other cultures.

The rise in media representations of the Calacas and the Day of the Dead has also helped to make them better
known, including a number of hispanic-themed cartoons, films, and video games such as The Book of Life, Coco, El
Tigre: The Adventures of Manny Rivera, Elena of Avalor, Monster High (Skelita Calaveras), The Nightmare Before
Christmas, The Corpse Bride, Coraline, Grim Fandango, Guacamelee!, and LittleBigPlanet.

Some note that the Calacas may rise partially from an earlier race found among the Mayans, the denizens of
Xibalba, the Mayan underworld. Since the Aztecs revered the Mayans and others who came before them, this is
entirely possible, and some Calacas have been noted to sport symbology consistent with Mayan and related
cultures like the Zapotecs and Mixtecs.

Appearance: There
is no mistaking a
Calaca in their fae
mien for anything
else; they are
uniquely distinctive.
Though not actually
skeletons, they are
certainly skeletal,
boasting bone white
skin stretched tight
over angular, often
exaggerated skulls
and joints. They
have little to no
nose and heavily
sunken eyes that
are often either
entirely black within
those depths or else
bizarrely intricate;
feline, reptile, floral
or star shape, and
the like. Intricate
patterns adorn their
faces often, outling
their eyes and other
linesand can include
raised beads, gems,
or stones actually
set into their flesh,
and their lips are
thin and usally pulled back to reveal their teeth in a wide, toothy gape, though are capable of closing those
surpsingly flexible lips when they wish. Many have a penchant to further adorn themselves with makeup, tattooing,
and body jewelry, the more vivid the better. Even the most subtle of Calacas is still quite notable. Their limbs, too,
and particularly their hands are quite cadaverous, with exaggerated joints.

Calacas are not necessarily all thin; they can be heavy-set, but their hands and faces still retain their skeletal
appearance regardless. Many Calacas are entirely hairless, with stylized markings where there would be hair, but
when they do have hair, whether on the head or face, it tends to be neatly coifed in stunning shapes and colors.

Calacas have a penchant for classic symbols of death, such as bones, stone, crosses and crucifixes, halos and wings,
and butterflies and the Aztec marigold. They have a general love of Aztec and Mayan themes on the whole, but are
willing to mingle them with symbols and styles from other cultures when they are living abroad.

Lifestyles: Calacas see themselves as caretakers of the dead, and especially of the Dia de Muertos. Born as they are
of a desire to remember the dead with fondness and joy rather than grief, they have a very different take on death
than most. They are not actually the spirits of the dead, but they often find themselves speaking for them, passing
on messages and trying to soothe and encourage their relatives. The Arts of Metamorphosis, Chicanery,
Oneiromancy, Summer, and the Spring Cantrip of Renewal are all useful in this, as well as Chronos, Naming, and
Soothsay for gathering information.

The arts of Autumn and Winter are sometimes used by protective or vengeful Calacas, or those who look for a little
thrill. Legerdemain can help them to simulate a haunting, and Contract to make deals with those families they make
attachments to. There is no Art the Calacas particularly eschew, as they see a use even in the darkner ones, given
their optimistic tendencies.

Calacas are typically a cheerful lot; they are not daunted by death, believing that memories of what was is a
powerful force and resource both. Many also have a penchant for history and academics as a result, and are
fascinated with the study of all things gone, intrigued by past cultures, exitinct beasts, and old tales. They believe
that so long as something is remembered, it lives on, and often find themselves attached to chimerical items and
creatures both mythological and historical. Calacas frequently take on positions as explorers and guides, professors
and researchers, curators and guardians, authors and balladiers. They keep the past alive in myriad ways, sharing
their knowledge with others rather than hording it. Of course, some also take on more expected jobs in cemeteries
and mortuaries, and even among the clergy, but they find numerous ways to celebrate what is gone but not lost.

Calacas of course take a particular delight in themes others might find morbid, and see beauty where many do not.
They often get along well with others who are a bit out of step with society on this, embracing eccentric views. Their
cheerful acceptance of the odd can throw off the more grim and dour, but otehr times it inspires and heartens
them.

Seelie Court and Valley Camp members are more prone to finding a location, family, or town to protect and watch
over. They strive to uphold ancient traditions and insure their chosen area's past is not forgotten. Unseelie and
Mountain Calacas are more prone to taking on roles as that allow them to travel or work alone, choosing to spread
their knowledge to a wide array of people rather than the same area or family consistently, more independent and
less community-oriented. Both groups have a general love for positions that allow them to delve into the past,
however they choose to engage with others. Duende Calacas of the Hill Camp are most prone to haunting humans
as a way of encouraging them to believe in the supernatural and their departed loved ones, but all Calacas will
partake of this practice to some extent.

While Duende Calacas have access to the Nunnehi Worldsight that lets them potentially see the dead, Kithain
Calacas do not, but frequently have one of the various Medium Merits instead. Calacas often befriend wraiths, who
find their penchant for keeping memories alive very useful to their own existence.

Calacas have a particular fondness for holiday food, and a notorious sweet tooth believed to be connected to the
sugar skulls which are one of the most famous symbols of their chosen day.

Childling: Young Calacas often find themselves falling into patterns of hero worship, either of a past relative or
somebody else long gone. Others take a deep interest in some historical topic such as an ancient civilization or
dinosaurs. They also love holidays and traditions, and hate it when they don't get celebrated. Older Childlings retain
this sense of wonder, and love to share it with others. While still colorful, there's often a certain simplicity to their
garb and mannerisms born of their child-like wonder, more archetypal. Their facial markings likewise tend to be
simpler, often more geometric or symbolic, with two or three main colors.

Wilder: More adventurous wilders may still engage in hero worship, but often they inspire to emulate their heroes.
They are bolder in their efforts to explore facets of death and the past, and tend to be more aware that not
everybody shares their fascination but still eager to try to sway them. They're more specfically vibraint often than
the more innocent childlings, having perfected their vision of who they are. Their facial markings tend to be more
elaborate, and though still colorful may have more intricate designs and hue combinations.

Grump: Calaca Grumps have usually staked out a location or area of expertise. They are often the patriarchs or
matriarchs of families, venerable scholars, or well-known figures in their community. More staid, many act as
guardians and repositories of knowledge, letting their students come to them rather than the other way around.
Their facial markings are more subdued and elegant often, lending them a certain dignified air.

Affinity: Actor

Spirit Ability Modifier: 0; -2 diff. when dealing with wraiths and the dark umbra (only for those who are on the Vida
Duende; Kithain on the Changeling Way don't get a Spirit Ability Modifier or access to Duende/Nunnehi spirit
powers).
Revelry: Unsurprisingly, the number one source of revelry for Kithain Calacas is holidays, particularly the dia de los
muertes. They also draw inspiration from uncovering a forgotten fact or item or seeing their lessons taken to heart
by others, especially when they can inspire genuine awe or interest. The more jaded or cynical their student, the
bigger the reward if a Calaca can reach them.

Unleashing: Calaca unleashings are warm and vibrant; scents are one of the biggest parts, with the perfume of the
marigold, the distinct odor of burning candles and copal, and the aroma of holiday specialities like pan de muerto.
Audio cues often include appropriate music, prayers, and sounds of festivities. Bursts of marigold petals and papel
picado traditionally accompany a Calaca unleashing as well, and sometimes fireworks or bright splashes of color
related to the shapes on their faces.

Birthrights
Caminata
Fantasma - The
Ghost Walk of
the Calacas
allows them to
take on a
wraithly form
for a time.
While some
believe it
related to their
connection with
the dead,
others note it
may be more
connected with
their time as
chimera. Either
way, for one
Glamour the
Calaca can
become
incorpoeal,
entirely unable
to affect or be
affected by
anything
physical for one
round. This
duration can be
extended by spending additional points of Glamour. If used in a haunt, cemetery, or mortuary duration is doubled.

Fiesta de Recuerdos - Calacas are born of the humanity's memories of the dead, specifically their loved ones.
Though the Calacas are not actually the spirits of those lost, they empathize with the humans and seek to comfort
them, sometimes passing as their loved ones, at other times passing on messages for them. Though they do this as
part of their innate nature, there is also a benefit to it: the Feast of Memories. By helping humans and others
remember and celebrate good memories of their loved ones, Calacas can draw upon the Glamour born of this, in a
fashion basically identical to the Reverie of the Kithain save for the source. Also, since humans who follow this path
usually leave food and offerings to the dead, a Calaca who makes use of the Feast of Memories may survive without
actual sustenance for one week per point of Glamour gained by this method. Particularly active Calacas can go
many months without having to eat, and though they often grow particularly thin and skeletal (even for a Calaca),
they remain healthy. Kithain Calacas tend to be particularly adept at this Birthright.

Frailty
Maldición del Olvido - The other side of the Feast of Memories is the Curse of Oblivion; Calacas live to be
remembered. They are not merely born of the Dia de Muertos, they are bound to it, which is why they are never
found anywhere it, or something similar, is not celebrated. All Calacas have a driving need to attend at LEAST one
such festival a year, and the inability to do so lingers with them, causing Banality gains to be doubled until they can
resolve their situation. Calacas are also highly averse to being forgotten, and situations such as being stood up for a
dare or having a friend forget to invite them to an event can trigger a Banality check.
Stereotypes
Carina Llamada, Professor of Law teaching history of law at the University of Texas at Austin and Calaca Grump,
lectures:

on Boggans - "It might surprise many to realize how well we get along with Boggans, but think on it; we both tend to
be optimists, both have a love of food, and both value tradition and community."

on Clurichauns - "One can turn a wild festival into a raucous brawl, yet I must admit they are unforgettable."

on Eshu - "They may be the only Kith I know who love a good tale more than we do."

on Nockers - "Their amazing designs can make any festival that much more special, provided you can weather their
attitude to get them made."

on Piskies - "How sad, to never be able to stand out. We won't even speak of the terrible insult of stealing from the
dead."

on Pooka - "The lying doesn't bother me as much as the pranking; they can bring laughter to a party, but some go
just a touch too far."

on Redcaps - "One ate the ofrenda of a family under my care. Not just the food they left on it. The entire ofrenda!
Barbarian!"

on Satyrs - "I suppose many will think it's their passion that draws us to Satyrs, and they're right, but not in the way
they think. Oh sure, many share our love of a good party, but it's their scholarly appetite that truly appeals to us."

on Selkies - "They remind me of llorona, so very sad and longing. The time taken to get a smile from one is well
worth it."

on Arcadian Sidhe - "On the one hand they remind me of the conqiustadores, on the other their return was the
catalyst that breathed us fully to life. How can I reconcile that?"

on Autumn Sidhe - "I have known few, but they seem a noble lot, more in touch with their people."

on Sluagh - "So solemn and proper. How can they not see that not only is there no life without death, but no death
without life?"

on Trolls - "Did I say the Sluagh are solemn? They are gregorious compared to these walking monoliths. Still, the
giants are usually polite to us, and surprisingly willing to listen."

~-~-~-~-~-~-~-~-~-~-~

Merits and Flaws

Any of the Medium Merits and Flaws are well-suited to the Calacas, as are certain Sluagh merits and flaws.
Kerubu Aje
Flying Witches of the Caribbean

Changeling Type: Kithain


Playable: Fully Open

The Kerubu Aje go by many names; they are the Soucouyant, Soucriant, or
Sukuyan in Domincan, St. Lucian, Trinidadian, and Guadeloupean folklore,
the Loogaroo or Lougarou in Haiti, Lousiana, and Grenada, the Ole-Higue,
Ole Haig, or Ol' Hige in Guyana and Jamica, the Asema in Suriname, and
Hags in the Bahamas. Born from a mixture of West African and European
folklore, mostly Yoruban and French, they are unique to the Caribbean and
northeast coast of South America. Their own name for themselves is from
the Yoruba language, and means "winged witch."

Feared shapeshifters who fly through the night, nobody is quite certain
when they became a true Kith, but they have haunted the Caribbean for
over two centuries. Though feared by mortals as shapeshifters, vampires, and witches, the fae of the region turn to
them for wisdom and spiritual guidance.
Appearance: Despite the myths, Kerubu Aje can be both male and female. Their skin is full of wrinkles; children
among them have smile lines and furrowed brows and skin that seems stretched too tightly, swiftly becoming loose
as they grow up; by the time they're in their mid-20s they have heavy wrinkles all over, like a shar pei. They prefer
loose-fitting garments that are left behind when they transform, save for their shifting skin, which they always wear.

Large owlish or small, beady dark eyes are common, as are other features reminiscent of their chosen flight form.

Even in their mortal miens Kerubu Aye appear to age prematurely, often with sallow or loose skin, gray hair, and
dull eyes, though some have eyes that are eerily bright in the night.

Lifestyles: Kerubu Aje are born of a curious blend of dreams, rising from fears of the night, the dark, and witchcraft.
Their magic always appears dark or ritualistic in form, like one might expect witchcraft or black magic to be, and
they often take on roles as sages, cult leaders, village shamans, seers, and witches. Playing to their strengths, they
cultivate an image of mystery and magic, among both mortals and the fae. Afro-Caribbean religions like Vodou,
Santería, Candomblé, and Obeah are popular among them, and they immerse themselves in them. Other Kiths
come to them for advice, healing, and their great knowledge of magic and history. They also embody the perceived
wisdom of age and sacrifice, part of why they seem to age early.

Seelie and Unseelie Kerubu Aje are often very similar in attitude, so much so that it can be difficult to tell them
apart. They embrace their dark side, seeing nothing wrong with it, using their nature to protect their friends and
family. Their attitude toward black magic often puts them at odds with more classically Seelie fae, especially since
the few truly evil Kerubu Aye are frightening creatures, and even some of the more benevolent harbor curses that
force from them unsavory actions such as vampirism.

Kerubu Aje are among the most accomplished of sorcerers; they disdain no Art, pursuing any that fits their needs.
Metamorphosis, the four seasonals, Pyretics, Soothsay, Naming, Tale-Craft, and Chronos are particularly common.
Many also collect various magical artifacts and wonders to use in their crafts, and often the aid of various chimera,
spirits, and other magical companions. Kerubu Aje are even known to take totems, often cast to them as Loa,
Orisha, or similar spirits, in the same way a Nunnehi or shifter might. Without merits or other magic that lets them
speak to spirits, they often require the aid of a fellow Kerubu Aje already bound to one or another ally to make
contact with one themselves and strike a deal.

Blood magic is common among Kerubu Aje, and many also take on the traditional form of a flying orb of fire or light,
using Primal, Pyretics, or Summer in their owl or bat form. Fire magic in general is common, a frequent theme in
myths of this Kith. Metamorphosis and Pyretics are ofen combined to take on fearsome forms with fangs, claws,
and dancing flames. Kerubu Aje will craft a particular image or persona in this way, claiming it to be their true form
only mastered via their magic.

A favorite trick of the Kerubu Aje is to eavesdrop in their bat or owl form, to learn new secrets and keep watch on
those they wish to protect.

Kerubu Aje in South America seem to have somehow maintained contact with their kin in the Caribbean despite the
wall that has long stood between them. They have kept the secrets of Bellatierra from the Kithain of North America,
and in recent years act as a bridge between the two regions, as well as North America. In the United States Kerubu
Aje are more rare, mostly found in the deep south around Louisiana. Some have also ventured east to Europe and
Western Africa, where portions of their legend arose from, particularly France and Yoruba lands.

Childling: Young Kerubu Aje have a penchant for sneaking out at night, taking an interest in the occult and unusual
studies and hobbies, and befriending animals others often fear. They're often the odd ones out, befriending other
outcasts like Sluagh. They take a somewhat innocent view of the darker side of life, similar to the Addams Family or
Munsters. Actual children among this Kith are rare since, like Selkies, their heritage is usually passed down, and so
most of the time older Kinain or mortals are chosen. Still, on occasion a child is granted a shifting skin, and, again
like Selkies, every so often one is born wholly new. Older Kerubu Aje retain that sense of wonder of the dark secrets
of the world.

Wilder: Most Kerubu Aje begin as Wilders. Enchanted by the allure of the dark, they seek out knowledge, mundane,
fae, and occult, and befriend strange beasts and outsiders. They can be fearsome to those who do not know them,
but many fae have come to recognize their wise council. They often seek out teachers and mentors to learn more,
or swap secrets with friends and allies.

Grump: Great seers, high priestesses, and village elders, Kerubu Aje elders are among the most potent of witches
around, feared by their enemies, celebrated and sought after by fae and others. They have often developed a
following, settling down in one place, typically in a home with a treasure trove of mystical trappings and items. They
fully embody their roles, mastering numerous fields of study and become adept performers and ritualists.
Affinity: Actor

Revelry: Kerubu Aje revel in learning, in discovering new knowledge or passing it down to the worthy. Potent and
well-wrought rituals and festivals also ignite their passion.

Unleashing: Lights dim and the sounds of night fill the air; cries of owls, chittering of bats, the chirp of crickets. Hair
stands up on the back of the neck, and there is often the sound of ritual music and chanting.

Birthrights
Wings of the Night - When a Kerubu Aye gains their shifting skin, it
transforms to suit their nature. Some are able to transform into large
bats, others into owls, but the form chosen upon gaining the skin is
the form it will grant until passed on. The Changeling must be
wrapped in their shifting skin and leap off a height at least several
feet off the ground, such as a chair, out a window, or off a short stone
wall, transforming at will.

Line of Ages - A Kerubu Aye's shifting skin is more than their faerie
soul; it is their connection to both the past lives of the previous
holders and to ancient beliefs, similar to the Akashic Record. This
grants the changeling a wealth of knowledge; all Intelligence or
Knowledge rolls made by the Kerubu Aye are at -1 difficulty, and
Intelligence or Knowledge rolls involving a Specialty gain an automatic
success. Remembrance rolls also gain an automatic success. Lastly,
Kerubu Aye can not botch Academics or Enigmas rolls.

Frailty
Shifting Skin - In legend Kerubu Aje cast off their skins, sometimes burning them or eating them ritually to
transform. In actuality, they are more like a Selkie's seal skin, usually warn as some sort of jacket, shawl, or scarf,
depending on the form they take when they transform: leather for bats, yarn or heavily-fringed cloth for owls. Like a
selkie's coat, destroying a Kerubu Aye's shifting skin destroys their soul, but they are difficult to damage, heavily
resistant to fire and requiring a successful Strength roll (difficulty 9) to damage, and at least three successes to tear
in half. Casual contact with flame will do no damage at all, and small rips and punctures heal over time. Only by
completely burned, or shredded with cold iron, can it be destroyed. When they transform, Kerubu Aje seem to
throw off all of their clothes and burst from their skin, leaving it behind to rapidly turn to dust or ash.

Also, Kerubu Aje can never have an appearance over 3.

Stereotypes
Mambo Kimi, Ol' Hige in Kingston Jamaica, lectures:

on Boggans - "They embody the principle of hospitality. I know they often fear us, yet they always welcome us in, so
we respect and protect them."

on Clurichauns - "Feisty little troublemakers, there are more around than you'd think on islands where the British
settled, like Jamaica."

on Eshu - "Our relationship is unique. We are born of legends from West Africa, but they are actually from there.
They taught us Tale-Craft, and serve as a connection with our ancient homeland, while, curiously, our bond with the
past helps us to teach them of their own origins as well."

on Nockers - "They are not afraid of the dark secrets we offer them."

on Piskies - "Incredible how they move among others so effortlessly. We're more familiar with their African cousins,
the Yumboes, who live in our memories, but both are equally welcome friends."

on Pooka - "They understand our animal side, and that the world is not all it seems to be."

on Redcaps - "Hungry like the darkest spirits. They know the power of blood."

on Satyrs - "Dance, little godling, dance, and we will call down our ancestors!"
on Selkies - "Sisters in the sea, we know you."

on Arcadian Sidhe - "They think they know it all, but we can offer a legacy of power they will never understand."

on Autumn Sidhe - "They are far more in touch with the true nature of the world than their Arcadian cousins
squabbling over courts."

on Sluagh - "Though born of different traditions, we share the night."

on Trolls - "Honorable, stern giants, it takes time to earn their trust, but it is worth doing so."

~-~-~-~-~-~-~-~-~-~-~

Merits and Flaws

Flaws related to their connection with the night, bats, owls, and fear are common, as are those dealing with spirits
and wraiths and Knowledge-based merits. Many suffer from feral or hideous miens, and the flaw Psychic Vampire is
common. Many also enjoy the aid of cults and various occult allies and dreamers.

Blood Magic (7-Point Supernatural Merit) - The Kerubu Aye has inherited the ability to use potent blood magic.
Cantrips and other magic imbued with at least one blood point of their own fresh blood gains an automatic success;
this typically requires inflicting 1 lethal on themselves. Using blood taken forcibly from another also grants an
automatic success, while using blood given freely by another also lowers the difficulty of the magic by 2. Kerubu Aye
with this power are highly sought after for blessings or curses paid for in part by the sacrifice of blood. Lastly,
attempts to use any sort of blood magic AGAINST a Kerubu Aye with this merit are made at +2 difficulty, which
includes vampiric disciplines, making them feared and respected by Caribbean vampires... and those who wish aid
against them.

Vampiric Healing (5-Point Supernatural Flaw) - The Kerubu Aje can only heal through vampirism, drinking the blood
of the living in a manner similar to Kindred. Unlike Kindred, they cannot store this blood for other purposes,
drinking it and using it to heal their wounds. 1 blood point instantly heals 2 bashing, heals 1 lethal over the course of
an hour, or 1 aggravated damage per day. Even healing magic like Spring's Well of Life requires an imbuement of
one blood point by the caster to work on a Kerubu Aye with this curse.

You might also like