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We are changelings, the Wyrd ones:

neither fully fae nor wholely mortal.


We are everywhere, yet you have never seen us.
We hide, not behind some fragile Masquerade,
but in plain sight with the power of the Dreaming.

Without any awareness of our true nature,


humankind crushes us beneath its banal heel.
The Dark now rules our homeland, Arcadia.
It hunts us, threatening to consume
both mortal and fae alike.
DEDI CAT I O N S

To all the creators who worked on Changeling: The Dreaming over the years — you provided me with
countless hours of inspiration and made possible so many wonderful gaming memories with my friends.
Thank you. I can only hope my humble contributions affect others a fraction of how yours affected me.

Special thanks to Joseph Corsentino for licensing his Time of the Fairies art for use in this book. Check
out more of his work at jcorsentino.com.

DESI G N

WRITING AND LAYOUT — Charlie Cantrell

EDITING — Anna Matsen Cantrell

ART

Jameson Mallari Atenta, Joseph Corsentino, Heorhii Heorhiichuk, Imagine Nation, LLC, Dark Indigo,
Andry Kiselev, Emre Kuzu, Arnold Lorens, Isabella Mariana, Nejron, Passigatti, Lucas Pezeta, Pixabay,
3Motional Studio

ADAPTATION

Yogananda Silveira (Yogarpg)

CHANGELING: THE DREAMING created by Mark Rein•Hagen, Sam Chupp, Ian Lemke, and
Joshua Gabriel Timbrook

DI SCLAI M ER

This is purely a fan work. It is not indicative of the direction for any official release of Changeling: The
Dreaming by White Wolf or any of their licensing partners. This document is freely distributed and
may not be sold.

Portions of the materials are the copyrights and trade-


marks of White Wolf Entertainment AB, and are used
with permission. All rights reserved. For more informa-
tion please visit white-wolf.com.
You already know this part of the story.

Once upon a time, the Elder Dark ruled over everything.


In time, a new dream rose up in opposition. The First
Born warred against the Elder Dark. In the end, the
Elder Dark were sealed away for all time, and the First
Born left for realms unknown, leaving the world in our
care.

Over time we grew complacent. Instead of fighting


to maintain the great oaths that supported the world,
we fought each other. Our conflict escalated until we
inadvertently tore our world apart. The Shattering
permanently separated the mundane from the Wyrd.
Some of us fled to our homeland, Arcadia. Others were
trapped in the mundane.

Eventually, the world healed enough for the Wyrd to


re-emerge in the mundane. The glory of the Resurgence
was short-lived, though. We squandered our
opportunity to repair the world. Resentment between the
Arcadian and Earth-bound fae boiled over into outright
war. In our darkest moment, as the history leading up
to the Shattering seemed destined to repeat itself, High
King David emerged to end the war.

Peace was fragile, so the moment the High King


vanished, old rivalries re-emerged. The kingdom he
established crumbled around us. The Parliament of
of a
fi r s t battles il war
as the -on civ
s d i s banded ust as a full ed our High of
Dream broke out. J Seif return arliam
ent
w a r , S i r t h e P
new ble and
inevita eased,
seemed us. Tensions rder.
t o b a ck to o ho
K i n g
w a s cal l e d
i n g D avid w
s igh K
Dream . The H an from the
one
i o n a r y often
r o v e d illus d i f f erent m s aloof and
Hope p y a his
e d w a s a ver ew David w c e . D uring
return ished. This n prese n shed
o v a n t e n t i o n and
h t l o n g bani e
wh at ug g th
in both res tho rontin e
absent ce, Nightma tead of conf o their privat
i g e n . I n s t e d t n to
e d
negl e
se
n mas leaders retr rew embolde t in
ea
n e d
retur , our urt g a sea
r e a t h ead-on Shadow Co ven occupy aying
th he to e s
aries. T far as swirled e
sanctu y, going so t all, rumors elves into th
p e n l g h i h e m s r .
a y
act o n
u
t. Thro s organized zed in disar ate
t
a m e
Parli emie araly ccur
r a n c ient en le we stood p cence. How a
ou whi nes
Court he Eva
Black d this time t
le
We cal
e r e.
we w .
d o n ’t know
o u n.
w t h e part y
a d i a i s falle re
No . Arc htma
t i s u pon us g in its nig
h
er Nig reamin
The Ev s holds the D
es
Darkn
grip.
I know that’s a lo
t to take in, but
you can’t deny I also know
the truth of my
chaos swirling ar words. The
ound us is ampl
how did it come e proof. So
to this? I’ve travel
America in an at ed all of North
tempt to find ou
step is to visit th t. My next
e rest of world, as
everywhere is ju the situation
st as dire as it is
meantime, this he re. In the
is how things st
you, dear reader an d here. I hope
, are able to mak
information to n e use of this
ot just survive bu
better world from t forge a
the ashes of this
one.
The downfall be
gan with the fin
of True Thomas al prophesy
. I’m still workin
together its enti g on piecing
rety, but the disa
aftermath makes rr ay in the
it difficult. My
is that True Thom understanding
as requested an
audience before emergency
Parliament to pr
prophesy. Every esent his
seat in the cham
He spoke of the oa ber was filled.
ths upholding th
falling, the Elder e Dreaming
Dark loosed from
prisons, a Darkn their eternal
ess not seen sin
Fist Born consu ce th e time of the
ming the Dream
that the Fell wer ing, and finally
e among them. H
King David of be e accused High
ing an imposter
a statement no do since his return
ubt eliciting disb ,
audience. David elief from the
took the podium
allegation. Poin to respond to the
t by point, he co
nfirmed every
part of the prop
hesy. I can on
sense of dread ly imagine th
the members of e growing
felt as he wen Parliament m
t through the ust have
got to the end list. By the ti
, his facade had me David
revealing him dropped compl
self to be one of etely,
slew True Thom th e Fell. The im
as. The Black poster
somehow plan Court must h
ned the whole ave
army descend thing, because
ed on Parliam their
of Thomas’ bl ent before the
ood even hit th first drop
Knights foug e floor. The Red
ht valiantly, Branch
safety as they getting as man
could. The Fel y fae to
and Tara Nar l were overwhel
, the heart of C ming,
before the onsl oncordia, crum
aught. It now bled
Black Court. stands occupi
ed by the

News of the ev
ent traveled q
chaos breeds op uickly, and fo
portunity. In r some,
Renewal Leag Apples, the Urb
ue never truly an
the War of Con went away af
cordia was av te r
into action an erted. They sp
d launched a rang
assassination hastily put to
attempt on Qu gether
the tumult ca een Mab. Than
used by the B ks to
was successfu lack Court, th
l. From there, e attempt
League. Prince city after city
ss Lenore con fell to the
reestablish the tinues her atte
rule of the cou m pt to
with both poli rts, but her in
tics and strate experience
futile effort. W gy has left th
ith a few notab is a mostly
now an Urban le exceptions,
Renewal Leag Apples is
ue stronghold
.
and
d h i s mask
move . He
g M eilge re Black Court
i n e ing
i l lows, K egiance to th on the winn ve
I n W
d h i s all h e d t o be e s s m ust ha
e
declar l fae who wis im. His add r g it,
g e d a l j o i n h h e w a s givin he
ur to As ed t
history r some time. d have oppos The
side of f o u l ed.
anned who wo minat
been pl s under him brutally eli ck Court
le d la
the nob e quickly an officially B o find
e r i s wh h
move w o f W illows
t f o r t he fae e e n F aerilyt
o m os u
Kingd . Hope isn’t l in, though. Q ar, and now
territ o r y w ith ra N ell.
e l v e s trapped the fall of Ta ge and the F
thems fter
home a cy against
Meil
u r n e d n lries
ret insurg
e
ld riva
s a n t e r . O
lead no bet e now
c o r d i a fares mmering ar ie fights
n i l
t of Co long s rs. See
The res d. Jealousies ht commone e Urban
ce g th s
resurfa ver. Nobles fi ourts fights nd broken a
o C e a n
boiling . The Shadow ces are mad ce a collectio
e e l i e l l i a n s o n
Uns ue. A at wa k of
e n e w al Leag ch other. Wh w a patchwor it
R t ea no gh
ll figh ingdoms is doms. Throu k
they a k e f c
e grea t ent fi the B a l
of nin s of independ ue to fall to t the War of
ed tin ep
hundr oldings con r, who once k ntil David’s
r h a k e n u
d g to
all, ou iall Peacem o u t of ha a t t e mptin
N n g e
Court. a from getti e countrysid
di th
Concor now travels
,”
“return
con
of D vince
ske ream chang
ptic s. T e
al a he f lings
Wh fter ae h to e
wh e s
out at of at h meet tablis
M app s ar h
sin of Ta orwe ene e un a new
c e r a n dt
Cir . My Na , Da o th derst Parli
c r v
an le hol sour , but id’s s e la and am
st o abl ent
cien di c e s h i s
how t g ng a s tell e has ter? I ne. y
hav to pr reat o nd h me s n’t b know
e a e
the e fall serve aths — s bec he’s re en se she
w e n t o t e m
sol orld . Sh em, whic e ob eate n pub ade
h m r
ved , e a h s d l it
firs let alo doesn nd h ones essed to a C icly
I’ve t . n e C ’t be o w a r w r y
onc liev to rep e still ith th stal
I da heard ord e th lace s e
I m re no tales ia,
u
ere
i the tandi
t
pre ention sprea of eve
n less any nes ng,
s o
par n tha h th
mo ed it on d them stra t pr ope f at
o
s f wit nger obl
our t I ca or an ly to hou t em r
s e n y t r e m h i is
but lves do i hin ind t con ngs
d i n s w g . y fi a
a li on’t . I k ish Wi ou rm foot,
t
con ving lose h now you l h tha to sta ation but
e i t y
see flict. mbod eart. Y t mus uck in , dear aler first.
you E mb imen ou a t see thi read t and
triu rac t r m s er
Ma mp e yo of sto e a ch overw world , the
yt han u r i ld h w
he F t. r Wyr y, an of th elmi e find
—L a tes d !N d a e n g
ady alw urt ll sto Dream ,
Jul a ys u re i r i es h ing
ia S gu t ,
pen ide , a nd ave
cer you it w
-Dr , ill
ake
16
C oncepts
“Night glitters here like blood-stained glass, and the world seems caught between a
madrigal and a scream. The woods are dark and monstrous, the cities labyrinths
of steel and pavement. In the shadows, beings out of nightmares plot and bicker.
Welcome to the World of Darkness, a distillation of modern twilight.”
— MAGE: THE ASCENSION, 2ND EDITION

F
air folk, wyld ones, Kithain, Nunnehi, Hsien, with it. Is it possible to hold onto one’s identity when it is
Djinn: there are as many names for them as there always under assault? What happens when an individual
are human cultures, but they all refer to one reaches their breaking point?
thing — fae. The fae are otherworldly creatures
that subsist on the creativity of humanity. They’re beings
of extreme passion unbound by human constraints. Their Goals
emotions consume them — joy, sorrow, love, contempt The primary goal of this take on Changeling is to
— more acutely than any mortal could hope to imagine. foreground the horror of the setting, bringing the tone of
Once, they ruled over a realm of imagination, the collective the game in line with the feel of the World of Darkness as
subconscious of human society known as the Dreaming. set by V5, while holding onto the same core themes that
Now they are refugees cut off from their homeland and always made it unique. It aims to increase the playability
forced to dwell in a world hostile to their very existence. To of the game. Player character types should have greater
survive, they adopted the Changeling Way, an ancient prac- flexibility. Changeling’s rules and terminology should be
tice of merging an Earthly soul with a fae. It offers them global instead of pigeonholed to a single culture. The divide
protection against the mundane and allows them to hide between the mundane and the Dreaming should be clearer
from the Dark. With the Dark in control of the Dreaming, and easier to conceptualize. The accomplishments of the
mortal society is suffering. Humanity as a whole is gradual- characters should feel consequential instead of having no
ly descending into a more primal mindset — fear, instinct, impact on the “real” world.
xenophobia, and hatred.

What This Is Not


Theme This is not a complete game. The reader will need a copy
Changeling: The Dreaming explores the existence of of both Vampire: The Masquerade 5th Edition and Change-
the outcast. Changelings are exiles from a world that wants ling: The Dreaming 20th Anniversary Edition to make use
them dead, attempting to survive in a world that won’t of this document. Vampire contains the core rules of play
tolerate them. The changeling experience is a metaphor for and character creation, while Changeling has everything
the marginalized experience — minorities, the disabled, the a Storyteller needs to understand the game’s setting and
non-neurotypical, and the LGBT+ community. Even when tell stories within it. This book only illustrates the changes
not facing overt hostility, the micro aggressions are con- from either source.
stant, and changelings are deeply divided on how to deal

17
CONVERSION GUIDE

FROZEN, THE — Autumn People in C20, mortals so en-


Lexicon meshed in the mundane, they’ve become living avatars of
Players and Storytellers experienced with Changeling: Banality. Their very being is antithetical to the Wyrd.
The Dreaming will notice a mix of new terms and familiar
terms used in new ways throughout this book. The new
HIDDEN — Chimera in C20, anything that exists on the
names for previously established concepts were chosen help
meet the goals of this guide — to make aspects of the game other side of the Mists from the mundane world.
more accessible, to get away from being culturally specific,
or to heighten the game’s inherent horror elements. This KITHS — Specific family groups of fae originating from the
lexicon serves as a guide to help ease the transition from broader Legacies.
Changeling: The Dreaming 20th Anniversary Edition to 5th
edition World of Darkness.
LEGACIES — Archetypes in myth and legend from which
all fae descend: Lore Keepers, Makers, Nobles, Passionates,
BRANDED, THE ­— Dauntain in C20, these are broken faerie Stalwarts, Terrors, and Tricksters.
souls disconnected from the Dreaming who can only ease
their Nightmare and restore their Wyrd by preying on
changelings.

BURN OUT — Similar to Rhapsody in C20, this is the act of


achieving Epiphany through a dreamer beyond the limits of
a mortal mind. The person is no longer able to function in
human society.

DARKENING — The twisting of the Dreaming and the Wyrd


to accommodate the Elder Dark and their Fell children.

DREAMERS — Similar to Touchstones in V5, these are the


people who remind a changeling what it means to be born
of the Dreaming and give her sanctuary to let her Wyrd fly
freely.

ELDER DARK — Fomorians in C20, the original inhabi-


tants of the Dreaming born from a primal world predating
humanity.

EPIPHANY — The act of basking in new Wyrd generated by


humanity giving release to a changeling’s Wyrd and easing
his Nightmare.

FELL, THE — Thallain in C20, the nightmarish servants of


the Elder Dark and changelings corrupted by the Darken-
ing.

FIRST BORN — Tuatha de Danaan in C20, the progenitors of


the fae who guided humanity to higher order thoughts and
emotions, altering the Dreaming to match.

18
CONCEPTS

MORTAL SEEMING — Fills a similar function to Convictions RAVAGING — An act of violation ripping the Wyrd out of a
in V5, the part a changeling plays in mortal society allowing mortal by force.
her to pass in the mundane word and providing protection
from Banality.
TITHED, THE — Mortal souls trapped in Arcadia when it fell
to the Elder Dark. Twisted by the Darkening, they seek ven-
MUSING — Similar to Reverie in C20, the act of inspiring a geance against the changelings who left them to their fate.
mortal the heights of creativity so her inner Wyrd radiates
outward.
WYRD — Glamour in C20, the creativity, unbound chaos,
and infinite possibility flowing from humanity that compos-
NIGHTMARE — The frustration and restriction a changeling es the Dreaming.
feels from being constrained in world that can’t accept her
true nature.

19
20
L egacies
“Things need not have happened to be true. Tales and dreams are the shadow-
truths that will endure when mere facts are dust and ashes, and forgot.”
— NEIL GAIMAN, DREAM COUNTRY

A
ll the stories of humanity, regardless of location or culture, carry the same handful of archetypes.
Changeling scholars debate if this is due to something intrinsic in humans or because of some fun-
damental property of the Dreaming. The Dark’s hold on the Dreaming and the ensuing challenges
mortals are facing only serves to muddle the question. As living myths themselves, the fae also belong
to a distinct set of archetypes called Legacies. Every culture has their own variation on each of the Legacies, called
Kiths. The Kiths are specific manifestations of the Legacies. Legacies provide changelings with a Quest and Ban,
while the Kiths give them their Birthrights and Frailties.

HOW DO I LOOK?
The Wyrd is infinite possibility given form.
Changeling appearances, even within the same
Kith, vary dramatically. The Changeling Way
forces a small degree of uniformity among the
fae from the Wyrd’s marriage to the mundane.
All changelings have a humanoid form, and the
Kiths have one or two defining characteris-
tics. For example, all pooka have some kind of
animalistic feature, and all trolls are large with
horns. Aside from that, a changeling’s appear-
ance is limited only by the imagination of the
player.

21
BOOK
CONVERSION GUIDE

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2222
LEGACIES

L ore K eepers
Academics emerge from all Legacies, but the Lore Keepers elevate scholarship to an art form.
Historians They preserve faerie wisdom for all changelings, be it records of events, stories to impart
Mystics lessons, the legends composed of equal parts myth and fact, or the rituals underpinning fae
society. They ensure the ancient knowledge is never lost to time, a role that takes on even
Storytellers greater urgency with the Mists constantly threatening the integrity of changeling memories.
Sages Lore Keepers may wander the world in an effort to unearth new tales or they may dedicate
Rite Masters their lives to the oral traditions passed from one generation to the next. As long as the role of
a Kith is to safeguard or pass along knowledge, it descends from the Lore Keeper Legacy.

Quest:
Lore Keepers are always on the hunt for new knowledge. Be it art, songs, stories, instructions, history, lore, or wherever else
the Lore Keeper’s interests lie, she is always eager to learn something new.

Ban:
For Lore Keepers, no act of learning the core of their being. To reject it is to reject them. They can’t abide by one trivializing
gaining a new skill in their interest area.

Kiths BIRTHRIGHTS
Eshu her Wyrd.
Testament, Balance
See C20, page 93. FRAILTY
Curse FRAILTY
BIRTHRIGHTS
Truth
Serendipity, Talecraft
Kahuna
FRAILTY See C20, page 416. Moiræ
Recklessness Revelry: A kahuna eases his Night- See C20, page 390.
mare by communing with the local Revelry: The oracles ease their
Fu Hsi spirits or discovering an omen from Nightmare though the instruments of
See C20, page 425. fate — tarot, tea leaves, palm reading,
the gods.
Revelry: Fu hsi ease their Night- goat entrails, etc. They achieve revelry
Unleashing: A kahuna is normally
mare though puzzles, mental games, by divining someone’s fortune in a
a peaceful, serene being, but when he
and riddles. Playing or creating them traditional manner.
Unleashes his Wyrd, the fury of the lo-
doesn’t matter, as long as they’re an Unleashing: A moiræ’s Wyrd
cal spirits add to his, ensuring his will
interesting challenge. is subtle, even when Unleashed. It
is carried out and transgressors receive
Unleashing: The serpents’ Unleash- weaves itself into a web to trap its
the punishment they deserve.
ing is a mask of lithe grace, beautiful unsuspecting target, where the threads
and entrancing. It’s patient, waiting BIRTHRIGHTS
of fate cut the person to the bone.
until its foe becomes complacent be- Break Taboo, Spirit Speech
BIRTHRIGHTS
fore striking as the viper it truly is. FRAILTY
Aural Perception, Fata
BIRTHRIGHTS Omens
FRAILTY
Luck
Wani Form: Wani form only
Korred Superstition
See C20, page 447.
manifests when the fu hsi Unleashes

23
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2424
LEGACIES

makers
All changelings create, but those fae of the Maker Legacy are the quintessential artisans. Mak-
ers are responsible for wonders of faerie kind, from weapons unimaginable to mortals, to fan-
Bumkins tastic treasures pushing the boundaries of the possible, to Hidden places of power harnessing
Crafters the Wyrd for changeling use. Their creations aren’t limited to the Wyrd or even the physical.
Mad Scientists They’re architects and landscape artists without peer. They’re programmers reshaping the dig-
Inventors ital realms. Makers are also planners, coming up with new processes to accomplish tasks more
effectively or simply finding the most efficient way to reach a goal. Woe to anyone who faces
Grunts
off against a Maker strategist. Any Kith concerned with invention or new perspectives has its
origins in the Maker Legacy.
Quest:
Makers are always looking for an opportunity to put one of their creations or ideas into real world use. Whether it’s a new
landscape, a new philosophy, or a steam-powered death ray, they want to their brainchild in action.

Ban:
Makers can’t abide leaving things to fate. A good idea, the right technology, or dedicated hard work can overcome any chal-
lenge. The idea that something “meant to be” is antithetical to them.

Kiths
Boggans Nockers tsunsdi repaired over the years, the
See C20, page 88. See C20, page 95. brokenness they’ve mended, the dis-
order they’ve cleaned — all of it flows
BIRTHRIGHTS BIRTHRIGHTS
forth confusing, disorienting, and
Craftwork, Social Dynamics Make It Work, Fix-It
breaking apart their adversaries.
FRAILTY FRAILTY
BIRTHRIGHTS
Call of the Needy Perfect is the Enemy of Done
Out of Sight, Clever Hands
FRAILTY
Hana Wichtel Flame of Anger
See C20, page 416. See C20, page 452.
Revelry: Hana ease their Night- BIRTHRIGHTS
mare by participating in group activi- Dowsing, Industrious
ties that help their community. FRAILTY
Unleashing: When their Wyrd runs Vengeful
wild, it hits like a hammer, smashing
everything into something malleable.
When ready, it then lashes the world, Yunwi Tsunsdi
pulling and reconfiguring it into See C20, page 406
something new. Revelry: The little people ease
BIRTHRIGHTS their Nightmare when they create a
Craftwork, Song gift for someone, and the recipient
remains unaware of their benefactor.
FRAILTY
Unleashing: When their Wyrd is
Abandonment
Unleashed, all the cracks the yunwi
25
BOOK

26
LEGACIES

N obles
Any changeling with the correct disposition has the capability for leadership, but Nobles are
born to rule. Whether they assume authority by philosophy, tradition, combat prowess, or
Shining Host simply birthright, they excel in whatever manner of influence is their calling. Some choose to
Gentry govern through consensus building, while others rely on raw charisma. They might use logic
Dandies and reason to describe why their plans are the best course of action, or they may demonstrate
Courtiers that might makes right, believing it’s better to be feared than loved. Some truly believe in
noblesse oblige, taking on the weight of responsibility for all the fae who follow them. Others
Ringleaders
are vain, reveling in being fawned over by changelings desperate to curry their favor. The one
thing uniting all Noble Kiths is that when they act, the world moves in response.
Quest:
Nobles need to see that their leadership matters. Whether it’s a sweeping matter in peacetime or in war, personal advice
between friends, or something others might see as frivolous like setting the latest fashion trend, Nobles want to make sure
their guidance makes a difference.

Ban:
Nobles can’t fathom a world in which they’re ignored. It’s one thing to be overruled by a higher authority or outvoted — at
least their position was considered. It’s quite another to be dismissed entirely.

Kiths
Ali’i Nightmare through sacrifice. Not Apsara of Vatea, Gills, Ocean’s
See C20, page 415. their own, of course, but one of their Beauty
followers making a sacrifice in their FRAILTY
Revelry: The ali’i ease their Night-
honor. Out of Touch
mare by feasting and communing with
Unleashing: When their Wyrd
their subjects. Any grand gesture to
run wild, they unleash the raw fury of
Oba
show the importance of the commu- See C20, page 450.
nity and hear their people directly the wilds and the frantic madness of BIRTHRIGHTS
brings them comfort. civilization at once. The two immedi- Mantle of the Orishas, Tale Craft
Unleashing: An ali’i’s Unleashing ately come into conflict, clashing for FRAILTY
has the full weight of history behind dominance, with the fir-bholg’s target Native Soil
it. All of her ancestors, generation trapped in the middle.
after generation, come together to
BIRTHRIGHTS Sidhe
Breath of Firchlis See C20, page 108
enforce her will.
BIRTHRIGHTS Warrior Kings: Fir-bholg gain Since the Elder Dark now rule Ar-
Unearthly Beauty an additional specialty in a combat cadia, the sidhe have mostly adopted
Wyrd Vessel: The ali’i may take on skill of their choice. They also gain the Changeling Way. To do otherwise
another changeling’s nightmare to ease two extra dice to their dice pools would be to condemn themselves the
their burden. when demonstrating their leadership Elder Dark’s clutches upon death.
FRAILTY through martial prowess. Affinity: Time
Sacrosanct FRAILTY BIRTHRIGHTS
Eochaid’s Hunger Unearthly Beauty, Noble Bearing
Fir-bholg FRAILTY
See C20, page 387. Merfolk Adoration
Revelry: Fir-bholg ease their See C20, page 448.
BIRTHRIGHTS

27
28
LEGACIES

Passionates
The Wyrd ensures that all fae are creatures of passion living a life of extreme sensation com-
Lovers pared to the limits of mortal propriety, but changelings who originate from the Passionate
Peacocks Legacy elevate intensity to an art form. For these fae, an experience is of tantamount impor-
tance. They love with the whole of their being and hate from the depths of their souls. They’ll
Adrenaline Junkies run a marathon just to feel their hearts pound in their chests. Sex is a religious ecstasy. Despite
Panderers leaving a trail of broken lovers in their wake, they’re never short on new paramours. Others
Rakes can’t help themselves from being consumed by a Passionate’s fervor. Any Kith dedicated to the
euphoria of sensation hails from the Passionate Legacy.

Quest:
Passionates are always looking for a new experience, a new sensation, or some new emotional high. They have a deep, driving
need to find something that can fill them with feeling.

Ban:
The one thing Passionates can’t stand is to have their feelings belittled or accused of being fake or exaggerated. Their emo-
tions are real and deeply felt. To deny them is to deny the Passionates themselves.

Kiths
Aonides Morganed Satyrs
See C20, page 387. See C20, page 449 See C20, page 102
Revelry: Aonides ease their Night- BIRTHRIGHTS BIRTHRIGHTS
mare by creating art in tandem with Born of the Sea, Song of the Sea Gift of Pan, Physical Prowess
their lover or intimate partner (the FRAILTY FRAILTY
player decides what counts as intima- Bound to the Sea Passion’s Curse
cy for this purpose).
Unleashing: The aonides’ Wyrd is
pure artistic inspiration — a splash of
Nyan Selkies
See C20, page 427. See C20, page 104
color, a chip of marble, wood shav-
Revelry: Nyan love to pampered — BIRTHRIGHTS
ings, graphite and chalk dust, and all
waited on hand and foot, so much so Seal Form, Ocean’s Grace
manner of other art mediums combine
it eases their Nightmare. FRAILTY
in a whirlwind of chaos at the aonides’
Unleashing: A nyan’s Wyrd Seal Coat
bidding.
pounces from the shadows in a flurry
BIRTHRIGHTS of razor sharp claws, eviscerating any
Grace of Calliope foolish enough to stand in her way.
Adonis’ Ravaging: Inflicts aggra-
BIRTHRIGHTS
vated Willpower damage on the target.
Luck
It can’t remove all of the aonide’s
Wani Powers: This activates when
Nightmare points unless the character
the nyan Unleashes.
inflicts Burn Out.
FRAILTY
FRAILTY
Curse
Arachne’s Folly

29
30
LEGACIES

STALWARTS
Every fae is the hero of their own story — they can’t help it; they’re a being of myth, after all.
Especially in the tumultuous time of the Ever Night, most changelings find something they’re
Paladins willing sacrifice themselves to protect. Stalwarts, however, have a burning in their souls to
Bound defend something, be it a person, an institution, an object, or an ideal. They often swear
Shield-bearers oaths publicly to preserve their charge, although some prefer a more quiet, informal approach
Indomitable toward safeguarding their commitment. Stalwarts appear in all shapes and sizes, but they’re
universally skilled in the ways of combat, a necessary expertise for their obligation. Any Kith
Beasts
concerned primarily with duty, ending hostilities by force, or defense arises out of the Stal-
wart Legacy.
Quest:
Stalwarts are always looking for victims of oppression or fights being waged against clearly weaker opponents. A Stalwart
feels compelled to step in and ensure strength is punching up instead of punching down.

Ban:
Stalwarts absolutely cannot handle being thought of as cowards. They would rather die than have their bravery questioned.

Kiths
Fuath lava. cal joke to ease their Nightmare.
See C20, page 388. BIRTHRIGHTS Unleashing: Their Wyrd attacks
Revelry: Fuath ease their Night- Nimble, Swift with the wolverine-like ferocity of
mare by spending time in wild lands FRAILTY
a racoon dog — scratching, tearing,
unspoiled by humans. Cruel biting, and clawing.
Unleashing: A Fauth’s Wyrd is BIRTHRIGHTS
filled with primal, animalistic inten- Luck
sity, taking on aspects of their favored
Rock Giants Wani Powers: These activate when
See C20, page 402. the tanuki Unleashes.
animal.
Revelry: Rock giants ease their
BIRTHRIGHTS FRAILTY
Nightmare through feasting and gorg-
Animal Nature, Nature’s Kin Curse
ing themselves until near bursting.
FRAILTY Unleashing: A rock giant’s Wyrd is
Maenad’s Madness the essence of flint — it pierces like an Trolls
arrow, cuts like fine blade, and even See C20, page 112.
Kokua sparks to start a fire. BIRTHRIGHTS
See C20, page 416. BIRTHRIGHTS Titan’s Power, Strong of Will and
Revelry: Kokua ease their Night- Flint Coat, Prowess Body
mare by doing some dangerous FRAILTY FRAILTY
physical activity just because they Fury Bond of Duty
can — climbing a volcano, surfing the
biggest waves, etc.
Unleashing: Kokua Wyrd smashes
Tanuki
See C20, page 427.
with the thunderous force of the surf
Revelry: Tanuki love a good practi-
and burn with molten intensity of
31
32
LEGACIES

T errors
Anyone who pisses off a changeling will likely end up pissing themselves in fear shortly. Un-
like the Fell, though, Terrors aren’t simple brutes blinding people in fright. Fear is the most ef-
Grotesques fective teacher for all mortals. It ensures caution when warranted and keeps people alive when
Savages the temptation to do something stupid strikes. A frightening experience as a first memory is a
Horrors near universal truth for all people regardless of culture or station. For descendants of this Leg-
Creeps acy, dread is a tool honed to fine point. They choose their targets carefully — maybe someone
who needs to learn a little humility, possibly someone who needs to change their self-destruc-
Darklings
tive ways. When the Terror is done with them, it’s a guarantee they’re changed individuals.
Any Kith that harnesses fear for their own ends originates from the Terror Legacy.
Quest:
Terrors thrive when they can knock someone off balance or throw them off of their game. It creates opportunities they can
exploit for their own ends.

Ban:
The look of someone visibly shaken by the presence of a Terror validates her existence. If someone doesn’t at least momentari-
ly lose their composure, then what is the point of a Terror?

Kiths
Naraka their chosen environmental or Native River Hags
See C20, page 390. rights cause. See C20, page 450.
Revelry: Naraka ease their Unleashing: Nümüzo’ho Wyrd
BIRTHRIGHTS
Nightmare when they’re comforted brings all of the natural elements to
Dark Appetite, Into the Depths
by tokens related to their mysterious bear on his enemies — fridged air,
FRAILTY
origins. searing fire, torrential water, and
pounding stone. Tied to the River
Unleashing: A naraka’s Wyrd is
wreathed in flame and consists of a BIRTHRIGHTS
thousand grasping arms to torment Extraordinary Size, Rouse the Sluagh
her foes. Elements See C20, page 110.
BIRTHRIGHTS FRAILTY
BIRTHRIGHTS
Wrath of Kali Ma, Arms of Ravana Disfigurment Squirm, Sharpened Senses
FRAILTY FRAILTY
Curse of Shiva Curse of Silence
Redcaps
See C20, page 100.
BIRTHRIGHTS
Nümüzo’ho Dark Appetite, Bully Browbeat
See C20, page 400. FRAILTY
Revelry: The giants ease their Bad Attitude
Nightmare by losing themselves in

33
34
LEGACIES

T r ickste rs
The fae are intimately familiar with the absurdities in life. The truth is, every single moment
in faerie history when they had an opportunity to save themselves, they fell into infighting
Rogues and squandered their chance. For all their power and wisdom accumulated over countless
Fools lifetimes, changelings are just a fallible as any mortal. Tricksters see the truths hidden in
absurdity with an unparalleled clarity, and they feel utterly compelled to share them with
Riddlers the world. If there’s a pompous ass who needs taken down a notch or a celebrated plan with a
Pandoras glaring flaw, a Trickster is sure to step in. Targets of their barbs rarely appreciate their brutal
Outlaws honesty, but changelings of this Legacy never let that deter them. Any kith dedicated to the
truth, no matter how obscure they present it, or who revels in the farcical nature of existence
grows from the Trickster Legacy.
Quest:
Tricksters are a force for chaos in the world. They’re ever vigilant for an opportunity to get someone to try something they
normally never would, go someplace they’d never go, or say something they’d never otherwise say.

Ban:
You’ve got to be a little crazy to stay sane in a crazy world is the fundamental tenant of Tricksters. Anyone telling them to get
serious or act appropriately fails to recognize this.

Kiths
Clurichaun Wani Powers: These activate when Wolpertinger
See C20, page 90. the haumen Unleashes See C20, page 452.
BIRTHRIGHTS FRAILTY BIRTHRIGHTS
Twinkling of an Eye, Fighting Curse Voracious Grazing, Prey Alertness
Words FRAILTY
Unquenchable Appetite
FRAILTY
Hoard
Piskies
See C20, page 96.
BIRTHRIGHTS
Hanumen Nimble, Blending In
See C20, page 426. FRAILTY
Revelry: Hanumen ease their Light-Fingers
Nightmare by wandering — walking
about their village, city, or countryside
looking for trouble to get into. Pooka
Unleashing: A hanumen’s Wyrd is See C20, page 98.
playful, teasing its target, convincing BIRTHRIGHTS
them to look elsewhere when the real Shapechanging, Confidante
threat is right behind them. FRAILTY
BIRTHRIGHTS Untruths
Luck

35
36
C haracters
“Imagination is the one weapon in the war against reality.”
— JULES DE GAULTIER

C
haracters are the heart of any story we tell our- Disciplines, Changelings receive 3 dots of Arts and 5 dots of
selves. Chronicles in the World of Darkness are Realms (C20, pages 198-236).
no different. The characters are key to a story-
telling game — they drive the plot with their
needs and desires. They build tension as they come into
conflict with the other inhabitants of the narrative. Their The Changeling
tales lead to triumph or heartache as they build a better
world or sacrifice it for their own petty whims. Successful
Changeling: The Dreaming chronicles always put the play-
Way
The core struggle all changelings face is the erasure of
ers’ characters firmly in the driver’s seat. their identity from a world that can’t abide anything out
of the ordinary. The vital spark at the core of their being is
under constant threat of being snuffed out. They don’t need
Character Creation Convictions, Touchstones, Ambitions, or Desires. Instead,
changelings have Seemings, Dreamers, Quests, and Bans to
Creating a character follows the path laid out in Vam- help them hold onto their Wyrd.
pire: The Masquerade 5th Edition closely, with the follow-
ing exceptions: Changelings are unconcerned with the likes
of age, Generation, or Blood Potency. They mostly have a Seemings
normal human life span, and their power is derived from All changelings have their Mortal Seemings. They allow
the Wyrd, nothing so vulgar as blood. Wyrd starts at rank the fae to pass through human society without creating
5. The primary sects of the fae are the Seelie Court, the a disturbance. Thanks to their Seemings, the mundane
Unseelie Court, and the Shadow Court (Changeling: The washes over and around them. The Wyrd stays safely hidden
Dreaming 20th Anniversary Edition, pages 58-62), although so as not to attract the ire of Banality. The player creates
there is a growing rebellion of changelings who reject the three or four brief statements describing how the character
traditional court system entirely. Changelings don’t have makes her way through the mortal world. Her true self will
Clans. Instead they are grouped into broad Legacies and always be her Wyrd, but even the Lord of the Thrice Spun
subdivided into Kiths (see page XX). Finally, instead of Hollow has to pay rent.

37
BOOK

Dreamers
Dreamers are mortals who help
a changeling stay connected to the
Wyrd. They’re creatives, free spirits, or
people who simply approaching things
from a unique perspective. They
remind the character what it means
to be a child of the Dreaming and
provide a safe space to indulge in his
Wyrd. They help ease his Nightmare,
but the changeling must exorcise
restraint. Even Dreamers are still crea-
tures of the mundane. Their minds can
only handle so much exposure to the
Wyrd. Each character gains a number
of Dreamers equal to the number of
their Seemings.

Quests
Quests function similarly to
Vampire’s Ambition and Desire (V5,
page 173). The difference is that all
changelings have three Quests at any
given time. The first is a long-term
Quest that is analogous to Ambition.
The second is a short-term Quest
that behaves as a Desire. The third is
an on-going Quest provided by the
character’s Legacy. It’s a yearning in
the fae’s soul that can never truly be
resolved, but the character is driven
to pursue it nonetheless. Actively
working toward the on-going Quest
allows the character to recover a point
of Superficial Willpower damage once
per session.

Bans
Bans are the aspects of the mun-
dane world that are antithetical to the
character’s Wyrd. they’re so toxic to
her faerie nature, they have the poten-
tial to destroy her very soul. Bans are
deeply personal for changelings. Just
as the Wyrd manifests differently for
every fae, the avenue by which Banal-
ity infects her life is equally unique.
All characters gain one Ban from their
Legacy. The player chooses three more
additional Bans. For advice on choos-
ing Bans, see Antithesis in Change-
ling: The Dreaming 20th Anniversary
Edition, page 269.

38
CHAPTER

All things must eventually end, but the ending of one story is
merely the beginning of another by a different name.

39
40
C hangelings
“Elves are wonderful. They provoke wonder.
Elves are marvellous. They cause marvels.
Elves are fantastic. They create fantasies.
Elves are glamorous. They project glamour.
Elves are enchanting. They weave enchantment.
Elves are terrific. They beget terror”
— TERRY PRATCHETT, “LORDS AND LADIES”

F
ae are creatures of excess, but they must tread run-of-the-mill bullet, thanks to the sword’s Wyrd proper-
carefully in the Ever Night. The twin threats of ties. With the Fell running loose in the Ever Night, a mortal
the mundane and the Darkening threaten them who accidentally wanders into the wrong side of the Mists
at every turn. Changelings aren’t merely helpless finds his life in grave danger. A changeling may channel the
victims, though. They’re glorious, immortal creatures who Wyrd to part the Mists for a turn around any one of her
embody the collective myths of humanity. Where one Hidden possessions.
treads, developments both marvelous and ruinous follow
close behind. They’re the rightful masters of the Wyrd and
the Dreaming, wielding both to bend reality and mortal Nightmare
minds to their desire. A changeling’s Nightmare is the result of the straitjacket
she forces herself to wear every minute of every day for
the sake of conforming. It is her true nature, her Wyrd,
The Mists chaffing against the constant constraints of the mundane,
The Mists are a natural barrier between anything Wyrd screaming to be set free. The Wyrd, by its very nature,
and the mundane. They both prevent the Wyrd from being won’t tolerate imprisonment for long. Eventually, it will
corroded away and keep the mundane orderly by limiting break its bonds to run wild, always with repercussions for
their interactions with each other. Changelings refer to the changeling.
anything concealed by the Mists as the Hidden. Items made
entirely of dream-stuff, creatures born of the Wyrd, and
NIGHTMARE DICE Nightmare dice function almost identi-
even faerie places of power are counted among the Hidden.
cally to Hunger dice (see Vampire: The Masquerade, p. 205).
The Mists cloud mortal minds, thwarting their ability to
Instead of a bestial failure, a changeling experiences a Wyrd
navigate to the Hidden. This doesn’t mean the Hidden is
failure in which her Wyrd manifests excessively or at an
any less real than the mundane — quite the opposite. A
inopportune time. Likewise, changelings don’t have messy
sword from the Dreaming is potentially more deadly than a

41
CONVERSION GUIDE

criticals. Instead, they experience turn. The only way for a changeling to are able to tap into the Wyrd, using
Wyrd criticals, causing the result to completely remove all of her Night- its chaos to empower themselves,
manifest in some peculiar manner no mare is to inflict Burn Out on her but in way that gives it structure to
mundane mortal would even consider. dreamer. manifest safely in the mundane world.
Mechanically, channeling the Wyrd
is identical to rousing the blood (see
EASING NIGHTMARE A changeling The Wyrd Vampire: The Masquerade, p. 211).
who indulges her Wyrd in structured, Wyrd is the chaos and infinite pos- Changelings use it to cast cantrips,
measured sessions is able to ease her sibilities of the Dreaming made mani- enchant mortals, seal an oath, part the
personal Nightmare. Like a release fest. As children of the Dreaming, the Mists, and other times when they need
valve on a high-pressure system, doing Wyrd drives changelings to extremes to impose the Wyrd on the mundane.
so relieves the tension she builds up in — their passions, creativity, and Failure feels suffocating, as the Wyrd’s
her day-to-day life by giving her Wyrd expression are too intense for mortals full potential is repressed, and results
space to breathe and exist. Methods to accept. The mundane constantly in the character gaining a Nightmare
of easing Nightmare include spending chips away at the Wyrd, killing a die.
time in a freehold, basking in Revelry, changeling’s uniqueness and imposing
and achieving epiphany. Spending an conformity and mediocrity in place of
evening of sleep dreaming in a free- her potential. The changeling’s Wyrd UNLEASHING THE WYRD Changelings
hold removes one Nightmare point rating measures her connection to the normally prefer to remain Hidden to
per night. Spending an entire scene Dreaming and how in tune she is with avoid the twin threats of the mun-
dedicated to pursuing the changeling’s her true self. dane and the Dark, but circumstances
Revelry removes one Nightmare point. may force them to Unleash their
Musing removes all of a changeling’s full majesty on their foes. When a
Nightmare except one point. Ravaging CHANNELING THE WYRD Thanks to changeling Unleashes, her Wyrd burns
removes one point of Nightmare per their mortal seemings, changelings away the Mists keeping her hidden

42
CHANGELINGS

and embodies her true faerie heritage. While Unleashed,


the character’s entire dice pools become Nightmare dice
regardless of her current Nightmare rating. Her Wyrd
is fully manifested and lashing out against the mundane
surrounding her. Her fae mien is more resilient than her
mortal seeming. All sources of mundane damage only
inflict superficial, except for cold iron. Any Hidden assets
she may possess are brought through the Mists with her.
The character has no need to channel the Wyrd to use
them against the mundane while Unleashed. All of her
magic manifests as the Unleashed version for the dura-
tion. Unleashing lasts for a scene. After the Unleashing is
finished, the character’s Nightmare is filled completely.
If the character’s Nightmare was already full, the char-
acter automatically suffers the consequences of failing a
channeling roll. The Wyrd refuses to go quietly back into
its shackles after being allowed to run wild.

Banality
The mundane can’t abide individuality or anything
that defies the status quo. Any jagged edge — the merest
hint of uniqueness — is ground down until everyone is
polished into glistening mediocrity. Despite being draped
in an armor of mortal flesh, a changeling’s Wyrd makes
her especially susceptible to the ubiquitous Banality of
the world. Mechanically, Banality works similarly to
Vampire’s Stains (see Vampire: The Masquerade, p. 239).
For changelings, though, Banality isn’t a violation of a
code, it’s the erasure of their very identity. A character
gains a point of Banality when the mundane takes pri-
ority over her role as a being of myth and legend: when
either a chronicle tenant or one of the character’s bans is
breached. The changeling is shielded from Banality if the
action that incurs it was done in the service of her mortal
seeming. Otherwise, Banality erases a changeling’s Wyrd
the same way Stains wear down a vampire’s Humanity.
When a changeling loses all of her Wyrd, she becomes
Undone, forgetting all about her life as a changeling and
living the rest of her days as a normal person. Without her
Wyrd to guide her, the Mists cloud her mind just like any
other clueless mortal.

The Darkening
With the Elder Dark in control of Arcadia, the ancient
oaths safeguarding the Dreaming have fallen. The Dark-
ening has spread, turning the entire realm into a twisted,
nightmarish version of itself. The changelings on Earth
are the only thing preventing the Darkening from con-

43
CONVERSION GUIDE

suming the mundane as well. Despite increased. With his Wyrd, he is able
their efforts, the Darkening still has a WHAT ABOUT BEDLAM? to interact with and be affected by the
foothold on Earth — the sudden glob- In the Ever Night, the Hidden, just like any changeling. The
al breakdowns in human society are Darkening replaces the threat of mortal’s Wyrd lasts until it is eroded
testaments to the infection of mortal Bedlam. If players and Story- by Banality.
psyches. The damage is completely vis- tellers would rather place their
chronicles in the setting of C20
ible to changelings through the rise in
Darkened freeholds and the embold-
or earlier editions, conversion is
a simple process. The Darken-
Oaths
ened Fallen. Even some changelings, The knowledge of how to forge
ing is instead called Imbalance.
sensing the tides turning, have thrown Imbalance is gained and removed the grand oaths that once gave the fae
their lot in with the Black Court. the same way as Darkening. If a dominion over the Dreaming and kept
The Darkening doesn’t need its character’s Wyrd is entirely Im- the mundane and Wyrd in balance
minions to eradicate the fae, though. balanced, she enters Bedlam. is lost to time, but changelings still
It can infect changelings just as the The troupe may also wish to have a measure of power in their
Dreaming is already infected. When rename Wyrd to Glamour for bargains. For a changeling to craft an
tradition’s sake. oath, the player rolls Intelligence or
a changeling must gain Nightmare
but already has five Nightmare, one Wits + Occult. Each success grants an
of her Wyrd dots becomes Darkened additional clause to the oath. Every
instead. Likewise, if she suffers a Wyrd
Enchantment clause has a condition, reward, and
Some mortals prove themselves useful consequence. The condition is what
failure while Unleashed, a Wyrd dot
(or annoying) enough that change- those bound to the oath must do to
also becomes Darkened. A change-
lings wants to guide them through avoid breaking it, the reward is what
ling may cleanse one dot of Wyrd by
the Mists to reveal all of the Hidden the oath-bound gain for upholding
successfully performing a Musing and
world. To do this, the changeling the oath, and the consequence is what
choosing to remove the Darkening
channels her Wyrd while crafting happens to whomever breaks the oath.
instead of easing her Nightmare. If her
a token of some sort — a pendant, Once formed and all parties willingly
entire Wyrd is Darkened, she joins the
charm, cupcake, certificate, etc. If the agree to the oath, the character chan-
ranks of the Fell, becoming a fractured
intended mortal accepts the token, nels her Wyrd to imbue it with power.
reflection of herself.
he becomes enchanted, gaining a Everyone who swore the oath is now
single rank of Wyrd that can never be bound to it until it’s either broken or

44
CHANGELINGS

all parties agree to annul the oath. The Dreaming insists on in the mortal’s mind. She might glimpse the dreamer’s
balance in all things. The Wyrd will not empower an oath closely guarded secret. She could use the dream to plant an
unless all aspects of each clause, the condition, reward, and idea in the person’s mind or hide something for safekeeping.
consequence, are of equal value. A trivial condition with no She could slay a mental affliction or free the mortal from a
consequence to speak of isn’t worth a great reward. Like- mental block. She might manipulate the dream to change
wise, an arduous condition must have a reward worth the the person’s mind about something. The changeling literally
effort to uphold it. has her hands on the dreamer’s subconscious. What she does
is limited only by her imagination.E

Dream Manipulation
Epiphany
Since the fall of the Ever Night, changelings are no
longer the masters of the Dreaming. Any sojourn into the
Dreaming is fraught with danger as the Dark relentlessly Epiphany the usual way for changelings to ease their
hunts down any fae who dares venture into its domain. Nightmare. They achieve it in two ways: Either by building
However, changelings still hold some amount of sway over mortals up and encouraging them to unlock their own hid-
individual dreams. If a character channels her Wyrd and den Wyrd, or by violently ripping the Wyrd out of a mortal.
physically touches a sleeping mortal while her player rolls These are known as Musing and Ravaging respectively.
Manipulation + Occult, the character may enter the mortal’s
dream. Difficulty is determined by how heavily the mortal
is weighed down by the mundane. A changeling’s Dreamer Musing
only needs a single success, while one of the Frozen would Musing requires a changeling to establish a relationship
require at least 5 successes. The average mortal needs 3 with a like-minded mortal. This can be tricky because it
successes. requires a level of trust most people aren’t comfortable with.
Once inside the dream, a world of possibilities awaits When the changeling finds a willing creative partner, they
the changeling. She might retrieve an item that only exists must make a connection deep within their souls, usually an

45
CONVERSION GUIDE

oath of some sort. The connection allows the Wyrd gen-


erated by the mortal’s psyche to flow into the change-
ling. After the two have established their connection,
the mortal becomes the changeling’s Dreaming, and the
changeling may Muse the mortal once a month without
risking Burn Out. To perform a Musing, the characters
decide what kind of creative endeavor they wish to
pursue. When they’re ready to begin, the changeling
channels her Wyrd to open the connection. They put
together a dice pool appropriate for the task at hand.
Finally, they perform an Extended Test until the task is
complete. If it’s successful, the changeling removes all
but one Nightmare point.

Ravaging
Ravaging is a much cruder form of easing Night-
mare, but it’s faster and any mortal except one of the
Frozen is a viable target. The changeling must first
observe the mortal long enough to find his emotional
vulnerabilities. A Wits + Insight roll is required. Upon
success, the changeling channels her Wyrd to hone it
into a weapon for a psychic assault and begins a Social
Combat with the target. The goal is to utterly destroy
the mortal emotionally, shattering his self-esteem.
Doing so rips the mortal’s potential Wyrd out of him.
Each aggravated point of Willpower damage eases one
Nightmare.

Burn Out
The only way for a changeling to remove all her
Nightmare points is to inflict Burn Out on a mortal. To
inflict Burn Out with a Musing, the player only needs
declare the intent to do so. The mortal finds his capacity
to create completely stolen and is no longer suitable as a
Dreamer. He falls into despair confronted by everything
he used to do but is now completely unable to even be-
gin, let alone match. He spirals further and further into
depression and self-destructive behavior as frustration
compounds upon itself. Eventually, he succumbs to sui-
cide or death by overdose as he tries to self-medicate the
pain away. Burn Out through Ravaging is accomplished
by completely filling the mortal’s Willpower with
aggravated damage. The targeted mortal has her soul
completely shattered. She might go completely cataton-
ic, or she might commit suicide, so she never has to see
herself in the mirror again. A few find some semblance
of recovery by joining the ranks of the Frozen.

46
(including their teeth and/or claws), and of course
Health cold iron (see below). Use an X to mark aggravated
damage. Even if the changeling recuperates in the
Hidden Damage freehold or glade, healing times are only halved,
The myriad dangers of the Hidden cause hidden with a minimum of one day per health level
damage. This may be the claws and teeth of a great required — even in the Dreaming, aggravated
hidden beast, the moon-forged blade of an enemy, damage only heals one health level every 12 hours.
or whatever else may be conjured. This damage
affects only the faerie mien of the changeling, and
not her physical body. As such, individuals who
Cold Iron
cannot perceive hidden reality cannot see these Cold iron is the antithesis of Wyrd, the very touch
wounds. Hidden damage tends to be much more of Banality itself. Even its mere presence can be
dramatic than physical damage, with wounds often enough to sicken a changeling, and its touch enough
looking far more serious than they should. to burn. Some changelings consider cold iron to be
Storytellers are encouraged to get creative with the very physical manifestation of the Sundering
their descriptions. itself. Wounds made by cold iron damage both
When the changeling takes damage from chimerical mien and flesh alike, leaving wounds
this sort of attack, mark the number of health levels that fester almost immediately and draining Wyrd
lost in the hidden damage track. Hidden damage out of the changeling’s very soul. Cold iron weapons
heals at an accelerated rate, and healing times are cause aggravated damage to a changeling’s fae and
further halved if she recuperates in a freehold or physical bodies simultaneously, and the changeling
glade. If she is in the Dreaming, these health levels makes a ‘Wyrd Check’ for every health level of
heal at the rate of one per 15 minutes, regardless of damage suffered (for the damage done to the fae
their severity. Changelings reduced to Incapacitated soul). For example, a changeling who suffers three
outside of the Dreaming must be taken to a health levels of damage from a cold iron dagger will
freehold, glade, or other strong source of Wyrd in take three levels of aggravated hidden damage and
order to recover. three levels of aggravated physical damage, and
makes three ‘Wyrd Checks’.

Physical Damage
Physical damage is any damage taken from actions
or combat in the Autumn world. This could be
Nightmare Dice
Nightmare Dice replace dice in all dice pools (but
anything from a car accident to a fist fight to a
Willpower) up to the maximum dice pool possible,
gunshot — the mundane world can be a very
like in V5.
dangerous place. When damage is taken from a
physical source, mark any health levels lost on the
physical damage track. Physical damage heals at the Failure, Wyrd Failure if the test fails (1)
human normal rate (see V5 Companion page 47),
unless the changeling is taken to a freehold, glade, Failure (2-5)
or similar strong source of Wyrd, in which case the
wounds heal at the rate hidden wounds heal outside Success (6-9)
of a freehold or glade. Changelings with aggravated
damage must receive medical attention in order to Success, Wyrd Critical if part of a critical
heal if they are not taken to a freehold or glade. win (10)

Nightmare Dice can never be rerolled using


Aggravated Damage Willpower.
Certain sources of damage, hidden or physical,
cause injuries that are qualitatively worse than
others. This includes fire, some attacks by Prodigals
CHANGELINGS

Sure, you can live a life of safety and normalcy — be just another
anonymous face in the crowd, but you’ll have to give up your Wyrd. Are
you really willing to make that sacrifice and surrender all the wonders
hidden behind the Mists?

47
48
A rts and R ealms
“Real magic can never be made by offering someone else’s liver.
You must tear out your own, and not expect to get it back.”
— PETER S. BEAGLE, THE LAST UNICORN

F
air folk, the kindly ones — both are euphemisms for faeries. The terms were coined not out of love, but
fear. People were desperate to remain in their good graces to avoid their capricious wrath. Stories abound
of blighted crops, stolen children, and wild hunts in return for slights against the fae, both real and imag-
ined. Many cultures even revered them as gods, so in awe were they of the fae’s power. The changelings of
the here and now are greatly fallen from their heights of centuries past. They’re no longer the true fae of old and
are cut off from their former glory, but to underestimate a changeling’s command of magic is pure folly. Even the
blood lappers stalking the shadows of the modern nights take precautions not to draw their ire.

Cantrips
Cantrips are the standard magic of changelings. It’s a form of focusing the Wyrd in a specific way that is able
to survive contact with the mundane. By targeting the Art through a single facet of existence, a Realm, it’s insu-
lated from the broader dangers the mundane poses. Casting a cantrip works nearly the same as in Changeling:
The Dreaming 20th Anniversary Edition. Dice pools are assembled the same, and bunks provide the same
modifier, but replacing difficulty increase and decrease with dice pool decrease and increase respectively (the
minimum dice pool after modifiers is 1), difficulty is always 2 and No. of Successes (1 to 5) from C20 becomes
Margin (0 to 4). Any additional successes fuel the power and magnitude of the cantrip. Changelings only need to
channel the Wyrd to cast their cantrip if the target is something mundane and unenchanted. If the target is
among the Hidden, there is no need to part the Mists. Changelings may also channel their Wyrd to gain access to
any Realm they don’t possess.

Unleashing
When a changeling is unleashed, her Wyrd runs roughshod over any attempts to contain it in something as limited
as a cantrip. Her magic can only manifest as its unleashed version. Unleashing works exactly as described in C20.
he difference lies in the mechanics. The character’s Wyrd rating is used as the dice pool when unleashing. Wyrd
failures result in the magic going completely out of control in ways that are a direct threat or have unfortu-

49
CONVERSION GUIDE

nate consequences for the character as it becomes infected


by the Darkening. Since an unleashing is a manifestation Arts
of the Wyrd and the character’s Wyrd is an extension of Arts work as presented in C20, except their Wyrd and
herself, one level of her Wyrd becomes Darkened. On a Chimerical classifications may be ignored. If a Trait or
Wyrd success, the magic runs out of the character’s grasp. rating is indicated that doesn’t exist in Vampire: The Mas-
It still has basically the results she was attempting, but it querade 5th Edition, the Storyteller should use the closest
manifests in ways the character would rather not or has substitute instead. If an effect is called for that completely
some long-term consequence for her even after the magic goes against the rules of the game, a new, thematically
fades. Rampaging fae magic from a Wyrd success might also appropriate effect should be used in its place. For example,
attract the attention of the changeling’s foes — one of the Wayfare 2: Quicksilver has the ability to grant extra actions.
Frozen to shut it down, the Fell to convert or eliminate the Extra actions aren’t available in V5, so an alternate effect
competition, a Branded looking for his next hit of Wyrd, or must be used instead. Such as, each success grants the target
one of the Tithed seeking an opportunity for revenge. an additional die to its dice pool for its next contested
physical action, be it attack, defense, or anything else some-

50
ARTS AND REALMS

one is trying to stop them from accomplishing. The target Actor


simply moves too fast to be effectively countered.
• BEHOLDEN DEBTOR — The person is in debt to the
changeling be it monetarily or simply favors owed.

Realms •• IMPOLITE CHURL — The person broke the rules of


decorum or hospitality in a domain the changeling
Realms behave the same as in C20 with a few excep-
tions, most notably Actor. All stories, no matter how they considers his own.
become changed to be more palatable, always return to their
••• TRUE NAME — The changeling knows the person’s name
original form eventually. In the Ever Night, changelings
have tapped into some of their older legends from before as she thinks of herself and the changeling holds no
the Victorians sanitized faerie tales into socially acceptable power over her otherwise.
children’s stories. •••• DIRE ENEMY — The person is in open opposition to the
changeling and doesn’t fit into any previous levels of
Actor.

••••• COMPLETE STRANGER — The person is someone the


changeling knows nothing about and has no feelings
about one way or the other, a mere background player
in the changeling’s life.

Fae
Since changelings have lost their dominion over the
Dreaming, Fae doesn’t exist as a Realm in the Ever Night.
Its functions are fulfilled by the other Realms. Any sentient
being, be they mortal, fae, or otherwise, is under the auspice
of Actor. Crafted items beyond the Mists are commanded
by Prop. The flora and fauna of the Dreaming belong to
Nature.

Nature
••••• NATURAL PHENOMENA — This rank of Nature also
includes the Wyrd in its natural state, be it Unleashed,
radiating forth from a dreamer, or simply raw dream-
stuff.

Prop
••••• ARCANE ARTIFACT — The Wyrd shaped to a particular
purpose also falls under this purview. Oaths, cantrips,
and other forms of channeled Wyrd are governed by
this Realm.
CANTRIP MODIFIERS
Target with high Banality –1 dice
Current location has high Banality –1 dice
Using Scene or Time Realm –1 dice
Targets changeling with higher Title
–1 dice
without their consent
Cantrip cast in a freehold +1 dice
Cantrip cast on an enchanted mortal
+1 dice
or Kinain
Cantrip cast with a bunk +1 to +3 dices
51
Using Kith’s affinity Realm +1 dice
52
A ntagonists
“Things fall apart; the centre cannot hold;
Mere anarchy is loosed upon the world,
The blood-dimmed tide is loosed, and everywhere
The ceremony of innocence is drowned;
The best lack all conviction, while the worst
Are full of passionate intensity.”
— WILLIAM BUTLER YEATS, THE SECOND COMING

The Ever Night holds unprecedented threats for the fae. The Branded stalk them. The Fell war against them. The
Frozen crush them. And the Tithed extract vengeance from them. Changelings must tread carefully. When they
act, it must be boldly and with a plan. Stumbling headfirst into the dangers posed by the fae’s enemies is a sure fire
way to become a dead changeling, or worse — an empty shell where a fae once stood or even bolstering the ranks
of the Fell.

53
CONVERSION GUIDE

The Branded
The Branded are former changelings who, through
some trauma or other catastrophic experience, have been
completely cut off from the Dreaming. Their brands perma-
nently mark them as evidence of their excommunication.
Their only option for easing their Nightmare is to Ravage
changelings. To restore their Wyrd lost to Banality, they
can’t simply find a way to grow closer to the Dreaming.
They must forcefully take it for themselves. The Banded kill
and consume a changeling’s Wyrd to replenish their own.
For a complete description and rules for the Branded,
see Changeling: The Dreaming 20th Anniversary Edition,
Dauntain, page 359.

54
ANTAGONISTS

The Fell
The Fell are the children of the Elder Dark and change-
lings who’re consumed by the Darkening. Their original
paradise, a savage, primal world, was destroyed by the First
Born to make room for the world of humanity. The Fell
have never forgiven the children of the First Born for what
they did to them. Since the ancient oaths granting change-
lings dominion over the Dreaming have fallen, the Elder
Dark and their Fell claimed in for themselves. Now they’re
expanding, attempting to take over the Earth and reshape
humanity’s collective psyche, and in the end, do to the chil-
dren of the First Born what they once did to them.
For a complete description and rules for the Fell, see
Changeling: The Dreaming 20th Anniversary Edition,
Thallain, page 368.

55
CONVERSION GUIDE

The Frozen
The Frozen are mortals so immersed in the mundane,
they’ve become living avatars of Banality. Somehow,
they’re able to command the mundane world the same
changelings have control over the Wyrd. They crave order,
and any rough edge will be ground down beneath their
iron heels. The Frozen often occupy positions of power in
mortal society, a lofty perch from which they dictate what
is acceptable and what must be destroyed. When they talk,
they exert an errie influence over their fellow mortals. Even
avowed non-conformists can’t help but agreeing with the
Frozen. For anyone who disagrees, they won’t hesitate to
enter social combat with them and break their souls.
For a complete description and rules for the Frozen, see
Changeling: The Dreaming 20th Anniversary Edition,
Autumn People, page 363.

56
ANTAGONISTS

The Tithed
Every changeling, the first time she took a mortal body
as a shield against the mundane, had to remove the mortal’s
soul first before adopting the Changeling Way. These souls
were sent to Arcadia, to live in an eternal paradise. At least,
that’s what the fae told themselves. After the Elder Dark
took control, they discovered an entire army of willing sol-
diers looking for revenge against those who stole their bod-
ies. When the Tithed first appeared in the Ever Night, it
was believed they were solely the counter parts of change-
lings who recently returned from Arcadia and refused to
adopt the Changeling Way. They quickly discovered their
mistake when Tithed targeting changelings of the Inter-
regnum appeared. The Tithed have a spiritual connection
to their changeling, allowing them to slip right into her
mortal Seeming while the changeling is otherwise occupied.
A Tithed in that position can do unimaginable damage to
the changeling’s personal life and Dreamers. Some Tithed
have started with mortal supernatural hunters, including
those of the Second Inquisition, exposing changelings as
yet another otherworldly threat, using their own stolen life
as proof. Thanks to their time in Arcadia, the Tithed have
a Wyrd rating and are able to defend themselves, and even
wield, changeling magic.

57
Character Creation
Summary
CORE CONCEPT players you choose Chronicle Tenets. (V5 page 174)
Set Nightmare at 1.
What was your character’s mortal name? What did they
do? Where and when were they passed by Chrysalis? What
is their fae's True Name? Where are they now? Write your QUESTS AND BANS
character’s name on the Relationship Map. All characters gain one Quest and one Ban from their
Legacy. Select two more additional Quests and three
CHANGELING CONCEPT more additional Bans. (page 38)
Choose your Court (C20 pages 58-62), although there is a
growing rebellion of changelings who reject the traditional SEA OF TIME
binary court system entirely. Together with the Storyteller and other players, decide if
Pick your Legacy and Kith.(page 21 and page 59) your Motley are:
 CHILDLING: A Changeling characterized by a desire
ATTRIBUTES to discover and adventure. (C20 page 84)
Take one Attribute at 4; three Attributes at 3; four  Wyrd 6
Attributes at 2; one Attribute at 1.
 You begin with only 1 dot of Art and 3 dots of
Health = Stamina + 3; Willpower = Composure + Resolve. Realms
SKILLS  You begin with only 3 points on Advantages
 WILDER: A Changeling characterized by a desire to
Pick one Skill distribution.
explore and push boundaries. (C20 page 85)
 Jack of all trades: One Skill at 3; eight Skills at 2; ten
 Wyrd 5
Skills at 1
 Spends 15 experience points
 Balanced: Three Skills at 3; five Skills at 2; seven
Skills at 1  GRUMP: A Changeling characterized by a desire to
 Specialist: One Skill at 4; three Skills at 3; three build and protect. (C20 page 86)
Skills at 2; three Skills at 1  Wyrd 4
Add free specialties to Academics, Craft, Performance,  1 dot of Wyrd become Darkened
and Science Skills. Take one more free specialty.  Adds 2 points of Advantages
ARTS AND REALMS  Adds 2 points of Flaws
 Spends 35 experience points
Changelings receive 3 dots of Arts and 5 dots of Realms.
(C20 pages 198-236)
TRAIT COSTS: EXPERIENCE
ADVANTAGES TRAIT EXPERIENCE POINTS
Increase Attribute New level x 5
Spend 7 points on Advantages, and take 2 points of Flaws.
Add any new supporting cast from Advantages and Flaws Increase Skill New level x 3
to the Relationship Map. New Specialty 3
Art New level x 5
SEEMINGS AND DREAMERS Realm New level x 4
Select three to four Seemings. (page 37) Advantage 3 per dot
Create an equal number of Dreamers (page 38), and add
Wyrd* New level x 10
them to the Relationship Map. Together with the ST and
*Special conditions

58
CHANGELING: THE DREAMING  Melee: Armed hand-to-hand combat (Physical)
 Occult: Secret lore, both real and unreal (Mental)
Summary Sheet  Performance: Expressing art in person to an
audience (Social)
ATTRIBUTES  Persuasion: Convincing others (Social)
 Politics: Handling, moving, and making
 Strength: Exertion of force by the muscles (Physical)
government (Mental)
 Dexterity: Agility, grace, eye-hand coordination
 Science: Knowledge and theory of the physical
(Physical)
world (Mental)
 Stamina: Toughness, resilience, endurance
 Stealth: Not being seen, heard, or recognized
(Physical)
(Physical)
 Charisma: Charm, magnetism, strength of
 Streetwise: Understanding the ins and outs of
personality (Social)
criminal and urban society (Social)
 Manipulation: Getting others to do what you want
 Subterfuge: Tricking others into doing your will
(Social)
(Social)
 Composure: Self-control, cool, calm head (Social)
 Survival: Remaining alive in adverse surroundings
 Intelligence: Memory, reasoning, intellect (Mental)
(Physical)
 Wits: Cleverness, intuition, spur-of-the-moment
 Technology: Understanding and using modern
decision-making (Mental)
technology, computers, and online activity (Mental)
 Resolve: Focus, concentration, attention (Mental)
SKILLS COURTS (C20 page 58)
 Academics: Humanities and liberal arts, book  Seelie: The embodiment of the unrelenting heat of
learning (Mental) summer combined with the rejuvenating growth of
 Animal Ken: Animal handling and communication spring. The court exemplifies light, new life, and
(Social) order. It sees itself as the protector of Kithain
 Athletics: Running, jumping, climbing (Physical) society and the guardian of Glamour. Above all, the
 Awareness: Senses, being aware of your Seelie Court values community the most.
surroundings, spotting threats (Mental)  Unseelie: The embodiment of the icy chill of
 Brawl: Unarmed combat of all types (Physical) winter combined with the bountiful harvest of
 Craft: Crafting, building, shaping (Physical) autumn. The court exemplifies night, culmination,
 Drive: Operating vehicles (Physical) and chaos. It sees itself as the liberator of
 Etiquette: Politeness in social settings (Social) individuals and the eternal enemy of Banality.
 Finance: Handling, moving, and making money Above all, the Unseelie Court values independence
(Mental) the most. Shadow Court are a sub court of Unseelie.
 Firearms: Using ranged weapons, such as guns and  Rebel: A growing rebellion of changelings who
bows (Physical) reject the traditional binary court system entirely.
 Insight: Determining states of mind and motives
(Social) LEGACIES (page 21)
 Intimidation: Getting another person to back down  Lore Keepers: Academics emerge from all Legacies,
(Social) but the Lore Keepers elevate scholarship to an art
 Investigation: Following clues, solving mysteries form.
(Mental)  Biloko: See C20 Ewarë page 289 and C20
 Larceny: Breaking and entering, guarding against Players Guide page 84
that (Physical)  Boraros: See C20 Ewarë page 86
 Leadership: Directing and inspiring others (Social)  Curupiras: See C20 Ewarë page 116
 Medicine: Healing injuries, diagnosing disease  Eshu: See page 23 and C20 page 92
(Mental)  Fu Hsi: See page 23 and C20 page 425

59
 Kahuna: See page 23 and C20 page 415  Stalwarts: Every fae is the hero of their own story—
 Korred: See page 23 and C20 page 447 they can’t help it; they’re a being of myth, after all.
 Moiræ: See page 23 and C20 page 390  Caiporas:See C20 Ewarë page 101
 Obambo: See C20 Ewarë page 317 and C20  Fuath:See page 31 and C20 page 388
Players Guide page 89  Kokua:See page 31 and C20 page 416
 Makers: All changelings create, but those fae of the  Rock Giants:See page 31 and C20 page 402
Maker Legacy are the quintessential artisans.  Tanuki:See page 31 and C20 page 427
 Boggans: See page 25 and C20 page 88  Trolls: See page 31 and C20 page 112
 Hana: See page 25 and C20 page 416  Terrors: Anyone who pisses off a changeling will
 Kuino: See C20 Ewarë page 306 and C20 likely end up pissing themselves in fear shortly.
Players Guide page 87 Unlike the Fell, though, Terrors aren’t simple brutes
 Nockers: See page 25 and C20 page 94 blinding people in fright.
 Okubli: See C20 Ewarë page 323 and C20  Mapinguaris:See C20 Ewarë page 149
Players Guide page 85  Matintas:See C20 Ewarë page 168
 Wichtel: See page 25 and C20 page 451  Naraka:See page 33 and C20 page 390
 Yunwi Tsunsdi: See page 25 and C20 page 405  Nümüzo’ho:See page 33 and C20 page 400
 Nobles: Any changeling with the correct  Redcaps:See page 33 and C20 page 100
disposition has the capability for leadership, but  River Hags:See page 33 and C20 page 450
Nobles are born to rule.  Sluagh: See page 33 and C20 page 110
 Alicantos: See C20 Ewarë page 67  Tricksters: Tricksters see the truths hidden in
 Ali'i: See page 27 and C20 page 415 absurdity with an unparalleled clarity, and they feel
 Fir-bholg: See page 27 and C20 page 387 utterly compelled to share them with the world. If
 Merfolk: See page 27 and C20 page 448 there’s a pompous ass who needs taken down a notch
 Obas: See C20 Ewarë page 311 and C20 page or a celebrated plan with a glaring flaw, a Trickster is
450 sure to step in.
 Sidhe: See page 27 and C20 page 108: "Sidhe  Clurichaun:See page 35 and C20 page 90
Autumn"  Hanumen:See page 35 and C20 page 426
 Passionates: The Wyrd ensures that all fae are  Piskies:See page 35 and C20 page 96
creatures of passion living a life of extreme sensation  Pooka:See page 35 and C20 page 98
compared to the limits of mortal propriety, but  Sacis:See C20 Ewarë page 183
changelings who originate from the Passionate  Wolpertinger:See page 35 and C20 page 452
Legacy elevate intensity to an art form.
 Aonides: See page 29 and C20 page 387  C20 Ewarë e os Changeling do Brasil (brazilian
 Djedi: See C20 Ewarë page 294 and C20 Players fanmade)
Guide page 86
ARTS (C20 page 197)
 Karuanas: See C20 Ewarë page 130
 Morganed: See page 29 and C20 page 449  Autumn (C20 p. 197): Fear, shadows, and decay
 Nyan: See page 29 and C20 page 427  Chicanery (C20 p. 200): Perception, memory, and
 Satyrs: See page 29 and C20 page 102 trickery
 Selkies: See page 29 and C20 page 104  Chronos (C20 p. 201): Tempo, history, and time
 Swan Maidens: See C20 Players Guide page 181 control
 Contract (C20 p. 203): Oaths, deals, and fae
bargains
 Dragon's Ire (C20 p. 205): Superhuman feats of
physical prowess
 Infusion (C20 Players Guide p. 184): Manipulating
and altering Wyrd

60
 Legerdemain (C20 p. 207): Illusion, sleight of hand, (H5 page 70)
and telekinesis  Nutritionist (All)
 Metamorphosis (C20 p. 209): Shapeshifting and  Psychological Traits (All)
transformation  Substance Abuse (All)
 Naming (C20 p. 211): Mastery of the fundamental
essence of things * You can adapt Merits and Flaws of C20 (page 176)
 Oneiromancy (C20 p. 213): Dreams and slumber
 Primal (C20 p. 215): Mastery of the elements and
Backgrounds
the natural world
 Pyretics (C20 p. 217): Fire, heat, and purification (V5 page 186)
 Skycraft (C20 p. 219): Weather manipulation and  Allies (All): Human associates, usually family or
control friends
 Soothsay (C20 p. 221): Clairvoyance, prophecy, and  Contacts (All): The information sources you possess
fate  Fame (All): How well-known you are among
 Sovereign (C20 p. 223): Leadership, command, and humans
obedience  Haven (All but Warding – named as ‘Safe House’):
 Spring (C20 p. 225): Growth, life, and protection A place to sleep safely
 Summer (C20 p. 227): Energy, passion, and light  Influence (All): Your political power within human
 Tale-Craft (C20 Players Guide p. 186): The power society
of storytelling itself  Mawla (All – named as ‘Mentor’): A Changeling
 Wayfare (C20 p. 229): Movement, freedom, and who advises and supports you: a mentor, patron, or
journeys confederate
 Winter (C20 p. 231): Cold, ice, and the death of
 Resources (All): Wealth, belongings, and income
emotion
 Retainers (All): Followers, guards, and servants or
enchanted mortals who assist you in your endeavors
REALMS (see page 51 and C20 page 232)
(H5 page 72)
 Actor: Any sentient being, be they mortal, fae, or  Mask (All): A false identity, complete with
otherwise (optional: Affecting mortals, Kinain, and
documentation
Prodigals)
(C20 page 168)
 Fae (optional): Affecting changelings, chimera, and
 Chimera: Items or companions of yours that only
all things of Wyrd/Glamour
 Nature: Affecting animals, plants, and natural exist in the chimerical world
phenomena and the flora and fauna of the Dreaming  Holdings: A faerie freehold that you claim as your
 Prop: Affecting devices and man-made items of all own
kinds and crafted items beyond the Mists  Remembrance: Your intuitive link to the Dreaming
 Scene: Affecting large areas or multiple targets at and the collective knowledge possessed by all fae,
once possibly even your own past lives.
 Time: Affecting the duration or triggering of  Title: Your rank in the Kithain or Gallain nobility
cantrips  Treasures: An item of yours that has magical
powers of its own
ADVANTAGES AND FLAWS
Merits
(V5 page 181)
 Linguistics (All)
 Looks (All)
 Archaic (All)
 Mythic (only Folkloric Bane – adapted)

61
NOBLE HOUSES (C20 page 119)
Seelie Courts:
 Beaumayn: Haunted seers and monster hunters
plagued by an old crime
 Dougal: Stoic inventors and craftsmen whose
bodies become one with their trades
 Eiluned: Talented magicians and investigators
whose curiosity often causes trouble
 Fiona: Fearless adventurers and romantics with
notoriously stormy personal live
 Gwydion: Renowned leaders gifted at detecting
lies but possessed of fearful tempers
 Liam: Political outcasts determined to speak up
for commoners and mortals
 Scathach: Mysterious warriors who avoid politics
and associate with Prodigals
Unseelie Courts:
 Aesin: Domineering lords of the wilderness who
rule over mortals like nobles of old
 Ailil: Master politicians and manipulators, if
sometimes too clever for their own good
 Balor: Ruthless warriors and implacable foes
marked by freakish Fomorian blood
 Danaan: Walkers of the Dreaming, recently
returned to herald a great change
 Daireann: Consummate hosts and renowned
poisoners, prone to ill-timed boasting
 Leanhaun: Peerless artists and patrons with a
vampiric hunger for mortal Glamour
 Varich: Cold and calculating strategists who will
bet everything on the right risk

62

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