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Once Upon A Time ...
When we were created we were

given our ground to live on and from this
time these were our rights. This is all true.
We were put here by the Creator -
I was not brought from a foreign country...
~Chief Weninock, Yakima

Ever since Old Man Pokoh created the tribes from the soil, the Ute people began to dream and legends began to form; stories of men becoming buffalo, bears mating with pumas, porcupines coming back from the dead, and many more. From these stories, the Nunnehi were born. Many could become invisible; some could change shape or size. Almost all were believed to grant favors or bestow curses. They were, at the same time, both revered for their benevolence and feared for their trickery. Overall, they lived in harmony with the Ute tribe and shared a reverence for and understanding of the natural world. This harmony continues in the way they view themselves as “one;” rather than singular. The Nunnehi see themselves as part of and in relationship to the Nunnehi Nations before being individuals.

For many years, this "harmony" between Nunnehi and the Ute people remained; at least in the eyes of the Nunnehi. Sometimes, trade between the Nunnehi and the another tribe of strange humans would take place, so long as the sacred places were not threatened. The stories of trickery of the Nunnehi told are an exaggeration; exchanges were always maintained to the "letter" of the trade. After all, there was a refrain from judgement against the child thieves. Each group had their our own secrets to guard and evils to fight.

Aonides CLOSED
Fir-Bholg CLOSED
Paroseme CLOSED
Mannikin CLOSED



Unseelie CLOSED
Clurichaun CLOSED
Nockers CLOSED
Piskies CLOSED
Redcaps CLOSED

House Aesin CLOSED
House Ailil CLOSED
House Balor CLOSED
House Beaumayn CLOSED
House Dougal CLOSED
House Eiluned CLOSED
House Fiona CLOSED
House Gwydion CLOSED
House Liam CLOSED
House Scathach CLOSED
House Leanhaun CLOSED

Canotili CLOSED
Kachinas CLOSED
May-may-gway-shi CLOSED
Thought Crafter CLOSED
Tunghat CLOSED
Yunwi Tsundi CLOSED

Midseason CLOSED
Approved Books
Just because a book is on this list does not mean that everything in it will be allowed exactly as written. Game balance considerations will be taken into account. Additionally, books are sorted by priority - when two or more conflict, the higher priority book "wins".

Changeling: The Dreaming (2nd Edition) WW7300 ISBN: 1-56504-716-8
Changeling Storytellers Guide WW7009 ISBN: 1-56504-708-7
Changeling Players Guide WW7100 ISBN: 1-56504-701-X
Kithbook: Trolls WW7050 ISBN: 1-56504-725-7
Kithbook: Sluagh WW7051 ISBN: 1-56504-726-5
Kithbook: Nockers WW7052 ISBN: 1-56504-727-3
Kithbook: Satyrs WW7053 ISBN: 1-56504-728-1
Kithbook: Pooka WW7054 ISBN: 1-56504-729-X
Kithbook: Redcaps WW7055 ISBN: 1-56504-482-7
Kithbook: Eshu WW7056 ISBN: 1-56504-785-0
Nobles: The Shining Host WW7006 ISBN: 1-56504-711-7
Fools Luck: The Way of the Commoner WW7010 ISBN: 1-56504-715-X
Enchanted WW7008 ISBN: 1-56504-714-1
Shadow Court WW7005 ISBN: 1-56504-710-9
Autumn People WW7004 ISBN: 1-56504-709-5
Under Consideration
These books are under evaluation for inclusion into the approved list. Please contact Nighthawk directly if you wish to use elements from any of these books for discussion.

Freeholds and Hidden Glens WW7002 ISBN: 1-56504-706-0
Isle of the Mighty WW7007 ISBN: 1-56504-712-5
Immortal Eyes 1: The Toybox WW7200 ISBN: 1-56504-703-6
Immortal Eyes 2: Shadows on the Hill WW7201 ISBN: 1-56504-705-2
Immortal Eyes 3: Court of all Kings WW7202 ISBN: 1-56504-713-3
Book of Lost Dreams WW7302 ISBN: 1-56504-717-6
Dreams and Nightmares WW7303 ISBN: 1-56504-718-4
Pour L’Amour et Liberte WW7304 ISBN: 1-56504-723-0
Book of Houses (Noblesse Oblige) WW7305 ISBN: 1-56504-719-2
Kingdom of Willows WW7306 ISBN: 1-56504-720-6
Inanimae: The Secret Way WW7307 ISBN: 1-56504-721-4
Land of Eight Million Dreams WW7308 ISBN: 1-56504-722-2
War in Concordia WW7309 ISBN: 1-56504-724-9
Denizens of the Dreaming WW7310 ISBN: 1-56504-734-6
Book of Lost Houses WW7311 ISBN: 1-56504-483-5

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Staff: Nighthawk (email:
Staff Philosophy
My General Philosophy

(Under Construction!)

A world only comes alive when the people in it are active and vibrant, motivated to want to explore and grow. Too much interference by staff can stifle the core of the world that would otherwise blossom beautifully. In the spirit of that belief, I believe in taking a hands-off approach once events are in motion and serving more to support you in reaching your character goals. In doing so, you are empowered to create the world that you want to live in - with the light and the dark, the beauty and the depravity, the dream and the nightmare.

The Escheat

The Escheat is a set of rules dictated by law, custom, and tradition. While the Dreaming may insert itself to help enforce some of the tenants from time to time, ultimately it is up to the Changelings themselves to interpret and follow it. What this means is that your own safety and security is up to you. The Escheat exists to keep you as safe as possible, and various Changeling society members may have their own enforcement mechanisms, but nothing stops you from making your own interpretation and trying to live by it. There are no artifical walls forcing you to follow it to any degree at all.

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Banned Concepts
The following is a list of general guidelines as to what is not allowed:

Concepts - Extremists ("I hate all nobles!", etc.), Lone wolves ("I'm not going to play with my sphere!")
Seeming - Childlings, Wilders less than 18 years old. This is due to the age policy of the game.
Kiths - Inanimae

Merits and Flaws
You can have no more than 7 points in merits.
You can have more than 7 points in flaws, only the first 7 will garner freebies.

All merits and flaws that have a revised book version must use the revised version. In the event that a merit or flaw is Changeling specific or does not have a revised counterpart, when submitting a character application or a spend for the merit or flaw, please include a description of the mechanics of that merit or flaw along with the source material it can be found in. Some merits and flaws may be drawn from the C20 edition, however those will be judged on a case by case basis.

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Kith Birthrights Frailty
Affinity: Actor

Homebodies and caring individuals. Born of dreams of helping the needy and generosity.
Craftwork - Boggans are brought together via hard work and never hesitate to dig into it. They are known for quick and superior craftsmanship, and if unobserved can complete any simple physical labor task in one-third the normal time. Boggans cannot botch a Craft roll.

Social Dynamics - Boggans have a heightened sense of relationships between people and can figure out a group's social dynamics with a Perception+Empathy (or Subterfuge) roll. Difficulty ranges from 5 (for a small group of travelers) to 10 (for a royal ball filled with scheming). This also works on mortal and the unenchanted in social situations.
Call of the Needy - A Boggan must roll WP vs 8 to resist assisting a person in legitimate need.
Affinity: Actor

Leprechauns and traveling bards with a weakness for alcohol.
Twinkling of an Eye - Clurichaun have a talent for disappearing from potentially troublesome situations. Should someone take his eye off a Clurichaun (if only for a moment), the wily Fae can disappear into the nearest cover so quickly that it's impossible for anyone to find her. One minute she's there, the next she's gone! They can effect this trick even if being grasped by someone, but not if they themselves are blindfolded (or otherwise unable to see) or if bound with cold iron.

Insight - Whenever a Clurichaun is in a social situation (i.e., when not alone), she can roll her Charisma + Empathy (difficulty 7) to assess what the most appropriate response to it is. She can then say the right thing or perform the correct actions (the player may need a judicious Storyteller hint or two) to smooth things or make the situation more pleasant. Unseelie may, of course, do or say the opposite of whatever is indicated if it suits them. (Note: This does not take the place of good roleplaying. If a player is misusing the Birthright by constant overuse, she's probably burned out the talent for a while.)
Tippling - Clurichaun have a terrible time resisting alcohol, and whenever they tipple, they undergo a change. Those of the Seelie persuasion become maudlin and incapable of anything but singing sad songs and telling sad, often pointless, tales. To take action when in this state, a Clurichaun must make a Willpower roll (difficulty 8). Unseelie Clurichaun must make the same roll to avoid picking a fight with the nearest person (or group of people).
Affinity: Scene

Traveling storytellers born of the dream of adventure.
Spirit Pathways - With fantastic timing and an exquisite sense of direction, Eshu arrive at their destinations 'in the knick of time', and the path they follow is filled with challenge and danger (the most interesting!). Seelie triumph righteously; Unseelie leave bitterness and misfortune in their wake. No matter what path is taken, Eshu will always find their destination.

Talecraft - True adventure where an Eshu performs an incredible feat, causes an Eshu to become wiser and his repertoire of stories grows which is reflected with the gain of an additional experience point for the session. Eshu can never botch Performance or Empathy rolls.
Recklessness - A challenge, quest or gamble is irresistible to Eshu and as long as there is a way to come out of it alive, they believe their luck can carry them through any hardship. Confidence and curiosity are inborn traits.
Affinity: Prop

Crafters with foul mouths. They come from the dreams of creators.
Forge Chimera - With raw chimerical material, a machine shop or forge, and privacy (especially from mortals), a Nocker can create simple non-living chimera. The creation cannot involve electricity, magnetism or chemical reactions (except for ST permission). Also, as long as the Nocker has a basic working knowledge of how the device operates, she can build a better version. An extended Intelligence+Crafts represents the creative process. Difficulty and required successes depends on size and complexity of project: Diff 5 with 5 successes for simple items (doors, crowbars etc); diff 8 with 10 or more successes for large or highly complex items (catapults, semi-automatic knife-throwers, etc.).

Fix-It - Nockers can fix nearly any mechanical device with enough time, intimidating it into working properly. Roll Intelligence+Crafts or Intimidation. Difficulty ranges: Diff 5 (simple, familiar problems) to 10 (complex machine with major issues). Seelie and Unseelie can choose different specialties during character creation. Seelie choose one anachronistic device (steam engines, pulley systems, waterwheels) and Unseelie choose high-tech or modern devices. Each gets -1 diff on a roll to fix, control or manipulate that device.
Flaws - Nockers are never satisfied with their creations and to reflect this, all Nocker creations will have on trivial, but irreparable flaw. This flaw occurs even on a creation roll of 5 or more successes.
Affinity: Actor

Wandering and good natured. Have a habit of taking objects.
Nimble - All Piskies add one to their Dexterity, even if this raises the trait above 5; this birthright is in effect at all times.

Human Bonds - Piskies are especially sensitive to the emotions of humans, particularly children. The difficulty of any Empathy rolls when dealing with mortals is reduced by two for adults and three for children, to a minimum difficulty of 3. Piskies are also incredibly adaptable to their surroundings and cannot botch any Survival rolls.
Kleptomania - If Piskies see something that strikes their fancy, they simply have to have it. Note that this doesn't have to be anything terribly valuable by human standards; a pretty rock paperweight could be just as interesting to a Piskey as a gold watch. To resist this impulse, the player must make a successful Willpower roll vs 8. Most Seelie Piskies give back stolen property with no hard feelings; an Unseelie Piskey is a different matter entirely.
Affinity: Nature

Pranksters who can not tell the whole truth. Come from dreams of animals.
Shape Changing - Each Pooka has an affinity with an animal of their choice. When unobserved, they can change shape into or back from an animal in one turn. Shape changing costs a point of Glamour, but reverting back is free. The Pooka has all of the animal's natural abilities. Changelings can't ken the animal form of a Pooka in their mortal seeming. Pooka share a few of the animal's endearing qualities (ie: cat pooka may lick fingers after a meal, purr and in faerie mien, may have little ears and long tails, etc.)

Confidant - The innate charm of a Pooka breaks down the barriers of even the coldest people. Adding a faeries curiosity to that makes him an outstanding confidant. Once during a conversation, a pooka may roll Perception + Empathy (or Subterfuge) to get a Changeling or mortal to spill her guts; the difficulty is the 'victim's' Willpower. Each success allows a truthful answer to one personal question. This isn't an instantaneous effect, though. It takes time, effort and role-playing to coax out the information. This birthright functions normally at all times, even with mortals.

A Pooka can never botch an Empathy or Subterfuge roll.
Lies - People may trust a pooka, but no one in their right mind would believe one. They're infamous for their elaborate lies. No matter how important an issue may be, a pooka must always mix in a lie. It's their nature. A pooka must make a Willpower roll, difficulty 8, to tell the whole truth. Seelie may tells lies which are always the opposite, while Unseelie, with a successful WP roll, can mix truth and lies to make them less predictable.
Affinity: Nature

Can eat anything, almost all Unseelie. They come from dreams of hunger.
Dark Appetite - Redcaps can literally eat anything, and although animal meat is a preference, anything will do. The Redcap must be able to put the object in his mouth or chew it into smaller pieces to consume. Vile or tough items require a one point Glamour burn. In combat, using this birthright requires a point of Glamour to be burned. Base damage for a redcap bite is Strength+2 vs 5. To sever an opponent's limb, roll Dexterity+Brawl vs 8 with 5 successes (3 successes if the target is grappled), and if successful it inflicts a minimum of 3 health levels of damage in addition to any damage rolled.

Bully Browbeat - Redcaps can intimidate anything, even imaginary or chimerical objects. Difficulties for Intimidation rolls are -1. Successful rolls cause chimera to obey without question; sentient creatures can resist with WP vs <Redcap's Willpower>. This birthright functions normally at all times.
Bad Attitude - No one likes a Redcap, even other Redcaps. As part of this stigma, they suffer +2 difficulty (or greater) for any roll involving social situations other than browbeating.
Affinity: Fae

Part goat, musicians, and come from dreams of passion and lust.
Gift of Pan - Dionysian revelry is high ritual to these Fae. Singing, music, and dance can be used to stir Fae and mortals alike to the height of carnal passion. Anyone who fails a willpower roll, difficulty 7, is swept away by hidden desires and the activities of the evening. As the Satyr plays, the Banality of those in the area slowly drops until after 15 minutes, the Banality of everyone in the area, mortal or not, has his permanent Banality lowered by one for as long as the Satyr continues to perform. Tragos can combine their efforts to lower Banality even further. Each Satyr fueling the fire can lower the revelers' temporary Banality by one more, to a minimum of 2. These effects last only for as long as the Satyrs continue to entertain. Lost Banality returns at the rate of one point per hour.

Physical Prowess - Satyrs add one dot to Stamina even if it increases over 5, and this is in effect at all times. When the Wyrd is called and they take faerie form or when not in the presence of mortals, their goat legs can carry them 25 yards + 3 times their Dexterity, each turn.
Passion's Curse - Satyrs are prone to wild mood swings with the slightest provocation, especially when drunk. They rarely attempt to resist these emotional upheavals, but when they do, the difficulty for Willpower rolls are increased by two.
Affinity: Fae

Nobles that are organized in Houses. They are from dreams of nobility.
Awe and Beauty - Sidhe stand out in a crowd due to their beauty and gain two extra appearance dots at character generation. When impassioned, all Social rolls, especially empathy or intimidation rolls, are at -2 diff. Attacking an angry Sidhe head-on requires a successful WP roll, diff ranges from 6 (average Sidhe) to 8 or 9 (higher stationed). Unless the Wyrd is called upon, this only effects Kithain and enchanted.

Noble Bearing - All Sidhe, hero or villain, are dignified and any cantrip that would directly make them look foolish fails immediately. Sidhe cannot botch Etiquette rolls.
Banality's Curse - Each temporary point of banality Sidhe gain becomes two points. Any rolls where the difficulty is equal to her banality or a roll resisted by banality, add +1 to the difficulty.

Sidhe are also prone to fits of depression. The weakest overcome by changing Legacies. When this happens, the spell must last at least 24 hours (moonrise to moonrise or sunset to sunset). Strong-willed Sidhe escape this mania by retreating further into their Legacies: Seelie become idealistic; Unseelie sink into the depths of villainy.
Affinity: Prop

Scary and spooky. They come from dreams of fear.
Squirm - Confining a Slaugh is almost impossible since dislocating body parts is a popular amusement of the under folk. They cannot change their shape or mass, but with a few minutes of entertainment, a roll of Dexterity+Athletics (difficulty ranges from 6 for escaping ropes to 10 for worming through bars of a locked cell). Cold iron can completely imprison them. This birthright cannot be used in the presence of mortals or unenchanted.

Sharpened Senses - Slaugh have heightened senses. Subtract two from the diff of any Perception roll to a minimum of 3. They may see through illusory magic with a Perception+Alertness vs 7 roll. This birthright always functions normally.

Slaugh cannot botch a Stealth or Alertness roll.
Curse of Silence - No matter how much they try, Slaugh cannot speak above a whisper. Due to their distaste for social situations and their odd rules of etiquette, all Social rolls have +2 difficulty. While a Slaugh may not appear to whisper to mortal ears, the Slaugh is usually quite soft-spoken.
Affinity: Fae

Strong, honorable, and huge. They come from dreams of chivalry.
Titan's Power - Wilders gain an additional bruised health level and an additional dot of Strength at character generation even if this raises this trait above 5. Grumps get 2 extra dots of Strength and 2 additional bruised health levels. Greybeards also add +1 to diff for Dexterity-based rolls. The Wyrd must called to use the extra strength in the presence of mortals or the unenchanted.

Stubborness - Nothing can interfere with a Troll's devotion to duty. When in service to a cause, Trolls get an extra 2 dice to any WP roll to resist temptation or distraction.

No Troll can botch an Athletics or Alertness roll.
Bond of Duty - If a Troll reneges on a sworn contract or oath, he becomes sickly and loses Titan's Power. Only by atoning can she regain Titan's Power, which usually involves fulfilling a new oath. Seelie trolls never lie to Fae they are protecting; Unseelie trolls uphold their bond of duty, but usually support more disreputable Fae. The trust must extend both ways; if a Troll's trust is betrayed he will be filled with anger and must roll WP vs 8 to avoid becoming violent. Their stoicism belies great rage.

Houses This only applies to those characters that are Sidhe or Commoners that have bought the title background.
(Work in progress. Will expand and clean up soon.)

  • House Aesin - Newly Returned House and better with animals than commoners.
  • House Ailil - The Winter Court leader, alleged leaders of the Shadow Court as well. Masters of politics.
  • House Beaumayn - Newly Returned House of Seers.
  • House Dougal - Noble Crafters aligned with the Gwydions, all suffer from some deformity or physical ailment
  • House Eiluned - Mystically inclined keepers of secrets
  • House Fiona - Fearless Warriors and passionate
  • House Gwydion - the Summer Court leader. Terrible Tempers and can tell if you lie and very noble
  • House Liam - Protectors of Humanity and are looked down on.
  • House Scathach - Split house. Some stayed stayed behind instead of retreating to Arcadia. While another part of the house retreated to Arcadia. Warriors & Seers.

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This replaces the Court of the kithain.
Midseason - Tricksters
Summer - Peaceful and Caretakers
Winter - Angry and Destructive

This is how old you are.
braves - Must be over 18 years of age
elders -

This is what specific type of Nunnehi you are.
Canotili - Tree Dwellers that are mischevious forest creatures
Kachinas - Helpful faeries that bring good fortune and fertility
May-may-gway-shi - Rock Fishers that are talented artists
Nanehi - Socially adept faeries
Surems - Yaqua Little People - Peace loving but strong
Thought Crafter - Creative craftsmen that are also enjoy being a trickster.
Tunghat - Green Dwarves that have strong ties to animals
Yunwi Tsundi - Little People are attractive and industrious

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These faeries only have physical form in the dreaming. Unless they use a special art.

xxxxxThis defines not only what you look like, but what relationship you have with the dreaming. In traditional kithain terms this determines your court and seeming. You must pick which one is primary,secondary, and tertiary.
xxxxxxxxxxDionae - The basic instincts. the id.
xxxxxxxxxxAraminae - The Rational mind
xxxxxxxxxxApollae - The higher self.

xxxxxYou must pick one to go with each aria.

xxxxxWhat specific type of Adhene are you
xxxxxxxxxxAonides - The muses.
xxxxxxxxxxFir-Bholg - Predator survivors.
xxxxxxxxxxFauths - Wild spirits and forces of nature. Closely related to animals
xxxxxxxxxxMoirae- The fates.

These are the faeries of statues and natural elements.

xxxxxThis determines your anchor and whether it has been shaped by man or exists in it'sunmolested natural state
xxxxxxxxxxGladeling - Your Anchor is it's natural state, far more rare.
xxxxxxxxxxKrofted - Your anchor was changed by the hands of man

xxxxxThis is how long you have been awake. This does NOT effect your physical description or age.
xxxxxxxxxxChildling - awake for less than 2 years
xxxxxxxxxxWilder - awake for at least a few years
xxxxxxxxxxGrump - awake since the resurgence or longer

xxxxxWhat specific type of inanimae are you.
xxxxxxxxxxKubera - Healers and Dryads tied to plants
xxxxxxxxxxOndine - Peacemakers of inanimae, tied to Water
xxxxxxxxxxParoseme - Scatterbrained and tied to the air.
xxxxxxxxxxMannikin - holders of secrets and inhabit statues.

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They are open. I have a few requirements from kinain players:
  • You must be usefull to the Fae. You will be expected to to rp with people in the Changeling Sphere. Kinain are vital to the changelings and interacting with the more banal aspects of reality.
  • If you have Fae Gifts and access to Arts and Realms you will not be approved with Sorcery or mortal+ powers from chargen. If you are another supernatural race, you will be limited to whatever that race's powers may be.
  • If you wish to be cross sphere, meaning if you are also another supernatural critter of some kind, you must meet not only my requirements but the requirements of the other sphere you will be a part of. Your final approval is contigent upon both myself and the other wizard agreeing.
  • Kinain require a teacher for any Art or Realm they learn; while they can still benefit from an Instruction roll, the teacher need not have Instruction to teach them. Kinain pay an increased cost for Arts. If they don't come in with any, upon learning their first ever point of Arts, they will gain one free point in their Kith's affinity realm (affinities can be found above; by houserule sidhe's affinity is Fae).
  • Arts cost more for kinain than they do for kithain. The first dot of a common art costs 15XP, while the first dot of a Rare Art costs 20XP. After that, increasing an Art is (current rating x 12)XP. Realms cost as normal (As noted above, every single level of an Art or Realm requires an IC teacher).
  • Kinain can have a maximum number of Fae Gifts equal to their Faerie Blood background. Some of the gifts have ratings 1-5 as skill with that gift increases, while others have a flat cost; either kind of gift counts as a single gift for this maximum. Therefore, having Bardic Gift 5 does not take up all of the Fae Gifts available to the kinain if they have Faerie Blood 5, it only takes 1 even though Bardic Gift is an ability with 5 levels to it. Similarly, Honored Birthright - which has a flat cost of 5 - also only takes up a single point towards the kinain's maximum Fae Gifts.

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1432 Doorways to the Higher Hunting Grounds closed one by one. This is the period known as The Shattering. In order to survive, the Nunnehi underwent the Changeling Way by finding highly spiritual people among the Ute to act as hosts for them until the Nunnehi could be born as their children, their children's children, and so forth through the ages. Those so chosen to host a Nunnehi have become chieftain, counselors, medicine men, and wise women. They are also known for their songs, dances, stories, and artistic endeavors.

Winter 1541 A band of strange men dressed in mirrored steel appeared out of nowhere and laid siege to the land. They began killing without rhyme or reason: Ute, Nunnehi... anyone else present. With threat to their tribe, the Nunnehi stepped in to assist the Ute Shaman, some of which could cast an odd form of Medicine, by calling upon the spirits to assist the warriors and protect their tribe. As the Mirrored Men retreated, a head count proved that several of the Nunnehi were killed. A man calling himself Padre de Padella set up a mission as a place of refuge for the hunted and a meeting tent. While the Ute people would go, the Nunnehi tended to stay away from the place.

17th Century A handful of the Kithain begin exploration of the area. Traveling in small caravans across the plains, the Eshu arrive bearing exotic gifts of strange lands; while the pooka come fleeing civilization. Bearing a humility and desire to find new homes, the Nunnehi took in their strange cousins and taught them how to live off the land. Gifts of friendship were exchanged and treaties were signed.

18th Century Time of stasis. Life continues and struggles occur. Nunnehi vs Kithain in quiet struggles, one holding to an old way of life, the other making new.

19th Century Word spread like wildfire from kingdom to kingdom throughout the Nunnehi Nation. The US Government forced the native tribes to relocate: beginning the Trail of Tears and continuing until all, including the Ute, were living on reservations. As the Kithain began to expand to the west, their arrogance came with them as they attempted to usurp the land from the Nunnehi. Relations between the two groups deteriorated.

20th Century Violence continued between the Kithain and the Nunnehi. With the return of sidhe in 1969, the Nunnehi forces strengthened themselves against their superior attitudes and continued to fight for their lands; even as the sidhe established kingdoms around them and placed rulers upon the throne. Even for the Nunnehi located in Pokoh's Peak, King Videll ap Gwydion laid claim to the lands of the southwest, which included the Ute's lands. His claim to the lands were tentative until 1995, when he made clever use of his Arts to stop the government from desecrating the sacred Hopi lands with a missile test facility. He then chose to undergo the Nunnehi sacred right of passage to become one of them. Upon completion, King Videll changed his name to Chief Greyhawk, made Princess Sunflower as his wife, and named several Nunnehi to important positions in his Courts. Since this time, the Nunnehi attacks in the Kingdom of Burning Sun are basically non-existent.

21st Century The old Chieftain of the Ute people living in Pokoh's Peak died. In his place, Ahanu, a nunnehi Kachina, became chieftain. Having served under Chief Greyhawk in defense of the kingdom, Ahanu's did not hide his dislike of the sidhe and planned to assassinate the man. Through his court shaman, Greyhawk learned of the plot and was swift to act. A political marriage was arranged between Ahanu's daughter, Nina An-ko-tosh and Count Marcel duVille of House Fiona The Chieftain oversees the Nunnehi, as regent, appointed by the Count both as a gesture of peace and to respect the nunnehi's traditions. The Chieftain, Ahanu, operate's with the Count's authority over the Nunnehi, while the Count rules the Kithain.

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