Changeling

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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.

Demographics
Gallain
Aonides (0) CLOSED
Fir-Bholg (0) CLOSED
Fauths (0) CLOSED
Moirae (0) CLOSED
Kubera (0) CLOSED
Ondine (1) CLOSED
Paroseme (0) CLOSED
Mannikin (0) CLOSED




Kinian
Kinain (2) OPEN




Wilder (11) OPEN
Grump (3) OPEN
Brave (0) OPEN




Seelie (7) OPEN
Unseelie (7) OPEN
Kithain
Boggan (0) OPEN
Clurichaun (1) OPEN
Eshu (1) OPEN
Nockers (0) OPEN
Piskies (0) OPEN
Pooka (3) CLOSED
Redcaps (0) OPEN
River Hag (0) OPEN
Satyr (3) CLOSED
Sluagh (1) OPEN
Troll (2) OPEN
Sidhe (4) OPEN




House Aesin (0) CLOSED
House Ailil (1) OPEN
House Beaumayn (0) CLOSED
House Dougal (2) OPEN
House Eiluned (2) OPEN
House Fiona (1) OPEN
House Gwydion (0) OPEN
House Liam (1) CLOSED
House Scathach (0) OPEN
House Leanhaun (0) CLOSED



Nunnehi
Canotili (0) CLOSED
Kachinas (0) CLOSED
May-may-gway-shi (0) CLOSED
Nanehi (0) CLOSED
Surems (0) CLOSED
Thought Crafter (0) CLOSED
Tunghat (0) CLOSED
Yunwi Tsundi (0) CLOSED




Midseason (0) CLOSED
Summer (0) CLOSED
Winter (0) CLOSED
Approved Books
Approved
Just because a book is on this list does not mean that everything in it is approved and will be allowed exactly as written. In most cases, if it is not in the Core book it will be approved or denied on a case-by-case basis and sometimes the costs for things will be changed for the sake of balance against other items, merits, flaws and the system. Merits, Flaws and Backgrounds from the kithbooks are by and large poorly designed and will require reworking.

Changeling: The Dreaming (2nd Edition) WW7000 ISBN: 1-56504-716-8
Book of Storyteller Secrets WW7001 ISBN: 1-56504-702-8
Freeholds and Hidden Glens WW7002 ISBN: 1-56504-706-0
Autumn People WW7004 ISBN: 1-56504-709-5
Shadow Court WW7005 ISBN: 1-56504-710-9
Nobles: The Shining Host WW7006 ISBN: 1-56504-711-7
Isle of the Mighty WW7007 ISBN: 1-56504-712-5
Enchanted WW7008 ISBN: 1-56504-714-1
Changeling Storytellers Guide WW7009 ISBN: 1-56504-708-7
Fools Luck: The Way of the Commoner WW7010 ISBN: 1-56504-715-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
Changeling Players Guide WW7100 ISBN: 1-56504-701-X
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
Changeling: The Dreaming (2nd Edition) WW7300 ISBN: 1-56504-716-8
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
Staff: Kestrel (email: kestrelsheltering@gmail.com)
Banned Concepts
The following is a list of general guidelines as to what is not allowed:

Concepts - Extremists ("I hate all nobles!", etc.), Lone wolfs ("I'm not going to play with my sphere!"):
Courts - Shadow Court:
Seeming - Childlings, Wilders less than 18 years old, this is due to the age policy of the game.:
Kiths - Inanimae (these elementals are not really Changelings, they can see and interact with the Dreaming but they aren't part of it the way Changelings and Nunnehi are, they are often loners and they can't be killed - none of which makes for a great character for a MUSH setting)


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:
. Also note: All Merits and Flaws must be from a revised book, with the exception of those that are Changeling specific. 2nd edition merits and flaws will not be accepted.:

At the moment, due to the number of people who already have it, no more Changeling Eyes flaws will be accepted until the number goes down. Please choose something else.

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Kithian
Court

This determines your view on glamour and whether you are a dream or nightmare.

  • Seelie - Conservatist when it comes to glamour. Follows the Summer Court.
  • Unseelie - Liberal when it comes to glamour. Follows the Winter Court.


Seemings
This effects how old your character will be

  • Wilder - Over 18 years of age
  • Grump - This change usually happens in the late 20s or early 30s


Kiths
What specific race of Changeling.

Boggan - Homebodies and caring born of the dream of helping the needy and generosity
xxxxxBIRTHRIGHTS:
xxxxxxxxxxCraftwork - 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.
xxxxxxxxxxSocial 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.
xxxxxFRAILTIES:
xxxxxxxxxxCall of the Needy - A boggan must roll WP vs 8 to resist assisting a person in legitimate need.

Clurichaun - Leprechauns and traveling bards with a weakness for alcohol
xxxxxBIRTHRIGHTS
xxxxxxxxxxTwinkling 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.
xxxxxxxxxxInsight -- 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.)
xxxxxFRAILTIES
xxxxxxxxxxTippling -- 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).
xxxxx xxxxx

Eshu - Traveling storytellers born of the dream of adventure
xxxxxBIRTHRIGHTS:
xxxxxxxxxxSpirit 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 fine their destination.
xxxxxxxxxxTalecraft - 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.
xxxxxFRAILTIES:
xxxxxxxxxxRecklessness - A challenge, quest or gamble is irrisistable 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.

Nockers - Crafters with foul mouths. They come from the dreams of creators
xxxxxBIRTHRIGHTS
xxxxxxxxxxForge 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 (unless the STer designates the device to be extremely creative and allows). 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).
xxxxxxxxxxFix-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.
xxxxxFRAILTIES:
xxxxxxxxxxFlaws - 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.

Piskies - Wandering and good natured. Have a habit of taking objects
xxxxxBIRTHRIGHTS
xxxxxxxxxxNimble -- All piskeys add one to their Dexterity, even if this raises the Trait above 5; this Birthright is in effect at all times.
xxxxxxxxxxHuman Bonds -- Piskeys 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.
xxxxxFRAILTIES
xxxxxxxxxxKleptomania -- If piskeys 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 resisit this impulse, the player must make a successful Willpower roll, difficulty 8. Most Seelie piskies give back stolen property with no hard feelings; an Unseelie piskey matter entirely.
xxxxx xxxxx

Pooka - Pranksters and can not tell the whole truth. Come from Dreams of animals
xxxxxBIRTHRIGHTS:
xxxxxxxxxxShape Changing - Each pooka has an affinity with an animal of their choice. When completely alone, they can shapechange into an animal (or back from it) in one turn. Shapechanging costs a point of Glamour, but revering 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 animals endearing qualities (ie: cat pooka may lick fingers after a meal, purr and in faerie mien, may have little ears and long tails etc)
xxxxxxxxxxConfidant - 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 a 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.
xxxxxxxxxxA pooka can never botch an Empathy or Subterfuge roll.
xxxxxFRAILTY:
xxxxxxxxxxLies - 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.

Redcaps - Can Eat Anything, almost all Unseelie. They come from the Dream of Hunger
xxxxxBIRTHRIGHTS:
xxxxxxxxxxDark 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 severe an opponent's limb, Dexterity+Brawl vs 8 with 5 successes (3 succ if the target is grappled), and if successful it inflicts a minimum of 3 health levels of damage in addiction to any damage rolled.
xxxxxxxxxxBully 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, even in the presence of mortal or unenchanted supernaturals.
xxxxxFRAILTIES:
xxxxxBad Attitude - Noone likes a redcap, even other redcap. As part of this stigma, they suffer +2 difficulty (or greater) for any roll involving social situations other than browbeating.

Satyr - Part Goat, musicians, and come dreams of passion and lust
xxxxxBIRTHRIGHTS:
xxxxxxxxxxGift of Pan - Dionysian revelry is high ritual to Satyr, and singing, music and dance can be used to stir mortals and fae to the height of carnal passion. Willpower vs 7 is required to NOT be swept away by desires and activities of the evening. After 1-2 hours of performing, everyone has permanent banality lowered by one. Each Satyr involved can lower temporary Banality by one more to a minimum of 2. When the performance stops, lost banality returns at a rate of 1 point per hour.
xxxxxxxxxxPhysical Prowness - 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 (each turn) 25 yards + 3 times their Dexterity.
xxxxxFRAILTIES:
xxxxxxxxxxPassion'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.

Sidhe - Nobles and are organized in Noble Houses. The are from dreams of nobility
xxxxxBIRTHRIGHTS:
xxxxxxxxxxAwe and Beauty - Sidhe stand out in a crowd due to their beauty and gain 2 extra appearance dots at chargen. When impassioned, all Social rolls, especially empathy or intimidation rolls, are at -2 diff.
xxxxxxxxxxAttacking an angry Sidhe head-on requires a successful WP roll, diff ranges from 6 (average sidhe) to 8 or 9 (higher stationed). Unless Wyrd is called upon, this only effect Kithian and enchanted.
xxxxxxxxxxNobel 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.
xxxxxFRAILTIES:
xxxxxxxxxxBanality'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.
xxxxxxxxxxSidhe 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.

Sluagh - Scary and Spooky and come from Dreams of Fear
xxxxxBIRTHRIGHTS:
xxxxxxxxxxSquirm - Confining a Slaugh is almost impossible since dislocating body parts is a popular amusement of the underfolk. They cannot change their shape or mass, but with a few minutes of enterntainment, a roll of Dexterity+Athletics (diff 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.
xxxxxxxxxxSharpened Senses - Slaugh have heightened senses. Subtract two from the diff of any Perception roll to a minimum 3. They may see through illusory magic with a Perception+Alertness vs 7 roll. This birthright always functions normally.
xxxxxxxxxxSlaugh cannot botch a Stealth or Alertness roll.
xxxxxFRAILTIES:
xxxxxCurse 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.

Troll - Strong, Honorable, and huge and come from Dreams of Chivalry
xxxxxBIRTHRIGHTS:
xxxxxxxxxxTitan's Power - Wilders gain an additional bruised health level and an additional dot of Strength at chargen even if this raises this Train above 5. Grumps get 2 extra dots of Strength and 2 additional Bruised levels. Greybeards also add +1 to diff for Dexterity-based rolls. Wyrd must called to use strength in presence of unenchanted or mortals.
xxxxxxxxxxStubborness - 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.
xxxxxxxxxxNo troll can botch an Athletics or Alertness roll.
xxxxxFRAILTIES:
xxxxxxxxxxBond 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.

  • 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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Nunnehi
Camps

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

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

Families
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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Gallain
Adhene

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

xxxxxAria
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.

xxxxxLegacies
xxxxxYou must pick one to go with each aria.

xxxxxAdhene
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.


Inanimae
These are the faeries of statues and natural elements.

xxxxxCourt
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

xxxxxJue
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

xxxxxPhyla
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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Kinain
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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History
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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Staff Philosophy
My General Philosophy

I am a very firm believer that in character actions cause in character consequences. What you do has an affect on the world - otherwise, why are you playing? This can be very good or very bad. Save the life of a noble and you might be given a title or a Treasure in return. Sell out your friends and they may well tear you to pieces. What you do will dictate the story as much as any staff plot or PrP being intentionally run. And along those lines, yes it is my business what you are doing in the private of your own home, and invading your privacy is not my prerogative, it's my job. Who you are sleeping with can have an affect on your banality, create problems in the Dreaming and all sorts of other things, particularly when you get into cross-sphere situations. Who you sleep with, who you're friends with, the person you are platonically sharing a bed with every night because you're afraid of the dark, all of these things can have some affect on the world around you. I won't come watch you TS - I really have better ways to get my jollies - but I will pay attention to what you're doing in private as well as in public, I may ask you questions if you're always in private with people. Every action you take has the potential to cause a reaction. No, I won't have every relationship you're in result in a world ending explosion of disasters - some things will just pass us all by. But some things won't and you should be prepared for that. Changeling has it's brightness, on the surface (especially with the lovely, colorful book) it seems like a friendly game and it can be. But banality is eating away at the world and slowly killing you, and the Dreaming holds nightmares as well as bright dreams. Bad things happen, and the world is a dangerous place. I will always let you FTB, but bad things can and will happen to your character - and so will bright, amazing, impossible things that could only happen in a dream. Changeling is made up of both.

Ask For Rolls
Sometimes you'll want to roll the dice, sometimes you won't. I will typically call for rolls when I feel the situation warrants it (such as when powers are in use) or when a character is attempting something they have a reasonable chance of failing at. Some people like to roll for the chance to dazzle and shine! If you want to roll and I didn't ask for it, by all means page me and ask me if you can get a roll. I will most likely allow it, and if not, I will tell you why.

NPCs

  • NPCs are made to offer advice, fill in the gaps and use powers (if they have it and you ask nicely ICly), or teach you - sometimes at a price.
  • These NPCs will /NOT/ go to battle for you, solve your problems, tell you what the 'right' solution is, or solve TPs. They do not meet with other groups save in extreme circumstances.
  • There are antagonist NPCs out there. There are plots on the grid, both ones that I run and ones run by others. The NPCs are /not/ all knowing. They can not educate about all the other Genres there are, they have their own motivations and desires. This is evident when you ask 2 NPCs the same question, and get conflicting advice - the NPCs themselves are their own people, from different kiths and backgrounds, so they have differing opinions.
  • Some of the NPCs are there as teachers, others are not but have things you will want to learn. It is up to you to convince them to teach you, and I will rarely allow you to do this solely by rolling - you will need to at least come up with the argument you are making before resorting to dice, and I prefer to run scenes between you and them rather than using dice for such things, as your relationship to the NPCs on grid will often matter.
  • Just because you aren't paying attention to them doesn't mean they have stopped moving. They have their own motivations, plans and goals, and they will work towards these whether you're paying attention or not. They don't cease to exist when you walk out of the room, and there's a good chance you will never know everything about the NPCs. The fae are mysterious and tricky, even amongst their own.
  • While there are definitely friendly NPCs, that doesn't make them your friends. Their goals may align with yours, but they are their own people and if you don't put the time into gaining and maintaining a good relationship with them, you can expect them to turn on you if it suits them. Similarly, just because an NPC starts out as an antagonist does not mean they can't become of use to you, even become an ally or a friend.
  • Amongst changelings, the only bright lines are between changelings and Dauntain - who are really just humans trying to fight what they don't understand (in some cases because they know what they're fighting and are afraid, and in others because they believe it to be mental illness which can be 'cured' - and in a sense they are are right). These are unlikely to ever show up on grid. Unlike many of the other groups, changelings don't have a built in enemy, their enemy is an intangible force in the world: banality. This means that you don't always know who your friends are, or who your enemies are. They aren't carrying Wyrm taint or black lines in their aura to tell you they have committed diablerie, the fae are changeable. Even the Shadow Court aren't really enemies, they are trying to prepare the changelings for what they consider to be the inevitable: true Winter and banality's success. As such, assuming you know who is on your side and who is not is often a mistake, and judging someone by their court is often a mistake. Seelie aren't Good and Unseelie are not Evil; they have their own philosophies, but they are two sides of the same coin and every single changeling has both sides inside of them. Someone's court won't tell you who the good guys are, you'll have to work that out by other means.

Super-Friends

Revealing Changeling Secrets to the others is frowned on. The punishments can range from mild to severe, but the Escheat is the Escheat and it is to be respected. If you break the law, expect there to be repercussions! The Fae are more secretive than the other supernatural races because they have to be - the Mists protect them from humanity to an extent, but not from other supernaturals and some of the Prodigals are very real dangers to them. Vampires are often banal creatures, but worse than that - changeling blood is addictive to vampires, and it enchants them upon drinking. So not only are the vampire addicted, they can see and affect the Dreaming, and they know exactly what it is they are becoming addicted /to/. Werewolves have a long history with the fae, and while some tribes are kin or allies, others have sought to wipe them out. Mages have uses for fae power, and they really don't like the fact that the fae have the ability to counter their magic - something no other race of suprenaturals has much chance of accomplishing. Of course, as long as the mages don't learn this, everything is fine. But all of this means that the Secrets of the Fae must be kept, and failing to do so will carry with it heavy punishment. The rest of the Escheat is open to some interpretation, and it often depends heavily on the ruler how it is interpreted; but what is clear is that the first rule is that whoever is in charge has absolute authority within their demesne - and they can enforce that however they wish to. If you break the rules, there will be consequences, and these can be as severe as the ruler wants them to be.

That said, supernaturals are supernaturals. The dreaming is not a secret to the other factions, and its not unlikely to find a few that know of you or your ways. Approach the situation carefully, and try not to tip your hand. This is a mush that does not have artificial walls built around the spheres. I am a firm believer in not walling in the sphere. This doesn't mean teach out Lore Changeling to everyone that asks, but it does mean you don't need to necessarily hide what you are to other supernaturals. They can be bound by Oaths, geas'd, and made to respect the Escheat in other ways. These situations will be handled on case by cases, hopefully ICly, as they arise! I strongly suggest that before you start handing over secrets to your new friend, however, you make sure they can't tell everyone else. If there are no restrictions on how far the secrets are spread, your punishment is likely to be much more severe than revealing secrets to someone who is bound in such a way that they can't tell anyone else.


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