C5 Changeling The Dreaming
C5 Changeling The Dreaming
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Legacies
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CHANGELING THE DREAMING
E DIT I NG A N D R E A DI NG : Yogarpg
A RT: 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
V ER SION: 3.0 (Banality Revamp Update)
World of Darkness, Vampire: The Masquerade, Vampire: The Dark Ages, Victorian Age: Vampire, Werewolf: The Apocalypse, Werewolf: The Wild
West, Mage: The Ascension, Mage: The Sorcerers Crusade, Wraith: The Oblivion, Wraith: The Great War, Changeling: The Dreaming, Hunter: The
Reckoning, Demon: The Fallen, Mummy: The Resurrection, Orpheus, Exalted, Chronicles of Darkness, Vampire:The Requiem, Werewolf: The Forsaken,
Mage: The Awakening, Changeling: The Lost, Hunter: The Vigil, Geist: The Sin Eaters, Demon: The Descent, Mummy: The Curse, Beast: The Primordial,
Promethean: The Created, Storyteller System™, Storytelling System™, and Storytellers Vault™ and their respective logos, icons and symbols are trade-
marks or registered trademarks of Paradox Interactive AB. All rights reserved.
This work contains material that is copyright of Paradox Interactive AB. Such material is used with permission under the Community Content Agree-
ment for the Storytellers Vault.
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CHANGELING THE DREAMING
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TABLE OF CONTENTS
Introduction 20
Lexicon 22
Banality 26
Wyrd 29
The Darkening 32
Epiphany 34
Health 35
Wyrd Summary 36
Legacies 39
Lore Keepers 41
Makers 45
Nobles 49
Passionates 53
Stalwarts 57
Terrors 61
Tricksters 65
Characters 67
Courts 67
Houses 68
Mundane Way 68
Unleashing 74
Arts 74
Realms 74
Antagonists 81
Character Creation Summary 86
Introduction
Introduction
“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
Goals
The primary goal of this take on Changeling is to foreground the horror of
the setting, bringing the tone of the game in line with the feel of the World of
Darkness asset by WoD5 (V5, H5 and W5), while holding onto the same core
themes that always made it unique. It aims to increase the playability of the
game. Player character types should have greater flexibility. Changeling’s rules
and terminology should be global instead of pigeonholed to a single culture.
The divide between the mundane and the Dreaming should be clearer and
easier to conceptualize. The accomplishments of the characters should feel
consequential instead of having no impact on the “real” world.
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CHANGELING THE DREAMING
concepts
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Introduction
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CHANGELING THE DREAMING
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Chapter
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CHANGELING THE DREAMING
“Elves are wonderful. They provoke wonder. the Dreaming is potentially more deadly than a
Elves are marvellous. They cause marvels. run-of-the-mill bullet, thanks to the sword’s Wyrd
Elves are fantastic. They create fantasies. properties. With the Fell running loose in the Ever
Elves are glamorous. They project glamour. Night, a mortal who accidentally wanders into the
Elves are enchanting. They weave enchantment. wrong side of the Mists finds his life in grave dan-
Elves are terrific. They beget terror” ger. A changeling may channel the Wyrd to part
the Mists for a turn around any one of her Hidden
— TERRY PRATCHETT, “LORDS AND LADIES” possessions.
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The Changeling Way
in critical success (4 success) just like two 10s, Touch Banality: A character rolls a Banal-
but with a cost of gaining automatically one ity Check when the mundane takes priority over
Banality. her role as a being of myth and legend: in contact
■ Banal Critical: Any critical win with at least with Banal creatures and places or even when they
one 10 in Banality Dice. For Wyrd rolls, main- deliberately evoking Banality trough Invoking the
tain the critical and the effect, but Banality dis- Cold (see page 29).
torces the Mists causing the result to manifest
through them, so that any human who wit-
Losing Banality
nesses it will see the true nature of the Change- Easing Banality: A changeling may stave off
ling and its effects, imposing their disbelief and Banality with some methods described below. Like
risking a Banality Check. For mundane rolls, a release valve on a high-pressure system, doing so
ther's no aditional effect. relieves the tension she builds up in her day-to-day
life by giving her Wyrd space to breathe and exist.
Banality Dice replace dices in all dice pools, with Methods of easing Banality include spending time
the exception of tracker rolls, up to the maximum in a freehold, basking in Revelry, and achieving
dice pool possible, like in V5. Epiphany. Spending an evening of sleep dreaming
in a freehold removes one Banality point per night.
Failure, Banal Outcome if rolls two of them Spending an entire scene dedicated to pursuing
the changeling’s Revelry removes one Banality
Failure (2-5) point. Musing removes all of a changeling’s Banal-
ity except one point. Ravaging removes one point
Success (6-9) of Banality per turn. The only way for a changeling
to completely remove all of her Banality is to inflict
Success, Banal Critical if part of a critical win Burn Out on her dreamer.
(10) method eased banality
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CHANGELING THE DREAMING
targeting them.
This rating can be used as Dice Pool in special
occasions or be used to determines damage in some
Arts.
Banality 1: Nothing in the modern world is free
from Banality’s influence, but Changelings treasure
mortals with a Banality rating this low, as their
minds and souls are comparatively untainted.
Such individuals are called Dreamers, and are
frequently used as sources of Wyrd. Dreamers are
unlikely to be held in high esteem by wider society,
unless they’re wealthy enough to be “eccentric” in-
stead of “crazy” or have turned their overwhelming
creative impulse to a popular end. Even if a Dream-
er does enjoy wealth and popularity, she does not
create because doing so brings these things to her
— she creates because she must.
Banality 2: Individuals with a Banality of 2 are
still passionately, even wildly creative by wider
societal standards. They are likely to be known as
flakes or idealists by their fellows, and may have
difficulty maintaining day-to-day commitments
that routinely interfere with their creative pursuits.
They treasure any living situation that affords them
the time they need to indulge in what they love.
These are the sort of people who paint a perfect
replica of the night sky on their ceiling “because
they felt like it,” or spend years of their lives pains-
takingly creating a patchwork map of a fantastic
fictional world. While they are not Dreamers, they
are still an excellent source of Wyrd, and are much
more likely to be understanding of the unusual
pursuits of the Changelings.
Banality 3: People living with this level of
Banality do what they can to resist the demands
of the wider world around them, but cave to the
inevitable. They get the degree that is suppos-
edly “better” than the one they really wanted. If
they’re fortunate enough to get a job, they cling to
it. People with Banality 3 do what they have to for
as long as they must, and retreat from the world
around them as soon as is possible. They have hopes
and dreams of making it big doing the thing they
love, but cruel reality is an insurmountable obsta-
cle more often than not. When left to their own
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The Changeling Way
devices, they produce some Wyrd, but are hardly the world, attenuated slowly as Banality progresses,
the fonts of it as are those of lower Banality, whom is rendered a malignant and dying collection of
they envy greatly. shades of gray.
Banality 4: The battle may not be over, but the ■ Adds +1 difficulty to cantrip rolls targeting
war seems lost. At this level of Banality, an indi- them.
vidual feels beaten. He knows he should write that
novel that’s been lingering in the back of his head, Banal Places
but zoning out on the couch watching competitive The chill of Banality contaminates not only people
cooking TV shows is just easier. The set of high-end or objects, but even entire locations or buildings.
markers sits in a corner gathering dust — her guild Such places require long-term exposure to Banal
in Skinner Box Online gives her shit if she doesn’t thought, making them comparatively rarer than
make at least two raids a week. Their dreams are individuals with high Banality, but they do exist
still within their sight, but their reach exceeds their and they are a great threat to changelings. Banal
grasp. Someone suffering with this much Banality structures represent the institutional memory of
needs a real shock to get him out of his rut, so get- the organizations that dwell within or use them
ting Wyrd from him is a challenge. regularly. Organizations dedicated to promulgating
Banality 5: The Banality begins not only to one point of view above all others are a common
dampen, but to control souls at this level. It’s not cause of such structures. Not every church is a
a maniacal puppeteer, cackling as it makes people Banal structure, but a megachurch owned by a fire-
dance at its whim, but is rather a further refine- and-brimstone preacher who insists that everyone
ment of what it already does at lower levels. It except his parishioners is on a one-way road to
takes the envy of a freer soul and twists it, turning Hell certainly will be. A business that thrives on
it to antipathy. Mortals begin to pose a threat to creativity and has a loose management structure
Changeling once they reach this level of Banal- is less likely to be saturated with Banality, but the
ity, forcing changelings to ever be on their guard, stereotypical office-drone cubicle farm filled with
lest they be overwhelmed by even a careless word. workers endlessly performing rote tasks that have
The mortal does not mean to be a threat, but this no relation to their own lives might as well be
makes no difference. A nasty comment about the Chernobyl of Banality. Rejection of alterna-
street art seems innocuous to many, but it plants tive ideas, of creativity, and of imagination are all
the seeds of Banality and inflames the sliver of it hallmarks of the sorts of organizations needed to
that all changelings carry within them. create a Banal structure.
■ From this point of Banality, adds +1 difficulty to System: When deciding the Banality rating of
cantrip rolls targeting them. the structure, consider what the Banality rating of
Banality 6+: Not everyone with a Banality rat- the average member of the organization that made
ing this high is one of The Frozen, but one could it that way would be. Factor in how many of them
forgive changelings for not seeing the difference. there are, how long they’ve been there, and how
This level of Banality is a choking cloud of hope- active they are, and you should have a pretty good
lessness, a vortex of negativity that seems inescap- idea of where on the chart they belong. Any rolls
able. The person at the heart of that cloud, who for cantrip use within a Banal structure suffer +1
exudes it with practically every word and action, to their difficulty. Additionally, for every scene a
disdains creativity to such an extent that it seems changeling spends in a Banal Structure in excess of
wrong to them. Here, a psychologist overprescribes her Wyrd rating, she rolls a Banality Check.
medication for an attention disorder. Here, fund- Mortals who regularly spend time in a Banal
ing for arts programs is cut even when options to structure with a higher Banality rating than their
save them exist. Here, the bright wash of color in own slowly gain Banality until they reach an equi-
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CHANGELING THE DREAMING
Wyrd
Wyrd is the chaos and infinite possibilities of
the Dreaming made manifest. As children of the
Dreaming, the Wyrd drives changelings to ex-
tremes — their passions, creativity, and expression
are too intense for mortals to accept. The mun-
dane constantly chips away at the Wyrd, killing a
changeling’s uniqueness and imposing conform-
ity and mediocrity in place of her potential. The
changeling’s Wyrd rating measures her connection
to the Dreaming and how in tune she is with her
true self.
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The Changeling Way
Dreaming will begin to lose connection to the mortal world outside and be- 0 – 0 (Undone) N/A
come overwhelmed by their fae natures. The changeling drifts further into her 1 –0 –2
fae self until they becoming able to detach from its mortal form. These Mental 2 –0 –2
Pools penalties do not apply in Freeholds, Dreaming, and when they Unleash 3 – 0 (Grump) –1
the Wyrd.
4 –0 –1
Enchantment 5 – 0 (Wilder) +0
6 –1 +1
Some mortals prove themselves useful (or annoying) enough that changelings
7 – 1 (Childling) +1
wants to guide them through the Mists to reveal all of the Hidden world. To
do this, the changeling channels her Wyrd while crafting a token of some sort 8 –2 +2
— a pendant, charm, cupcake, certificate, etc. If the intended mortal accepts 9 –2 +2
the token, he becomes enchanted, gaining a single rank of Wyrd that can never 10 – 3 (True Fae) +3
be increased. With his Wyrd, he is able to interact with and be affected by the
Hidden, just like any changeling. The mortal’s Wyrd lasts until it is eroded by
Banality.
Oaths
The knowledge of how to forge the grand oaths that once gave the fae domin-
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CHANGELING THE DREAMING
ion over the Dreaming and kept the mundane and nipulation + Occult, the character may enter the
Wyrd in balance is lost to time, but changelings mortal’s dream. Difficulty is determined by how
still have a measure of power in their bargains. heavily the mortal is weighed down by the mun-
For a changeling to craft an oath, the player rolls dane. A changeling’s Dreamer only needs a single
Intelligence or Wits + Occult. Each success grants success, while one of the Frozen would require
an additional clause to the oath. Every clause has a at least 5 successes. The average mortal needs 3
condition, reward, and consequence. The condition successes. Once inside the dream, a world of pos-
is what those bound to the oath must do to avoid sibilities awaits the changeling. She might retrieve
breaking it, the reward is what the oath-bound an item that only exists in the mortal’s mind. She
gain for upholding the oath, and the consequence is might glimpse the dreamer’s closely guarded secret.
what happens to whomever breaks the oath. Once She could use the dream to plant an idea in the
formed and all parties willingly agree to the oath, person’s mind or hide something for safekeep-
the character channels her Wyrd to imbue it with ing. She could slay a mental affliction or free the
power. Everyone who swore the oath is now bound mortal from a mental block. She might manipulate
to it until it’s either broken or all parties agree to the dream to change the person’s mind about som
annul the oath. The Dreaming insists on balance thing. The changeling literally has her hands on the
in all things. The Wyrd will not empower an oath dreamer’s subconscious. What she does is limited
unless all aspects of each clause, the condition, only by her imagination.
reward, and consequence, are of equal value. A Oneiromancy: If the Changeling has the Onei-
trivial condition with no consequence to speak of romancy Art, they can further improve this power.
isn’t worth a great reward. Likewise, an arduous The Changeling with at least Oneiromancy 1 can
condition must have a reward worth the effort to choose whether to roll the Cantrip or this power.
uphold it. The Cantrip gives him some advantages, such as
Contract: If the Changeling has the Contract entering in any sleeping creature.
Art, they can further improve this power. The
Changeling with at least Contract 1 can choose Undoning
whether to roll the Cantrip or this power. The When a changeling loses all of her Wyrd, she
Cantrip gives him some advantages, such as not becomes Undone, forgetting all about her life as a
needing to Channeling the Wyrd in some cases. changeling and living the rest of her days as a nor-
Since Contract 1: Done Deal, does basically the same mal person, Banality is than set to 3. Without her
thing as this power, add the following effects to Wyrd to guide her, the Mists cloud her mind just
Done Deal: like any other clueless mortal.
■ +1 to the Cantrip's dice pool.
Nightmare
■ Number of clauses in case of success is equal to
1 + 1 per margin.
Dream Manipulation
Since the fall of the Ever Night, changelings are no A changeling’s Nightmare is the result of the strait-
longer the masters of the Dreaming. Any sojourn jacket she forces herself to wear every minute of
into the Dreaming is fraught with danger as the every day for the sake of conforming. It is her true
Dark relentlessly hunts down any fae who dares nature, her Wyrd, chaffing against the constant
venture into its domain. However, changelings still constraints of the mundane, screaming to be set
hold some amount of sway over individual dreams. free. The Wyrd, by its very nature, won’t tolerate
If a character channels her Wyrd and physically imprisonment for long. Eventually, it will break its
touches a sleeping mortal while her player rolls Ma-
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The Changeling Way
bonds to run wild, always with repercussions for the changeling. Mechanically
Nightmare works similarly to Vampire’s Stains (see V5 page 239), but there is
no Remorse test at the end of the session and it's permanent. Nightmare is
part of the Changeling's Wyrd, and so it is used for the same purposes, but it's
only fully active when it surpasses the amount of the Changeling's Wyrd, the
Changeling enters in The Darkening.
System: Nightmare is gained in two ways: automatically 1 point, or by risk-
ing 1 point through the Nightmare Test: roll the amount of current Nightmare,
one success is enough to not gain Nightmare.
■ If they suffers a Banal Outcome while Unleashed. (1 point)
■ Using Burn Out as a method of Epiphany. (1 point)
■ When either a chronicle tenant or one of the character’s bans is breached.
(Nightmare Test)
■ Using Ravaging as a method of Epiphany (Nightmare Test).
The Darkening
With the Elder Dark in control of Arcadia, the ancient oaths safeguarding the
Dreaming have fallen. The Darkening 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 consuming the mundane as well. Despite
their efforts, the Darkening still has a foothold on Earth — the sudden global
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CHANGELING THE DREAMING
Epiphany
consequential nightmares, called The Fallen (or as
Grumps say, Thallain). The character in this state is
still playable, but begins to hear whispers from the
Elder Dark, they priorities change and the mind
begins to be distorted by these whispers, eventually
Epiphany the usual way for changelings to ease
leading to submission, when reaches 10 Nightmare.
their Banality. They achieve it in several ways: Ei-
ther by building mortals up and encouraging them
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The Changeling Way
Musing
Musing requires a changeling to establish a rela-
tionship with a like-minded mortal. This can be
tricky because it requires a level of trust most
people aren’t comfortable with. When the change-
ling finds a willing creative partner, they must
make a connection deep within their souls, usually
an oath of some sort. The connection allows the
Wyrd generated by the mortal’s psyche to flow
into the changeling. After the two have established
their connection, the mortal becomes the change-
ling’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 Banality 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 emotioally,
shattering his self-esteem. Doing so rips the mor-
tal’s potential Wyrd out of him. Each aggravated
point of Willpower damage eases one Banality, also
risking 1 Nightmare making a Nightmare Test.
Burn Out
The only way for a changeling to remove all her
Banality points is to inflict Burn Out on a mortal,
also gaining 1 Nightmare. To inflict Burn Out with
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CHANGELING THE DREAMING
a Musing, the player only needs declare the intent Hidden damage tends to be much more dramatic
to do so. The mortal finds his capacity to create than physical damage, with wounds often looking
completely stolen and is no longer suitable as a far more serious than they should. Storytellers are
Dreamer. He falls into despair confronted by eve- encouraged to get creative with their descriptions.
rything he used to do but is now completely unable When the changeling takes damage from this
to even begin, let alone match. He spirals further sort of attack, mark the number of health levels
and further into depression and self-destructive lost in the hidden damage track. Hidden damage
behavior as frustration heals at an accelerated rate, and healing times are
compounds upon itself. Eventually, he succumbs faster if she recuperates in a freehold or glade. If
to suicide or death by overdose as he tries to she is in the Dreaming, these health levels heal at
self-medicate the pain away. Burn Out through the rate of one per 15 minutes, regardless of their
Ravaging is accomplished by completely filling the severity. Changelings with their tracker completely
mortal’s Willpower with aggravated damage. The filled with aggravated outside of the Dreaming
targeted mortal has her soul completely shattered. must be taken to a freehold, glade, or other strong
She might go completely catatonic, or she might source of Wyrd in order to recover, but if she takes
commit suicide, so she never has to see herself in one more hidden damage of any type she suffers a
the mirror again. A few find some semblance of Hidden Death (C20 page 291 "Chimerical Death").
recovery by joining the ranks of the Frozen. Changelings has Enhanced Damage Resistance
from Hidden damage, only receiving Aggravated
Revelry Damage from Cold Iron.
Each kith has a way of easing Banality that draws
from the nature of the kith. Redcaps have very Physical Damage
different forms of Revelry than boggans, and so Physical damage is any damage taken from ac-
on. The types of Revelry common to each kith are tions or combat in the mundane world. This could
included in the descriptions of the Kith, page 39. be anything from a car accident to a fist fight to
A character can indulge in Revelry once per a gunshot — the mundane world can be a very
story. She must spend at least a scene in Revelry, dangerous place. When damage is taken from a
and the player must describe the character’s Rev- physical source, mark any health levels lost on the
elry to the Storyteller. When the Revelry ends, the physical damage track. Physical damage heals at the
character removes all but one Nightmare point. human normal rate (see V5 Companion page 47),
unless the changeling is taken to a freehold, glade,
or similar strong source of Wyrd, in which case the
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The Changeling Way
Aggravated Damage
Certain sources of damage, hidden or physical, cause injuries that are qualita-
tively worse than others. This includes fire, some attacks by Prodigals (includ-
ing their teeth and/or claws), and of course cold iron (see below). Use an X to
mark aggravated damage. Even if the changeling recuperates in the freehold
or glade, healing times are only diminished, with a minimum of one day per
health level required — even in the Dreaming, aggravated damage only heals
one health level every 12 hours.
Cold Iron
Cold iron is the antithesis of Wyrd, the very touch of Banality itself. Even its
mere presence can be enough to sicken a changeling, and its touch enough to
burn. Some changelings consider cold iron to be the very physical manifesta-
tion of the Sundering itself. Wounds made by cold iron damage both hidden
mien and flesh alike, leaving wounds that fester almost immediately and drain-
ing Wyrd out of the changeling’s very soul. Cold iron weapons cause aggravated
damage to a changeling’s fae and physical bodies simultaneously, additionally
the changeling gains one point of Banality per 2 damage taken.
Actions Summary
■ Invoking the Cold: Cost a Willpower point, rolls Banality + Special Effect.
Each success reduces Wyrd effects of a target at a rate of – 2 per success.
■ Unleashing the Wyrd: Rolls Wyrd, last for a scene. After, fill all your Banal-
ity.
■ Enchantment: Channeling the Wyrd and craft a token.
■ Oath: Roll Intelligence or Wits + Occult, each success grants an additional
clause. Cost a Channeling the Wyrd.
■ Dream Manipulation: Channeling the Wyrd and roll Manipulation + Oc-
cult
■ Musing: Channeling the Wyrd and perform an Extent Test with difficulty
and Dice Pool appropriate. Removes all but one Banality point.
■ Ravaging: Roll Wits + Insight and Channeling the Wyrd. Start a Social
Combat, each aggravated point of Willpower damage eases one Banality.
Risks 1 Nightmare.
■ Burn Out: Completely filling the mortal’s Willpower with aggravated dam-
age. Remove all Banality. Gains 1 Nightmare.
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CHANGELING THE DREAMING
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?
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Introduction
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CHANGELING THE DREAMING
legacies
“Things need not have happened to be true. Tales and Create or Adapt
dreams are the shadowtruths that will endure when You can create a Kith from your local culture
mere facts are dust and ashes, and forgot.” or adapt from older versions of Changeling the
Dreaming, for that you will need to fill some char-
— NEIL GAIMAN, DREAM COUNTRY
acteristics, as described below:
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Legacies
Lore Keepers
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CHANGELING THE DREAMING
LORE KEEPERS
A
cademics emerge from all Legacies, but the Lore Keepers elevate scholarship
to an art form. They preserve faerie wisdom for all changelings, be it records
Historians of events, stories to impart lessons, the legends composed of equal parts myth
and fact, or the rituals underpinning fae society. They ensure the ancient
Mystics knowledge is never lost to time, a role that takes on even greater urgency with the Mists
Storytellers constantly threatening the integrity of changeling memories. Lore Keepers may wander
the world in an effort to unearth new tales or they may dedicate their lives to the oral
Sages traditions passed from one generation to the next. As long as the role of a Kith is to safe-
Rite Masters guard 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.
Curupiras
Kiths See C5 Ewarë o Reino Encantado
mare though puzzles, mental
games, and riddles. Playing or cre-
da Amazônia page 52. ating them doesn’t matter, as long
Biloko as they’re an interesting challenge.
See C5 Ewarë o Reino Encantado ■ BIRTHRIGHTS
Despistar, Um com a Terra Unleashing: The serpents’
da Amazônia, page 91 and C20
■ FRAILTY Unleash-ing is a mask of lithe
Players Guide, page 84.
Ligado a Terra grace, beautiful and entranc-
■ BIRTHRIGHTS
ing. It’s patient, waiting until its
Ancestral Virtues, Natural
Instinct Eshu foe becomes complacent be-fore
See C20 page 93 or C5 Ewarë o striking as the viper it truly is.
■ FRAILTIES
Reino Encantado da Amazônia ■ BIRTHRIGHTS
Familiar Ground, Guarded
page 97. Luck
Wani Form: Wani form only
Boraros ■ BIRTHRIGHTS
manifests when the fu hsi Un-
See C5 Ewarë o Reino Encantado Serendipity, Talecraft
■ FRAILTY leashes her Wyrd.
da Amazônia page 40.
Recklessness ■ FRAILTY
■ BIRTHRIGHTS
Curse
Raízes Profundas, Coração
Guerreiro Fu Hsi
■ FRAILTY See C20 page 425. Kahuna
Revelry: Fu hsi ease their Night- See C20 page 416.
Aura Ameaçadora
Revelry: A kahuna eases his
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Legacies
Korred
See C20 page 447.
■ BIRTHRIGHTS
Testament, Balance
■ FRAILTY
Truth
Moiræ
See C20 page 390.
Revelry: The oracles ease their Banality
though the instruments of fate — tarot,
tea leaves, palm reading, goat entrails,
etc. They achieve revelry by divining
someone’s fortune in a traditional man-
ner.
Unleashing: A moiræ’s Wyrd
is subtle, even when Unleashed. It
weaves itself into a web to trap its unsus-
pecting target, where the threads of fate
cut the person to the bone.
■ BIRTHRIGHTS
Aural Perception, Fata
■ FRAILTY
Superstition
Obambos
See C5 Ewarë o Reino Encantado da
Amazônia, page 106 and C20 Players
Guide, page 89.
■ BIRTHRIGHTS
Clever Hands, One False Move
42
CHANGELING THE DREAMING
43
Legacies
Makers
44
CHANGELING THE DREAMING
makers
A
ll changelings create, but those fae of the Maker Legacy are the quintessential
artisans. Mak-ers are responsible for wonders of faerie kind, from weapons
Bumkins unimaginable to mortals, to fan-tastic treasures pushing the boundaries of
the possible, to Hidden places of power harnessing the Wyrd for changeling
Crafters use. Their creations aren’t limited to the Wyrd or even the physical. They’re architects
Mad Scientists and landscape artists without peer. They’re programmers reshaping the dig-ital realms.
Makers are also planners, coming up with new processes to accomplish tasks more effec-
Inventors tively 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 over-
come any chal-lenge. The idea that something “meant to be” is antithetical to them.
new.
Kiths ■ BIRTHRIGHTS
Light-Fingers
45
Legacies
46
CHANGELING THE DREAMING
47
Legacies
Nobles
48
CHANGELING THE DREAMING
NOBLES
A
ny changeling with the correct disposition has the capability for leadership,
but Nobles are born to rule. Whether they assume authority by philosophy,
Shining Host tradition, combat prowess, or simply birthright, they excel in whatever man-
ner of influence is their calling. Some choose to govern through consensus
Gentry building, while others rely on raw charisma. They might use logic and reason to describe
Dandies why their plans are the best course of action, or they may demonstrate that might makes
right, believing it’s better to be feared than loved. Some truly believe in noblesse oblige,
Courtiers taking on the weight of responsibility for all the fae who follow them. Others are vain,
Ringleaders 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.
Unleashing: An ali’i’s Unleash-
Kiths ing has the full weight of history
run wild, they unleash the raw
fury of the wilds and the frantic
behind it. All of her ancestors, madness of civilization at once.
Alicantos generation after generation, come The two immedi-ately come into
See C20 Ewarë e os Changeling
together to enforce her will. conflict, clashing for dominance,
do Brasil page 32.
■ BIRTHRIGHTS with the fir-bholg’s target trapped
■ BIRTHRIGHTS
Unearthly Beauty in the middle.
Farejar Tesouros, Artesãs
Wyrd Vessel: The ali’i may ■ BIRTHRIGHTS
Primorosas
take on another changeling’s Ba- Breath of Firchlis
■ FRAILTY
nality to ease their burden. Warrior Kings: Fir-bholg
Febre do Ouro
■ FRAILTY gain an additional specialty in a
Sacrosanct combat skill of their choice. They
Ali’i also gain two extra dice to their
See C20 page 415.
Revelry: The ali’i ease their Ba-
Fir-bholg dice pools when demonstrating
See C20 page 387. their leadership through martial
nality by feasting and communing
Revelry: Fir-bholg ease their prowess.
with their subjects. Any grand
Banality through sacrifice. Not ■ FRAILTY
gesture to show the importance
their own, of course, but one of Eochaid’s Hunger
of the commu-nity and hear
their followers making a sacrifice
their people directly brings them
in their honor.
comfort.
Unleashing: When their Wyrd
49
Legacies
Merfolk
See C20 page 448.
■ BIRTHRIGHTS
Apsara of Vatea, Gills, Ocean’s
Beauty
■ FRAILTY
Out of Touch
Obas
See C20, page 450 and C5 Ewarë o
Reino Encantado da Amazônia, page
103.
■ BIRTHRIGHTS
Mantle of the Orishas, Tale Craft
■ FRAILTY
Native Soil
Sidhe
See C20 page 108.
Since the Elder Dark now rule Arca-
dia, the sidhe have mostly adopted the
Changeling Way. To do otherwise would
be to condemn themselves the Elder
Dark’s clutches upon death.
Affinity: Gremayre
■ BIRTHRIGHTS
Unearthly Beauty, Noble Bearing
■ FRAILTY
Adoration
50
CHANGELING THE DREAMING
51
Legacies
Passionates
52
CHANGELING THE DREAMING
Passionates
T
he Wyrd ensures that all fae are creatures of passion living a life of extreme
sensation com-pared to the limits of mortal propriety, but changelings who
Lovers originate from the Passionate Legacy elevate intensity to an art form. For
these fae, an experience is of tantamount impor-tance. They love with the
Peacocks whole of their being and hate from the depths of their souls. They’ll run a marathon just
Adrenaline Junkies to feel their hearts pound in their chests. Sex is a religious ecstasy. Despite leaving a trail
of broken lovers in their wake, they’re never short on new paramours. Others can’t help
Panderers themselves from being consumed by a Passionate’s fervor. Any Kith dedicated to the
Rakes 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.
53
Legacies
Satyrs
See C20 page 102.
■ BIRTHRIGHTS
Gift of Pan, Physical Prowess
■ FRAILTY
Passion’s Curse
Selkies
See C20 page 104.
■ BIRTHRIGHTS
Seal Form, Ocean’s Grace
■ FRAILTY
Seal Coat
Swan Maidens
See C20 Players Guide, page 181.
■ BIRTHRIGHTS
Swan’s Blessing, Love Conquers All
■ FRAILTY
Profound Loss, Mantle of the
Maiden, True Love’s Curse
54
CHANGELING THE DREAMING
55
Legacies
Stalwarts
56
CHANGELING THE DREAMING
Stalwarts
E
very 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
Paladins changelings find something they’re willing sacrifice themselves to protect.
Stalwarts, however, have a burning in their souls to defend something, be it a
Bound person, an institution, an object, or an ideal. They often swear oaths publicly to preserve
Shield-bearers their charge, although some prefer a more quiet, informal approach toward safeguarding
their commitment. Stalwarts appear in all shapes and sizes, but they’re universally skilled
Indomitable in the ways of combat, a necessary expertise for their obligation. Any Kith concerned
Beasts 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 oppo-
nents. 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 brav-
ery questioned.
■ BIRTHRIGHTS
Kiths Animal Nature, Nature’s Kin
■ FRAILTY
Rock Giants
See C20 page 402.
Caiporas Revelry: Rock giants ease their
Maenad’s Madness
See C5 Ewarë o Reino Encantado Banality through feasting and
gorging themselves until near
da Amazônia, page 46. Kokua
■ BIRTHRIGHTS bursting.
See C20 page 416.
Xerimbabo, O Presente de Unleashing: A rock giant’s Wyrd
Revelry: Kokua ease their Night-
Boiaçu is the essence of flint — it pierces
mare by doing some dangerous
■ FRAILTY like an arrow, cuts like fine blade,
physical activity just because they
Alma Errante and even sparks to start a fire.
can — climbing a volcano, surfing
■ BIRTHRIGHTS
the biggest waves, etc.
Fuath Flint Coat, Prowess
Unleashing: Kokua Wyrd smashes
See C20 page 388. ■ FRAILTY
with the thunderous force of the
Revelry: Fuath ease their Night- Fury
surf and burn with molten inten-
mare by spending time in wild sity of lava.
lands unspoiled by humans. ■ BIRTHRIGHTS
Tanuki
Unleashing: A Fauth’s Wyrd is See C20 page 427.
Nimble, Swift
filled with primal, animalistic Revelry: Tanuki love a good prac-
■ FRAILTY
inten-sity, taking on aspects of tical joke to ease their Banality.
Cruel
their favored animal. Unleashing: Their Wyrd attacks
57
Legacies
Trolls
See C20 page 112.
■ BIRTHRIGHTS
Titan’s Power, Strong of Will and
Body
■ FRAILTY
Bond of Duty
58
CHANGELING THE DREAMING
59
Legacies
Terrors
60
CHANGELING THE DREAMING
TERRORS
A
nyone 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
Grotesques in fright. Fear is the most ef-fective teacher for all mortals. It ensures caution
when warranted and keeps people alive when the temptation to do something
Savages stupid strikes. A frightening experience as a first memory is a near universal truth for
Horrors all people regardless of culture or station. For descendants of this Leg-acy, dread is a tool
honed to fine point. They choose their targets carefully — maybe someone who needs to
Creeps learn a little humility, possibly someone who needs to change their self-destruc-tive ways.
Darklings 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 oppor-
tunities 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?
Naraka
Kiths See C20 page 390.
their chosen environmental or
Native rights cause.
Revelry: Naraka ease their Banal- Unleashing: Nümüzo’ho Wyrd
Mapinguaris brings all of the natural elements
See C5 Ewarë o Reino Encantado ity when they’re comforted by
tokens related to their mysterious to bear on his enemies — fridged
da Amazônia, page 65.
origins. air, searing fire, torrential water,
■ BIRTHRIGHTS
Unleashing: A naraka’s Wyrd is and pounding stone.
Poder Selvagem, Presença
wreathed in flame and consists of ■ BIRTHRIGHTS
Horripilante
a thousand grasping arms to tor- Extraordinary Size, Rouse the
■ FRAILTIES
ment her foes. Elements
Rastros de Destruição,
■ BIRTHRIGHTS ■ FRAILTY
Aparência Aterradora
Wrath of Kali Ma, Arms of Disfigurment
Matintas Ravana
See C5 Ewarë o Reino Encantado ■ FRAILTY Redcaps
Curse of Shiva See C20 page 100.
da Amazônia, page 72.
■ BIRTHRIGHTS
■ BIRTHRIGHTS
Laços que Unem, Previsto é Nümüzo’ho Dark Appetite, Bully Brow-
See C20 page 400. beat
Advertido
Revelry: The giants ease their ■ FRAILTIES
■ FRAILTY
Banality by losing themselves in Bad Attitude
Verdades Inevitáveis
61
Legacies
River Hags
See C20 page 450.
■ BIRTHRIGHTS
Dark Appetite, Into the Depths
■ FRAILTIES
Tied to the River
Sluagh
See C20 page 110.
■ BIRTHRIGHTS
Squirm, Sharpened Senses
■ FRAILTIES
Curse of Silence
62
CHANGELING THE DREAMING
63
Legacies
Tricksters
64
CHANGELING THE DREAMING
T
he 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 them-
Rogues selves, they fell into infighting and squandered their chance. For all their
power and wisdom accumulated over countless lifetimes, changelings are just
Fools a fallible as any mortal. Tricksters see the truths hidden in absurdity with an unparal-
Riddlers leled clarity, and they feel utterly compelled to share them with the world. If there’s a
pompous ass who needs taken down a notch or a celebrated plan with a glaring flaw, a
Pandoras Trickster is sure to step in. Targets of their barbs rarely appreciate their brutal honesty,
Outlaws 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.
65
Introduction
66
CHANGELING THE DREAMING
characters
“Imagination is the one weapon in the war against real- protector of changeling society and the guardian of Wyrd.
ity.” Above all, the Seelie Court values community the most.
Bonus: Choose one Art: Pyretics 1, Sovereign 1, Spring 1
— JULES DE GAULTIER or Summer 1.
Unseelie
Characters are the heart of any story we tell our- The Unseelie Court is the embodiment of the icy chill of
selves. Chronicles in the World of Darkness are winter combined with the bountiful harvest of autumn.
no different. The characters are key to a storytell- The court exemplifies night, culmination, and chaos. It sees
ing game — they drive the plot with their needs itself as the liberator of individuals and the eternal enemy of
and desires. They build tension as they come into Banality. Above all, the Unseelie Court values independence
conflict with the other inhabitants of the narrative. the most.
Their tales lead to triumph or heartache as they Bonus: Choose one Art: Autumn 1, Chicanery 1,
build a better world or sacrifice it for their own Dragon’s Ire 1 or Winter 1.
petty whims. Successful Changeling: The Dreaming
chronicles always put the players’ characters firmly Rebel
in the driver’s seat. The Rebel Court is not a Court in traditional fae standards,
they are more like a group of revolutionary changelings who
have their specificities in each place they are organized, while
67
Characters
68
CHANGELING THE DREAMING
Dreamers
Dreamers are mortals who help a changeling stay
connected to the Wyrd. They’re creatives, free spir-
its, 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 Banality, but the changeling must
exorcise restraint. Even Dreamers are still creatures
of the mundane. Their minds can only handle so
much exposure to the Wyrd.
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 al-
lows the character to recover a point of Superficial
Willpower damage once per session.
69
The Changeling Way
70
CHANGELING THE DREAMING
All things must eventually end, but the ending of one story is
merely the beginning of another by a different name.
71
Introduction
72
CHANGELING THE DREAMING
“Real magic can never be made by offering someone sembled the same, difficulty is 3 before any bunk is
else’s liver. You must tear out your own, and not expect perfomed. Any additional successes (margin) fuel
to get it back.” the power and magnitude of the cantrip, you can
spend them by "buying" additional degrees for the
— PETER S. BEAGLE, THE LAST UNICORN Cantrip from C20 tables. Changelings only need
to channel the Wyrd to cast their cantrip if the
target is something mundane and unenchanted. If
Fair folk, the kindly ones — both are euphemisms the target is among the Hidden, there is no need
for faeries. The terms were coined not out of love, to part the Mists. Changelings may also channel
but fear. People were desperate to remain in their their Wyrd to gain access to any Realm they don’t
good graces to avoid their capricious wrath. Stories possess.
abound of blighted crops, stolen children, and wild
hunts in return for slights against the fae, both real cantrip modifiers
and imag-ined. Many cultures even revered them Target or current location with +1 difficulty
as gods, so in awe were they of the fae’s power. The high Banality (8+)
changelings of the here and now are greatly fallen Targets changeling with higher +1 difficulty
from their heights of centuries past. They’re no title without their consent
longer the true fae of old and are cut off from their Cantrip cast in a freehold or –1 difficulty
the Dreaming
former glory, but to underestimate a changeling’s
command of magic is pure folly. Even the blood Cantrip cast on an enchanted –1 difficulty
mortal or Kinain
lappers stalking the shadows of the modern nights
Using a Modifier Realm –1 dice
take precautions not to draw their ire.
Using Kith's Affinity Realm +1 dice
BUNKS
Cantrips are the standard magic of changelings. The minimum dice pool after the modifiers is
It’s a form of focusing the Wyrd in a specific way one. If the difficulty drops to 0 or less, you gain an
that is able to survive contact with the mundane. automatic success for each additional –1.
By targeting the Art through a single facet of To achieve the maximum value of a bunk a
existence, a Realm, it’s insulated from the broader player must performer a bunk that answer the
dangers the mundane poses. Casting a cantrip question: How effectively does the bunk bring the rules
works nearly the same as in C20. Dice pools are as- and reality of the Dreaming into the mundane world, or
73
Arts and Realms
74
CHANGELING THE DREAMING
Arts Realms
Arts work as presented in C20, except their Wyrd Realms behave the same as in C20 with a few
and Chimerical classifications may be ignored. exceptions, most notably Actor and Fae. All
If a Trait or rating is indicated that doesn’t exist stories, no matter how they become changed to
in WoD5, the Storyteller should use the closest be more palatable, always return to their original
substitute instead. If an effect is called for that form eventually. In the Ever Night, changelings
completely goes against the rules of the game, a have tapped into some of their older legends from
new, thematically appropriate effect should be before the Victorians sanitized faerie tales into
used in its place. For example, Wayfare 2: Quick- socially acceptable children’s stories.
silver has the ability to grant extra actions. Extra Realms are divided in two categories:
actions aren’t available in WoD5, so an alternate Primary Realms: Actor, Nature and Prop
effect must be used instead. Such as, each success Modifier Realms: Special Effect, Scene and
grants the target an additional die to its dice pool Time (–1 dice on Cantrips)
for its next contested physical action, be it attack,
defense, or anything else someone is trying to stop Actor
them from accomplishing. The target simply moves • BEHOLDEN DEBTOR — The person is in debt
too fast to be effectively countered. to the changeling be it monetarily or simply favors
owed.
•• IMPOLITE CHURL — The person broke the
rules of decorum or hospitality in a domain the
changeling considers his own.
••• TRUE NAME — The changeling knows the
person’s name as she thinks of herself and the
Arts and Realms
changeling holds no power over her otherwise. goldfish who is now the only witness to a murder.
•••• DIRE ENEMY — The person is in open op- ••••• NATURAL PHENOMENA — The most
position to the changeling and doesn't fit into any refined mastery of Nature grants the changeling
previous levels of Actor. the ability to directly target natural phenomena:
••••• COMPLETE STRANGER — The person is weather patterns, volcanic eruptions, earthquakes,
someone the changeling knows nothing about and and the like.
has no feelings about one way or the other, a mere + Special Effect 2: This rank of Nature also
background player in the changeling's life. includes the Wyrd in its natural state, be it Un-
leashed, radiating forth from a dreamer, or simply
Nature raw dream-stuff.
This Realm encompasses the raw elements and Possible examples: A fog bank, a storm cloud, a
awesome forces of nature. It is defined by a classical geothermal vent.
and holistic understanding of natural phenomena
and substances, rather than a clinical one. Prop
• BASE ELEMENT — The changeling may direct Prop is the Realm governing objects of all sorts,
a cantrip at discrete manifestations of the four from table knives to telescopes. Props are worked
classical elements (air, earth, water, and fire). These objects not falling into the parameters of the Na-
manifestations must be fairly straightforward ture Realm, including all refined metals, plastics,
and inor-ganic. Because it’s difficult to quantify and compound materials.
discrete manifestations of air, that element often Prop can never, under any circumstances, affect
requires the Scene Realm as well. objects made of cold iron.
Possible examples: A puddle, a big stone, a • ORNATE GARB — The changeling may target
campfire, the soil of a grave, all the water in a anything that is commonly worn, or currently be-
bathtub. ing used as clothing or a body decoration.
•• RAW MATERIAL — The changeling may af- Possible examples: A dress, a shirt, jewelry, tat-
fect unliving, organic material such as wood, paper, toos, makeup, a small padlock worn as an earring,
rope, hemp, and the like. your boss’s toupee.
Possible examples: A wooden shelf, a wooden •• CRAFTED TOOL — The changeling may now
fence, a sheet of paper, a hand-rolled joint, the enchant any object that doesn’t use electricity and
mooring line for a small boat, a steak dinner. has no moving parts.
••• VERDANT FOREST — At this level of initia- Possible examples: A club, a knife, a sword, a
tion, the changeling may now direct her cantrips at crowbar, a screwdriver, a hand saw, a glass coffee
living plants. table, a mug, a mattress, a lucky coin.
Possible examples: A planter of flowers, a potted ••• MECHANICAL DEVICE — The changeling’s
cactus, a mighty oak, creeping kudzu vines, a fresh mastery of Props grows to encompass objects with
apple, a weeping willow. moving parts, so long as they don’t require fuel or
•••• FERAL ANIMAL — Adepts of the Nature an electrical power source.
Realm gain power over living animals, great and Possible examples: A gun, a skateboard, a bicy-
small. People who have been transformed into ani- cle, a door, a combination lock, an action figure, a
mals (hey, it happens) are governed instead by the swing set.
Realm reflecting their base form (usually Actor), •••• COMPLEX MACHINE — At the higher
as are Prodigals such as werewolves who transform ranks of facility with the Prop Realm, the change-
freely between human and bestial forms. ling gains the ability to ensorcel machines that
Possible examples: Your dog, a stray cat, the require fuel or electricity, so long as the object is
tigers at the zoo, the crow sitting on your roof, the fairly easily to explain, use, and understand.
76
CHANGELING THE DREAMING
77
Arts and Realms
are Banal or not have been a topic of metaphysical Contagion lets one replace a exact Realm target
contention, and will likely never be resolved. Argu- with a relational target, provided that the target
ments in favor of Controlled Cantrips argue that is "known" at the time the Cantrip is cast. Subtle
they do not deny magic, and that understanding Contagion uses Realms as "qualifiers" to determine
restraint is both a protective factor against Banal- the "relationship" of the target. A "relation" may
ity and crucial to learning more advanced manipu- only be one degree of separation away from its
lation of Cantrips. Arguments against Controlled target: You could target the last person that spoke
Cantrips argue that attempting to limit the effects to Kevin Bacon (provided that person is "known"
of Wyrd are a stepping stone to Dark Magic or at the time), but not the mother of the last person
wishing to deny Wyrd outright, and every respect- that spoke to Kevin Bacon, so to speak.
able Unseelie knows that Wyrd is free; the fact that Possible examples: "Target the nearest enemy"
it is harder to cast a Cantrip when attempting to uses the Actor Realm as the main realm, but Scene
cap its full potential is all the proof that opponents as the "qualifier realm".
against Controlled Cantrips need. Regardless of "Target the next person hit with this sword"
ideology, a Changeling opting to use Controlled would use Actor, but Prop as a Qualifier Realm.
Cantrip can choose the maximum number of suc- A special note: By combining Subtle Contagion
cesses for a Cantrip, using this level of Special Ef- with Time 3: Cause and Effect, the trigger of the
fect negates any criticals, turning two 10s into just delayed Cantrip may become "immediately known"
2 successes, this of course cancel a Wyrd Success. by the Cantrip cast with Subtle Contagion. Thus,
Possible examples: A Changeling with Wayfare Time 3 and Special Effect 3 can be used to create
2 and Actor 2 could choose a maximum of 1-3 suc- wards or watcher effects, or to even create scrolls
cesses, with excess successes being discarded. or other temporary effects.
•• QUIXOTIC DILEMMA — Some potential •••• ASSOCIATIVE ART — Associative Art is
targets seem to defy clean categorization. Prodigals considered an important level of Special Effect
tend to be the main example of this, but this age for any Changeling with dreams of entering the
continues to showcase examples of increasingly Crystal Circle (a cabal of the most powerful Seelie
sophisticated AI, gene-editing, and other fields Kithain sorcerers known). A Changeling that opts
of research blur the lines between man, animal, to use Associative Art does not perform a Bunk,
vegetable, or mineral. For such dilemmas where the but may instead immediately claim the difficulty
best fit Realm is not clear-cut, Quixotic Dilemma reduction of the most recent Bunk used during
"resolves" the issue by treating a specific aspect of that turn; this reduction bonus is reduced by one
the target as its main aspect. This is the first Realm for each subsequent uses of Associative Art by fel-
needed in order to target supernatural effects, low Changelings.
such as Cantrips, Oaths, Sphere Magick, Gifts and This level also allows "output/input" linkage of
other powers from Prodigals. In this case, Quixotic two Cantrips together. For example, combining
Dilemma requires the Realms "most like" what the Soothsay 2 and Soothsay 3, to summom a Will-O-
magic effect would target. The-Wisp to go to a destination, and then simulta-
Possible examples: Manipulating an active in- neously spy through it via a TV.
stance of the Control Machine Gift would require ••••• HIGH MAGIC — High Magic allows the
Prop 3 or 4: Mechanical Device or Complex Ma- Changeling to perform the Cantrip as an Extended
chine and Special Effect 2: Quixotic Dilemma. Action, with each roll beyond the first costing an
••• SUBTLE CONTAGION — Normally when extra Channeling the Wyrd and one point of Will-
a Cantrip is declared, the target must be exactly power. Arts which already use Extended Rolls (e.x.
defined. This can be problematic in the heat of Naming 5 and Infusion 5) require this Realm.
combat, where circumstances change fast. Subtle This level also allows a counter-spell of cantrips.
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CHANGELING THE DREAMING
Time
Time is one of the three modifier Realms. It cannot
be used to ground an Art on its own, but must
instead be used in conjunction with Actor, Nature,
or Prop. Time allows the changeling to manipu-
late a cantrip in various ways, winding its Wyrd
through time in increasingly complex permuta-
tions.
• THREE-FOLD — The duration of the cantrip is
tripled.
•• SUSPENDED SANDS — The cantrip’s effect is
delayed, and will activate at a time of the player’s
choosing (set when the cantrip is cast), up to a year
and a day in the future.
••• FATEFUL TRIGGER — Rather than being
delayed by a set amount of time, the cantrip may
be set to “hang” until a specified trigger occurs,
set by the player. Examples include “the next time
a Kithain walks through the door,” “the next time
Bill the Sluagh walks through the door,” or “the
next time the door is opened.” The character must
use the appropriate Realm or Realms for the target
of the trigger.
•••• BRIGHT ECHOES — After the cantrip ends,
it automatically reactivates a second time. The
second activation applies the cantrip’s effects as
though it rolled only a success without any margin,
no matter how many successes the original cantrip
generated. If the first use of the cantrip failed, so
does its echo.
••••• GLORIOUS RENEWAL — The Cantrip
becomes seasonal and reactivates after being dor-
mant. The specific circumstance for the Cantrip
reactivating is dictated by the player, but must
involve a significant marker (such as an equinox,
eclipse, birthday, etc.) and there must be signifi-
cantly more time between activations than the
duration of the cantrip.
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Introduction
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CHANGELING THE DREAMING
antagonists
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.
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Antagonists
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 Banality 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 C20, Dauntain, page 359.
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CHANGELING THE DREAMING
The Fell
The Fell are the children of the Elder Dark and
changelings 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 grant-
ing changelings 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 collec-
tive psyche, and in the end, do to the children of
the First Born what they once did to them.
For a complete description and rules for the
Fell, see C20, Thallain, page 368.
83
Antagonists
The Frozen
The Frozen are mortals so immersed in the mun-
dane, 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 C20, Autumn People, page 363.
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CHANGELING THE DREAMING
The Tithed
Every changeling, the first time she took a mor-
tal 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 will-
ing soldiers looking for revenge against those who
stole their bodies. When the Tithed first appeared
in the Ever Night, it was believed they were solely
the counter parts of changelings who recently
returned from Arcadia and refused to adopt the
Changeling Way. They quickly discovered their
mistake when Tithed targeting changelings of
the Interregnum 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.
85
Character Creation Summary
86
CHANGELING THE DREAMING
87
Character Creation Summary
LEGACIES AND KITHS ■ Stalwarts: Every fae is the hero of their own story
■ Lore Keepers: Academics emerge from all Lega- — they can’t help it; they’re a being of myth, after
cies, but the Lore Keepers elevate scholarship to all.
an art form. • Caiporas
• Biloko • Fuath
• Boraros • Kokua
• Curupiras • Rock Giants
• Eshu • Tanuki
• Fu Hsi • Trolls
• Kahuna ■ Terrors: Anyone who pisses off a changeling will
• Korred likely end up pissing themselves in fear shortly.
• Moiræ Unlike the Fell, though, Terrors aren’t simple
• Obambo brutes blinding people in fright.
■ Makers: All changelings create, but those fae of • Mapinguaris
the Maker Legacy are the quintessential artisans. • Matintas
• Boggans • Naraka
• Hana • Nümüzo’ho
• Kuino • Redcaps
• Nockers • River Hags
• Okubili • Sluagh
• Wichtel ■ Tricksters: Tricksters see the truths hidden in ab-
• Yunwi Tsunsdi surdity with an unparalleled clarity, and they feel
■ Nobles: Any changeling with the correct disposi- utterly compelled to share them with the world.
tion has the capability for leadership, but Nobles If there’s a pompous ass who needs taken down a
are born to rule. notch or a celebrated plan with a glaring flaw, a
• Alicantos Trickster is sure to step in.
• Ali'i • Clurichaun
• Fir-bholg • Hanumen
• Merfolk • Piskies
• Oba • Pooka
• Sidhe • Sacis
■ Passionates: The Wyrd ensures that all fae are • Wolpertinger
creatures of passion living a life of extreme sensa-
tion compared to the limits of mortal propriety, ARTS (C20 page 197)
but changelings who originate from the Passionate ■ Autumn (C20 p. 197): Fear, shadows, and decay
Legacy elevate intensity to an art form. ■ Chicanery (C20 p. 200): Perception, memory, and
• Aonides trickery
• Djedi ■ Chronos (C20 p. 201): Tempo, history, and time
• Karuanas control
• Morganed ■ Contract (C20 p. 203): Oaths, deals, and fae
• Nyan bargains
• Satyrs ■ Dragon's Ire (C20 p. 205): Superhuman feats of
• Selkies physical prowess
• Swan Maidens ■ Infusion (C20 Players Guide p. 184): Manipu-
lating and altering Wyrd
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CHANGELING THE DREAMING
89
Character Creation Summary
90