CtD
LorebookChangeling the Dreaming lorebookfrom Chub
- 2 forks on Chub · private forks can't be archived· Chub · lorebooks/Vanlos1/ctd-0f0a0411a537
Tokens: 0 permanent · Lorebook: up to 395 tokens triggered, 60,908 across all entries · estimated prompt budget 395
Description on Chubfrom Chub
This lorebook is based on C20 edition + In the Realm of Gods and Dreams book for hsien rewrite. Sorry, original hsien are not even chagelings.
- Format
- V2
- Project space
- lorebooks
- Rating
- 5.00
- Ratings
- 1
- Stars
- 94
- Favorites
- 10
- Chats
- 0
- Messages
- 0
- Forks (upstream)
- 2
- Tokens (upstream)
- 60,975
Last checked on Chub: Created Updated Archived since
No description.
CtD
410 entries · scan depth 50 · budget 500 tokens · recursive scanning off
Book settings
- #1Changeling
Keys: fairy, fey, Changeling
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
They are one of the few kinds of fae capable of surviving in the modern world. All Changelings are born to humans. Before they realize their heritage, they live in a half-reality, catching glimpses of the Dreaming that never fully realize themselves until the prospective Changeling experience the Chrysalis. Once, the fae were immortal and unrestricted from the passage of time. With the beginning of the Shattering, fae in mortal bodies learned that they aged like humans did and would eventually die if no preparations were made. The Seeming often reflects their actual age, but not necessarily.All Changelings are affected by the ancient bane of the fae, Cold Iron. Its presence makes changelings ill at ease, and cold iron weapons cause horrible, smoking wounds that rob changelings of Glamour and threaten their very existence with Final Death.
- #2Glamour
Keys: Glamour
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Glamour is the stuff of dreams; the energy that fuels the Dreaming and the powers of the Fae. The stuff of Dreams, the magical clay, the energy of awe, the workings of wonder, the breeze that blows the cobwebs of disbelief from the eyes: Glamour is all these things and more. The ability to live one's dreams, to perceive the true and fantastic essence of the world, abides in Glamour. Everyone can create it, even normal humans. Only the fae, however, and some gifted Kinain, have the ability to give it form, to use it, and to wield its progeny as a weapon.
- #3Freehold
Keys: Freehold
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A Freehold is a constructed place of Faerie power where the Kithain may rest free from the hold of Banality and disbelief. Inside this places, mortal bodies of changelings stop aging at all.
- #4Rhapsody
Keys: Rhapsody
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Rhapsody is one of the four ways of Epiphany that Changelings use to harvest Glamour. Rhapsody is an Unseelie means of epiphany that is strictly forbidden by the Kithain. A changeling can imbue so much raw Glamour into a mortal that they burn like a Roman candle; all their creativity goes into one, final, glorious masterpiece. This is the last creation that the artist or Dreamer is capable of as they are left drained forever after.
- #5Reverie
Keys: Reverie
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Reverie, also called Musing, is considered the most noble method of gathering Glamour. A Changeling spends time cultivating the Dreamer, inspiring the mortal to tap into the Dreaming, and create a Glamour-filled work. Reverie is looked favorably upon by Kithain because it is sustainable and more beneficial to the mortal in the long run.
- #6Ravaging
Keys: Ravaging
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Ravaging is one of the four ways of Epiphany that Changelings use to harvest Glamour. It is a simple matter to tear, wrest, or rip Glamour from a mortal, and it can be as satisfying as any epiphany. Such an assault taints the epiphany with the psychic anguish of the victims, mixing pain with the Glamour.
- #7Rapture
Keys: Rapture
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Changelings possess both faerie and mortal natures. By allowing their mortal sides to be inspired -achieve Rapture- they can get in touch with the Dreaming as if they were mortal Dreamers. Rapture allows a changeling to gain Glamour from their own imagination. The moment of Rapture is one of pure and total ecstasy as the changeling connects directly to the Dreaming.
- #8Chrysalis
Keys: Chrysalis
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Chrysalis is the process by which a changeling becomes aware of their fae nature. Changelings are both born and made. Since undertaking the Changeling Way, they are born in the bodies of human infants and spend the first part of their life as normal children. Many reach their teens and a few even full adulthood before the part of themselves that is of the Dreaming bursts out.
- #9Arcadia
Keys: Arcadia
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Arcadia is the original home of the fae.
- #10Dreaming
Keys: Dreaming
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Like a picture postcard of a vacation, when humanity began to put more faith in cold hard facts over whim and fancy, the mythic parts of the world branched off to an overlapping level of reality called The Dreaming.
- #11Banality
Keys: Banality
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Banality is the Changeling name for the force of human disbelief. Banality is viewed as the antithesis of Glamour. As well as being anathema to Changelings, Banality destroys a mortal's ability to Dream, and to create. Banality is thus seen as a major force in all that is dark and miserable.
- #12Fomorian
Keys: Fomorian
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Fomorians is a term used to describe a brutal and powerful race of misshapen monsters, they appear as colossi constructed from man's primal fears.
- #13Kith
Keys: Kith
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Kiths are aspects of humanity's dreams and nightmares that give the fae form. Multiple and multi-faceted, Kiths are found among faeries all over the world.
- #14Kinain
Keys: Kinain
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A Kinain is a mortal that possesses faerie blood, but is not a full Changeling. Even more so than changelings, kinain stand between the worlds of Banality and the Dreaming. Some kinain are marked with unusual traits by their faerie blood. Kinain can see through the disguise of changelings, and changelings find them attractive.
- #15Boggan
Keys: Boggan
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Boggans are born of dreams of hearth and home. If roads go ever on, the goal is always the return. They derive their greatest pleasures from work and a job well done. Honest work, good company, and a regular routine are all they need. Of all the Kithain they are known for their honesty and integrity.
- #16Eshu
Keys: Eshu
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Eshu are born of the dreams of the Middle East and Africa; they are wanderers and storytellers, and have no peers as navigators in the Dreaming. They are also incorrigible risk-takers, unable to resist a dare or wager if they feel they might succeed, no matter the danger. These things all give them a reputation for being unreliable, but few kithain would refuse them a place at the table to hear their stories of far off lands.
- #17Nocker
Keys: Nocker
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Nockers are the artisans among the Kithain, able to craft the stuff of dreams into whatever they desire. Their creations are always flawed, however, and their knowledge of this curse makes them irritable and quick to anger. Most Nockers are fastidiously clean, in glaring contrast to their verbal manners. They may tolerate any mess in their workshops or mines but are fashion trend-setters in public. More is better in their fashion sense, usually. Physically they are gnarled and grotesque. They usually have pale, fish-white or red and ruddy complexions with their fae mien face looking like masks of overdone stage makeup. They have pointy ears.
- #18Pooka
Keys: Pooka
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Pranksters and comedians, Pooka are well-loved by kithain and mortal alike, but few who know them will ever trust them completely: they are incapable of telling the whole truth. Each is able to take on the form of a specific animal, most often one with a tie to human stories of mischief.
- #19Redcap
Keys: Redcap
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Fear and violence spawn dreams as readily as kings or commoners, and the Redcaps are the kithain most closely tied to nightmares. They gain their name from their traditional headwear - a white cap, dyed red in their victims' blood. They are quick to anger and hungry. Always hungry.
- #20Satyr
Keys: Satyr
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Satyrs are a Changeling kith sprung from dreams of revelry, lust and passion. They throw a party like no-one else, drinking, fighting and loving harder than most mortals would ever dare. They are physically adept and, like the god Pan, may inflame the passions of others through music and dance, but all the revelling leaves them with little willpower to resist temptation.
- #21Sidhe
Keys: Sidhe
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Sidhe are the kith born of the dreams of kings and queens - both noble and otherwise. Regal, beautiful and graceful, they are power and coldness personified. They are tied intimately to the Dreaming and are new to the Changeling Way; most of the Sidhe on Earth are either exiles or escapees from Arcadia, unable to return home. As a result, they feel the cold sting of Banality far more harshly than commoner kithain, but they still command both the Seelie and Unseelie courts and are determined to survive the coming of Winter.
- #22Sluagh
Keys: Sluagh
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Called the underfolk by many, the sluagh are often pariahs even among other fae. Though rumors persist of underground catacombs and mazelike lairs, many sluagh prefer crumbling Victorian mansions to dank sewers. Places dark and forgotten, often with a mushroom garden, attract them. Those who intrude into their inner sanctums often leave with nightmares. Just as they value secrets and mysteries, sluagh treasure their privacy, and do a great deal to foster reputations that discourage visitors.
- #23Troll
Keys: Troll
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
These giants of the fae possess incredible strength and determination. Once they give their loyalty, nothing can sway them from those they have sworn to protect. Honor walks in their footsteps. As long as there have been mountains, there have been trolls. Known as giants, titans, and many other names, no culture does not mention them. Mortal traditions record them as benefactor and enemy and both are correct.
- #24Seelie Court
Keys: Seelie Court
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
While often characterised by outsiders and even inexperienced kithain as the "good" court, the Seelie Court is really defined by the virtues of honour and love. While this would seem to fit in with notions of "good", knightly chivalry may conflict with the morals of the modern world and the fae idea of courtly love is sometimes much removed from the reality faced by mortals. In many ways, the Seelie Code is rooted in martial traditions and the mostly forgotten dreams of the medieval world. The Seelie Code: Death before dishonor; Love conquers all; Beauty is life; Never forget a debt.
- #25Unseelie Court
Keys: Unseelie Court
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Many Seelie Changelings and students of the fae see the Unseelie Court as somehow evil, but this description is far too simple. Unseelie Changelings embrace change and sneer at tradition, seeing no special tie to their past or, indeed, to the Dreaming, which seems to have forsaken all Changelings. The Unseelie way is passionate and pragmatic, satisfying desire and need alike; the Unseelie deny themselves nothing. The Unseelie Code: Change is good; Glamour is free; Honor is a lie; Passion before duty.
- #26House
Keys: House
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The nobility of changeling society divides themselves up into thirteen Houses. These nobles are predominantly Sidhe, but various commoner kiths have been known to have titles as thanks for valiant deeds.
- #27Beaumayn
Keys: Beaumayn
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Dark Stars are a house of prophets, occultists, and monster hunters, infamous among the nobility for their reluctance to participate in traditional politics. They prefer to occupy a niche as Thallain hunters, keeping watchful eyes out for Shadow Court extremists. Combined with their perceived aloofness and often cryptic manner, this self-appointed role does little to endear them to either Court, making them one of the most solitary noble houses. When a Beaumayn does make friends, though, she stands fast by them regardless of the cost—she simply doesn't have so many that she can afford to lose a single one.
Dark Stars are often fringe types from an early age, drawn to the occult and its associated close-knit groups of believers. Many become obsessed with the secret history of their area, digging into local records and legends, not really knowing what they're looking for but needing to feel as if they know the area inside out. Quite a few experience prophetic dreams even before their Chrysalis, struggling with a sense of eerie certainty that monsters are real even though it flies in the face of conventional wisdom.
Their gifts are considerable—uncanny senses that pierce the nuances of the enchanted world, unmatched skill at Kenning, and visions that guide them toward dark events and useful truths. But the abyss gazes back. Thallain and Shadow Court members can sense a Beaumayn's presence, and they instinctively go out of their way to harass, torment, and harm the prophets who oppose them. The very darkness they hunt is drawn to them like moths to a flame.
- #28Dougal
Keys: Dougal
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Some fae believe the sidhe are allergic to hard work, but only if those changelings have never met a member of House Dougal. This ancient house finds Glamour in craftsmanship of all kinds and prides itself on its willingness to get its hands dirty in its endless quest for mastery of its many trades. They are also consummate patrons of craftsmen, doing their best to seek out talented new Dreamers and support them as they literally forge a brighter world.
It's said that the Smiths are as honest as a hard day's labor, and while Dougal are certainly no strangers to politics and diplomacy, there's still a lot of truth to that stereotype. Craftsmanship doesn't lie—you either have the skills or you don't. Either you're the kind of person who does what you say you're going to do, or you're not. The Smiths don't have much time for the latter. They have embraced the DIY revolution and emerging maker culture, with more than one popular instructional video series having a Dougal patron, and they are fascinated by the possibilities of 3D printers and other home fabrication devices.
Their boon grants them iron resolve and legendary talents. But craftsmanship becomes part of them in ways both wonderful and terrible. For each title they assume, part of their body is replaced with a fully-functional artificial component—a clockwork eye, a stained-glass heart, a steam-powered brass hand. These replacements make it harder to relate to others, and they stop functioning entirely if they come in contact with cold iron, potentially leaving a Smith crippled or suffocating.
- #29Eiluned
Keys: Eiluned
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Known as the House of Secrets—an epithet not always intended to flatter—House Eiluned understands better than most the way of magic and sorcery. They understand that nobility and secrecy are intimately linked; few in power arrived there without skeletons in their closet, and an Eiluned understands that controlling secrets is necessary for maintaining power.
Eiluned, founder of the house, grew up as the sickly younger sister of the powerful Ailil. The two shared a close bond, and as Eiluned's skill in prophecy and divination developed, she cautioned her brother and the other noble sidhe to be wary of an oncoming storm that would usher the fae into a dark time. Sadly, Ailil dismissed his sister's words, causing a rift between the siblings that would never be healed. Eiluned founded her house, training those who joined her in the ways of magic.
In the modern world, House Eiluned maintains its reputation as sorcerers, though they have also turned their great intellect and intuition to technology, finding many of the same mysteries in the world of computers as they did in the world of magic. They understand that as much magic lies within a keystroke or piece of code as in a moldering text, and have a particular fascination with cloud storage, implementing their own mystical version as a way to store lore and confidential information.
- #30Fiona
Keys: Fiona
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
House Fiona does nothing by halves. Fierce and intense in both love and loyalty, the sidhe of Fiona revel in the pleasures of food and drink, sex, battle, and anything else designed to stimulate the senses. They love deeply and absolutely, valuing true love in its many forms above all else, particularly when that love comes at a high cost. Courtly love plays a central role in their games and challenges, and the fetes they throw rival the wildest satyr bacchanalia, lasting for days and sweeping entire fiefdoms into merrymaking.
For this reason, and because they seldom brandish the power of their station, the nobles of House Fiona tend to be well-regarded by commoners. Fiona fiefdoms may not be run in the courtliest fashion, but their open-door policy towards vassals minimizes political unrest. During the Shattering, some members of Fiona were welcomed to shelter within the freeholds of commoners, and others turned their sovereignty over to trusted commoners to rule in their stead. House Fiona still has a high number of commoners holding titles.
Their boon is absolute courage—fear holds no power over them, and any attempt to generate fear in them, magical or natural, automatically fails. Only a direct threat to the life and safety of their lover can inspire true fear. But their passions easily become obsessions, and their recklessness quickly transforms into seeking out danger for danger's sake. They make even mundane passions into hazardous activities—eating the deadly fugu sashimi, challenging a troll twice their size to a drinking contest. When a Fiona backs down from a challenge to avoid risk, they lose a piece of their very Willpower.
- #31Gwydion
Keys: Gwydion
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
House Gwydion first came into power shortly after the Sundering, claiming lands and titles abandoned by the sidhe returning to Arcadia. In this period of chaos and fear, the strong guiding hand of Gwydion reassured its subjects, who looked to the honesty and dignity of their new lieges for guidance. House Gwydion ruled wisely and fairly until the Shattering, when they heeded the High King's orders to retreat from the rising sea of Banality.
With the Resurgence, Gwydion returned to the mortal world to reclaim their lands and titles, only to find that the subjects they had left behind were unwilling to cede these properties to their lieges. House Gwydion fought at the forefront of the Accordance War, and it was one of their own, David Ardry ap Gwydion, who took on the mantle of High King and united Concordia. From this time forward, House Gwydion have truly been the most noble of nobles, both great warriors and wise rulers.
Most Falcons are conservative, placing value on ceremony, tradition, and oaths. Now a house of great power and privilege, Gwydion sees its share of infighting—in a house where all are considered fit to rule, determining the most fit to wield power becomes a major conflict. Their boon allows them to sense whether someone is speaking truth or lies with a successful Perception + Kenning roll. But their honor is paramount, and they will not forget a slight nor forgive it. If anyone insults the honor of a Gwydion or her house, she must take revenge commensurate with the slight before the next sunrise or suffer a Banality trigger.
- #32Liam
Keys: Liam
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Criticized for speaking out on behalf of mortals, House Liam were shunned by the rest of the noble houses long before the Shattering. Many sidhe chose to view humans as little more than a source of Glamour, nuisances at worst and pets at best. House Liam insisted mortals had rights and value, just like the fae, a stance which made this house wildly unpopular among the sidhe nobility. By placing itself between the mortals and the rest of the sidhe, House Liam unwittingly orchestrated its own exile.
The house's founder, King Liam, once believed that the coming of Christianity was not the death knell for the fae, as the other houses thought. He saw in the faith and devotion of these humans the same spark of creative passion found in other art and music. While visiting religious orders throughout Europe, he became enamored of a young novice nun named Melisande, whose melodious singing voice promised a source of all the Glamour Liam believed faith could provide. When a noble from House Gwydion learned of Melisande, however, he abducted the girl. Liam's subsequent rage resulted in the utter destruction of the convent where Melisande had once lived, and the few surviving nuns carried with them the memory of Liam's terrible splendor.
Though House Liam holds few lands, the sidhe swearing fealty to this House are among the most widespread. Liam hide in plain sight, mingling with other courts, with commoners, and with mortals. Their boon allows them to take on burdens others cannot bear—if a member lays hands upon a mortal, he can reduce the mortal's Banality by one, and if he lays hands upon another changeling, he can reduce that changeling's Nightmare by one. But their ties to mortals carry a price. They are unable to Ravage for Glamour, for they actively loathe this brutal means of forcefully harvesting dream energy.
- #33Aesin
Keys: Aesin
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Guardians of the North once walked among Vikings as gods, bestowing blessings upon mortal warriors who dreamed of glory and battle. These Scandinavian sidhe fled to Alfheim when Christianity's tide threatened to drown the world in Banality, but something within Arcadia forced them back to Earth to occupy mortal flesh—a fate they find deeply distasteful. They view their human bodies as ill-fitting clothing, protection against the elements rather than true form, and the disgust they feel would drive them mad if not for their bond with the natural world.
Nature defines everything for House Aesin. They speak with forest creatures as easily as others speak with kin, and many identify with a specific animal from whom they draw strength—a bond that has led outsiders to mistake them for bestial savages. In truth, they are the last true bastions of fae society, battle-hardened warriors and scholar-poets alike. They hold fast to the nine virtues: courage, truth, honor, fidelity, hospitality, discipline, industry, self-reliance, and perseverance. Their skalds carry ancient legends forward, preparing for what they believe is an inevitable battle with the Jotunns, twisted nightmares that must be kept at bay to protect Concordia.
The Aesin's connection to the wild grants them their greatest gift—the ability to commune with forest animals and understand their speech. But this same bond severs them from the joy of mortal wonder. They cannot gain Glamour through Rapture, for they cannot reconcile themselves with the unpleasant reality of their human bodies. They view mortals as servants, occasionally worthy of defense but never equals, and this disconnect leaves them isolated even among their fellow fae.
- #34Ailil
Keys: Ailil
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Dragons of the Winter Court view politics not as a duty but as the highest art—a perfect game of strategy and manipulation to be mastered. Gifted leaders and strategists even among the sidhe, their mastery of political maneuvering makes other houses wary of entering alliances, but even more afraid of crossing them. When dealing with the Ailil, one had best think three steps ahead; that way, one is probably only two steps behind.
House Ailil sees itself as the head of the Unseelie Court, just as House Gwydion heads the Seelie, and justifies many actions as necessary for restoring balance between the Courts. While the common belief that every Ailil is involved in the Shadow Court certainly isn't true, the Dragons are heavily invested in its activities, and even if an Ailil isn't a member herself, it's a safe bet she knows someone who is. Life within the house is intensely competitive, with constant jockeying for position and games of one-upmanship both grand and petty.
Their boon makes them masters of words and deception—their Manipulation is nearly unmatched, and they never botch Subterfuge or Politics. Yet this same gift breeds a pride that cannot be bent. An Ailil must struggle against their own nature to admit fault or let another have the last word. To lose a contest of wits or back down from confrontation costs them Willpower and leaves them socially crippled until they restore face, whether through revenge or by berating their lessers until they feel better.
- #35Balor
Keys: Balor
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Blooded trace their roots to dreams of the terrible wrath that power could unleash, claiming ancestry from both the Fomorians and Lugh of the Long Arm himself. Ruthless generals, savage warriors, and relentless hunters, they emulate their legendary namesake Balor of the Baleful Eye in demonstrating why mortals once feared the fae as gods—and might again one day. House Balor may not be the subtlest house, but what it lacks in nuance it more than makes up for in brute strength and vicious cunning.
The Blooded see politics as a necessary evil, playing the game defensively and slowly fortifying territory rather than flitting about from court to court. As a result, they hold surprising amounts of land for a house often absent from the whirl of court events. Despite their aggressive reputation, Balor are not mindless brutes—any action taken is always a means to an end. There are bullies and sadists in their ranks, but they rarely rise far, for their enjoyment of pain is too personal and self-interested to serve the house's greater goals.
Their Fomorian blood grants them a remarkable resilience—cold iron causes only mild discomfort rather than draining their Glamour, and they have a slim chance to soak damage from iron sources. But all members bear visible deformities: forked tongues, glowing eyes, scales instead of hair, or other markedly unnatural characteristics. These marks carry into their mortal seeming in unsettling but non-paranormal forms, making them memorable to witnesses. Worse still, their savage blood limits their capacity for true Willpower, capping their resolve at levels other nobles would find crippling.
- #36Daireann
Keys: Daireann
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Daireann, the founder of this house, was a skilled herbalist and healer, as well as former lover of Fionn macCumhaill. She was granted lands by High King Adwyr ap Gwydion in return for healing him of a painful wound, and feeling unworthy beside lords who won their lands through glory on the battlefield, she became determined to bring greatness to her house in her own way. Her son Conchobhair became a mighty warrior of great renown and unimpeachable honor.
During the Shattering, Conchobhair did not flee to Arcadia. He stayed behind and held the line while house after house fled, vowing he would see them all through the gate and then follow behind. Like a captain on a sinking ship, he saw his fellow sidhe to safety, but when the gates to Arcadia closed, he was left behind. Daireann grieved the loss of her son and swore she would exact vengeance on anyone who abused the hospitality and aid of her house.
The sidhe of House Daireann live by three laws: Honor, Hospitality, and Vengeance. They never deny shelter or food to one who asks honorably, not even their greatest enemy, but those who violate their rules of hospitality find that vengeance is slow and painful—exacted through sinister poisons that can take days or weeks to kill. Many members still practice herbalism, and while their brews can heal, they are far better known for their use as poisons. Those who violate Daireann rules are often still allowed to stay, but only because it's easier to poison someone under one's own roof.
- #37Leanhaun
Keys: Leanhaun
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
While the Ailil scheme to bring about the supremacy of the Unseelie Court, and the Balor work toward the dark ends ordained by their ancient forbears, the third of the greatest Unseelie houses busies itself tending the garden it has been given. Members of House Leanhaun take great pride in their reputation as patrons of the arts, and the roll of artists and Dreamers they claim to have inspired since their return is a veritable who's who of a dozen entertainment industries. Combined with their reputation for debauchery, this perception has led more than one Seelie noble to dismiss Muses as serious rivals.
It's a common mistake. House Leanhaun is justifiably well-known as patrons and muses, but it's what they do with that influence that makes them just as dangerous as an Ailil schemer or Balor swordsman. Perhaps better than any other house, the Muses understand that whoever directs art directs culture, and so they tend their garden carefully, encouraging some voices while stifling others. They bestow fame and wealth in return for favors and oaths of service, creating worldwide sensations overnight and a legion of influential artists who owe the Leanhaun favors.
The Muses are unnaturally charismatic—their Charisma is legendary, and they can focus the full force of their charms on one person, making all Social rolls and Glamour gathering easier with that individual. But House Leanhaun members age rapidly when denied access to fresh mortal Glamour. Each week a Muse does not gain Glamour from a Dreamer, she effectively ages one year. This aging carries over to her mortal seeming, meaning Leanhaun must monitor their Glamour acquisition carefully to avoid arousing suspicion. Their dependence on Dreamers is both their greatest strength and their most terrible weakness.
- #38Varich
Keys: Varich
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The sidhe of House Varich hail from Russia, where they were once worshipped as gods by the mortals who Dreamed and shed blood for them. Masters of pattern recognition, they followed the threads of their fellow sidhe's actions and, through that design, foresaw the Shattering. Long before the other houses had begun to flee the Earth, Varich had already returned to Arcadia with many of their vassals. For centuries, they thrived in the long Arcadian winter, finally returning to their old homeland to find it a barren waste of Banality.
Varich changelings are known for their frozen hearts and inability to love. The founder of House Varich was once betrayed in love, fooled by a sluagh sorceress into loving a magical construct made of snow. When the maiden melted away in Varich's heated embrace, Varich's parents set a curse upon the sluagh. The enmity between the sidhe of House Varich and the sluagh exists to this day, and members of House Varich vow never to give their heart to another.
House Varich doesn't fret and wait. They search for meaning in everything around them. When observing a series of seemingly-unrelated events, Varich can see the small threads that connect them, quickly learning an opponent's battle strategy, and predicting changes in politics or even the stock market, which has given them a great deal of financial power in the mortal world. Their boon allows them to analyze an opponent's pattern of play in advance, making all rolls against that target easier in competition. But their broken hearts force them to remain outside the pattern they manipulate. They can never swear an oath of love to another, and their ability to empathize with others suffers for it.
- #39Scathach
Keys: Scathach
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Even among the Shining Host, there are those who walk apart, preferring the deep shadows that accompany such dazzling displays. House Scathach has always worn the mantle of leadership uneasily, preferring the battlefield to the throne room, and seeing themselves as a warrior elite more than a ruling class. Like their legendary namesake and founder, the Gray Walkers try to lead by example and always fight at the front, in the process forming close bonds with many of the commoners they fight beside.
While Scathach was not the first house to elevate commoners into its ranks, their insistence on merit as a determining factor set them apart from most of their fellow nobles. For daring to become close to commoners—and asserting that they had much to learn from them—House Scathach became a pariah among the nobility. Many proper sidhe look down on the house as spoiled runaways who couldn't make it in politics and so chose to quit the game entirely. For their part, the Gray Walkers embraced their roles as knights-errant, turning inward and trusting a council of their own mystics to guide them.
The Gray Walkers excel at all forms of close combat, and seem to have a preternatural skill at going unnoticed. They make no sound when fighting unless they choose to do so, and their perception of time seems to slow down in battle, making it easy to land hits and avoid return strikes. But they suffer from a bad reputation with most of their fellow nobles. All Social interactions with other nobles or royalist commoners are made at a significant penalty, and known Scathach are typically the first investigated if notable thefts or deaths occur among the nobility.
- #40Commoner
Keys: Commoner
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Commoners as a general rule are the non-sidhe Kiths of the Kithain.
- #41Cantrip
Keys: Cantrip
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Cantrips are the complex ways of faerie magic, that are used by modern Changelings. In essence, casting a Cantrip involves the manipulation of Glamour, both in the Dreaming and in the mortal world. A changeling sparks his own internal Glamour and thereby creates a link with the Dreaming - a link strong enough that he can draw upon and form the raw stuff of the Dreaming to suit his desires.
- #42Shadow Court
Keys: Shadow Court
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
It is a secretive court of Unseelie Changeling opposed to the 600 years' rule of the Seelie monarchs. The world of Seelie ideals is gone: Chivalry, true love and honor are relics of the past. The spread of Banality is a portent of the future, and when the world at last descends into Endless Winter, the masses will revolt and the structure of Kithain society will be forever broken. The Earth will bask in darkness, and the foulest of the fae will revel in perpetual anarchy, chaos and discord.
- #43Thallain
Keys: Thallain
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Thallain are the Nightmare cousins of the Kithain, servants of the Fomorians created from primal, savage dreams. Thallain do not have Seelie Legacies, and they can never become Seelie. In fact, each one has one Nightmare and one Unseelie Legacy. Their only real moral dilemma is deciding which type of feckless exploitative bastard to become. Thallain gather Glamour mostly through violent means - they are creature of primal fears and nightmares, and thus, they convert normal glamour into nightmare glamour. Most thallain are nightmare versions of the kithain.
- #44Mist
Keys: Mist
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Mist is the mechanism that hide the world of the Faeries from the world of Humans. It induct a feeling of forgetfulness in their target that makes them overlook chimerical acts or declare them as delusions or find "rational" explanations for what they saw.
- #45Chimera
Keys: chimerical, Chimera
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A Chimera is any object, animate or inanimate, from the Dreaming, or made of the essence of the Dreaming. Chimera are generally visible only to those who can see into the Dreaming, and are highly susceptible to Banality. Chimera derive from the stuff of unformed dreams, and their birth is a very special and magical event.
- #46Inanimae
Keys: Inanimae
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Inanimae are cousins to the True Fae. While they are not true elemental spirits, they have a close kinship to them. Each Inanimae fashions itself after a specific element. Awakened Inanimae usually undergo a short period of recalibration before other Fae become aware of them. These Inanimae undergo a fostering that teaches them how to construct a Mien to move among humans. These husks begin as pre-adolescent children, but age rapidly when in contact with Banality. Glomes - Inanimae of Earth; Kuberas, Inanimae of Wood; Mannikins, human-shaped Inanimae; Ondines, Inanimae of Water; Parosemes, Inanimae of Air; Solimonds, Inanimae of Fire
- #47Husk
Keys: Husk
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Husk is a body created by one of the Inanimae to protect their fae spirit from Banality when they decide to leave their Anchor. If the Husk suffers enough damage to destroy it, the Fae is immediately cast back into his or her anchor and usually enters Slumber.
- #48Anchor
Keys: Anchor
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Anchor is the most important thing in the life of one of the Inanimae. They cannot survive without this anchor and if it is destroyed they will almost certainly be Undone. Conversely, if the Inanima is Undone the Anchor will soon die or erode away.
- #49Krofted
Keys: Krofted
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
An Inanimae is Krofted when his anchor has been changed and shaped by human ingenuity.
- #50Nunnehi
Keys: Nunnehi
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Nunnehi are a type of changeling native to North America. The Nunnehi are the faerie spirits of the Native Americans. They do not gather Glamour, but "harvest Medicine." All Nunnehi belong to a tribe. Differences in Nunnehi can be attributed to the variant dreams and expectations among the Native American tribes. For this reason, it is difficult for Nunnehi to be born into non-natives or those who are not members of their tribe. Unlike other changelings, who are merely exiled from Arcadia and who can still occasionally touch the Dreaming, Nunnehi have lost their connection to their homeland in the Dreaming. Nunnehi have gained the ability to draw Glamour (which they call Medicine) directly from the natural world.
Showing 50 of 410
1 file
- .jsonjson_lorebookoriginal
508.7 KBfirst seen 7cee31ba604e14ec
Opens with the tab.
