Changeling
cross-venue Lore * Faerie Lore * cross-venue Lore Faerie Lore

"How are you feeling today, James?" Doctor Nazel said in his usual friendly, distant way.
"Fine, I guess," James said, keeping his voice even, trying to be helpful. Trying to "get with the program" as Nazel had drummed into his head time and again. "How are the test results?"
Nazel consulted his ever-present clipboard and flipped a few neatly typed pages. At last, he looked up over the grey frames of his glasses and said, "Promising. We seem to have tamed your odd allergy to ferrous metal, if nothing else."
"Oh, good," James said eagerly. "Do you think we can take my jacket off today, maybe?" He wriggled against the restraining canvas for emphasis.
"I don't think so," the Doctor said, frowning but not meeting James' eyes. "It's still too soon after the incident with Nurse Johnson. You nearly bit her hand off, James."
"I was only trying to scare her a bit," James said slowly, attempting a shrug beneath his straightjacket. "I think. It's so hard to remember. Didn't I eat her thermometer or something?"
"Yes, James," Doctor Nazel sighed. He flipped another page on his clipboard. "Now about these delusions... are you still having those dreams?"

You believe in faeries? [Note that not only is most of this lore eroded by the Mists of Memory, it also tracks not into "Changeling Lore" or "Mythlore" but into "Gremayre," which is a venue-specific ability unavailable to non-kithain.]

Faerie Lore x1
Faeries are real! They are ephemeral creatures of beauty and temperament. Your particulars are a little fuzzy, but you are sure they are out there, gossamer wings and all.
Faery powers are a mystery to you. According to stories, they can do the work of many men in a night, turn invisible, fly through walls, cast powerful illusions, and make people fall in love. On the other hand, they are said to be vulnerable to the touch of iron, the shadow of the Cross, the sound of churchbells or rooster crows and to the touch of holy men. Their attention (and ire) is often drawn when they are called "faeries," so you rely on allusions like "Fair Folk" and "Wee Ones." Supposedly, wearing your coat inside out and walking backwards renders you invisible to them; they seem to have trouble with inversions of human custom. To understand humans, or perhaps just as a trick, they occasionally take humans away for a time, stealing wives or even replacing children.
Faeries have their own society, from mischievous pucks to fair elf maidens, ruled (of course) by Oberon and Titania. Faeries have strange rules and realms, even entire kingdoms like Avalon hidden away from human eyes. Should you step into a faerie door -- a door under a hill, or through a ring of mushrooms or even into a tree -- you may find yourself trapped there for a long time, even if it seems only a short while. Also, you should never accept a gift from a faerie, or you may be held enthralled; similarly, offering a gift is seen as an insult, an attempt to indebt the faerie in question.

Faerie Lore x2
The faeries of the modern world sure aren't anything like the old faerie tales. For that matter, faeries in the old days probably weren't like that either. Though they come in many shapes, sizes and forms, they seem able to cloak their true appearances, looking like normal people. Even when they decide to show their powers and forms, most people forget it later.
Faeries seem to have a variety of magic spells to trick, confuse, and call upon nature. Many also have knacks like performing great amounts of work or turning into mist; there's no real way to tell how much a given faerie can do with his magic. They rarely call upon these powers, though, content to cast subtle and invisible spells instead.
Magic spells of the right sort can certainly call or banish faeries, as can such tricks as hanging an iron horseshoe over your door. Church bells and holy ground apparently keep faeries away, but most of the other little tricks from legend don't seem to have any effect (probably the results of faeries playing pranks on people). They do get rather disturbed at the old refrain of "I don't believe in faeries!" though. If you can get a faerie to swear an oath, it's binding, so it is possible to trick them. Since they can get drunk or enraged like anyone else, and often with an even more terrible temper, this tactic may be a decent one to use when a faerie is off guard.
Experience shows that faeries most often show up at places of natural beauty or art, and they have an irresistable attraction for humans who are beautiful, charismatic and influential, or conversely ignorant, arrogant and pushy. The former they tend to seduce and carry away; the latter, they tease with vicious (and sometimes fatal) "pranks."

Faerie Lore x3
Despite the numbing effect of the Mists, you are somewhat educated about the ways of the fae -- or at least their changeling descendants. You've uncovered information about the various kith, such as the sidhe and the trolls, though you probably don't know all of the European kith (and you've probably never heard of the stranger types). You've heard that faeries are really dream-spirits from another world, given captured human forms. Then again, you've also heard of tiny brownies and sprites, which are obviously rediculous. Still, faerie tales are sure to be full of errors due to the Mists; most humans fail to see faerie magic, or forget about it later, possibly accounting for some of those stories of lost time (and Alien Abductions!).
Changelings, as they call themselves, weild powers based on dream and the shaping of imagination. They draw some sort of magical sustenance from creativity itself, though they can apparently steal dreams when feeling particularly vicious. Most changeling powers affect only those able to see dreams, though in dire straits a changeling can bring some of her magic across to the material world.
As for weaknesses of the fae, you've discovered (possibly the hard way) that most folk tales are totally wrong. Iron seems to have a deleterious affect upon them, as does the power of disbelief itself. Presumably, they can also be injured by magic. A faerie is also vulnerable to dream-creatures, and can be knocked unconscious by such attacks. Puzzlingly, the Mists can sometimes affect a faerie so injured, causing the faerie to forget all about her heritage. Changelings can also be held to sworn oaths, though only sometimes -- the particulars are unknown to you.
Changelings obviously congregate wherever artists and dreamers gather. However, most still lead some semblance of a normal, human life as well. They occasionally refer to ranks of nobility, though these titles ma simply be formalities for their courtly dances in their own, strange society. A few rare sites seem to serve as changeling dream-fortresses, but you know nothing more than that (and indeed, have probably never seen such a place in any case).

Faerie Lore x4
You've seen or heard of most of the European kiths (and probably even know that they use the word "kith") and understand that changelings are basically fragments of dream instilled into human forms. Each kith weilds a few rather spectacular powers and an unusual appearance, although both traits usually only work in the dream-realm that overlaps normal reality.
The powers of changelings are called arts, and they affect things through trickery, misdirection, illusion, natural forces, and majestic charisma. Most changelings have a modicum of skill with a few arts, though they have limits on what they can affect. Furthermore, fueling magical powers requires the use of special tricks called Bunks, seemingly random little gestures or games. Changelings harvest the power of creativity from artistic mortals, either by inspiration or by stealing the essence of dreams. This distilled power, Glamour, takes many random forms, but it ultimately ties changelings to the dream worlds that exist parallel to mundane existence.
Only a few weapons prove truly deadly to changelings. Obviously, their stolen mortal bodies are just as vulnerable to damage as everyone else, but their faerie souls can only be permanently quenched with cold iron. "Cold iron" doesn't necessarily seem to mean iron that's physically cold, though; it has more to do with impure, natural iron. Dream-beasts and weapons also hurt changelings, though not as badly. A changeling who dies mortally is apparently completely dead, but will steal another body; one who is dies in dreams falls into a coma, reviving with no memory of changelings.
Changelings tend to gather at places patronized by artists, of course, but they also hold special realms called Freeholds. A Freehold is a faerie fortress, often with its own dream appearance. Mortals tend to avoid such places due to the effects of the Mists. In Freeholds, changelings can replenish their power, and sometimes even call upon new dream allies or magical treasure.

Faerie Lore x5
You think you know most secrets of faerie and changeling society. Changelings, for instance, are faerie souls in human bodies, there in an attempt to survive in the mortal realm. True faeries are gone from the world -- only their mortal remnants live on now, some even unaware of their true natures. These changelings protect themselves from Banality by hiding in their human forms, reincarnating into new bodies when their mortal host shell dies (except the sidhe -- nobody knows what happens to them). The changelings that survive come from various groups, or kiths. Each kith traces its heritage back to a fragment of myth and dream. You can name the various kiths, as well as their common capabilities, and you know about the existence (but not the details) of some unusual types of faeries in Asia and Native American cultures. A rare few humans inherit a little faerie blood but not a true soul; these kin are valuable relatives, some even possessing a few changeling tricks.
You've learned about the names and effects of various of the changeling Arts and corresponding Realms. Furthermore, you're familiar with the different common modes of gaining Glamour -- Reverie, Rapture, and Ravaging -- and you know about Bunks and how to perform them. You're aware of the distinction between the chimerical world and the "real" world, and of chimerical damage, faerie miens and how to influence both. The more esoteric aspects of faerie existence are still sketchy in your experience, though you've heard tales of mighty quests, magical treasures capable of instilling wonder and magic, realms of fantastical legend where youth and hope are restored and paths to immortality and true reconciliation for the fragmentary human and fae souls.
On the flip side, you can also be a danger to the fae: Cold iron, unrefined and in its natural unalloyed state, is anathema, capable of inflicting mortal wounds and even ddestroying a fae soul completely. As creatures of dream and wonder, faeries are also vulnerable to disbelief and -- more terribly -- boredom. A changeling can also be injured by dream-weapons or creatures (that is, chimera); this sort of injury is more likely to render a changeling comatose and without memories due to the Mists, though. Furthermore, you know that changelings can be held to their oaths, if they swear under the old forms, though such oaths can paradoxically grant them the strength of will to fulfill their sworn promises.
Even if you've never been to a freehold, you know about the existence of these wellsprings of Glamour, their tendancy to shift time and space and the balefire hearths that represent their power. The rulers of Freeholds are usually changeling nobles, which generally means one of the sidhe; however some commoners hold sites, and the titles of nobles (duke, count and so on) vary widely enough to indicate a range of possible possessions and treasures. You also know about the Dreaming, and have heard of the Near and Deep Dreaming. The tales of Arcadia are no stranger to your ears, though you know that it is (sadly?) closed and lost.

Back to Regional Rules and Rulings.

spiral line

main history character introduction contacts

venue concept site index the golden rules

Most of the stuff on this page is copyright by White Wolf Publishing Inc. Used without express permission, and without any intent to challenge their rights to the material. The purpose of this site is to provide support for a Live Action troupe who create improvisational stories through Werewolf: the Apocalypse.

THE CAMARILLA, VAMPIRE: THE MASQUERADE, WEREWOLF: THE APOCALYPSE, WRAITH: THE OBLIVION, and CHANGELING: THE DREAMING are all registered Trademarks of White Wolf Game Studios. Any use of White Wolf Game Studios' copyrighted material or trademarks at this WWW site should not be viewed as a challenge to those copyrights or trademarks.

Yahoo! GeoCities Member Banner Exchange Info
.

Hosted by www.Geocities.ws

1