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Changelings - The Dreaming

Below are the 12 most recent journal entries.

 

 
  2003.05.25  19.00
Disclaimer:

Please excuse the typos on this page, all of this was hand typed.
All of the information on this page was taken directly from "Changelings - The Dreaming, Second Adition*" a creation of Mark Rein Hayen, Sam Chupp and Lan Lemke with Joshua Gadriel Timdrook.

As well as "Changelings - The Dreaming, Players Guide*", created by Phil Brucato, Jacqui Cassada, Richard Dansky, Jennifer Hartshorn, Robert Hatch, Stephan Herman, Chris Howard, Ian Lemke, Angel McCoy, Neil Mick and Nicky Rea.

Please feel free to leave a comment just so I know this journal is of some use to people.


 
 


 
  2003.05.25  18.52
Fae words and terms:

Words to know:



Arcadia: The land of fae; the home of all faeries within the dreaming.

Autumn People: The modern age.. People who dont believe in fae at all, being around one of these people can almost suck the glamour from a fae, or can kill them.

Bedlam: A kind of madness that falls upon changelings who stray too far from the mortal world.

Banality: Mortal disbelief, as it affects changlings and their Glamour.

Changlings: A fae who has taken on mortal form in order to survive on earther

Childings: A child who has come fully into his changeling nature: this lasts until he comes a whilder around 13 years of age. Childings are known for their innocence and affinity with Glamour and are well protected by other changlings.

Chimera: a bit of dream made real; unseen by mortals, chimera are part of the enchanted world. Chimera may be objects or entites.

Glamour: The living force of the dreaming: changlings magic.

Grump: A changeling of elder years, usually beginning at about age of 25. Very few changeligs reach this age, most succumb to Banality long before.

Kin: Human relatives of Changlings who do not possess farie blood.

Kinain: Human kinfolk of changlings who possess feaire blood and requently have strange magical "gifts" because of it.

Kith: All of the changlings of a kind or race. Once's kith determaines the nature of one's faerie guise and soul.

Kithain: Changelings self-referential term.

Wilder: A changelings of adolecent years, usually from age 13 to age 25. Known for their wild undertakings and loose tempers, wilders are the most common changelings.



Vulgar Language.



Churl: A vassle, insulting if used to descride a noble.

Codger: A word for grump

Callowfae: self absorbed fearires with no purpose higher than that of play, often said in referance to
childings, insulting of used to describe any other changelings.

Chiven: Graven, cowardly or wimpy

Chummery: A particlarly hospitable freehold

Cozen: To cheat someone or steal something.

Fancypants: A nickname for sidhe or any self absorbed noble.

Foredoom: When a use of Soothsay prophesies very bad news.

Jimp: To create a faerie token or charm

Mew: A commoner freehold, typically controlled by a motley.

Mux: To really screw something up to add chaos and disorgnization to things.

Sots: Mundane people; "Sothead" and "Sot brain" are popular epithets.

Old Form:



Burgess: a mortal: somtimes used to refer to commoners.

Cerpuse: The period at the end of any fearie festival when activites have begun to die down, but the night is not yet over. It is said to be a particularly mystical time, when the perceptive wil discover many secrets.

Clarion: A call to war made by a noble to his vassle.

Covey: A group of changelings united by an othbond

Chryalis: The dawn of fae consciousness the great asakening into ones changeling nature.

Dan: Fate; ones destiny and karma

Draocht: Cantrips and other changlings magic.

Entrant: A worthy rival, one assumed to merit prolonged struggle and respect.

Godling: a childing changeling or very young faerie.

Fychell: 1) A chesslike game played by nobles. 2)a stylized dance popular among grump nobles.

Fuidir: The vaddals to whom one owes fealty

Gloam, the: 1) The blackest part of the night 2) Midwinders night, also called "The Gloaming"

Graybeard: A grump, a term of respect

Grandame: A powerful female sidhe, often used when speaking of a queen.

Knarl: A special magical knot that serves as a type of ward.

Laude: To receive the glory of courtly acclaim. often some sort of token is bestowed as well.

Mot: An adage, maxim or saying.

Privy Council: The inner council of a liege and his high-ranking vassals.

Retrorse: To revert to ones mortal seeming

Reune:A nodle rendezvous often a secret negotiation

Trollop: A promiscuous fae.

Voile: Chimerical clothin, gard, and or jewelry.

 
 


 
  2003.05.25  18.49
Short explanation of grumps, wilders, childlings, and the dreaming.

The Dreaming:



The dreaming is a real that is seperate from, yet tired to, the mundane world. Created by the dreams, creativity, fears, and nopes of mortals, it has exceeded its original dimensions and become a real of infinity possabilities. Anything that can be imagined may be found somewhere in the dreaming, the catch is one has to know where to look for it. The dreaming exists alongside the mortal realm, interwoven with it, penetrating it in places and reflecting some aspects of its less magical neighbor.

The Near Dreaming:



The near dreaming is that part of the other realms that lies closest to the mortal world. it overlaps parts of reality, and in places even mimics certaom featires of the earthly realm. Thus entering the near dreaming via a trod in the mountains may very well place the changelings in a dreaming enviorment similar to the one she just left. Jagged peaks and cliffs make up the immediate terrain , and the trod itself conforms to a road or stream that cuts through the mountains found on a mortal side of the curtain.



Childlings:


Childlings, the youngest of the Kithain, arn't always as innocent or naive as they seem. Thought phisically between the ages of three and 13, many are wise beyond their years. Some have lived countless lifestimes; they simply dont realize it in their current state. As outsiders to much of adult life, they often see tings in adult society that their elders cannot.
In many ways, Childlings are just like moratl children, The world is their playground. They love the specticle and pageantry of faerie life.Their elders may mistakenly think them as passive and peaceful, but with so much Glamour and energy coursing through childlings, they can hellacious forces of chaos. The worse are vicious and feral; and best can be startingly imaginative.
The wonder and innocentce of childhood brings childlings closer to the Dreaming. Banality affects them the least of all childelings-- they live in a never-ending feari tale. Some may exist in slightly dark or tragic tale, but even the grimmest are suffused with magic, unfortunately, this also means that childlings often have trouble being taken seriously by older changelings, especially those who worry endlesly about the troublesome game of life. Noble childlings encounter this diffifulty as much as commoners do.
Confronted with mortals who insist they know whats best for them-- such as teachers and parents-- childlings are forced to hide their fearie identities. If the pressures of the mundane world grown too great for them, they have no choice but to run away from home and seek out a freehold that will look after them.
Childlings enjoy a certain degree of privilage in Kithain society. They;re nurtured, taught, and encouraged. Because they're learning, they're often forgiven for their misdoings. Inesperience, however, shuts them out from many adult activities. The solution is to life in a dream of their own. In their own private reality, playtime never ends.


Wilders:


Any one who is between the years of 13 and 25 is considered a wilder. Typically, they are rebellious, devious and hedonstic. THey are by far the numerous of the Kithain. Because of this, they often strive to be the leaders of both the Seelie and Unseelie courts. After all, the childlings are too young and the grumps abviously dont have the energy. What other choice is there?
These wild, young kithain have lots the naivete of childlings, but they havent yet succombed to the cyicism of grumps. Nonetheless, they tend to be arrogetn and full of themselves. Known for their faring and adventurous ways, wilders love to be young. Mortal culture fascinates them, especially its creative aspects. Their perspective on creaticity becomes more acute, and the Glamour of music, movies or anything on the cutting edge draws them like moths to a chimerical flame. When the fires of creaticity consume them, they fully realize what it is to be alive.
That flame can sometimes be a little too compelling. Burnout is a wilders greatest fear. They dont want to miss a moment of their enchated existence. After all, growing old brings with it Banality and eventually the Undoing. The most evtreme wilders would rather die than lose the memory of what it is to be young and fae.
Living on the edge, wilders follow ambitions that propell them into potitions of responsibility without authority. Rebelling out of desperation is the natural response. Those who still hand onto a second mortal life also feel an overwhelming need to escape. Those who don't are consumed by their passion. Either way, wilders live lifes filled with constant energy and motion. Chaos and adventure fules their very essence.


Grumps:


Grumps are the "grown-ups" of changelings society. Having lost the innocence of their early years, many become irascible and bitter. They miss the pleasures and Glamour of youth. Since Kithain are very sensitive to Banality, age destroys their idealism as they grow older. The average grump is still less banal than the taverage mortal, but by Kithain standards, they are seen as stubborn and sedate..and react accordingly.
One in 20 changlings is a grump. They prefer to be called Graybeards, but among childings and wilders, the name "grump" has stuck. By their lates 20's, most graybreads fall before the onslaught of Banality and lose their changeling essence. The most unfortunate are Undone: they lose all memory of their fare for long, he has no doubt gained a degree of wisdom. The staumchest changelings find ways to stave off this slumber, even though they may find it diffifult to set aside their mortal lives in the process.
Graybeards see themselves as the most reliable and responsible of the Kithain. They often assume the duty of caring for childlings, as wilders think they have more important things to do. They are also keepers of tradition and lore, and they are eger to pass on this knowledge to the young. If only the young would listen more often....
When the burden of the mundane world becmes too great, the easiest escape from ennui is the intrigue of the noble court. These fae see themselves as the movers and shakers in the highter echelons of the court, even if the wilders-- or their rulers-- think otherwise. Thought thy realize much of Kithain society is hopelessly antiquated, they have grown to appreciate it. These is wisdome in the rituals of the Kithain, and the greybreads treasure it.

 
 


 
  2003.05.25  18.46
Boggans(BOG-guns):

Quote: Why, what has happened to you, my friend? Here, have a seat by the fire while I get you something warm to drink. Please, tell me all about it. . . .

Boggans derive their greatest pleasure from work. An honest job, good company and aregular routine are all most boggans require. Thay're known throughout the society of Kithain for their hard work and intergrity. It is said that a boggan is as honest as the dirt on his hands.
This honesty includes a need to help others. Boggan homebodies are known for their hospitality, and few can reduse to help a traveler in need. Wilders often take to the road to seek out those in need of help, even when this makes them seem like troublesome meddlers. Seelie boggans display alturism out of compassion and the goodness of their hearts: Unsleelie boggans find themselves drawn to the needy out of opportunistic desires. Regardless of court this kiths philosophy of noble service glorifies helping others. Status among their kind is measured by the humber of people they have "helped". Beneficialries who grow complacent, however, are cut off quickly.
Boggans who prefer to stay at home value comfort and security. Whether that home belongs to them or someone else makes little difference. The more sedate types settle into pleasent lives in caretaking positions carpenters, gardeners, cooks and barkeepers have all gained notoriety among their kind. As long as the people whom boggans help appreciate them, the cimple folk do their best.
There is another reason why boggans humbly integrate themselves into households: they are notorious gossips. The secrets they just "happen to overhear" are considered just reward for their hard work. Seelie boggans insist that they gather this information out of simple curiosity. Unseelie tuck their information away to be pulled out on "Special ccasions." whether motivation by altruism or greed, boggans have managed to turn a vice into an art form.
Despire this weekness, boggans are deservedly proud of their reputation as hard workers. Some have been known to work themselves to death to do a job correctly. Questioning the quality of a boggans work is a sure way to send her into a rage. Though no one has actually seen an angry boggan stamping herself to death, some wilders have tried. A boggan who has done less than her best considers herself to be deeply in bebt to those she has tried to serve.
The concept of debt is important to remembre when dealing with boggans. Though they consider volunteer service to be the greatest of honors, most would sonner die than be in debt to anyone, Sleelie boggan often refuse payment for their services and may actually be offended by such offers. Unsleelie boggans consider forcing others into positions of debt to be a true sign of power. It is dangerous to scheme for wealth, however. The most avaricious Unseelie boggans are referred to as boggerts, and are treated with disdain by other Kithain. A boggan's fear of indebtedness often keeps him from establishing close ties. Although they will cheerfully work with others, boggans rarely enter into oaths of any kind.
Anyone who thinks a boggan will always be a subservient is a fool. Although a boggan devotes himself to the service to those in need, boggans gain a sence of nobility that no title or position can equal.

Appearance: Boggans are short of stature, with thick, downy hair and a tendency toward plumpness. They often have small, bright eyes, emphasizing their large noses. Their hands are fairly large and callused, with agile fingers and gnarled knuckles. Boggans often have exeptionally thick eyebrows, which frame their eyes and grow wildly. Their skin in tanned, and darkens and wrinkles with age. Their attire is usually simple by Kithain standards.

Lifestyle: A warn hearth, a well-stocked kitchen, a comfortable bed -- These are essenials in a boggan home. While some boggans are known for their talent in the kitchen of the parlor, many of them find jobs in professions like construction work and emergency services. Whereever there's honest work to do, doggans find themselves right at home.

Childlings: Mischievous and always running underfoot. They tend to gather wherever work is being done. They may not always be attentive while helping out, but they often learn their trades at an early age. Once the chores are cone, they're eger to get into mischief.

Whilders: They cannot help but seek out adventure. Why hide under your mother's apron when there's a world to see out there? Despite their wandering ways, once they find a motley of adventirous Kithain, they stick with that group, and very little can drive them away. Of all the group, they're the most likely to worry about the wholesomeness of the food they purchase and the quality of the tobacco for their pipes.

Grumps: They often settle into permanent residences where they can putter about. This will often be a place where they can support as many fae within a local freehold as possable. The level of comfort in this place is a prime concern for them.


Beliefs: Like all changelings, Boggans have their oven traditions and beliefs that are handed down through the years.

Reward Kindness in Kind, Injury Likewise: For all their attachment to come and hearth, boggans are fiercely independent. The notion of "owing" someone is unthinkable. Why not settle thing quickly and fairly? To have past busness hanging over one's head is to be tired down. It is for the reason that boggans like to settle all scores, for good or for ill, as soon as possible.

Simple is Best when Time is the Test: While other kith are interested in the "fine arts", boggans are more practical in their tastes. A finely crafted candlestick or a loveingly embroidered apron are more hightly prized than the most elegant piece of museum sculpture. Others may strive toward lofty ideals of art and espression, but boggans will always value the beauty in well-made, ordinary things above all else.
Every piece of work should have a little of the creator in it, and a boggan's own Glamour always colors the work she does.
Those with keen eyes can easily rell the difference between the work of two boggans. As a result, all projects are given a boggan's full attention. One wouldn't want to be judged for a single piece of shoddy work, so everything must be equally well done.


Boggans outlook of other fae:

On Eshu: What these wanderers closely. They'll come trading tales for a warn hearth and a full belly, but they sometimes leave with full pockets too.
On Nockers: I admire their diligence, but they tend to get carried away with their work. They really should learn to enjoy life more.
On Pooka: Irresponsible and foolish. They'll do their best to keep your spirits high, but they're rarely around when there's real work to be done.
On Redcaps: Redcaps have foul manners and fouler attitudes. I'm glad I don't have to clean up after them.
On Satyrs: Well, they certainly are enthusiastic about swwking their..um, winsom. Dont refill their wine glasses too often, or there'll be trouble, mark my words.
On Sidhe: All sidhe are all too often misunderstood. It's admirable that they carry the ideals of another world. It's too bad this one is so hard on them.
On Sluagh: They always know more than they tell. Listen to them closely, Show a little generosity, and they may repay you with a choice bit of news.
On Trolls: They value honor and duty. In my book, that makes them nobler than the sidhe.

 
 


 
  2003.05.25  18.42
Eshu(EE-shoo):

Quote: Sounds like quite an adventure, but I have a tale to top that one! Pass me some of that spiced wine, and I'll tell you. . . .

Eshu, embody of the spirit of adventure. Originally decended from the dreams of the ancient tribes in Africa, India and their homeland Chaldea, the eshu can now be found in any part of the world. When they left their homelands, the eshu set forth into the world and wandered wherever their dreams wold take them. Consumed by wanderlust, they have learned to adapt to and to adopt the cultures they have encountered. This has made their talents for songcraft and storytelling truly amazing.
The reputation of the eshu proceeds them. Learning to live by her wits, a wise traveler always looks for an angle. If this means running a good scam so be it. For the eshu, this works both ways. If some one else manages to out-scam an eshu, he's rewarded for his accomplishment; after all, how else are the eshu to learn new scams?
An eshu's curiosity and vanity can get him into all sorts of trouble. For this reason, eshu are slow to trust and tend to keep their own counsel. Their sacred ceremonies are held away from other Kthain, and only a few fellow travelers are invited to attend. An ivitation to an eshu festival is an honor that's difficult to achieve.
Consummate talespinners, bards, traders and con atrists, the restless folk use thewisdom of a thousand journeys to guide their arts. Preformance art suits them well, for eshu consider the spirit of the moment to be everything.Anyone who provies an eshu with new tales, good songs or dances, a blissful liaison or strong drink is treated as a dear companion... until the spirit of the moment has passed. Inspired by this bliss, they move on and seek eve greater adventures. Other Kithain might think them fickle, but who cares? One who cannot follow the path is best left behind.
Eshu follow these paths with pride, and impressing other is important to their kind, Nere survival is not enough-- an eshu mus have class. Dignity is everything to them, even if it incolves an odd definition of "self-sufficency." An eshu will go without food and shelter if accepting it means giving up her pride.
Whenever possible, these Kithain dress in splendid gard and jewelry, which others consider exotic or flashy. To blend in, they sample the local arts and fashions and quickly learn to emulate them. Once they feel they have learned enough, they take the knowledge with them. Whether rich or poor, each eshu carries with him the collected wisdom of all his travels. Regardless of who others may call dukes or kings, eshu consider themselves princes of the road.

Appearance: Although eshu of all racial stocks exist, most have dark complexions, black hair and black or deep blue eyes. They tend to me tall and muscular, with long limbs and narrow features. Whatever fashion they follow, eshu are always dapper and charming, though they tend to favor scarves and silks whith a Middle Eastern or Africal flavor. It is said that the dawn of time can be seen by staring into an eshu's eyes.

Lifestyle: Eshu are always on the move. Their wanderlust takes them anywhere and everywhere. Reporters, gamblers, dilettantes-- any that allows for travel suits them well.

Childlings: They make better followers than leaders. Always attentive and politem they are full of questions and abservations. They're primarily loners, though, and will never follow the same adult for long. Many prefer to life as runaways or stowaways.

Wilders: They believe that the greatest adventures are yet to come. A young hero might style hmself as anything from a moder-day African deity to a reasourceful wanderer. Any legend of a great hero is a challenge for him to exceed.

Grumps: They tend to prefer a few locations to which they return again and again. They learn to settle at each place longer and trade stories of deeds that have already been done; their bardic circles are legendary.

Uhuru: The African word Uhuru, meaning "freedom," serves as o battle cry and a personal code for all eshu. The eshu value freedome above all else. Anything an Eshu gives, he must give of his own free will. He does not boe to coerion. To be trapped or forced to act in a certain manner disgraces the eshu: no worse situation exists. For the eshu, freedom is a matter of pride and dignity.
For this reason, few eshu ever stay with the same person or people their entire lives. The Oath of Truehearts, remains one of the most sacred oaths an eshu may take, for to take such a bow would be to give his very freedom into the hands of another. When an eshu feels he must move on, he will. Furthermore, the eshu believe that to settle down equates to giving in to Banality. Only through constant movement can one continue to renew one's self.
Many people percive the eshu as self-serving and fickle. Quite to the countrary, the Eshu feel that they wuld be committing a disservice if they were to remain in a place where they no longer belonged. THey have a saying that in order to be true to other, you must first be true to yourself.

Destiny: Tbe Eshu concept of destiny walks hand in hand with their treasured Uhuru. It accounts for their spontaneity and their blind faith. They believe that if an eshu is allowed to prusue her own path, she will always end up at the right place, both literally and metaphorically. Perhaps this explains their aversion to beling forced or trapped into actions they would otherwise not choose. In the mind of the eshu, to be forcibly driven from the path is to be damned.

Traditions: Being several thousand years old can carry with it certain baggage. In the case of the eshu, this burdan comes in the form of many traditions which have been handed down from generation to generation. The eshu would rather lose face than forget or geglect one.
The Greeting: When two eshu meet for the first time, each one spits in or licks his own hand before performing a handshake. This tradition his it's roots among the native peoples of Africa, who believe that spitting on a person weves as a promise that you will not place a cruse on them. To the eshu today, it serves merely as an offer of friendship. No handshake will take place if one of the two refuses to spit. The eshu do not impose this tradition on other races.
Animals: Most eshu abhor the practice of killing animals merely for sport. If they have to slaughter a rabbit or sheep for food, they will strangle ir father than spilling it's blood. This tradition has it's foundation in the belief that to waste any part of an animal is wrong. Eshu will drink the animals blood as well as eat its flesh. They never kill an animal larger than they and their companions can eat in one sitting.
Trees: The eshu will never break a limb from a tree without first asking permission of the tree spirit. They also have a small ritual they preform when they cut down a tree. First, the eshu cuts a small branch from it, after asking permission, and lay the bransh at the base of another tree. Once she has felled the tree, she must pour beer on the stump and say, "I give this beer as a gift to the Engai (spirit), if one lives here, and ask him to go to another tree." The ritual relieves the eshu of any cruse which may come as a result of harming the tree spirit. The rest of the beer is than drunk by those present. Trees in Africa are sacred, perhaps because of their scarcity in many regions.

Curses: The eshu believe very strongly in curses, including those incurred through geasa or Bans. They feel that each individual has the power to cruse another, either by their actions or spoken word. This has proven to be one of their greatest weaknesses,and one which an educated enemy can use to best them. An enemy may merely speak a cruse apon an eshu, and the eshu's own power of belief will make the cruse come true. Those who would ruse an eshu, however, should take care, for most eshu go to extreme lengths to kill the offender.


Eshu's outlook on other fae:

On Boggans: I have never understood commoners who are content to live in one place and serve but one freehold. Their hospitality, though, is wonderous.
On Nockers: Cynical arsisans who have no recouse but to get cought up in the world of their creations. Too bad. The real world is far more fascinating.
On Pooka: A pooka generally makes an outstanding traveling companion, even if he has an odd way of showing you respect.
On Redcaps: Hideous, brash and dangerious. Stay out of their way, and beweare of their foul moods.
On Satyrs: Always ready for scaucy tale of romance or a wild party. Be careful of what they carry in their wineskins though.
On Sidhe: Their dreams are made of glass. If they studied this world a little more closely, perhaps they would not live in so much pain.
On Sluagh: Whispered secrets make for interesting stories, and they are very good audiences. It's worth the effort to coaz a tile or two from them.
On Trolls: Once you earn the respect of a troll, you can trust him with your life.

 
 


 
  2003.05.25  18.39
Nockers(NOCK-ers):

Quote: Yeah, that's what you think! What would you know about @#%&*? I don't take advice from someone who smells as bas as you do! Now either quit stinking the place up, or gave a bath in my lye-scrubbing machine!

Nockers are master artasans. Their skill and inventions are legendary; so is their cynicism and bitterness. Typically, they are hightly critical of their rulers and eminently sarcastic of the people around them. Most nockers dislike having to deal with "imperfact" things, including people. Most prefer to surround themselves with treasures of mechanical wonder and ingenuity, unstead. Things are much more reliable than people, and they're much easier to fix. Nockers are also known for their great talent for crafting chimerical inventions.
A nocker's standards of perfection are impossibly high. These Kithain got their name from their habit of constantly rapping on things to inspect their quality. Unfortunately, they treat others the same way. They continually "nock" on others by insulting them, testing their reactions and trying to find falts. While this is a great way to test machines, it dosent work as well with people. As far as nockers are concerned, they've elevated ridicule to a high art form. This hardly improves their popularity.
Nockers are also fiercely individualistic. Once one has selected her tastes in artwork and craftsmanship, she immediately condemns everyone elses. When she works, she develops a style of craftsmenship that defines the work as hers. Anyone else's attempt is second best. Then again, a nocker's creatuons are an expression of her identity: if her work is no good, then shes no good.
Nockers have other weaknesses, but they will never admit to them. They usually yearn for an escape from their flawed lives: music, treasure and even courtly love attracts them. Denied ambitions stir the passions they bury beneath their work. Romantics pity nockers. Their cynical facades, the romantics day, hide the fact they can never attain their desires, it would cease to be so appealing. In any attempt at romance, a nocker will wear at the minor flaws of a relationship until the magic is gone. Tinkering is the only surcease from a life trapped in such an imperfect world. The dream is everything; reality is the disappointment.
Pursuing their obsessive and passionate natures, nockers lose themselves in creation. Their greatest creations rae in the chimerical world. It's hardly suprising that they excel at creating htings that would never be. Their mundane lives may never mirror the cision of their art, but not for lack of trying. Whatever their chose mediums, they strive to make their dreams real.

Appearance: Although a far cry from the deformed stereotype of legend, nockers are noretheless gortesque in their own fashion. They tend to have thick reddish skin, pointed ears and knotty digits. Their faces look like masks of overdone stage makeup: pasty-white complexions with red noses and cheeks. Their translucent white hair frames prominent brows that crown their beady, ratlike eyes. A nocker's rarely seen grin reveals rows of pointed teeth. Their court clothing is typically clean and smart, second only to the sidhe in fashion and complexity. Curls, spirals and swirls are nockers' favored patterns.

Lifestyle: Nockers deal better with machines than people, and drift to wherever they can get more work done. Programming, engineering and mechaincal work are all ideal occupations.

Childlings: These childlings carry an imp of perverse. They will tinker with machines to destruction. Most would rather take things apart rather than fix them. How else are you going to find out how something works?

Wilders: Wilders get their kicks from the modern world-- cars and computers are all the rage. All the machines they experiment with seem second-rate; theres always room for a few "improvements." Unseelie solve this with more tech; Seelie deconstruct modern devices into classical componments. Regardless of court, wilders are eminently critical of other people's designs.

Grumps: Grumps slowly lose their edge and take it out on everyone around them, They settle into positions of authority from which they can drive younger Kithain insane with their continuous criticisms and interference.


Nocker's outlook on other Fae:

On Boggans: Heh! They think they're so good at what they do. Sloppy, rustic folk. You want something done right, do it yourself.
On Eshu: Yubber, yubber, yubber. They'll talk your ears off about places you'll never see. Tricky little #@&*#s!
On Pooka: Fivolous! Wasting their time on pranks and nonsence, What's that ganna get 'em?
On Redcaps: I guess I can get along with them...until they get pissed off.
On Satyrs: They seem to think that the glamorous life meaning sleeping around and swilling wine. They deserve what they get: trouble!
On Sidhe: They always seemed a little distant to me, but I'm not ganna turn fown a fat commission from 'em!
On Sluagh: Buncha greaks. Most of 'em need to get a tan. Then again, most of them need to get a life. What's to trust?
On Trolls: They arn't as bad as they think they are. If you want to associate with trolls, make sure you're on their good side.

 
 


 
  2003.05.25  18.35
Pooka(POO-kuh):

Quote: Of corse, it was then that I realized that I had to save them all. It's amazing what super glue will do to the scabbard of a broadsword. . . .

Pooka are among the most charming and congental of the Kithian. However, they're also rapscalliouns, scoundrels and ne'er-do-wells known for their deceotful, devious, eccentric and michievous ways. If eshu are are reckless, pooka are demented. Their lives are constand barrage of pranks, lies and wild stunts. They love to play and hate work. Fearie lore claims that pooka are decended from innocent dreams long ago, when mortals watched animals at play and wished they could be so free as well.
Everything is larger than life for pooka. They find it difficult to take mundane life seriously, and they'll do anything to discourage the sadness that brings it. If they carry a piece of that sadness deep within their hearts, you'd never guess it. Pooka's lifes are a blur of happy chaos. They chase away doldrums with an almost desperate effort. No joke is too low if it gets a laugh. Truth is anathema to a pooka. Anything she says will be peppered with lies to make it more interesting. After spreading foolishness and misinformation, she'll retreat to a safe antage point where she can watch the fun. If the objest of her pranks is angered, the pooka will be confused. Maybe the focus of her attentions needs a little help with his sense of humor. Maybe it'll take a little more work to "cheer him up." Or perhaps he's afflicted with a deadly cruse: He's mundane. Mundanity is disturbing to pooka, and they have an overwhelming fear of becoming banal. Their eccentricity is their easiest escape.
The mortal world is a mystery to them-- They're exotic screatures who share a primal affinity with the animals they resemble. They excel at shapechanging, and even their mortal fact, a pooka can take on the from of his chosen beast. This increases his opportunities for mischief.
A changelings affinity will often tie into her enviorment. Pooka who dwell in a city often take the forms of dogs, cats or even rats, while country pooka may emulate horses, wolves or wild hares. Most are mammals, but a few avian and reptilian pooka do exist, Eshu have told tales of lion, kangaroo and platupus pooka, but few believe them. Many do believe, however, that stories of animal tricksters throughout the world were no doubt inspired by these fae.
For all their mischief, pooka have a strong sence of nobility. Seelie pooka are loyal friends and courageous in battle. If one of their panks caused real pain, they are genuinely sorry. Unseelie pooka can be vicious and feral, but most do their best to fit in with their seelie brethren. In fact, their streak of mischief resluts in them preteding to be Seelie on occasion! Flocks, herds and parades of pooka ravel about, enacting plays and carnicals for fae and mortals alike. Wherever they go, they bring laughter, deciet and confusion. Welcome to the greatest show on earth.

Appearance: Whatever forms they choose, pooka are usually cute. Thought their appearances are manifold (depending on the nature of their animal affinites) they are often furry, with elongated animalistic geatures and even actual animal ears.

Lifestyle: Whether they live as actors, clowns, jugglers, court jesters or stand-up comedians pooka somehow manage to eke out a living doing what they love. Perhaps that's the biggest prank of all. Seelie drift toward promising mortals who need a little chearing up; Unseelie act as confidents to those who can endure their survival. In the city, on. One can expect them to see them around universities, the city parks or maybe the bohemian part of town. In the country, be sure you're kind to the animals you meet.

Childlings: Childlings are little angles, especially when they think they're going to get caught, Seelie childlings are like playful baby animals, always causing trouble nad trying hard to avoid punishment. Unsleelie childlings are destructice little beasts, but soon learn the fine art of making sure the Seelie get blamed.

Wilders: Wilders have a notoriously crude sence of humor. Imagine a class slown who'd seduce your bestfriends S.O. while planting a stink bomb in the schools ventilation system. When his pranks are going really well, he'll even get luminecent gleam in his eyes. Be careful when a wilder pooka starts to sharpen his claws.

Grumps: Grumps age gracefully. Most of them settle down to jobs in which fools can make an easy living. While their sense of humor never fades, it does become more aubtle. Graybeard pooka tend to prefer elaborate pranks that can take weeks to orchestrate properly.


Beliefs: Even the pooka have limits to what they will and wont do. Certan tabbos are never to be broken.

Animals: No pooka will ever willfully harms an animal. They will go out of their way to rescue a stranded cat or guide a lost dog safely home. They will not allow cruelty to animals, and will plaude anyone they see harming and animal. Often, they will inflict the wrongdoer with whatever act he imposed on the animal. This may be as harmless as causing a man kicking a cat to trip and fall harshly on his hind end, or it may have more serious outcomes. The age-old practice of drowning unwanted puppies and kittens in a burlap sack may result in the prompt drowning of the murderer.

Children: Pooka also hvae a special place in their hearts for children. As with animals, they will go out of ther way to protect and help a child. They find it extreamly difficult to ignore a crying child, even if the situation is none of their business, and they have better things to do. All pooka velieve that children will be that saviors of the Dreaming. Even Unseelie pookas find it hard to be cuel or unkind to a child. Some pooka may reveal themselves to mortal children, playing the role of "secret friend" for many years. Many small children, usually five years old and younger, still have enough innocence and wonder left in them that they can see the Glamour. However, when the day comes that the child ceases to believe in the Glamour, that child can no longer see the pooka's faerie nature. The devastation of losing such a wonderful friend to Banality often causes pooka to fall into the Mists, or Bedlam.

Pooka's outlook on other Fae:

On Boggans: Never around when you need them, and when they are, they're so stingy! Why the last on I met only gave me three helpings of desert.
On Eshu: Hang around thses guys and you'll have a fairly calm life. Couldn't think of a safter way to travel cross-country.
On Nockers: Nockers have such a wonderous joie de vivre. Hearing them regale us with their great praise for everything is a delight. So tell us what they said about boggan crafts men again!
On Redcaps: Um.. Here.. Light this fuse on this and give it to that recap over there, He'll be ever so thankful. I'll just wait behind this troll.
On Satyrs: Their festivce occasions definitely need a few pooka around to liven them up. Spike the punch, and watch the fun begin!
On Sidhe: So regal, So elegant, It must be wonderful to be the center of so much inrtigue and politics.
On Sluagh: Outspoken and cheerful!
On Troll: If you get into more trouble than you can handle, stand behind one of these.

 
 


 
  2003.05.25  18.31
Redcaps(RED-kaps):

Quote: You trying to start something with me? Bring it on, punk! Heh, heh, heh! I'll paint the walls with your blood!

Redcaps are the stuff of nightmares. These monsterous Kithain are feared for their vulgar and disgusting ways, and they revel in the terror of others It is said that night mares gave them form, and many Kithian believe it. Hords of redcaps delight in taunting, insulting and just plane abusing mortals and fae alike.
Originally named for their bloodstained wool caps, redcaps have always been devoted sevants of the Unsleelie Court. These days, woll caps are considered quaint-- there are better things to do with blood. In moder times, they take any oppotunity to paint the town red.. with one suvstance or another. The sight of a shocking red streak of hair or a bloodstained shirt under a leather jacket is enough to disturb the staunchest of fae.
Regardless of their other affilities, redcaps often consort with local mortal ganags cominated by their kind, While the mortals may know this gang by another name, the entourage is know to changelings as corby. Come nightfall tge corby of redcaps ravages the countryside, A cordy is a traveling freak show, disturving and unnerving the staid and sedate mortals it encounters, Spreading mayhem and destruction are is highest ideals.
Unlike trolls, recaps dont intimidate people with brute strength, attitude is all they need. A bad attitude is the essence of the redcap's being, and the brutal visage of his fae mien reflects this.Violent tempers and atrocious manners show them at their worst, though few of them can back up their attitude with cleverness. Redcaps rebel against any figure of authority that cant flatter them or crush in their skills. They see themselves as opressed at every turn, which crudely justifies their dirty fighting, hardh retrivution, toward the mortal world, and ciolent lives as murderous thugs. If there's a redeeming quality in the black hearts of these bastards, few seelie fae have noticed. Too bad for the seelie.
Staunch Unseelie admire redcaps determination, Tradition lays and songs tell of redcap heros slaying dragons and other beats that have threatended the fae, Not suprsinginly, redcap troubadours have their own intense versions of thses tales. Fierce redcap bodyguards are prized by Kithain who can earn their respectm akrugt such masters are advised to keep healers on hand.
Appetues if redcaos revak tgeur rericutt, renowned for their eating prowess, redcaps often indulge in gorgin contests that would make a shark comit. Sometimes this even incolces food. Some kithain refer to them as "bulldogs" or "pit bulls", and attest that a redcaps will is as strong as his bite. Those actually bitten by redcaps shudder at the memory. In bygone days, these fae bit off body parts of their victimes as trophies and wore human bones as testimonites to their ferocity. The victimes of such attacks seldom survive this practice.
Seelie redcaps are rare, but they do exist. They're endangered, largely because Unseelie redcaps everywhere despise them and hunt them down. A Sleelie redcaps tiresome idealistic speeches about chivalry often fills them with wrath. Heroic and steadfast, Sleelie redcaps live for the thrill of chivalrous battle and to fight against impossible odds. This is the primary reason many of them are killed by roving packs of Unseelie. The lucky ones are only maimed before they descend into an Unseelie Legacy of bitterness and anger.
Each corby of redcaps has its own particular idiom, and in the mortal world, each gang goes by a different name. Some prefer anachromism, living as bandits along the roads and byways. Most prefer a more modern life, roaming the streets in packs. Regardless of their preferences, redcaps make sure to let everyone know of the violence they have at their command.

Apearance: Redcaps tend toward stocky builds, with grayish, mottled skin and thick, bandy legs. Even Sleelie redcaps have horrid, bloodshot eyes, skeletal noses and rubbery, wrinkled faces. Worse of all are their ghoulish mouths, filled wit yellowed, crooked, flat teeth used for grinding and ripping.

Lifestyle: The more violent the neighborhood, the more comforable a vorfy of recaps will be there. The though of living outside a city can be chilling to some. Running a gang is a respectable job; joining a gang is sometimes a matter of survival. Those who can find time away from their corbies might work as boxers, muggers of streetwise artists.

Childlings: Childling redcaps are bullies, and the tyranny of the playground is their law. Their hobbies are more sadistic than deadly. The pain of others fills them with glee.

Wilders: Wilders are worse. As gangseters, vandles and malcontents, they live to ruin the loves of others, even in the simplest of ways. Body-piercings and tattooing are competitive art forms among them, and they prefer to adorn themselves with needles, chains, bolts and screws. A redcap's first piercing is a rite of passage, regardless of whether or not it involves her consent.

Grumps: Grumps earn the admiration of the Unseelie Court, and they demend respect with ciolence, arrogance and threats. Some gangbangers make the mistake of callenging these old bastards, but few survive. Their prowess in battle is truly astounding and utterly ruthless.


Hurt Couture:
Weaponry for redcaps is more ornamental them utilarian. After all, when one can devour anything living, dead or between, one has little need of killing tools. This is not to say that redcap weaponry is not destructicel on the contrary, redcaps are infamous for the carnage they spread. It's ussst that, for redcaps, the fear a weapon induces and the gore it produces are more important than the actual lethality of the tool. (indeed, redcaps like their pray to linger a bit.....) A stiletto in the kidneys, while certainly practial, dose not provide nearly the same visceral pleasure as a carpet-cutter in the face--- or better yet, a chaindaw through each of the pray's limbs, one by one. A clean shot through the heart with a .22 is not nearly as terrifying, or satisfying, as blowing off a foe's arm with a hollopoint .46 shell. As the grumps warrior Dirk the Eviscerator says: "If yer kin tell yer foes apart when yer done-- ye ain't done yet."
For this reason, redcaps often prefer to midify the tools of industry and domesticity. Recaps consider it a delicious irony to take a boggan chef's gavorite cheese grater and scrape his face off with it. Chains, nails, buzzsaws, rivet guns, razors, icepicks, power sanders, shock prods and the like replace swords, knives and other conventional arms. Furthermore, in the modern technological age, such weapons assume a symbolism conducive to the spread of nightmares.
Such tools even play a prt in redcap fashion. Younger redcaps, dissatisfied with wimpy practices like tattooing and piercing, bore screws, nails, drill bits and the like straight into their bones. Epidermal razors, knuckle-implanted fishhooks, and bodysuits of barbed wire, while only marginally practical, scare the shit out of foes.


Redcaps' outlook on other Fae:

On Boggans: If you ever need laundry done, go to one of them. Too bad they're so easily shocked by bloodstains.
On Eshu: You're a fool if you gamble with an eshu. They've got some great stories from the battlefield though.
On Nockers: What a pain in the ass these guys are! Bitch, bitch, bitch. I'll give 'em something to cry about!
On Pooka: Hmmm. . . . Oh, sorry. I was just thinking about those traps I set.
On Stayrs: If you're looking for some strong bew or a babe, these fuys will hook you up.
On Sidhe: Stay clear of the sidhe. They may look weak, but they'll turn you into sushi with their blades. And if they sick the freehold on you-- sucks to be you.
On Sluagh: And they say I'm sick? Have you seen where sluagh live!
On Trolls: Though in a fight. Dumb, but tough. Your best bet is to try to outnumber them.

 
 


 
  2003.05.25  18.05
Satyrs(SAY-ters):

Quote: Oh, yes, all wisdom is found in passion. By the way, your eyes look lovely by firelight. . . .

Wild and passibate, stayrs staisfy their lust and desires with abandon. These fae insist that widsom is found in passion. If it's true, then satyrs are by far the wisest of the Kithain. While others may decry their earthy ways, they'll come around sooner or later for advice, a bit of support of down-and-dirty good time.
Satyrs are well-down for their lack of restraint. A goat will cheerfylly tell a redcaps where he can ram his axe and then gallop away laughing his head off. Their stamina is also legendary. Whether partying, drinking or charging into battle, satyrs have definte physical advantages over their kin. Though not as beautiful as the sidhe, they never lack for lovers. They claim it is because of their open mides and bold attitudes, but many changlings think they Gift of Pan has more to do with it.
Life for a satyr is not all lust and roses, though. Most stayrs enjoy solitude and scholarship, Friendship and intellectual exercise also sustains them. They make good confidants and excellent philosophers; indeed, their mental contests can rival their drinking ones. Poetry, debate, philosophy, music-- these quieter pursuits fascinate them. Once the contemplation grows too extreme, however, they're eager to experience the other side of life again. living their lives to the fullest, they'll embark on another infamous carnal spree. More often than not, they'll bring their intellectual companions along in an effort to broden their horizons.
Although very affable, satyrs can also be quite clannish. Their kith bands, called tragos, are extended familes. Friends and lovers, and playamtes and enemies may come and go, but tragos endure. If a satyr dies or falls in Banality, her targo holds an epic wake then endless songs and frenzied dancing. Seperating a goat from her targo is almsot impossable. Only the foulest of crimes could lead to exile.
Truth is nothing to them without beauty, and they have a soft spot for pfecious things. They are not materalistic, however; it is easier for them to collect people to play with until their amusement is satisfied. This can get rather difficult if the playmate gets attached. As good as satyrs are with ideas, feelings are a mystery to the goats.
Satyrs' passions often run unchecked because they don't know how to control them, A sleelie satyr may try to understand a jilted lover, but can never fathom a reason for her pain. An Unseelie satyr pities his love, then freely Ravages her in servage to his passion. Either way, this can be dangerous. When the Song of Pan is playing, chaos flows freely, and he aftermath can be fatal. Asnwering the call of passion, satyrs follow their own wisdom.

Appearance: Satyrs are lean and furry; both sexes wear their hair long and rarely shave. Goats are shamelessly forward in their ways, and prize sensuality in all its forms. They have furry legs, cloven hooves and small horns jutting from their foreheads. What few clothes they wear are usually durable and easy to remove.

Lifestyle: Music is a common passion for goats, and making a living by it is an ideal lifestyle. Wineries, brew pubs, vars and nightclubs attract herds of satyrs. Pushing their stamina to the limit, they work hard for all the pleasure they can get from life.

Childlings: Childling satyrs are also known as "fauns." Learning the essential kills in life-- like singing, music, running and wrestling-- are among their primary concerns. Their musical performances are usually exquisite. Childlings have four soft tiny nubs for horns.

Wilders: Wilders are the very essence of fae chaos: leacherous, rambunctious, and wild. Eat, drink and be marry, for tomorrow you'll be old. Each pair of nubs grow together to form two horns. The size of the male's horns are a course of pride, as well as the brunt of numerous jokes. Six inches is about the average for male's display of virility; a female's horns are a bit smaller.

Grumps: Grumps seek wisdom to escape from the sadness of their lost youth. Although they enjoy a good drink and a spirited debate, they know their best years are behind them. When a greybrad's sorrow becomes too great, his targo take him out for one last epic gling. The grump dies at dawn the next day. The horns of the greaybeard satyr are impressively large, and they often cruve back along the top of the head like a ram's.



Romance and the single Satyr:

New acquantances are a novelty, and stayrs treasure novelty. Most goats make friend, lovers and enemies very easily. However uncouth and anattractive a satyr may be, he's often a charming fellow, assuming he likes you. You know the drill: "Hello-follow-well-met-good-to-see-you, buddy-let's-dance, sweetheart-you-look-ravishing-tonight." Effusive as they may be, these ernest greetings are enuine-- goats are honest to a falt. If one likes you, he'll fall all over himself to prove it. If he dosent, his insults could peel paint (and sometimes do).
This honesty is quite often the most attratice thing about a satyr; many people, especially the vain sidhe, find such attentions irresistable. For a while at least, stayrs become compelled by anyone who catches their fancy. One might compse sonnets, bring flowers or hand on every word from his beloved as if it were honey. Love's games, anticipation and consummation are like whiskey to satyrs-- hot, heavy, and raw.
Hatered, too, can be fun. If the goat kidlikes his new acquaintance, he'll compse satires, insted of sonnets, and the flowers he brings her may be dead. Heaping abuse is almost as much fun as wooing. The problems that can arise from either task should be obvious. No threat of widom will keep the goat from speaking this mind on way or the other. You'll never have a to second-guess a satyr.
Goats are fickle, however. The moment a new interesting star appears in his sky, the satyr will be off chasing it with the same ambition. Here's the downside of a satyr's affections: the intensity raely lasts. He may still care for his earlier love, but his ardor mellows to friendship. Few people, mortal or otherwise, can stand such "rejection," and enemies rarely forget the taunts they suffered. The goat soon finds it's easiest to trust others of his own kind. They, at least, undstand! Hence, the strongest bonds a satyr knows belong to his tragos, Come what may, these bands stick together.
Roughly translated, trangoidia means "goat song." As the name implies, these satyr bands find unity in music. They may not be able to stand each other when the tunes end, but while they play, these bandmates are blood-kin. Targos form unconsciously, as if the music in their hearts draws them together. Attempts to bring such bands together on purpose often fail. Something's always missing. As time goes on, the band may shift members or disolve; while it exists, however, no outsider can shake a trango's unity.


Calphetos:
Few things depress satyrs more than Banality; if one of their own falls in to a funk, the others will do anything (including beating the stuffing out of him) to shake him back to his usual rowsy self. If this fails, hey sing the mourning song, calephetos. Such songs often end triumphantly but sadly. It's no coincidence that tragedy and tragos share the same root word.
All satyrs know the calephetos from awakening on-- it's instinctive, not learned. This wordless dirge conveys all the sorrow their kind have never know, No one can resist weeping at the song, which hangs like fog long after the song had ended. The band leader behing and the other join in, until the subject is carried into the chours. Each member of the band takes turn until only the Banal one is left. His response caries the answer.
If he choses to live, he bleats happily and begins to dance; if not, he begains to chant his fondest memories in rhymn, When he comes at last to the tribute itself, the others begain to stand their hooves. As the rhythm builds, everthing around them start to quake. The beat carries for miles, compeling all fae within hearing range to dance. Even some mortals with low Banality join in, (Others look on bewildered; they can sence that something is happening but don't know what). The targos begins to caper madly, then rushes out to the nearest fun spot and indulges in a night-long binge. In the moring, the lost one dies smiling, and the others disperse to find other bands. A vital part of the targos is gone.


Satyr's outlook on other Fae:

On Boggans: They work hard, but comfort is their hightest goal. I suppose that's the life they want. I don't think it's much of one.
On Eshu: Yeah, their stories are great, but their conversations are even better. Talk to one about his travels, and you'll learn a hell of a lot.
On Nockers: Their cynicism dosen't last forever, and if they get behind a task, they'll work their asses off.
On Pooka: Save for their annoying pranks, they can be useful if you know how to work with them.
On Redcaps: What a shame. They think they known passion, but they only know anarchy.
On Sidhe: I'll never understand them. One minute, they're fragile and delicate; then next they're the greatest heros ever. How odd.
On Sluagh: Their wisdom is dark and painful. Too bad they're too entrenched in their sorrow to see the truths of life.
On Trolls: You want to see nobility? Witness the devotion and honor of a troll.

 
 


 
  2003.05.25  18.00
Sidhe(SHEE):

Quote: Who am I? I am the center of the storm, I am a master of the sword. Draw you blade, cur, or die where you stand.

As exiled nobility, the sidhe remember a time when they ruled proudly in a living dream. Known and freaed as the Good Folk, their whims enchanted and terrified mortals for millennia. Now that tale has ended. The gates tp Arcadia have closed, the song ended. and ther new kingdom grows cold. For sidhe, the age of wonder had died, and they mourn its passing.
This mourning. however, has not ended their lives. Though they fear death ike few fearies ever could, they are facing their gate with regal bearing. While others consider the, cold and arrogant, the sidhe refuse to lie down and die. For them. the dream is still alive. and they strive to awaken the world from its slumber. The very presence of the sidhe inspires supernatural awe. The sight of a sidhe in her ture form captures the greats of mortals and the essence of the Dreaming.
Fearie passions run deep-- love or vengeance is never forgotten. The ideals of the sidhe are even fiercer, and cost them dearly. Such passions has its price, though. Even Seelie heros would rather destory themselves in a blaze of glory than fade away. Their less energetic brethren lose hope and become self-indulgent, letting their freeholds fall into despair as easily as hey fall into melancholy. Others become Unseelie tyrants, ruling through cruelty and intrigue. Though exotic in their beauty and lost in heir ideals, a few travel among commoners. No matter what path they choose, sidhe are far from human and always stand out among those with whom they associate.
The blessing and cruse of the sidhe is to live deeper in the Dreaming world than most fae ever will. This walking dream-state gives most sidhe as glazed look and unfocused air. Bards' songs say that the eldest sidhe live in the past, present and future all at once. Sidhe are also notorious for switching between Courts without warning. Considering their whims, it's no wonder few changelings trust them.
Banality is a deadly curse, and sidhe suffer more from it than any other Kithain. Death is an even greater fear, for sidhe are not believed to be reborn as other changelings are. In these dark times, most never return from death; and it is speculated that the few that do are reincarnated as commoners-- for them, a fate worse than death. Faced with this dire fate, they resent the Arcadian sidhe for exiling them from paradise. The most hopeless of te eather-bound sidhe quest in vain for Arcadia or throw themselves into orgies of Glamour-gathering to sustain themselves. The though of simply fading away is too much for them, and they will do anything to stay alive. Tormented by their dreams, the beautiful sidhe are outsiders in a human world.

Appearance: The sidhe resemble humans of unearthly beauty; their bodies are perfect, their features pleasing and their hair richly colorful. They are ethereal and carry a hint of sadness even when they laugh. Tall and lean. they are fierce and regal, with tapering pointed ears, angular features and a commanding gaze. Their eyes are of add yet striking colors, such as violent or silver. They rarely wear anything but the finest of clothing.

Lifestyle: Just as the sidhe has postions of esteen in the courts of the kithain, they tend to hold valuable postions in the mortal world as well. Wealth and privilege are common to them, and they are expected to live affluent lives. Those who cannot often become resentful and fall into a very Unseelie state of mind.

Childlings: Childlings know of the blessings of their inheritance from a very early age. The bet of them act like perfect little gentlmen and ladies, but the worst of them are spoiled rotten and throw tantrums when things don't go their way.

Wilders: Wilders know they have the opportunity to indulge their every whim outside of court. Although high spirited and presumptuous on occasion, they are watched carefully once court begins. Seelie wilders are overconfident that their chivalry and nobility will prevail; Unseelie wilders are rebellious and scheme for power.

Grumps: Grumps fully realize the weight of their lofty positions. Many carry the burden of memories of years gone by. They pne for their glory days and grieve the mistakes they have made. Their greatest release from this weary introspection is the intrigue of the court.


Beliefs: With their codes of honor among both the Courts, the sidhe have a more rigid belief structure than most other Changelings. While individuals may disagree on the interpretation of certain aspects, nearly all highborns make at least a show of support for the beliefes that define who they are as a people.

Noblesse Oblige: While Sleelie highborns view their position as leaders as a responsibility to watch over and protect their subjects, Unseelie sidhe have a decidedly different view of their status. Certainly the Unsleelie would not dispute that they are the best suited for rulership, but they often chose to "lead by example," rather than though direct guidance of their subjects. Still, regardless of how they view the rights and resposibilites of a leader, all sidhe agree that they are the best-suited kith to rule over changeling society, for good or for ill.

Romance: Most sidhe are truly romantic by nature, as befits their situation. It is said by some that she traditions of courtly love fist arose among the fae, who in turn passed the customs along to mortals neer the close of the Mythic Age. But whether or not they were the originators of romance, the sidhe have taken it to a level far beyong the ken of most mortals.
Unlike satyrs, who are said to prusue courtship without regard to rules or custom, the sidhe have evoled an intricate system of guidelines and prohipitions surrounding ther art of courtship. Whithin sidhe society there exists several societies dedicated to the prusit of romance as a way of life, including the Order of Shallot, the Ascetics and the Cerenatics.
Seelie and unsleelie sidhe alike engage in the dance of courtship with equal fevor, though many Seelie claim that Unseelie side are worse than satyrs in their prusuit of pleasure without regard to the feelings of others. Their conterparts dispute this, but the fact remains that the "darker" aspects of love show themselves more often than those ruled by their Unseelie Legacy.

Sidhe outlook on other fae:

On Boggans: It is quite helpful to have gentle and honest commoners. Be careful of what you say around them, though.
On Eshu: They may boast and brag, but you should should never refuse their tales from afar.
On Nockers: Their skills are useful, even if their attitude is grating.
On Pooka: Fates forefend! Why do they work so hard to ridicule the nobelest of the fae?
On Redcaps: Unpleasean, untrustworthy and crude. They're little more than common thugs.
On Satyrs: They're good for a brief dalliance, but otherwise, they're not as deep as they make themselves out to be.
On Sluagh: Its certainly better to be the recipient of their information than the subject of their curiosity.
On Trolls: Honest, fierce and devoted-- these are the qualites of a staunch man-at-arms.

 
 


 
  2003.05.25  17.51
Sluagh(SLOO-ah):

Quote: Why did you come to here to my attic and disturb my rest? Are you here to find something from long ago? Becareful you don't open something you can't close. . . .

Called the underfolk but many, the sluagh are often pariah even among other fae. Though rumors presist of underground catacombs and maze like lairs, most sluagh perfer crumbling Victorian mansions to dank sewers. Places dark and forgotten attract them. Those who intrude into their inner sanctums often leave with nightmares. Just as they value secrest and myteries, sluagh treasure their privacy, and do a great deal to foster reputaions that discourage visitors.
Loremasters say that these Kithain were once Russian fearies who lived under mountains of mortal hearths. Now they life out of site in the cracks of the world, hidden until they choose to venture out, sometimes to court, sometimes to mortal environs. Whether they live in parlors or crawlsplaces, sluagh are sunsettlingly pokte and have a great love of formality. Such is even more unnercing to the other kith; boggan rumors hint at secret sluagh rituals, sacrifice and wilde carange under the earth. The underfolk enjoy te effect they have on outsiders, and are amused at the reputaions they have acquired. Even redcaps fear their clammy touch.
Despite their preference for quiet, adventurous sluagh do visit the surface courts, cultivate friendships and enter oathbonds with outsiders. They will go out of their way to aid or protect an outsider who has shown them respect and friendship. These good deeds are frequently misinterpreted by other suspicious changelings, so such relationships are often brief. Still, even sluagh who find a clique they can trust need to have a secret place o which they can retreat.
The underfolk collect information (secres are better, though), and barter their knowledge to interested parties. Revelation is joy; the more unsettling the revelation, the greater the joy. While Seelie use their knowledge to for more noble ends, Unseelie can make a crooked living through blackmail. Secrets are but one commodity to them, though. Broken toys, strange knicknaknacks and anything resonant with nostalgia makes for an excellent item of trade. Outsiders are mystified by the value sluagh place on these items, but then again, perversity is the sluagh's trademark.
Though it is said that all sluagh follow Unseelie ways, they rarely throw in behind either Court, keeping instead to themselves. Among their own kind, these kith are generous and almost painfully formal. These regard eachother with deep respectm, and band together against outsiders if needed be. Shrouded in mystery, the sluagh hold the secrets of their kith closest of all as they cultivate their image. In darkness they thrive.

Appearance: Sluagh are plae and grotesque, yet oddly compelling. some unfathomable deformity seems to cling to them like leprosy. They lack teeth and have small, tired, mysterious eyes. They carry vauge odor of decay, a smell that grows more pungent with age. Sluagh favor archaic clothing usually black and always intricate.

Lifestyle: The most civilized sluagh frequent dusty mansions, antique shops or musty libraries. The most decrepit seek out the underworld, lurking in sewers. crawlspaces and forgotten places beneath metropoli. They are shy, yet territorial, demanding adherence to extensive rules of etiquette and protocol other fae don't fully understand. Hermits and recluses by nature, they don't like to be disturbed without good reason. They always maintain private spots to which they can retreat, even if they are in motleys.

Childlings: Childlings are street urchins who take very poor care of their appearance. Their clothes are torn, their hair is disheveled, and they arouse great symphathy for their suffering. They delight in all that disgusts human children, and hold a strong affinity for hidden places.

Wilders: Wilders are the guardians of the uncovered spots of the world. As they grow older, their skin grows paler and their hair turns jet black. They have dark ollow eyes and elongated limbs, fingers and toes.

Grumps: Grumps age at an alarming rate. Their skin hangs on them like it is somehow too large for them, their hair is soon streaked with shocking gray, and their bodies become warped, stooped and crooked. Oddly enough, they seems to enjoy this. Sluagh prize decay in many forms, and this is but one more.


Sluagh's outlook on other fae:

On Boggans: How ambitious! To creep and listen and gossip!
On Eshu: Their stories are their secrets, warm living things, not the cold knowledge we drag from the gave. Listen well when they speek.
On Nockers: How singularly insecure they are, eternally seeking praise. The best one might hope for is to learn some new profanity.
On Pooka: Good for a laugh, even if they do live in a world of lies.
On Redcaps: These pit bulls know only madness, not fear. I know things that would leave them shaking.
On Satyrs: They believe knowedge is hidden only in joy and lust. They do not know the wisdom of silence and sadness.
On Sidhe: They are not without their shame, the mightiest of all. I you knew what I know of them....
On Trolls: So stoic and brace...what hides in your heart? What pain do you bear?

 
 


 
  2003.05.25  17.36
Trolls(TROLS):

Quote:As long as my lord requires the service of my blade, I will stand by his side.

Duty, strength and honor are the hallmarks of the troll. Warriors without peer, they hold to the old ways of plain speaking and simple truths. Honor is a way of living to them, and once they have pledged their support to someone, they dedicate themselves fully. Many trolls expect the same honesty from all fae, and ate often disappointed as result. In fact, many fae think of the trolls as being naive for this very reason, especially when it comes to trust. A troll's decotion is not wasily missmissed, however; they're also seen as patient, reliable and chivalrous.
Trolls consider dedication to be the measure of their worth. If a troll breaks his word or betrays a trust, he weakens until he has atoned for his offending deed. In addition, trolls cannot use their great strength without just cause. Taking such an unfair advantage over an adversary would be unchicalrous, after all. Legends tell that the trolls were actually the first noble kith; as a result, swore loyalty to the sidhe. Since then, serving as guardians has been their destiny.
This kith has an impressive reputation largely because of their Seelie brethren. Seelie trolls are ofren referred to as "giants," and their mortal seemings are usually reggedly proud and handsome. Bravery and stoicism define their character. Always seeking civility, they typically use formal titles when addressing others and ardent suitors who go for all the courtly trimmings. In loyality, it is nearly impossible to sway a Seelie trool's beliefs once they are established. They prefer spartan quarters and simple living; recognition of service is reward enough to them.
Yet there are limits to what a troll will edure. The mockery of a pooka or a nocker will hardly rouse a troll, but if a troll's patience is broken, she will fly into a monstrous rage, destroying everything and everyone until she calms or is taken down. Even the most foolish pooka watches closely for the darkening of a troll's visage. These fae can also be stubborn. Changing a troll's mind can be as difficult as moving a mountain.
A kingdom is safe as long as its trolls can be trusted. When a troll's lair starts to degrade, other begain to worry about his well-being. A troll's eyes begin to darken as he starts to question trust and honor. This is the beginning of a troll's descent into his Unseelie Legacy. Most trolls try to hear this temptation with epic stoicism-- once this descent has begun, others will not trust him much. If he fully acknowledges a betrayal or rejects his beliefs, his fearie mien changes, and his visage becomes hairy and coarse-featured. At this point, he is recognized as an Unseelie troll. The worst of Unseelie trolls are typically referred to as "ogres." Once Unseelie, a troll will begin to associate with disreputable fae, and the triumph of maligned villians over celebrated heroes will fill him with self-worth.
For this reason, Seelie Kithain speak hightly of trolls, and acknowledge their wroth among the Kithain. There're too valuable to lose to the Unseelie Court. Trolls are most than the guardians of the people and places they protect; as staunch defenders, they are also seen as guardians of the values of honor and chivalry.

Appearance: Trolls are large, raging from seven to nine feet tall, with thick bones and weightlifters' muscles. Seelie giants carry an air of nobility; though many favor a Nordic look, they tend to have slaty blue skin and thick black hair. All trolls, however, have ice blue or pale green eyes. Trools have large powerful jaws, wolflike teeth and small ridged horns on their goreheads.

Lifestyle: In mortal life, trolls choose honest professions where they can put their skills to use. Athletics and police work are two such callings. Their tastes are spartan, and they greatly prefer work to relaxation.

Childlings: Childlings grow up fast. They learn that the ways of children are weak, and they ake on honorable duty at an early age. Childhood is something best left behind. Stocism is embraced.

Wilders: Wilsers test their strength and abilites to the limit. Great adversity inspires them to great tasks. They are incredibly modest about their accomplishments, however, are always struggling to out-do themselves.

Grumps: Grumps are slower than their younger brethren, but possess superhuman strength. After a career of service, they choose one person or place to protect until the death. No force on eather can move a graybeard troll who had made up his mind about something.


The Code of Daga:
The code of Daga is a formalized write of troll behavior handed down from time of Legends. Supposedly given to the trolls by the "Good God" Daga (son of Dana and greatest of all the Tuatha do Danaan), most trolls follow it to verying degrees. The Code of Dagda is the path of the warrior and complements, rather than replaces, the Escheat. The code is in many ways similar to the medieval codes of chivalry or to the samuri code of bushido. It presupposes a high and honorable places for the trolls as a kith, and thus dictates a superior code of ethics to those wrothy of this superior status. Among the dicataes of this code are the acceptance of an honorable surrender, respect for those of a hight social standing and the pertection of the Dreaming.
Not all Trolls follow everyaspect of this code equally, and individual interpretations of it may very widely. Unseelie interpretation of the code is very different from that of Seelie trolls. Part of the code dictates that trolls should always batle other trolls in battle before moving on to weaker and "less worthy" opponents Most other fae are very greatful for this code and have their own particular versions of it. The sidhe House of Scathach are particularly atrong proponents of the code, and received much of it directly from the trolls during the Interregnum.


Troll's outlook on other fae:

On Boggans: Commoners take care of the essential tasks of a freehold. Without them, where would we be?
On Eshu: Peraps they're a bit dishonest, but they always find adventure. How I envy that!
On Nockers: Ingeniously clever, I'll admit, but you're better off ifnoring their complaints.
On Pooka: Theives. Liars. Fools. Never let one stand behind you.
On Redcaps: So much sound and fury! One solid blow and they go down bleeding.
On Satyrs: They pretend to be wise to justify a little of debauchery.
On Sidhe: They may be pompus, but they do uphold chivalry. If a sihe is strong, you must support him. If he falls, then you must replace him.
On Sluagh: If their information is so trustworthy, why do they all have to whisper and hide?

 
 



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