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,..;A/:,c1K[1.
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Special Thanks to:
CRed1rs Mike "l'1n very fast" Tinney, for all those successes.
Written by: Steve Kenson Greg "Spin Doctor" Fountain, for knowing just \vhat
Developed by: Ian Le1nke to say.
Edited by: Cynthia Su1nrµers Richard "Casting Couch" Dansky, for deciding who
Art Director: Aileen Miles makes the cut.
Layout and Typesetting: Robby Poore Ian "Prince ofClarkston" Lemke, because his word is
Art: Andrew Bates, Jeff Holt, Rebecca Guay, Patrick law!
Beel, Brian LeBlanc, Rick O'Brien Cynthia "Scream Queen" Summers, for dressing to
Border Art: Henry Higgenborha1n impress.
Front Cover Art: Terese Nielsen
Front and Back Cover D esign: Robby Poore

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2 The enchanLed
Conrenrs
lnrRoducr1on: A. LerreR home
ChapreR One: K.1rh and K.1n 9
ChapreR Two: The enchanred 20
ChapreR ThRee: The T uRn1ng Wheel 44
ChapreR ~ouR: K.1na1n ChaRacreRs 66
ChapreR rive: SroR~Jrell1ng 82
A.ppend1)C: ChaRacreR T emplares 94
enson

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, .

'
..
•• #
' '

lnr-Roduction 7
Stark Psychiatric
.. Evaluations /nstitvte
Dear Mr. a nd· Mrs . Shaunessy ,·
'
You did t he right t h i n g in bring,i :ng sa.rah's letter to ,my c;tttention .
I 'm sure ,t hat it will be helpful in locat1ng her and getting her the
help thc1,t sqe obvi ous•ly needs . I have already passe.d the information
along to the police, .
and. I believe
~.
that it confirms my diagn0sis o f a·
deep traumatic hallucina.tory state . ,
Obviously t h e loEfs of her grandmother 'has been difficult for Saran, i3lld
she has {nternalized some of her conflicted feelings over that event 1 causing
hfa;=r to retreat into th:i.s childhood fantasy woald wher e -she can feel some
special conpect ior.x t o her granclmotn-er, that d:j._sconnects her from yo1:1, her
parepts, as part of an ado:les9ent rebellion s tc!,g.e. It is a 9,ood sign__t llat
she st{l l feelB some connection with her .br.o ther , anct he.m~t :be en,couraged
to help her to overcome this fantasy that she b.a.s create.a. It is important
that he not encourag,e Sarah to. p e rsist in lier t antasy or otherwise validate
it, or she will have more difficult¥. in: realizing the truth a nd r~covering.
I f she does contact Eric, it is- vital to have people Gn hand who :can help
Sarah and prevent her from retre9'ting deeper into her delu's ion:S.
Of great concern to myself and the police are these peopl,e ~hat 'Sarah
talks about who' descrioe them$e'lves as "faeries." It i:s e.ntire.l_y possible
that these peopl e are ·nothing TI\ore than figment's ·o f Sar ah's imagination ,
but it is more likely that they are p .e opi e ·whom she is .ass i gning roles.
in h e r fant~sy environment. It is very likely that they are clangerous .
At !:,hs:i very least tpey are enco:ura~in9" Sarah's fantas:Y life .
At ,;.,1orst, Mr. and Mrs. Sbaunessy, I fear t lil:lt drugs or o.t her substance
abuse might be a concern. I t ~s ent ire ly possible that S-arah encountered
these people in the park , a.nd that t;hey luredl her away ;Erom borne with the
p romise of an escape from her life and t he d ifficulties of dealirig,,wi t h her
req.l fami ly,, p r oviqing an adoptiv.e "family:" more suited to her f a ntasi es..
I have a lready informed t ):le, •Po.l ice t hat thes~ people ~ay be members of . a
gang o r qth er criminal organization-, that they are possible acce-$:,;;ori es to
kidnappin g and shoq_ld be·t:reated with caution. I -d,o not think that they wi,11
. harm Sarah , but. it is important that we gs:it her back as soon as possi ble.
. '
If you ~hould piscover• any other information that you think might
help us lo,cate Sa,:l'.lah 's Qre.sent whe:r;eabo1:,1t1:,, no mc;1.tter how .small·, please
contact Lieutenant Carm:Lchael Qr myself . Anything ,cou;I:d be helpful . If
you hear from Sarah, qr learn that she l;t~s contacted her brotlil.e:r , please-
inform uq inrrnediately.
I definitely uecommend .against ' employing one o f th.e se so-call.ed
"psychic investiga tors.'' I have found th~t they q.re frauds wfi6 deal in
false hope wbile taking you for, all of the money t h ey can. Be assured
that we are doing ev.~rything that is posf;>ible to f .ind you.~ a.aughter sa:qd
• t ' ' •• { .,. •

return her to you . Please do ·no.t ·com~romis,e .our i;nve~tigation with.


amateurs or fakes. I will contintie t o be in touch.
Wi'th a11 ympa t):lies,

~---- Ant ' n Stark

8 The enchant:ed
being in touch with their o,vn inner Drea1ning and creat-
About:- Th1s Book ing things that will outlast them. It is this kind of creation
that makes G lamour and, originally, made the Kithain
The Enchanted is a sourcebook for Changeling: The che1nselves, embodiments of human Drea1ning.
Dreaming. It describes the mortals who associate \vith
In a ,vay, changelings are the itnmortal nature of
changelings and becotne a part of their lives, those who
humanity. They are the creative force that lives on after
have faerie blood and those ,vho are enchanted by the
mortal life has passed. They are the en1bodiment of drea1ns
power of G lamour. It also describes some aspects of of
and nightmares, born of hun1an hearts and minds, no,v
changelings' own 1nortal sides, how they age and progress
learning ,vhat it means to be hurnan.
through life, and the 1nany different rites of passage they
encounter a long the way such as growing up, marriage,
children, old age and, eventually, death. CDood
T he later chapters of the book provide information
The mood of The Enchanted is one of wonder and
for players and Storytellers to use for creating kinain
ne,vness. The k inain and the enchanted are given the
characters and even running an entire k inain chronicle.
opportunity by the Kithain to look upon the world with
This 1naterial can be used to include the kinain in an
new eyes, to see things that others cannot see, and to
existing Changeling chronicle or to start a new story of
experience some of the fading ,vorld of magic and myth
kinain characters.
that all humanity once knew. T hey are reawakened to the
childlike sense of imagination where anything is possible,
Theme and dragons and faeries live in the deep, dark ,voods a,vay
from the lights of c ivilization.
The theme of this book is 1nortality. The faerie folk
T his sense of discovery can be both wonderful and
and the dreams they represent may be eternal, but hurnans
terrible. T he fae are the e1nbodiments of human dreams
are not. By allying the1nselves w ith hu1nan seemings to
and nightmares, and th e discovery of their world can be a
protect themselves fro1n Banality, changelings have en-
pleasant or a frightening experience for a mortal. So1ne
tered into the ,vorld of mortality from their immortal
enchanted mortals manage to recapture so1ne of their
paradise. They are no,v faced with the trials and travails
innocence. Others encounter the less forgiving elements
that rnortals face every day of their lives. Mortali ty rneans
of changeling society, dark things that whisper in the
work, struggle, change and, ulti1natel y, an end. The kinain
shadows, or they are pursued through the streets and
and che humans that changelings enchant represent the
woods by nighttnares brought to life.
1nortal side of their own natures, and can help the Kithain
Either ,vay, no mortal visits the enchanted world of
to understand their ov,n morality.
the fae and cornes away fro1n it unchanged. Even if the
Mortality is also a source of hope for changelings. It
Mists later cloud their 1netnories of the experience, those
provides them some protection against Banality that the
people always retain the 1vonder, joy and terror that they
hothouse flowers of A rcadia do not h ave. Mortality is
felt while there. All of the enchanted take some srrtall
about survival and refusal co surrender in the face of defeat.
spark of the Dreaming back to the mortal world with them,
Even though mortals know that they w1ll eventually die,
and in the end, they may be the last great hope of the fae
they continue on with their lives and make something of
to survive the deepening chill of Winter.
them. T hey seek immortality through other means, by
with Gla1nour flowing in their veins. Most of these fuse kinain
"If you had the blood, you'd know it." became great heroes: warriors, wizards, sages and poets.
"How?''
Many of the great figures of legend were born kinain. The
"You'd just know. You'd be able to work your magic,
Irish warrior Cu Chulain was bornofasidheanda mortal woman,
you'd feel it in your bones."
while the wizard Merlin has been claiined to be the offspring ofa
- Bellamy Bach, "Gray" from Borderlands mortal woman and a spirit that Christian scribes claimed was the
Kinain are the mortal cousins of the faerie, possessed of Devil or an incubus, but which the fae believe was a sidhe orsatyr.
some amount of Faerie Blood that makes them different from Their fae heritage gave these people abilities beyond those of
other mortals but not full changelings. Even more so than other mortals. Sometimes their fae kin aided and advised them
changelings, kinain stand between the worlds of Banality and When the time of the Sundering came, a gulfgrew between
the Drea1ning. Some kinain are marked with unusual traits by
the fae and mortals. In many lands, those with Faerie Bloodcame
their Faerie Blood. Many also have strange abilities known as to be looked upon as tainted rather than blessed, and the fae were
Fae Gifts, some of which can be controlled and others that are mistrusted and feared. Humanity began to shut the Dreaming
wild and unpredictable. Some go through life completely
from their hearts, and couplings between fae and mortal became
unaware of their fae natures, and others are taken by the fewer.The fruits ofsuch unions were eitherspirited away by their
Kithain into motleys and freeholds through enchantment,
faeparentsfromthejealousyofhumanity,orleftwiththeirhuman
making them a valuable part of the chan eling community.
families and raised ignorant of their heritage.
TheShatteringsignaledtheendofcontactbetweenArcadia
sroRyofrhe and Earth, as the gates between realms slammed shut in the face
of Banality. Commoner fae took refuge in human bodies (and
Shakespeare once said: Life is pretty stupid, with lots of human lifespans) to conceal themselves from the icy scourge of
hubbub to keep you busy, but really not amounting to disbeliefand a hostile world in the throes ofplague, war and witch
much ... I'm paraphrasing, of course. hysteria. Without the support of Arcadia, the Kitham's struggle
-Steve Martin, L.A. Story to survive those early years was desperate indeed.
In theMythicAge, faeriesandhumansmingledfreelywith As a result, the exile of the Kithain from Arcadia caused
1nany ofd1e other creatures oflegend-werewolves, mages and the number ofkinain born into the world to increasefor the first
fantastic beasts of all kinds. Many fae took mortal paramours or time since the beginning of the Sundering. The Glamour
even wedded mortals for love, and from these couplings came concealed within Kithain mortal seemings was passed on to
the first kinain, folk of both human and Faerie Blood, mortals their children and their children's children. Although few of


I

those born to Kithain and 111ortal parents were tl1emselves T he Kithain's ties ,vith their 1nortal kin helped to
Kitl1ain, many evinced signs of their fae heritage in gifts of sustain them through these times, and intermarriages
imagination, Gla1nour and niagic. resulted in several clans and families with some degree of
The Kimain believe mat many of me great artists and Faerie Blood in them. Many wandering bands of change-
\vonde1n1akers who brought humanity out ofme DcU·kAges were lings included kinain, who were sorr1e of the only mortals
kinain or human dreamers inspired by fae muses, who sought to \vho could understand the strange nature of their fae
fanmefiresofGla.mourfromtheemberspreservedinkinainsouls. cousins and help them to survive in the mortal world.
The darkness gave \vay to light eventually, but me age of wonder The Resurgence and the Accordance Warputkinain in
and myth matmefaeriefolkhadonceknov.-nseemedforever lost. an awkward position. For the most pare, kinain who still held
Faerie Blood spread through farr1ilies and clans who ties with their commoner faerie kin sided against me nobil-
were friends of the fae. Sometin1es me blood would not make ity, and mey were often great allies. Few kinain sided with
itself known for several generations, then sudde11lyappear in the nobility, who preferred not to involve those they viewed
a child who was clearly faerie-touched. Hurnai1s made pacts as little better than humans. When the commoners won
and honored long traditions of trust with the fae, but the their rights from the nobility, they also won chem for son1e
clans and families to do so beca1ne fewer as time went on. of their 1nortal kinfolk, or so they thought.
Ahvays the Kithain \vere forced to withdraw co protect ln the aftermath of the Accordance War, Kithain
themselves fro1n the ravages ofhumanity's growing Banality. society became a labyrinth of feudal loyalty and intrigue. In
As areas gre\v more cos1nopolitan and cities sprang up such a society, kinain were at a distinct disadvantage. Those
like weeds, the rural folk beca1ne the only ones co honor their ,vho had the protection of fae 1nencors were able to secure
ties with the fae. The people of Ireland and rhe Scottish places for che1nselves as servants and vassals, ,vhile other
Highlands, Gypsies, fannersand those who lived with the land kinain were exploited and treated as little better than slaves.
recalled tlle charms and traditions to seek tl1e good\vill of the No kinain attained noble status, although there ,vere s01ne
faeries, and honored them still. The rest ofhumanityforgot the nobles who were sy1npathetic to 1nortal and kinain causes.
embodirnents of their drea1ns in meir quest for science, Today, 1nost of the kinain in the world are ignorant of
enlighten1nent and progress. their heritage. They ,nay have an occasional flash of insight
or a hint of the True Drean1ing, but most are too mired in

\ •

••

12 T he enchanLed
Ba11ality to notice any longer. Some ki.nain become dream- meir heritage only after years of searching or strange chance
ers, followi.J.1g the drives of their Faerie Blood, but not even encounters.TI1etrumddvessomeofme1ntobecomeDauntain
all of then1 learn the uuth about who and \vhat they are. and consider their fae lineage evil, while others \Vant to rejoin
me community mat first abandoned them.

OfrheBlood Age
And when you find your magic, do not do as I have
done. Do not turn your back and run. Unlike changelings, kinain have only a mortal self.
- Bella1ny Bach, "Gray" fro1n Borderlands They age similarly to changehngs - chUdling, wilder and
To be kinain, a person needs son1e degree of Faerie grump - but these stages are dictated more by me kinain's
Blood. Any trace of the blood, no 1natter how s1nall, is mortal age (except for those kinain who have spent a great
enough to qualify. But like most things of Glamour and the deal of tin1e in freeholds) . .tvlost kinain are not even av.rare of
Dreaming, fae heritage is a tricky and someti1nes capricious their age by changeling reckoning. Applying such standards
thing. It can skip generations, or only appear in certain to kinain is an afterthought on the part of many changelings.
members of a family; an investigation of someone's family With their fae nature diluted by their 1nortal blood,
tree can turn up signs of Faerie Blood in the line, usually in kinain have different Tempers than their fae equivalents.
the form of eccentric relatives and "black sheep." They have greater Banality and less Gla1nour for the 1nost
part, and they are restricted by their level of Faerie Blood in
WheRe k1na1n Come ~Rom gaining and using what Glan10UJ· they might acquire.
Childling kinain are 1nost like true changelings in thei.J.·
Kinain are usually born ofa changeling and a mortal or nvo
acceptance of the Dreaming, their innocence and love ofplay.
changelings. About 15-20% of those with one changeling
Kinain can be quite close to the Drea1ning at this age; if tl1ey
parent are changelings themselves, while about 40-50% of the
are lucky, mey 1nay be raised by changeli11g or kinain parents
childrenof t"10 changelings are changelings as well. The rest are
\vho are aware of tl1eir natures and encourage the Glan1our
kinain. lt is also possible for Faerie Blood to skip a generation or
,vithin the1n. Most ki11ain childlings, however, live in the
two so that parents who are fu lly mortal (but still faerie kin) can
1nortalworld with little or no contact \Vitl1 the fae realm (apart
have a kinain or (more rarely) chang_eling child. While there are
fro1n their own imaginations), so they learn to hide meir fae
probably more kinain in the world than changeli11gs, kinain are
sides for fear of ridicule or puilishment.
also more likely to slip between the cracks and be overlooked,
so the exact nUJnber of people witl1 Faerie Blood is unkno,m. Beginning Glamour: 4
Beginning Willpower: 1
Mortal parents are often U11prepared for a child in touch
wim the Glainour and end up forci.J.1g Banality on mem ("Why Begin11ing Banality: 2
don'tyougro,v up and act your age?") to deal ,vith it. Changeling Wilder is the stage when most kinain come into s01ne
con1munities someti1nes kidnap kinain children in order to realization of their fae heritage, consciously or not. The time
prevent tl1eir fae heritage from being extinguished entirely of growm, change and rebellion is when kinain realize rhat
beneatl1 me smothering blanket of Bai1ality. they are different from meir tnortal peers. Sotne corne to
Changelings that have kinainchildrenoften raise them in accept their difference and revel in it, while others repress it
changeling society, almough kinain who live too long among (and accept Banality into meir lives) in order to beco1ne
the fae risk becoming Dream-struck (see "Beco111ing Dream- "normal" and fit in. Wilder kinain are the 1nost likely to co1ne
scruck" in Chapter Two). To prevent this, S()tne changeling into contact with changelings and be patronized by the1n as
parents foster meir kinain and 1nortal children with 1nortal 1nuses. As drea1ners, they often have vivid imaginatio11S and
parents, S()metimes taking away a fae child in exchai1ge and creative spirits fro1n their sparks of Glamour, making them
arranging occasional visits to freeholds and me world of me 1nost suitable for changelings looking for someone to i11Spire.
Dreaming mac will not endanger meir children's sai1ity. Chil- Beginning G la1nour: 3
drensee111 to be far more resilient and resistai1t to tl1e dai1gers of Beginning Willpower: 3
becorning Dreain-struck or driven mad by me experience of me Beginning Banality: 4
Dreaming, most likely because meir minds have not yet become Grumps are very rare among the kinain. Those kinain
set in me rigid patterns imposed by Banality. who have not beco1ne a\vare of their fae nature by the tilne
This pattetn offosteragewasco1nn1on in tl1eold days when they reach adulthood and old age may never find it, trapped
changelings would take a faerie child fron1 mortal parents ai1d as they are in Banality. Kinain gru1nps are banal enough that
leave a 1nortal child of their comn1U11ity i.J.1 its place. S01ne of most changelings consider then1 lost causes, although son1e
mese abandoned fledglings, bom kinain and mortal, discover rare individuals resist enough to hold on to something of the

-~-.._..-- Chapt:eR One: l\.1t:h and K.1n


Glamour they knew in childhood. These kinain are some of NockeR
the finest dreamers and visionaries, and can become signifi-
Nocker kinain tend to get the short end of the stick ,vhen
cant forces in changeling society if they choose. Kinain
it comes to looks. Their Faerie Marks are like the appearance of
grumps get their greatestsympathy from changelingchildlings,
meir kin- twisted and sometimes ugly. Nocker kinain wim
who take a liking to the1n if they are kind-hearted and open-
only a trace (one or two dots) of Faerie Blood have ruddy
minded, and changeling grumps, who see in the kinain a
complexions, particularIyin me cheeks and nose, pale hair and
reflection of how they themselves might be someday.
large hands. Larger degrees offae heritage express themselves in
Beginning Glarnour: 2
slightly pointed ears, knobby or gnarled fingers mat still have a
Beginning W illpower: 5 surprising a1nount of manual dexterity and sharp canine teem.
Beginning Banality: 6 Nocker kinain are into grurnbling and tinkering like d1eir fae
cousins, and can most often be found in occupations that allow
R1rage them to work with machines and avoid people.

Faerie Marks are the physicalsigns ofa kinain'sFaerie Blood. pooka


TI1ese are holdovers from whatever kith the kinain is most closely There is no set Fae Mark forpookakinain; all are as diverse
related to, not unlike the mortal appearance of a true changeling, as the pooka themselves. Generally pooka kinain have a slight
and can be an indication that someone is kinain. A satyr kinain anirnalisticcast to their features, which grows more pronounced
might be very hairy, a sidhe kinain might be exquisitely beautiful, with greater degrees of Faerie Blood. Usually this gives the
and a pooka kinain might have slightly animalistic features such kinai.n a certain "cute" quality like a rabbit, fox or cat, but for
as the skittishness of a deer or a ratlike face. sotne - particularly those with a strong Unseelie heritage -
While Faerie Marks are usually subtle in nature, they are the features may be sinister or downright ugly, like a rat or pig.
dictated by how much Faerie Blood the kinainhas. A kinai.n with Pooka kinain are charming and confident, capable in any role
five dots in the Faerie Blood Background should have some more that involves dealing with people and making creative use of
obvious fae traits than someone with only one or two dots. words like sales or politics. Some also become word-artists like
Sometimes the Faerie Marks become more pronounced with the poets, actors and writers. Pooka ki.nain are not compulsive liars
greaterarnountofblood, ormanifestas somethingelse altogether. like their faerie kin, but they do rend to stretch the truth and
More extraordinary Faerie Marks can be mistaken for birth have a touch of the blarney in their natures.
defects or other defonnities, and may even be considered Flaws
(see The Changeling Players Guide and Chapter Four). This is Redcap
particularly cotnmon i.n kinain ofUnseelie heritage. The only kinain who are worse off in looks man the
nockers are probably tl1e redcap kinain. These cousins of the
Boggan fae bullies tend to be stocky and have a con1plex about it. They
The most co1mnon boggan marks are those of stature. typically have wide tnouths that are ahvays open, either to
Boggan kinain are usuallyshort and plump like their fae cousins, shove something in the1n, or to heap abuse on d1e latest object
often wid1 largenoses.They typically havenimblefingers and find of their displeasure. While garbage and other nonedibles are
themselvesworki.ngwimmeir handsinsomeway, fromclockmaker out of the question for thetn, they frequently have the cast-
to surgeon. Boggan kinain are especially prone to the Flaw Short. iron stomach and constitution ofa billygoat that is every chili
cook's delight. Their skin is usually pale, sometimes wid1 a
eshll slight grayish tinge if the blood runs strong. The most clear and
Kinain of eshu stock are typically dark-skinned and dark- obvious mark of the redcap kinain is the fact that all of the1n
haired, ,vith hanclso1ne features. They often have very pleasant have "the mark of the blood" - red hair. In fact, the stronger
voices, and find careers using thern as singers, DJs, actors or the Fae Blood, me brighter the hair.
orators. They also seem to have an innate sense ofstyle within
thei.rsocialclassandsituation.Themoststrikingthingaboutan SaLyR
eshu kinain is his eyes, which are always dark and tend to Satyrkinainaremosteasilyrecognizedbytheirhair.Females
n1anifest surprising qualities based on the amount of Faerie typically have long, enviably gorgeous tresses, while males are
Blood he has. Eshu kinain with high Faerie Blood Backgrounds quite hirsute, with a profusion offacial and body hair (leading to
1
have extremelydark eyes, so1netimes almost black, flecked with a fondness for open shirts and gold chains). They tend to have
gold or silver that seems to shift and sparkle. high foreheads and expressive features. Son1e satyr kinain have a
lame or clubbed foot, although most are talented athletes.

14 The enchant:ed
Satyr kinain are social ani1nals, and prefer lives and somewhat pinched, withsmall rnoutllS andslightlysunken eyes.
careers that allow them to meet a diverse range of people, not Although not required to whisper like their kin, slaugh kinain
to mention attending parties and other gatherings. Tl1ey are usuallysoft-spoken. They also share their cousins' predilec-
have a particular affinity for music, and 1nany can be found tion for avoiding social gatherings, preferring to surroW1d
in the industry as pe1formers, producers or club owners. themselves with solitary hobbies and collections. Most slaugh
kinain are quite shy and socially awk1:varcl.
S1dhe
Kinai.J.1 ofsidhe heritage are the cover n1odels and beautiful TRoll
people of the mortal world. Tl1ei.J.·fae heritage 1mu1ifests in their Troll kinain are easy to spot in a crowd because nearly all of
attractive features and perfect bodies. Sidhe kinain are less them are large and powerfully built like their fue cousi.J.lS. Troll
ethereal ai1d otherworldly than their fae cousins; their beauty is kinainareusuallymuchlargerthantheaveragemortal,andmany
tempered with a mortal trai1Sience that s01ne faerie consider all of them have the Merit Huge Size. Those ofSeelie heritage tend
the more attractive. They usually have somewhat angular toward fair hair and Nordic features, while Unseelie heritage gives
features that become more pronounced according to their way to darker hair and a coai-ser appeai-ance. Troll kinairi have a
degree of blood, along with unusual eye colors, particularly reputation forslowwits thatisnotentirely deserved. Most ofthem
green-gold and blue-violet. They carry tl1emselves \\1itl1 an are simply more patient and thoughtful than the people they
ii.mate air of nobility, even if they are completely tuiaware of interact wim, giving them the appearance of being plodding and
their heritage, and some are downright airogant. lt is interesting di1n-witted. Troll kinain 1nost often find work where their great
to note that the kinain are looked down upon by many of their bulk can be of use, such as physical labor, but whatever they do,
fae cousins, \vho find their posturing and preening humorous. they 1nake use of their strength.
Sluagh CD]J:ed BackgRound
Slaughkinain can be co11Sidered fortunate or w1fortunate, The bloodlines of some kinain can be difficult to deter-
depending on how one looks at it. They are fortW1ate - mine. Fae heritage can skip several generations, and the
according to many- to be spared tl1e dis1nal existence of tl1eir influence on a lineage is sometimes mixed or jumbled by the
full-blooded cousi.J.1S, but they a.re also cursed with a part of that capriciousness ofinheritance and Glamour. Such kinain may
dark ai1d brooding nature. Slaugh kinain tend to be thin and have Faerie Marks from two or more
gaunt, painfully so in different kith, or new marks tllat
the cases of those do not appear to be related to
\Vith a great deal any known kim. Kinain
of Faerie Blood. born oftwo change-
TI1eir faces are ling parents
are often
afflicted in this manner. These kinain, especially those with
high degrees of Faerie Blood, may have strange physical and
tnental deformities or quirks, and are prone to odd behavior.
Some chai.1gelings consider these kinain particularly touched
by the pcl\ver of Glamour, while others point to them as signs
of the dangers of polluting the Faerie Blood through intermar-
riage.
In short, it is possible for the Storyteller or the player of
a kinain character to assign virtually any Faerie Mark to the
kinain so long as it suits the nature of the story. Kina in with
particularly unusual marks might have difficulties in both
1nortal and fae society based on the nature of the mark.

egac1es
Like their faerie cousins, kinain have Seelie and
Unseelie Legacies that are reflected in their personalities,
drives and inner struggles. Kinain who are ignorant of
changeling culture have no idea 1.vhy they often feel so
conflicted about the differing sides of their nature, or are
driven by passions they do not fully understand.
Since they live almost entirely in mortal society, most
kinain at least try to follow their Seelie Legacies; their
Unseelie sides may lead them into illegal or dangerous
behavior. Of course, there are plenty of kinain who have
no interest in fo llowing the law, mortal or otherwise, and
who indulge their Unseelie sides freely . These can be very
dangerous kinain, since they are often both jealous and
fearful of the powers and Glamour of their faerie kinfolk.

Perhaps even more than changelings, kinain are caught


between the worlds offaerie and mortality. They are mortal by
birth and nature, but they each carry a Birthright of Glamour
and marks of their faerie heritage that set them apart from other
1nortals. Kinain 1.valk the line between the two worlds, and it is
a delicate balancing act; leai.ling too much in either direction
can cause a kinain to fall, either into Banality and forgetfulness,
or into the depths of madness and Dream-struck stupor.
Their passionate natures, balanced between Glamour and
Banality, make kinain very effective drea1ners, which is why
1nanychangelingsattach thernselves to kinainas n1uses. Kina in
often express their imagination and creative spirits through
some kind ofart or-performance, becotning avant-garde artists,
actors, writers or roleplaying gamers. They lose themselves in
worlds of i.Jnagination (that are poor and pale reflections of the
Dreai.ning), create elaborate fantasies, and have very rich
drea1n-lives- allgristfor the Glan1our1nill. A changeling muse
can help a kinain artist to touch the real power of the Dreaming

16 The enchant:ed


through Glainour and enchantment, in return gaining so,ne of nature and quality. Dream scones, 1no1nencos and treasures
the Glainour generated by the artist's efforts. can be used by kinain to power their own cantrips. Chirnera
Kinain are only barely a\.\rare of the Dreaming most of and founts can be used to replenish a kinain's Glamour up to
the time. They have no fae mien or interaction ,vith chimera the litnit dictated by her Faerie Blood rating.
or other aspects of the Dreaming tu1less they are enchanted. Some kinain even take up the highly banal art ofchin1era
hunting, in which they stealchin1erical items or hunt chimeri-
~lamouR cal creatures in order to gain their Gla1nour. Since the kinai.n
n1ust be enchanted to interact ,vith chimera, this usually
Kinain do have sorne spark of Glan1our, part of their requires the aid of a changeling, but s01ne Kichain have been
faerie inheritance. A kinain character cannot have more kno,vn to use capable kinain "htu1ters" as catspaws to rid
Glarnour than his level of Faerie Blood, and his starting level thernselves of bothersome or dangerous chimera.
of Glarnour is determined by his seeming. If a kinain's
starting level ofGlamour is higher than his arnount of Faerie
Blood, it is reduced to that level. No kinain can ever have CanrR1ps
,nore than five points of Glamour avaLlable to hitn. Since they have some amount of Glamour i.n their
The kinain'sspark of G lamour is even more precious to natures, ki.nain can learn the Arts and Realms needed to cast
the,n because they have fe\v 1neans of gaining Gla1nour on can trips. Most never do, however, since such 1nust be taught
their own. They are too far separated from the True Drea1n- by a changeIi.ng. Some kinairl do tnanage to strike deals where
ing to gather Gla1nour for the1nselves. Instead, kinain must they trade instruction for sorne service or oath co the change-
receive it as a gift fro1n change lings, or through an act ofself- ling, often becotning part of that fae's retinue. Since kinain
creation such as a Rapture. have so few ways of renewing their Glamour, those who do
Unfortunately, a kinain's inner Gla,nour 1nakes him even know how to use cantrips use the1n very sparingly.
more vulnerable to Ravaging than nonnal tnortals.Thesystern is
the sai11e as for Ravaging n1ortals (see Changeling: The Dream- Banal1ry
ing), except that tl1e changeling does not need to establish any Kinain start out with more Banality than changelings,
kind ofrelationship witl1 the kinain. A changeling cai1 sin1ply rip and they acquire it just as easily as their fae cousins. Kinain
Glan1ottrfrom a kinain ,vith fairly little effort; many kinain have who accumulate too 1nuch Banality become overwheln1ed
had their spark of the Dreaming extinguished by greedy ch:mge- by the Mists and lose touch with their fae sides very quickly.
lings \vho seized it from them without a second tl1ought. Even very banal kinain remain easier to enchru1t (see
Kinain are capable of achieving Rapture, a state of com- below), but the Mists often obliterate their men1ories of the
munion with their own inner Dreaniing, and of dra"ving experience when the enchantment fades. Some particularly
Glatnour from it. The system is the same as for charigelings (see banal kinai.n have addled memories of their experiences
Changeling: The Dreaming), though itisslighdymoredifficult with the fae that can lead thern into therapy or even madness
(all difficulties are increased by one). Few kirlain succeed at the if they cannot overcome their own Banality. Many Dauntain
kind ofcreative breakthrough needed to achieve a Rapture, and come from the ranks of such tortured souls.
fev1er still are consciously a\vare of what they have achieved. K.inairl are not affected by cold iron in the same way that
The potential for Rapture L5 what drives 1nany kinain into changelings are. They do not find its touch pairlfu Ior disco1nfort-
creative fields, but the failure to achieve it drives just as ,nany
ing. Ifattacked with a cold iron weapon, kinain still lose Gla1nour
into the depths of Banality. Frustrated and disillusioned with in the same way cl1at changeli.ngsdo, which rnakes them cautious
their failures, these ki.nai.n eventually give up on the idea of about such weapons, but they can hai1dle and even wield items
achieving Rapture ai1d the power of Gla1nour. ofcold iron with no ill effect to the1nselves. This can give kinain
a substantial advantage i.n cornbati.ng chai1geli.ngs, and is one of
the thirlgs that makes ki11ai.n faerie-hunters so dangerous. A
Kinain highly value dross because it allo,vs the1n to cast kmain with a cold iron weapon can be a po~1erfi.tl and dangerous
cantrips without expei.1ding their O\vn supply of Gla1nour. ally, and just as po,verfi.tl and dangerous an enemy.
Many kinain sorcerers and would-be ,vizard~ spend a great deal
of ti1ne hunting for and gathering dross for their o,vn use. Dross
is also one of the 1nore com1non rneans a kit1ain has of
enchani:rnenr
replenishing her own Gla1nour without the aid ofa changeling. Kinain are easier to enchant than n1ortals, requiring
Kina in can use dross in the san1e way as changelings do, only an investiture of Glamour to awaken their faerie
aliliough they often have a n1ore difficult time determining its heritage. Tokens are not necessary to enchant kinain.
They also remain enchanted longer than banal mortals.
Toenchantakinain,achangelingneedonlyspendapoint Banality. The difficulty to enchant Rhane would be her Banal-
of temporary Glamour and overcorne the kinain's Banality by ity (6), 1ninus her Faerie Blood (3 ), or 3.
rolling his Glamour against a difficulty equal to the kinain's Thismeansthatitisgenerallyeasiertoenchantkinainfor
Banality minus her level of Faerie Blood (minimum difficulty of longer periods of tirne than other mortals, particularly if the
2). Only one success is needed for the kinain to become changeling has a source of Glamour to regularly renew the
enchanted. The changeling can perfonn this effect on any encl1antment. Once the enchantment fades, the kinain's
kinain that he can see or touch, and the kinain does not have 1nind is clouded by the Mists 1nuch likeanyother mortal's and
to be "rilling or even a\vare of the enchantment attempt. she may forget much of her fae experiences. See Chapter Two
Onceenchanted,kinainareawareoftheDreamingandable for more details on the effects of enchannnent on the kinain.
to interactwith it normally, justlikeenchanted mortals. Theycan Enchanted kinain who get a chance to experience the
see and interact with chimera and take damage from chimerical world of the Kithain are often overcome with "'onder, while
attacks. They can also see the fae mien of Kithain. Most kinain some others are crushed by the truth of the reality they cannot
find the cransition i11to the fae realtn easier than mortals; blood reach on their o"rn. Many become fascinated, even addicted
calls to blood, and kinain often find the world of the Kithain to to experiencing the fae world, and will do whatever they can
be the dream-realm that they have longed for all their lives. to remain enchanted. For many this 1neans s" earing loyalty to
1

How long a kinain remains enchanted depends on her a changeling liege or patron who can continue to supply thetn
Banality and the arnount ofFaerie Blood she has. The base tune \vith Glamour, provide them a place within a freehold, or
is seven days, plus a number of days equal to the kinain's Faerie both. Living ma freehold is not without its dangers for kinain,
Blood Background and 1ninus a number of days equal to her however (see below).
Banality, withaminimumofoneday. Forexample, ifRhanehas Sincekinain can be enchanted against their wi II, they are
Banality 6 and Faerie Blood 3, she could be enchanted for four vulnerable to being enchanted by hostile changelings, espe-
daysforeach pointofGla1nourspent to enchant her: a base time cially Unseelie, who may use hapless kinain as puppets or toys
of seven days, plus three for Faerie Blood and minus six for her in their dangerous games.

Bedlam
l=aeR1e Aff1n1ry One advantage of the kinain is that they are not
subject to the dangers of Bedlam. They are too rooted m
Characters with the Merit Faerie Affinity (from
tl1eir mortal natures to fall victim to the insanity that
variousStorytellergames) are not themselves kinain,
plagues changelings. A kinain can remain in a freehold or
but they have some attributes that are similar to the
kinain. Faerie Affinity is the result of ancient pacts make use of Gla1nour without any danger of Bedla1n
and oaths that were made between the fae of old On the other hai1d, kinain are subject to the dangers of
and certain mortals ai.1d Prodigals. The po\ver of beco1ning Dreain-struckalmostas 1nuch as enchanted mortals
those oaths has carried do",n to 1nany of their are. Too much exposure to the world of the Kithain can
descendants, givi11g them special starus a1nong the someti1nes overwl1elm the mind of a kinain and send her into
Kithain. A successful Kenning roll (difficulty 6) a dumbfot111ded state of perpetual daydreaming, only able to
reveals if a character has a Faerie Affinity. interact with the mortal world around her in the most basic
CharacterswithFaerieAffinityarepartiallya" are 1
ways. Such kiJ.1ain become Gla1nour "addicts" who have no
of the Dreaming, and have the ability to see the fae interests or drives other than remaining enchanted in the
1nien of Kithain and any chimera the changelmg is wann embrace of the Dreaming.
carrying or directly interactmg \.vith, although they More information on becorning Dream-struck is of-
cannot see other chimera unless they are enchanted. fered in Chapter Two.
Such chm-acters are easier to enchant, like the kinain,
requiring only a Glamour roll against the subject's
Banality. Characters with Faerie Affinity also remail1
~ae ~1frs
Kinain do not have the ability to perceive and collect
enchanted for the sa,ne ainount of time as kinait1.
Glamour like changelmgs, but their common heritage is the
A character "'ith Faerie Affinity cannot be Drean1ing, and a spark ofG!amour, no matter how sn1all, is at
enchanted against her will because of the ancient the heart ofall kinain just as it is at the heart ofall changelings.
pacts that gave her Faerie Affinity in the first place. A This sets the kinain apart from their mortal kiri and sometimes
changelingwhodoesso becon1es an oathbreakerand gives them what changelings refer to as "Fae Gifts."
atl outcast in Kithain society.

18 The enchan-ced
Gifts are a part ofakinain's heritage ofGla1nour, and some
Fae Gifts can be quite powerful. Generally the 1nore Faerie
Blood a kinain has, the more likely he has a po\verful Fae Gift,
but this is not always the case. Some strong Fae Gifts l1ave been
knov.lJ.1 to turn up in kinain with onlya trace offae heritage. The
various Fae Gifts are described fully in Chapter Four.
Many kinain possess Fae Gifts and are completely un-
aware of them. Even if a kinain is av,are of her gift, many are
capricious and difficult coconrrol. SomeFaeGiftscan be equal
part blessing and curse. Kinain "vho become aware oftheir gifts
\Vithouc kno"vingwhoand what they really are might consider
themselves psychic, magically talented or mad.

1na1n Srarus
Kina in are even more between two worlds than change-
lings, not quite faerie and not quite human either. They are
sometimes looked down upon by their "full-blooded" change-
ling kin, and are considered strange by their human peers.
Mortal society generally considers kinain to be eccentrics.
Their extreme personalities and habits are blamed on psychology
rather than faerie inheritance. Some kinain are trapped by the
Banality of the moJ.t.'lls around then1, and the sparks of their fae
natures are extinguished, which is one of the reasons that kinain
tend to be loners and make friends only \vith people they trust not
to scoffat rheirunique visions and perspectives. Evenkinain \vho
are unawareoftheirtruenatureshavean instinctive need toshield
themselves from the cold touch of Banality by hiding \Vithin ·'
\Vorlds of imagination they have constructed from themselves.
More dangerous ro kinain are those mortals \Vho kno\\1 of
the tnte nature of the Dreatning, the Dauntain. The Autun1n
People seek to smother everything they do not understand
beneath a blanket of Banality, but the Dauntain are far tnore
dangerous because they are more aware of \vhat they are doing.
Many Dauntain are then1selves kinain who fear their rn1e
nature or are jealous of their ch~u,geling kin (although tl1ey
\vould never admit it).
Some kinain also become Dauntain because ofabuse they
have suffered at the hands ofchangelings, mostoften Ravaging or
enslavement by the Unseelie. These k.inain feel betrayed by their
kinfolk, and have decided to side \,vith mortality and Bariality
against all changelings. Son1e in tl1e Seelie O:>urt point to such
lost souls as signs that tl1e practices of Ravagingand enslave1nent
need to be controlled or baimed, but their voices are still fe\v and
\veak against ways that have been condoned for centuries.
Kina in are considered tools and allies by both O:>urts, but
are generally snubbed or pitied. The vie\\7S on kinain vary
according to kith, Court and House, and range all over the
spectrum. See Chapter T \VO for 1nore details on Kithain vie\VS
of kinain ai1d the enchanted

1\
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fb~~ r
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Once upon a time, there was a musician living i11 the «As I said, I liked your music, and should like to hear
Kingdom of Apples. Although he had a great love of so1ne more," the satyr replied. "Play 'Riders 011 the Storm'
n1usic, he was unable to learn more than a fe,v sirnple tunes for me, if you will."
on his guitar. He played chem in gathering halls and "I don't kno\v it," the player said.
taverns to earn what little 1noney he could and to feed his "Never mind what you know and don't know. Just
dreams of becorning a great and famous musician. play, a11d I'll make you know."
One night, the player was coming home 6:om a house The player set his fingers to the strings and made such
where he had perfonned, where there had been 1nuch dancing music as he never had before. The satyr smi led and ap-
and no little drink. Half drunk himself, he crossed the little plauded loudly when the tune was finished. The player
b1idge co,vard his l1ome, humming tunes and not paying looked from the satyr to the guitar in wonder and back again.
attention. Suddenly, something crept up behind hi1n and "That's an1azing!" he gasped. "How did you do it?"
rushed his legs, flinging the player onto his back. A strange "Trade secret," the satyr replied with a knowing wink.
1nan1eaped astride the player's chest ,vith a great and wild grin. "But if you'd like to do more, there's a party you should come
"What do you ,vane?" the player asked, fearing for his li.fe. to." The player nodded, too excited by the music to think of
"I only want to give you a gift. I n1uch enjoyed your anything else, and the satyr led him off the road and into the
music." With that, the stranger pressed a guitar into the datk wood with only the light of the pale moon for guide.
young man's hands such as he had never seen before. The They rushed across 1neadow and bogs and rough places, until
wild 1nan ju1nped aside, and the young man stood up to they carne upon the top of a great mound. The satyr struck
look over the fine guitar. He looked back at the gift-giver a rock three times with his cloven hoof, and a door opened
in confusion, and sa,v that his "attacker" had furry goac's in the earth. Then he led the young man into a great roo1n.
legs and ramlike hon,s that curved gracefully out of his The player sav. a long table in the middle of the room,
1

curly hair. No\V the player thought he ,vas going mad. and many beautiful and strange people gathered around it.
"Why are you giving 1ne this?" he asked. At the head of the table v.ras the 1nost beautiful wo1nan he
had ever seen, then or since. She rose \vitl1 regal grace, and
said, "A hundred thousand welcomes to you, ,nyfriend. Who
is this you bring us?"
"The finest musician in the land," said the satyr ,vith
a courtly bo,v. He turned to the player and said, "Play us
son1e music, my friend."
The player set his hand to the strings again, and
fantastic songs that he had never heard before seemed to fly
fro1n his fingers, pouring out of him like wine fro1n a flagon.
The folk at the table \vere up and dancing, dancing, dancing
till they ,vere tired and could dance no 1nore. Then the satyr
said that they muse pay che player, and a pouch was pas.sed
fro1n hand to hand. Each person put in a gold coin, and the
satyr ha11ded the bulging purse to the astonished player.
"Such a fine audience!" he said, bo,ving to the as,
sembled company as he clutched the jingling purse of
coins. "You have 1nade 1ne rich!"
The satyr s,niled and nodded. "Come witb ,ne, and I
will take you ho,ne."
Before they left, the lady came to the player to thank
him for his 1narvelous music. She said, "You have two
things no\v that you had not before-you have music, and
you have Gla,nour. Do not waste either."
And ,vi th that, the satyr led the young ,nan fro,n d1e hall,
back through the head1s, and the bogs, and the ,voods, to the
bridge ,vhere they had met. The satyr left the player there at
me bridge ,vith his 11e\v guitar and vanished into the night.
The player ran horne, and he pounded on his lady's
door, saying, "Let me in! 1'1n rich, and the best musician in
the \vorld!"
"You're drunk," his lady replied fron1 behind the door.
"Maybe I was," said the player, "but I'm completely
sober now."
The player's lady let hi1n in, and he poured the purse
of gold into her lap. Her eyes gre,v wide \Vith wonder at the
sight of it, but before she could ask anything, he said, "Wait
till you hear the music I can play."
With that he unslung his new guitar and played the
sweetest songs of love for her. I-le \vakened his neighbors
with the strains of his music, but they believed it to be
only a pleasa11t dream. Long into the night the player and
his lady made plans for their newfound ,vealth and slept
together happily.
The next morning, when they went to look at the
gold, there ,vas nothing but a bag of shiny pebbles and
brightly colored autumn leaves. The player ,vondered if
what he had seen the night before was a drea,n, but then
he saw the ne,v guitar that the satyr had given h i,n leaning
against tl1e wall, and he felt the music stir within hi1n. He
kne,v chat ,vhat he had been given was worth more than

22 The enchant:ed
money. He had 1nusic and he had G la1nour, as the fair lady suddenly confronted by a street gang that turns out to be
had said, and he would not waste either of them. a bunch of redcaps looking for a little perverse fun.
The truly unfortunate are subjected to 1nore elaborate
Whyenchanr "entertainments" like the Wild Hunt, in which a party of
Unseelie (usually sidhe) and their chimerical hounds harry
ffioRrals? an enchanted mortal through the streets or lonely country-
side. The pack tears the 1nortal to pieces if it catches him,
"Because ,ve can!"
causing the Mists to plunge hitn into a coma from which he
Most Kithain enchant mortals sitnply because they can, later a,vakens, believing the whole experience to have been
because they desire the 1nortals to experience or understand
a nightmare. The subjects ofsuch hUI1tsoften appear insane,
the Dreatning, or because they are looking co inspire the
or at least disturbed, to the unenchanted, who only see the
mortals with a vision of the Drea1ning and perhaps stave off mortal see1nings of the changelings ai.1d certainly none of the
the encroach1nenc of Banality for a mo1nent. chin1era. It might se'e1n to them like the hunted person is
Enchanting also has its practical uses in getting mor- being chased by a group of children or rowdy teenagers
tal aid and convincing 1nortals that the changeling is not playing a harmless (albeit annoying) game.
crazy (or at least convincing them that they're all crazy .. .).
It also has its fun side \vhere mortals gee to l1ave a day or ~OR help
t\VO of fantastic experience, and the changeling gets to
Enchantment does have a more practical use. Mortals
have fun, and maybe even add something to the Glamour
are unable to perceive or interact with the realm of the fae
of the world.
unless they are enchanted; Banality and the Mists shield
their senses from the true nature of things around them.
~OR~Un
S01netimes Kithain bring a mortal into their world so they
Much of the titne the only reason for enchanting a can -deal with the mortal on their own terms. This allows
mortal is the simple desire for fun, to give the n1ortal a the Kithain to use their chi1nerical \veapons and items on
glimpse of the world of the Kithain and let everyone have a the 1nortal as ,vell as more easily affect hirn with cantrips.
good ticne. This is often done under the guise ofa celebration This may be to the mortal's benefit if he is in need of
like Mardi Gras or some si1nilar \vild party where Banality some help from the Kithain, or if a changeling needs mortal
does not have as strong a grip on the mortals present. Any helpandmust convince him that\\>hat they are talking about
unusual experiences will later be fogged over by the Mists
is real. Childlings often enchant their parencs, guardians or
and reme1nbered only as a strange dream, bad trip or lost
other adults in order to gain their cooperation, and so1ne
\veekend for most of the participants. What is "fun" depends
older grutnps under the care of their 1nortal children do the
on the Kithain performing the enchantment, though.
same. Mortal allies so1netimes need to be convinced of the
Satyrs and party-loving Kithain are known to en- truth of \vhat the changeling says simply so they won't think
chantmortals for the sake ofgiving them (and themselves) their friend is 1nad and imagining things.
a good time. Satyrs often take mortal lovers or "flings" ,vho
Authority figures are son1etilnes enchanted as well to
are enchanted for a night or two of wild.abandon, then left
gain their trust or help. Unfortunately, son1e pai.ticularly banal
with what seem to be pleasant daydrea1ns or fantasies that individuals disbelieve in the fae realm even ,vhenthey are able
seem unusually vivid when recalled. to see it witl1 their own eyes, chalking it up to some kind of
Sometitnes the encha11t1nent is at a n1ortal's expense hallucination, drug or other cause. In cases like this, enchant-
to make him the subject of a prank or practical joke, or for ment may hurt a changeling's case more than help it.
the look on his face when he sees the chimerical giant Mortals can also be enchanted so that they are 1nore
purple dragon lurking in his base1nent for the first time. easily affected by cantrips and chimera. This 1night be to
Pooka are particularly fond of enchanting mortals from
help a mortal with Primal cantrips or useful chi1nera or
time to time for this sort of thing, playing elaborate pranks
treasures. More likely, it is so that the changeling can
on them that are later forgotten or misrernernbered once
combat a hostile 1nortal on 1nore equal terms. An adult
the enchantment ,vears off.
who thinks a childling is helpless before him is in for a
Unseelie have a more sinister version of this kind of surprise when the GlamouJ falls upon him and he sees
prank, enchan.ting hapless 1nortals in order to terrify or instead a troll warrior or a sidhe knight wielding a shining
play "ga1nes" with tl1em. These poor souls might be the sword with a fire-breathing dragon backing hi1n up.
subject of a sudden fright in a dark alley, or worse, they are

- Chapt:eR Two: The enchanz::cd


.--....... ....
23
T he lin1itations of enchanting tnortals against t heir from food co je,velry to a macaroni duck covered in glitter.
will to use faer ie po,vers against che1n are discussed under Son1e tokens are more effective than others, especially if
"Forced Enchant1nent," below. the changeling had a hand in making the token person-
ally, or if it is something especially 11ear and dear to the
ptanr1ng rhe Seed changeling or the n1ortal to be enchanted. A mortal is
tnore likely to accept such a gift than something the
Bringing a 1nortal into the ,vorld of the Kithain can changeling just picked up at rando1n.
also help accon1plish a goal near and dear to the heart of
The Kithain must prepare the token by infusing it \vith
every changeling: inspiring the mortal, which in turn
some of his own ternporary Glamour. The creation ofa token
slows the progress of Banality, staving off the inevitability
takes time depending on \vhat it is. Tokens such as food or
of Winter. By enchanting n1ortals, Kithain give them the
handicrafts must be prepared by the changeling herself, and
gift of inspiration, a brief retu1n to the sense of childlike
take time depending on the changeling's skills. A food token
innoce11ce and ,vonder where dragons lurked in every dark
can be as elaborate as a gourmet meal created by a four-star
cave and magic \Vas every\vhere. Even though the Mists
chef or as simple as homemade cookies and milk. A handi-
eventually cloud the mortal's memory, a small spark of the
craft could be a woven tapestry, a piece of je\velry, a crayon
experience still lingers like a \VOnderfu I dream, and is
dra\ving or a Play-Doh sculpture. A sitnple flower plucked
sotnetimes enough to encourage the mortal co see life a
from the side of the road can be a token.
little differently. Ki chain call this practice "planting the
seeds of Spring," and hope that it will help to increase the Tokens do not need co be 1nade by the changeling (a ring,
a bouquet or a baseball can serve equally \\1ell), but they must
G latnour in the world and loosen Banality's grip.
be son1ething that the Kithain can give freely to a mortal.
The most com1non-mortals to be enchanted this ,vay
Items that are stolen ordo not belong to the changeling are not
are dreatners that the changeling patronizes as a muse, so
suitable for tokens. As always, the Storyteller has the final
that the dreamers can create ne,v things that generate
decision on what items are and are not usable as tokens.
1nore Glamour in the \vorld and allow the Dreatning to
survive. Enchanting and inspiring a mortal to a vision of The other part of the enchantment process is for the
the Dreaming can be a quest for a changeling looking to changeling to offer the token to the mortal and have her
reduce l1er o,vn Banality and regain some faith in the accept it, although the mortal does not need to know the
coming of Spring and the po,ver of Glamour. true nature of the gift. While rnortals cannot be enchanted
for very long agair1st their will, they can be enchanted
A mortal Dreamer may or may not kno\,\1 about her
\vithout their knov;ledge; changelings have rnany, many
faerie n1use, depending on the relationship between the
\vays to trick a mortal into enchantment.
changeling and the dreamer.
One trick is not co give the mortal in question too
1nuch ti1ne to think about whether or not she wanes to
CDerhodsof accept the token. If the changeling makes a big deal about
enchanrmenr having someone take a cookie or a surprise present out of
no\\1 here, the n1ortal 1nay beco1ne suspicious, especially if
Here - Catch. she doesn't kno\\1 the changeling very well.
- Titania to Ti1n 1-lunter, Books of Magic A token can be left on someone's doorstep with a note
There are t,vo \\1ays that changelings may enchant saying \vho it is for. If the mortal accepts this anonymous
mortals. One is through the gift of a token invested with gift, the enchantment takes hold. It can even be sent
G lamour that allows the morta l to see the world of the through the mail (although that's more likely a good \vay
Kithain for s01ne ti1ne. T he other (considered the quick to lose a token and some Glamour). A token can even be
and dirty way) is to overpower the mortal's Banality with thrown to the recipient with a sirnple "Heads up !" or
so1ne of the changeling's O\vn G la1nour. It works for a "Catch!" as a 1neans of acceptance, including picking the
shorter time than tokens, but usually long enough to suit token up if it is missed or dropped. As long as the mortal
the enchanter's im1nediate purposes. receives the gift and \vi llingly accepts it, the enchantment
takes place. G ifts that are "planted" or forced upon a
ToKens tnortal are not gifts, and violate the spirit of enchanttnent.
Tick, :you can't fight evil with a macaroni duel<.! Generally speaking, the Storyteller should keep in
- Arthur, The Tick rnind that 1nost 1nortals have no reason to suspect that a
Tokens are physical gifts infused \,\>ith Glamour used changeling is trying to enchant thetn, unless they are espe-
to bring about en.chantmenc. T hey might be anything cially superstitious or aware of the existence of the Kithain.

24 The enchant:ed
Most people look upon tokens as simple and charming gifts,
and accept them out of politeness if nothing else. Mortals
who know about changeling culture and custo1ns (sucl1 as
some of the Autun1n People and superstitious country folk)
follow the rule of never accepting any gifts fron1 son1eone
,vho might be fae to protect themselves from falling under
the sway ofenchanttnent. The legend of not accepting food
or gifts in the real1n of the fae has its basis in fact.
A token does not have to be designed for a particular
person, and someone ocher than the intended recipient
who accepts the gift of the token can be encha11ted by it.
For example, Higgins the boggan bakes some of his en-
chanted cupcakes for one of his mortal neighbors and puts
them on a place to cool. Another mortal friend drops by to
visit, and asks if she can have a cupcake. Higgins absently
says yes, and before he kno\vs it, his friend is enchanted.
If it becomes an issue ofho,v long a token lasts before
being accepted, the Storyteller may n1ake a judgment
based on the nature of tl1e token: Perishable tokens (like
food) ,vi LI last until they would naturally spoil, while other
tokens might endure until they are used or broken. A
changeling can even break or eat an unused token in order
to extract the Glamour from it for h is own use. Such tokens
can be considered dross until they are used.

~ORced enchannnenc
A changeling can also briefly enchant a 1nortal by using
Glamour to overcome the morcal's Banality. This requires
only the expe11diture of a point of te1nporary Glamour and
a roll of the changeling's Glamour against a difficulty of the
mortal's Banality. Ifa mortal is carrying or wearing anything
made of cold iron on her person, the difficulty to forcibly
enchant her is increased by one. A single success is enough
to enchant the mortal. Kithain use this method of enchant-
ment when a 1nortal has to be enchanted immediately and
there is no tilne to prepare a token, or ,vhen a mortal must be
enchanted against her will, usually so she can be more easily
affected with cantrips or chimera.
A forced enchantment lasts fora fairly short ti111e, usually
about an hour, although tbe ti1ne can vary fron1 one mortal to
another depending on her Banality and personality. As with
many things Glamourous, the time is rarely consistent. For
1nost purposes the Storyteller ca11 assu1ne the enchantment
lasts for the duration of the scene that it takes place in, and
perhaps longer as the story detnands. One of the reasons
changelings prefer not co use forced encha11tment is the fact
that it provides so little retu1n for their investment of Glam-
our. The mortal's Banaliry quickly reasserts itself, and the
Niists cover her memories of the enchanted experience.
Forced enchant1nent can con1e as quite a shock to a
mortal, especial! y if she is suddenly confronted by hostile
Kithain wielding chi1nerical weapons or chimera like
dragons and griffins. Even under 1nore pleasant circun1-
stances, being pulled suddenly into the world of the fae
can be a shocking experience for a n1ortal, especially one
,vith high Banality. Changelings prefer not to use forced
enchantlnent on mortals they like and trust for fear of
harming the1n with the sudden shock to their senses.

effecrsof
enchannnenr
For all intents and purposes, an enchanted mortal can
interact,vith the world of the faerie just like Kithain. Sin1ply
seeing a changeling's faesee1n ing can be quite an experience
for the newly enchanted. Add in the chimerical natures of
buildings and landscapes, any chi1nera the changeling is
carrying, and a fe,v curious chimerical critters, and it's no
wonder that shock overwhelms many mortals. Depending
on where and when the 1nortal is enchanted, the scene might
appear as a fantasy version of the mundane ~1orld, or an even
more night1narish rendering of the already dark Gothic-
Punk reality. A n1ortal's first experience of being enchanted
will color her future opinions of enchantment and the
Kithain, depending on ho,v much she recalls of the whole
experience when the enchanttnent ends.
Enchai1ted 1nortals can be affected by cai1trips ~1ithout
ai1y need for the caster to overcome their inherent Banality,
which has already been done by theenchant1nent itself. This
can be a benefit in the case ofcan trips like Heather-Balm or
Oakenshield, or it can be quite dangerous if the changeling
intends to ensnare the 1nortal's heart or transfonn her into
s01nething else. Unseelie (and even a fe~, Seelie) change-
lings can use Haunted Heart and Captive Heart to make the
enchanted their slaves, especially if they bring the mortal
inco a freehold where the duration of the enchantment is
suspended. Such people sin1ply disappear and return years
later looking not a day older and with fuddled memories of
,vhat actually happened to the1n.
Enchanted mortals are all but helpless against cantrips,
~,hich makes enchantment so fearsome to hunters and
those who oppose the Kithain. They fear it as much as (or
n1ore than) death, since they know that becoming en-
chanted means falling under the S\vay of their ene1nies.
Some changelings simply toy ,vith an enchanted hunter,
leading him astray and tortnenting him ~,ith pranks before
letting him stumble out into the Mists. Others, particu-
larly the Unseelie, are not so kind to hunters they enchar,t.
They prefer to terrify their enemies with night1nare vi-
sions, sending them screaming into 1nadness, or kill them
outright. Redcaps are especially effective at seeing that the
bodies of such unfortunates are never found.

26 The enchanz::ed
determine when she will feel inspired to create again (see
The eJ:peR1ence of the Changeling ru lebook for more infonnation).

enchanrmenr Of course, regularly enchanting a 1nortal produces


potential problems of its own. C hangeling muses may find
The result of ench;,ntment is unpredictable at best. dreamers they frequently enchant in danger of becoming
It's impossible to tell how any given mortal will react to Dream-struck or slipping into madness from their experi-
experiencing the world of the Kithain for the first time. ences with the fae world.
Some see their dreams brought to vivid life, while o thers
find only horrors or weird hallucinations that ch allenge COadness
their beliefs in mundane reality. Changelings are advised Some mortals are driven mad by the experience of
to "cultivate" carefully before planting their seeds of being enchanted. Their banal minds si1nply cannot deal
Spring, but in the end, even they can never really tell with the Dreaming, and they snap. This is generally judged
what's going to happen. It is enough to make some change- by the amount of Banality the 1nortal possesses; the more
lings at least a little cautious about enchanting their banal the mortal is, the more likely that enchantment is a
friends and loved ones for the first ti1ne. threat to his sanity. Some Unseelie enjoy driving mortals
Enchantment can be a good trip or a bad trip, but it's mad; other fae are more careful about who they enchant
always a trip. Some are inspired by their experience, and since there is always some risk.
some are driven 1nad. Being exposed to the Dreaming is As always, the Storyteller has final say on which mortals
certainly never a dull ride. Only the most banal mortals can are driven mad by the experience of being enchanted. As a
react to being enchanted with disregard, and even they may general rule, such 1nadness is fairly rare, and happens only to
find themselves somewhat shaken by the experience. the n,ost banal mortals. Whenever a mortal is enchanted,
Of those mortals who are aware of the existence of the Storyteller should roll the mortal's Banality against a
changelings, many see enchantment as a threat. The ratio- difficulty of 10. Each success causes the mortal to experience
nalists among the Autumn People consider enchantment to one level ofBedla1n (see Changeling: T he Dreaming). One
be sotne kind of delusion created through hypnosis or some success results in the first threshold of Bedlam, two in the
kind of che1nical. They, like Ebenezer Scrooge, doubt the second, and three successes push the mortal over the third
evidence of their own senses, and attribute enchanted threshold into total madness.
experiences to "a bit of bad beef, a blot of mustard, a crumb Worse yet, the effects of this madness are cu1nulative.
ofcheese, a fragment of an underdone potato," or someth ing A mortal is enchanted once and gains one success on the
else they can understand, rather than adroit that faeries exist. Banality roll, causing him to slide over the first threshold
Changeling hunters who believe all Kithain to be of Bedlam. If he is enchanted again at a later date and
threats to humanity consider enchantinent to be an at- scores two successes on the Banality roll, he is pushed over
tack, a means for changelings to gain control of a helpless tbe edge into 1nadness.
mortal's senses and drag her into their own shadowy realm. The unsettling effects of madness wear off over time
These hunters avoid contact with any poten tial tokens as the mortal's memory becomes obscured by the Mists.
with considerable paranoia, and will either attack or flee Storytellers can use the Mists Chart (see Changeling: T he
from changelings who forcibly enchant them. Dreaming) as a guideline for ho\.v long it takes for one
success from th e Banality roll to fade. A mortal with a fairly
lnsp1Rac1on low Banality will get over the mind-wrenching experience
Many rnortals find the experience of being enchan ted more quickly than someone with a high Banality, who
awakens their imagination and fires it with the power of 1nigh t require years to recover fully from the experience.
Glamour. They feel refreshed, renewed andinspired by the
experience to create new things. The crushing weight of
Banality is lessened on them, for at least a little while. OiffeRenr 1nds of
Enchantment can be used to "jump start" a mortal's
efforts to create and produce a Reverie. It is somewhat
like priming a pump, in whicl, a ch angeling invests a bit
enchanred
of Glamour to enchant the 1nortal in l,ope of a greater T he enchanted come in as many varieties as regular
return of G lamour when the enchantinent h elps inspire people. Changelings choose mortals as companions and
the dreamer. If a dreamer is enchanted, she may make an friends, and almost any person can be enchanted, depend-
appropriate A ttribute + Ability roll (difficulty 6) to ing on their level of Banality. Even people in traditionally

-- Chapt:eR Two: The enchant:ed


banal roles (lawyers, psychiatrists and such) can be en- Of course, keeping enchai1ted mortals in a freehold
chanted if they h.ave enough of an open n1ind. continuously is an invitation for them to become Dream-
The enchanted alsoserve many different roles forchange- struck. Longtirne servants n1ay either be sent a~•ay for a ti1ne
lings. They can beservants, helpers, contacts, lovers, protectors, to recover their wits, or be ejected from the freehold if they
guardians, inspiration or infatuation. S01ne changelings be- can no longer be of use to their patrons. The Unseelie i11
con1e very attached to mortals they have enchanted, while particular are known for such cavalier treatment of their
others may prefer to "enchant 'em and leave 'em." So1ne mortal servants; after all, there are always rnore mortals.
Kithain work, live and play with mortals, while others retreat Fonner tnortal servants have recollections of going co a
fro1n them into their freeholds. Mortals represent the dangers party, or taking a walk in a lonely place, fallingasleepandhaving
of Banality and forgetting, but also the chance to recover a lost a 1narvelous drea1n of the faerie court and all of its doings. When
one and put her in touch with the Dreaming once again. they a\vaken, they discover that days, months, sometimes even
years have passed by in ~1hat seems to have been only a fe,v days
Rer1nues for them. The rest of the ,vorld has gone on while the mortal
seems not to have aged or changed at all since she disappeared.
The n1ost common of the enchanted are the retinues of Hu1nan doctors and therapists are baffled by the appearances
the Kithain. Many Kithain, particularly the nobles, main- and men1ories of these "Rip van Winkle" cases, and the
tain enchanted 1nortal servants for themselves. Since the Dauntain keep a close eye on such 1nysterious reappearances as
Accordance War, n1ost co1nmoner changelings have been a possible sign of changeling activity.
unwilling to blindly serve the nobility, so Kithain nobles
Com1noner changelings have different views on reti-
exiled on Earth make do with human servants to 1nake up
nues. 1'1ost prefer to stuTound then1selves with small circles of
their courts and retinues. Co1n1noner changelings have
friends as opposed to servants. Seelie com1noners 1night
taken to imitating nobles on occasion by having retinues.
enchant a few n1ortal friends or allies fron1 ci1ne to time to
Others simply desire to have the help of a few humans and
enlist their aid or to offer then1 help or insight. They 1nay even
reward the1n with the gift ofenchantment, welcoming the1n
have some enchanted mortals living with the1n in a freehold,
into their homes as friends and family rather than servants.
but this is generally quite rare, since space in freeholds is
Sidhe nobles often have fairly large retinues, s01netilnes limited and is usually taken up by the nobility and their
as many as several dozen enchanted mortals to maintain the retinues. Seelie commoners also tend to be more cautious
great holdings and courts that the nobles demand as befits about the dangers of members of their retinues beco1ning
their stations. Many of these mortals are chosen from those Drea1n-struck, and rare Iy keep chem enchai.1ted for very long.
that the sidhe encounters in her daily life, mortals who are
Unseelie co1nmoners consider mortals nothing more
sympathetic to the Kithain and will be loyal to their sidhe
than toys or nuisances. T hey might enchant a mortal for
liege. Sometimes a sidhe (See lie or Unseelie) is simply taken
a night of fun or tor1nent, but they rarely bother with
\vith a mortal she encounters, and she quickly enchants him
mortal servants. An Unseelie might take ail interest in a
and spellbinds him to serve in her retinue. Such people
particular mortal and decide to enslave her for a time
disappear without a trace, although \Vise sidhe make use of
before du1nping her back on the stTeet, but most can't be
cann·ips co fake the mortal's deatl1 and dissuade investiga-
bothered \Vith 1nortals as anything ocher than prey.
tions by the authorities.
Enchanting such a large group of 1nortals requires a
great deal of Glamour, •.vhich is why 1nost noble retinues muses
live within the bounds of the noble's freehold or that of Changeling muses and their drean1ers have a special
the 11oble's liege lord. In the freehold, the enchanttnent relationship an1ong the enchanted. Changelings are
upon the retinue remains perma11ent and requires no strongly drawn to artistic and creative people as founts of
further G lamour fro1n the noble to maintain it. Unfortu- G lamour, and work \vich the1n to encourage their talents
nately, this means chat the 1nembers of the retinue leave and expression, acting as muses and inspirations. Within
the freehold rarely, if ever, since the enchantment n1ight so1ne rare hu1nans - perhaps one in a hundred - is the
be broken and cause the1n to wander away, their n1e1no- spark of Glamour, the connection to the Drea1ning that
ries of service shrouded by the Mists. Nobles prefer to use allows the1n co truly create something ne\v.
kinain or changeling servants to perforn1 errands outside Enchantment is actually a fairly rare tool for muses,
of che freehold for them, since they are less likely to fall because it requires an expenditure of Glamour in the first
victin1 to the Mists ,vhile they are away. place, and because the experience of being enchanted can
somet i1nes overwhelm a creative 1nind. Most muses prefer

28 The enchanced
to operate behind the scenes and inspire through exainple
and their personal relationship with the Drea1ner rather OJoRratlove
than such con1paratively crude methods as enchantment. Love for a mortal is the 1nost dangerous and tragic of
Of course, there are those cl-1angelings who think tl1at changeling love stories. Unless 1nortal lovers are enchar1ted,
Glamour is made to be used, and that "you have to spend so1ne mey can never know their changeling loves for ,vhat they
to make so1ne." Even these, however, tnust take into account truly are. Their fae nature separates changelings from tlleir
the potential effects mat enchanttnent has on the 1nind and mortal partners; they are part of a world that most mortals
spirit ofa drea1ner. The risk of n1ac1ness is a very real one, even simply cannot understand and cannot long be a part of The
among open-minded mortals such as drea1ners, and a change- conflict this raises in both the Kithain and the mortal is rhe
ling who really cares about a drean1er enchants ,vith great care. subject of many great tragedies among the fae.
The other danger of enchanting a dreamer too often is Some changelings decide to enchant their mortal lov-
the confusion between me source and the creation. Many ers so that they can experience the world of the fae for
dreamers who learn about the nature of Glamour and the themselves, as well as their lovers' true natures. This often
Drea1ning become obsessed witl1 the idea ofcreating Glam- ends in disaster, with the mortal shocked or repulsed at the
our. They value their special ability to create that \vhich is true rnien ofher lover, or driven to madness by the revelation
'Nondrous and new so much that they ultimately focus more of the fae world. No changeling enchants a 1nortal beloved
on the idea of creating Glarr1our tl1an art. Ironically, this \vithout serious consideration of these dangers.
n1eans that whatever they create is drab and commercial, Sometimes a enchanted 1nortal lover gladly accepts the
their idea of what is Glamorous rather than an expression of truth about tl1echangeling beloved. Even then, the relation-
the true Glamour in the human spirit. The Sco1yteller can ship is strained and tested by me deina.nds that are placed on
use this factor as a means of keeping changelings from too both partners. The 1nortal cannot long recall the truth before
often "prin1ing the purnp" of a dreamer mrough enchant- the Mists take over and render the experience little 1nore
ment. Consider a dreamer who falls victim to this syndrome than a drearn. The changeling must to spend n1ore and 1nore
the same as one alienated by a botched inspiration roll. tirne in mortal society to be with her love, away fron1 the
protection of a freehold.
Bringing an enchanted mortal lover into a freehold are also more effective on enchanted kinain) and brought
would seern to be an ideal solution, allowing the enchant, into the bounds ofa freehold to become the servants of their
rnent to continue forever and the lovers to live together new faerie masters. Most of these unfortunates rarely leave
happily, but it rarely works out so neatly. The mortal still the freehold, although they are sometimes used for short
risks the possibility of becoming Dream-struck, a hollow errands outside, since it takes considerable time for the
shell of the person the changeling loved, and few Kithain enchantment to wear off.
can bear to see their lovers suffer such a fate. Mortals also Enchanted kinain have the most potential of all the
find themselves pining for the life and the world they have enchanted to learn about changeling society and the
left behind, torn between their loves and the wish to powers of Glamour. Kinain can even learn Arts and
belong. Many ultimately choose to leave and return to the Realms if they can find a teacher, using their own limited
world \,\,here they belong, forcing the couple to part. Glamour and any they can acquire from Kithain or sources
Some rare couples manage to find a happy balance like dross to perform their own rnagic. There are Kithain
between the mundane and fae worlds, but these are few and ballads and stories of kinain slaves sneaking into the
far between. The Mists often come between such couples, libraries of their Unseelie masters and learning the magic
and the changeling must struggle with a partner who must necessary to escape. Such feats are rare, but kinain skilled
often be distant and apart from the world of the fae. in the use of Glamour do exist, and changelings respect
Most rare of all are the stories of changelings who feel their power and ability.
a love so great for their human partners that they willing! y
give up their fae natures in order to live together with them enchanr1ng Beasrs
in the mundane world. The changeling willingly passes his
Humans are not the only mortal creatures that can be
fae mien on through the Dreaming to another and be-
enchanted through the power of Glamour. Ordinary ani-
comes mortal forever after. These sacrifices make up some
mals can also be invested witl1 some of a changeling's own
of the greatest love ballads and stories of the Kithain, and
Glamour; many of the faerie beasts of legend, like the cu
a fae spirit marked by such a great and noble sacrifice is said
sith (faerie hounds) or the faerie cows of the Dun Hills,
to be forever changed by it in its later lives.
were in truth enchanted animals.

enchanr1ng k1na1n To enchant an animal, the changeling must have that


animal's trust in some degree. The most common token
With their Faerie Blood, kinain can be more easily used to enchant animals is food, since even suspicious
enchanted than mortals for longer periods of time, even beasts will usually accept a gift of food if it is presented
against their wills. This presents certain advantages for properly. Other tokens include enchanted collars and
both changeli11gs and the kinain such that kinain are very even animal clothing like doggie sweaters that have been
commonly enchanted. invested with Glamour.
Much of the time, these enchanted kinain are valued A beast that is enchanted gains all of the benefits of
servants, retainers and even charnpions of a Kithain house- a mortal human being enchanted; they can see and inter-
hold or motley. Those with some faerie heritage acclimate act with a changeling's fae mien as well as any chimera,
more easily to the fae realm, and are usually less shocked by and they are more easily affected by cantrips. Childlings
the experience than other mortals. Their ability to remain often enchant their family pets as companions or helpers,
enchanted for longer periods of time outside of a freehold and can even speak with them through the use of the
rnakes kinain the preferred mortal agents to operate outside Primal Art. Such creatures are very loyal friends, and many
the ~ounds of a faerie holding for any length of time. This a family dog has protected his young n1aster from a hostile
gives the kinain 1nore mobility and freedom than other chimera while under faerie enchantment.
mortal servants, who either remain in a freehold until they Animals minds are not affected by enchantment like
beco1ne Drearn-struck or else are simply enchanted for a few human minds are. Beasts live in a nonrational world, so
days and then enveloped by the Mists once again. the experience is not as frightening or disorienting for
There are some kinain who are not so fortunate to them. Beasts have no risk of 1nadness from being en-
become valued companions or retainers. The kinain's sus- chanted, and there are legends that suggest that a beast
ceptibility to being enchanted is often used by unscrupulous enchanted often enough can even develop a fae nature of
changelings to acquire useful slaves and servants without the its own, becoming a kind of animal changeling, a true
need for tricking a mortal into accepting a token for en, faerie beast with considerable intelligence and wisdom.
chantment purposes. These kinain are forcibly enchanted by Such beasts become boon companions and advisors of the
changelings, spellbound through the use of cantrips (which Kithain who "awakened" then1.

30 The enchanz:ed
contact usually involves the exchange ofsecrets and gossip
enchanr1ng about the mortal world, since the Kithain have no i11terest
in the intricate maneuverings of the Jyhad.
SupeRnaruRals Changeling blood has an interesting affect on vampires
Generally speaking, the Kithain avoid contact ,vith who drink it. Because Kithain blood carries some of the
the other supernatural inhabitants of the World of Dark, Gla1nour,drinking the blood acts as a kind of token to enchant
ness. Many of these supe1naturals can see or se11se a the va1npire who drinks. Each Blood Point drained enchants
changeling's true nature, and some even prey on change- tl1e va1npire for one hour, with all the benefits therein.
lings and their freeholds. Many Kithain believe they are This experience can come as quite a shock to the
unable to confront other supernaturals directly, although unprepared vampire, and vampires risk madness much like
an angry troll protecting his charge is nothing to scoff at. enchanted mortals. The vampire must 1nake a Courage
Most prefer co use the powers of G !amour and the Mists to roll against a difficulty of 3 + the number of Blood Points
conceal their presences from others and operate from taken. Failure indicates that the vampire enters the sec,
behind the scenes, avoiding direct contact and confronta- ond threshold of Bedlam. A botch indicates chat the
tion. Enchantment is used with care, since revealing vaxnpire enters the third threshold of Bedla1n and gains a
Kithain existence to the other supernaturals takes a ter- Derangement to boot.
rible risk, even after the Mists (,vhich affect the other
The one exception to the li1nited interaction be-
supernatural denizens just like 1nortals) 1nove in.
tween the va1npires and the Kithain are the Malkavians.
The Malkavians are all insane by nature, making them
Vamp1Res very close to the source of Gla1nour and the Dreaming.
Changelings prefer to avoid the Children of Lilith With their madness comes insight into the nature of tl1e
,vhen they can, using their cantrips and the Mists to fae and their world, and Malkavians the1nselves can prove
conceal themselves right under the bloodsuckers' very to be a source of Glamour.
noses sometimes. Soxne sluagh and members of the Unseelie Some changeli11gs, particularly the Unseelie, patron-
Court are said to traffic ~ i th vamp ires such as the Nosferatu
1
izecertainMalkavians as muses, encouraging tl1e vampires
frotn time to time, but always on the fae folk's terms. Such to spread their madness through more and rnore creative


~
pranks. A changeling muse can inspire a Malkavian to
such heights that a Reverie can be achieved and the
changelingcangatherGlamourfrom the prank. Malkavians
are also immune to the Bedlam-inducing properties of
changeling blood. In many \vays, Malkavians exist in a
pennanent state of Bedlam, so the 1nadness of the Dream,
ing does not disturb th.e1n.
Intentional enchanttnent of vampires is rare a1nong
changelings. Even Malkavians are not often enchanted
because the Kithain prefer to conceal their existences and
true abilities. Muses \vork behind the scenes with their
Malkavian proteges, and protect themselves with the veil
of the vampires' madness; anything that the Malkavians
tell others about their "faerie friends" will likely be consid-
ered a creative delusion at best.

WeRea10 Ives
Of all of the other supernaturals, the Kithain have the
most contact with their Prodigal cousins, the Garou. Most of
the Changing Folk are too occupied with tl,eir own battles
to concern themselves with the affairs of the fae, and n,ost
changelings prefer co avoid beingdrawn into the werewolves'
endless ~rar, but there still exist ancient ties bet\veen the t~'O
peoples that can be called upon in time of need. The Fianna
tribe in particular honors their ancient bonds of uust with
the fae, and 1nany of their Gifts concern interacting with
them (see Werewolf: The Apocalypse for more details).
In general, Gifts that affect spirits also affect chi-
mera, provided that the Garou is able to see or sense the
chimera, either with a Gift or cl-trough being enchanted.
This makes Garou warriors and shamans quite effective
against chi1nerical foes.
Garou are also easier co enchant than 1nortals, tnuch
like kinain are. Changel ings can enchant any Garou they
can see with a simple expenditure of G lamour, and the
enchantmen t lasts for twice as long (two days per point of
te1nporary Glamour used). Their Prodigal fae natures and
experiences with the spirit world make Garou im1nune to
the dangers of Bedlam or becoming Dream-struck. Even
Garou unfamiliar with the fae are used to the idea of
visions and spirits, so these come as no shock to the1n.
Although some Kithait, look down on tl1e Prodigals,
there can be no doubt of the Garou's reputation as fierce and
honorable warriors, and Garou allies are often welco1ne in
freeholds. The Fianna in particular often ki1ow the local
changelings and their freeholds, and may sometimes call upon
tl1em for aid. In cl1e same ,vay the changeling liege of the area
may request members of the Fianna to aid the Kithain as
needed. Neither side calls upon such favors lightly, but the
bonds of honor and mutual protection are regularly rene,ved
in the courts of the Kithain and the caerns of the Garou.

32 The enchanr-ed
CDages can even bind wraiths co do their bidding, but such things are
considered only rumor (particularly by the amused sluagh).
Although Tradition n1ages fight against Banality in
their own way, the Kithain prefer to avoid all mysticks as
much as possible. Mages are usually po~1er-hungry, and Slaves
their conflicts are far more complex than any changeling A number of fae are known for tnaking mortals (both
~,ants to beco1ne involved in. kinain and ordinary humans) into enchanted slaves. Unseelie
The Technocracy especially is the very essence of are the worst purveyors of this, although a few Seelie have
Banality, and 1nost technomancers are so banal that change- indulged in the p.ractice as well. The victi1ns are taken into
lings avoid them at all costs. This is ,vise, considering that the freeholds until they become completely Dream-stn1ck,
the Technocracy is interested in acquiring more infonna- ~,hereupon they are dumped back into the world to be
tion about the fae, most likely by allowing the Progenitors robbed of their memories by tl1e Mists. The entire effect is
to dissect a few of them for study. one of years passing il1 a single, terrible night.
Mages can be enchanted in the same way as mortals, Unfortunately, a few of these people t1y to discover the
but the power of their rnagick allows them to attempt to truth of what happened to them. The truth does hurt,
resist with a successful Willpower roll (difficulty 7). The though, and this leads some to beco1ning hunters. This in
mage must gain one success for each point of Glamour tum has led some Unsee lie to advocate killing inortal slaves
spent to enchant her. ,vhen they are "used up" and too Drea1n-struck to be useful,
Mages can use the Spirit and Prirnespheres to interact so that tl1ey cannot run1 against their foriner masters.
with things of Gla1nour and chimera. Most mages consider Although slaving is not specifically spoken of in the
chimera just a11other kind of spirit and sources ofGlamour Escheat, n1any changelings feel that it is a violation of the
a n1eans of gaining Quintessence. Freeholds are carefully mortal Right to Drea1n, since being spellbound in a free-
hidden from mages for fear ofQuintessence raids, and even hold limits a 111ortal's vistas considerably. Others argue
a well-trusted 1nage is not shown the location ofa freehold that it puts mortals 1nore in touch with their own inner
lightly. Doing so is considered a serious violation of the Dreaming, but since this produces no Glamour, it is a
Right of Safe Haven and the protection of the freehold. somewhat hollov,r argument. Generally, open slavery is
For the n1ost part, changelings avoid enchanting not tolerated in the sidhe courts (especially the Seelie),
mages; such people are sin1ply too powerful, too inquisitive but it is difficult to tell at ti1nes if a mortal retainer is in a
and too dangerous. So1ne fe\.v changelings seek to become noble'sservice by her own free will or due to enchantment.
1nuses to certain mages in hopes that their insights into the Some changeling 1notleys have taken it upon the1nselves
nature of reality can bring about a steady flow of G la1nour, to liberate 1nortal slaves from the control of their masters. As
but such changelings play a dangerous ga1ne of having long as the changelings protect the Drean1ing and see that the
their own secrets pried from them by the mysticks. liberated mortals do not twn against the Kithain, this practice
is politely overlooked by the nobility, since the slavers do not
The Res-cless Ckad wish to expose the1nselves, and the other lords and ladies
Mose changelings have nothing to do \Vith wraiths. silently approve of the liberators' activities.
The Restless Dead are not of the mortal world and not
subject to the powers of enchantn1ent or Glamour. By the
same token, wraiths usually have very little to do with the
The Cnchan-ced 1n
Kithain. There are a few exceptions involving changeling/
wraith cooperation, however.
Son1e 1ne1nbers of the Unseelie are said to have dealings
rReeholds
with ghosts and spirits; these wraiths are often w1fortunates Life in a freehold can allo~1 an enchanted mortal to
dra1vn into the web of the Unseelie or, more commonly, remain that way effectively forever, although most rnortals
Spectres. The slaugh have the ability to see and speak with rarely last so long in the fae world. Mortals brought to dwell in
any \vraiths in their in1mediate area by spending a point of a freehold \vith their changeling patron are especiallyfavored,
temporary G !amour. Wraiths and sluagh have a great deal to for they do not age while within the confines of the freehold.
talk about, usually exchanging information for assistance, Some mortals have lived in freeholds for a very long
such as numing certain errands best acco1nplished by living tirne, and would hardly recognize the outside world. Otl1ers
hands, or having the wraith spy in the places where not even are eventually returned to the world many years later with
a sluagh can squinn. It is said that some very po~1e1ful sluagh li ttleor no rnemory ofwhat happened to them courtesy of the
Mists, a mystery that baffles 1nany health professionals
treating these former enchai1ted and fuels the fire for faerie-
1 hunters who believe that the kith prey on humankind.

Because space in many freeho lds is limited, mortal


residents of a freehold are 11ot too common. Usually they
are the servants and retinues of the itnportantsidhe nobles
of the freehold along \vith a handful of well-liked mortal
advisors, allies or champions.
Fortunately enchanted hu1nansdo not draw any Glam-
our from the wellspring of the freehold, so they represent
a tninimal drain on the freehold's resources. This allows
more mortals co d\vell in the freel1old than \\1ould ever be
allowed for Kithain. The larger and more important the
freehold, the larger the pool of enchanted servants and
helpers in residence. The sidhe insist on tnaintaining a
certain standard of living for themselves if at all possible.
An encl1a11ted 1norral \vho has dwelled in a freehold for
any length of tin1e learns a fair amount about Kithain society,
the custotns of court and even some of the intricacies of court
politics and gossip. According to the sluagh, there is no better
source of cotut gossip than the wagging tongues of the cowt's
human servants (unless they have beenspellbound not to speak
of ,vhat they hear, but there are always ways around chat).
Mose humans Iiving in a freehold are happy ,vith their
lot. Many were rescued from unpleasant or banal lives in
their own \\'orld, and brought into the world of the fae by
their changeling patrons. Son1e still long for the world
they left behind, but tnost consider the1nselves better off
than theirfellov,r hun1ans by being closer to the Dreatning.
Other enchanted find themselves in a freehold at the
• whim of a changeling master who has spellbound chem to
serve as slaves. These folk (when allowed to have a
thought of their own) are unhappy with their captivity
and desire escape or revenge against their tnasters. The
Unseelie are very careful to keep control of their mortal
slaves to prevent them fro1n rising up against them.
Officially, the royal courts of Concordia do not allow
,4..,, enslave1nent of mortals by edict of High King David. How-
'
r
'
• 1 ever, the practice continues in the shadows, and is overlooked
by the sidhe nobles of both Courts so long as it remains
I
1 discreet and does not threaten the safety of the freehold.
~

..~
~
Becom1ng~eam-srnuck
Row, row, row your boat,
Gently down the stream,
Merrily, merrily, merrily,
Life is but a dream .
- traditional children's song
The main reason a mortal leaves a freehold (other
than her changeling patron becoming bored with her) is
whenshe becomes Drea1n-struck. The nature of the Dream-
0
34 The enchan-ced
ing can eventually overwhelm mortal or kinain minds daydreams appearing in a waking state out of the corner of
when they are exposed to it for too long. her eye or in mirrors and other reflective surfaces.
Like Bedla1n, rhe victim passes three thresholds of The mortal slo~,ly loses the ability to distinguish
becoming Drean1-scruck, slowly losing herself in the wann between dreaming and waking states, and believes that
embrace of the Dreaming. Eventually, the victim lapses she is dreaming even while she is awake. Things around
into a state like a waking dream, v;1 here she does nothing her seem co take on an increasingly unreal quality, and the
but sit and stare dreamily off into space with a silly s1nile 1nortal begins to display a certain reckless courage regard-
on her face. The a1nount of ti1ne this takes to happen is ing danger because none of it is quite real co her.
generally based on the mortal's Banality. Which mortals S01ne mortals make it as far as this threshold without
v;,i[l become Dream-struck is difficult to determine. Some their condition being noticed, especially if their change,
mortals live in freeholds for years without problems, while ling patron cares little about their welfare. Some such
others become Dream-struck quite rapidly. mortals are injured or killed because tl1ey take risks they
Just as with Bedlam, the Storyteller has complete shouldn't; their normal fears and good sense no longer
control over the process of a 1norcal becoming Dream- holds their other i1npulses in check.
struck (even n1ore so if the tnortals are not player
characters) . It can be used as a means co balance the power Th1Rd ThReshold
of enchanting and to make a changeling pay close atten- At this point, the mortal becomes completely Drea1n-
tion to the status of his mortal retinue. stn1ck. She falls into a waking dream created from her own
As a general guideline, the Storyteller should make inner Drea1ning, and fron1 there into a catatonic state where
a Banality roll for the mortal for each month he is kept she does nothing butsit and scare happily off into space. She
enchanted (difficulty 8). This includes tin1e spent in a may interact with people in the waking world, but even
freehold. A failure indicates that the mortal enters the under the best of circumstances she is sluggish and nearly
first stage of being Dream-struck, while a botch indicates incoherent, viewing everything as part of her dream.
chat he immediately falls into the third stage and becomes Mortals in the final stage of being Drean1-struck have
completely Drea1n-struck. been kno~'ll to spawn chin1era from the depths of their
This 1neans that, generally speaking, more banal personal Dreaming. Oftentimes, these chimera defend the
individuals are less vulnerable to being swept up and lost mortal, allowing her to continue dreaming. So1ne carry out
in their inner Dreaming. Exposure co a great deal of the mortal's subconscious needs or desires, and may even
Glamour or 1nany chimera might require more frequent appear as distorted versions of people and things from the
Banality checks; a mortal who is "insulated" from some of mortal's waking life. Most of these chimera disappear once
the more fantastic elements of life in the freehold may not the 1nortal has been awakened from being Drea1n-struck, but
need Banality rolls so frequently . son1e have been known to pei-sist for son1e titne afterward,
and a few rare chimera have even been pennanent.
~1Rsc ThReshold
The first signs ofa human beco1ning Drean1-stn1ck are A.1d1ng rheCReam-scRUCK
an increasing amount of daydreatning and a distracted air.
Once a mortal has been Dream-struck, the only cure
She may become enraptured ,vatching a sunrise or study-
is to remove her frotn the influence of Glamour and give
ing the dew on the petals of a single rose, unaware of
her a chance to snap out of her dream state.
anything going on around her. The hutnan is given to
increasing flights of fantasy and a fascination with all The usual treat1nent is to return the mortal to her
things of Glamour. normal life and allow the Mists co fog her memories of the
While chis is not unusual a1nong enchanted 1nortals Dreaming, bri11ging her out of her drea1n state in the normal
in a freehold, it can begin to interfere with the human's time given on the Mists chart. In tiine, she might be
ability co function. The mortal quickly snaps out of this enchanted again, but this can so1neti1nes lead to the point
dream state with a couch or a word to get her attention. where the mortal becomes so Drea1n-struck that she lapses
in.to a permanent coma and cannot be roused even once she
Second ThReshold has left the Dreaming. The 1nore titnes a mortal has been
Dream-struck, the 1nore prone to this fate she becomes.
The second level pushes the 1nortal even deeper into
The other cure for a Dream-struck mortal is more
the world of her own dreams. She sleeps a great deal and
severe; a changeling Ravages the 1norcal, ripping the Glam-
is difficult to awaken. She may notice ele1nents of her own
our from her in hopes that the sudden shock will snap her out

I
of her Drean1ing, like a splash of cold water in the face.
Unseelie often treat their enchanted slaves in this tnanner to
acquire some quick Gla1nour in the process of''helping" the
hapless mortals, but even they are cautious about the method
because of the risks of acquiring more Banality from it.
lf the Dream-struck mortal is successfully Ravaged,
she im1nediately snaps out of her dreaming state, but must
make a Banality roll against a difficulty of 9. Each success
results in the mortal suffering from one level of Bedlam,
and three or more successes drives the mortal over the edge
into permanent madness. If no successes are rolled, the
1nortal is returned to the state she was in before beco1ning
Dream-struck. A botch on the Banality roll 1neans that the
1nortal is also no longer enchanted, and must be re-
enchanted (risking additional madness).
Although this 1netl1od is cruel and dangerous, rhe
Unsee lie find it 1nore convenient than losing a usefulservant
to the mundane \vorld. Many Unseelie believe if they're
going to lose then1 anyway, one might as well get something
out of their \vorthless hides. Waste not, want not.

Cp1phany
One of the important elen1ents of relations bet\veen
change lings and mortals is the creation and collect ion of
G lan1our. T his section looks at the different methods of
gathering Glamour and their effects on 1nortals, particu-
larly the enchanted. Inforrnation on Epiphanies is given
j in Changeling: The Dreaming.

I Ravag1ng
~•
'
By far the simplest means of acquiring Glamour,
Ravaging is also perhaps the n1ost dangerous, because it
forces the changeling to rely on h is own Banality to rip tl1e
Glamour from a mortal drea1ner. Overuse of Ravaging ca11
not only deplete and destroy dreamers, extinguishing the
spark of originality within them, it can also cause the
changeling to fall into a spiral of increasing Banality and
reliance on Ravaging to maintain his fae existence. S01ne
changelings become like parasites that survive by destroy-
ing the drea1ns of 1nortals because of chis.
Ravaging is technically forbidden by the Escheat be-
cause it robs mortals of their ability to dream, 1ovhich is
considered a basic right for alI. It also threatens the long-term
survival of the Dreaming, ,vhich is bon1 from the collective
creativity ofhun1anicy. The 1nore this "pool" is Ravaged and
fouled, the s1,vifter and colder will be the coming W inter.
Like many ecologically concerned, the doomsayers \Vho
clailn that Ravaging will be the death of theKithain and the
Dreaming are largely ignored by the Unseelie and those
others who prefer the convenience of Ravaging.
In order co Ravage a mortal, the changeling must first
establish some kind of relationship with hitn, usually
through roleplaying (or use of the appropriate Social
traits, if the Storyteller allovvs) . The relationship need not
be a complex one; a few tninutes of flirting and conversa-
tion can be enough. T he Storyteller has final say on what
relationsl'tips are sufficient for any kind of epiphany. Once
this relationship has been established, the changeling can
Ravage the mortal at will with a simple touch.
Ravaging leaves the mortal drained and feeling tired,
listless and apathetic. All of che passion and verve is taken
from his 1nanner. There are no usually no physical effects
associated with Ravaging, although some sensitive mor-
tals and kinain have been k11own to display physical
changes following an ext re1ne Ravaging or series of
Ravagings, mosc often as an appearance of greater age,
with wrinkles and gray hair appearing.
Once a human or kinain has been Ravaged, she is
unable to do anything creative or passionate for a nun1ber of
days equal to the Glamour points gained by the Ravager. Sl1e
begins to recover after thac period until an equal number of
days has passed, at which point she is fully recovered. If
Ravaged again before she is fully recovered, the 1nortal must
spend even 1nore ti1ne recovering from the Ravaging. A
1nortal ,vho racks up 10 or 1nore days of"recovery tin1e" may
(at the Storyteller's discretion) be permanently drained of
the ability to produce Glamour and unable to recover. She
is no longer a dreamer, and cannot be R.avaged again. This
has led to the end of the careers of many artists and other
creative souls who have been devoured by Kithain raven-
ously searching for more Glamour to sustain themselves.
There are certain differences in a changeling attempt-
ing to Ravage someone who has been enchanted. A
changeling is auto1nacically considered to have a relation-
ship with anyone he has personally enchanted (with a token
or forcibly), and need noc further develop this if he likes.
Ravaging a 1nortal ,vho is enchanted rips away the
enchantment from her if the Ravaging is successful. The
Glamour gained by the Ravager comes fro1n any points
."
used to enchant the 1nortal that have not expired before ~
~-
the 1nortal loses her own, providing a kind of buffer for the : \ ., ~
dreamer. The Mists immediately close in on the Ravaged
drean1er once che enchantment is torn away. »
So, if a changeling attempts to Ravage a mortal who has
been enchanted vvith three points ofGlamour, the Ravaging
-
roll is tnade normally. The first three points of Glan1our
_gained come fro1n the enchantment itself, with the rest
~
coming from the dreamer. If the changeling fails to con1-
¾
pletely drain the enchanttnent, it remains in effect but its
I J
duration is reduced accordingly. So if the changeling had
, drained two of the three points from the enchantment, it
I would last for only one more day.

I RapcuRe
The most difficult, but satisfying, source of G lamour
is the Rapture, a union of a changeling's mortal and faerie
natures to create scnnething new from her own inner
Dreaming. Rapture is a personal journey for the cl1ange-
ling, and does not involve mortals as anything other than
a source of inspiration to spur the Kithain onward.
Oftentimes the love of a mortal ca11 be the catalyst for a
changeling to reach conciliation \vith his O\Vn mortal side
and inspire the creativity needed to achieve Rapture.

Wak1ng fRom rhe


OReam
Most people are only enchanted for a short ti1ne
before the Gla1nour wears off and Banality exerts its hold
over the1n once again. The l'v! ists cause most such 1nortals
to forget the details of their experience and recall their
enchantment as a dream.
Children's Banality is low enough to completely recall
their it1teractions with the fae. Ma11y children with change-
ling friends continue to have adventures that their parents
believe are only stories or gaines. Some even have chi1nerical
"imaginary friends" that no adults can see or interact with:As
children gtO\V older, they believe less in such things and their
Banality increases, causing childhood memories of a world of
magic and fantasy to become blurred until even they believe
that \Vhat they recall is nothing more than make-believe.
Very open-minded adults (those with a Banality of 5 or
6) retain vague memories of their enchantments, but are
uncertain if the experience \Vas real. They will find no
support for any of their memories among 1nost other people
they encounter, causit1g most such mortal.s to keep silent
about their experiences to avoid ridicule or persecution.
The kinain have a special connection to the Dreaming
and the world of the fae tluough their Faerie Blood. Kinain
should subtract their level of Faerie Blood Background from
their Banality for the purposes of detern1ining the effects of
the Mists. Kinain recall 1nore of their experiences with the
fae, which makes them valuable friends and allies.
The more Banality a mortal possesses, the less
she recalls about the experience of being enchanted. The
most banal people recall nothing of their experiences with
the fae, leaving great gaps in their memory or vague dreams
at best. So1ne 1nortals may seek some kind of therapy or

38 The enchan-ccd
treatment for these dreams, and usually find chen1 pushed little else (although s01ne elements don't give such edicts
aside ai1d forgotten altogether eventually. even that much).
This can cause co1nplications if a mortal knows a
changeling irt both her fae and 1nortal see1nings. A hu1nan
friend of a changeling can have seen her fae mien, but recall
Boggan
Seelie: All folk have son1e good in then1, if you're
nothing of the experience. It will n1ost likely be chalked up
\Villing to look for it. Most of the ti1ne all people need is a
as son1e weird drea1n that his friend was actually a faerie. He
chance to open memselves up to tl1ings, and all it takes is a
1nay even 1nention it to his changeling friend in passing
kind word or a thoughtful gift, just little things. Some folk
(unaware, of course, of the truth of his words).
have 1nore trouble than that. They need rr1ore of a boost to
This saddens some changelings who have enjoyed the
see that there is still Glamour in the \vorldforthem. They are
company of an enchanted mortal to know that she cannot
the ones \vho need the gift of enchant1nent the most.
recall tl1e wonder of the fae realm. It also means that
Enohanttnent is the greatestgift that \Ve have to offer mortals
revealing the truth of the Dreaming to a n1ortal is usually
because it gives them part of us and opens their eyes to see.
a ten1porary 1natcer unless that mortal is brought into a
Our kinfolk are a source of strengm, someming to be
freehold, where she"can retnain enchanted.
valued like a good, solid home. They 1night not be as in touch
If the n1ortal is enchanted again, she recalls all of her
with Glamour as we are, but tl1ey need our help all the more
previous experiences wich tl1e fae, the tnemories bursting back
because of it. There is no crueler fate than to have me potential
into her consciousness. Adults may find themselves recalling to touch the Dreaming and not have that potential set free
encounters witl1 changelings and chi1nera from their child-
because of the selfishness and shortsightedness of otl1ers.
hoods that they had long forgotten. More banal people find me
Unseelie: Mortals aren't ready to deal with reality.
m.emories somewhat hazy, but are able to recall \vhat occurred
They're just nor equipped for it. So n1any of the1n go mad
to the1n the last time they were enchanted. Some changelings
when they see things as they really are that it's not worth
use cantrips to pennanendy erase or alter the memories of
the effort, and the kinain are closer to being 1nortal than
enchanted mortals to ensure tl1ey will not recall them (or not
fae. Some of them might think they're ready, but chey
recall thern correctly) the next ti1ne tl1ey are enchanted.
don't kno\v \vhat awaits them. Better the Glamour be
A mortal who has been encha11ted 1nore than once may reserved for the folk v;ho really need it, to keep our
gain a slight decrease in Banality, allowing her to be more
hearthfires \vann during the cold days ahead. Enchant the
easily enchanted in the future and to recall n1ore about her
mortals that you must and leave the rest be.
fae experiences. Ho\vever, Banality is also the shield that
protects 1nortals from beco1ning Dream-struck, and they run
the risk of becoming trapped in th.eir inner Drearning if they eshu
are enchanted too often, \Vhich then li1nits their ability to be Seelie: I have traveled far and wide, and 1net 1nany of
enchanted in the future until tl1ey can no longer tolerate the our kinfolk. They range in all of the colors and shades of
touch of the Dreaming. For this reason, changelings take the rainbow, some good, some bad, others indifferent.
care not to enchant mortal friends too often. They all have stories of their own. Sometimes, if the tale
is a good one, I weave a bit of Gla1nour into my story and
V1ewson offer the kinain the gift of enchantment, for a while at
least.
To show a mortal che endless vistas of our world in all
enchannnenr their wonder is perhaps the greatest gift of freedom that
can be given. With a simple token from 1ny travels, I can
Enchantment is something ofan issue for 1nany Kithain. open the eyes of a mortal to all of the many 1narvels there
It is an ability chat can and has been abused in the past, and are to be seen. Some 1nortal folk are not ready to live out
can be dangerous co both changelings and the mortals d1ey in the light, though; they are blinded by its radiance and
enchant. Sotne look on mortals as puppets and playthings, must take shelter in the shadows of the Mists. Little by
\vhile others feel that enchantment is intended to share the Little, they can be shown the trutl1, even if it is only for a
\vonder and truth of the Dreaming with as many people as brief and shining moment.
possible. Uses and abuses of enchantment and the en-
Unseelie: The game of encha11trnent is one so old that
chanted are supposed to be controlled by the nobles, but
it ahnost lacks sport anymore. Humans are so easy to trick
there is no real way to effectively police d1e ability. Many
into stepping into our world, \vhere we hold all of me cards.
changelings give the nobles' proclamations lip service and
Once they take that step across the threshold, they are ours
to do \vith as we please. A sin1ple 1natter to befuddle r.he1n or that we love best, the child in everyone. And it can be
spellbind them or convince tl1e1nof anythingyou \Vant. And even better, like most things in life, if it cornes as a surprise.
best of all, once all is said and done, they recall little of what Lots of mortals really \Vanrto be like us, and they have
has happened to thetn. All in all, I prefer to make 1ny marks more fun with Gla1nour than a kid with a new toy. It's
the old-fashioned way, but for anyone looking for some sport something that a lot of other fae have lost tl1at we've
or a quick score, there's nothing like it. always had. Of course, there are some 1nortals that are real
Kinfolk are nothing more than another tie to hold sticks-in-the-mud who wouldn't know Glan1our if it ca1ne
people down. We don't bother \Vith such things, although up and shook their l1ands. You ask me, they're even more
l have encountered many kinain in my travels. Their ties in need of a lesson inhov,1 to lighten up and have some fun!
to us tnean that they sometimes have a better sense of our Play a few pranks on them, and teach them a sense of
true nature, but most of the ti1ne it means that they are hu1nor. If you find a mortal that has one, make friends with
easier to trick with a simple spell or story. They hunger for hi111, and get him to help you play a prank on the next one.
any touch ofGlamour, and n1ost of them are willing to deal Unseelie: I almost don't know \vhy we even bother
with anyone who tl1ey think can provide it. investing Glamour in hu1nans. Most of the1n wouldn't know
a wonder if it came up an.cl bit tl1en1. I know, I've done it many
NockeR a tin1e, and most hu1nans didn't get the significance of it.
Any\'lays, enchanting 1110st of these poorslobs just freaks them
Seelie: 1-Iumans! Who can understand 'em?They're a out. Sometimes a good freak-out can be just what the pooka
!@#$% mystery to 1ne. I've got no use for 'em one way or ordered, but other times it just makes a bad situation \vorse.
another. 'Bout the only thing that humans're good for is Don't waste the Glamour if you don't have to, although
the fact that they appreciate good craftsmanship when someti.Ines it's worth it just to get the1n to stop whining.
they see it - 1nost of 'e1n anyway. That, and they can
Most kinain need a real kick in the pants to sh0\1/
usually take a good insult, nor like those noble tight-asses.
them \'!hat they've got and to get them to stop wasting it.
A few of 'em can be ~1orth gettin' involved with, but be
Some of thetn can't handle the truth, and that's just too
careful, 'cuz you never kno~1 what humans are going to do.
da1nn bad. The rest of them will thank you in the long run
They can be all fine and dandy one 1ninute, but totally go
for yanking them out of their mundane rat-traps and
off their heads if you don't watch out.
shO\'ling them a little of what's really out there, that the
The kinain can be pretty !@#$%* clever when it suits world's wild and wonderful and not safe at all. We show
rhe1n. Not half so clever as us, of course, but they come up our kin \vhat's really going on and give thern a chance
\Vith some interesting ideas. Most of 'em have no eye for instead of letting them sleep their lives a\vay.
quality and wouldn't know a good idea if it bit 'e1n on the
ass, but for every hundred of those losers there's one \vho's
worth bothering to take the tirne· to listen to. The rest of Redcap
them just need to be taught to stay out of the&@$! ing way. Seelie: I don't bother rnortals and they don't bother
Unseelie: Most 1nortals wouldn't know ho"v to find me, that's the \'lay I sees it. I don't have time to scre,v
their own asses with both hands in broad daylight, and half- around enchanting saps except when chey're being too
bloods are an even worse waste of space than the @#!$ing boneheaded to deal with any other way. I treat 'ern as the
goars.Andenchantingthemdoe5n'tmakethe1nanysmarter, Escheat says, and that's that.
either. About the only thing they're good for is lifting and Unseelie: Fresh meat! If you're looking for a good
1noving heavy things around the shop fro1n tin1e to ti1ne, and ga1ne, it's \Vorth joining up with one of the sidhe's Wild
even then you gotta watch them every 1ninute to n1ake sure Hunts. There's nothing like chasing some 1nortal loser
they don't!@#$% things up. I've got better th ings to do with through the woods or the streets and listen to him try in' co
my time and effort than 1nollycoddle sorne !@#$ing mortal tell himself that it's all not real. There's some good sport
who wants to play faerie for a while. \'lith a human \vho walks through our turf alone late at
night, too. Once you've got 'em on the other side, they're
pooka yours. Let the good times roll.
The kinain make a real 1neaty meal. They can be a
Seelie: Enchanting mortals is some of the best fun of
feast, or you can pick at 'em for weeks for snacks. They ain't
all! I mean, there's nothing like seeing the light of G lam-
got the same protection as mortals do against being pulled
our in a person's eyes \vhen she looks at the ~ orld like she's
1

into our world. Don't have to bother with all of that crap
seeing it for the first titne. It captures the essence of mortals
aboutgettin' 'em to take somethin' from you - j ust throw

40 The enchanced
in son1e Glamour, season with a fe,v nighcrnares, and you
got yerself a meal. 'Course, there's son1e says that kinain
are almost too easy, that a steady diet ofeasy food can make
ya lazy and rot your instincts, but they sure is good when
you're lookin' for something quick and easy!

SeeUe: You can have son1e pretty fun parties with n1ortal
friends, but for a real party, try enchanting them someti1ne and
letting thern loosen some of th.ose mundane inhibitions! The
Gift of Pan brings us closer to the Dreaming and holds the
power of Banality back for a 11ight at least, giving 1nortals a
taste of what they're missing. The gift of enchant1nent is one
of the finest that you can give to your beloved, so that you can
show them the fabulous ,vonders of the world and sing to tl1em
of a beauty undying, like the beauty you see in tl1em.
Kinain ca11 be some of the best co1npanionship you
can find someti1nes. They're often quite eager to experi-
ence things, and they have a... mortal quality that is
cornpelling in its way. Unfortunately, like other mortals,
they're only good for a t\virl and 11ot the dance, since it can
be tiresome to keep them enchanted and away from their
drab, mundane existences. Good people to party and enjoy
ti1ne with, especially ,vhen there's a shortage offae around.
Unseelie: Al1, enchannnent is our finest art! It is the
flute that we use to pipe the n111e that brings rnortals to us like
rats. They thirst fora single drop ofGlamour in this desert of
Banality, and ,ve provide it to iliem ... for a little ,vhile, at
lease. Once they have had a taste of the \vonders ofour world,
they can never go back to their simple Iives wiiliout thinking
and dreaming of what we have to offer. It always brings them
back for more, whether iliey want to or not.
Kinain are so useful as fronts for setting up tl1e very best
parties to be found. They know all of the different ways to
contact mortals who bury their deep, dark desires, and bring
them together to release the1n in a celebration of wild aban-
don. Akinain \vho knows how to serve is valuable, worth a bit
of the G la1nour that we get from such occasions. Just a touch
of the true po°"1er to re1nind him \vho's really in charge of the
revels. There's notl1ing like a proud mortal begging you for
,vhac only you ca11 give her and having her ,villingly yield up
her Gla1nour for just anoilier few hours of pleasure.

Seelie: Enchai.1t111ent is ilie gift ofG la1nour iliat \Ve give


c6 mortals to help iliem understand us. It is the fanning the
small sparks of the Dreaming into glowing embers wicl1in the
hearts of hun1anity to sustain us all in the coming Winter.
Those hu1nans who are worthy can con1e and bask in the
warmth ofour hearilifires for a time and regain s01ne of \Vhat
they have lost. lt is our duty to see that the Drea1ning is not that can still be useful to us. Including the kinain allows us
extinguished here, and we can do so by warming the cold to cast our web farther than 1nost can irnagine.
hearts ofso1ne of the humans we come upon. Unseelie: The Mists are like a veil that conceals and
Our poor kinain cousins are more mortal than fae, and it protects mortals from the unpleasantness of the world, like
is i1nportant to remetnber that. Most kinain have no know!, a mask worn over a deformed and scarred face. Take that
edge of what they are or who we are. They are like fire, a force mask aw;iy, at1d see how mortals act when the creatures
that can be usefi.t! and illuminating on the one hand, but under the basement stairs stir and whisper to then1, or
which Cc'U1also bun1 anyone who gets careless enough to think when the monster in the closet wakes and shuffles in the
that fire is their friend sitnply because it does their bidding. still of the night. Some poor mortals have been driven mad
Some few kinfolk see1n to have the mettle to be a part of our by such things, but perhaps madness is just another kind of
society, but even then they are a transient part, simplypassing insight. That is our gift co humans, a fe\v drops of pretty
through in a dream before returning to their mortal hves. poison. If they're wise, they'll politely decline.
Unseelie: Enchantn1ent at least allo,vs us co impart Our half-1nortal cousins are outcasts and oddkin.
some spark ofinterest in the dull dishwater nature ofhuman- Little \vonder that s01ne kinain join forces with the Au-
i.ty. It makes them useful and docile servants to attend our tumn People or the Dauntain to hunt us, since they cannot
needs, and itcan make a chase or hunt for human prey at least be us. This is the key to understanding a kinain. Do they
somewhat interesting by giving them a chance to know what wish in their hearts to be fae ?Tl1en enchanttnent can bind
they truly face. Most importantly, enchantn1ent is power. It them to you as certainly as the chains of addiction. Are
reminds humanity of the power of Glamour and the power they jealous of the Kithain? Do they hate and fear us for
we have over them. I knov,1 of few mortals ,vho can be who we are? Then they are like a poisoned dagger placed
confronted with the true seeming of one of us and not quake in your hands to be used against your enemies. Learn their
in fear from it. Once they have been reminded of their place, secrets and use them to learn others', and they are yours.
these humans can make themselves useful.
Kinainaremuchlike mortals, onlywithfae traits that make TRoll
the1n more useful to us. They are easier to enchant and less
Seelie: So,ue mortal folk can make stalwart compan-
susceptible to some of the dangers of the Dreaming that afflict
ions and friends in a time of need. There are those humans
mortals so easily. That allows them to se,:ve us longer when we
who have the mettle to enter che world of the fae and face us
require it, arid n1akes them more suitable to travel between our
on our O\,vn terms. They are allies of great worcl1 or enemies
world and that of the mortals when a fae servant will not do.
to be respected. The power ofenchanttnent is not something
Their mortal nature insulates them from the cold touch of
to be used lightly, but it allows us to face our mortal foes that
Banality, making them the perfect catspaws for handling banal
are deserving on the field of honor and to deal with others
matters safely, from a distartce. And ifa kinain should be raken
like the churls they are before the Mists befuddle their wits
from us by Banality, well, there are always more of them.
once again. It is unfortunate that not all Kithain choose
wisely \vhen picking mortals to enchant. Such shortsighted-
Slaugh ness is bad for both changeling and human.
Seelie: Like the magical glasses of seeing, enchantment Kinain are children of Danu like any other. Their
shows1nortals the world as it truly is. Mostpeoplearenotready treatrnent by some Kithain is shamefi.il, as they should
for such a gift. They prefer to wrap themselves in the comfort- receive all of the protection of the Escheat as much as anyone
able blanket of Banality rather than risk the truth ofGlamour. with fae blood in their veins. Even more so, since they have
Kinain dwell on the edges of faerie society just as we not the advantage of fae power and insight to protect them.
do, but they are mostly unaware of their nature and of their If torment comes to them from the Dreaming, ,ve only drive
role in the great web of things, which we are noc. Many our cousins into the waitit1g arms ofBanality to shelter from
kinain benefit from being shown what hides behind the the terror and wonder that is thrust upon chem. If ~,e chase
curtain of mundanity, but some cannot bear the sights that away our own kin into the depths of Winter, what hope is
are revealed when the curtain is pulled aside. there for us? I shall see to it that no kinain suffers unduly at
Enchantment shows mortals the truth, and truth is cl1e hands of our kind just as I would for any creature.
the only coin of value in this world. Make sure you get Unseelie: Mortals, bah! Soft and weak things, they
something equally valuable in return. Kinain often pass on are. I have not 1net any who was 1,vorthy to stain my sword
secrets that they have learned, experiences of the mun- ~ ith his blood, although tnany of them have been granted
1

dane world that are so often overlooked by the Kichain the privilege. Even their strongest are no match for us, and

42 The enchant:-ed
they are no better than cowering creatures like the pooka into changeling society, so1netimes simply to shock oth-
- even less useful, in 1nanyways. They should remain the ers at court and provoke an interesting response.
enchanted servants of the sidhe and others and be grateful Ever the agitato Gt~nge the Fiona are vocal
for that. Others 1,vould protect and nurture the1n as they supporters of th rights of r;he kina~ a erie society and
seek to hunt and destroy us with their cold touch of their seeing th~t thej receivi lihe pro~-e~i6n s of the Escheat.
Banality. I say that war can l1ave only one victor, and it i-a
This passion to - ch~, ,totecttion ofkinain is more often
'I ,iii , - --- 1
shall not be 1nortals and their banal ,vay of life. played ou~ in sp ~-~ -~$'.t'~V).er than a.movement to see
the benefits of gelftl.W(~ciety exte ded to all kinain.
f1ouse Cx>ugal The nobles of ouse Fi{)nt'a•re sh;nply- Joo scattered and
diverse in their nterests;t'(} he uniEed arhund
'
such a Iona- b
The n1en1bers of ~ 0 st practical house tend to look
term goal. Their· 1\~t.rst:usua-lly eJfen.3.s only as far as their
upon kinain ,vi~1J1~ YJ"¥pa~ y- ~ &id.he of House Dougal
current paran1oyr, ,prott1ge'or conqu st.
are themselves f l~~;itally h~o peo in some way chat
House Fio ~s been known to e mploy kinain as
they must overcr,~ough'theint'~ cleve1ness and craft,
1nessengers and agents'-in th e..mbrtal world when neces,
and tl1eyseekinainas~tit.JgcSimilar troubles: limited by their
sary, but the most important missions and com1nunications
mortal natures, !but cap~l~ df ove· m ming such limitations
are still entrusted only to changelings.
mrough cleverness.. · ill. 'Th.e me ~rs of me house are
also fa&cinated by$· Qrtal f: llitt i working with ma-
chines and me5 l, an ,· · " ib I have been kno,vn f1ouse ywyd1on
to become patrons ot · . ~ rtisans who make The noble warriors of House G,vydion vie,v rnortals as
machines and fec~lsmli ~ f½scinlte then1. Even in poor sou ls to be protected, not equals of any kind. Kinain are
courts that are o f ~!nd_to~t~~t:gls)a Dougal steward or sometimes taken on as squires or helpers by the nobles of
clerk may shov., them k1nt!n~, e~ on the sly. Gv.rydion, but they rare~Jtise to any great station in their
cour~ or houses, n d-f e treated W[ -5r04re condescension.
flouse e11uned The stdhe of Ho s&~d_-ion are c◊n,V.:in"i:\d of the superior-
Members of the so-called "House of Secrets" look on ity of the fae in ~:1~1and tJ:len'is~l"1es i•, paiticular. They
hold no grudge .. a:-· st morcltls1 b t ox ider 1nortals and
me enchanted as useful and sources of informa tion.
Kinain and h are soltietirnefl chanted and spell- "half-mortals" (IJik ) 'rb·be bt'!n~t l: · m.
bound to prov rlprtfor~o to nob! s of the house, but The one art;t · , hich GW:)rci'-0 nobles respect s01ne
f
more often th ar~er y manip aced 1,vithout their rnortals is in battle f4'°n~)of t:he\ en@anled proves to be a
knov1ledge. E' IJ[le~dhe refei.,tQ · nceal their exist, worthy ~d honEra'bl_~ c9rnbata,i;tt (a r~rb co~bination in
ences froin mo ~uillti~ .· e situatio dictates othenvise, n1odern ttmes),r ?,o~l~ ~~y roke-: . rl at li~1ng to that
andmanykin andhum ~piesserv thehouse \vithout mortal and bn n Ml 1n!:l,) the hous;~~'.;. Ji squire or even a
any kno~1 ledg. of l fa' ) the Dr · ming \vhatsoever. knight._Some G ¥diP9Jidh~ are f~c oPtesting 1nortals in
ch1mer1cal duels and Jousts 1.n t 1s manner co detern1ine
Those encha ti~ · 1vil~ d el\~gh to learn the well-
guarded secre µ1l ~ l~~ce are usually the their worthiness, but fe\v are up co the challenge.
perso~al_prot' s r , ~N>ltol)e 0!4.ts nobles. Many of
the k1na1n 1n e-se ~ -/¥..lf.'ic use--Eiluned remain so in
1
f1ouse L1am
order to gain G la1nour from the nobles of the house. The exiled and discredited .House Lian1 is ironically me
Eiluned offers the kinain n1agical secrets and power in 1
1nost accepting of ki9ain..-of:a1' k't[-ds'"in t04:eir ranks. The
exchange for the information and service they value, scholars and sages of ouse Limn ~ ve that ili.e kinain have
a unique perspectiv o~ the na~ -. th mortality and the
f1ouse ~1ona · Drear~i~g, ~ne that
V,
fffl:' °" L
Kitllai~ ' , ;elQS.t touch ,vitll living
The pleasure-loving sidhe of H ouse Fiona beco1ne and h1d1ng Ill tlletr v,e e~ las. ~ I _ j ia"mofteh use enchant-
muses to rnortal dreamers v.rho offer the1n so1ne enjoy, ment to bnng k1na1nand l1un1ap. ~~Jinto the house co gatl1er
ment through the creation of their arc, particularly infonnation and ac{ as the~,- S°~'. ~ ons ,d aides in tlle
charming musicians, actors and other performers who are 1nortal world. l ts alliances wi~ne~Rr: kinain ~as given House
filled with the sa1ne kind of passion and fire that che Fiona Lia1n rnuch of its kn~wledge, 4lli~~1
ce and a ility in mortal
live for. These relationships sometimes go quite far, and society, and House l iam.l)asi:h ~~~_e pr vided much of
tlle Fiona often enchant their most favored kinain and the information tha ~ ~ave,aoout their eritage (some-
human drearners to bring chem into thei r freeholds and times to me displeasureotthe oth~r Houses).
Solomon Grundy, born on a Monday, dark mystery for the nobility, and it is a passage that all of
Christened on Tuesday, them fear in their heart of hearts.
Married on Wednesday,
Took ill on Thursday
Worse on Friclay, SpR1ng: Ch1 ldl1ng
Died on Saturday,
Children are the most iI1 touch with the Glamour and
Buried on Sunday,
the Dreamil1g. Even mortal children often have a lo\v
And that was the end of Solomon Grundy.
enough Banality to see and interact with the things of the
- Solornon Grundy, children's rhytne faerie realm. Changeling childlings are precious to the
This chapter looks at how changelings proceed through Kithain for their combination of childhood innocence
the different stages of their lives: childling, wilder, grump and the wisdom and experience that comes from their
and into the reahn of Winter and death. It shows how ti1ne itnmortal faerie natures.
and aging affects the1n., and ho,v they 1nark the passage of Although child Iings might seem itnmature according
ti1ne and the changes in their own lives. co tl1e standards of rnost n1ortals, it is irnportant to remem-
Changelings are as much rnorcal as they are fae, and ber that their fae selves are far, far older than their rnortal
they are subject to the ravages of time just like any other bodies. A childling may appear to be a tabula rasa in her
creature of hun1an flesh. A cl1angeling is born into the mortal see1ning1 but her fae mien can reflect a deep legacy
\vorld with a mortal life, grov,;s up, ages artd eventually dies. of experience and wisdom accun1ulated through a dozen
Her fae nature is passed on to l1er next life to start the cycle 1nortal lifetimes.
all over again. This is the fate of the exiles from Arcadia, The only trouble for childlings is accessing the infor-
to be caught up in the cycle of life, deatl1 and rebirth over mation. To paraphrase the saying, they remember
and over again. Each titne d1e wheel turns, a changeling everything, they just can't recall it all of the tirne. Some
moves fro1n 011e life to tl1e next, l1opefully gaining some childlings with significant Gremayre Backgrounds recall
wisdom along the way. n1ore about their fae existence than otl1ers, giving the1n
The exceptions to this cycle are the sidl1e nobles surprisingly adult insights and thoughts at ti1nes. Other-
exiled from Arcadia. 011ce their spirits pass from this life \vise, most child lings have returned to a state of grace that
no one kno•Ns what becomes of them. Deatl1 remains a others can only dream of attaining. They are unburdened
by the cynicism and Banali ty chat cotnes frorn living too such chin1era are usually protective or at least friendly to
long; their fae natures have been rene\\1ed by their rebirth the childling ,vho birthed them, but childlin gs have been
into childhood innocence, ,vich little or no n1e1nory of known to create nervosa or nocnitsa out of their vivid
their past lives. itnaginations as well, especially childlings ,vhose Chrysa-
lis is not an easy or pleasant one.
Walk1ng rhe Balance A lthough they have a great gift of Glamour in their
natures, childlings are also li1nited by their lack of experi-
The existence of a childling is balanced between
ence. Although a child ling might have 1nemories of many
opposites: fae and n1ortal, ,vise and in11ocent, experienced
lifetimes ,vith her fae nature, her seetningmakes it difficult
yet ne,v to everything in the \vorld. It is this balance that
co recall then1. Such things see1n like hazy dreatns or
gives chi ldlings their greatest strength, and their greatest
fantasies at best, like childhood ga1nes of pretending to be
weakness.
a faerie princess or a brave kn ight from an exiled noble
The greatest power of childli11gs is the power of fami ly. Childlings are often ignorant of the rituals and
G la1nour, the e1nbodied power of wide-eyed 1vonder at the practices of changeling society, and have to relearn a great
,vorld. Childlings are very close to G lamour and the deal before they are able to conduce themselves properly
Dreaming, a11d l1ave the highest levels of G la1n our. T hey at court.
also have very little Banality because they have not yet
Childlings are also still considered to be children by
been infected with many of life's 1nore 1nundane and
oth er Kithain. Even thought they are taken far more
cynical thoughts and ideas. To a childling th e world is an
seriously by their changeling elders than by their mortal
an1azing place where anything is possible, and, backed by
parents and other adults, childlings are still considered
the po,~1er of G latnour, they can tnake alinost anything
"too young" for many of the matters of changeling society.
happen.
Tl1ey are certainly not involved in the 1natters of leader-
Childlings are quite capable ,vith cantrips and in the ship or making decisions about the future of kingdoms or
creation of chimera. A child ling undergoing the Chrysalis eve11 noble houses ,vithout the advice of regents and
is the most likely of any change Iing to produce chin1era out councilors. O lder changelings, especially gru1nps, often
of irnaginary friends and figures fro1n stories or ideas. Most attempt to sh ield childlings from some of the worst depre-
dations of Banality and keep them from some of the The Losr Boys
harshness of the mortal world. Too much protection,
Son1e childlings are simply unable to deal with the
however, can result in child lings slipping into Bedlam and
dernands of their 1nortal families and lives, either because
losing their grip on mortality altogether.
there are too many questions that the changelings would
prefer not to answer, or because their home lives .ire too
ffioRral ~am1ly great a danger to life, li1nb and spirit. Many of these
One of the greatest problen1s faced by a childling is childlings run away from home instead of facing their
her mortal family, especially her parents or guardians. harsh and unyielding fa1n ilies. The Kithain call these
Parents who are not themselves changelings or kinain young runaways "the Lost Boys," (although there are an
simply do not recognize the special world of their change- equal number of girls, sometimes referred to as "Tinks"
ling child as anything other than the product of a vivid after Peter Pan's Tinkerbelle), and do their best to look
imagination (indeed, the Mists specifically prevent them after and provide for them.
fro1n doing so) . Even the most indulgent and tolera11t Some Lost Boys are supported by their o,vr1 motley or
parents eventually become confused by the attitudes and oathcircle, who may help them run away. If the group
actions of a changeling child, especially if the child wants contains some "adult" supervision (wilders or gru1nps)
to hang around with teenaged and adult "playmates" or who can see to it that the childlings are cared for and
needs to run off to attend court at every full moon. protected, most nobles are content to leave the matter be
S01ne parents are open-minded enough to encourage and let the group look after its own.
their changeling child's "healthy fantasy life." They talk So1ne childlings are taken into the freehold of the
oh-so-seriously with the child about his "invisible friends," local nobility and fostered to older changelings (usually
even leaving out extra cookies and rnilk for them, and grumps) . Usually such fosterage is done to benefit both the
make sure to leave the hall light on to chase a\vay the ch ildling and the guardian, but some nobles have been
monsters lurking in the closet. A childling fortunate known to foist troublesome fledges offon others as a means
enough to have such parents can gee away with a great deal of punishment (of the fledge, the guardian, or both) or to
if he is careful and knows how to humor his parents' adult teach someone a lesson in humility.
prejudices. Many childlings play the adults in their lives The trouble with the Lost Boys co1nes when dealing
like well-ru11ed instru1nents. with mortal society. Few mortal families ignore the disap-
Some childlings are not so fortunate. T hey live with pearance of a child, and 1nost assume that the child has
parents or guardians who are very banal in nature and are been abducted. The disappearance is reported to the
confused by manifestations of their child's changeling authorities, and the child's known friends and acquain-
nature. A childling's family might even be Autumn People, tances (such as mernbers of a motley known to the
\Vhich places the changeling in great danger of being childling's fa1n ily) may be questioned by the police or
Undone by Banality if she is continually exposed to the other authorities.
disbelief and cold comments of her family members: "Why The Mists provide some protection from these intru-
don't you just grow up?" "Act your age, little gentlemen/ sions, but a childling who is living with a guardian that is
little ladies don't behave like that!" Even the most well, not approved ofby her parents will be taken and returned
meaning parents 1nayforce Banality on a child ling "for her to her mortal family. If the authorities can be convinced of
O\vn good" or take her to a therapist to "cure" her of the danger to the child should she be returned to her fa1nily,
childhood fantasies that she seems to cling to. she will most likely be put in the care of the state, which
The worst cases are the childlings who come from can often be as dangerous a fate for a childling as remaining
families without love or affection. These families are as with her mortal family.
cold as a dead grove on a winter night. They might even In these cases, some childlings must be concealed
be physically dangerous to the childling, with physical or through use of G lamour and judicious hiding in freeholds
sexual abuse. Such experiences can drive a fae child into and other faerie realms where the eyes of the mortal
Banality with terrible swiftness, causing her to be Undone authorities never look. Being on the run from their fami-
or, worse yet, twisting her Chrysalis and tainting it with lies and the authorities can be difficult on some child lings,
Banality, causing the childling to become Dauntain. These while others think of it as a sophisticated ga1ne of hide-
are the dangers that have caused many changelings to take and-seek.
an emerging child ling from her mortal family. The greatest concern for other Kithain are those Lost
Boys who slip through the cracks of changeling society.

ChapreR T hRee: T he T uRn1ng Wheel


These childlings are ofte11 lost to Banality when they For gnunps and even wilders, this process is usually a
encounter sorne of the harsh realities of the outside world; fairly brief one. Grumps have enough maturity under their
they are hothouse flowers that quickly wither Ln the cold belts to quickly lea1n the ropes ofKithain society and all of
Autumn air. thedo's and don'ts. Wilders learn the basics and then pick up
So,ne of these Lost Boys joLn together with_ others co the rest as they 1nove through the complex ,vorld ofKithain
fom1 motleys and bands composed entirely of childlings. policies and society, eager to be right in the thick of things.
Most of these groups becotne wild-child gangs of feral Even the most patient wilder won't remain w1der the direct
changelings 1vho live on the fringes of both 1norcal and care of his guardian for long after his Saining.
changeling society. Many of these 1notleys fall into Bed- Childlings are a different story, however. Because they are
la,n, abandoning the n1ortal world entirely. As one 1nember so young, becon1ing a guardian to a childling is more of a long-
passes into Bedla111, others are drawn in as well. Such wild term commitn1ent than fosterLng a \vilder or grump. The
groups of changelings are s01netimes la.101vn as "Bedlam guardian of an older changeling is more of his mentor or older
boys" (although the gangs often Lnclude girls as well, and sibling, ,vhile the guardian of a childling is something of an
all-girl 1notleys of childlings are known). adoptive parent. Childlings require greater care and knowledge
to teach than others, and changelings who become guardians to
rosreR1ng these young fledges have their work cut out for them.
Changelings who are capable guardians are often
The prin1e means for Kitbain society to deal with assigned to foster more than one childling at a time, and
homeless childlings, and to see to me education and good the bonds created by such fosterage last throughout the
behavior of childlings in general, is fosterage. When a changelings' lifetimes. Child lings who are fostered to,
changelLng has completed the Chrysalis, he is brought before getheroften come to consider themselves adopted siblings,
the rulLng noble and officially recognized. The noble then and their bonds of fa,n ily rernain strong as they grow older.
chooses an appropriate guardian to see to the education and Many young changeling nobles are fostered together co
protection of me fledge until he is ready to leave the nest. pro1note alliances between houses and families in later

48 The Cnchanred
years. The guardians of such fledges also hold respected (described in the Changeling Player's Guide) to divine
positions with che1n as well, such as True Thomas' foster- the runes of the fl edge's True Na1ne. This means chat the
ing of High King David and his sister Morwen. court sorcerer is a po,ve1ful figure, knowing as she does the
True Na1nes of 1nanyofche court's Kithain, andso1neti1nes
Sa1n1ng having the power to alter then,.
In addition to discovering her True Name, a fledge
Saining is the ritual that truly 1nakes a changeling
goes before the local ruler on her Sainday to be fully
Kithain, at least in the vievv of the nobility and rnost of
accepted into changeling society as a citizen of the noble's
their subjects. Saining is where a fledge is given her True
domain. The noble n1ay also confer onto the fledge any
(fae) Na1ne and brought into changeling society after
titles or inheritances due her upon her Saining, quite
being taught by her guardian all of the things she needs to
common for sidhe, although con11noners 1night receive
know.
some remembran.ce or pronouncement if they are notable
Each changeling - and every thing - has a True
enough. The acceptance of the nobility is considered a
Name 1nade up of rnagical runes that symbolizes the inner
formality, but is important to the changeling's future
essence of a person, place or th ing. In each mortal exist-
within Kithain society. This is why the nobility makes far
ence, a changeling forgets her True Name and must
more of the Saining and other such rituals than common-
relearn it. The Saining, or na1ning, is the ritual when the ers do.
changeling receives her True Na1ne once again, symboliz-
Some changelings are never Sained, and this is con-
ing a return from the far shores ofdeath back into the world
sidered to be terrible bad luck by other Kithain. Most of
of the living again, a rebirth of Spring from Winter.
these unfortunates are those apart from changeling society
Very fe"'' changelings kno,v or can find their True
,vith no others to help the1n and present them to the
Names on their own. Those \vho can are destined for
nobility. They n1ay have undergone their Chrysalises
greatness - glory or tragedy, or perhaps both. Most
spontaneously without any guidance from ocher Kithain.
Kithain lea1n their True Names on their Saindays from the
These changelings often slide into Bedla1n if they are
court seer or another noble \vho uses the Narning Art
not given the opportunity to take up their True Names and
heritage, 1nuch like those changelings ,vho fai l co undergo on to che next part of his life. The changeling often symbolizes
the other rices of passage, such as the Togail an A inn1 (see chis by giving away things from that part of his life to friends
"NeverGro,vUp", below). Son1eoftl1entend upasDauntai.11, and fa1nily to sho,v they are no longer needed.
or else slip back into munclanity and forget their fae natures, As part of the process of gro,vch and change, the
soon to be Undone by Banality. Many changelings, particu- changeling also leaves behind some of his ch ildhood
larly cheOrder ofEiliethyia, ,vork to aid Kithain undergoing innocence, which takes the fonn of G la1nour. This usually
the Chrysalis to prevent these tragedies. appears as a bright puff of fla1ne or sho\ver of sparks that
Saindays are a hvays accornpan ied by parties ce le bracing bursts forth fron1 the changeling's fae n1ien and is absorbed
d,e changeling's Na1ning, just like a hun1ai1 birthday or bar by hi1n in a glittering cloud. T he changeling gains two
mitzvah. It is qu ice con1n1on for friends to offer gifts and to points of pern1anent Banalicy.
create art, poe1ns or songs for the Sainday. A great deal of
feasting an.d celebration follO\VS the cere1nonial rituals. TheQ-ies-c
Many fledges, in addition to learning their True Na1nes, Becauseofchegreatgain in Banality caused by the T ogail,
take on "use na1nes" or nickna1nes that they use in fae 1nany changelings (especially wilders) choose to undertake
society. This 1nay be sonteth ingsi1nple like "Shorty" a1nong quests shortly before the rite in order to lo,ver their current
the co1n1noners, or sorne of the longer and rnore poetic titles Banality and co1npensate for what tl1ey \vill take on witl1 tl1e
favored by the nobility. The na1ne n1ay be taken to honor a passage of age. Some consider this adventw·e something of a
friend, ancestor, fan1 iIy1ne1nber or other person d1e change- "last hurrah" for the changeling at mat point in her life, ,vhile
ling respects. Such use nan,es are considered serious business od,erssee itasagrand, ron1anticgesture in the face ofmortality
by mosc Kithain, and a changeling taking on a new nan1e to keep the spirit of G la1notll' alive.
during her Saining ,viii definitely find it used. A changeling 1nay be accompanied by friends and
allies on the quest, but ultimately ic is a task she must
The T oga1l an A1nm perfonn alo11e. Some potential quests are described in
Changeling: The Dreaming. If the changeling succeeds in
The sidhe call the ritual for 11 changeling to pass on co her quest, she 1nay lower her pern\anent Banality by one.
the next phase of his life the Togail an Ainm (,vhich
means "raising up the narne" in old Scots Gaelic) . Most The 0Ream1ng pResenz:-
other kith silnply refer to the ritual as Gailday, che Togail
It is customary to give a changeling presents on her
or by thesee1ningthat the changeling isassu1n ing (Wildcr-
Togail, just like on a n1ortal birthday. One special gifc
day orGrun1p-day ). By any na1ne, the ritual is basically the
ahvays comes to the Kithain from the depths of the
same, although the nobility cend to carry theirs out ,vith as
Drea1ning, created from some of the G lamour liberated on
much pon1p and circu1nstance as possible. The rite is both
this special day and offered to the changeling as a sign of
a celebration of all rhe changeling has done and achieved
the ne,N Iife and duties she is taking up.
and a somber recognition that, in passing onto the next
stage of life, the changeling leaves a bit of his innocence The contents of the gift are up to the Storyteller, but
behind hirn and draws one step closer to Winter. nearly always reflect the changeling's needs and inner self
at the t irne of the Togail. lt might be a chi1nerical ite1n or
A change Iing recognizes ,vhen ic is ci1nc for the Toga ii
co1npanion, or a treasure. So1ne gifts are taken as signs or
through Kenn ing. He senses chac the tirr1c has co1ne for
on1ens about the changeling's future, and 1nore portend
him to n1ove on with his life. Anyone ,vith Kenning can
son1e great deed or terrible doom coming for her.
make a Perception+ Kenning roll (difficulty 4) co notice
a Kithain who is nearing the ti1ne of his next T ogail. T he present ahvays appears in an ind irecc and discreet
,vay through the workings of Glamour. le n1ight sirnply
The changeling and his close friends and family (chose
appear as a brightly ,vrapped box a1nong several others for
the changeling ,vishes to invite) gather at a chosen place,
the changeling to open. It is also very co1nmon for the
usually the freehold of the local noble, for the celebration of
Gla1nour of the dream present to invest itself in ai.1other
the passage. Oftentimes a changeling enchants his 1nortal
gift chat is offered to the changeling by one of her loved
friends and fa1nily to allow them to \vitness his T ogail, even
ones. A gift that is given with love and affection can
if they \Von 't recall it as anyth ing 1nore than a drea1n.
becon1e infused with Gla1nour and enchanced to be a great
The celebration of the Togail ai1 Ainm is not unlike a boon to the changeling in the tirne ahead.
n1ortal birthday party, ,vrit large. The noble hoscing d1e ritual
T he dream present may also appear in a less direct ,vay
calls the changeling to appear before the court and forrnally
as a fulfillment of the changeling's greatest need at the
announce to all of the gathered guests that he is ready to move
titne. If a child ling is greatly troubled by one of her parents

50 The enchan~ed
being missing and a\vay fro rn home, the gift might bring It is common for a changeling to request forgiveness
that parent back into her life and restore hope and happi- of a noble on her Gailday for some past offense, eitl1er for
ness. If the changeling needs to succeed at an important herself or another, and this is usually granted unless the
task, the gift may provide the right kind of help at the right offense was a very serious crin1e. Even in such cases, a
time to see that she does. noble may offer the cri1ninal a chance at redemption as
T he Storyteller is encouraged to be creative when part of the boon, calling for a quest or other deed to c lear
1naking up dream gifts for the characters and getting the her name.
player's input to find out what she thinks the best gift for Social advancement is also another use of the boon,
her character might be. and some changelings (mostly sidhe and trolls) request to
be allo>A,ed to begin train ing as knigh ts of the court. T h is
Toga1l Boon is a very common request for child lings beco1ning wilders
It is custo1nary for the local noble to grant a change- and, again, is usually granted by the noble, since the
ling a special boon on her Togail, a tradition. that the sidhe changeling still has to prove his worth to win his spurs.
cake very seriously indeed. Depending on the relationship Other boons are for the Storyteller to judge, consid-
between the changeling and the noble \Vho rules the area ering the 1notives of the noble involved. Some typical
he d,vells in, the boon n1ight be a si1nple gift or favor, or it boons include asking for the release of an enslaved 111ortal,
migh t be turned into a social or political tool for the requesting pennission to court someone under the noble's
con1plex rnaneuverings of the faerie courts. care like a fledge or a relative, asking pennission to bring
T he noble \.vill grant anything that is \Vithin his someone (mortal or fae) into the noble's holding, a boon
im1nediate power to the changeling wl10 asks for it, but of dross, the noble's attention on so1ne important matter
greedy ch angelings should be careful >A1hat they >A1 ish for, or some similar favor.
because they might just get it and \Vish they hadn't. The Usually it is the noble of che area \vhere the Kithain
boon n1ust be s01nething that the noble can reasonably lives who grants the boon, but technically it is whatever
grant, and the changeling making the request \.vill be noble tl1e changeling chooses to appear before on her
judged by oth ers on the worthi ness of what she asks for. Gailday \.vho grants the boon. Many changelings go on

-
Chap-ceR Th Ree: The T uRn1n9 Wheel
---...~--...,--:
quests to appear before s01ne irnportant orfa1nous noble on changelings 1nost given to ro1nantic liaisons and grand,
their Gaildays to ask boons of che1n. H igh King David sees tragic affairs that become the subjects of song and story.
ma11y changelings who travel great distances to appear Infused with the energy and vitality of their youth,
before hitn for their Togail and ask their boons, and it is 1vi lders have passed fro1n the true innocence of child lings
considered a great honor to be allo,ved to appear before the into a place ,vhere they think they kno1\1 it all. They've
l-ligh Court for such an occasion. learned fro1n the n1istakes and successes of their child-
hood, and now they're ready to take on the world with
Oachs their visio11 and drive. T he grumps just shake their heads
The Togail is often a tin1e of n1aking or rene,ving and gru1nble at the ,vilders' belief in their own infallibility.
oaths to friends, family and liege lords. Some fe\v change- Tl1ey knO\V that these striplings all have to learn for
lings also use their Togail boons to get out of oaths they then1selves that things can't always be accomplished 1vitl1
have sworn to that noble. Although doing so is never nothing tnore than a ready hand and a \villing heart.
officially held against a changeling, it does carry a subtle
prejudice ,vith it. The ~10R-Re1gh
Meaning "the trial of kings," the Fior-Reigh is a
NeveR ~Row Up tradition among the nobility of testing a fledge before he
Some changelings stubbornly cling to their current is Sained. It is intended to prove that the fledgling is
status and refuse to accept the fact that the tim.e has co1ne worthy of his T rue Na1ne and to give honor to the
for them to rake part in the Togail. Wilders are especially changeling, v,1hile at the same time weeding out those
notorious about this, ,,.,anting to hold onto their youth for un'Northy of induction into the court.
as long as they possibly can, but son1e child lings have been The Fior is conducted by the noble who presides over
ki10,vn to refuse to "gro,v up" and take up the role of wilder. the fledge's Saining. The noble may call for whatever tests
This is especially true of changelings ,vho have spent she ,vishes to prove the fledge's \vorth, but tradition
considerable t ime living in freeholds, many of who1n are dictates that the tests consist of three parts-courage, wits
already bordering on Bedla1n. and artistry. Most nobles will not alter the traditional form
Changelings that refuse to go through the Togail of the Fior ,vi thout good reason, although s01ne nobles
begin to quickly slide into the first stage of Bedlam (or have been kno,vn to do so as a n1eans of teach ing object
further if they have already entered Bedlam), and wrap lessons to fledges they do not favor.
the1nselvesup in the trappings and \vishesof the lives they The test of courage is nearly always one of physical
cling to. Such a changeling can beco1ne lost if he is not sk ill and combat or ath letic abilities. T he fledge might be
helped to accept his duties and responsibilities and take called upon to perfonn so1ne a1nazing feat of prowess, or to
part in the rite. No changeling can be forced to cake part acco1nplish son1e task set out by the noble, such as crossing
in the Togail, but others can atte1npt to persuade, cajole or a chasn1 or fighting the noble's chosen cha1npion. Usually
convince their friend to do so, usually after some treat, the test will not directly endanger the fledge's life; the
n1ent to cake hi1n out of Bedla1n and restore his \Virs. chasm is only an illusion, and the champion fights only
with chin1erical weapons, but somecirnes the test rnight

SummeR: W1ldeR threaten the changeling's life, if only with the possibility
of accident.
1 don'c know, The test of 1vits usually revolves around puzzles or
but 1' ve been tol.d riddle contests in which the fledge must answer quickly
You never slow down, a11d correctly to prove his mind is sharp. Sonletimes the
you never g,-ow old. test of wits is co1nbined with the previous test, such as a
-T01n Petty, "Mary Jane's Last Dance" 1naze of physical challenges the fledge must find his way
If childlings represent a changeling's titne of innocence through.
and play, then ,vilders represent the tin1e of action. Wilders The test ofartistry requires the fledge to perform so1ne
ahvays seetn to be doing sotnething, unable to sit still and artistic skill. Traditionally, the fledge must create and
ahvays on the lookout for a new challenge or opportunity. recite a poe1n based on one or t,vo subjects given to hi1n by
These changelings are the wild gro,vth of Su1n1ner, the the noble, and is judged on the quality of the \VOrk. In
leaping and dancing of a flan1e. They also hold the passion modern ti1nes, other fonns of artistry such as dance and
of fire that stirs ,~iithin their hearts, and wilders are the

52 The. enchant"ed
dran1a have also been a llo\ved to demonstrate a fledge's
qualities.
Once the fledge has con1pleted all of the pares of the
Fior-R.eigh, the noble declares her decision on his \VOrthi-
ness to beSained. T his is only a fonnality, bu tan ilnportant
one. The resu lts of the Fior-Reigh are usually not held
against a fledge who dernonstrates a strong heart and
sincere effort, buc politics have been known to taint the
results from time to time. A sidhe ivho is not declared
worthy must either ,vait a year and attempt the Fior-Reigh
again, or appeal to a 1nore powerful noble. The changeling
remains a fledge under the protection of his guardian until
such a tin1e as the Fior is successfull y cotnpleted.
Someti1nes a noble exacts a geas fro1n a fledge as his
Fior-Reigh and sends hitn on a quest to test his worthiness.
Fledges who fail the n1ore traditional courtly tesr.s often ask
for such quests in order to prove themselves.

QJesrs
We don't go anywhere. Going somewhere is for
squares. We just go.
- Marlon Brando, The Wild One
A favorite occupation for wilder changelings is to
take on quests. Wilders hunger for adventure, and they
often go out looking for it rather than letting it co1ne to
the1n. Many a wilder swears an oath to pursue son1e kind
of goal as a quest, whether that be che discovery of a
legendary treasure or chi1nera or simply perfonning a task
for his liege lord. Quests undertaken in the name of a lover
are especially popular and considered the 1nost noble or
the most foolish (someti1nes both).
Other quests may corne from a noble to his ,vilder
vassal, and ,vilders take to these quests just as readily.
Many sidhe nobles 1vork to keep the restive wilders of their
courts busy with such matters to prevent idleness from
turning into scheming and court intrigue. Better to send
the ambitious young bravos of the court out to slay dragons
(and perhaps be sla in by them) rather than having them
at home plotting intrigues to while a,vay th.e time.

eRRancRy
Most of the "quests" undertaken by \vilders and other
Kithain fall under the category of errantry. This is the
practice of simply leaving the home court and going out
looking for adventure. It may be a long journey that takes
the changeling across all of Concordia or even the \vorld
(especially co1nmon for eshu), or it might be an afternoon's "- ( ~~
romp seeking something to do. Many ,vilders are struck \
with ,vanderlusc to travel and see nev; and interesting ) \ ' ◄' •
'I
/ /
places, and cake up lives as errant knights, traveling hither a means of having fun (their kind of fun) than any kind of
and yon seeking adventure. duty. These changelings are troublemakers, gadflys and a
For Seelie errants, such a journey might consist of the definite danger to any hapless mortal or even changeling
classical feats of the errant knight: righting ,vrongs, fight- they happen co encounter. Someti1nes Unseelie errants
ing chimerical beasts and aiding the weak and helpless. make a habit of challenging and fighting any Seelie errant
Sidhe and troll wilders often become such errant knights, they tneet in their travels. This is especially common
charging in to fight their battles, v1hile other co1n1noners a1nong trolls, who take any opportunity to fight, and the
take a more low-key approach. Usually the changeling sidhe, .vho enjoy such noble affairs of honor.
appears as a simple wanderer or runaway taking ,vhacever Traditionally, a Kichain on an errant journey consid-
opportunities that come along to do s01ne good. ers herself in the hands of Dan, or Fate. T he road that the
T he Unseelie, ~,hen they can be tom a,vay fro1n court changeling fo llows is considered a tnetapl1or for the road
intrigues to go on quests, usually view errantry as more of oflife, and the change! ing accepts whatever challenges are

A-Q.iesr1ng W e W 1ll yo
the legendary Questing Beast), but for the Kithain,
imagination is a powe1ful t11ing, and G lamour can
There are plenty of different kinds of quests chat sometimes make such "n1ake believe" quests a reality.
changeling characters can undertake in search of ad- • Do A Favor: The quester might perforn1 an
venture and Glamour. I-Iere are so1ne of the classical errand or quest at someone else's request. This might be
quests that the Storyteller can use to introduce such to win the favor ofa noble ortl1e object of the changeling's
adventures into the game. affections, or it might be a -price exacted by a chi1nera or
• Rescue: The questor must save someone from a Kithain who has something that the changeling ,vants
villain or danger. TI1iS could be a princess kidnapped by a in exchange for-performing the deed. Oftentitnes, these
drago11 or evil sorcerer, or it might be a changeling in the errands are either nonsensical - chimera and sorcerers
handsofn1ortal autl1orities,Auturnn Peopleorcl1e Dauntain. have their O\Vtl obscure motives for things - or very
In either case, the quester 1nust make his way past the difficult, such as the noble who secs an irnpossible task
challenges to reach the subject and bring him back safely. for the suitor seeking to win his ward's heart and hand.
• Get Imprisoned: It might not sound like much • FindA Treasure:Theobjectofthequestmightbe
of a quest, buc 1nany questers are entrapped because of to find a legendary treasure that l1as itnportant magical
their quest. T he changeling's jailer might be a Kichain powers, &uch as the Cup of Dreams, the only known Gure
or chimera looking to interfere with the quest, the for thirdstage Bedlam. The treasure may have been lost for
forces of Banality or something as sin1ple as the mortal a very long time, and other Kithain and/or Prodigals 1night
authorities. Changelings can also beeome entrapped in also be seeking it. Finding the treasure and overco1ning its
enchanted places or freeholds that prevent them from guardian(s) can 1nake for a long and difficult, but reward-
leaving, requiring some fr iends to help them get out. ing, quest. There also comes the question of what the
• Champion: The changeling s,vears to champion changeling will do with the treasure once he has it.
a person or cause. This cou ld be championing someone • Seek Knowledge/Wisdom: Many a changeling
in a formal duel between Kichain ( trolls are particularly embarks on a quest in search of some arcane secret or
appropriate), or it migl1t tnean l1elping someone, fae or piece oflore.This might take the form ofan ancient book,
1nortal, \vho is in need of the changeling's aid. Sotne scroll or other treasure, or it might be a person or chimera
Kithain apply this quest to a larger goal like cha1npion- ,vl1ose advice the changeling seeks. TI1e Sfochafn are
ing the cause of a noble, house or family . often the object of quests to find them and ask their
• B attle a Beast: The quest that stories and songs are advice, as are many secretive sorcerers and ancient ch.i-
made of, che changeling seeks to do battle with s01ne 1nera who may recall things about the Dreaming and
enen1y, usually a monster (dangerous chimera, nervosa or Arcadia that the Kithain exiled on Earth ha;ve forgotten.
nocnitsa) that threatens otl1ers, but the foe might also be • Seek the Dreaming: 111e ultitnate quest for a
an.other changeling (such as an evil sorcerer or noble), a changeling is tofmd a way back to Arcadia. The trods and
Prodigal or even a 1nortal enemy. The highest form of this gates to tl1e faerie realm are long closed, but many change-
type of quest is seeking out m1d battling a dragon. lings still search for a way to 1nake contact again with their
S01netimes the beast that a changeling pursues lose homeland and the heartoftheDi"eaining.Suchan epic
may not even exist except in his o,vn itnagination ( like quest could be the basis of an entire chronicle.

54 The enchan"Ced
put in front of her as the dictates of Fate. A changeling
traveling out on an errant journey may have a see1ningly
chance encounter with a situation that she is especially
\veil-suited to deal with, as if it were intentionally put in
the errant's path. Many change lings consider this co be the
\vork of Glamour or Dan.
Errants often become attached to the first cause or
proble1n that they encounter in their travels and devote
thetnselves to solving it. So1ne are notoriously single-
minded about it, while other errants tend to address the
sympto1ns of a problem without dealing ,vith the cause. A
gift of enchantment may help to lift the spirits of a n1ortal
in dire straits, but once the gift and the changeling who
gave it depart, the problem may simply return as bad as
before. Many errants are only concerned with the adven-
ture, and aren't interested in hanging aroU11d for the
"clean up" aftenvard.

The Long Road


The other, and far more serious, quest chat a change-
ling can undertake is the Oath of the Long Road, an oath
s\von1 to cornplece s01ne task which has very real effects on
the changeling who makes it. Swearing the Oath of the
Long Road comm irs the changeling to undertake the quest
that is narned to the exclusion of all else, and exacts a
serious penalty if she fails.
The type of quest 1nay vary greatly (see "A-Questing
We Will Go"), but it is always a serious com1nitmenton che
part of the Kithain swearing the oath. Sornetitnes a whole
1nocley or oathcircle may swear to follow the sa1ne quest.
S01netimes a time limit is placed on a quest, by the
questor taking the oath, by the giver of the oath or geas. A
year and a day is the traditional length of most tnajor
quests. If the questor is unable to complete her task in the
ti1ne allotted, she fails. Other quests have no time limit, or
a near-endless time li1n it such as "until the stars cease their
journey across the sky." Such quests might take a change-
ling her entire life (or even several lifetirnes) to co1nplete.

The R1ghc of hosp1-cal1-cy


A changeling (commoner or noble) who is on a quest
receives special consideration fro1n the Escheat. Such a
changeling is due a certain a1nount of respect and b.ospi-
tality fro1n the kingdoms and freeholds encountered along
the way. Nobles are expected to guest a changeling questor
and offer hin1 what aid is within their 1neans. A questing
changeling (or group of them) can reasonably ask for
shelter in a freehold and expect to receive it in order to
renew Glarnour a11d to rest before continuing on his
.
Journey.
This hospitality does not protect the questor from the court to seek glory and Glarr1our on a quest. Most often,
effects of bad behavior, and a host is perfectly \Vithin his they are used as a tneans to keep sotne of the young bravos
rights to eject a rude or greedy questor. of the court busy and less able to interfere ivith the daily
affairs of the court itself. Geasa are one of the tools by
CJeasa which the grurnps are the real po\ver behind the change-
ling nobility.
The other major source of quests is geasa. Meaning
"bonds,'' geasa are just that: magical bonds that require tl1e
changeling co fulfill so1ne task or prevent the changeling
pol1r1cs
from perforn1ing so1ne action. They are created through 1 do have a test today. It's on European socialism.
the use of tbe Sovereign Art, and they are sometimes used What's the big deal? I'm not European. I don't plan on
by the nobilicy co enforce or require quests of others. becoming European. So why should I care if diey're
A changeling operating under a geas must still take a socialists? The)' could be fascist, anarchist pigs. 1t still
quest seriously, because geasa are often dangerous. Nobles iuouldn't change the fact that 1 don't have a car.
alrnosc never geas a changeling to go on a quest that is -Ferris Bueller, Ferris Bueller's Day Off
certain death (anything short of that is certainly a possi- Wilders are considered by 1nost of changeling society
bility), but the noble who does so will have to face the (\vhich is to say, by the1nselves) to be the n1overs and
consequences of l1er actions at a later titne. A noble who shakers of the Kithain courts and bf changeling nobility.
makes a habit of manipulating the people of his court \Vith This, like many things about the Kithain, is both true and
geasa too often is likely to becoine the catalyst for a false.
rebellion, or feel the influence of King David's courtiers Wilders are full of the energy and vigor that makes
politely "suggesting" chat he desist such activicy. dynamic leaders, and 1nany \vilder nobles are quite effec,
So1ne geasa are actually intended as rewards for a tive and influential. High King David is himself a wilder,
heroic changeling, an opportunity for a 1nember of the an ideal that other wilder nobles look up to as an example

56 The enchanz:ed
of the young, dashing hero-king. Wilder nobles are active is a war of an entirely different kind . Banality cannot be
leaders and passionate about their politics. fought directly ~ ith s~ ord and skill; it 1nusc be confronted
1 1

Ho,vever, wilders rarely have the kind of patience and indirectly ~ ith the po\vers of Glatnour and i1nagination.
1

tact required for the great game of politics. They may be The most in1portanc changeling war is ongoing, and tl1e
very successful generals and heroic figureheads. Some greatest ,varriors of that conflict are the 1nuses, artists,
even have a knack for diplomacy and the intricacies of drea1ners and bards.
court intrigue, but 1nost prefer the "fun" parts of being a Still, the arts of ,var are a major pursuit for 1nany
leader over the mundane (read: dull) tasks of keeping ,vilders, especially \vilder sidhe and trolls. Nobles and their
records, listening ro disputes and handling the day-to-day retainers still train in the old ,vays of honorable co1nbat in
affairs of th.e people of a kingdo1n, 1nost of \vhich are their freeholds, learning to use chimerical blades and
anything but exciting. bo,vs. Trolls especially retain a strong martial philosophy
The wilders are the fire in Kithain politics; they are chat calls for every troll to be trained as a 1varrior and ready
the agitators, the passionate speechmakers, the 1nilitary for battle ,vith the forces of Banality or anything else chat
co1nmanders and the fla1nboyant heroes. Without them, would harm their charges. Cominoner wilders are less
rhe courts of the nobility ,vould not be half so interesting, often trained in che arts of battle. While most would prefer
and Kithain society ,vould not be nearly as dyna1nic. talk or trickery over a fight, they are still handy with such
By the other road, the \vilders must be reigned in and at-hand ite1ns as brooins, frying pans or the occasional
te1npered by the ,visdom and experience of tl1e gru1nps, or pipe-\vrench.
else they ,vould tun1 cl1angeling society into a chaotic The best co1nmoner fighters are without question the
con1bination of party, debating match and running ,var. redcaps. These bulldogs have a natural talent for brawli ng
The boundless energy of the \vilders is like the surntner fire and fighting that see1ns bred into them. Jv1any redcaps
itself; useful, po,verful and bright, but capable of consu1n- aug1nent their natural aggressiveness by learning how to
ing and destroying heedless! y if it is not carefu 11.y bounded. fight in their n1ortal seemings. They learn combat in street
gangs and back-alley rumbles where the elegance and
WaR grace of courtly combat are as far a\vay as a dream fro1n a
nightmare. Redcaps learn to fight for real, and they rarely
One of the things the \vilders are best at is 1nakingwar. do so with any grace or honor. To the1n, the purpose of
11ost of the great ,varriors and soldiers of the .Accordance fighting is winning to survive for another day, and having
War ,vere \Vilders at the titne, and they are considered the a little of their idea of fun along the way.
best warriors of the Kithain. Most childlings do not have
the skill or killer instinct to make them capable ,varriors,
and fe,ver still have the authority needed to lead others
Romance
into battle. So1ne gntmps are amazingly skilled, but most A !though any changeling can feel the stirrings of love
of the1n lack the fire and passion that drives tl1e \vartior's and romance, the tin1e of courtly love belongs ro the
spirit. Most grumps have also seen enough conAict to be wilders in many ,vays. The ,vilders have learned some
less ena1nored of the idea of bashing someone's head in or things about love that are not told to childlings, and they
cleaving him in t\vain \vich a S\Vord. lack much of the cynicism about affairs of the heart so
Fortunately for the Kithain, \Vars a1nong their kind con1mon to grumps. Many a ,vilder fee ls the thril l of
are rare indeed. The only great war of kith against kith ,vas passion and hears the call of ro1nance.
the Accordance War more than 20 years ago. Before that, Wilders live up to their name \Vith their ro1nantic
nothing that could be considered n1ore than a skirmish pursuits. They live the ideals of courtly love to the fullest,
occurred bet\veen changelings. There are legends of a ,var wining, dining and serenading their heart's desire. Adven-
in Arcadia, perhaps one that resulted in the exile of the tures are undertaken and great deeds acco1nplished in the
five sidhe houses to Earth, but little is kno\vn about that naine of love, and 1nanv, a wi lder is n1ade a fool for the sake
apart fron1 ru1nor and speculation. of a kind \vord or a gentle glance fron1 the object of his
Sometin1es there are conflicts ,vith chin1era, espe- affection.
cially nervosa or nocnitsa, that require the skills of
changeling warriors, and the Dauntain are often fought by Bec:Rochal and ffiaRR1age
the paladins of the noble courts, but these conflicts are One of the results of all of this ron,ance is marriage,
ahvays short-lived battles, not true •.vars. Most changeling ,vith which most \Vilders generally don't concern them-
battles are fought against the forces of Banality, and that selves. It is not the goal, but the chase that is important in
the \vorld of ron1ance. Marriage is a sign of the kind of ences and backgrounds, and they often work together to
settling do\vn that \vilders like to avoid. share the load of caring for and teaching tl1e children.
More common among •Nilder sw·eethearts is a be- Marly grurnps are single parents, and it is fairly rare to find
trothal, a co1nmitment to each other that is less binding a changeling couple with children. Rarer still is a changeling/
than a forn1a l marriage. Oaths are often exchanged for a mortal rnarriage that has managed to survive the difficulties of
betrothal, usually ones chat are only binding for a short living benveen two worlds for very long. Some changeling/
tin1e. Traditionally, a betrothal lasts for a year and a day, kinain marriages have tnanaged to \.vork out well and produce
and then is either renewed or not depending on the children \Vith a fa ir likelihood of being changeling or kinain.
feelings of the couple at that tirne. Whether a child is changeling, kinain or 1nortal, a
grutnp parent cares for her and loves her just the same.
Aurumn: YRump Some kith are less hospitable to children in general, and
mortal children in particular. Boggans, obviously, ,nake
Age and treachery will beat youth and skill every time. wonderful parents, giving their children all of the love and
- bumper sticker \Visdom attention they could possibly want. Other kith, like the
Very fe,v changelings survive the cold and banal \vorld redcaps and the sluagh, often abandon their children or
long enough to beco,ne gru1nps. Perhaps only one in 20 make leave thern ,vith n1ortal families to raise them, leading to
it this far ,vith theirfae 1niens and ,nemories ofGlarnour and no few confused childlings and wilders in later years.
the Drean1ing intact. This rnakes grumps the rarest of Kinain children raised by changeling parents gro,v up
changelings, and gives the1n the respect of the Kithain. around changelings for tnuch of their lives. They tend to
Gru1nps are also objects ofso,ne humor and sy,npathy be less banal than other kinain, and they are often en-
on the part of the other changelings, because one doesn't chanted, allowing the1n co spend time in freeholds and
make it to being a grun1p without showing some scars from with changeling friends and playrnaces. Kinain children
it. Grumps are the most cynical and banal of changelings, still need s01ne re,ninders of their ,nortal heritage, hov.r,
their youthful vigor and innocence worn dov,1n by rhe ever, or else they will beco,ne Dream-struck.
passing of years and their experiences. Other changelings Mortal children can be both a joy and a sorrow for
see gru1nps as \\ ec blankets and fuddy-duddies oftentimes,
1 changeling parents. A 1nortal child has much the satne
while only the grumps kno\v the lessons that come with i11nocence as a childling, and gru1np parents often recap-
age and experience. ture some of their o,vn innocence through the act of
Grun1ps are respected for their knowledge and wis- raising a child. A child's first steps or first ne\v gan1e can
dom, at least ,vhen they deal with wilders and child lings even prove to be an epiphany for a parent, who sees the
who can sit still long enough to listen to them rattle on Drea1nin.g reflected in her child's happy smile.
about their stories and such. They are also the real n1overs But 1nortal children eventually feel the call of the
and shakers of changeling politics, culture and society. 1nortal ~1orld. Mortals cannot long dwell in che ,vorld of
They protect the ancient knowledge and see that it is the Drea1ning, and there co1nes a time ,vhen a fae parent
passed on and kept alive, if only because no one else can. n1ust lee a 1nortal child go out into the world. The child's
innocence fades , and the parent 1nusc watch Banality gain
~am1ly and Ch1ldRen a foothold in the child's spirit.
Someti1nes it can be delayed, but it can never really be
S01ne changelings say that having children of your prevented. A 1nortal child ,vho lives too long in the ,vorld
o,vt1 isoneof the sure signs ofbeco1ningagrump. Child lings of the fae becomes Dream-struck and helpless, ,vhile a
are children themselves, and only chink about fa,nilies in
child ,vho becomes too wrapped up in mortal, mundane
terms of playing house or going to court. Most wilders life is lost to Banality and forgets the Drearning forever.
becon1e positively green at the idea of being tied down Such is the struggle and the tragedy of changeling parents.
\Vith a fan1ily and offspring. Only the grun1ps understand
With the power of G lamour, it is possible for a change-
the important role they play in having and raising chil-
ling parent to outlive her tnortal or kinain child. Many
dren, both their o,vn and those of the fae co1n1nunity.
changelings cannotstand the pain oflosing their children or
Since few changelings have pennanent ,narriages or ,vatching them suffer the ravages of age, and rr1any grumps
eve11 long-term relationships, grun1ps often cooperate to choose the Forgetting rather than live with that possibility,
raise their children, both natural and adopted. Most grumps slipping into their mortal see1nings pennanently and forget-
feel a kinship to others their age who have sin1ilar experi-
ting painful tnemories of a life that could have been.

58 The enchan?::ed
mentored 1nany important fledges rr1ight be able to bend
OJencoR1ng their ears ,vhen necessary to get things done, and such a
Part of their roles as parents gives grumps the respon- grutnp could have a great deal of pull at court as an advisor
sibility of caring for the childlings of changeling society. or even power behind the throne. Although the wilders
The wilders si1nply can't be bothered to look after the might do most of the work of ruling and holding court, the
younger ones, and the gru1nps know well that the childlings grurnps have tl1e knowledge, experience and the connec-
represent the future of the Kithain and must be protected. tions to n1ake things h appen when they so choose.
Grumps and childlings are often close and look out for
each other \vhile the ,vilders rush off on their adven tures. Cuscom and R1cual
Sornetimes grun1ps insist on going along with child lings to
A wilder is just a grump who has no use for tradition.
take care of them. Grun1p me1nbers of 1notleys (both 1nale
- popular grurnp saying
and female) often become the den 1nothers of the groups
by looking after the welfare of the childlings and offering Gru1nps are the guardians of changeling custon1 and
advice to the wilders whenever they bother to listen. ritual. They have learned both the form and the deeper
Gru1nps make up the greatest percentage of fledge 1neaning that goes \Vith those rituals. T hey have gained an
mentors, and mentoring new changelings is one of their appreciation for th e fonnalities of changeling culture that
greatest responsibilities. A mentor teaches the fledge all of wilders and childlings cannot quite understand. This
the important things she needs co knov; about changeling n1akes grumps well-suited to be the guardians of change-
ling cultural traditions.
custo1n, tradition, h istory and manners. A gru1np mentor
is the best at th is because che grumps have both the As the older 1ne1nbers of the community, gru1nps
experience and (usually) the patience for this i1nportant have a duty to remind other changelings about the tradi-
task. tions of the Escheat, the celebrations and honorings of the
Wheel of the Year, the custo1ns regarding Saining, foster-
In this way, the grutnps shape the new generation of
ing, change and death. In sl1ort, the gru1nps are the ones
changelings v,ho \\7ill be Sained, and 1nany ,veil-known
who oversee all of the many traditions and customs de-
gntmp n1entors have social and political influence far out
scribed in this chapter and in other Changeling books.
of proportion \\7ith their stations. A grutnp who has
Most i1nportant rituals will be presided over by the prospect, sounding as it does like Dauntain propaganda and
eldest grun1p in a changeling 1notley, co1nmunity or free- knowing that it leads only to spreading tl1e taint of Banality.
hold. This is one reason ,vhy court seers are often grumps in
charge of rituals like the Saining ai.1d the T ogail. Grumps
take their role in sustaining changeling craditions very
W1nreR:
seriously, as tradition is one of the ,vays that the Kithain
re1nember the Dreaming and keep Banality at bay. During The JouRney of Cx:arh
the ci1ne of the lnterregnu1n, their traditions were one of the All those memories, lost - like tears in rain. Time to
fe\.v things chat the exiled fae on Earth cou ld cling to. die .
- Roy Batty, Blade Runner
The ~0Rgerr1ng 1-Ialfof the heritage of the Kithain is mortal, and in titne
Of all the things I've lost, I miss my 1nind the most. even they die. The death of a changeling is a sad occasion,
- bu1nper sticker ,visdo1n but it is also a celebration of his life ~111d his passing on into
The thing that gru1nps most fear, even more than the Summerlands, \lvhere he will be reborn once again.
n1ortal death, is the Forgetting. Grumps accumulate Ba- Changelings are great believers in the idea chat funera ls are
nality just as they do gray hairs and little aches and pains. intended more for the living than the deceased, so they 1nake
As they grow older, they become rnore and rnore in danger them celebrations of life and a fitting way of re1ne1nbering a
of forgetting their fae natures and lapsing back into their departed loved one. Only the occasion of a changeling's
mortal seemings for the remainder of their lives. Most True Death by cold iron, \.vhich destroys his fae fonn forever,
grurnps are Undone by Banality long before the end of is considered a tragedy by the fae.
their mortal lives. The sidhe have a 1nuch different view on death. Since
For change lings, aging has all of the effects that it has on no one kno,vs for certain what becon1es of the sidhe after
mortals, but it also had the additional effect of a slo\.v slide death, it is a frightening mystery for the1n. Sidhe funerals
into mundanity. The \.Vear and cear of mortal hfe leads to the are s01nber and sad occasions ,.vhere the sidhe 1nourn the
slow accumulation of Banality, like a fine sculpture being loss of their i1n1nortality and the paradise they once knew.
worn away by years of rain and sand. So is the changeling's
fae mien ,vorndo\:\rn by ti1ne in the 1nortal "''orld. Eventually, Thepassage
,vhen they acquire enough Banality, grumps slide forever
Death can come to changelings in all of the 1nany
into the Mists and forget who they really are.
ways that it does to mortals, and quite a few ochers that
The Forgetting is the reason that changelings struggle 1nost 1norcals have never even i1nagined. Kithain mortal
to hold on to their youtl1. Most of thetn do not fear 1nortal age seen1ings are just as vulnerable to injury, illness and other
or death. because they kno,v that they will return in another fonns of hann as any other 1nortaL The powers of Gla1n-
inortal life; only thesidhe fearthespecterofdeach. Whacthe our, particularly the Pri1nal Art, can be used to help
fae truly fear about age is che Banality thac it brings and the changelings quickly recover fron1 n1any fonns of injury,
possibi lity that their fae selves 1night be Undone. but some damage is too great for even the most skilled
Rather than fall into 1nundanity and Forgetting, 1nany healer to repair.
older gru1nps take great risks and undertake quests, like they Physical harm is something that all changeli.J.1gs do
may have done in cheir youth to reduce their Banality and their best to avoid. i\mong themselves, rnost changelings
perhaps recapture a spark of their youthful spirits. For many prefer chimerical cornbat to settle disputes when combat
grun1ps this is almost certain death, but they \.VOuld rather go is necessary, since it causes no permanent harm to the
out on a glorious quest and 1nove on to the next life tl1an be contbatants. The same is true of combat ,vith chimerical
slowly smothered by the forces of Banality. creatures that changelings may encounter on quests or
Other changelings also feel that grumps sliding into the other adventures. Chimerical ''death" can be inconve-
Forgetting should be helped if at all possible in accordance nient, evenseriouslydebilitating as it brings the changeling
,vith the Escheat. Others say that the Forgetting is a natural one step closer to the Forgetting, but it is never fata l, an
process and doesn't count as son1ething that the gru1nps can important distinction for change lings.
be "rescued" from. Tn1ly conservative changeling factions The Kithain's mortal enemies, however, kno,v noth-
feel that a gru1np in danger of being Undone by Banality ing of chin1erical combat. The Dauntain prefer to attack
should be put out of his misery so h is fae spirit can find changelings with their bane, weapons of cold iron. Al-
renewal in the next life. lvf.ostchangelings are shocked at this though other physical \Vea pons will overcome n1ost

60 The e nchant:ed
changelings, they do not bring the final death that is the
Dauntain's goal. In their view there is little point to killing
a changeling \vho will si1nply be reborn into th e world
somewhere else at some point. The final destruction of all
fae spirits is their goal.
When a changeli11g accumulates too 1nuch physical
da1n age for his mortal seeining to survive, he dies. The
same is true of any changeling who falls prey to a serious
illness or the ravages of old age beyond the po~rer of
G lamour to cure. When the time comes, as it must to all
1nortal things, the ch angeling passes from the mortal
world.

Reb1Rrh
Fortunately, most changelings ,vho suffer 1norcal death
have their fae spirits pass on to the Su1n1nerlands. lvlany
changelings believe that their spirits return to che Dream-
ing in death for a time before being reborn into the 1norcal
world again. No one can say for sure, since me1nories of the
Dreaming are obscured by the Mists, and changelings are
uncertain whether their recollections of the land of eter-
nal G lamour are from before the Sundering or frotn times
,vhen their spirits have passed through the Dreaming
between mortal existences.
Some time after passage into the Summerlands, a
changeling is reborn into a nev; mortal seen1ing so1ne- ,
where in the ~rorld. Oftentitnes, changeling nature is
passed through fatnily lines, and the sa1ne changeling
spirit n1ay beco1ne part of many mortal lives in that line.
For others, their mortal seen1ings appear to have no
connection to each other as far as th ey can reme1nber.
tviost changelings recall nothing of their previous mortal
see1n ings in the world. Each rebirth is a rene\val of the
changeling's innocence and fae nature, and he is allov.red
to see the \VOrld through the eyes of a ch ild once again.
S01ne rare Kithain have fragmentary memories of their
other 1nortal lives. Such changelings are often seers, sooth-
sayers or 1n ystics.
So1ne Kithain scholars believe that changelings are
able to recall all of the ir experiences in the mortal \vorld,
from all of their incan1ations, during that t ime when their
fae spirits dwell in the Summerlands. T his gives the
changeling an opportunity to reflect and learn frorn expe-
riences in the mortal world. It is even speculated chat
changelings who achieve sufficien t ,visdom frotn their
experiences are able to return to fab led Arcadia, but if this
is so, no Kithain has returned to tell of ic.
~1nal Cx:arh
One thing can keep changelings from their rebirth,
tearing them from the Wheel of Life and casting thern
forever into the outer darkness. That is the power of
Banality. Banality seeks to suppress and destroy all things
of Glarnour, including the fae spirits of changelings.

ColdlRon
T his most common instrument of Banality used to
destroy changelings is cold iron. Pure iron, th e inetal that
brought the Golden Age to an end in blood and fire, is the
physical manifestation of Banality in the mortal world.
Fortunately for the Kithain, folk in n1odern times have
ce1npered and weakened the po,ver of iron with their
science and itnagination by changing iron and mixing it
with other ele1nents to form new metals developed from
hun1an creativity. The application of human thought and
in1agination to cold iron has v,eakened its po,ver so chat
the different alloys of iron like steel have no 1nore effect on
cha11gelings than any other metal.
For cold iron to be effective against changelings and
oth er things of Glamour, it must be fa irly pure iron, not an
alloy or cornbination with other n1etals. Ideally, the iron
should be worked as little as possible, so chat the po~rer of
i1nagination and G lamour has not had the opportunity to
blunt the banal po\ver of the metal. T his n1eans that
in struments of cold iron are often crudely worked and ugly.
T he touch of cold iron causes disco1nfort to change-
lings, a kind of cold ache that seems to spread through the
body. It is not painful, but it is very unpleasant. T he
discomfort causes enough distraction to increase the diffi,
culty of any action the changeling cakes by o ne. Cold iron
chains or bonds are difficult to overcome. Additionally,
cold iron acts as a kind of lightning rod for the po~rer of
Glarnour, "grounding" it and neutralizing it. It is i1npos-
sible for a changeling or kinain co gain Gla,nour through
epiphany while in contact \Vith cold iron.
The greatest threat of cold iron is its ability to drain
the Glan1our fro1n a changeling's fae spirit. Attacks ,vith
cold iron ,veapons drain a point of Glamour for each
successful hit along ,vith any da1nage done to the change-
ling as the power of Banality gnaws at the changeling's
spirit. Even if no damage is done, a successful hit with an
iron weapon causes the changeling to lose Glamour.
If a changeling is killed with a weapon of cold iron,
her fae spirit is d rawn into the banal power of the iron an.cl
destroyed, cast into oblivion. Only the death b lo"'' rnust
co1ne fro1n an iron weapon, since the iron dra,vs forth the
fae spirit and all of the G lamour \vichin at the ti1ne of

62 The Cnchanz::ed
death. The mere idea of death by cold iron is enough co once they pass from mortal life, no one kno,vs what
make any changeling shudder ,vith fear. beco1nes of them. There has been no evidence since tl1e
The dangers of Banality a11d life as a changeling t ime of the Resurgence that the sidhe retun1 to life in new
so1neti1nes leaves the Kithain no time to recover the 1nortal fonns once their tirne on Earth is done. This
bodies of cocnrades who fall to violence against n1ortal or 1nystery is like a dootn thac hangs over every sidhe, and
Kithain ene1nies using physical force . These unfortunates their ignorance of their ulti1nace fates causes the sidhe to
n1ake up part of the long list of chi ldren, runa\vays and cling fiercely to life.
eccentrics ,vho sin1ply turn up dead in the \Vorld of Many theories l1ave been ventured on 1vhat happens
Darkness. Their deaths are usually bla1ned on gang vio- to sidhe after their mortal deaths. Sotne are hopeful, 1vhile
lence, kidnappers, serial killers and other forces as the others are filled with doon1 and despair. Although they
Mists close to conceal anything of the victim's fae nature practice outward indifference, 1nany sidhe nobles obses-
or demise. If the mortal authorities notice any th ingscrange sively collect lore and scraps of wisdo1n concerning \vhat
about the occasional victin1 struck down by a cold iron happens after death so that they 1nay perhaps glean some 1

blade or "rando1n" act of violence, they keep ir to the1n- kno1\ ledge about their final ends.
1

selves. One theory suggests that the sidhe exile to Earth is


te1nporary. Once they have lived their mortal lives and,
Ur1do1ng perhaps, learned s01ne 1visdorn about the world they aban-
The other ,vay in ~1hich Banality can destroy the doned so long ago, their fae spirits are allowed to return to
Kithain is through the Undoing. Unlike to touch of cold Arcadia after the deaths of their 1nortal selves. This is
iron, the Undoing is not as,vift death. It is a slow, creeping connected with the changeling belief that all changelings
paralysis that comes over the changeling so gradually that return to Arcadia before being reborn again into the 1

it is s01neti1nes not even noticed until it is too late for 1nortal world, only the sidhe are back to stay. This is as
anything to be done. close to an "official" view that the nobility hold about
'T he Undoing occurs \vhen a changeling falls too death, as 1nany find it con1forting, even if it isn't necessar-
deeply into the grip of Banality. Over time, the changeling ily true.
forgets everything about her fae nature. She returns to her At the other e11d of the spectrun1, it is suggested that
n1orcal see1ning forever, and her fae 1nien slips a\vay into death is the final punishn1ent visited upon the sidhe. At
the cold darkness of Banality to be smothered and then the end of their n1ortal lives, their fae spirits are cast into r

snuffed out. This is the fate of 1nost changelings \vho live oblivion and destroyed, consumed by Banality. With the
to a ripe old age, and the reason that the fae fear gro,ving sidhe's greater sensitivity to Banalicy, scholars say, perhaps
old. By the ti1ne the n1ortal flesh dies, the fae spirit is their spirits cannot 1nake the journey that returns chem to
usually long since departed. the mortal ,vorld without being devoured and destroyed.
A changeling ,vho is Undone by Banality has her fae Without 1nortal see1nings to protect tl1e1n, sidhe are to the
1nien entirely suppressed. She is forever a mortal thereaf, forces of Banality like sheep before a pack of hungry
cer, with no memory of her fae existence of the Drea1ning. wolves, the sages suggest.
Of course, upon the death of the mortal flesh, the fae spirit Bet\veen and around these opposing i:heories are
is then free to join with mortal flesh once again, continu- many other possibilities as to the fate of the sidhe after
ing the cycle of birth, death and rebirth. death. Many believe that the sidhe do partake of che cycle
of the Wheel of Life, but that they follow it in a way
different from the other Kithain. It tnay be that the ti1ne
before siclhe return co the mortal 1vorld is quite long. Since
The sidhe are unique among Kithain when it comes to
the sidhe have lived on Earth only since the tin1e of the
the rnatter of death. They fear it, but they wouldn't have it
Resurgence, it is possible that there hasn't been tin1e
an)' other way. Other,wise, the)' would be just like the rest
enough for any co return to 1nortal life yet, but that they
of us commoners, a fate far worse than death.
n1ay in the future.
- Ariadne, sluagh grump
A truly scandalous theory, put forth by some of the
The sidhe appear to be the only changelings ,vho do scholars of House Liam, is chat sidhe do return to mortal
not follo\\1 the Wheel of Life that brings the Kithain back life through the Wheel of Life but that they return as
to the mortal ,vorld after the death of the mortal see1nings. con1n1oners, to give the1n so1ne opportunity to partake of
Although the sidhe are incan1ated i11to the ,vorld in
1nortal see1nings in the same ,vay as other changelings,
the same existence as those who 1vere left behind \vhen the ,vake, and traditionally speak in tu111 to re1ne1nber the de-
gates of Arcadia were closed, and perhaps gain son1e ceased and celebrate her life. Friends comfort each other and
wisdo1n and humility by learning to understand the lives of bask in tl1e renewal of ties of life, love and companionship.
those they rule firstl1and. This idea is popular with 1nany Mortal and kinain relatives of the changeling are often
comn1oners (of course), s01ne of \Vhon1 even 1nake claims enchanted to bring chem into the wake and allow them to
to a previous incarnation as sidhe. The nobility as a whole share in the celebration of life. Most of tl1em do not recall the
rejects this idea as absurd, and 1vise corrunoners do not 1vake as anything 1nore than a drea1n about the deceased, but
speak of it at court. they sti II find the1nselves comforted by the experience, tl1eir
grief eased ,vith the help of the Kithain.
The Wake T he wake is a place and time for che releasing of all of
Death is that state in which we exist only in the the e1notions associated with the changeling \vho has
memory of others. No good-byes, just good memories. passed. There is crying and grief for the loss of a friend and
- Lt. Tasl1a Yar, Star Trek: the Next Generation loved one, but there is also celebration, recollection,
laughter and fun. The Kithain believe chat the best 1vay to
The 1najor changeling rite involving death is the
acknowledge the life of a changeling is by sustaining the
,vake. When a changeling dies, his family and friends
Drea1ning that gives them all life. Wakes are a \vay to
gather to celebrate his life and reme1nber hi1n. Wakes are
honor and celebrate the Glarnour of a changeling's life and
ahvays the ultimate neutral ground. All divisions are
keep that sacred fire burning.
forgotten in the remembering and honoring of the de-
ceased. Com1noner and noble, Seelie and Unseelie, all During the wake, any last 1vords or wishes of the
seemings and kith mix and 1ningle at the gathering. deceased are heard, and 1nany Kithain swear oaths to
uphold those ,vishes or undertake some last request of a
Traditionally, the wake is held at tl1e hon1e of the
friend. The deceased's chimerical possessions are distrib-
changeling who has passed, atnong her possessions and works.
uted to her friends and loved ones, \.\1ho place the1n in tl1e
If tl1is is not possible, it is held in so1ne place that had special
ho1nes of the changeling's kin, often 1vithout the kno\.111-
n1eaning to the deceased in some way. The deceased's kin,
edge of 1nortal kinfolk.
oatl11nates and close friends hold places of honor during the

64 The enchant:ed
Son1e Kithain do not like the tradition of the wake. and Glamour, is not very i1nportant to the fae. So long as
They prefer to ignore death in hopes that it will go away, the body is treated \.Vith respect, it can be disposed of in
and refuse to attend wakes, funerals or other acknowledg- whatever way the deceased or h is friends and fan1ilysee fit.
1nents of death, even those of close friends. These For 1nost changelings, a hu1nble grave is the rnost con1-
changeli.J.1g are certain candidates for Bedlam, since ac- mon disposition of their n1ortal bodies after death. Just as the
kno\vledgment of death is one of the major ties to the changelingspiri temerged fro1n its 1nortalseern ing like a flower
mortal world. Fortunately, n1ost Kithain understand the spreading open in the sunlight, so does tl1e spirit eventually
need for the wake and find co1nfort for their own fears leave the body like a seed and the mortal flesh returns to the
about death in the celebration of another's life. earth to continue tl1e cycle of the Wheel of Life. So1ne redcaps
To the sidhe, the wake is an important ritual that can-y this concept forward in their o\.vn strange 1nanner, and
eases their fears about death. It is believed that the \Vake ho11or the deceased by eating his remains and, perhaps, taking
and the remembrance ofa deceased sidhe helps him to pass s01ne s1nall part of his essence i.J.1to the1nselves.
on to ~,hatever awaits him on the other side of the great For son1e Kithain, a mortal funeral will not do. The sidhe
veil. If the ritual is not perfonned as it shou ld be, the sidhe's have tl1eir o\vn sornber ceren1011ies for tl1e disposition ofone of
spirit is doo1ned to oblivion, although some sidhe have their own. Sidhe funerals are often ve1y elaborate affairs, as if
said that they\vould almost prefer that fate to the possibil- dressing a fi.meral up in enough ceremony and ritual can conceal
ity of returning to the \vorld as a co1n1noner. its ttue purpose. A proper funeral is consider by some sidhe to be
a part of the entire ritual needed to send their spirits on to \\1hat
~uneRals a\vaits tl1em and is aln1ost a5 irnportant as the wake itself.
Give me a Viking funeral. Trolls also consider funerals irnportant. A troll warrior
- A lan Moore, V for Vendetta needs to be laid to rest with proper cerernony and ritual to
While \Vakes are considered an irnportant part of honor his spirit. Usually the troll is built a great fi.meral pyre
changeling culture and trad itions, the Kithain have little \Vhere his body and his primary chimerical weapon are laid
concern as a whole about funerals. Tl1e disposition of the out and the fire lit. S01ne trollsstill fol lo,v the ancient custo1n
mortal remains, once bereft of fae spirit and the spark of life of sending their dead out to sea aboard a bu1ning boat.
--
• Step Four: Select Advantages
This chapter is all about creating a kinain character.
Choose Backgrounds (5) and Fae Gifts (5)
It offers specific guidelines on choosing Traits that are
• Step Five: Finishing Touches
appropriate, plus information on new Backgrounds, Mer-
its, Flaws and special Faerie Gifts that are specific to kinain Record beginning Glamour, Willpo\ver and Banality
characters. as determined by your seeming
Spend freebie points ( 15) for Merits and Flaws, Faerie

ocess Marks, Arts o,r Realtns or to raise other Traits

The process for building a kinain character is similar


to that of building a changeling character. The two share
Concept:
many traits in co1n1non, including the same Attributes As with any character. creation, the place to begin is
and the concepts of seeming, Legacy and (to a degree) witl1 a character concept. Give some thought as to the
kith. kind of kinain character you want to play and how chat
• Step One: Character Concept character might develop. The kinain are different frorn
their fae cousins and are rnore strongly co11nected to their
Choose c6ncept, Legacy, age category and heritage
n1ortal lives and families, so consider \\1hat the kinain's
• Step Two: Select Attributes
background and role in rnortal society is.
Prioritize the three categories: Physical, Social, Men-
Kinain come frorn every walk and stratum of mortal
eal (6/4/3)
life as well as every race, creed and background possible.
Choose Physical Traits: Strength, Dexterity, Stamina The Kimain are by no 1neans the sole changelings on
Choose Social Traits: Charisma, Manipulation, Ap- Earth, and many kinain are descended from fae ancestors
pearance from oilier places and cultures around the world. This is
Choose Mental Traits: Perception, Intelligence, Wits especially true in Concordia (North America) because of
• Step Three: Select Abilities the rich cultural and ethnic diversity found there.
Prioritize the three categories: Talents, Skills, Most kinain tend to be expressive and creative in
Knowledges (11/7/4) some way, which often leads thetn into occupations that
Choose Talents, Skills, Knowledges allo\v ilie1n to use meir talents. That does not mean all
kinain are artists or even Dreamers. Most kinain are not
aware of their heritage, and channel their talents into a Age category determines a kinai n's beginning Tem-
variety of occupations, including science, farrning, sales pers 1nuch like it does for changelings. See Ch.apter One
and even accounting. for 1nore information on kinain age categories.
Kinain may kno\v little or nothing of changeling
sociecy or even of the existence of changelings. Players
should consult v.;ith the Storyteller to find out how much R1rage
their kinain characters know about the fae at the start of
All kinain have s01ne 1neasure of Faerie Blood in
the chronicle. This can affect the concepts and Back-
then1. This blood usually co1n es to them from a fae ances-
grounds that will suit nC\N characters.
tor or ancestors. It may be as recen t as a parent or
grandparent, or as long ago as the fam ily founder in the

egac1es distant past. The blood can be h idden in a family for


generations before appearing again, and 1nany mortal
Kinain characters have Seelie and Unseelie Legacies families of fae desce11t had kinain and changeling children
just like changelings do; however, they do not have more follo,ving the flood of G Iamour released by the Resurgence
than a token allegiance to e ither Court. The kinainsimply in 1969.
chooses which Legacy is the do1ninant one and follo\vS it. Most of the time, a kinain's blood calls strongly to one
Most kinain follow their Seelie Legacies in the rnodern particular kith from which the kinain is descended. Tl1e
world, since many of the Unseelie Legacies often result in kinain takes on some of tl1e physical aspects of that kith just
the person being ostracized fron1 society at best, and being like a changeling's mortal seeming does. T roll kinain are
killed or sent to prison at ,vorst. Despite that, there are usually very tall and broadly build, and boggan kinfolk are
plenty of kinain who follo,v their Unseelie Legacies. smaller and rounder. Details of the appearances ofparticular
Both Legacies contribute to 1n.aking up the kinain's heritages are given on pp.14-15 in C hapter One.
personality, just as with a changeling. Some kinain follo\v A kinain's heritage may also affect the Fae Gifts and
one Legacy and then the other for a ti1ne, depending on Faerie Marks that appear. Certa in heritages are 1nore
the circumstances. ln fact, kinain see1n tnore likely to prone to particular gifts and marks tl1an others. Satyr
s,vitch Legacies because they generally do not owe their kinain, for example, often manifest the Bardic Gift. The
fealty to one Court or the other, and do not concern player and the Storyteller should cake the k inain'sheritage
the1nselves with the social or political irnplications of into account vvhen considering gifts, 1narks and other
their behavior. aspects of the character.

Age CaregoRy
A kinain character's age category is based on her Kinain have access to 111ost of the same .A.bilities that
n1ortal age. This is her physical age, just the same as it is changelings do. Additional Abilit ies can also be found in
with a changeling. Most kinain are rarely able to benefit the Changeling Player's Guide.
fron1 the age-suspending effects of life in a freehold, so Talents are inborn Abilities chat are usually not
their age category is usually the san1e as their actual age. learned, butgained through experience and trial and error.
Kinain advance in age categories as they progress in mortal Particularly appropriate Talents for kinain characters in-
years, gaining Banality along the way a11d slowly losing c lude Artistic Expression, Empathy1 Persuasion, Fortune
touch \1/ith their faerie identity for the 1nost part . Telling (especially for kinain with the Second Sight),
Kinain do not usually go through the T ogail an Ainm Style and Subterfuge.
ritual. Fae society rarely recognizes the changes in the lives Skills are learned through training and practice. Kina in
ofkinain in the san1e \',lay as i r does change! ings. Kina in do can know virtually any Skill, but sonle of the 111ost com-
gain the sa1ne increase in te1nporary Glarnour as change- 1non include A11in1al Ken, D rive (for almost any wilder or
lings do \vhen they pass fro1n one stage of life to the next, gru1np kinain), Etiquette, Fast-Talk, Ga1ne-Playing and
along with the same increase in pennanent Banality. T he any appropriate to the kinain's occupation or hobbies.
various rituals, boons and Dreaming gifts of the Togail Kno~1 ledges are gained through schooling and appli-
only occur for kinain if they are allo,ved to take part in the cation of the mind. Many of the more arcane Knowledges
ritual by a faerie n1entor or patron. are rare a1nong kinain unless they have some experience
\Vith the occult or with changeling society. More corn1non

68 The enchanced
Knowledges include Computer, History, La,v, Linguistics,
Politics, Science and other such "mundane" Abilities.
Kinain characters cannot start with more than three
dots in any Ability, but you can later use freebie points to
give your character up to four or five dots in an Ability.

BackgRounds
Kinain characters have different Backgrounds frotn
those of their changeling kin. They may have the Con,
tacts and Resources Backgrounds from the Changeling
ntlebook, but cannot have any of the other changeling
Backgrounds, which are connected to the changeling
nature and culture of the Kithain. Instead, kinain charac-
ters l1ave their own unique set of Backgrounds to choose
from. The 1nost importantofthese determines the kinain's
relat ionship to the fae, and the gifts given to kinain by
their faerie heritage, as well as advan tages they have in the
mortal ,;vorld.

~ae BackgRounds
Fae Backgrounds are part of the heritage of a kinain's
Faerie Blood. They are unique abilities, many of them
resembling things that changelings the1nselves can do.
The number of Fae Backgrounds a kinain rnay have is
dictated by the number of dots she has in Faerie Blood
Background. No kinain 1nay have more than five Fae
Gifts.
Like the rest of their fae heritage, some kinain are
unaware of the nature or origin of the Fae Gifts they have.
Low levels of some Fae Gifts 1nay be passed off as coinci-
dence, itnagination or even mental illness by kinain and
other mortals. The higher levels of Fae Gifts often con-
vince a kinain that there is something unique about her,
but other mortals may think that the kinain is insane.

Ch1meRa Compan1on
You have the attention, interest and possibly loyalty
of an intelligent chimerical creature of some kind. This
1night be an "i1naginary friend" from childhood, some
other character who has caught your i1nagination, or a
chimera that finds you interesting for some reason.
J
I
Normally you are unable to see chimera or interact
with them unless you are enchanted. This 1neans that even
you can't see your co1npanion much of the time. You can
hear your companion speak to you sometimes (Perception,
difficulty 5), and the companion can help you by protect-
ing you from chitnerical dangers and telling you what it
sees and hears in the faeri.e world. If you are enchanted, you
can see and interact with your companion normally.
Characters are sometimes surprised to discover that the
image they perceived from the voice does not match the
chiinera's true appearance. A deep and booming voice
,,,,,,- -- ... could belong to a chimerical bullfrog, or a soft, sultry tone
{ ':
.....
-
.' /'
._,/
1night actually co1ne from a chirnera that is frightfully ugly.
Players should consult their Storyteller about what
type of chimerical con1panion they can have and what its
appearance and abilities are. More powerful chi1nera may
have their own goals or plans for the character.
0 A n1inor chimera 1vith the intelligence of a
loyal house pet. T he chimera cannot speak
to you, but can com1nunicate througl1 vari-
ous noises (growling, meov,ing, burbling
and such) . The chimera and you may even
come to unde rstand a simple systen1 of sig-
nals that allow it to pass on basic informa-
tion. ("What's that, Lassie? Ti1nmy's fa llen
dov,n the well again?")
e• A useful companion with human-level in-
telligence but no significant po~1ers. This
companion is s1nart enough to talk (regard
less of its appearance) and tell you ,vhat it
knov.rs, but it is not powerful enough to use
Arts or be a significant threat in chimerical
cornbat.
••• A chi1nera with some real power ( one dot in
an Art or an equivalent magical power).
Keep in mind that the chimera 1nay have
trouble using its power on the real 1vorld or
even on its co1npanion if the companion is
not enchanted and her Banality needs to be
overcome.
• • e • Apowerfulco1npanion with up to three dots
in Arts. This 1n ay be a mythical creature, a
spirit or even a weird a lien or fictional
character.
• • • • • A legendary co1npanion with up to five dots
in Arts. This could be a chimerical dragon,
genie, "guardian angel" or otl1er mystical
figure. T h e chimera is highly intelligent,
and may be able to impart some information
about the Dreaming to you, but it 1nay also
have its own agenda to follow and its own
reasons for helping you.

You have access to a source of dross (see Changeling:


The Dreaming) like a faerie glade, a crystal cave, a
particularly eccentric antique/junk shop or even a fount.
This allows you to periodically gather dross that you can
use for casting cantrips and for your Faerie Gifts rather

70 The enchan-ced
than having to use your own limited amount of Glamotu· for any length of tin1e have at lease chis level
for the1n. . of the blood. You may have up to three Fae
Dross can also give you a valuable edge in changeling G ifts
society by giving you some "coin of the realin" to exchange • • • • Faerie Blood likely inherited from a change,
for favors and aid on occasion·, but you ivill have to keep to ling or kinain parent or a strong bloodline
source of your dross a well-guarded secret against the that has been bom true for some time. You
Kichain and o ther kinain who \Vill desire to seize it for may have up to four Fae Guts.
the1nselves. • • • • • First-generation kinain, born of one or two
T he rating of the background indicates how 1nuch changeling parents. You are very clearly
dross can be "harvested" from the source at any given time. kinain to any changeling who takes the time
• 1 point of dross is available per \Veek. to notice you (Kenning, difficulty 5), and
•• 2 points of dross are available per week. have the potential to learn fairly substantial
••• 3 points of dross are available per \Veek. cantrips of your own. You may have up to
five Fae Gifts.
•••• 4 points of dross are available per v1eek.
••••• 5 points of dross are available per week. ~aeR1e OJen-coR
~aeR1e Blood You have the good fortune to have been taken under
the wing of a changeling mentor who has taught you
A kinain's closeness to her fae side determines ho,v
something of changeling society and your heritage. Your
close co the Dreaming and Glamour she is. In gan1e tenns,
mentor can offer useful advice and aid to you frorn time to
being kinain is a Background that all kinain have to s01ne
time, based on the value of this Background. A faerie
degree. All kinain characters automatically have one dot
1nentor can also teach you different A rts and Realms up to
of Faerie Blood, and 1nay spend Background and/or freebie
the level of your Faerie Blood Background, allowing you to
points to increase their rating.
cast cantrips.
The degree of the Background shows how close you
A mentor can a lso serve as an introduction to Kithain
are to being a changeling, rated in levels from 1 to 5. The
society for you, providing you a protector and a sponsor co
racing also affects your access to Fae Gifts. Some people
introduce you to the court. Your mentor ,nay prefer to keep
have only a trace of Faerie Blood in the1n, just enough to
his relationship with you discreet, or he may treat you as
1nake them a little eccentric, \vhile others are much closer
an equal and bring you into a freehold from time to time.
to being changelings themselves and are pretty offbeat
A faerie 1nentor can be from any kith and either
dreamers and visionaries.
Court, and may have his own motivations for helping and
A character with Kenning can detennine if a person
teaching you. The mentor may be related to you and feel
has Faerie Blood by looking at her. T he difficulty of the
so1ne bond or debt to you, or h e might want something
Kenning roll is 10, minus the character's level of Faerie
from you with or without your knowledge. Some change,
Blood. Success tells the seer that the person is kinain or
lings teach kinain some useful tricks in order to make
reveals that she has no Faerie Bloqd in her, if she are
pawns of then1, while others are fair and just teachers and
mortal. A failure reveals nothing, and a botch gives the
friends. Some of the Changeling Ties Merits and Flaws can
seer false inforn1ation, telling hi1n that a kinain is actually
help further define the nature of the mentor.
mortal.
• The mentor is not of significant status or
• A faint trace of Faerie Blood, n1ost likely
ability. He can teach you one Arc of the
from a distant ancestor that has skipped
Storyteller's choice and offer you some basic
several generations to you. You are slightly
information about changeling society, but
tnore creative and in touch with the Dream-
he is not very involved in it.
ing than a mortal, but nor 1nuch more than
that. You may have one Fae Gift. •• T he mentor has s01ne valuable p ieces of
information to pass on to you, and may
•• A stronger glin1mer ofG la1n our from a faerie
teach you two Arts. T he 1nentor has a fair
grandparen t or great-grandparent. You may
involvement in changeling society.
have t,vo Fae Gifts.
••• The mentor is a good teacher and call tell
••• Enough Faerie Blood co dra,v the attent ion
you any basic information about changeling
of changelings (Kenning, difficulty 7). Most
society. The mentor also kno\\'S who all of
kinain who become involved in fae society
the rnajor Kithain (nobles, etc.) are in the it in, so it 1nust be a mistake. Don't worry
area, and can teach you up to three Arts. about it.
• • • • Your mentor l1as great kno\vledge or influ- • • • • • No, officer, I don't knov.1 who attacked me. I
ence, and may be a noble or advisor to the just can't remember anytl1ing about him, or
court. They may teach you up to four Arts. maybe her. I do11't knov.1 • Can I go horne now?
• • • • • You mentor is a person of great influence
and lu1owledge, almost certainly a noble or Kenning
other Kithain of importance. He can teach Although this isaTalentforchangelings,some kinaingain
you up to five different Arts and have great the ability ofkenning as a gift oftheir fae heritage. This givesyou
wisdom to pass on, if you're prepared to tl1e ability to detect things of Glarnour even \vithout being
listen and learn. Such significant rnentors enchanted, allowing you to sense Gla1nour and the presence of
often have equally significant ene1nies. changelings, chimera and other things of the Dreaming. This
Background works exactly the san1e as tl1e Kenning Ta lent (see
~erh ~1ada Changeling: The Dreaming, for n1ore information).
The Mists cloak your presence and actions to some Note: This Background does not allow you to see or
degree, just as they do \vith change lings and other things of interact with any chimera or anything other than the
the fae. You can use this to your advantage to conceal any of mortal seeming of a changeling. You merely sense tl1e
your more unusual qualities or activities. It also makes you presence of those things, and (at higher levels) can ken
more elusive than most people; mailing lists and databases sorne information about their nature and power.
lose track of you eventually, and rnost people tend to forget
about you once you have rnoved on. Only close friends and
farnily remen1ber you as anything rnore than a vague in1pres-
ffioRralBacKgRounds
One of the greatest advantages of the kinain is their ties to
sion; other people forget once they are no longer interacting
mortal society. Kinainhave rnore active n1ortal lives than their
with you, requiring a Perception roll against a difficulty of5
changeling cousins; they are less caught up in matters of the
+ plus your level of Feth Fiada, to recall anything about you.
Drea1ning and pay more attention to the mundane details.
While not true "invisibility," the Feth Fiada does al lo""
Wl1ile this means that kinain are 1nore banal than changelings,
you to sneak around more effectively, as people forget about
it also leads to them having more power and influence in the
your presence as soon as you have passed by. You can add your
mortal world, influence tl,at can be useful to theKithainand can
dice in this Background to your Stealth rolls and subtract
help kinain smooth things over to allow them and their allies
them from any Perception or Investigation atte1npts to find
some latitude in doing the things that need to be done.
you. T11is ability can frustrate faerie-hunters to no end, but
it can also isolate you from the rest of mortal society.
The ability does not affect changelings, enchanted
You have hutnan friends who can help you out when
mortals or chimera, who are all perfectly able to notice and
you are in need. Allies are not at your beck a11d call, but they
recall you.
will do what they can to help you out, and will even go out
• Yeah, he was here a minute ago, I think. of their way to help as long as it is not dangerous for them to
Didn't really notice that 1nuch about him, do so. By definition, Allies have s01ne useful abilities, influ-
though. ence or contacts that can benefit you. For each point of this
•• Huh? Yeah, I guess so, but there's are a lot of Background you have, you have one Ally.
people who con1e and go here, y'know. Could Allies are generally trust\vOrthy friends who will not
have been here, but I couldn't say one v. ay or
1
betray your interests. They may or may not know of your
another. fae nature. If they do know of it, they are willing to keep
••• I'm telling you, I don't know who took it. I it a secret. An Ally 1nay also ask a favor of you at some
don't re1ne1nber seeing anybody, and I can't point (you are supposed to be friends, after all), and you
irnagine how anyone could have gotten back should do what you can for them or risk losing the Ally's
here without me seeing them, there's just no help the next time you need it.
way. • One Ally, of rnoderace influence and po\ver
•••• Yeah, I know it's on the sheet for the day, •• Two Allies, both of them of moderate power
but I swear I don't remember giving out a
••• Three Allies, one of them quite influential
ticket then, and there's nothing in the data-
base on the guy for when I would have called • • • • Four Allies, one of thern very influential

72 The enchanz:ed
• • • • • Five Allies, one of them extremely influ-
ential

bame
You are widely known a1nong ,nortals, perhaps as a
famous writer, performer or athlete. Your farne gives you
certain advantages (like preferential treatment), but it
can a lso get you a lot of unwanted atten tion s01neti1nes.
Fame gives you a great deal of pull with the 1nedia, gives
you the chance to influence others through your work,
and perhaps spread the po\ver of Gla1nour a bit (altl1ough
tl1e Glamour fades the 1nore your work is distributed).
The Storyteller n1ay allow you to use Fame + a Social
Attribute to accomplish some tasks, like convincing a
1naitre'd to get you a table i1n1nediately or to convince
someone that he should listen to you. Your rating in this
Background is a measure of how famous you are.
Fame cannot be con1bined with tl1e Feth Fiada gift; the
conce<;1lment ofthe Mists precludes becoming famous, which
is why few changelings achieve any great level of fame in the
1nortal world. They prefer to work behind the scenes and let
the 1nortal Dreamers take all of the credit, while they take
the Glamour. Mortals famous for their creative or artistic
abilities often attract changeling muses, one of whom may
become a mentor.
• You are kno,vn by a select subculture of the
city you live in.
•• Your face is recognized by the 1najority of
the people in your home c ity; local celebrity
••• You are fairly famous; your name and face
are known by many
•••• You are quite renowned; everyone has at
least heard of you
• • • • • You are nationally or even internationally
fa1nous - a movie star, politician or major
athlete.

lnfluence
Your influence is a 1neasure of your polit ical power in
mortal society. It is not unlike having a title in changeling
society. Few kinain have titles, but many of them are
quite influential ,vith other mortals, something that most
Kithain tend not to bother with.
Your rating in the Influence Background is a measure
of your influence and what you can accomplish in the
social and political scene. Occasionally, the Storyteller
might call for a roll using Influence in place of an Ability
to determine how effective you are at getting what you
\Vant out of the political machine.

Chapc::-eR ~ouR: k1na1n C haRact:eRs 73


A kinain does not have to be vast ly influential to
affect things in the mortal world for the good or ill of
changelings. Sorneone on a local school board can make
decisions and bring about changes that can have consid-
erable effects on the loca l childlings and wilders.
• Moderately influ ential; a factor in local poli-
tics
•• Well-connected; a factor in city politics
••• Position of influence in state politics
• • • • Broad personal power; a factor in regional
politics
• • • • • Vastly influential; a factor in national poli-
tics.

~aey1frs
Fae Gifts are signs ofa kinain's special heritage, benefit, of
the Glamour of their faerie nature.Someare purchasedsimilarly
to Backgroundswith varyingdegreesofpotencywhileothersare
advantages that the kinain either-has or doesn't have. The
character's degree of Faerie Blood defines how many Fae Gifts
can be taken, one for each dot in the Faerie Blood Background.
The level of Fae Gifts purchased is not affected by the Faerie
Blood Background, however. So a character ivith one dot in
Faerie Blood may only have one Fae Gift, but this may be five
dots in Bardic Voice or even Honored Birthright. Some ofthese
gifts are the same as tl1ose allo"ved for changeling characters,
whileothersareuniquetothekinainandappeartobeafunction
1
of their combined faerie and human heritages.
~ ·,: :,
~ e:,-- A.n-da-shealladh:
~I (2 po1n-c ~ae ~1fc)
\ ,.......__ You have the "spirit sight" that lets you see and hear
.....__,,,_ ~ - chirnera and the fae mien of any changelings in the vicinity
as if you were enchanted all of the time. Ho,vever, you
ca1u1ot interact with any chimera unless you are enchanted;
they are nothing rnore than solid-looking phantasms to you.
This can have some advantages in rendering you imrnune to
chirnerical attack, but it also prevents you from benefiting
from any chimera unless you are enchanted (which can have
interesting results if you try to walk across a chimerical bridge
or sit on a chimerical flying horse). You also can't necessarily
tell if something is a chimera or not unless you try to touch
it, which means that caution is always advised with dealing
,vith something strange.
This gift can quickly get you certified as insane in the
mortal \\'arid if you continually tell others about seeing
things that aren't there, especially when those things are
faeries and mythical monsters.

74 The enchanc::ed
The BaRd1c ~1fc in a Rapture for you; roll Charisma+ Ability
against a difficulty of8 and gain one point of
Your Faerie Blood gives you the gift of the true bards of
Glamour for each success. A botched roll on
old. Through the use of the Performance or Persuasion
a Strain ofT ruth gains you a point of tempo-
Abilities, you can inspire deep feelings in others. Tradition-
rary Banality.
ally, those with this Gift were trained as 1nusicians, but the
use of the Gift does not require singing. You can use any ~1ch-fach
aspect of the Perfo1mance or Persuasion Abilities to convey
emotions: poetry, speeches, song, dance or music. The only This is a minor ability to call upon the power of tl1e Mises
limitation is that you must perform live for the gift to have similar to Feth Fiada (above), except that it ~rorks at your will,
an effect.Your written or recorded work may still be brilliant, and can activelyconceal you orsomething else from detection
but it will not carry the power of Glamour with it. much like the cantrip Veiled Eyes (see Changeling: The
Dreamingrulebook).ltrequiresapointofGlamourspentand
• Strain of Soothing: With a successful Cha-
a Fith-Fath roll against a difficulty of the highest Banality
risma + Ability roll (Persuasion or
present (which may well be your own Banality).
Performance, difficulty 7), you can create a
pleasant atmosphere where everyone feels The obscurement lasts for one turn per success rolled.
comfortable and at ease. The difficulties of The difficulty to penetrate the Fi th-Fath with Perception
Social rolls for the remainder of the scene + Kenning is 4, plus the number of successes rolled in the
are reduced by one. casting. Few mortals will even know that a Fith-Fath has
been cast, so they will not even try to penetrate it unless
•• Strain of Laugl1,ter: A succes.sful Manipulation
they have reason co be suspicious (such as ,veil-trained
+ Ability roll (difficulty 8) sends your audience
guards or faerie-hunters alert for such tricks) .
into screaming fits of laughter at your perfor-
mance. The audience members are all but honoRed B1RchR19hc:
paralyzed with laughing for a number of rums
equal to the succes.ses rolled, and will not re, (5 po1nc ~ae ~1fc)
spond co anything but a direct threat. This You Faerie Blood is strong, and you have inherited the
ability can be especially effective if used to make Birthrights of your faerie heritage (see the individual kith
son1eone else the subject of satire or ridicule. for details on their Birthrights). That means a sidhe kinain
••• Strain of Sorrow: A successful Manipula- gains two extra dots of Appearance, a troll kinain gains
tion+ Ability roll (difficulty 8) sends your benefits to Strength and Willpower, and so on.
audience into a storm of weeping. The audi- If a Birthright requires interaction wiili chimera or other
ence members ~>ill be caught up in the things of the Dreaming (such as the chimera creation of the
etnotion for a number of turns equal to the nockers), you can only perfonn that Birthright while enchanted.
successes rolled, and will find themselves You do not suffer from the Frailties of your heritage
very syn1pathetic to che subject of the strain unless you take the Fla,v Inherited Frail~.
and/or you. Kinain have been known to use
this gift to gain boons fro1n the 1nost hard,
hearted nobles and chimera.
N ine L1ves: (1+po1nc rae y1fc)
You have a remarkable ability to bounce back from
•••• Strain ofSlumber: A Charisma+ Ability roll chimerical "death." Whenever you suffer enough chimerical
with a difficulty equal to the subject's Will, damage to "kil111 you and drive you back into tl1e mortal world,
power can place the subject indeep, enchanted you are thrust into a comalikestateas nonnal, but you are treated
slumber for a number of minutes equal to the as ifyour Banality were only 1, regardless of your actual Banality
number of successes rolled. During that time rating. So, you remain unconscious for only an hour, and
the subject cannot be awakened except by awaken with total recall ofeverything that happened while you
some kind of violence (including grabbing were enchanted right up co the moment you were "killed."
and shaking him vigorously). You c,an do this trick a total of nine times during the
• • • • • Strain of Truth: A Charisma + Ability roll course of a chronicle before exhausting this Merit. After
(difficulty 9) allows you to convince your your ninth chimerical death, or if your permanent Banalc
audience that whatever story you tell witl1 ity ever reaches 10, you lose the use of this Merit and are
your performance is absolutely true. A mas, affected by chimerical death normally, as dictated by your
terful storytelling (4 or more successes) re&ul ts Banality rating.

Chap-ceR ~ouR: k1na1n ChaRac-ceRs


--...._,,.--._..-....
paRced CD1s-cs: syn1bolism, requiring you to interpret ,vhat you saw. The
Drea1n Interpretation Ability can be useful for this.
(s po1nc rae y1 fc) The Storyteller is encouraged to use this ability to
The Mists do not fog your 1ne1nories or perceptions of provide the characters with hints, foreshado,vings and
tl1i11gs in the fae world. You recall everything that happens useful clues about what is to co1ne without letting it
to your wl1ile you are enchanted, and can re1nember ai,y don1inate the story. The players should generally not feel
manifestations ofGlamour or the faerie that you experience. locked into a single future that they cannot change, or else
You may still be killed by chin1erical damage, and you ren1ain their involve1nent in the story becotnes s01newhat 1noot.
unconscious for the normal tin1e dictated by your Banality, • You can see up to two weeks into the future
but once you awaken, you recall your experiences exactly. •• You can see up to six 1nonths into the future
This ability allows you to function very effectively in change, ••• You can see up to five years into the future
ling and n1ortalsociety, 1noving into a11d out ofencha11tment • • • • You can see up to 50 years into the future
without any difficulty. Sucl1 a kinain can make a valuable
• • • • • You can see any distance into the future, but
ally for the Kithain, but can also be a dangerous enen1y, able
any ti1ne further than 50 years ahead is very
to penetrate the Mists to locate changeling prey.
difficult to predict accurately and has a
difficulty of 10.
R1ascRadh: (5 po1nc rae y1fc)
The battle frenzy of n1a11y warriors oflegend can fall upon SpeaRman·s Shield
you when you engage i.t1 chin1erical combat. By spending a
Your belief in your own invulnerability can protect you
point ofGlamotu· upon entering such a combat, you gain two
from chi1nerical da1nage. Each dot in this Background gives
additional dice to all of your con1bat rolls (both attack a11d
you an additional soak die against any fonn of chimerical
defense) for the dtu-ation of the con1bat. You must attack with
attack. The only limitation is that your "shield" is a function
a chimerical ,veapon or attack ofsome kind. You receive only
of your beliefand bravery; if you suffer fro1n fear or doubt, the
half tl1e bonus (one extra die) for physical combat ofany kind.
protection fades. Any cantrip or si1nilar effect that causes you
The drawback of the Riastradh is that once you have to lose your courage forces you to 1nake a Willpower roll
invoked the battle-frenzy, you cannot withdraw from the (difficulty 8) each tUin to rnaintain your protection. A failed
co1nbat until you or your opponent is unconscious or roll means that you lose the benefits of the shield for the
dead, and there is a clear victor. You may spend a duration of the encounter. A botched roll causes you to lose
Willpower point to attempt to snap out of the battle the shield for a full day and a night.
frenzy by tnaking a Willpower roll against a difficulty of 8.
The Speannan's Sh ield only protects you frorn chi-
Once you come out of your battle frenzy, you will be merical damage; it does not affect physical damage in any
weak and tired for some time, suffering + 1 difficulty on all ,vay. It does protect against cantrips and other forms of
rolls until you have rested for at least 30 minutes. Glamour that cause real physical datnage, such as th.e
effects of the Pyretics Art.
The Second S1gh-c
You have the gift of the Second Sight, the ability co T agha1Rm: (2 po1nc rae y1fc)
know what is to con1e in the future. You receive infonna- You have the ability to call the spirits of tl1e dead and
tion about the future as flashes of insight and· visions as speak to them. Such spirits are not under any obligation to.
,vell as prophetic dreams and omens. co1ne when you call, nor are they required co do as you ask,
The Storyteller can n1ake a Perception + Second Sight but you can use persuasion, bargaining and even threats
roll at any ti1ne to see if you might leai·n some insight about (either bluffs or ones you can back up) to get them co do
a particular event, person or place. The basic difficulty is 8, as you want. The spirits can provide advice on tl1e doings
and each success gives you one piece of i11formation about and dirty secrets of the 1nortal world as well as use their
events involving that person, place or thi.t1g. A failed roll own po,vers to aicl you. The Restless Dead wi ll never do
gives you no information, and a botch gives you a false vision anything for free - they will want s01nething in return.
about the future that may lead you astray.
You have no real control over the visions; they come T a1bhseaR: (1 po1nc rae y1fc)
to you unbidden and are never predictable. Oftentimes You have the ability to see thespiritsof the dead. You
what you see is a direct vision of future events, but just as cannot speak to thern or hear them unless you have the
often the information may be couched in metaphor and Taghainn gift, but you can see the spirits as clearly as you

76 The enchanz:.-ed
can anyone else. At times che Storyteller 1night require a ing, plus any freebie points that the player chooses to
Perception roll against the local strength of the Shroud to spend on them.
see a spirit (see Wraith: The Oblivion for more details).
This gift does not allow you to see chimera, only the dead.
Many times this gift can prove a double-edged sword,
W1llpoweR
since you often see things that no one else can, and many Willpo,ver is tl1e one quality that starts out the sarne for
wraiths can be an unexpected and frightening sight kinain as it does for changelings. Kinain can have just as much
indeed. Willpower as any changeling, and many kinain are extraordi-
narily willful. Kinain use Willpower in the sa1ne ways that
Weakened OJ1sLs: changelings do. They may also spend a point of temporary
\Villpower to overcome being Drea1n-struck for a short time.
(1-3 po1nL ~ae CJ1fc) Each ti1ne the kinain needs to break out of the trance of
You have a greater ability to recall things that happened drean1ing to act or notice son1ething, a Willpower point
to you while you ~rere enchanted. The Mists do not cloud 1nust be spent. If enough Willpower points are spent, the
your me1nory as 1nuch as they should. Subtract the rating of kinain can overcome being Drea1n-st1uck for an indefinite
this Merit fro1n your Banality (to a mini1nu1n Banality of 1) pe1iod of ti1ne (detennined by the Storyteller). Recovering
wl1en detennining the effects of the Mists on you.You recall fron1 being Dream-struck still requires the kinain to spend
more about your enchanted experiences, and tend to recover some time in the 1nortal world away from things of the fae.
more quickly fron1 being "killed" in chimerical combat. Kinain recover te1nporary Willpower in the san1e man-
ner as changelings: generally each time the kinain sleeps and
TempeRs drea1ns, one point of Willpower is regained. At the end of
each story, all temporary Willpo,ver points are regained.
Kina in have the same T e1npers as their faerie cous-
ins, but they deal with so1ne of the1n in slightly different
ways, particularly Gla1nour and Banality. A kinain
ylamouR
character's beginning T e1npers are decided by her seen1- All kinain have a spark of G la1nour in the1n, their
heritage from their Faerie Blood. It is very precious to them
because it is their tenuous link to their fae side and they results in many kinain becorning lost to the Glamour, and
have a very fin ite amount of it. Kinain cannot replenish a few of them beco1ning Autumn People.
their ce1nporary Glamour as easily as changelings can.
They can only gain Glamour in two ways: having a
changeling give it to the1n through enchantment, or CDeR1rs and ~laws
creating it themselves by achieving a Rapture. Many of the Merits and Flaws from t11e Changeling
Fortunately for them, kinain need to use Glamour less Player's Guide can apply to kinain equally ~1ell, and
frequently than changelings. Few kinain know many cantrips, kinain characters are allowed to take Merits and Flaws.
and only s0111e Fae Gifts require the expenditure of Glamour Kinain also have some unique Merits and Fla,vs based on
to function. Those kinain who la1ow who and v;hat they are their mixed heritage t11at are described in tl1is book. Up to
and understand the nature of Glamour use what they have seven points of Flaws can be taken, giving characters a
sparingly, since they never know when - or if- they will be potential total of 28 freebie points.
able to replenish it. Storytellers should decide if they want to allow Merits
Like changelings, kinain lose permanent Glamour as and Flaws in their own chronicle, and players should
they age, their Faerie Blood slo\vly giving way to their check with their Storytellers before they design characters
mortal heritage. that use these options or are based around having a
particular Merit or Flaw. These options give players addi-
Banal1ry tional "hooks" to define and describe their characters, but
they can also add so1ne con1plications to the ga1ne, that
Banality is the other half of the kinain's heritage, as
son1e Storytellers might prefer not to use.
tnuch a part of them as G la1nour is. Kinain are strongly
rooted in the mortal \.vorld and 1nundanicy; they are Kinain can have virtually any of me Merits and Flaws
hun1an just as they are fae, and chis makes them more banal from tl1e following categories described in me Player's Guide:
than most changelings. Psychological,Mental,Awareness, Aptitudes, Mortal Society
and Physical. Merits and Flaws from Changeling Society and
Kina in also slide more easily inco the stable routine of
Supernatural categories are different for kinain, and are de-
Banality. Mose of che1n were raised in mortal society with
scribed below. Some specific Merits and Flaws have special
the idea of routine and structure worked into them. They
considerations for kinain characters that are described here.
are 1nore suscept ible to falling into mundane routines and
forgetting their faerie heritage. Kinain can have me following Supernatural Merits
from the Player's Guide as Fae Gifts: Spirit Mentor,
One reason for this is the fact that kinain gain Banality
Unbondable, Luck, Sphere Natural, Guardian Angel and Poetic
' for most ofthe same reasons thatchangelings do, but they have
Heart. The Merits True Love, Danger Sense, WerewolfNam-
fewer ways to reduce their tempormy Banality, making it more
pire Companion and True Faith are not considered Fae Gifts,
likely for their permanent Banality to increase. Since one of
and can only be taken witl1 pennission of t11e Storyteller.
the primmy ways of reducing permanent Banality requires
gaining Glamour, and kinain have very few ways to do so, they
are usually stuck with whatever Banality they acquire. psycholog1cal
On the other hand, kinain have the advantage that Kinain may find a Higher Purpose in the protection of
Banality is not so great a difficulty for them. Kina in are used the Kithain or in gaining fame, glory or acceptance into fae
to operating in the mortal world, and they are not as affected society for themselves and other kinain. Such kinain may
by having a higher Banality as changelings are. Kinain who become good friends and allies of tl1e fae. For some, this
1nake use ofcantrips may find tl1em less effective when mey purpose can beco1ne corrupted into a Driving Goal that
are not enchanted, since mey 1nust overcome meir own consu1nes the kinain's entire life.
inherent Banality to n1ake them work. Some kinain are Addicted to gaining Glamour for
For most kinain, the biggest problem of growing themselves, going through "withdrawal" if they are unable
Banality is the deepening of the Mists. As meir Banality to find a regular source of Glamour and/or enchantment
increases, it becomes 1nore difficult for kinain to recall for themselves. Kinain who have forgotten their faeexpe-
their experiences with the fae and enchantment. If her riences because of the Mists may still suffer these strange
Banality becomes high enough, a kinain's experience wim cravings for something without knowing exact ly what it is.
all things of the Dreaming can be entirely erased or This can cause kinain to lose touch ,vith their mortal lives
beco1ne t\visted into a strange drean1 or nightmare. This and usually results in the kinain eventually becoming
Drearn-struck from exposure to too much Glamour.

78 T he enchan-ced
In the same vein, some kinain acquire an Obsession ety enough to make them valuable allies, or dangerous
,vith the kith and all other things ofG lamour. They collect enemies, of their fae cousins.
every scrap of information they can about them and go out Kinain can be Hunted just as changelings and other
of their way to seek out more. supernaturals, and the Aututnn Peop'ie and many of the
Dauntain do not differentiate between tn1e changelings
ffienral and those with some trace of Faerie Blood.
Iron Will is a very useful, if uncommon, Merit for kinain.
Kinain with Iron Will are not easily manipulated by change- phys1cal
lings orother outside forces, wh ichhelps to compensate for the Unusual physical traits are fairly co1nmon among the
kinain's vulnerabiliry to being enchanted and spellbound. kinain, and some defom1ities or physical changes can be
Some kinain with Iron Will might be enchanted and spell- considered Faerie Marks, such as a troll kinain being of Huge
bound by changelings, only to later break free on their o,vn Size or a slaugh kinain being Double-Jointed. These and the
and establish a place for the,nselves in changeling society. other Faerie Marks (described below) often serve as signs to
Some kinain acquire the Confused Flaw as a result of those alert for thern that someone has Faerie Blood.
their brushes with_Glatnour, and may seem so1ne\vhat
addled or strange to n1ortals. The same is true of similar
Flaws like Absent-Minded and Amnesia.
Changel1ng T1es
It is rarer for kinain to have extensive ties to changeling
ffioRral Soc1ery society, but the Storyteller 1nay pennit kinain characters to
have some already established relationships with their fae kin
These Merits and Flaws are even more common for when play begins. Any of the Merits and Flaws listed for
kinain than changelings, and many kinain who might be Changeling Ties in the Player's Guide may be appropriate for
lacking in areas such as Faerie Blood and Fae Gifts may still a kinairl character, although some of them require that the
have considerable resources and influence in mortal soci- kinain have the Faerie Mentor Background. Kitlwin Enemies
can bea great danger to kinain, and should be taken with care.
Many kinain n1ay acquire a one-time Boon from a relative or
enchanced Blood: (1 po1nc r1aw)
noble, either a fa1nily n1e1nberwho is willing to help the kinain Your blood carries so1ne of the essence of Glamour in
out or an ancient debt owned to the kinain's family or clan. it, rneaning that van1pires ,vho drink from you suffer the
same effects as drinking the vitae of a changeling: tempo-
rary enchantment and possible madness (see the Book of
raeR1e ffiaRkS Storyteller Secrets for more information). This makes
Faerie Marks are Flaws that result fro1n a kinain's fae you a curiosity for some Kindred and desirable to a
heritage. It might be a family curse, or the kinainjust had the Malkavian who is looking for some of the "quick inspira-
bad fortune to inherit some of the worst qualities ofl1is faerie tion" tl1at can be taken from your blood.
kith. Usually the freebie points gained for taking a Faerie
Mark are used to purchase additional Fae Gifts, since kinain ~eas: (1-5 po1nc ~law)
with greater degrees of Faerie Blood tend to have both n1ore You are under son1e kind ofgeas at the beginning of play,
gifts and marks of their heritage. However, the freebie points most likely a Ban, but possibly a long-term quest. This geas
can be used however the player wants, and a kinain 1nay have 1nay be a fan1ily curse or duty that you have inherited, or it
Faerie Marks with very few gifts to make up for it. 1nay have been imposed on you by a changeling using the
Some of the Flaws described in the ChangelingPlayer'$ Sovereign Art. The difficulty of the geas determines how
Guide are appropriate for use as Faerie Marks, including: great a Flaw it is. Something minor, such as a Ban against
Wyld Mind, Surreal Quality, Iron Allergy, Cursed, Magical harming animals or a requiretnent to give occasionally to
Prohibition or Imperative, Bard's Tongue, Haunted,Changeling's charity, would only be worth one point. More difficultgeasa
Eyes, Dark Fate, Greedy Glamour, Psychic Vampire and Sidhe' s are worth more points. A five-po int geas is something that
Curse. Other Faerie Marks are described below. Some of the n1les your entire life, like a Ban against sleeping in the same
Fae Gifts may also 1nark a kinain's true nature, and are place more than one night or a quest that requires you to
sometitnes referred to as "Faerie Marks," but true marks are render aid to anyone in need you encounter. The Storyteller
always Flaws, not Merits. decides the exact value of whatever geas you choose.

80 The enchan-ced
lnheRrced rRa1lcy: (s po1nc r1aw) you would have learned much about either (unless you
have a gift that does not require Glamour to use) .
As part of your fae nature, you have inherited the
You may well be e1nbittered about your experience,
Frailties of your heritage. This makes a pooka kinain a
especially if it was your only contact with the fae. You may
compulsive liar, or a causes a satyr kinain to suffer frorn
also strongly desire to find a way to gain new Glamour,
Pan's Curse. In the case of sidhe kinain, this Fla\,v is the
throwing yourself into some creative endeavor seeking
same as the Sidhe's Curse Fla~• from the Player's Guide.
Rapture or even becotning a Dreatner for another change-
The Storyteller is encouraged to enforce the effects of your
ling to inspire, although this is less likely, given your
Frailty, and some Frailties 1nay cause serious problems for
previous experience with the treacherous fae.
kinain in mortal society.

lRon's CuRse: (2 po1nc r1aw) CancR1ps


You are as sensitive to cold iron as a true chai.1geling.
Contact with cold iron causes you pain and discomfort, Kinain have the potential to lean, to harness their
resulting in a + 1 to all of your difficulties while you are own inner Glamour to use can trips. S01ne very rare kinain
touching it. You are unable to use Glamour while in contact have enough Faerie Blood to allo~' the1n to gain so1ne
with cold iron, and you cannot gain Glamour (through substantial knowledge of the Arts and Realms on their
enchantment or a Rapture) 1vhile in contact 1vith it. o,vn, but 1nost do not. Kinain must learn their Arts and
Real111s fron1 a changeling teacl1er or mentor, and can only
COaRK ofche Blood: (1-5 po1nc begin play with Arts and Realms if they have the Faerie
Mentor Background and have spent freebie points to learn
r1au.1) the Arts and Reahns. They do not begin with any dots in
Your fae heri cage 111.anifescs itself in some obvious Arts or Realms for free like changelings do, but can learn
physical characteristic based on your heritage. T his 1nay them in play if they find a teacher.
be one of the existing physical or supernatural Flaws listed A kinain is limited in the Arts and Realins that can be
in tl1e Player's Guide, like Huge Size, Short, Changeling's learned by her level of Faerie Blood. No Art or Realm can
Eyes or the like, or it 1nay be s01ne new physical change or be known to a kinain at a rating higher than her rating of
deforn1ity. A one-point Flaw is fairly noticeable, like a Faerie Blood, so a kinain \Vith two dots in the Faerie Blood
slight blue cast to your skin, bright red hair, pointed ears Background could not learn any Art or Realm at a level
or eyes ofa very unusual color. This is a clear sign to anyone higher than two dots as well. The more Faerie Blood the
who knows something of change lings that you are kinain kinain has, the closer she is to being true fae and able to
or a changeling in a n1ortal seeming. work with the po"vers of Glamour.
A five-point Flaw is a serious physical deformity that Kinain who kno,v how co use cantrips use them very
requires almost constant explanation, like a pair of horns sparingly because they have limited access to Glamour.
on your head, cloven hooves instead of feet, brilliant blue Kinain \vho use up their own Glamour are able to regain
skin or the like. Anyone who knows anything about the it only with the aid of a changeling or through a Rapture.
fae will know you are one, and mortals ~1 ill look at you This 1neans that kinain are very conservative in using
strangely, requiring some kind of creative explanation on what canrrips they kno1v.
your part concerning your "defonnity." Kinain cantrips are rnore li kely to fail than those of
changelings sitnply because kinain exist in the mundane
Ravaged: (2 po1nc r1aw) world and must contend \:Vith more Banality than change,
You were Ravaged by a changeling at some point in lings. They cannot enchant the subjects of their cantrips
your past, stripping you of the G lamour of your fae heri- and must directly overcome their Banality. S01netilnes a
tage, \vhich you have yet to recover. You begin play with kinain's mortal nature betrays her, and her o~rn disbelief
a temporary G.la1nour score of 0, regardless of your starting causes then1 to fail. If the kinain's Banality is the highest
pennanent Glamour. You may gain Glamour normally as of any of the characters present when a can trip is cast and
any kinain \:vould, but you will not have any initial the kinain is not enchanted, then she 1nust overco1ne her
Glamour to use for cantri2s or Fae Gifts, making it unlikely O\Vn Banality to cast the cantrip.
-- - -- - - - -- - ~

The play is the thing.


- Willia1n Shakespeare, Hamlet

This chapter provides Storyteller infonnation on in- if desired. The experience of being enchanted is a signifi-
cluding the enchanted and kinain characters in a chronicle, cant one for a mortal, and can have profound effects on
as well as che possibility ofan all-kinain chronicle that walks that character's personality, even after the Mists have
between the mortal a.i1d fae ,vorlds of the World of Darkness. erased 1nuch of the experience fro1n his tnemory.
It also presents so1ne sai11ple characters based on tl1e If the Storyteller is looking for a means to bring about a
material given earlier to show so1ne of the wide range of kinain change of heart in a mo1tal character (for good or ill), the
and enchanted cha.i-acters who can appear in a chronicle. Some experience of enchanttnent rnight be the catalyse to do so.
examples are given here, but the possibilities are almost endless. There are tnany tales ofmortals who have been greatly changed
by a single night spent in the world of the fae, and Storytellers
Us1ng rhe enchanred can base an entire adventure around a motley's efforts to use
enchantment to change the life ofasinglemortal, not unlike the
story of Ebenezer Scrooge in Dickens' A Clrri.stmas CaroL
enchanred Roles
Enchanted characters can appear in mai1y roles in a Change of pace
chronicle. Player character changelings may want/need to For a different type ofChangeling story, a Storyteller can
enchant different 1nortals over the course of tl1e chronicle for have the players assu1ne the roles of mortals who are en-
a variety of reasons, and the Storyteller cai.1 add other en- cha.i1ted and brought into the world of the fae. Perhaps n1ortal
chanted nonplayer characters to the chronicle as part of the aid is needed in dealing with some 1nenace to the Dtea1ning
retinues of other changelings, presences at the local noble's that the Kithain cannot haridle by the1nselves, like a place
comt, or just residents of the freehold ,vhere tl1ey might live. warded around \Vith cold iron or U11der the control of the
Autumn People tl1at me changelings caimot reach them-
Change of heaRz:- selves.The 1norcal characters wiII have to rely on their \Vits and
Enchannnenc can be used by the Storyteller as a skills (and perhaps a few Fae Gifts if they are kinain) and deal
mechanis1n to bring about changes in a mortal character, with the strange reality mey have been thrust into. This type
of story can be a good introduction into the ,vorld of the
Ki chain for players new to Changeling. Such a chronicle could
enchannng Compl1canons
even advance into becoming fully Changeling as some char- The Storyteller needs to keep control of enchant-
acters discover cheir true natures and enter their Chrysalises. ment in the chronicle to see that it does not get out of
hand. Change lings who enchant every 1nortal \vho comes
CRossoveRS along are asking for trouble, and can quickly ruin the fun
Enchantment also makes it possible for changeling char- and challenge of a story.
acters to interact more easily ,vith characters fro1n other If the Storyteller is conce1ned about tl1e use ofenchant-
Storyteller games in the World of Darkness. A 1notley of 1nent in the game, some of its dra,vbacks can be stressep, such
changelings 1night enchant a vatnpire, were\volf or 1nage, or as the danger of madness in mortals who are enchanted too
they 1night call upon one of the other supernaturals co face a suddenly or too often, as well as the possibility that thro"1ing
com1non threat,such as a plot to destroy a changeling freehold too much Glamour around will attract the attention of the
created by the Technocracy or Pentex, or a rogue vampire Autumn People or the Dauntain. The local nobility 1night
feeding on changeling blood against the \vishes of the local also frown on rando1n enchantment.
prince, risking ,var between the Ki.J.1dred and the faerie folk.
Wadness
he1p1ng hand The danger of 1nortals going mad fron1 being en-
The advantage to having enchanted allies for a group of chanted is a s1nall but very real one chat should concern
changelings is considerable, especially if n1ost of the group is any changeling \\1ich the slightest streak of conscience.
made up of childlings and \Vi lders \vho 1night need the help of Enchanting close friends, mortal lovers or fa1nily members
anadultauthoricyfigurefrom titne to time. Enchanted 1nortals should be of particular concern to Kithain, \\ ho 1nust 1

are also easier to affect ,vith cantrips, and can be affected by balance their desire co bring the tnorcals into their world
chi1nera. This allov,;s changelings to overcome 1nortal oppo- \Vith the possible dangers that enchantn1ent presents.
sition rnore easily by using all of the po,vers at their disposal. The Storyteller is advised to use the possibility of
1nadness sparingly. The dice shouldn't rule all such deci-
ffioRz:.-al Connec-c1ons sions, but the threat of madness can curb the use of
Enchanted 1nortals provide so1nething of a break in the enchantment to the poi11t where it is under control. If the
isolation chat normally surrounds the Kitl1ain. They dwell in threat becomes too great, the player characters will never
a \Vorld of dreams that no one else can see, forcing chen1 to enchant anyone; if it is too little, enchantment becomes
group together and rely on each other. Enchantinent opens an easy out for 1nai.1y problematic situations.
the door to let a mortal step into that \\1orld, even if only for Storytellers should also be careful that enchantment is
a little \vhile. It allo\vs son1e of the mortal characters of the not used too rnuch as a weapon by players \Vho are counting
chronicle to share the \vonders and horrors of the Dreaming on the mortal they enchant going mad (particularly if the
realm, and provides the changeling characters with a sense mortal has a very high Banaliry). It should be 1nore difficult
ofcorn1ection to their 1nortal friends, al lies and enemies that for the players to overco1ne tl1eir opponents than a simple
can help bring those characters to life. expenditure of Gla1nour and a dice roll or two.
A storyline or tv;,o can easily be built around a group of
UnL1sual WencoR changelings seeking a 1neans to cure a n1ortal who has been
The power of enchantn1ent also gives the Storyteller a driven mad or permanently Drean1-struck by her experiences
tool for creating 1nortal characters \\1ho can give the player with enchantment. This is particularly effective if the change-
characters a nev, view on l1un1cu1ity and the Kitl1ain. Through lings are the ones responsible for che rnortal's condition and feel
enchantment, son1e mortals have lived atnong the Kithain for a sense of duty to help correct the problem they have caused.
a long time and have learned a great deal about changeling
history, custolns and lore. These 1nortals may even be 1nore The Au-cumn people
po\verful and skilled that1 the player characters, giving them The regular use of enchannnenc 1uay attract the atten-
a 11e\v respect for "1nere n101tals" and interesting mentors for tion of the Auturnn People or the Dauntain to the presence
the "Hero's Journey" storyline. Thomas tl1e Rl1ymer is one of the characters. Many Autumn People work in the mental
such possible n1entor character, a mortal bard wise in Kithain health field, and take note of patients \vho n1ay have been
ways \vho serves as the n1entor to High King David Ardry. enchanted. Th is inforn1ation gets passed along, and change-
lings can find che1nselves in the center ofan ever-tightening

84 The enchan-ce.d
net of information and enchantment "sightings" that forces
thern to use their abi lities more sparingly.
The Kithain's enemies rely greatly on their own Banal-
ity to protect them from the powers of G la1nour. This
advantage is lessened, however, if the change[ings manage to
encha11tAutumnPeople, putting tl1e1n in a state where tl1eir
Banality can be more of a hindrance than a help.
The Storyteller has several ways to make this situa-
tion more difficult for the players. Any A uturm1 Person
(even one who is not aware of the existence or true nature
of the Kithain) should be difficult to enchant. Autu1nn
People are naturally suspicious and cautious, and their
mothers all warned them about taking candy (or any other
gifts) from strangers. Getting tokens into their hands
should be difficult and require some original thinking on
the part of the players. Forcibly enchanting Autumn
People is difficult because of their high Banality.
An Autumn Person ,vho is enchanted will still deal with
the experience as rationally as possible. They rnay presurne
they have been drugged (especially if they consumed faerie
food or drink) or are suffering from some kind ofhallucination.
They will respond like any person would in such a situation,
maybe seeking medical attention or locking themselves in
their homes until tl1e su-a.nge experience passes.
An enchanted Autumn Person's Banality is also still
effective against things like chimera and other manifestations
of the Dreaming, and he will likely call upon his Banality to
deny the existence ofany of the more fantastic ele1nents of the
Dreaming that he sees, possiblyda1naging or destroying chem.
Bringing an Autumn Person into the Drea1ning can be like
letting a bull into a china shop in some ways.
Naturally, the Kithain'sother banal foes, the Dauntain,
are themselves already enchanted beings and cannot be
affected by enchantment. T he Dauntain n1ight even use
enchantment to their o,vn ends, to corrupt certain mortals
or to convince them that the fae folk are a danger to the1n.
Dauntain faer ie-hunters may use enchantme11t to famil-
iarize ,nortal hunters with some of the things to expect
from the experience so they wiU not be so surprised or
disoriented if they are beco1ne enchanted.

The Nob1lrcy
The nobles of the area where the characters live
1night impose restrictions on enchantment that are ex-
pected to be observed by all subjects of the realtn.
Enchantrnent is a powerful tool, and the number of
mortals who can be enchanted may be restricted in s01ne
way for the greater good of the realm or simply to protect
the nobility's interests.
Such a ruling may be difficult for the nobility to enforce
(unless they use the Sovereign Art to impose a Ban on any
violators and elicit oad1S from other changelings to obey the
decree), but it should make some characters more cautious
about using enchantment due to the potential consequences. If
enchantment is something that the nobility reserves prirnarily
for chemsel ves, there is likely a reason for it, such as a desire that
only nobles have mortal retainers, protecting the secrecy of the
changeling community, or perhaps preventing the co1nmoners
fro1n gaining too many mortal allies for their cause.
Limiting enchantment in tl1is way makes it less likely
for players to make use of it casually \:Vl1ile sci.II giving them
the freedom to choose and deal with the consequences of
their actions as they happen. The noble can also give the
characters special dispensation to use enchantment as the
story calls for it.

Us1ngrhe 1na1n
Kina in can be used exclusively as nonplayer characters,
or included as player characters in the chronicle, using the
creation rules fro1n Chapter Four. In either case, t.here are
different advantages, disadvantages and concerns of involv-
ing kinain characters in a chronicle. The Storyteller should
consider what the material in this chapter and in the rest of
this book \:vill do to her game before including kinain player
characters or starting a ki.nain-based chronicle.

Roles k1na1n play


The kinam have many useful roles that they can play in
a Changeling chronicle, not the least of \Vhich is their ability
to operate more freely in the 1nortal world and be something
of a bridge between changelings and mortals. Their greater
resistance to cold iron also 1nakes kinain valuable allies for
a group of changelings ... or dangerous ene1nies.

Many changeling cotnmunities and motleys have


kmain allies who are aware of the fae and the Drea1ning,
and who may be enchanted to help the Kithain with
matters in their world. More often, these helpful kinfolk
aid changelings with proble1ns in the 1norcal world that
1nay be difficult for the Kithain to deal with themselves.
Having influential kinain allies can greatly aid a
group of changeling characters. Kinain characters 1night
make up part of the retinue ofa change!ing knight or noble
,,vho calls upon them to handle certain matters in the
1nortal world, and occasionally requires them to attend her
in the realm of faerie as well. Such characters could form
the basis for an all-kinain chronicle, as described below.

86 The enchanc::ed
Anragon1srs ~am1ly
Kinain can be dangerous enemies for changelings. Some changeling characters 1nay have kinain relatives
Faerie Blood combined with a mortal nature gives them who have some amount of Faerie Blood, but not enough to
many of the powers and abilities of changelings without n1a.nifest a true faerie soul. A sibling, parent or child of the
some of the vulnerabilities. Kina.in are not as affected by cold character might be kinain, withso1ne fae blood and gifts that
iron, and a.re better able to use weapons and tools made from can be used to aid the character in a time of need.
it. They are also capab le of using ,.,,hat G la1nour they acquire There are mortal families who have a long hjstory of
in many of the same ways that changelings are, including carrying Faerie Blood. Although most have forgotten such
using the different Arts and Realms to cast cantrips. traditions and ancient pacts that their ancestors forged with the
Kinain antagonists may be hostile faerie-hunters Kithain, some families still teach their children about the old
working with the Dauntain, seekers after whatever G!am- ways and the times before the Sundering. Perhaps a childling
our they can acquire to supply themselves, or madmen heard something about the Fair Folk before her Chrysalis from
unbalanced by a brush with the Drean1ing. a kinain grandparent or other relative. She could seek help and
Kina.in faerie-hunters are dangerous opponents, trained advice from her kinain relative, and even discover that she
in the use of their Fae Gifts and abilities and knowledgeable already knows a few of the local Kithain community.
about their prey. Some of these hunters might despise their Other kinain family members might not be as helpful to
fae heritage just as the Dauntain do, considering it to be changeling characters. Perhaps they have always repressed
impure or simply impossible. Other hunters might be jealous their faerie heritage, or tum bitterly against it when the
offull-blooded Kithain and desire the power ofGla1nour that changeling reveals the truth to them. An embittered kinain
they have. Although it might be possible to sho,.,, such relative can make a powerful and i1nportant antagonist like
misguided souls the light and heal rhem of their twisted one of the ones described above.
natures1 more likely changeling player characters will have
their hands full just surviving their attacks. COencoRs
Some kiriain antagonists desire only one thing: Glamour. Just like enchanted characters, kinain ca11 make inter-
Having touched the power of faerie magic, they desire more of esting mentors for changelings or other enchantedcharacters
it for themselves, but do not have the patience or talent for offon a quest or journey, or simplynew to the ways ofKithain
creating Rapture. lnstead they seek to gather all of the Glamour society. Many kinain have lived far past their mortal spans
they can, and loot sites of dross for their own use and to power through the power of Gla1nour, and may know valuable
what cantrips they have managed to learn. These kinain also knowledge that can be passed on to the characters.
lust after knowledge of the Arts and Realms, and seek change-
Ungs to teach it to the1n. There are even tumors of kinain pRorecroRs
attempting to increase the amount ofFaerie Blood in their veins Some kinain serve a.s the 1nortal protectors of their faerie
with transfusions taken from true changelings and other weird kin.Thosefamilieswhostillfollowtheoldwaysandhonorthe
experiments to make a kinain into a true faerie. cha11gelings will do their best to protect the Kithain in their
Other kinain are sitnply unbalanced by their experi- ranks frotn the dangers ofthe 1nortal world. Other kinain have
ences in the Dreaming. They 1nay have been mentally been known to beco1ne the knights, champions and hench-
unstable to begin with1 or they 1nay have suffered greatly men of various Kithain who enchant them.
at the hands of hostile chimera or twisted Unseelie mas-
ters, giving them a desire for revenge against all Kithain. SeRvan-cs
Kina.in ,.,,ho have had the Glamour tom from them by Some Kithain courts and freeholds have well-trusted
Ravaging are particularly prone to become hunters of the kinain and mortal servants who live there under the
Kithain who assaulted them, and then extend their mis- protection of enchantment. The enchanttnent lasts for as
sion to eliminate all changelings as dangerous parasites. long as they dwell in the freehold, and kinain servants are
often expected to perform tasks outside of the faerie
<JizeameRs domain because of their ability to retain enchantment
Many kinain have d1e spark of Glamour necessary to Longer than other 1nortals.
become Dreamers for changeling patrons. The relationship Kiriain servants can be the loyal bondsmen and retinue ofa
between a kinain and his changeling muse can form the basis Seelie changelingnoble, or they might as easily be the enchanted
ofa story or even an entire chronicle, and the story ofa group slaves of an Unseelie. Som.e kinain servants do not become so
of kinain Dreamers who all have the satne changeling muse willingly, and characters 1night take up the cause of helping
can form the basis for an all-kinain chronicle (see below). 1nortals who have been enslaved through the power ofGlamour.
Chapt:eR ~1ve: St:OR!;fCelling
k1na1n Compl1car1ons
Kinain characters (either p layer characters or other
characters in a story) have certain difficulties associated
with che1n that the Storyteller should be aware of. These
·complications can affect how a chronicle progresses and
son1e of the stories that can be told \Vith kinain characters.

enchancmenc
Kinain are reliant, to one degree or another, on change-
!ings for their ability to operate in the fae world. Most kinain
are unable to perceive or interact \Vith elements of the
Drea1ning on their own, unless they are enchanted. Since
they are unable to enchant themselves, this 1nust come fro1n
a changeling or some other outside source like a treasure.
This means that kinain characters in an all-kinain
chronicle need some means of becoming and rernaining
enchanted when the need calls for it. This may be a changeling
patron or mentor ofone or 1nore of the characters, or perhaps
a unique treasure or other source of G lamour that allows the
kinain to enchant themselves and remain so without the aid
of theKithain. Such a treasure would be an item ofgreat value,
and the kinain characters 1nay find themselves spending a lot
of tirne protecting the secret of their enchantment and
keeping the treasure from the hands of others.
The Storyteller n1ay also wish to consider ruru1ing some
stories for kinain characters that have little or nothing to do
,vith tl1e Dreami11g aspects of the changeling world and take
place entirely in the mortal world that the kinain are used to.
This stresses the mortal nature of the kinain, and can serve
as a useful contrast to the \vorld of the Dreaining.

~lamouR
Another major compl ication of the kinain is their
litnited ability to gain Glamour. Kinain can only gain
G lan1our through Rapture or through having it given to
them by a changeling, chi1nera or other creature of the
Dreaming. This tneans that kinain characters will have to
be much more sparing in their use of Glamour than
changelings, since they have fe\ver means to rene'\\7 it.
Kinain aL50 have fewer of the po\vers associated with
G latnour and little knowledge ofcantrips. Sotne kinain charac-
ters with a great deal of Faerie Blood might lea1n rnany of the
Arts and Reahns with the aid ofa changeling n1encor, but n1ost
kinain know considerably less magic than changelings do. The
Storyteller should take this factor into account when creating
chaIlenges for the kinain characters. Some of the resources that
'\\7ould allow a group of change lings to simply walk through an

encounter tnight not be available to a group ofkinain.


Kinain characters may need to be offered sotne means of
acquiring Glarnour, either a changeling patron willi.ng to share

88 The enchan<:ed
some Glamour as mentioned above or a font orother sow·ce of When the changeling messenger is murdered by a
dross that the kinain can gather to use in times of need for what cold iron arrow in his back, what will the kinain do co
can.trips and Fae Gifts tl1ey have available to them. protect themselves, and how will. they deal \Vith a Kithain
enemy they cannot really remember?
pReJud1ce • Fanuly Ties: The kinain are the distant relations of
As described in Chapter Two, the Kithain have many one or more true ch.angelings in ilie area ,vhere the
diverse views of their mortal cousins. In some kingdoms chronicle takes place, perhaps even son1e of the local
and freeholds, kinain are considered to be equals and nobility. Their family ties involve the kinain in the affairs
welcomed by the changelings there, but in others they are of their faerie kin, perhaps un,villingly. The kinain char-
outsiders who are no better than anv' other banal mortal. acters must deal with the situations that their blood
Kina in characters who involve the1nselves a great deal in relations put them in, work to improve their O\,Vn lot at
changeling affairs are going to face a certain amount of court, and help their fam ily with some of the troubles that
prejudice at some point. arise in the kingdorn. T he mortal children or descendants
Kina in do not have the ability to move as easily through of some of the important local changelings ,vould make an
changeling society, and may have to prove themselves to the interesting group of player characters for this kind ofstory.
local Kithain several times over before they are fully t1usted. • Guardians of the Fae: The characters are mortal
This can lead to different adventures and quests undertaken champions of the local freehold or changeling court. Their
for the local nobility by the kin ain in order to sho,v that their Faerie Blood allows them to move freely between the worlds
spirits and hearts are as great as any champion of the fae, and and perform some tasks in ilie mortal world that would be
that tl1ey are not agents of Banality. 1nore difficult for their changeling cousins. The kinain
The Storyteller can use prejudice against kinain as a defend their freehold against the depredations of Banality
factor to drive some plots and provide antagonists for the and tl1e enemies of the fae while at the same tirne dealing
chronicle. An ernbittered Kithain who dislikes "half, with the prejudice shown them by some of the localKithain.
breeds" and wants to see the kinain characters fai l can be • Rebellion: 1n this chronicle, tl1e kinain char-deters are
a powerfu I foi I. the prisoners or enchanted slaves ofan Unsee lie master. They
might have been kidnapped from their mortal Iives or seduced

1na1n ChRon1cles by visions and promises of the Dreaming. TI,e kinain begin to
talk to one another and leain some things about the Kithain
The possibility of an all-kinain chronicle can be inter, and their culture. Perhaps one or two characters have even
esting, coo, with the players running kinain characters ,vho rnade their way into their master's library to learn a bit of
deal with the more powerful changelings of their area. magic. The kinain might also be aided by a sympathetic
Perhaps the characters are the guardians, parents or older changeling in their master's freehold. They learn that not all
siblings of some changelings, or maybe they sin:1ply exist on fae are so cruel or controlling, and that there is a chance for
the periphery of changeling affairs in their area and becotne tl1en1 to escape and plead their case before a higher Kithain
involved due to sorne machinations between the Courts and noble, perhaps even High Kirlg David hitnself.
nobles. Here are some ideas to get started on: The slaves must plan their escape and avoid ilie
• A Wild Night: The kinain characters are una,vare agents of their former master until they can reach safety
of their true heritage a11d Faerie Blood, but there are otl1ers and expose their master's evil to the rest of ilie Kiiliain.
who are. During some holiday or event like Sa1nhain or After the kinairl have gained their freedom, this chronicle
Mardi Gras, the characters have a "lost weekend" (or n1ight shift over to one of the other types described here.
week, or even ,nonth), which sorne of them may recall • The Mists of Time: Time passes strangely in the
with strange dreams and irnages. world of the faerie and an interesting chronicle can be had
Not long after the kinain have returned to their using this concept. The player characters could be kinain
mortal lives and started working on recovering from their that are especially favored by some changeling noble or
strange disappearance, they are visited by a changeling patron, and have lived ,vithin the walls of a freehold for a
from the local freehold. Apparently the kinain were ab- very, very long time. Perhaps the characters are originally
ducted and enchanted during the revels and became from the time of the Sundering and have been kept fro,n
involved in so1nething they shouldn't have been. The fae aging with the power ofGlamour. How will they react when
involved assu1ned that tl1e Mists ,vould erase their memo, their patron rnysteriously dies or disappears and they are left
ries enough, hut now they're not willing to take that risk. alone in a strange ai1d alien morcal ,vorld? Perhaps the
characters are even from many different time periods, "col-
lected" over their centuries by their changeling patron. Such
"iln1norcality" can also allo,v othe1wise mortal characters to
enter into a long-tern1 chronicle involvingso1ne of the other
im1nortals of the World of Darkness such a<\ va1npires.

An Cnchanred
YalleRy
This section describes so1ne of the n1ore prominent
enchanted mortals of the World of Darkness. Most of
these characters are kno,vn by some of the more i1nportant
kingdoms of Concordia, while others (like True Thomas)
are legends in their own right among the Kithain and are
kno,vn wherever they go.

TRueThomas
He has gotten a coat of the elven cloth,
And a pair of shoes of velvet green.
And till seven years were gone and past,
True Thomas on earth was never seen.
- "Thomas the Rhymer"
Tho1nas of Ercildoune, known as True Thon1as and
Thon1as the Rhymer, Grand Bard of All Faerie and 1nentor
and protector of High King David Ardry, is the most
farnous enchanted 1norral of all of the Western kingdoms,
and perhaps the most fa1nous in the changeling world.
Thomas was born in the British Isles more than 600
years ago. Like 1nany of the folk of the islands, Thotnas had
some 1neasure of Faerie Blood in h_im. He was a bard and
1nusician who happened to attract the attention of the queen
of the faerie court ofArcadia, who became ena1nored of him.
She approached Thomas one day in May and offered him a
ride on her milk-white steed. Thotnas accepted the gift, and
,vas whisked away from the lands he knew on a ride through
the green bo,vers and shadowed trods that led to Arcadia.
For seven years, Thomas abided with his sidhe hosts
and lea med something of tl1e Kithain, their music and lore
and the power of Glamour. His time in Arcadia seemed to
pass quickly from his point of view, ai1d he retu11.1ed to the
\Vorld after ,vhat see1ned only days to him with the gifts of
Gla1nour, song and wisdom. It is said that the faerie queen
blessed, or cursed, T ho1nas \Vith a tongue that cou ld not
lie, a gift that got the bard in trouble more than once.
After he lived in the mortal world for many years, the
tales say that True Tho1nas was called back to Arcadia by
a white stag, \vho led hi1n through the trod to return him
to the faerie court. Thomas of Ercildoune vanished fro1n
the 1nortal ,vorld, never to be seen again. Or so the mortal
poets and bards of his time thought.

90 The enchant:ed
With the final closing of the gates co Arcadia, True changelings on Earth, Thomas recalls far 1nore of his e>qJeri-
Thomas became one of the fe\v mortals allo\\>ed co d\vell in the ences ,vith the fae and the lore he has learned over the past six
depths of the Dreaming. He abided in Arcadia for many years, centuries. While his 1nemories of Arcadia are as dimmed as
singing his songs and learning the lore of ma11y Kithain. anyone else's, his considerable knowledge is as sharp as ever.
When the Resurgence came, True Thomas at last
returned to the world of h is birth. He came with the exiled
sidhe sent to Earth from Arcadia \Vith no explanation \.vhy
R1chaRd hendeRson
he left behind the eternal Sum1ner of the faerie kingdom. The Chief Executive Officer of Playtime Toys, lnc. is
kno,vn to his employees as a gru1npy old man \\>ith a heart
Perhaps he longed for mortal co1npany once again, or his
\Vanderlust finally got the better of him, and he desired the ofgold. Mr. Henderson started his company by himself and
worked to make Playtime one of the largest toy-makers in
opportunity co travel the world and see what had become
the United States, heading for being one of the largest in
of it in his absence. Tho1nas keeps his O\\'n counsel on the
matter, and has not shared his reaso11s \vith anyone. the 1vorld. While doing all of this work, he never lost sight
of the fact that his company's product was fun, a fact he
On Earth, Thomas becon1e the protector and mentor
drills into the heads of his e1nployees every day.
of many sidhe childlings, including young David Ardry
Henderso11 hin1self is in n1ru1y 'Nays a child ,vho never
and his sister Morwen. He helped to raise and teach the
grew up. He takes personal interest in the toys that are put
children the ways and lore ofKithain society and protect
out by his co1npany, and is often involved in the design,
them fro,n the troubles that bre\ved in the early days before
development and testing process. He considers his five
the Accordance War. It issaid by 1nany thatTrue Thomas,
grru1dchildren l1is "best test market," often bringing them
with his gift of Second Sight and his Bard's Tongue,
ne\v and different toys that he is developing, and playing
already kne\v that his young charge David \Vas destined to
\vith then1 on the weekends and fa1nily holidays.
be High King of the Kithain, but that he waited and bided
his time until the n1on1ent when Fate took a hand. As can be seen by any Kithain, the \\ hite-haired and
1

When the Accordance War raged in the streets of red-cheeked Henderson is a kinain ,vith a fair arnount of
New York, Thomas fought valiantly to protect his charges. nocker blood in hi1n. He has an affinity for making and
When David appeared with shining Caliburn in hand, creating new things, and his gruff exterior masks a mat1 who
genuinely cares about his \\1ork, his fa1nily and his co,npany.
Thomas cried to the gathered changelings, con1n1.oner and
noble alike, "Behold! You look upon your king!" His Ever since he was a child, Henderson knew chat he
prophecy was proven as true as all of his others, and David was a bit different. He often listened to his grandmother's
Ardry was crowned High King. stories about how his family had the Second Sight and
Faerie Blood from the O ld Country, before they came over
Thomas composed a treatise on the Kithain and their
to Ellis Island and cl1anged their name. He always applied
lore for the young king to help hiin learn about the people
his agile i1nagination to whatever task was put in front of
,vhom he was destined to rule. He worked behind the
hi1n, and it served hi1n well all through school and when
scenes in the first \.Veeks of King David's rule to quell
he decided to start his own_business.
dissent and smooth the way for the new young king's rule.
Then he cook his leave of the court and went out to travel Up until recently, Henderson knew nothing of his
the world that he had not seen in so long. heritage beyond the stories that his grand1nother told him.
That was until one of h is granddaughters, Ellie, undenvent
True Thomas is kno,vn to appear at the court ofTara-
her Chrysalis and became a child ling nocker. Ellie seems
Nar from tilne to ti1ne. He always seen1s to show up when
King David n1ost needs the advice at1d aid of his mentor. For to have inherited the full 1neasure of her family's fae
the most part, Thon1as travels the \\ 0rld in various guises
1
heritage. At first her parents thought that she was simply
taking after her grandfather ,vith her temper and her
created tlrrough Glamour, often as a \vru1dering musician or
storyteller. Where he goes, Glan1our, change and adventure imagination, but Richard has been enchanted by Ellie and
learned the truth of who and what she is.
see1n to follo"v, and any changelings who encounter Thoinas
are certain to have an interesting time of it. For the ti1ne being, Henderson has chosen not to share
Tho1nashasafairarnountofFaerieBlood,andhashadhis the truth about Ellie with his son or daughter-in-law because
life greatly extended by the power ofGlamour-in fact many he's not sure they would understand. I-le has increasingly
become involved in Ellie's life and that of her siblinas b and
among the fae courts whisper that he has been granted true
cousins. He is looking out for d1e possibility that his other
ilnmortality. He kno\vs many cantrips, and has 1nany sources
grandchildren 1night be chru1gelings as ,veil, and awaiting
of dross for his use in addition to being quite adept at Rapture
signs of any of them undergoing the Chrysalis.
through the perfonnance of his bardic arts. Unlike most
1-lenderson has also been with Ellie to the changeling
court i.n N e\:11 York City. I-le has made contact with the nocker
AmandaCefleuR
community in Goblin Town, and is in tl1e habit of taking Ellie Lt. DeFleur served with the U.S. Army for four years
there on visits when he can get away. Richard is enchanted by before she had her first encounter with the fae. She
her for tl1ose visits so they can go and see the "secret magic became involved with a handso1ne satyr off-base who was
world" tl1ey both share. Henderson is learning just ho\:11 tn1e attracted to strong wornen. ln tirne, her paramour en-
some of the stories his graimy told him are, and he is slo,vly chanted Amanda co show her some of ilie wonders of ilie
gaining the grudging respect of the nockers and other Kithain Drea1ning. Although co1npletely 1nortal herself, A1nanda
in Goblin Town. Playtime's toys are we II-known among many was surprisingly l0\1/ in Banality for someone in her line of
Kiiliain, and s01ne of the nockers ii.1 New York have offered ,vork. H er idealisrn and love of l1er country kept alive
Henderson their 0\¥11 unique design ideas. tnany of her childhood drea1ns. She was a\ved and truly
Presently, Henderson, \Vith his considerable ,vealili enchanted by the \:\7onders of the fae.
and business influence, stands to becotne a powerful ally Unfortw1ately, the co111111ander of the base on \:\1hich
for ilie changeling community, but there are elements of An1anda served, Col. Holt, was one of the Autumn People,
Goblin Town and the Shadow Court who do not like the a rigid-iliinking 1nilitary 1nan wl10 enforced Banality of his
idea of so powerful a mortal as Richard Henderson becon1- troops. When her satyr lover ~1as arrested, itnprisoned and
ing involved in ilieir affairs. They might well try and nearly Undone by the pO'l'l er of Holt's Banality, Arr1anda
1

eliminate Henderson, or kidnap his gra11ddaughter to risked her career to help h im and resigned her commission
apply so1ne leverage to the old 1nan. The question of who fron1 the 1n ilita1y.
the girl \'Jill be fostered to before she is Sained has already Indebted to her, Arnanda's para1nour stayed with her
come up, and it is likely that son1e Unsee! ie 1nay try to take longer ilian l1e might have otherwise. Eventually, their rela-
advantage of the opportunity. tionship cooled, and ilie t\1/0 of thern drifted apart. Amanda
refused to be embittered by tl1e experience, and was still

92 The enchan-ced
enraptured by the \1/0nder of the Dreatning. She decided that Adam becarne prone to going into strange daydreatn trances
she wanted to protect such thingsfron1 n1en like Col. Holt and and l1aving visions. When he described his visions to his
undertook a personal quest. She traveled the counny looking parents, teachers and doctors, he nearly always described
for more infor1nation about the Kithain, andho,v she could fit sorne event that happened shortly after his vision with
into this wondrous society and help protect it. exacting detail. S01ne of tl1e visions haven't beenconfim1ed,
In her travels, Amanda \Vas so,nething of a \vhice but those that have are accurate enough to convince quite
knight for some Kithain. She, like the Autumn People and a few people that Adam can predict the future.
the Dauntain, kept a \vatchful eye out for any changeling Raised u1 a ve1y religious Christian family, Ada1n's
activity, but Amanda- unlike the champions of Banality parents and grandparents believe that his visions are di-
- offered a helping hand when and where she could to vinely inspired, leading m~111y to consider hi1n so1ne sort of
Kithain who were in trouble. She would stay 1vith the1n for prophet. Doctors of the paranorrnal believe young Ada1n
a time, and then move on to seek out others. Over ti1ne, ,nay be one of the best documentable precognitives they
changelings began to tell stories of the lady knight \Vho have discovered. Adan1 himself hasn't fonned any opinion
arrived on her chrome-bright tnotorcycle to save the1n of his visions apart from the fact that he \vould 1nuch rather
from the forces of Banality. be a normal kid out having fun with his friends rad1er than
Eventually, these tales reached the ears of High King the center of all of the attention he is getting.
David Ardry hi1nself in the court ofTara-Nar. He made it Ada1n is slightly built, thin and somewhat pale, with
kno,vn that he ,vishecl to meet this remarkable mortal dark hair and \Vide, dark eyes. I-le is a sluagh kinain with a
wo1nan for himself, and \.\1orcl spread quickly throughout strong Second Sight gift that lets him intermittently see the
Concordia. In short order, the next changelings who future. He has no conn·ol over his visions - they occur
encountered An1anda offered to bring her before the High see1ningly at randon1, and he has been ,vorried that he will
King, and she quickly agreed. see s01nething terrible happen to someone that he cares
Enchanted and brought into the grand hall ofTara- about. Already Adam has seen 1nany terrible things tl1at
Nar, Amanda DeFleur stood before the High King of the have con1e to pass, and he has begun co associate his visions
Kithain and his sorceress sister. When King David asked \vith n1aking things corne true. That has led to Adam
her why it \Vas she traveled his kingdom, risking her life for censoringhimselfsometi1nes in hopes of preventing particu-
his subjects, Amanda replied, "What you have here is lar visions from happening.
\VOrth any risk, Your Majesty, even my life." Ada1n is also in danger fron1 the banal forces that are
!tnpressed by Amanda's devotion to a people she hardly slo,~ ly closing in around hin1. For every supporter and
1

knew, King David decided on the spot to make her one of the believer he attracts with his visions, Adarn also gains at least
paladins of T ara-Nar, a decision that sent ripples of sh.ock one skeptic who does not believe in his abilities or thinks
through the cou1t. Knighting a n1ortal? And making her a that he is touched by the Devil. These folk are bringing the
paladin ?The idea ,vas unheard of. But the king's "'ill was done, force of Banality do\.\1 n on Adan1 fairly hard, and might even
and Amanda DeFleur knelt before the High King to receive succeed in eventually snuffing out the boy's Gla1nour and
the touch of Calibum on her shoulders and brovv, rising as suppressing his Fae Gift.
Daine Ama.i1da DeFleur, paladin and protector of the reahn. Adan1 has also attracted the attention of the Dauntain.
An1anda no\v serves her king as a knight \vho travels The Apostates 1nay attempt to destroy Ada1n's gift or twist
the realtn working to right wrongs and co1nbat the forces it to their ov,n ends. Sorne of the local Kithain have begun
of Banality. As a n1ortal, Atnanda is often able to avoid the to take 11otice of Adarrt, and believe that he may be fae-
notice of the Autu1nn People and the Dauntain n1ore touched. There has been talk of taking hi1n into safety u1 a
easil y than the Kithain. But her spreading reputation is freehold, but there is concern that such an abduction could
quickly making her a target for agents of Banality as ,veil stir up the mortals against the changeliI1gs, as ,veil as tipping
as those Kithain \vho do not agree with their king's off the Dauntain and Autumn People of the presence of the
decision to knight a n1ortal. Changelings are rnost likely to Kichain nearby.
encounter A1nanda DeFleur \vhile she is on the road, on Adam himself has seen a vision of a coldlv' handson1e
s01ne mission or performing acts of erra11try. 1nan coining to cake hi1n a\vay fro1n his fa1nily and home. He
does not kno,v chis 1nan or what his 1notives for the act might
A.dam T1eRask be. He is torn bet\veen the desire to escape the attention and
hubbub surrounding hi1n ar1d fear of forebod ing about the
11 -year-old Adam T ierask has made hitnself a local n1an in his vision. He hasn't told anyone about this particular
1nedia celebrity with his predictions of the future. Last year, vision yet.
Quote: The p()<tuer of the art flows in my veins, the ability tO take my drearns and make
them into something tlwt everyone can share. I don't know if that ability comes from my 11)
human side or my other side, but it doesn't really matter tO me. The art is all that /
matters. /._.,P
Prelude: Ever since you were young, you \Vere considered to be a ~- ~
very creative and gifted child. You sho\ved a talent for arr that got you / /J!j{(::
the attention of your parents, teachers and peers. \~ ,~
As you grew up, you began to explore your artistic talent n1ore and '. \
discovered that you really \Vere gifted. Your arc had the ability to n1ove
people in ways that few other artists could 1natch. You earned great
praise for your \vork and your creativity, but son1eho\v you didn't feel \
successful. You wanted to do 1nore with your art, things that were \, ~-,•,,_,
1neaningful, 1vith your art as the vehicle.
You started to explore some of the avant garde and fringe styles. You
abandoned traditional fonns co look for something truly unique that you
could call your own. A lot of the people 1vho fonnerly praised your 1vork
told you that you 1vere wasting your talent. \Vith your abilities you could
have had a successful con11nercial career, but you didn't want to prostitute your
talent. You wanted co crea.te.
In tiine, you lean1ed the truth about your gift, that you are an inheritor to the
ancient bards, and that your ability comes from the creative po1ver of G lamour. No\v
you've discovered that the goal you are searching for is the epiphany that ,vill create
Gla1nour of your O\vn, adding so1nething to the substance of the world. You seek out
fae teachers who can tell you more about this while you \Vork to\vard the refinement
of your art on the road to Rapture.
Concept: Others consider your art to be strange or "out there." You are seeking
to discover yourself and unite your fae and human heri tage through your art to
achieve Rapture and feel the power of Glamour for yourself. You have the ability of
the old bards to really 1nove and influence people through your art.
Roleplaying Hints: You experience the world through an artist's senses. Take
in everything around you and keep it in mind as future inspiration for your \.\1ork. The
\vorld is your source, your 1nuse, and you are always on the lookout for something to
fire your irnagination. You \Vant to kno1v more about Gla1nour and its creative power.
You might seek out a changeling reacher or muse to help you \Vith your work, or you
might prefer to rely on yourself and search your own inner Dreaming for inspiration.
In either case, you are obsessed \vith yourart. lt is your life's 1vorkand your driving force.
You seek to touch people v1irh its po\ver in son1e 1vay, to convey your feelings and
yourself, and co be some kind of influence. You want to leave your 1nark on the world.
Glamour: Your Fae Gift is the po,ver of the bardic strains. You 1nay also want to
learn cantrips that relate to your art or the ability to influence others like Chicanery.
Equipment: Artistic tools and instrurnencs for your chosen art, notepad for jotting
down ideas, trendy but cheap clothes

94 The enchanred
Name: Court: Seelie Seeming: "Wi~er
Player: Legacies: 'Trouba~orl'ratalist Heritage: Sat9r
Chronicle: House: Household/Motley:

A:crR1bures
phys1cal Soc1al COencal
Strength ••ooo Cl1arisn1a ••••o Perception •••oo
Dexterity ••ooo Ma11ipulation 'Expression eeeoo Intelligence eeooo
Stamina ••ooo Appearance •••oo Wits ••ooo
Ab1l1r1.e s
Talenrs Sk1lls ·knowledges
Alertness •••oo Crafts 00000 Computer 00000
Athletics 00000 Drive eeooo Enigmas 00000
Brawl 00000 Etiquette eoooo investigation eoooo
Dodge eoooo Firearrns 00000 Lav.1 00000
Empathy ••ooo Leadership eoooo Linguistics eoooo
Expression ••••o Melee 00000 Medicine 00000
Intimidation 00000 Petf ormance ••••o Mythlore ••ooo
Kenning 00000 Security 00000 Occult 00000
Streer,vise 00000 Stealth 00000 Politics 00000
Subterfuge eoooo Survival 00000 Scie11ce 00000

Advanrages
BackgRounds ARrs Realn1s
"5aroic Q.i[t ••••• 00000 00000
"Fae,~ie "6looo ••ooo 00000 00000
'rttme ••ooo 00000 00000
'7< enrrtng
. ••ooo 00000 00000
00000 00000 00000

~OcheR TRa1cs ~ ~~~ylamouR~~~ ~~~~healch~~~


• • • • OOOOOO Bruised 0
Hurt -1 0
00000000 00 Injured -1 O
~~W1llpoweR Wou11ded -2 0
• • • • • OOOOO Mauled -2 0
Crippled -5 0
0 0 0 0 0 0 0 0 0 0 Incapacitated 0
~~~Banal1cy . e)CpeR1ence ~~
··••000000
0000000000
Attributes: 7/5/3 Abilities: 13/9/5 Arts: 3 Realms: 5 Backgrounds: 5 Freebie Points: 15 (5/3/2/1)
lnv1s1gorh
Quote: We are die forgotten, tne lost children, the dark side of society. We rru1l<.e people
uncomfortable because we are intimate with the things they would prefer be forgotten. They
throw a shroud over us w l<.eep us frcrrn sight, but-we use their shroud w our advantage. Thus
hidden, we move through tne <WOrld, arid by the world's forgetting, we are ignored, to its
detriment.
Prelude: You ahvays felt different than the other kids. You \vere attracted
to things that other people tl1ought best left alone:secrets and old things, and
all of the gross stuff that nobody else ,vould touch.
As you got older, your interests beca1ne darker and 1nore morbid.
You lean1ed fast that me polite fa<;ade of the world ,vas just that. You
had already seen some of the dirty little secrets that were hidden
behind that curtain. Most of your fa1nily and peers shunned you
because of what you kr1ew. Thar suited you fine; you didn't really
want iliem around, mowing what you did about them.
Yousoughtoutotherfriends, people more like you, and you found
iliem. There were otllers out mere ,vho krlew the truth and who felt
apa.ttfrom the rest ofthe,vorld. You shared your secrets with the1n (but
not too many; after all, icwouldn't do to give a\vay me store), and you
immersed yourself in the shadow world mat existed on the edges of
"straight" society. You've learned a great deal since then, and you
krlow things that would drive n1ostpeople rnad lurk in the dark corners.
You've spoken ,.vith so1ne of tl1em, and you're not afraid. Really.
Concept: You enjoy shocking oilier people ,vitl1 your attitudes and
interests.You are a Goth fascinated by death, the strange, the unusual and
the unseen.You oftengo out of your way tosee1n mysterious, or to tear do•Nn
the illusions of oiliers that they pitifully cling to. You rnay even be a Blood
Doll, or trying to beco1ne one.
Roleplaying Hints: Act superior to everyone else, and give t!1e1n me
impression that you kno\v many things that tlley don't. Never act shocked or
scared or surprised; after all, you're above mat sortof tlling. You are fascinated
witll me powers and creatures of me shadows, be they Unseelie, va1npires,
ghouls or ghosts.You care notl1ing for me conventions ofso-called "nonnal" '-
society. Listen, learn and remember everything, because you 11ever know '-...
when it 1night be useful.
Glamour: Yourfae gifts relate to iliedarkerside oftlle Drea1ning, spirits and
creaturesofmeshadowworld,aswellassomeenhancedabilitytopickupsecrets
and infonnation.
Equipment: Gotll wardrobe (co1npletely black, of
course), oversized cross and ankh, fake ID, club passes,
personal journal wiili notes on various ideas, secrets,
rumors and oilier esoterica - - -...~ ;:

96 The e nchant:ed
Name: Court: "Unseelie Seeming: ~i~er
Player: Legacies: QrotesquelSage Heritage: Slaugh
Chronicle: House: Household/Motley:

~=====~ArrR1bures ~~~~~~
phys1cal Soc1al OJencal
Strength._ _ _ _ _ eeooo Charis1na_ _ _ _ eeooo Perception._ __ _ eeeeo
Dexterity_ _ _ _ _ eeooo Ma11ipulatio11_ __ eeeoo Intelligence eeeoo
Stamina_ __ _ _ eeooo Appearance._ _ _ _ eeooo Wits eeooo
======~Ab1l1r1es~=====~
Talen-cs Sk1lls knowledges
Alertness_ _ _ _ eeeoo Crafts._ _ _ _ _ 00000 Co1nputer_ _ __ OOOOO
Athletics 00000 Drive_ _ _ _ _ eoooo Enig1nas_ __ __ eeooo
Bra\\11 00000 Etiquette eeooo lnvescigatio11,_ _ _ 00000
Dodge 00000 Firearms 00000 Law_ __ __ _ OOOOO
En1pathy eeooo Leadership 00000 Linguistics_ _ _ _ 00000
Expression eoooo Melee 00000 Meclicine_ _ _ __ OOOOO
l11timidation •••oo Performance eoooo Mythlore._ _ _ __ eeooo
Kenning 00000 Security 00000 Occult_ _ _ __ eeeoo
Street\\1 ise eeooo Stealth eeooo Politics 00000
Subterfuge eeooo Survival_ _ __ OOOOO Scie11ce._ _ __ _ ooooo

~~====Advanrages===~~~
BackgRounds AR-cs Realms
1:aerie ~w~
Peth 1-iawi
••••o
••ooo
~5~oo~t~hs~~-Y---- •oooo
_ _ _ _ __ _ 00000
~.A.--!'..=rt~or
'-------•OOOO
_ _ _ _ _ _ _ _ 00000
~1<.~e=n=nc~·n.g&----•oooo _ __ _ _ _ _ 00000 _ _ __ _ _ __ 00000
_ _ _ _ _ _ _ 00000 _ __ _ _ _ _ 00000 _ _ _ __ _ _ _ 00000
_ _ _ __ _ _ 00000 _ _ __ _ _ _ 00000 _ _ _ __ ___ 00000

=0-cheR TRa1-cs = ~=~lamouR = ~ ~=~heal-ch~~~


"Fae Qi{ts: ~aghairm • • • OOOOOOO Bruised 0
~aibhsear Hurt -1 0
"Flaws: lron·s Curse
0 0 0 0 0 0 0 0 0 0 Injured _1 0
=~W1llpoweR Wounded -2 0
• • • OOOOOOO Mauled -2 0
Cri1-,pled -5 0
0 0 0 0 0 0 0 0 0 0 Incapacitated 0
=~~Banal1-cy eJ:peR1ence =~
··••000000
0000000000
Attdbutcs: 7/5/3 Abilities: 1.3/9/5 Arts: 3 Realn1s: 5 Backgrounds: 5 Freebie Points: 15 (5/3/2/ l)
~or1c
Quote: And then the rnighcy dragon threw back its head and roared its fury co
rhe heavens, and the princess screamed in fright, standing paralyzed near the great
claws of the beast. Without hesiration, I hurle.d myself forward and thrust my
trust)' lance into the beast's black heart, and it fell dead at my feet. My
background as a thespian was quite useful in explaining of all of the
screa111ing and carrying on to the local ccmstabulary.
Prelude: You never quite left cl1e ,vorld of childhood make-
believe behind. Your imaginative world stretched on from those
days of childhood gaines to pe1fonnai1ces in school plays and
musicals, and eventually into a career on the stage perfonning
around the ,vorld. You have been a beggar, a king, a knight,
a villain, and everything in bet\veen.
When your stage career began to flag, you looked for
new inspiration and found it in the \vorld of dreams. You
have found other patrons of the theatre who are not
entirely hu1nan, and you have learned that your O\Vn gift.s
con1e fro1n the touch of your fae side.
In ilie ,vorld of cl1e Kicl1ain, you have found a ne,v
stage.You have taken up the n1ande ofkn igh t, protector
ai1d cha1npion of that green and wondrous land. Some
1night consider you an old fool, and think that you do
not have tl1e strengcl1 or skill to fight trolls and
dragons, but you have picked up quite a fe,v skills in
treading ilie boards, and you kno,v that strength in
th.e \Vorld of ilie Dreaming is far n1ore the measure
of a ,nan's heart than of his biceps. ••:.t:~-
Concept: Like the knights ofold, you do your •~:.)"
best to right wrongs and protect d1e innocent from ' ' .
harn1. Your knowledge of the 1nortalworld can help
r
your Kithain friends and allies while your under,
stai1ding of the fae can s01neti1nes protect hapless
n101tals fron1 falling into danger. Honor and service
are your ,vatchwords.
Roleplaying Hints: You are courtly ai1d gallant
, in an Old World manner. Chival1y lives on in your
heart and sou I, and others find you charming in a quaint
and eccentric ,vay. You value ilie world of dreams and
your changeling friends and allies, and consider their
kingdom yours. You wish co live with honor, dignityand
glory, spiced with a bit of over-the-top theatrics. Others
so1nerin1es consider you a bit loopy, but they follo\v your
lead nonetheless.
Glamour: Your fae nature lends itself to carrying out
your duties: protecting the weak and fighting battles against
n1011Sters. ,
Equipment:Slightlyout,of-dateclothing,pockecwatch
and fob, walking cane (the 1nundane fonn of your weapon) _,.
ti
98 The enchant:ed
Name: Court: Seelie Seeming: Qrump
Player: Legacies: L'f'a.la~inl L'f'ea.cDck H eritage: Sl~he
Chronicle: House: Household/Motley:

=====~A.rrR16ures ======
phys1cal Soc1al COenLal
Stre11gth_ _ _ _ _ eeeoo Cl1arisma- - - -eeeoo Perception._ _ __ eeooo
Dexterity_ _ _ _ _ eeeoo Manipulation_ _ _ eeooo Intelligence eeooo
Stamina_ _ _ _ _ eeeoo Appearance_ _ _ _ eeooo Wits eeOOO
=======A.61l1r1es======~
TalenLS Skills knowledges
Alertness 00000 Crafts 00000 Compucer_ _ _ _ OOOOO
Athletics ••ooo Drive ••ooo Enig1nas_ _ _ _ _ OOOOO
Brawl {~isticu{b) ••ooo Etiquette •••oo Investigation._ __ eOOOO
Dodge eoooo Firearms 00000 Law_ _ _ _ _ _ OOOOO
Empatl1y 00000 Leadership •••oo Linguistics_ _ _ _ 00000
Expression eoooo Melee •••oo Medicine_ _ _ _ _ OOOOO
Intin1idation
Ke1111i11g
••ooo
00000
Perfor1nance- - -
Security 00000
••••o Mythlore_ _ _ __ eeooo
Occult._ _ _ _ _ 00000
Streetvvise 00000 Stealth 00000 Politics_ _ _ _ _ OOOOO
Subterfuge eoooo Survival_ _ _ _ OOOOO Science_ _ __ _ ooooo
======Advanrages======
BackgRounds ARLS Realms
Allies eoooo _ _ _ _ _ _ _ 00000 _ _ __ _ _ _ _ 00000
Chimera (Swor~) eeooo _ _ _ __ _ 00000 _ _ _ __ __ 00000
~aerie "'5loo~ ·••oo _ _ _ _ _ _ _ 00000 _ _ _ _ _ ___ 00000
m=e_ _ _ _ _ _ ••ooo
~ ~a= _ _ _ _ _ _ _ 00000 _ __ __ _ _ _ 00000
Spearman·s Shie~ eeooo _ _ _ _ _ _ _ 00000 _ _ __ _ _ __ 00000

~O-cheR TRa1-cs = ~~~lamoLIR == ~=~healLh ~~~


• • • • OOOOOO Bruised 0
H urt ,1 0
0 0 0 0 0 0 0 0 0 0 Injured ,1 0
~~W1llpoweR Woundecl ,2 0
8 • • 8 • OOOOO Mauled ,2 0
Crippled ,5 0
0 0 0 0 0 0 0 0 0 0 Incapacitated 0
~~~BanallLSJ e)CpeR1ence ~~
••••••oooo
0 000000000
Attributes: 7/5/3 Abilities: 13/9/5 Arts: 3 Realms: 5 Backgrounds: 5 Freebie Points: L5 (5/3/2/ 1)
Ch1ldSeeR and try ro help you figure out \vhat they 1nean. They've
even taught you so1ne things to help you figure them out
Quote: I hadadream, and/ saw some funny people. They for yourself son1etimes.
were all dancing and playing and singing, and ha•ving fun Concept: You are a seer coming into your po,ver with
outside in the woods. Then this big, dark shadow with bright the ability to kno\v things fro1n fara,vay, into the future or
eyes and big teeth started munching down the trees, and in the depths of the Dreaming. Although adults consider
everybody got scared and ran, and the woods all fell down. Then you a child with a child's i1nagination, the kinain and your
snow started falling and covered everything over. I think changeling cousins (and others perhaps) kno,v that your
something bad is going to hap/)en. po,\•ers are real and respect the wisdom of your foresight.
Prelude: Ever since you were little, you ahvays had Roleplaying Hints: You are proud of your ability to
lots of dreams, all kinds of drean1s. Most importantly, you see the future, but it also scares you sometirnes. Kno,ving
had "special drean1s," dreams that you kne\v were happen, \Vhat is to co1ne is a big responsibility chat you shy away
ing soinewhere or ,vere goi11g to happen. You tried telling fro1n now and agai11, especially ,vhen you have to tell
people about your dreams once, but they didn't believe s01neone bad ne,vs. You feel a strong sense of responsibility
you. T hey just said that you shouldn't poke your nose into to do s01nething about the bad things that you see, and you
other people's business. try to encourage your friends to help you.
When you 1net son1e nice people who Glamour: Your gifts are in the realm of the
believed in your drearns, you \Vere very Second Sight; you see the future and other
happy. They had rnagic, too, they told you, information that you could never other\vise
and they said you were very special for knO\\'.
being able to have dreams about things Equipment: Notebook of doodles and
that hadn't happened. They a hvays listen drearn images, colored pencils/crayons, string
to your dreams, and take the1n seriously, and pretty colored rocks

100 The enchanz:-ed


Name: Court: Seelie Seeming: Chi~lin15
Player: Legacies: Sagel"Rl~~ler Heritage: '£5hu
Chronicle: House: Household/Motley:

AccR1bures
phys1cal Soc1al COenral
Strength
Dexterity
eoooo
•••oo
Charisma
Manipulation
•••oo
••ooo
Perception
Intelligence
•••oo
•••oo
Stan1ina ••ooo Appearance ••ooo Wits •••oo
Ao1l1r1es
Talenrs Skills knowledges
Alert11ess •••oo Crafts 00000 Con1puter ••ooo
Athletics 00000 Drive 00000 Enigmas •••oo
Brawl 00000 Etiquette eoooo l11vestigation ••ooo
Dodge •••oo Firearms 00000 Law 00000
Empatl1y eoooo Leadership 00000 Linguistics 00000
Expression 00000 Melee 00000 Medicine 00000
lntitnidation 00000 Perfor1nance eoooo Mythlore ••ooo
Ke1111ing 00000 Security 00000 Occult eoooo
Street\vise 00000 Stealth ••ooo Politics 00000
Subterfuge eoooo Survival 00000 Science eoooo
Advanrages
BackgRou nds ARrs Realms
rr:aer[e "5l.oo~ •••oo Sooth5a.y_ ••ooo Ac-tor eoooo
Q.rem(&!lre ••ooo 00000 Scene eoooo
1<.ennb1$_ eeooo 00000 00000
Secon~ S[aht •••oo 00000 00000
00000 00000 00000

~~~lamOlIR ~~ ~~~heal-ch~~~
• • • • OOOOOO Bruised 0
Hurt -1 0
0 0 0 0 0 0 0 0 0 0 Injured _1 O
~~W1llpou.ieR Wounded -2 0
• • 0 0 0 0 0 0 0 0 Mauled -2 0
Crippled -5 0
0 0 0 0 0 0 0 0 0 0 Incapacitatecl 0
~~~Banal1ry e_J:peR1enc,e ~~
••00000000
0000000000
Attributes: 7/5/3 Abilities: 13/9/5 Arts: 3 Realms: 5 Backgrounds: 5 Freebie Points: 1.5 (5/3/2/1)
Quote: The world these days is such a strange place, stranger to me in many ways
than the fae realm was when I first stepped into the land beneath the hill. The world I once
knew is gone forever , and my children's children's children would hardly know me. The _
, .'
Dreanting is nty only home now. ,f t""":1½..
. Prelude: ~ong ago, you discovered one of the fae_folk ai1d ,vere enchanted by / ·';W', ~ J ,
him. Brought into the faerie realm, you lived there as if 1n a drearri. Even though I @ i~~'f>\.
thefaefolkwerefewandthreatenedbymortalityandthepo,ver Jl 1 \ ~ .

of Banal ity on all sides, their realm \vas a world of ,vonder, ~ r_;)
comfort and plenty to you. The years in the freehold passed / ,,..- :i~~ . t.'.
like su1nmer afternoons. You served your faerie patron i" . J•
well during that titne, and \vere rewarded by him with J? _,,_..--c,.-c~-
lavish gifts and the opportunity to remain in the 7---
freehold and enjoy its bounty. / A
Before you kne,v it, the ~rorld outside had · &
changed. At first it seerned slow, but in time, the
outside world seemed co flash past like a flicker,
changes coming in che blink ofan eye. It ,vasn't long
(or it didn'tseetnso) before you hardly recognized even
the place of your birth, your old home or any of the things
that you once knew in the outside world.
That ,vas when circutnstances forced you co travel
into the strange and alien n1ortal world once again.
Perhaps your 1nentor died and you \vere expelled frotn
the freehold, or perhaps your faerie patron requires a
mortal agent in the world outside in this tin1e of change.
Concept: You are a person out of titne, a kinain en-
chanted and brought into a freehold by a changeling and
allowed to live therefor rnany, n1anyyears. Youhaveevaded the
dangers of beco1ning Drea1n,st1uck, although that is a specter
chat ahvays hangs over your head, and you have escaped the ravages
of age and death. But in your absence, the world has changed tnuch,
so much that you scarcely recognize it. You might have been gone for
20 years, or it might have been as long as a century or more, but either
way, the modem W odd of Darkness is a strange one to you.
Roleplaying Hints: You often seern confused to others, despite
your intelligence. You are unfarniliarwith n1odern 1nani1ers, mores or
technology, ai1d you cling to those things you do know. lnrnany,vays
you are tnore fae than the modem changelings botn into chis modern
~•odd. You try to conceal your ignorance as best you can. Sotnetimes
you lapse into old habits or 1nannerisms without even chinking about
it.
Glamour: Your Fae Gifts are what rnacle your particu-
larly attract ive to your patron and allow you to do ,vhat
needs to be done in the outside world.
Equipment: O ld, out-of-dace clothing, new /
clothing that doesn't fit quite right, faerie-crafted
dagger, pouch \Vith <1 few gold and silver antique
coins

102 The Cnchant:ed


Name: Court: Seelie Seeming: (jrump
Player: Legacies: '1:Jumpkinl~retch Heritage: ~roll
Chronicle: House: Household/Motley:

ArrR16ures
physical Social O)encal
Strength •••oo C h arisma ••ooo Perception ••ooo
Dexterity •••oo Manipulation ••ooo lntellige11ce •••oo
Stamina •••oo Appearance ••ooo Wits ••ooo
Ao1l1r1es
Ta.ten-cs Skills knowledges
A lertness ••ooo Crafts 00000 Computer 00000
Athletics •••oo Drive 00000 Enigmas 00000
Brawl •••oo Etiquette ••ooo Investigation eoooo
Dodge ••ooo Firear1us 00000 Law 00000
Empathy 00000 Leadersl1ip 00000 Li11guistics 00000
Expression 00000 Melee ••ooo Medicine eoooo
Intimidation ••ooo Perfor1ua11ce 00000 Mytl1lore eoooo
Kenning 00000 Security 00000 Occult 00000
Streetwise 00000 Stealth eoooo Politics eoooo
Subterfuge 00000 Survival ••ooo Science 00000

Advanrages
BackgRounds AR-cs Realms
r,:aerie rf,L,o~ ·••oo '1'rimal eoooo Actor ••ooo
"Faerie ~entor •••oo 00000 00000
"Fith "Fath eoooo 00000 00000
"Kenning ••ooo 00000 00000
00000 00000 00000

~ 0 -cheR TRa1cs = ~=~(itamouR~=~ ~~~ h


Bruised
eal-ch
0
··••000000 Hurt -1 0
0000 0000 00 Injured -1 0
~~WillpoweR~~ Wounded -2 0

••••••oooo
000 0 000000
Mauled
Crippled
-2
-5
0
0
Incapacitated 0
==~Banal1cy==~ ~=~ e;x:peR1ence
••••••oooo
0000000000
--------
Attributes: 7/5/3 Abilities: 13/9/5 Arts: 3 Realms: 5 Backgrounds: 5 Freebie Points: 15 (5/3/2/ I)
,w.

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