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==Kiths== Just like Vampire Clans, Werewolf Tribes and Mage Traditions there's many kinds of elves so you can be different from other players without having to come up with your own ideas; in addition to powers, all the different kiths tend to have their own personality written on them (Heaven forbid you play a lock-n-load Boggan or a vegan Redcap). It's like all these games are imitations of each other, or written by the same guys. ===The Core Kiths=== [[File:Kithain.png|500px|thumb|right|The thirteen common Kithain.]] Kiths normally found in Europe and North America. These are the default Kiths because most players of Changeling: The Dreaming live in those areas. * '''[[Hobbit|Boggans]]''': Busybodies from the "Shoemaker and the Elves" tale. * '''[[Leprechaun|Cluríchaun]]''': Leprechauns. As Irish as they come. Are also hoarders, but not necessarily hoard gold. * '''Eshu''': Elves from African stories, the gypsies and storytellers. Can learn Talecrafting. * '''[[Gnome|Nockers]]''': Violent, subterranean gnomes/dwarves, with superior tech, a hatred of Elves, banality resistance, and the ability to fix technology by swearing at it. Fond of Steampunk and the [[Mage: The Ascension|Sons of Ether]]. They were just about the only Kith capable of interacting with tech without dropping dead before C20 largely did away with that nonsense. * '''[[Kender|Piskies]]''': The [[Kender]] of the game. Steal everything that's not nailed down with cold iron nails. Shoot on sight. Notable for having something akin to to Borderline Personality Disorder, making them lack personal identity and compulsively mimic others. * '''[[Furry|Pooka]]''': The furries of Changelings, comedians. Tend to shapechange into "cute" critters like cats, though nothing prevents one from playing one who could shapechange into an [[Dwarf Fortress#Elephants|elephant]]. Nockers tend to *really* hate Pookas as a result. Cannot tell the truth. * '''[[Orc|Redcaps]]''': Violent little bastards that leave bite-marks on everything. Can and will eat everything. Think Orks dedicated to Khorne. Their splat was written by Richard Dansky (writer of [[Wraith: The Oblivion]]), so it has some fun stuff in it (The meatgrinder, a giant machine which could turn anything thrown in it, into sausage. Pass the elf-meat around). * '''[[Satyr]]s''': [[PROMOTIONS]]! BOOZE! MOAR PROMOTIONS! * '''[[Selkie]]s''': Swimmers. Unique in that they can pass on their "skin" (can be a shirt, scarf, belt or any other piece of similar clothing) to turn someone else into a Selkie. Destroying the skin kills them. Can turn into a seal/sea lion at will. Notoriously have a spelling mistake in the C20 book where it says that they can take the form of a ''sea'' instead of a seal, which would mean that [[Lulz|by RAW any Selkie can drop several cubic miles of water wherever they want]]. Of course, no ST worth their salt would let you do this. * '''[[Elf|Sihde]]''': Arrogant upper-class elves, arrived with the Moon landings and figure they're more "pure" because they didn't have to hide inside human children as long. C20 created a split between the Arcadian Sidhe (the old school ones) and the Autumn Sidhe, who went underground alongside the other Kithain, who as a result have a slightly higher opinion of them. Both of them cannot be humiliated by prank or Cantrip, and they get an extra dot of Appearance. The Arcadian Sidhe in return get hit extra hard by Banality (with an option to replace this with a [[Meme|disdain for plebs]]) while the Autumn Sidhe run risk of getting mortals obsessed with them whenever they roll a success on any social interaction with said mortal. * '''Sluagh''': Things that go "bump," in the night, the emo gothfags of elves. Can't speak above a whisper no matter what, but they have good Perception, can speak with ghosts and can contort themselves in extreme ways. Their obsession all things morbid and dismal is so melodramatic that it can loop right around to being hilarious if you play it right. * '''[[Troll]]s''': Oversized blue walls of muscle, they're the [[Lawful Stupid]] elves. This lets them resist being lured away from their duty and makes them stronger the more Oaths they swear, but if they do break an Oath they are hit extra hard. ===Gallain=== There are also several less common Kiths, with quite a few being either subgroups of the more common Kiths or just very rare: * '''[[Treeman|Ghille Dhu]]''': Dryads and woodwoses, basically. * '''Korred''': Weird little fuzzy guys who love learning and can't lie (there's a lot of that going around, isn't there?) * '''[[Merfolk]]''': No surprises here. Xenophobic fish-people. They get yet more superhuman beauty Birthrights. * '''Morganed''': Sirens. Surprisingly personable, as such beings go, mostly concerned with saving the sea and inspiring those who would appreciate it. * '''Oba''': Eshu royalty. Contrasting with Eshu, Oba are "tied" to a specific realm or region which they cannot leave without taking damage. In exchange for losing their freedom on the road, they get the Sidhe nobility bonuses. * '''[[Hag|River Hag]]''': A Redcap variant, which trades the Intimidation Birthright and Frailty for being tied to a river. * '''Swan Maiden''': Created from the dreams of tragic romance, the Swan Maidens (Swan Princes, Swan Lovers) engage in deep romance that always ends in tragedy. A bit like the Selkie, except it happens to the other person. They might be monogamous to the max or really get around, depending on their Court affiliation. They get extra Dexterity and Apperance, get a discount on the Winged Merit and can reduce the difficulty of their rolls for a scene by thinking about their lover really hard (with an extra reduciton if this person is their True Love), but taking True Love inflicts the Dark Fate Flaw on either the Swan Maiden or their lover, they can't use their waifu/husbando power if they got laid in the last 72 hours and if they suffer heartbreak it can be so severe they take a dot of Banality. * '''[[Dwarf|Wichtel]]''': Dwarfs/Gnomes. They are expert miners, with +1 Stamina, and an inability to botch jobs involving manual labor. However, [[Book of Grudges|do them wrong and they will go to any extreme for vengeance]]. They have more than a few overlaps with working-class Tall Tale heroes like John Henry and Joe Magarac. * '''Wolpertinger''': Jackalopes and other strange forms of wildlife. They were ordinary chimera until the Resurgence gave them the power to become Changelings. They're borderline impossible to play as-written due to their kith frailty causing them to drain Freeholds dry with their mere proximity. ===Hsien=== [[Image:Nyan.jpg|thumb|right|Nyaa! Nyaa!]] Asian Changeling consisting of spirits which would gank a person's body just as the soul left (aka "Near-death" experiences). Have animal-form commoners and elemental rulers. They have Luck and curses instead of Glamour and Banality, and a Yin and Yang value rated 1-5 a Tao value based on the average and a Yugen value based on twice their sum. Their powers are drived from the Wu Tan, [[elemental]] sorcery based on the five Chinese elements. * '''Chu-ih-yu''': * '''Chu jung''': * '''Fu hsi''': * '''Hanumen''': * '''Heng po''': * '''Hou-chi''': * '''Komuko''': * '''Nyan''': An animal kith consisting of autistic busty [[catgirl]]s. (Nyaa~) * '''Suijen''': * '''Tanuki''': ===Inanimae=== [[File:Inanimae.png|300px|thumb|right|Left to right, top to bottom: Paroseme, Ondine, Mannikin, Kubera, Glome, Solimond.]] The manifestation of natural environments. Based on the classical air, water, earth and fire, but also plant life and man-made items. Instead of taking human bodies they have Husks, things that look like human bodies that rapidly age only to be reborn in an adolescent form later. Because of their lack of human interaction they can only mimic being human, which means that prolonged contact with humans can inflict Banality. Inanimae all have an Anchor or some kind: either a location or a man-made object. As long as it exists, the Inanimae can keep coming back, but if it's destroyed the Inanimae is gone as well. They come in six kinds: * '''Glomes''': Inanimae of stone. They're strong, but extremely heavy. They live in a rigidly traditionalist military hierarchy. * '''Kuberas''': Inanimae of trees. They're pretty hedonists with a taste for the finer things in life and a talent for finance. * '''Mannikins''': Inanimae of man - like living wax statues or, well, mannequins. They're the most banal of all inanimae, but are the only ones that can learn Arts. * '''Ondines''': Inanimae of water, they're kinda weird because they're always on land. So they have injuries as a result but man are they dextrous. They're the most curious and introspective of the Inanimae and are great healers. * '''Parosemes''': Inanimae of air and sky they can fly! Distractible chatterboxes. * '''Solimonds''': Inanimae of fire. They're like fire benders who can never tell a lie. They are currently in a diaspora because the Glomes blame them for giving humanity the ability to shape them. ===Menehune=== [[File:Menehune.jpg|300px|thumb|right|Left to right, top to bottom: Kokua, Hana, Kahuna, Ali'i.]] The Fae of the Hawai'ian islands, named after the spirit-like Menehune of Hawai'ian myth. They are cut off from the Dreaming to a greater degree than their fellow Changelings, and therefore have come to rely on nature to harvest their Glamour. Because of their distance from the rest of the world the islands and through them the Menehune went largely untouched by the fuckery of the Inquisition and the Order of Reason, until Captain Cook arrived and fucked everything up for natives and Changelings alike. With the baptizing of every Changeling, with the tearing down of each sacred idol, one Menehune died forever. Ironically they only managed to avoid dying out thanks to a white Knocker fae teaching them the Changeling Way. The Menehune have four Kiths, who have very little physical distinction between them. Instaed, they can be distinguished by how they dress and what their duty in Menehune society is. * '''Ali'i''': Defacto leaders that act as walking Mana storages. * '''Hana''': Craftsmen that like most procrastinators, never finish anything they can't do in one go. * '''Kahuna''': Lawspeakers who can Rules Lawyer their way out of being punished for breaking taboos (for the greater good of course) * '''Kokua''': Hot headed dumb muscle. ===Nunnehi=== Native American Kiths named after the ''Nûñnë'hï'', a race of spirit people in Cherokee mythology. Harkening back to Werewolf and their description of the displaced Native American tribes. They come in thirteen flavors: * '''Canotili''': * '''Inuas''': * '''Kachinas''': * '''May-may-gwya-shi''': * '''Nanehi''': * '''Nümüzo'ho''': * '''Pu'gwis''': * '''Rock Giants''': * '''Surems''': * '''Tunghat''': * '''Water Babies''': * '''Yunwi Amai’yine’hi''': * '''Yunwi Tsunsdi''': Nunnehi have Summer and Winter Legacies, and pick one for both. Which one is dominant is based on the season. They also have access to Totems, much like how Werewolves do. ===Djinn=== Added in the C20 Player Guide, because more splats. Djinn are the Kithain of North Africa and the Middle East. * '''Ifriti''': * '''Lilitu''': * '''Qurana''': * '''Shaitan''': * '''[[Ghoul|Ghul]]''': Technically a variant Ghast, the Ghul replaces its ability to use the Mists with the ability to ignore any wound penalties not caused by Cold Iron. ===African Kiths=== *'''Biloko''': *'''[[Psyker|Djedi]]''': Named after a mythical prince of Egypt, the Djedi are all about flashy displays of magic. How flashy? Basically, Djedi have the Changeling equivalent of Presdigitation, where they can spend Glamour on minor magic tricks. Oh, but that's nothing compared to their real hat trick: By spending Glamour, a Djedi can [[cheese|lower the difficulty of all Cantrips for that scene]]. Their drawback is that drawing on such power is taxing, and Djedi suffer penalties to all their rolls in the next scene after...however, judicious use of the Time Realm to prepare Cantrips in advance, and this drawback becomes a non-issue. Djedi make things blow up. *'''Kuino''': *'''Obambo''': *'''Okubili''': ===Austrialian Kiths=== * '''Dulklorrkelorrkeng''': * '''Mimis''': * '''Rainmakers''': * '''Yawkyawk''': ===South American Kiths=== *'''Alicanto''': *'''Boraro''': *'''Encantado''': *'''Llorona''': *'''Sachamama''': ===Opposing Splats=== Some of the splats aren't meant to be PC options, but are given writeups the same way for Storytellers to build them like PCs, or in case you're running an evil campaign. ====Dauntain==== Fundamentally altered from 2nd edition to the 20th Anniversary. In their original incarnation, Dauntain were Changelings that succumed to Banality and used their inverted powers to spread it around. Many of them tended to become Psychologists, in a way that would make them the ultimate Scientologist scapegoat. In the 20th remake, Dauntain are those Changelings that were somehow born...wrong. Functionally, this means applying a "Brand" on top of a regular Kith, a drawback which grants access to an Art of dubious use. It may be recommended to houserule some of them. *'''[[Nurgle|Brand of the Cadaver]]''': Aka Typhoids, those that bear the Brand of the Cadaver have a plague-ridden Chrysalis. This means that a Typhoid's glamour sheds in leprous fashion, turning into Dross...which can infect other Changelings, like a faerie zombie outbreak. RAW, there is no cure, which makes one wonder how Changeling society isn't a heap of rotting flesh. *'''[[Slaanesh|Brand of the Forsaken]]''': Also known as The Lost, Dauntain bearing the Brand of the Forsaken were those that were captured and tortured in Arcadia before eventually escaping. They suffer from Nightmares and can only recover Glamour from Dreamers that likewise suffer from Nightmares. Best learn Oneiromancy! *'''[[Malal|Brand of the Iconoclast]]''': Also known as Nihilists, Iconoclasts must destroy things of the Dreaming or suffer. *'''[[Tzeentch|Brand of the Lich]]''' Also known as Warlocks, Dauntain that bear the Brand of the Lich are born with a Phylactery containing their essence. If you can find a Warlock's phylactery, you basically control it. *'''[[Khorne|Brand of the Quisling]]''': Also known as Quislings. These are the reincarnated souls of Traitors, and the Dreaming punishes them accordingly; Chimerae attack them on sight and they can only regain Glamour by Ravaging. *'''[[Chaos|Brand of the Unholy]]:''' "Everyone else," so to speak. Notably, this can include mortals who happened to be at the wrong place at the wrong time. Changelings with this mark suffer a die penalty to all their rolls equal to their Glamour whenever encountered with their specific trigger. ====Thallain==== {|align=right border=0 cellspacing=0 cellpadding=1 style="margin: 1em; solid black;" |- align=center | [[File:Thallain 1.png|250px|center]] || [[File:Thallain 2.png|250px|center]] |- align=center | [[File:Thallain 3.png|250px|center]] || [[File:Thallain 4.png|250px|center]] |} Thallain were originally [[Idranel|DOUBLE-UNSEELIE]] versions of other Kith. This was because in their original version, they had two Unseelie Legacies. However, in the Anniversary Edition, they instead have a Nightmare Legacy as a primary, and their choice of either Seelie/Unseelie as a secondary. Thus, you can run Thallain as anything from the "Ends Justify the Means" [[Inquisitor]]-type, to a derpy Starscream. Originally there were eight of them, but thanks to the 20th Anniversary Edition there's now 20 of them. They were created by the Fomorians to serve as the evil counterparts of the Kithain, and after the defeat of their masters the Thallain work to bring about the return of their masters. They are: * '''Aithu''': Evil Eshu. While the Eshu tend towards the adventuring and treasure-hunting sides of "1001 Nights," tales, the Aithu tend to be the ones filling the "Evil Vizier" archetype. They can tell stories for the sake of hypnotizing their foes/making them more suggestible to their own nefarious plots, and they have the ability to change appearance to look like either a young suitor or an old crone/man. The Aithu main weakness is that ironically, if you can trick them into listening to a story, the Aithu remains entranced, and grants a token at the end of the story, which can be used for a one-time favor. Basically, the Aithu are a mashup of the Sultan Schezerade enthralled, Jafar from Disney's Aladdin, and street con-games. Think [[Ravnos]] stereotypes and you're not far off. * '''Beasties''': Evil Pooka. Where Pookas can turn into an animal that falls under nature (be it an aardvark or zebra), Beasties turn into a monster form. [[Fail|Sadly, the rules don't give any mechanical bonuses for this]]. The Mists shield them from witnesses remembering them in this form, and they must attempt to transform once a month. * '''Bodachs''': Evil Clurichauns. Bodachs, rather than being experts at finding hiding spots or starting fights, are experts at entering places due to their boneless bodies being able to contort through tight spaces, and at being able to find what their victims fear most. Bodachs have less health, since they're spineless gits, and a [[cat]] can scare them off easily. * '''Boggarts''': Evil Boggans. While Boggans embody clean honest "salt-of-the-earth" labor (or being an enterprising craftsman making a name), Boggarts represent the fears of shady subcontracting, job outsourcing, union corruption, and making a sale over delivering quality. Boggarts are able to build things faster like Boggans, though with more corner-cutting, but the real difference is that instead of knowing the local social/political landscape, Boggans know how to find and look after each other. Rather than helping the needy, they help themselves, and Boggarts have difficulty with corruption, bribes and kleptomania. * '''Bogies''': Evil Sluagh. Gross street people. If the Sluagh represent the glamorous, elegant, spooktacular potential of darkness and mystery, then the Bogies represent the all-too-human reality of the macabre: disease, disfigurement, aging, death... these are what you actually find in dark alleys. * '''Ghasts''': Evil Redcaps. This sounds like a paradox ("aren't Redcaps already nightmarish?") but while Redcaps eat and fight indiscriminately, Ghasts are cold. Silent. Precise, and surgically so. They are masters at slicing, and the Mists conceal their work, so that a mortal or Changeling may [[grimdark|wake up in a tub of ice missing a kidney]]. A ghast must eat a Glamour-rich organ each week or suffer increased penalties. * '''Goblins''': Evil Nockers. While Nockers represent the quest for perfection that can never quite be reached, Goblins are the military-industrial complex run amok. Goblins can build powerful but shortlived superweapons, and can make things explode in catastrophic form. * '''Huaka'i po''': Evil Menehune. Based on the legend of the Night Marchers, the Huaka'i po are militant, organized and mysterious, believing themselves to be the direct subordinates of the Fomorians themselves. * '''Kelpies''': Evil Selkies that take the form of water-horses that want to drown you. But don't worry, if you put a bridle or necklace/earring/jewelry on them, you become their master and they your slave! At least until the 'tack' is removed. Then you're sure to have a very angry water-horse that wants to drown you. * '''Lurks''': Sasquatch, Yetis, Yowies, etc. They looooooove mauling campers to death to incite fear of the wilderness, and have forms just unnatural enough looking to inspire legends. Their frailty requires that they always leave evidence of their presence, meaning they have to leave a trail of footprints or fur for enterprising cryptozoologists to follow. * '''Mandragoras''': Evil Ghille Dhu. Or Warhammer dryads. These tree-walkers find a tree, possess it, and turn it into a personal hideout, where missing pets, homeless, etc, that stumble into it get [[grimdark|recycled into spare Glamour]]. Kill the tree they're in and hope Banality does the rest, and guard the important ones. * '''[[Cthulhu|Merrow]]''': Evil Merfolk. Howwver, instead of being fish-bottomed, Merrows are more like Cthulhu|Deep Ones, the Creature from the Black Lagoon, and other such aquatic horrors. They're amphibious, and depending on their form, can have certain aquatic powers like electroshock or neurotoxin. Their drawback is tragic: As they acquire Banality, they lose their ability to remain underwater, and Undone Merrow [[grimdark|live a short existence, cold and alone beneath an unforgiving sea]]. Thus raids on isolated fishing towns, or starting Shadow over Innsmouth-type cults would be their way of maintaining a supply of Glamour. * '''Murdhuacha''': * '''Nasties''': Evil Satyrs. While Satyrs embody passion and a life well-lived, Nasties are [[That Guy]] with that [[Magical Realm|Fetish]] or vice. Simply being around a Nasty brings out your inner /d/ and if you try to attack them...let's say they aren't exactly hygenic. On the other hand, they give themselves away in public when they come across their special vice... * '''Night Hags''': Sleep paralysis given shape of old women who invade homes in the night. * '''Ogres''': Evil Trolls. While Trolls represent Strength and Honor, Ogres are Might Makes Right personified. They are strong but dumb meatheads and bullies. * '''Sevartal''': Evil Sidhe. They can easily disguise themselves as Sidhe and use their position to do harm, while turning sleeping changelings into sevartal minions, but those who escape their schemes will have an edge against their former masters. * '''Skinwalkers''': Evil Nunnehi. The Skinwalkers are exactly what we all know as Skinwalkers: sorcerous, cannibalistic shapeshifters who transform into hideous beasts. * '''Spriggans''': Spriggans are evil Piskies. However, rather than a compulsion to steal items, they steal children. All Spriggans have one specific item they always seem to have on them, no matter what. And they [[wat|can summon storms]]. Yeah. * '''Weeping Wights''': The force behind all the suicide hotspots and urban legend nexuses. They're the strange sounds you hear on the local Crybaby Bridge, or the figures you see in the woods at Lover's Leap. ====Dark-kin==== Fae beings that retired into the deepest regions of the Dreaming time ago, losing contact with the autumn world. They are not exactly evil, more like inhuman and out of touch with modern morality. Instead of two legacies, they have three arìa, inspired by the three aspects of human mind(Id, Ego, Super-Ego). * '''Fir Bholg''': primal chieftains, whose birthright causes warp-stuff in the Dreaming and real world. They have... Peculiar tastes in food. * '''Acheri''': edgy plaguebearers. They can conjure chimerical plagues, but people wearing red screw them. * '''Aonides''': basically, muses and models. Particularly good at gaining glamour from mortals, but they will NOT appreciate when they hear about someone better than them. * '''Moirae''': weavers of destiny. They are quite good at soothsaying, but they are supersticious even by fae'standards. * '''Fuath''': beast-people who are less pranky than pookas, more like "red in tooth and claw". Prone to barbarian RAGE. * '''Keremet''': spirits of the dead turned into faeries. They are as happy as they sound. * '''Naraka''': avatars of destruction and multi-armed pyromancers with a penchant for music.
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