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====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.
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