Lost Houses

Aesin | Beaumayn | Daireann | Scathach | Varich

House Aesin
(Book of Lost Houses: The Second Coming, pp. 33-51)

Originating in the icy regons of Scandinavia, the Sidhe of this house refer to themselves as "Guardians of the North." House Aesin are lords over nature and able to speak to animals, but like the icy domain they rule, they feel little when it comes to commoners that don't know their place. Despite being highly dutiful and honorable warriors, the majority of House Aesin find themselves on the unseelie side of things.

Boon: More than most other changelings, members of House Aesin have a strong connection to nature. As lords of man and animal alike, Aesin changelings have the ability to speak with forest animals (e.g., elk, squirrel, bear, deer, owls, etc.). Make an Intelligence + Empathy roll against your Banality +3 each time your character wishes to understand an animal. You may speak for the number of minutes equal to your successes.

Flaw: While still caring for their subjects, changelings belonging to House Aesin have a tendency to have a master-slave relationship with them. Nevertheless, they feel obligated to protect their loyal servants, and occasionally they might feel something else for them. In the end, however, Aesin keep their Deep Dreaming flaw, although the Mists upon reentry in Midgard have weakened it. They receive a +3 difficulty on all Social rolls involving anyone other than nobles. There is only one other exception. For some reason the Dreaming neglects this curse when dealing with the family that belongs to the mortal body who hosts the newly arrived sidhe.
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House Beaumayn
(Book of Lost Houses: The Second Coming, pp. 9-31)

The sidhe of House Beaumayn are seers and prophets and sworn enemies of the Shadow Court and all minions of the Fomorians. This oath against the Shadow Court, Thallain, and any awakening Fomorians is so strong however, that the agents of these shadowy affairs can feel when one of this house is near. Originating in France, and the name, roughly meaning "good hand" comes from the house's founder, Jalendrel the Good-Handed. House Beaumayn spent many years imprisoned in Arcadia for the actions of one of its fringe groups, watching in frustration as the world changed around them. However, it was the first of the "Lost Houses" to return to the Autumn World, charged with the task of battling the agents of the Fomorians and unifying the Seelie houses.

Boon: All members of House Beaumayn are natural prophets -- glimpses of possible futures regularly come to them during dreams and meditation. These visions are often quite cryptic, although the changeling may attempt to decipher them with a successful Intelligence + Gremayre roll (difficulty 8). Remember, however, that no matter how well understood they might be, they are still only possible futures and may not necessarily come to pass. Obviously, these prophecies are the province of the Storyteller, who decides both when and how they appear. When in dire need, however, the Beaumayn may attempt to "bring on" a vision by meditating for several minutes, spending a Willpower point and rolling her Glamour against a difficulty of 11 minus her Remembrance score. One must be careful not to invoke this Boon too often in this fashion, however, or else the threads of probability become tangled, the Dreaming is upset and the visions the character receives become increasingly inaccurate, perhaps even dangerously so!

In addition, due to their relatively fresh memories of Arcadia and their imprisonment, all Beaumayn sidhe receive Remembrance 1 for free during character creation.

Flaw: The unswerving dedication and gifts of prophecy of House Beaumayn have long been a thorn in the side of the Shadow Court and its dark masters. Now with the return of the Fomorians so periously close to success, the efforts of House Beaumayn pose a bigger threat than ever. Worse, Shadow Court members, those creatures of darkness, can sense the fires of the dark star that burn within house members. Thallain and Shadow Court fae can generally sense when Beaumayn nobles are in the area (Perception + Kenning, difficulty 7), which naturally leads to all sorts of conflicts and story hooks. This doesn't mean they can automatically detect hidden or invisible Beaumayne nobles. Nor should they all try to maul the character on sight -- after all, some of the most sadistic methods of inflicting harm are mental or emotional -- but they will do their bst to make the Beaumayn's life miserable once they discover her identity.

Additionally, because of the infamy surrounding their imprisonment, when their true lineage is known Beaumayn sidhe suffer a +2 difficulty on all Social rolls with sidhe of houses other than Liam and Fiona.
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House Daireann
(Book of Lost Houses: The Second Coming, pp. 53-73)

This Unseelie house specializes in warfare, poisons, and oddly enough hospitality. Indeed, members of this house are courageous fighters and renowned hosts, giving their hospitality to friend or foe if asked. House Daireann is a Celtic house named after a daughter of Dagda. And whiles being great warriors, they have something of a bragging problem. So much so that they tend to tell the wrong sorts of secrets to the wrong sorts of people. Letting out intimate secrets about any Geas they are under, flaws in their carefully crafted plots, or the single way to kill them. All in a terribly drawn out and boastful story.

Boon: House Daireann members are among the fiercest and most stalwart of all fae warriors. The difficulty of the Dragon's Ire is always lowered by 1 for members of this house, even if it exceeds the -3 cumulative modifier. Also, they will not flee in combat unless ordered to do so by the ranking war leader (and even then, they'll be the last people off the field).

Flaw: House Daireann fae can't keep a secret to save their lives, literally, and stories of these lapsus lingua abound through Celtic legendss. They're the ones who, in a series of wild brags, explain the one way they can be killed, probably to the wrong person, or share the intimate details of any Geas they're under. Anytime a fae of House Daireann boasts of her deeds (not an uncommon occurrence), she must roll Willpower with three successes to avoid blabbing some secret. Note that House Daireann fae don't go spilling the beans to complete strangers, alhtough with a little work, a clever stranger can become a friend.
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House Scathach
(Book of Lost Houses: The Second Coming, pp. 95-113)

Barred from the halls of power by the condescension of the other noble houses, members of House Scathach live on the periphery of kithain society, taking it as their duty to defend faerie-kind from hostile outside forces. Little is known of this house, save that its members typcally wear voile of black, grey or white, and that few can match them in a fight. House Scathach founded in the Sundering by a warrior-woman born of the union of a sidhe with a mortal. Although snubbed for her low origins, Scathach n Uanaind won the right to establish her house by besting the champions of all the High Lords of Arcadia. Nonetheless, her house finds itself regarded as half-caste pretenders from more conservative fae in both Courts. Whatever their heritage, there is no denying that members of this house are the most accomplished warriors of the kithain, nor is their reputation founded solely on skill at arms. The Morphean Oracles, elite seers of this house, are regarded by those in the know as the most accomplished practitioners of the Soothsay Art. In the long years of its earthly exile, House Scathach has learned to mingle amongst humanity much like the common kiths. Surviving the after-effects of the Shattering, when all sidhe were suspect by commoners, has made them silent and efficient warriors. Laying aside any claim to noble prestige, they instead concentrate upon defending the kithain from the perils of the Autumn World.

Boon: Those of House Scathach are silent and efficient warriors. They rarely make any sound when fighting, causing great consternation in their foes. Once entering a fight, they lose sight of almost everything else, reaching a hypnotic "fugue state" in which the world seems to move more slowly. Because of the perceived time crawl in this state, they receive an extra die on all Brawl and Melee rolls and make Stealth rolls at -1 difficulty.

Flaw: Most nobles look down upon House Scathach. All Social rolls with other sidhe (except Houses Beaumayn, Fiona, Liam, and Leanhaun) and commoners with strong royalist sympathies are at +2 difficulty (or up to +4 with Traditionalist nobles). Furthermore, because of an ancient blood pact, Scathach are forbidden to use the Art of Sovereign. This ban is enforced by the full weight of the Dreaming. Scathach who have just returned from Arcadia still suffer from the Social difficulties of their house members if those with whom they are interacting know their house affiliation. However, they are not forbidden to use Sovereign as are their Autumn World counterparts.

Sidhe of House Scathach also suffer the following changes to their Birthrights and Frailties...

Awe and Beauty: The beauty of the sidhe is somewhat diluted by the Changeling Way Ritual. Scathach sidhe receive only 1 additional dot of Apperance instead of 2. (The Attribute may still exceed 5.) Note that this does not apply to those Scathach who have just returned from Arcadia.

Noble Bearing: Like most sidhe, those of House Scathach have a raw nobility but no defense against cantrips making them look foolish. This weakened Birthright still means that no Scathach sidhe will ever botch an Etiquette roll. Scathach just returned from Arcadia do not have this weakened birthright.

Blood Madness: Because of their changeling nature, sidhe of this house do not suffer from Banality's Curse. They do, however, exhibit a strange madness in battle. Although a member of this house will not attack friends or bystanders, she has great difficulty leaving combat until either she, or all her enemies, are defeated, though not necessarily dead or even unconscious. (She may accept an honorable surrender.)

To leave a conflict, the player must make an extened Willpower roll (difficulty 7) and accumulate six successes before retreating. A botch returns this count to its starting point, and the warrior must wait a full turn before attempting to retreat again. A character may burn 1 point of Willpower for only one automatic success during this process. Unlike in the Gwydion Flaw, Scathach in this state take all the usual Health penalties when injured. A Scathach warrior becomes preternaturally silent during combat and has great difficulty speaking above a whisper. To speak more loudly the character must make a Willpower roll (difficulty 7) and may utter one short phrase per success. Recent returnees are subject to this frailty just as their more "common" house members.

Autumn Scathach, unlike other sidhe, also receive a Realm affinity. Their Realm of influence being Nature.
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House Varich
(Book of Lost Houses: The Second Coming, pp. 75-93)

A Russian house named after the progeny of the Sun and the Moon. Members of this Unseelie house are able to discern patterns in anything, whether it be fancy sword fighting, a complex dance, or sport. They also deem themselves to be lords over the Inanimae, as well as Kithain. But despite their claims to these things, they can neither swear an oath of love, nor reject a challenge brought before them.

Boon: Members of House Varich understand patterns. Given three rounds to watch a series of actions performed by another, such as sword fighting, dancing or sport, their difficulty in opposition or as a partner is lowered by 2 points. They may observe an opponent's patterns even while engaged in combat, they cannot fight one foe while observing a different one. Given a chance to observe three different times, they receive an extra die in addition to the decreased difficulty for that scene.

Flaw: House Varich sidhe can never give a vow of love to another. The other houses that came forth with them during hte last few months know this flaw.

They must accept all challenges. If a member of House Varich fails to acknowledge a challenge, she loses 1 point of Willpower per day until she returns the challenge. (Willpower lost in this fashion may not be recovered through the expenditure of experience points or by any other means until the character honors her challenge.) If a challenged member of the House is imprisoned to keep her from accepting the challenge, she loses 1 point of Strength for each day of her captivity (to a minimum of 1 point.) If she remains imprisoned, her Stamina declines by 1 point per week until she "dies" (i.e., forgets her fae nature). As one might expect, house members take care to be courteous to each other and to stay in fighting trim.
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