Kith


Boggan | Eshu | Nocker | Piskey | Pooka | Redcap | Satyr | Sidhe | Sluagh | Troll | Clurichaun | Ghille Dhu | Oba | River Hags | Selkies

Boggan
(Changeling: Second Edition, pp. 88-89)

They derive their greatest pleasure from work. An honest job, good company, and a regular routine is what they like best. They have a profound need to help people, and are known for their hospitality. Wilders take to the road to help others, almost to the point of being troublesome meddlers. Seelie are compassionate and do things from the goodness of their heart, while Unseelie Boggans are drawn to the needy out of opportunistic desires. Status is usually earned by how many they've helped. They're also known to be notorious gossips, the secrets they 'overhear' merely rewards for hard work. They never wish to be in debt to anyone, and often times consider their work for others to be voluntary. They're appearance tends to be short, with thick, downy hair, and a tendency towards plumpness, thick wild growing eyebrows, large calloused hands with agile fingers and gnarled knuckles. They're lifestyle tends to consider a warm hearth, well stocked kitchen and a comfortable bed to be essentials. Most often they tend to have jobs as construction workers or in the emergency services. Where ever there is honest work to be had is where they feel more at home.

Childlings are mischievous and often under foot, gathering wherever work is being done. They may not always be attentive while helping out, but they often learn their trades at an early age. When chores are done, one can expect them to get into mischief.

Wilders cannot help but seek out adventure. Despite their wandering ways, once they find a motley of adventurous Kithain, they stick with that group, and very little can drive them away. Of all the group, they're the most likely to worry about the wholesomeness of the food they purchase and the quality of the tobacco for their pipes.

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

Affinity: Actor

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Eshu
(Changeling: Second Edition, pp. 90-91)

These Kithain embody the spirit of adventure. Originally descended from the dreams of the ancient tribes of Africa, India and their homeland in Chaldea, the eshu are now found all over the world. Consumed by wanderlust, they value traits that ensure survival on the road, such as charm, sharp wits, and ingenuity. Their reputations precede them; always looking for an angle, even if it means running a scam. If someone manages to out-scam them, they earn begrudging respect. Their curiosity and vanity get them into all sorts of trouble, and for this reason they are slow to trust and tend to keep their own counsel. Their sacred rituals are often held away from other Kithain and only a few fellow travelers are invited to attend, which is a high honor. Talespinners, bards, traders and con-artists, the restless folk use the wisdom of a thousand journeys to guide their arts. Performance art suits them well, and anyone who provides an eshu with new tales, good songs or dances, a blissful liaison or strong drink is treated as a dear companion, until the spirit of the moment has passed. Their appearance, although all racial stocks exist, mostly tend to be of dark complexions, black hair and black, or deep blue eyes. They tend to be tall and muscular with long limbs and narrow features, and tend to favor scarves and silks with a Middle Eastern or African flavor. They're always on the move, and tend to work in such trades as reporters, gamblers, or dilettantes.

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

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

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

Affinity: Scene

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Nocker
(Changeling: Second Edition, pp. 92-93)

Master artisans. Their skill and inventiveness are legendary; so is their cynicism and bitterness. Typically highly critical of their rulers and eminently sarcastic of the people around them, most dislike having to deal with 'imperfect' things, including people, instead preferring to surround themselves with treasures of mechanical wonder. A nocker's standards of perfection are impossibly high, and often they insult others, testing their reactions and trying to find their faults, and as far as they're concerned, they've elevated ridicule to a high art form. Fiercely individualistic, once one has selected their taste in art work and craftsmanship, he immediately condemns everyone else's. They also have a weakness they will never admit, even to themselves. They usually yearn for an escape from their flawed lives. Music, treasure, and even courtly love attract them. Denied ambitions stir the passions they bury beneath their work. Pursuing their obsessive and passionate natures, nockers lose themselves in creation. Their greatest creations are in the chimerical world. It's hardly surprising that they excel at creating things that could never be. Most nockers tend to have thick, reddish skin, pointed ears and knotty digits. Their faces look like masks of over done stage make up with red noses and cheeks. Their translucent white hair frames prominent brows that crown their beady eyes, and their rare grins reveal rows of pointed teeth. Often they tend to delve into such trades as programming, engineering, and mechanical work.

Childlings carry an imp of the perverse. They will tinker with machines to destruction. Most would rather take things apart rather than fix them.

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

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

Affinity: Prop

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Piskey
(Fool's Luck: Way of the Commoner, pp. 124-125)

Solitary and semi-nomadic, the piskies are a restless kith. They enjoy setting up residence for a few years, working and socializing with both mortals and Kithain, then moving on to new adventures. The piskeys are especially fond of children, and they tend to befriend youngsters in need of a pal or a defender. Piskies get on well with humans, particularly nomads like themselves. Many prefer living near migrant workers, traveling with circuses or hopping trains with hobos. The piskies bask in the Glamour of Mmortals soaking in new sights and sensations, and members of this kith never make judgements about tattered clothing or simple meals. Seelie piskeys believe in the inherent goodness of most mortals and fae; they are trusting and perhaps a bit naïve. Unseelie piskies are much more jaded and cynical, never afraid to use biting sarcasm.

They are useful messengers and guides, and don't shirk from hard work; often, they'll labor alongside their mortal friends in the fields, orchards or quarries, quick to climb a tree or crawl into a crevice if need be. Piskies may lack the eloquence of the eshu and the wisdom of the satyrs, but they are warmhearted and eager members of the commoner ranks.

If these gentle-natured Kithain have a flaw, though, it's their too-nimble fingers. Piskeys can't resist picking up a trinket from an open bag or a fresh baked loaf of bread from a windowsill. What's more annoying is how absent minded they are about the whole affair; one will quickly forget that he's just devoured someone else's lunch and even feign innocence if caught red handed. Unseelie piskies tend to get quite touchy and hot tempered about this character flaw.

Affinity: Actor

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Pooka
(Changeling: Second Edition, pp. 94-95)

Pooka are among the most charming and congenial of the Kithain. However, they're also rapscallions, scoundrels and are known for their deceitful, devious, eccentric, and mischievous ways. If eshu are reckless, pooka are demented. Their lives are a constant barrage of pranks, lies and wild stunts. Faerie lore claims that pooka are descended from innocent dreams of long ago, when mortals watched animals play and wished they could be so free as well. They find it difficult to take mundane life seriously, and they'll do anything to discourage the sadness that it brings. If they carry a piece of that sadness deep within their hearts, you'd never guess it. Truth is anathema to a pooka. Anything they say will be peppered with lies to make it more interesting. A pooka's animal affinity will often tie into their environment. Pooka who dwell in the city often take the form of dogs, cats or even rats, while country pooka may emulate horses, wolves or wild hares. Most are mammals, but a few avian, as well as reptilian pooka do exist. Seelie pooka are loyal friends and courageous in battle. If one of their pranks causes real pain, they are genuinely sorry. Unseelie pooka can be vicious and feral, but most do their best to fit in with their Seelie brethren. Whatever form they choose, pooka are usually cute. Though their appearances are manifold ( depending on their animal affinities ) they are often furry, with elongated, animalistic features, and even actual animal ears. Whether they are actors, clowns, jugglers, court jesters or stand up comedians, pooka somehow manage to eke out a living doing what they love.

Childlings are little angels, especially when they think they're going to get caught. Seelie childlings are like playful baby animals, causing trouble and trying hard to avoid punishment. Unseelie childlings are destructive little beasts, but soon learn the fine art of making sure the Seelie get blamed.

Wilders have a notoriously crude sense of humor. Imagine a class clown who'd seduce your best friend's S.O. while planting a stink bomb in the school's ventilation system. When his pranks are going really well, he'll even get a luminescent gleam in his eyes. Be careful when a wilder pooka starts to sharpen his claws.

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

Affinity: Nature

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Redcap
(Changeling: Second Edition, pp. 96-97)

Redcaps are the stuff of nightmares. These monstrous Kithain are feared for their vulgar and disgusting ways. It is said that nightmares gave them their forms, and many Kithain believe it. Hordes of redcaps delight in taunting, insulting, and just plain abusing mortals and fae alike. These Kith are decorated servants of the Unseelie court, they often consort with local mortal gangs dominated by their kind. While the mortals may know this gang by another name, the entourage is known to Changelings as a corby. A corby is a traveling freak show, disturbing and unnerving the staid and sedate mortals it encounters. Spreading mayhem and destruction are its highest ideals. Unlike trolls, redcaps don't intimidate people with brute strength. A bad attitude is the essence of a redcap's being, and the brutal visage of his fae mien reflects this. Violent tempers and atrocious manners show them at their worst, though few of them can back up their attitudes with cleverness. Redcaps rebel against any figure of authority that can't flatter or crush in their skulls, and see themselves as oppressed at every turn, which crudely justifies their dirty fighting and harsh retribution towards the mortal world. Staunch Unseelie admire redcaps' determination, and traditional tales and songs tell of redcap heroes slaying dragons and other beasts that have threatened the fae. Not surprisingly, redcap troubadours have their own intense versions of these tales. The appetites of redcaps rival their ferocity. Renowned for their eating prowess, redcaps often indulge in gorging contests. Seelie redcaps are rare, but they do exist. They're endangered largely because Unseelie redcaps everywhere despise them and hunt them down, because of their heuristic ideals and chivalrous manner. Redcaps tend towards stocky builds with grayish, mottled skin and thick, bandy legs. Even Seelie redcaps have horrid bloodshot eyes, skeletal noses, and rubbery, wrinkled faces. Worst of all are their ghoulish mouths, filled with yellow, crooked, flat teeth used for grinding and ripping. They tend to live in violent neighborhoods, and those who can find time away from their corbies might work as boxers, muggers or streetwise artists.

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

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

Grumps earn the admiration of the Unseelie court, and they demand respect with violence, arrogance and threats. Some gangbangers make the mistake of challenging these old bastards, but few survive. Their prowess in battle is truly astounding and utterly ruthless.

Affinity: Nature

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Satyr
(Changeling: Second Edition, pp. 98-99)

Wild and passionate, satyrs satisfy their lust and desires with abandon. These fae insist that wisdom is found in passion. If it's true, then satyrs are by far the wisest of the Kithain. While others may decry their earthy ways, they'll come around sooner or later for advice, a bit of support, or a down and dirty good time. Well known for their lack of restraint, one could easily picture one telling a redcap just -where- to shove that ax before running off. Their stamina is legendary, be it drinking, partying, or charging into battle, they have definite physical advantages over their kin. Life for a satyr is not all lust and roses, though. Most satyrs enjoy solitude and scholarship. Friendship and intellectual exercise also sustains them. Once the contemplation grows too extreme, however, they're eager to experience the other side of life again. Living their lives to the fullest, they'll embark on another infamous carnal spree. Although very affable, satyrs can also be quite clannish. Their kith bands, called tragos, are extended families. Friends and lovers, playmates and enemies may come and go, but tragos endure. If a satyr dies or falls to Banality, her trago holds an epic wake with endless songs and frenzied dancing. Separating a goat from her trago is almost impossible. Only the foulest of crimes could lead to exile. To the satyrs, truth is nothing without beauty, and they have a soft spot for precious things. They're not materialistic; it is easier for them to collect people to play with until their amusement is satisfied. Satyrs passions go unchecked because they often don't know how to control them. A Seelie satyr may try to understand a jilted lover, but cannot fathom the reason for her pain, while an Unseelie will pity their lover, then freely Ravage them in service to their passion. Either way, it's dangerous. When the Song of Pan is playing, chaos flows freely, and the aftermath can be fatal. Most satyrs are lean and furry; both sexes wear their hair long and rarely shave. Goats are shamelessly forward in their ways and prize sensuality in all its forms. They have furry legs, cloven hooves, and small horns jutting from their foreheads. Music is their common passion, and they try to find a fitting lifestyle. Wineries, brew pubs, bars and nightclubs attract herds of satyrs.

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

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

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

Affinity: Fae

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Sidhe
(Changeling: Second Edition, pp. 100-101)

As exiled nobility, the sidhe remember a time when they ruled proudly in a living dream. Known and feared as the Good Folk, their whims enchanted and terrified mortals for millennia. Now that tale has ended. The gates to Arcadia have closed, the song has ended, and their new kingdom grows cold. Though they fear death like few faeries could, they are facing their fate with regal bearing. While others consider them cold and arrogant, the sidhe refuse to lie down and die. For them, the dream is still alive and they strive to awaken the world from its slumber. Faerie passions run deep - love or vengeance is never forgotten. The ideals of the sidhe are even fiercer, and it cost them dearly. Such passion has its price, though. Even Seelie heroes would rather destroy themselves in a blaze of glory than fade away. Their less energetic brethren lose hope and become self-indulgent, letting their freeholds fall into despair as easily as they fall into melancholy. Others become Unseelie tyrants, ruling through cruelty and intrigue. Though exotic in their beauty and lost in their ideals, a few travel among the commoners. The blessing and curse of the sidhe is to live deeper in the Dreaming world than most fae ever will. This walking dream state gives most sidhe a glazed look and unfocused air. Sidhe are also notorious for switching between Courts without warning. Considering their whims, it's no wonder few changelings trust them. Banality is a deadly curse, and sidhe suffer more from it than any other Kithain. Death is an even greater fear, for sidhe are not believed to be reborn as other changelings are. In these dark times, most never return from death; it is speculated that the few that do are reincarnated as commoners - for them, a fate worse than death. Faced with this dire fate, they resent the Arcadian sidhe for exiling them from paradise. The most hopeless of the Earth-bound sidhe quest in vain for Arcadia or throw themselves into orgies of Glamour gathering to sustain themselves. The sidhe resemble humans of unearthly beauty; their bodies are perfect, their features pleasing and their hair richly colored. They are ethereal and carry a hint of sadness even when they laugh. Tall and lean, they are fierce and regal, with tapering pointed ears, angular features and a commanding gaze. Their eyes are of odd, yet striking colors, such as violet or silver. Most tend to hold valuable positions in the mortal world. Wealth and privilege are common to them, and they are expected to live affluent lives. Those who cannot often become resentful and fall into a very Unseelie state of mind.

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

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

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

Affinity: The Sidhe have not spent enough time on earth to acquire an Affinity.

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Sluagh
(Changeling: Second Edition, pp. 102-103)

Called the underfolk by many, the sluagh are often pariah even among other fae. Though rumors persist of underground catacombs and maze like lairs, most sluagh prefer crumbling Victorian mansions to dank sewers. Those who intrude into their inner sanctums often leave with nightmares. Just as they value secrets and mysteries, sluagh treasure their privacy, and do a great deal to foster reputations that discourage visitors. Loremasters say these Kithain were once Russian faeries who lived under mountains or mortal hearths. Now they live out of sight and in cracks of the world, hidden until they choose to venture out, sometimes to court, sometimes to mortal environs. Whether they live in parlors or crawl spaces, sluagh are unsettlingly polite and have a great love of formality. Such is even more unnerving to the other kith; boggan rumors hint at secret sluagh rituals, sacrifice and wild carnage under the earth. The underfolk enjoy the effect they have on outsiders, and are amused at the reputation they have acquired. Even redcaps fear their clammy touch. Adventurous sluagh do visit the surface courts, cultivate friendships and enter oathbonds with outsiders. They will go out of their way to aid or protect an outsider who has shown them respect and friendship. The underfolk collect information ( secrets are better though ), and barter their knowledge to the interested parties. Revelation is joy; the more unsettling the revelation, the greater the joy. While Seelie use their knowledge for more noble ends, Unseelie can make a crooked living through blackmail. Secrets are but one commodity to them, though. Broken toys, strange knickknacks and anything resonant with nostalgia makes for an excellent item of trade. Though it is said that all sluagh follow Unseelie ways, they rarely throw in behind either Court, keeping instead to themselves. Among their own kind, these kith are generous and almost painfully formal. Shrouded in mystery, the sluagh hold the secrets of their kith closest of all as they cultivate their image. Sluagh are pale and grotesque, yet oddly compelling. Some unfathomable deformity seems to cling to them like leprosy. They lack teeth and have small, tired, mysterious eyes. They carry a vague odor of decay, a smell that grows more pungent with age. The most civilized sluagh frequent dusty mansions, antique shops, or musty libraries. The most decrepit seek out the underworld, lurking in sewers, crawlspaces, and forgotten places beneath metropoli. Hermits and recluses by nature, they don't like to be disturbed without good reason.

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

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

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

Affinity: Prop

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Troll
(Changeling: Second Edition, pp. 104-105)

Duty, strength and honor are the hallmarks of a troll. Warriors without peer, they hold the old ways of plain speaking and simple truths. Honor is a way of living to them, and once they have pledged their support to someone, they dedicate themselves fully. Many trolls expect the same honesty from all fae, and are often disappointed as a result. A troll's devotion is not easily dismissed, however' they're also seen as patient, reliable and chivalrous. Trolls consider dedication to be a measure of their worth. Trolls cannot use their great strength without good cause, for taking such unfair advantage over an adversary would be unchivalrous after all. This kith has an impressive reputation largely because of their Seelie brethren. Seelie trolls are often referred to as 'giants' and their mortal seemings are usually ruggedly proud and handsome. Bravery and stoicism define their character. Always seeking civility, they typically use formal titles when addressing others and dedicate their souls to those they respect. In romance, they are ardent suitors who go for all the courtly trimmings. In loyalty it is nearly impossible to sway a Seelie troll's beliefs once they are established. There are limits to what a troll will endure. The mockery of a pooka or a nocker will hardly rouse a troll, but if a troll's patience is broken, she will fly off into a monstrous rage, destroying everything and everyone she calms or is taken down. Even the most foolish pooka watches closely for the darkening of a troll's visage. When a troll's layer starts to degrade, others begin to worry about his well being. This is the beginning of a troll's descent into his Unseelie Legacy. Most trolls try to bear this temptation with epic stoicism - once decent has begun, others will not trust him as much. If he fully acknowledges a betrayal or rejects his beliefs, his faerie mien changes, and his visage becomes hairy and coarse featured. At this point he is recognized as an Unseelie troll, the worst of which are referred to as 'ogres'. Once Unseelie, a troll will begin to associate with disreputable fae, and triumph of maligned villains over celebrated heroes will fill him with self worth. Trolls are large, ranging from seven to nine feet tall, with thick bones and weightlifter's muscles. Seelie giants carry an air of nobility; though many favor a Nordic look, they tend to have slate blue skin and thick black hair. All trolls, however, have icy blue or pale green eyes. Trolls have large powerful jaws, wolf like teeth and small ridged horns on their foreheads. Most trolls, in mortal life, choose honest professions where they can put their skills to use. Athletics and police work are two such callings.

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

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

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

Affinity: Fae

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Clurichaun
(Court of All Kings, pp. 139-142)

Clurichauns developed from the dreams and legends of leprechauns. They are excellent performers, and collectors of oddities. They are able to vanish from sight in the “Twinkling of an Eye” if you take your eyes off of them for even a moment. They also have tremendous natural insight as to just what to say or what not to say in a given situation. They are quick drunks, and either mean or morose when in that state.

Affinity: Actor

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Ghille Dhu
(Isle of the Mighty , pp. 187-188)

Seen mostly in the British Isles, ghille dhu and tied inexorably to nature, and are very rarely seen in developed areas. They are able to harvest Glamour (their lifeblood) from nature itself, and their powers change at different times of their life. Every time they are slain by chimerical means, they advance to the next stage of their life cycle, until (after Autumn) they are undone.

Affinity: Nature

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Oba
(Kithbook: Eshu, pp. 63-64)

The rare and little known nobility of the eshu. Many eshu have noble blood, but the oba are descended directly from the orisha, Eshu. They are similar to eshu in their younger years, but after taking a title and undergoing secret rites they emerge as rulers of their people and spiritual leaders. After assuming a title, their features become more perfect and regal, and their eyes change to become glowing orbs. They lose their predilection for danger and become bound to the land they rule, unable to leave for extended periods of time without danger of death.

Affinity: Scene

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River Hags
(Kithbook: Redcap, pp. 58-61)

An offshoot of redcaps, by all appearances, these are ugly creatures that live in rivers and drown puppies, children, and anything else stupid enough to get too close. They have the same abilities and weaknesses as redcaps, but also have the ability to breathe water. They are always ugly, and cannot leave the area of their specific river for longer than a week without starting to die.

Affinity: None

Limitations

- A river hag cannot have an appearance of more than 1.
- A river hag must take at least two dots in the Swimming secondary skill, and one dot in Brawl.
- River hags are, for the most part, solitary creatures, and that should be reflected in the Backgrounds chosen for the character.

Birthrights/Frailties

River hags get the usual redcap package, plus an added Birthright and Frailty. The former is the ability to breathe underwater indefinitely, the latter an inability to stray from their home river for more than a week. At the end of that period, the hag is forced to return home and immerse herself immediately, regardless of circumstance, or else wither at the rate of one level of aggravated damager per day (which cannot be healed outside of the hag's home waters).
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Selkies
(The Toybox, pp. 127-128)

A kith found only by sea shores, and only near waters that seals inhabit. Selikies inherit their seal skin from another selkie, usually resembling a mundane piece of clothing. When putting it on and submerging in the water they become seals. Selkies gain Banality for every day that they are away from the sea shore though, and won't be found very far inland.

Affinity: Nature

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