Boggan | Eshu | Nocker | Piskey | Pooka | Redcap | Satyr | Sidhe | Sluagh | Troll | Clurichaun | Ghille Dhu | Oba | River Hags | Selkies
(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.
- Craftwork -- Boggans never shy away from hard work. In fact, it
brings them together. They have a reputation for being swift and
superior craftspersons. If unobserved they can accomplish any task
involving simple physical labor in one third the normal time. Because
of their affinity with work, Boggans can never botch Crafts rolls.
- Social Dynamics -- Since they're often intimately acquainted with
the workings of the households, boggans have a heightened sense of the
relationships between people. Gossip gets around even in the largest of
freeholds. Seelie pick up clues such as the subtle glances of would-be
lovers; Unseelie tend to notice conspiratorial relationships and
rivalries. A successful Perception + Empathy ( or Subterfuge ) roll
allows a boggan to puzzle out a group's social dynamics. The difficulty
can range from 5 ( for a small traveling band ) to 10 ( for a royal
ball brimming with intrigue ). This birthright functions normally even
with dealing with mortals and the unenchanted in social situations.
- Call of the Needy -- Boggans cannot stand the sight of another
person in need. When confronted by someone in legitimate need, a boggan
must make a Willpower roll ( difficulty 8 ) to avoid assisting that
person in some way.
(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.
- Spirit Pathways -- Eshu have an amazing sense of direction and
exquisite timing; they always seem to arrive at their destinations at
the most opportune moments. The path an eshu follows is always the most
interesting route possible, filled with danger and challenge. Seelie
triumph righteously over adversity; Unseelie leave bitterness and
misfortune in their wake. Either way, the stories are always worth the
trouble. No matter what she encounters along the way, an eshu will
always find her way to her destination, eventually.
- Tale craft -- Whenever an eshu encounters a true adventure, he
becomes wiser and his repertoire of stories grows. Eshu characters gain
an additional experience point for any session in which they learn a
fantastic new story or perform an incredible feat. ( Tricking a
chimerical dragon or outwitting a lofty noble are two examples of such
feats. ) Eshu can never botch rolls involving Performance or Empathy.
- Recklessness: Confidence and curiosity are inborn traits. Eshu
cannot resist a challenge, gamble, or quest if there's a way to come
out of it alive. They're not stupid - they won't take on suicide
missions - but they do believe their luck can carry them through any
(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
Childlings carry an imp of the perverse. They will tinker with machines
to destruction. Most would rather take things apart rather than fix
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
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
- Forge Chimera -- Nockers can create simple, nonliving chimera. If
an artisan has a basic working knowledge of how a device operates, she
can conceive of how to build a better version. In general, her creation
cannot involve electricity, magnetism or chemical reactions. To create
chimera, the nocker needs raw chimerical material and a forge or
machine shop of some kind. The creative process is represented by
extended rolls of Intelligence + Crafts. The difficulty and number of
successes depends on the size and complexity of the project. With five
successes at a difficulty of 5 a nocker can create simple items (
doors, baseball bats ); 10 or more successes at a difficulty of 9 can
result in a large or highly complex item ( siege engines,
semi-automatic knife-throwers, and so on ). Nockers must have some
degree of privacy when they construct chimera. While it is possible for
Kithain to be present, a nocker cannot work with chimerical materials
in the presence of mortals.
- Fix-it -- Nockers are masters of machines and everyone knows it. A
few harsh words or well timed threats can intimidate a malfunctioning
machine into working properly. A nocker can fix nearly any mechanical
device by making a successful Intelligence + Crafts or Intimidation
roll. The difficulty can range from 5 ( for simple, familiar problems )
to as high as 10 ( a complex machine that's really acting up ). This
takes time and a lot of hostility, but nockers generally have both in
spades. In addition, Seelie and Unseelie craftspersons can choose
different specialties during character creation. A Seelie can choose
one anachronistic device ( waterwheels, steam engines, pulley systems )
and get a -1 difficulty in any roll to fix, manipulate or control that
device. Unseelie get the same bonus with one type of high tech or
modern device. This birthright functions normally in the presence of
- Flaws -- Nockers are cynical because they're such perfectionists.
They can always see ways for things to work better, but they can never
quite achieve their ideals. Some say this is a curse from the First
Artisan; others claim it's a karmic debt for their attitude problems.
Regardless, anything a nocker creates will have one trivial ( but
irreparable ) flaw. This serves as a constant frustration to the
artisan who's crafted it. Even if a nocker scores five or more
successes on a creation roll ( a complete success ) there will still be
an elusive, annoying fault.
(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
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.
- Nimble -- All piskeys add one to their Dexterity, even if this
raises the Trait above 5; this Birthright is in effect at all times.
- Human Bonds -- Piskeys are especially sensitive to the emotions of
humans, particularly children. The difficulty of any Empathy rolls when
dealing with mortals is reduced by two for adults and three for
children, to a minimum difficulty of 3. Piskies are also incredibly
adaptable to their surroundings and cannot botch any Survival rolls.
- Kleptomania -- If piskeys see something that strikes their fancy,
they simply have to have it. Note that this doesn't have to be anything
terribly valuable by human standards; a pretty rock paperweight could
be just as interesting to a piskey as a gold watch. To resisit this
impulse, the player must make a successful Willpower roll, difficulty
8. Most Seelie piskies give back stolen property with no hard feelings;
an Unseelie piskey matter entirely.
(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.
- Shapechanging -- Each pooka has an affinity with an animal of her
choice. When completely alone, she can shapechange into that animal (
or back from it ) in one turn. Shapechanging costs a point of Glamour,
but revering back is free. The pooka has all of the animal's natural
abilities ( claws, speed, leaping, etc. ), although it's only possible
to assume the forms of mundane beasts. Even the large and scary forms
tend to be far more playful than deadly, even when a fight breaks out.
Changelings can't ken the animal form of a pooka in her mortal seeming.
They really don't need to see the animal form to figure it out, though:
a pooka often shares a few of the animal's more endearing qualities. A
cat pooka, for instance, might lick her fingers after a meal, or purr
when stroked. In her faerie mien, she might have little ears and a long
- Confidant -- The innate charm of a pooka breaks down the barriers
of even the coldest people. Adding a faeries curiosity to that makes
him an outstanding confidant. Once during a conversation, a pooka may
roll a Perception + Empathy ( or Subterfuge ) to get a changeling or
mortal to spill her guts; the difficulty is the 'victim's' Willpower.
Each success allows a truthful answer to one personal question. This
isn't an instantaneous effect, though. It takes time, effort and
role-playing to coax out the information. This birthright functions
normally at all times, even with mortals. A pooka can never botch an
Empathy or Subterfuge roll.
- Lies -- People may trust a pooka, but no one in their right mind
would believe one. They're infamous for their elaborate lies. No matter
how important an issue may be, a pooka must always mix in a lie. It's
their nature. A pooka must make a Willpower roll, difficulty 8, to tell
the whole truth. Different pooka have different styles of lying. Some
Seelie pooka always say the opposite of what they mean, while many
Unseelie purposefully tell the truth now and then to throw listeners
off guard. Unseelie pooka sometimes couch their lies very carefully -
and if an Unseelie makes a Willpower roll at the beginning of a scene,
he can mix lies and truth freely. This can make him even more dangerous.
(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.
- Dark Appetite -- Redcaps can literally eat anything. They can chew
through cars and eat their way through walls. Their bulldog teeth are
brutally flat and hard as steel; their digestive systems remain a
mystery. Most prefer human or animal meat, but when hunger strikes,
anything will do. No. Really. Anything. As long as a redcap can put his
mouth around something, he can eat it. Large objects can be chewed into
smaller pieces. Digesting something particularly vile or tough, such as
wood, steel, romance novels or toxic waste, requires the expenditure of
a point of Glamour. Keep all arms and hands away from redcaps at all
times. Anytime a redcap attempts to use this Birthright in combat, he
must spend a point of Glamour, just as if he were trying to eat
something not normally edible. The base damage for a redcap bite is
Strength +2 difficulty 5. Additionally, the redcaps my try to sever an
opponent's limb. Severing a limb with this ability requires five
successes on a Dexterity + Brawl roll, difficulty 8, or by three
successes if the victim has been grappled first. This attack inflicts a
minimum of three Health Levels of damage if successful, in addition to
any other damage rolled.
- Bully Browbeat -- Redcaps can intimidate anything, even imaginary
or chimerical objects. The difficulties of all Intimidation rolls are
reduced by one. A successful roll causes chimera to obey without
question; sentient creatures can resist with Willpower rolled at a
difficulty equal to the redcap's Willpower. This birthright functions
normally at all times, even in the presence of mortals or unenchanted
- Bad Attitude -- No one likes a redcap, not even other redcaps. Some
noble freeholds try to ostracize or kill redcaps just on general
principles. As part of this stigma, they suffer a +2 difficulty, or
greater, for any roll involving a social situation other than
(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
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.
- Gift of Pan -- Dionysian revelry is high ritual to these fae.
Singing, music and dance can be used to stir fae and mortals alike to
the height of carnal passion. Anyone who fails a willpower roll,
difficulty 7, is swept away by hidden desires and the activities of the
evening. After an hour or two, the Banality of those in the area slowly
drops. Everyone involved, mortal or not, has his permanent Banality
lowered by one for as long as the satyrs continue to perform. Tragos
can combine their efforts to lower Banality even further. Each satyr
fueling the fire can lower the revelers' temporary Banality by one
more, to a minimum of 2. These effects last only for as long as the
satyrs continue to entertain. Lost Banality returns at the rate of one
point per hour.
- Physical Prowess --All satyrs add one to their Stamina, even if
this increases it above 5. This bonus is in effect at all times. When
they call upon the Wyrd and take their faerie form, or when not in the
presence of mortals or the unenchanted, their goat legs can carry them
at shocking speeds. Each turn, they can move 25 + three times their
Dexterity. Regardless of form, satyrs can never botch an Athletics roll.
- Passion's Curse -- Passion has its unpleasant moments as well.
Satyrs are prone to wild mood swings, especially when they're drunk.
With the slightest of provocation, they may explode into a torrent of
fury or a fit of weeping. Furthermore, on the rare occasions when they
try to resist temptation, the difficulties for all Willpower rolls are
increased by two.
(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.
- Awe and Beauty -- Sidhe get two extra dots of Appearance during
character creation, even if this increases scores above 5. They cannot
help but stand out in a crowd. The fury of a sidhe scorned is a
majestic and terrifying sight. When one is impassioned, all of her
Social rolls ( especially Empathy or Intimidation rolls ) are at a -2
difficulty. Anyone who tries to attack an angry sidhe head-on must make
a Willpower roll; this difficulty ranges from a 6 ( for the average
sidhe ) to an 8 or 9 ( for one of a suitably higher station ). These
abilities only affect other Kithain and the enchanted, unless the sidhe
calls upon the Wyrd.
- Noble Bearing -- Whether heroes or villains, all sidhe are
dignified. Any cantrips that would directly make them look foolish
immediately fails. Sidhe cannot botch Etiquette rolls.
- Banality's Curse -- Sidhe are truly not of this world. The taint of
banality affects them more strongly than it does other fae. Each
temporary point of Banality that a highborn gains becomes two points.
If a sidhe character must make a roll at a difficulty equal to her
Banality ( or a roll that's resisted by Banality ), treat it as one
level higher. Sidhe are also prone to fits of depression. The weakest
of them can overcome these fits by changing their Legacies back and
forth. When this happens, the spell must last at least from moonrise to
moonrise, or sunset to sunset. Strong willed sidhe escape the mania by
retreating further into their Legacies; Seelie become impossibly
idealistic and Unseelie sink to the very depths of villainy. Their
great extremes can make them almost unendurable.
(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.
- Squirm -- Dislocating body parts is a popular amusement for these
desicated creatures. Confining them is almost impossible. Although they
cannot change their shape or mass, underfolk can contort into
disquieting shapes with unnatural ease. This requires a few minutes of
entertainment and a roll of Dexterity + Athletics; the difficulty
ranges from a 6 ( escaping from ropes ) to a 10 ( worming through the
bars of a locked cell ). The only substance that can completely
imprison them, of course, is cold iron. A sluagh cannot use this
birthright in the presence of mortals or the unenchanted.
- Sharpened Senses -- The unusual upbringing of these fae heightens
their senses. Subtract 2 from any Perception roll a sluagh makes ( to a
minimum of 3 ). They may see through illusionary magic by making a roll
of Perception + Alertness, difficulty 7. This birthright always
functions normally. It is also impossible for a sluagh to botch a
Stealth or Alertness roll.
- Curse of Silence -- Sluagh cannot speak above a whisper, no matter
how hard they strain to be heard. Since they dislike social situations
and hold to very odd rules of etiquette, add two to the difficulty of
all their Social rolls. While sluagh may not appear to whisper to
mortal ears, the individual in question is usually quite soft spoken.
(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
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.
- Titan's Power -- Wilders gain an additional Bruised Health Level
and an additional dot of Strength during character creation, even if
this raises this trait above 5. Grumps get two extra dots in Strength,
and two extra Bruised Health Levels ( for a total of 9 Health Levels ).
However, graybeards also add a +1 to the difficulty of all
Dexterity-based rolls. This extra strength does not function in the
presence of mortals or the unenchanted unless the troll has called upon
- Stubbornness -- Nothing can interfere with a troll's devotion to
duty. When in the service of a cause, trolls get an extra two dice to
any Willpower roll to resist temptation or distraction. This birthright
is always in effect. No troll can botch an Athletics or Alertness roll.
- Bond of Duty -- Any troll who dares to renege on a sworn contract
or oath becomes sickly and loses their Titan's Power. Only by atoning
for their lapse of trust can they regain their Titan's Power. Usually
this involves fulfilling a new oath. Seelie trolls never lie to fae
they are protecting; Unseelie trolls uphold their bond of duty, but
usually prefer to support more disreputable fae. This trust must extend
both ways; if a troll's trust is betrayed, they will become filled with
anger, and must roll a Willpower, difficult 8, to avoid becoming
violent. Their stoicism belies great rage, perhaps one that has been
with them since the Earth was young.
(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.
- Twinkling of an Eye --
Clurichaun have a talent for disappearing from potentially troublesome
situations. Should someone take his eye off a clurichaun (if only for a
moment), the wily fae can disappear into the nearest cover so quickly
that it's impossible for anyone to find her.
One minute she's there, the next she's gone! They can effect this trick
even if being grasped by someone, but not if they themselves are
blindfolded (or otherwise unable to see) or if bound with cold iron.
- Insight -- Whenever a
clurichaun is in a social situation (i.e., when not alone), she can
roll her Charisma + Empathy (difficulty 7) to assess what the most
appropriate response to it is. She can then say the right thing or
perform the correct actions (the player may need a judicious
Storyteller hint or two) to smooth things or make the situation more
pleasant. Unseelie may, of course, do or say the opposite of whatever
is indicated if it suits them.
(Note: This does not take the place of good roleplaying. If a player is
misusing the Birthright by constant overuse, she's probably burned out
the talent for a while.)
- Tippling -- Clurichaun have a
terrible time resisting alcohol, and whenever they tipple, they undergo
a change. Those of the Seelie persuasion become maudlin and incapable
of anything but singing sad songs and telling sad, often pointless,
tales. To take action when in this state, a clurichaun must make a
Willpower roll (difficulty 8). Unseelie clurichaun must make the same
roll to avoid picking a fight with the nearest person (or group of
(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.
- Nature's Bounty -- Ghille dhu may harvest Glamour directly from nature itself, just as Nunnehi (p. 146, Player's Guide).
- Spin the Wheel (Spring Only)
-- Young ghille dhu may reroll any one roll, without spending a point
of Willpower to do such, once per story.
- Rose and Oak (Summer Only) --
The ghille dhu are not only beautiful but strong. They gain a dot of
Appearance and Strength, even if this takes them above five. This
Birthright is in effect at all times.
- Wisdom of the Ages (Autumn
Only) -- Old ghille dhu have a mystic contract with the Dreaming and
its cycles. once per story, a ghille dhu may meditate upon a question
concerning the fae. This must be done in a natural spot, such as a
place they might be able to harvest Glamour. (Not in a potted plant in
A successful Willpower roll nets them an answer from the Dreaming. A
simple yes/no question is difficulty 7, more difficult questions have
higher difficulties. A botch means that no more answers will be given
on that subject, no matter how cleverly worded.
This ability can generally be used once per lunar cycle. The difficulty
increases by one for each additional use. Using this ability to excess
is said to be extremely dangerous and has resulted in the sudden
disappearance of the ghille dhu who defy this tradition.
- The Kiss of Winter -- Ghille
dhu who suffer a Chimerical Death automatically age to the next
seeming. Additionally every time the character gains a permanent point
of Banality the character must succeed in a Glamour roll (difficulty
equal to his current Banality rating) or pass into the next seeming.
This rapid aging only affects the character's fae mien, not his mortal
seeming. if the changeling's seeming is already Autumn, the fae mien
dies. There is no chance of recovery for the ghille dhu. The fae spirit
lies dormant until reborn in another body.
(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
- Spirit Pathways -- Identical
to the eshu Birthright; this is a reflection of the hell-raising years
oba enjoy before settling down into responsibility. This Birthright is
lost immediately and forever when the oba assumes a title, and is
replaced by the Mantle of the Orishas Birthright.
- Mantle of the Orishas --
Identical to the sidhe Birthright, Awe and Beauty. Only oba who have
lawfully claimed a title and preside over territory recognized by their
fellows receive this Birthright.
Oba cannot bond with lands outside of Africa, India, or the Middle
East; all attempts to claim lands elsewhere have failed, and in one
instance even resulted in the death of the oba as the very earth
rebelled and swallowed her whole. For that reason, oba will rarely, if
ever, be found outside of these lands except in the most extreme
Oba can never botch rolls involving Empathy or Leadership
- Tale Craft -- Same as the eshu Birthright. Their tales hold great weight as they impart wisdom on the whole tribe.
- Reckless -- Identical to the
eshu Frailty; this Frailty is immediately and forever lost when the oba
assumes a title, replaced by the Native Soil Frailty.
- Native Soil -- Oba are
literally tied to the lands they love. Upon assuming a title, they
become bonded to the land they rule and cannot leave it or its Near
Dreaming counterpart for long without becoming sickly and eventually
wasting away to nothing. This prohibition does not include traveling to
the Far or Deep Dreaming, though oba are still loath to leave their
lands for long and will not agree to do so unless the need is truly
Oba may leave their territory for up to one full cycle of the moon.
After that they begin losing Health Levels at the rate of 1 per day,
which cannot be healed by any means until the oba returns to her lands.
Oba are innately aware of this time limit. Outside of their lands, oba
suffer a +1 difficulty to all rolls due to their constant pain and
(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.
- 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.
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).
(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.
- Seal's Beauty -- All selkies
have a natural animal magnetism, increasing their Charisma by 2, even
if this raises the trait above 5. This bonus only applies when dealing
with those who are attracted to their sex, and only in those situations
where animal magnetism applies. Seal's Beauty aids Seduction and
Leadership, but has few uses for Intimidation or Subterfuge.
- Ocean's Grace -- A selike may
lower the difficulty of all Dexterity rolls by two when in the water,
and moreover can never botch a roll regarding swimming, even in human
form. However, the difficulty for all Dexterity rolls is raised by one
when on dry land.
- Longing of the Ocean Shore --
Selkies are creatures of the shoreline. For every day a selkie remains
away from the ocean shore, she gains an extra point of temporary
Banality until her Banality exceeds her Glamour and she forgets her
selkie nature. A selkie may erase this Banality (even permanent
Banality) by spending a day in her altershape for each point gained.
Selkies lost to their fae natures due to separation from the shoreline
can only be reawakened by forcibly placing them in their skins and
dropping them in the sea. This abrupt change runs the risk of Bedlam,
though it is often the only therapy that works. Sadly, even this is
often not enough…
- Seal Coat -- If a selkie's
sealskin is destroyed, her fae self is destroyed forever. In addition,
the mortal that remains must make a Stamina roll (difficulty 8).
Failure means that the character enters a coma; a botch indicates that
the character dies.