The Fae of London

Kithain

Boggans - These homebody kith are not really involved in city politics, but have been know to make their voices heard when necessary. There is a relatively large number of this kith in London but they stay mostly to themselves and their house work.

Eshu - There is a surprisingly strong number of Eshu in the city do to the large immigrant population, but good luck finding one of them at any given time. They also come to the city to tavel elsewhere through out the world and for some strange reason, this kith has taken to adventuring in the London Underground from time to time - a place where few others are willing to go.

Nockers - This kith has infested Big Ben and made it their own. As the industrial revolution has progressed in the city, so have the number of the Nockers. They are about evenly split between Seelie and Unseelie, not that it's easy to tell which is which due to their general attitude.

Piskies - These Fae are very nomadic and would most likely not stay in the city, they may frequent the city if they are from the area, but most likely not live there. They love small children and humanity in general, just as much as they love to pocket other people's stuff.

Pooka - The Pooka are everywhere and will tell you anything and will tell you many stories, most of them false. They are as diverse in their trickery as they are in their forms. They can be fun to have around, especially when dealing with children, if you can handle their constant tricks - Trolls being not very good at this.

Redcaps - Born from the nightmares of hunger and emptiness, these kith will eat anything... and I mean anything. Most of them are Unseelie. In fact, to find a Seelie Redcap is very rare. In London the Redcaps are heavily into the punk and heavy metal scene.

Satyrs - They have a small number but those that are around, can't be missed because of their willingness to live life to the fullest. They love to party but are also very wise in many matters. Those of London have taken a strong liking to the rave culture to absolutely no one's surprise.

Sidhe - See below for each house of the Noble Houses.

Sluagh - They where formed by the dreams of frightened children, and not surprisingly there are a whole bunch of them in London... relatively speaking. They somehow get their hands on all sorts of information and are loosely connected to the Nosferatu. Even though they are born of fear, there are Seelie and Unseelie of this Kith.

Trolls - The most honourable of the kith, Trolls take there oaths to heart. They have control of the Whitehills Childcare Association Freehold and guard it and the children within like dragons guarding their treasure. Though not strong in number, they make up for in with their overpowering presence.

House Dougal - This most egalitarian of houses is well represented in London and has a place of honor at the Duke's palace (at Wakehurst Place Gardens). There are a small number of House Dougal workshops in the city that are always looking for a new apprentice or two. The house is led by Baron Michael London.

House Eiluned - The sidhe sorcerers are not well liked in London's noble circles. Most seelie distrust them, and most unseelie respect their... talents, but still despise their overall seelie affiliation. House Ailil is their sister house, a fact they try very hard to keep from the other seelie houses; but they use this relationship to their advantage. The house is led by the Baronness Evalin.

House Fiona - The ruling house of London, along with most of the country. The Fiona originated in the U.K., and have worked hard to keep a power base in the city. They control the most powerful Freehold in the duchy (Wakehurst Place Gardens). They have strong ties to the Fianna tribe of the Garou, and the Urmen and Tinker clans of the Rom. The house is led by Duke Orion and Duchess Gwynneth Fiona.

House Gwydion - The "nobles" amongst nobles have tried several times to take political control of the duchy from House Fiona through court manoeuvring and backroom schemes. However, the Duke and Duchess have the full support of King Gawain so their schemes have yet to bear fruit. House Gwydion controls the Queens Hotel Freehold. The house is led by Count Ethelred Shiningblade.

House Liam - House Liam is still the most despised house amongst the nobility because of their love of humanity. This doesn't stop the other houses from using them for their scholarly knowledge. This house also has the least influence in noble politics, yet they're very good at getting what they need. This house is led by Lord Ian McKrakkit.

House Ailil - House Ailil is definitely the most secretive house active in duchy politics. Their schemes have wheels within wheels, matched only by House Eiluned. The house stays very active in noble politics and is the de facto rulers of the Unseelie Court. They are the sister house to House Eiluned. They control the Frogmore Freehold. The house is led by Lady Samantha Evenstar.

House Balor - Definitely the most depraved, if not down-right evil, house of sidhe in existence. House Balor stays out of noble politics, leaving the impression that they are mindless warriors. In fact, they control the innermost workings of the Shadow Court right under the other houses very noses. House Balor embodies the darkest and wildest of desires and ambitions, and they do all in their power to beckon Evernight. The house is led by Sir Joshua of the Golden Spire.

House Leanhaun - This unseelie house of Ravagers live off of human creativity, a fact they try very hard to hide. There are few Leanhaun outside of Hibernia. They enter seelie freeholds as camouflage, whereupon the occupants would naturally consider them to also be seelie. They use this to their advantage to plot and scheme. Though this house has no real leader in London, they will occasionally gather together to make plans for the house's benefit.

House Scathach - This seelie house openly chose to stay behind during the Shattering while the other houses fled to Arcadia, slamming the gateways behind them. Showing a true sense of nobility and honour, they earned a place in the hearts and minds of the commoners. There are very few Scathach in the duchy, but they control the Hyde Park Freehold with the help of the commoners of London. This house is led by Lord Simon Grange.

Escheat:

- The Right of Demesne - The lord is the king of his domain. He is the judge and jury over all crimes, large or small. His word is law. A noble expects obedience from his vassals and respect from all others. In return, a noble respect those lords superior to him.
- The Right to Dream - Mortals have the right to dream unhindered by our needs. The Dreaming will die if we steal directly from the font. No one is allowed to use Glamour to manipulate the creative process. Although you may inpire creativity in the mortal mind, it is forbidden to give direct instruction or to infuse a human with raw glamour.
- The Right of Ignornace - Do not betray the Dreaming to Banality. Never reveal yourself to humanity. Not only will humankind hunt us down for our wisdom and power, it will overwhelm us with banality and destroy our places of power. The more humanity knows, the more ardently it will seek us, draining the world of Glamour and petrifying our essence with it's basilisk's gaze.
- The Right of Rescue - All Kithain have the right to expect rescue from the foul grip of banality. We are in danger together and must strive together to survive. Never leave anyone behind. Kithain are required to rescue other faeries or any creature of the Dreaming trapped by those who serve Bananlity.
- The Right of Safe Haven - All places of the Dreaming are sacred. Kithain cannot allow faerie places to be endangered. All those who seek refuge in such places must be admitted. Freeholds must be kept free of both Banality and worldly violence.
- The Right of Life - No Kithain shall spill the lifeblood of another Kithain. No Kithain shall bring salt tears unto the earth. No Kithain shall take from thr Dreaming one of it's own. Death is anathema.

Court Codes:

Seelie Code:
- Death before dishonor - Chivalry still lives. Honor is the most important virtue, the source of all glory. Personal honor must always be kept stainless. Sometimes death is the only path which can erase a mark of dishonor
- Love conquers all - Love lies at the heart of the Dreaming. True love transcends all and epitomizes what it means to be Seelie. Courtly love best expresses love in it's highest form, although familial love and love of companions also serve as pure embodiments of that exalted virtue. Anything is permitted in the name of love.
- Beauty is life - Beauty is timeless, objective quality that, while it cannot be defined, is always recognized for itself. Beauty is the muse of creation, the ultimate flowering of the Dreaming. Once found, it must be protected, for it is both eternal and fragile. to die in the service of beauty is an honor and a privilege.
- Never forget a debt - One gift deserves another. The recipient of a gift is obligated to return the favor. Likewise, a curse should be returned in kind. An oath of friendship should be anwered with a corresponding oath. Never refuse to aid anyone to whom you are indebted. Never forget a kindness... or a cruelty.

Unseelie Code:
- Change is good - Security does not exist. The slihtest of circumstances can transform a king into a peasant. Nothing is certain in a world where change is the only constant. Embrace change or else fall before its onslaught. Chaos and discord rule the universe. Adapt or die.
- Glamour is free - Glamour is worthless unless used. Hoarding Glamour makes no sense, since it is an eternally replenishable resource. So long as humans exist, there will always be dreamers - hence, there will always be Glamour. Acquire it by any means possible, and you will never be without a constant supply.
- Honor is a lie - Honor has no place in the modern world. It is a fairy tale constructed to cover the essential emptiness behind most traditions. Only through enlightened self-interest can any truth be attained.
- Passion before duty - Passion is the truest state of the fae spirit. Follow your instincts and act on your impulses. Live life to the fullest without regard to the conseqences - they will come about regardless of what you do. Youth passes quickly, so have fun while you can. Death can come at any time, so live without regret.

Thallian

Thallain are cousins of the Kithain. Thallain differ from the Kithain mainly in that they are completely Unseelie. They have two Court legacies, but both are Unseelie legacies. A Thallain can never be Seelie. Thallain are detailed in The Shadow Court with the exception of the spriggans which are covered in The Fool's Luck: The Way of the Commoner, and the murduacha which are covered in World of Darkness: Blood-Dimmed Tides. The varieties of Thallain follow:

Aithu (EYE-thew): Thieving and swindling cousins of the eshu, the aithu are a secret that the eshu have kept for many years, as they had banished them into a Dreaming prison. Recently evidence has surfaced which makes it apparent that the aithu have escaped and are back in the Waking World once more. The aithu resemble their eshu cousins, except for appearing a little more disheveled, and a few slight differences. They have hypnotic voices that they use to entrance an audience into becoming more easily swindled, and are also able to change their appearance, usually to make them seem more innocent, or to escape detection. They can be detected by their inability to sit through stories and other lengthy narratives. If they don't continually interrupt the tale being told, they run the risk of being entranced by it in much the same effect that their voices have on others. The aithu are detailed in Kithbook: Eshu.

Beasties (BEES-teez): Cousins of the pooka, beasties are also shape shifters. The resemblance stops there as beasties are not loveable tricksters, but wild and violent monsters. A beastie form may be as horrible a monster as imaginable, and is usually very frightening to observe. Within an hour of beastie violence, though, observers who survived will forget what they have seen, remembering only vague images of wild animals. If a Seelie changeling recognizes a beastie for what it is, they will usually attack them on sight. In fact, not to attack them is an act of great willpower.

Boggarts (BAW-garts): Some Unseelie boggans are also called "boggarts", but true boggarts are Thallain. Similar to boggans in the industrious sense, boggarts nevertheless are a stain on the image of their Kithain cousins. Boggarts tend to be much more business oriented than boggans, in as greedy and opportunistic a sense as that description can be applied. They are speedy workers, like boggans, but the more of them that work together, the shoddier the work they do becomes, as they all cut corners to maximize short term gains. They also know where to find each other, and they frequently get together in packs to perform jobs. They are extremely greedy, and have been known to develop "sticky fingers" literally, in their desire for a given item. Unlike their boggan counterparts, boggarts do not understand mortal behavior outside of corporate backstabbing, and they have no sympathy to spare on the needy.

Bogies (BOH-geez): Related to the sluagh, although more distantly than most Thallain. Bogies are probably among the least pleasant beings on Earth. Often appearing as famished or bedraggled mockeries of humans, they have no regard for human life whatsoever. Their fae mien is even more warped, and grotesque. Once a day, a bogie is able to emit a dark, foul cloud of inky blackness, that is very difficult to see through. They are also able, curiously, to become invisible to technological devices for one hour. Bogies usually have a craving for some fluid or organ in the human (or non-human) body, they will not die if this hunger isn't sated, but it will increase if ignored. Unlike sluagh, bogies are unable to release themselves from confinement, and hate confinement so bitterly that being bound or imrisoned can actually damage and eventually destroy them.

Goblins (GAWB-lins): Cousins to the nockers of the Kithain, goblins are a machine's worst nightmare. In fae guise they are rarely over three feet tall, and usually green or brown with large pointed ears. Goblins are able to construct physical devices, capable of unleashing all manner of mayhem. The exact purpose of the device is not known just by looking at it, but it's almost always intended to hurt someone or something. This device will eventually break down catastrophically, inflicting even more damage when it does. Goblins are also sometimes called "gremlins" (erroneously), as they are able to make any mechanical device malfunction by touching it and spending a Glamour point. Similarly to nockers, a goblin's creation will always be flawed, this flaw always manifests in as destructive a way as possible, though.

Murdhuacha (me-ROO-cha): The Thallain cousins of the merfolk, the murdhuacha, also called "merrows", are bound to undersea creatures such as octopi, squids, worms or crustaceans. Like the merfolk, they gain some advantages of the sea creature they bind with, and are able to breathe water. Murdhuacha, though the women can sometimes be strangely beautiful, are bizarre to look on and often hideous. Many, upon seeing a merrow for the first time will freeze in shock. Usually just long enough for the murdhuacha to take the advantage. The merrows suffer from Banality the same way the merfolk do, and also have certain Abilities restricted due to their lack of contact with the surface world. The murdhuacha are detailed in World of Darkness: Blood-Dimmed Tides.

Ogres (OH-gerz): Unseelie trolls are sometimes called "ogres", but again this is the real deal. They have a curious ability to determine someone's nature and emotional state by their smell, and like trolls, are superhumanly strong. Unlike trolls, ogres are not honorable, and they are stupid. It is very difficult for an ogre to use his mind, so they generally just content themselves with bashing other people's in.

Spriggans (SPRIH-guns): The spriggans are the Thallain cousins to the piskies. They are exceptionally cruel and greedy, and are usually frowned on by even Unseelie piskies (though a few of the worst ones will work with them). They appear as ugly piskies, with gray matted hair, the dark craggy skin of a piskey grump, and small, beady eyes. Spriggans smell bad, and usually wear dirty clothes. Spriggans do make good guardians, getting bonuses when watching over something, and are able to summon rain and hail storms at will. The thing that really makes them unacceptable to the piskies, is their tendency to kidnap children (fae children are favorite targets). These victims are usually not harmed, the spriggan just delights in the fear this causes the children and the parents. Spriggans are detailed in The Fool's Luck: The Way of the Commoner.

Autum People

Autumn People are mortals who unknowingly devote themselves to the cause of Banality. Ironically, though the Autumn People don't know about and don't believe in changelings, they are some of the most dangerous and persistent of the enemies of the Dreaming.

Another sort of mortal that is especially dangerous to mortals, aren't really Autumn People. Cognoscenti are mortals that know of the existence of changelings and actively hunt them. They are usually well versed in faerie lore, and can spot all of the signs that their prey is near. Any successful Cognoscenti knows what they're up against, and prepares for it. They always kill with cold iron.

Some stereotypes of Autumn People are found below, but Banality comes in many guises and Autumn People are hardly limited to the types listed. Autumn People are detailed in The Autumn People.

The Over-Protective Mother: The Over-Protective Mother usually protects a specific charge or group of charges, but may extend her influence to other children as well, if they appear to be having too much fun. This Autumn Person stifles their charge, keeping them safe, but also keeping them from the beauty and wonder in the world. Over-Protective Mothers teach their prejudice against anything mythical and magical to their children.

The Restrictive Librarian: The Restrictive Librarian keeps their libararies neat, orderly, and deathly quiet. Their libraries become morose and slightly hostile environments, where anybody seeking any imaginative books will be driven away. Those who seek books with material that the Restrictive Librarian finds questionable are likely to be disappointed, as they have carefully hidden such books and replaced them with books of minimal interest, and such material tame enough to fall within the decidedly narrow limits of what the Restrictive Librarian considers "proper values".

The Minutia Maven: At first glance, the Minutia Maven seems to be eccentric enough to be considered imaginative, but the vastly small scope of their interest is a sign of their desire for a more limited world. The Minutia Maven has a very small area of interest that they pursue with a fierce fanaticism. These areas of interest are so small and trivial that no sane person would care about them, but they consume the world of the Maven. They might collect pennies, carefully checking to see where they were minted, and telling people who give them half a chance what the difference is. They often discuss this interest with others, as they naturally assume that everyone is as fascinated with the topic as they are.

The Crashing Bore: Consisting of usually two types, the Greater Bore usually forces their limited areas of interest (often alcohol, sex, or bad live-action roleplaying games) upon others around them, demanding that they participate. The Lesser Bore usually involve themselves in other people's activities, making them as unpleasant as possible. They are always rude, and usually very difficult to get rid of. Colleges around the world are full of them.

The Suit: The stereotypical success-minded businessman. The Suit will go on for hours about various business deals, 401K plans, and God forbid that one of them is marketing a product for you. Some Suits are able to set aside their ethics and morals for the sake of serving a wealthy company. Others have no particular conscience to worry about. Obsessed with success at any price, the Suit has already sold their soul, and they're usually scouting around for a good price on yours.

The Dauntain

Different from Cognoscenti and Autumn People, the Dauntain are the most dangerous hunters of changelings because they are changelings themselves. How they fell into the trap of Banality differs for each type (called "Dooms"), but each one is a story of something that can happen to unwary changelings. The Dauntain is the most frightening enemy, not only because they are the most lethal; the Dauntain is the enemy that you may yet become.

The Dooms of the Dauntain are presented here. The Dauntain, and their powers of Banality, are detailed in The Autumn People.

Apostates: The religious fanatics of the Dauntain, the Apostates believe that the way to Arcadia is through the Undoing. Only then is the fae soul free to return, completely severed from its mortal existence. The Apostate has taken it upon themselves to save the other fae by causing them to be Undone, thus returning them to Arcadia. All things of Glamour on Earth should succumb to Banality, as it is not the enemy, as most changelings suppose, but the instrument of salvation. The appearance of the Apostate is that of a wild-eyed fanatic.

Black Magicians: The Black Magicians have chosen the path of Banality out of a desire for power. Many of them have realized that Banality holds power as well as Glamour, and for one reason or another, they have decided to embrace this power. The Black Magician never gets all of the power they seek before the Banality they have embraced destroys them, but they always feel that they are near their goal. The fae mien of the Black Magician is sinister and menacing, with shadows looming about them, and a foreboding tone to their voice that has even brave Kithain shivering at the sound.

The Cursed: These are changelings that hate an enemy so deeply that they have sworn the most vile of all fae oaths, the Oath of the Undoing, against them. This oath sets them on the path of Banality, as they have sworn to first Undo their enemy and then to slay them with cold iron. To turn back is to become oathbroken, so the Cursed is a Dauntain that has truly doomed themselves. The fae mien of a Cursed Dauntain is truly frightening: their teeth and fingernails become wicked fangs and claws, their eyes flash dangerously, and they are filled with a violent energy and a tangible hatred. For them, Banality is not a cold dead thing, but alive and burning with rage.

The Lost: The Lost has fallen to Banality by the simple denial of their fae nature. When first undergoing the Chrysalis, some changelings do not have anyone to help them through what they are experiencing, and many choose not to accept it. Writing it off as some sort of drug trip, or delusion, they become bent on destroying anything that threatens their belief system. Usually able to spot other changelings, but believing them to be delusional, the Lost becomes one of the most dangerous hunters, seeking to have changelings Undone for their own good. Many Lost Dauntain do not have a fae seeming at all, it having long ago withered away. Those that do will look like famine victims, looking more and more emaciated and sick with each changeling they "cure", until they are Undone.

Nihilists: The Nihilist is the Dauntain that remains unaware of the damage they cause. The hunter that does not conciously hunt. Nihilists have seen the encroaching Banality coming, and decided that it wasn't worth fighting against. Having given up, they wait and fall deeper into despair, infecting areas around them with Banality. A Nihilist might have the damage they have caused pointed out to them, but this may only drive their depression even more. The Nihilist grows smaller within their fae mien, seeming harmless and withdrawn to other Kithain, except for the aura of despair that infects those that approach them.

Typhoids: Typhoids become infected by Banality, often through no fault of their own but just by misfortune or the actions of others. These Dauntain are victims as much as they are predators. The most common form of Banality infection is through prolonged contact with Autumn People, though it can come through having their Glamour destroyed by a Dauntain or banal chimera, or through ingesting a vampire's blood. A Typhoid's fae mien varies depending on what the source of their infection was, and tends to make them resemble that source.

Denizens

The Denizens, also called "Dark-kin" and "Adhene", are ancient enemies of the Kithain. During the final great war between the Tuatha de Danaan and the fomorians, the Denizens served as generals for the fomorians while the Kithain were allied with the Tuatha. After this war, called the "Tessarakonta" or "The War of Trees", the fomorians were all imprisoned and the Denizens were punished by being banned from the Silver Paths and exiled to the Tenebrous Realms of the Dreaming (areas of the Dreaming off the Silver Paths).

Three adhene: the aonides, the keremet and the moiræ were not involved in the conflict and were spared this punishment. Many of them have lived in the Autumn World for some time. For the others, the Autumn World was out of reach until only recently.

Events chronicled in Time of Thin Blood for Vampire: the Masquerade led to a great cataclysm in India. This explosion, described as a "spirit nuke", destroyed the Antedeluvian, Ravnos (an ancient vampire) and its aftershocks were felt all through the spirit worlds, including the Dreaming.

Nightmare trods, long unused, became available for use again, and the long exiled adhene had access to the Autumn World where their old enemies had been living for centuries. It is also rumored that the blast loosened the formorians from their centuries old imprisonment.

The Denizens are not changelings. When they come to the Autumn World they have no physical body and no Banality. They are able to possess human bodies through a variety of means, or go without a physical form, which accrues Banality faster but has its own advantages. Some Denizens employ an Art called The Autumn Way to better deal with the world of humanity.

Each Denizen has three "Aria", which determine which Legacy is dominant, what their current Tempers (Glamour and Willpower) are, determines much of their personality and even alters their fae mien to some extent. These three Aria can change at any time, and the Denizen's attitudes and demeanor along with them. The "Dioniae" is the Aria that deals with primal urges and gratification of the Denizen's desires. The "Araminae" is the most human aspect and is the most rational and practical. The "Apolliae" is the Aria that focuses on higher ideals and senses of honor and duty. Which of these aspects is dominant at the time can vastly change the nature of the Denizen.

Denizens use Kithain Arts, but have a few known mostly to them alone.

The Denizens are detailed in Denizens of the Dreaming. Additional information on the Dreaming and the fomorians can be found in Dreams and Nightmares.

Adhene of the Denziens

Acheri (AW-chair-ee): The acheri are the bringers of disease, spreaders of both physical and spiritual corruption. While the name comes from the mythology of India, the acheri have many names in many different legends. They can create Plague Nervosa (chimera that manifest as a type of disease), and have bonuses in tempting a person from the path of virtue. They all have a vice they are addicted to, and are unable to use their Birthrights against anyone wearing red. In Dioniae Aria the acheri exudes spiritual corruption. In Araminae they have physical signs of disease that negatively impacts their appearance. In Apolliae aspect, the acheri is covered by their shadow, making them a black silhouette with white or red eyes.

Aonides (AO-nids): Avatars of the Greek muses, the aonides are great artists and lovers, but can also be equally cruel. The aonides may freely walk the Silver Paths, being exempt from the Silver Ban. They are all masters of subtle manipulation, possessed of great charm. They are also able to steal Glamour from someone they have successfully seduced. They all have a specialty in some sort of art or creative occupation and cannot admit that anyone surpasses their ability in their chosen area of expertise. If they hear of someone that rivals their ability, they will challenge the other to a contest, and are typically very sore losers. Aonides tend to be attractive and are human looking, even in their fae mien. Their appearance is unaffected by their Aria.

Fir-bholg (FEAR-bolg): The beast men of ancient Ireland, the fir-bholg once ruled, and had even defeated the fomorians. They remember the time of their greatness, but times have changed and the mighty have fallen. The fir-bholg are able to bring changes about them, though they don't have direct control over these changes. Some of these effects can be quite dramatic, and with extra Glamour expenditure can even affect the Autumn World. Fir-bholg all have an unnatural hunger for some particular sort of unprepared food, and will die if they go long enough without consuming it. Additionally, all fir-bholg require mortals to make sacrifices to them, of people, animals or valuable possessions, or their ability to gather Glamour in the Autumn World is weakened. The fir-bholg are tall and fearsome looking, with great antlers that spread out from their foreheads.

Fuath (FOO-auth): The fuaths are avenging spirits of nature, connected to animals. Like satyrs they have animal attributes, but do not shape shift into that form like pooka can. Protectors of nature, fuaths attitudes toward humans varies, but they are sure to be opposed to those who do not show nature the proper respect. Fuaths are able to speak to all things of nature in the Dreaming, but only to animals in the Autumn World. They are swift, durable and dangerous, always having some manner of natural weaponry like claws, hooves or horns. They have a tendency to frenzy in battle or when sufficiently angered. The fuaths have features of a sort of animal, varying from Denizen to Denizen, though these physical animal traits are subdued in Araminae aspect

Keremet (KARE-e-met): The keremet are mortals brought into the Dreaming at the moment of their death. No longer mortal, and not quite wraith, the keremet go about their enigmatic purposes with emotionless detachment. They frequently travel to the Shadowlands, and are able to see and communicate with the spirits of the deceased. They did not take part in the Tessarakonta, and may walk the Silver Paths. They feel no pain or pleasure, need not eat or breathe and are immune to disease. There is a special oath, the Pact of Dagda, which can cause the keremet to lose some of their powers if it is broken. The keremet are emotionally dead creatures, and cannot really muse Glamour from mortals, and have additional problems relating to anyone socially. The keremet look fully alive only in their Dioniae Aria, looking quite unhealthy in Araminae and corpselike in Apolliae Arias.

Moiræ (MWOR-ay): Avatars of the Fates, the moiræ consider themselves guardians of humanity, avengers of the innocent and punishers of the guilty. They stood by and watched the War of Trees, and were exempt from the Silver Ban along with the keremet and the aonides. The moiræ are able to see a person's fate by looking at them, and Fate will curse those who keep a moiræ from their duties. The moiræ are susceptible to superstitions that bring bad luck, and must take care to avoid such things. The moiræ have three aspects: maiden, mother and crone (though the author has said elsewhere that there may be male moirae) and this aspect changes with their Aria, though which form goes with which Aria is different for different moiræ.

Naraka (NAU-ra-KAH): Chidren of the Hindu goddess of destruction, the naraka cannot remember anything before the blast that slew Ravnos. They are nihilistic but also curious, and almost desperate to regain a sense of identity by understanding the dreams that spawned them. The naraka are able to breathe fire, and may also grow multiple arms to assist them in close combat. Their greatest weakness is music, and naraka must dance if they hear it, though they may resist the impulse in some situations. They may only possess the body of someone of the Hindu faith. The naraka's skin goes from deep brown to dark purple depending on what Aria is dominant.

Inanime

The Inanimae are faerie spirits that bind themselves to inanimate things rather than human bodies. Most Inanimae are linked to a certain element: air, earth, fire, water, and plant life. The newest breed of Inanimae link themselves to non-living representations of humanity, like dolls, puppets and mannequins. All Inanimae are divided into different phyla, like kiths, and specialize in a particular "Sliver", the Inanimae version of Arts.

All Inanimae have an "Anchor", like a rock or a tree, and they are protected from Banality while they remain within it. Those who still have natural Anchors are called "Gladelings", those whose Anchors have been altered by mortal (or other) hands are called "Krofted". The Gladelings and the Krofted have differing views, much as the Seelie and Unseelie of the Kithain.

In order to leave their Anchors (the inanimate thing to which they are tied) an Inanimae must cloak their dreamform in a semblance of a mortal body, called a "Husk", or else succumb to Banality. Some Inanimae become quite skilled at crafting these Husks, and some have only barely recognizeable human features in their Husks. The Inanimae are detailed in Inanimae: The Secret Way.

Phyla of the Inanime

Glomes (GLOAMS): These are the "Heavy People", the giants made of rock and stone. Glomes are slow, never in a hurry to do anything, and able to spend years making up their minds about things. Though they are slow and shy about dealing with outsiders, the glomes make up the bulk of the Inanimae military, and their entire society is based on a hierarchical military model. The Heavy Folk are strong and durable, and are immune to toxins and diseases in their Husks. They are also very heavy, sometimes known to exceed half a ton. Their Sliver is Petros, which deals with the earth, strength, and durability.

Kuberas (KOO-beh-rahs): These are the dryads, linked to trees, plants, or things made of wood. The kuberas are, perhaps, the most passionate of the Sessile fae, and known to pursue and indulge in a variety of mortal pleasures. Kuberas have powers linked to fertility, they are able to increase the productivity of any enterprise or activity so long as they are not the primary benefactors of it. They also have an invisible aura about them, or "glow" which makes social interaction easier for them. They are compulsive counters though, and having nothing better to do, will spend their time counting whatever is at hand. Their Sliver is Verdage, which deals with the nurture and control of the natural environment, plant life in particular.

Ondines (ohn-DEENS): These nereids of the waters are among the most peaceful and non-aggressive Inanimae. They are the peacemakers and the healers, though those connected to tainted waters are known to shun the more pacific ideals of their brethren and become violent. They can turn to a liquid form at will, and are able to influence others with their singing. Their Husks are not well made for land travel though, and suffer some sort of physical disability. The ondine's Sliver is Aquis, which deals with time, healing, and water.

Parosemes (PAIR-oh-SEEMS): Also called the "silfar", these are the sprites of the air. Ever changing, verbose and flighty, these spirits wander often and rarely stay in one place for very long. They are able to become a vapor for short periods of time, and are able to fly even when not in vaporous form. They talk endlessly, about anything that comes to mind, and even if they are physically forced to be quiet they will do whatever possible to fill up the silence with constant noise. The parosemes have the Sliver of Stratus, which deals with movement, illusions and the air.

Solimonds (SO-lih-moands): The spirits of fire are much as they might be expected to be. Hot tempered, but possessed of a strange nobility, the solimonds are the exiles of the Inanimae. The current solimond empire is ruled by a puppet emporer who is supported by the glome military, the solimonds that do not follow this ruler (the vast majority of them) are considered traitors. It was the solimonds that first gave man the power to Kroft Anchors, and they bear the guilt of the Making War between the Krofted and the Gladeling Inanimae. Solimonds are able to pursue goals with a single minded devotion that aids them in their determination. They are also able to summon up gouts of flame to burn their enemies. All solimonds have great difficulty lying though, it is a great act of will for a solimond to speak anything but the truth. Their Sliver is Pyros, which deals with emotions, combat and fire.

Mannikins (MAN-ih-kins): Enigmas of the Inanimae, who are enigmatic to even the strange Kithain, mannikins inhabit things that resemble the form of man. Among the most outgoing Inanimae, the mannikins are the ones most to be found trying to fit in among the meat changelings and mortals, but never quite being able to. Mannikins are almost entirely Krofted, except for some rare ones that inhabit natural formations in human shape. Alone among the Inanimae, mannikins may learn the Arts of the Kithain in addition to the Slivers of the Inanimae. They also understand all of the elemental tongues of the other Inanimae, though they speak none. Mannikins have no Sliver of their own though, and may never completely master any Art or Sliver.

Hsien

The Hsien, or Shinma as they call themselves, are the changelings of the Orient. They were messengers of the gods in the Mythic Age, now trapped in the Middle Kingdom and unable to return to the spirit world. They have since adopted the duties of answering the prayers of the faithful of all religions.

The hsien are not fae as any Western changeling would understand it. They do not have fae miens and mortal miens at the same time, rather they are able to physically change into their "wani" form, which is comparable to a fae mien. In addition to this, all hsien may invoke the "Mask of Shintai", which causes their wani form to become far more fearsome and intimidating.

The hsien use magic based upon the Chinese elements, it is a very different form of magic from the Arts and Realms of the Kithain, but capable of many of the same powerful effects. The magical powers of the Shinma are, if anything, more varied than that of their Western counterparts.

The hsien are divided into ten "kwannon-jin", similar to kiths for the Kithain. Five of these are "hirayanu", the commoners who can take the forms of animals; the other five are "kamuii" the nobles that represent the elements. The hsien are detailed in Land of Eight Million Dreams.

Kwannon-Jin of The Hsien

Fu Hsi (foo-hisee or foo-shee): These hirayanu may take the form of snakes, and are reputed to be the wisest of all the Shinma. They are traditionally marriage counselors and solvers of riddles and mysteries of all sorts, though their advice is sought on practically all matters. Though they are masters of puzzles and lore, they often become so wrapped up in a mystery or enigma that they lose track of all else. In wani form, these hsien have very long hair, and fangs, with serpentine bodies from the waist down. They have scales that protect them, and their fangs produce a paralyzing poison. They are allied with the Wood element.

Hanumen (han-you-men): The monkey hirayanu are the most irrepressible pranksters of the hsien. Even though they are annoying to many of their fellows, they enjoy a certain status, being considered a sort of minor nobility among the hirayanu, as many legends of monkey kings exist. They also possess the ability to calm and soothe the anger of others (a handy talent for jesters like these). They possess very little regard for manners or protocol though, which is an occasional burden to them socially. The wani form of the hanumen is a mix of human and monkey, complete with a prehensile tail. They become remarkably nimble in their wani forms. The hanumen are creatures of balance, and are allied with the element of Earth.

Heng Po (heng-poe): These hirayanu take the forms of fish, though they have sometimes been known to become dolphins as well. They are seekers of lost items, but usually require a reward for their services. Though luck is with them when they seek something lost, the heng po go about their tasks slowly, even slower if an impatient patron tries to rush them. The wani form of the heng po have scales, dorsal and ankle fins, and webbed hands and feet. The scales afford them some protection, and they are able to breath water while in wani form. The heng po are connected to the element of Water.

Nyan (nee-ahn): The nyan take the shape of cats. They are very passionate and sensual creatures that particularly adore humans. The nyan are experts at having a good time, and attracting friends and lovers. Unfortunately the nyan tend to seek pleasure to the exclusion of all else, and they will often be neglectful of their other duties. Most nyan are very attractive. In wani form they have a tail, claws, and cat ears. They possess very keen senses and are very agile in their wani forms, as well. Nyan are allied with the Fire element.

Tanuki (ta-NOO-kee): These are the warrior hirayanu who take the shapes of badgers. They are marked by their tenacity, loyalty, and territorial natures. When a tanuki has set their mind to accomplish a task, they are relentless until they have fulfilled it. Many times this stubborn streak keeps them from retreating from battle, even when it would be more prudent to do so. The tanuki, in wani form, are rarely over five feet tall and are stocky and thickly muscled with sharp claws and teeth. They are covered with gray and black fur that protects them from damage, and are noted for their durability in this form. The tanuki are allied with the Metal element.

Chu-ih-yu (choo-EE-you): The chu-ih-yu are the warrior kamuii associated with the Metal element. They are often seen as being cold and unfeeling, caring only to see justice meted out. They are often sought for advice on matters of justice, and are experts at seeing through lies. Though they are valued as warriors and justiciaries, they have a difficult time with more social activities. In wani form they are tall and imposing, with silvery skin and solid white glowing eyes. They are highly resistant to damage done by metals in this form.

Chu Jung (choo-jung): The kamuii of the Fire element, the chu jung are masters of strategy known for their quick wits and fiery passions. They have keen sight perception, couples with uncanny insight as well. They are known for being "hot-headed" though, and often lose their tempers. In their wani forms a chujung's skin is the red of fire, and their long black hair is surrounded by a faint orange nimbus, the eyes blaze with the fire of their current passion. They are highly resistant to fire damage while in their wani forms.

Hou-chi (how-chee): The Wood kamuii are lovers of peace, quiet and (of course) nature. They have a natural talent for easing the pain of others. Hou-chi are ill at ease in cities and industrial areas, and usually strive to avoid such places. The skin color of a hou-chi in wani form ranges from emerald green to a rich brown, and the eyes have a greenish light to them. They are very tough to hurt with wooden weapons while in their wani form.

Komuko (koe-MOO-koe): The kamuii that are tied to the Earth are known for their wisdom and stability. Earth is the element of balance, and the komuko are the most balanced of the hsien. They are expert at seeing the imbalance in others, and spotting things that are supernatural in nature. Their balanced nature makes it difficult for them to understand more extreme points of view, however. Their skin in wani form is a brownish-red or deep amber color, with shining brown eyes. While in wani form they are highly resistant to falling damage, or impact with the earth.

Suijen (soo-ee-gin): Known for their honesty, sarcasm and arrogance, the kamuii of the Water element tell things the way they see it. They are exceptional swimmers, as one might expect, being very adept at all physical activities in the water. They are often brutally honest, saying what comes to mind little caring for needs and feelings of others. The eyes of the suijen in wani form are green, blue or amber, while their skin becomes scaly with a bluish hue. They have gills on their necks and slight webbing between their fingers and toes in this form, and can breathe water and move as easily in it as people do on land.

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