Denizens of the Dreaming

The following material is adapted from Denizens of the Dreaming for Changeling: the Dreaming (WW 7310) by Christopher Howard and Tadd McDivitt (which you should read through before attempting to play one of the adhene, as this page is meant only as supplemental rules for live-action), taking into account Chris Howard's Denizens FAQ, available online wherever fine Changeling material is collected; I have linked to a copy on the Scattered Dreams page by Roger Frederick.� The summaries of each adhene are adapted loosely from the excellent overview written by the same Mr. Frederick. Naturally, TheShining Host by Peter Woodworth, the Mind's Eye Theatre system rules for live-action Changeling, will also be of central importance here.

Last updated 5/21/2001 (with minor edit under Arts 6/19/2001). This is a work in progress, and I welcome your input.


Contents:
Introduction: a brief overview of what the Denizens are.
Survival: how to hide from Banality and gain Glamour
Character Creation: the template
Adhene: Ari� ("Seemings" and "Courts" for the Dark-Kin) and the seven most common adhene
New Traits: new Abilities, Backgrounds, Merits and Flaws
Arts: three new Arts available to Denizen characters (in progress; these will be on my New Arts page rather than on this one).

Introduction

These are live-action rules for playing one of the Denizens of the Dreaming, also called the Dark-Kin or the adhene (which is also the word for an individual kind of Denizen, like "kith"). Neither chimera nor kithain, these mysterious Gallain have largely only recently been found in the Near Dreaming and the Waking World. Ages ago, during the War of Trees (called the Tesserakonta by the adhene), the last great war between the Fomorians and the Tuatha d� Danaan, the Denizens largely sided with the Fomorians, as against the Kithain, who served the Children of Dana. After the war, the three Courts of the Fomorians were imprisoned in the Dreaming, the Dark-Kin were cast into the Tenebrous Realms, unable to walk the Silver Path or to enter the Autumn World of humans, and the victorious Tuatha d� Danaan withdrew from the knowledge of the fae.

Two years ago ancient trods not protected by the Silver Ban, the mysterious one-way Paths of Balor, suddenly reopened between parts of the Dreaming and the Waking World. Some whisper that this was the result of powerful energies released in a great magical battle that led to the destruction of one of the eldest of the Prodigal Children of Lilith, but however it came to pass, many of the Dark-Kin found themselves able to enter the human world once more (if not necessarily able to leave it thereafter; besides the one-way nature of the Paths of Balor, a mystical barrier called the Meridianus erected by the Tuatha d� Danaan in the days of the Tesserakonta keeps most Denizens trapped on this side of the Mists of Memory). The Waking World is a strange and dangerous place for the adhene, who are not protected by the Changeling Way from the ravages of Banality, and most Denizens, at least at first, must resort to the possession of mortal bodies or else exist as mere more-or-less chimerical phantoms,� able to interact only with other fae and chimerae and in constant danger of being Undone or even destroyed. Nonetheless, they continue to come, drawn by the attractions of the mortal world, driven by the desire to obtain revenge on their ancient enemies the kithain, or for other purposes, malevolent or benign.

Some Denizens, the Evanescent (see below under New Traits: Merits and Flaws), managed to find their way back to the Waking World earlier than others, especially among the acheri, aonides, and keremet. These Denizens are thus more acquainted with human -- and possibly kithain -- society, making them useful allies or dangerous foes.

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Survival

Interaction

Denizens first entering the mortal world have three different options for interacting with their new surroundings, short of using the Art of the Autumn Way (see the New Arts page) or being lucky enough to arrange or be granted a Human Shell (see below under New Traits: Merits and Flaws).

Phantom Form: Unless the Denizen has planned ahead, this is most likely how he or she will first experience the Waking World. As substantial as a chimera, the Denizen must succeed in a static Glamour challenge against the local Banality rating every 12 hours or else gain a temporary Banality trait, which are converted 10-for-1 for permanent Banality in the usual way. If the Denizen's permanent Banality exceeds her current Glamour she becomes Undone, forgetting her fae nature and wand'ring lost until rescued or exposed to Glamour. Once permanent Banality exceeds permanent Glamour, the Denizen is snuffed out like that candle Elton John was talking about, and it's time to make a new character. The Denizen may ignore mundane physical barriers at the cost of a Physical trait and is invisible to everyone without fae sight. She may use any Arts, Treasures, or chimerical weapons -- but cannot affect the Waking World with them. Denizens in Phantom form cannot Enchant humans, call upon the Wyrd, or gain Glamour from humans, and run the risk of being trapped in a human's dreams.

Simple Possession: Denizens can interact with the mortal world by possessing a human body, but it's not easy. The Denizen must first succeed in a static Willpower challenge against the target's Willpower or Banality (whichever is higher). If successful, the Denizen automatically gains a temporary Banality trait and can occupy the mortal for one hour for each Willpower trait the Denizen has (the Willpower is not expended); this can be extended by spending a Glamour trait (which adds an amount of time equal to the original, so a character with two Willpower traits can gain an additional two hours by spending a Glamour). The Denizen keeps his own Mental traits and Social traits not related to appearance, but uses the Physical traits and the appearance-related Social traits of the human host. Such possession takes a full turn to activate and works only on non-supernatural humans. -- The Denizen gains no access to the target's memories or Abilities, making it rather difficult to impersonate the host.� In this state, the Denizen has a fae mien visible to those with fae sight, and can use any of his Arts, common voile, or chimerical items, but cannot use his Treasures. The Denizen may Enchant mortals or attempt to gain Glamour from them, but cannot call upon the Wyrd. Possessed humans may remember their actions while under this power (according to the Mists chart) and have a vague notion of an alien presence. -- I infer from the description of the drawbacks to Somnambulism (below) given in DotD that in this form real damage to the human host does not directly affect the Denizen (although he will need a new body if his host up and dies), and neither does chimerical damage affect the human host.

Somnambulism: While humans are deeply asleep, it's easier to usurp control of their bodies. Thus, when a mortal is in REM sleep, the Denizen may, after spending a point of Glamour, with a successful static Glamour challenge against the sleeper's current Banality (which is lowered by 1 or 2 traits in REM sleep) take control of the body for the duration of the normal sleep cycle so long as the human remains asleep. (If something occurs that might wake the sleeper, the Denizen may reassert control and keep his target asleep by spending another Glamour trait and making another challenge.) The Denizen has a faerie mien visible to those who can see it; Attribute trait access is as above. The benefits to this form of possession are that the Denizen does not automatically gain temporary Banality, that the Denizen can use any Arts, chimerical weapons and even Treasures (since this state is closer to the Dreaming than simple possession), that she may Enchant mortals or attempt to gain Glamour from them, and that she may gain basic information about her host body from the human's dreams. The drawbacks are that, since the mortal host is asleep, actions are sluggish and the Denizen must bid an extra trait in all Physical, Mental, or Social challenges; that the Denizen may become trapped in her host's dreams; that she may not call upon the Wyrd; that the host body is vulnerable to chimerical damage and physical damage to the body manifests as chimerical damage to the Denizen; and finally that a Denizen's tertiary Ari� (see below under Ari� and Adhene) may come to the fore and change the Dark-Kin's personality.

Bedlam and Banality

Much closer to the Dreaming than the kithain, Denizens are immune to the danger of Bedlam, unless somehow they become too enamored of the Waking World. However, Banality is a greater danger to them, all the worse because it is new and strange; even the least Banal of the kithain seems horribly tainted with this oppressive force. Denizen characters generally start with no Banality rating, but will probably catch up depressingly quickly as they spend time in the Autumn Realms. Fortunately, they can shed it in the Dreaming much faster than Kithain and, unlike their earthbound cousins, can in time usually rid themselves of the taint entirely. -- The Meridianus, the barrier to the Dreaming that traps many Dark-Kin in the Waking World, ceases to trouble any Denizen with a Permanent Banality score of 2 or higher.

Glamour

The Dreaming is largely inaccessible for the Dark-Kin and Freeholds are mostly controlled by often-hostile kithain. Denizens must therefore resort to Epiphany, gaining Glamour from mortals.

Rapture: For kithain, Rapture is an attempt to achieve creative balance between their fae and human selves; for the Denizens, their human selves are negligible and the body they've possessed is just another Dreamer. It is thus easier for Denizens to gain Glamour from their own creative work. The system is the same as for kithain (Shining Host p. 192), except that the Denizen gains a free retest. Note that the heady rush of Glamour gained from Rapture may lead the Denizen to change his Ari�.

Ravaging: It doesn't occur to many Denizens that they should have any moral issues with Ravaging. The system is the same as for kithain (SH pp. 193-4), except that of course Denizens who are newly arrived to the Autumn World have no Banality yet and may not attempt Ravaging until they get some.

Reaping: Some Denizens (and other fae in service to Nightmare) draw Glamour from dying mortals. This involves literally frightening a victim to death (perhaps through repeated Ravaging). As the victim dies, the Denizen makes a static Glamour challenge against a difficulty of the number of Glamour traits to be gained. If she succeeds, the Glamour traits are all hers; if she fails, she gains a permanent Banality trait and is troubled for a time by disturbing memories of the victim's life (treat as the Nightmares flaw). Naturally this is a good way to upset kithain who follow the Escheat, and even other Denizens may take issue with such behavior.

Reverie: Except for the aonides and Evanescent Dark-Kin (see below under New Traits: Merits and Flaws), most Denizens have little experience in this form of Epiphany, and thus have a one-trait penalty in related challenges.

Rhapsody: As with Ravaging, most Denizens don't have a problem with this form of Epiphany in any moral sense, but as with Reverie, they haven't the knack. Denizens suffer a one-trait penalty in related challenges.

Dream Traps

Dreamers of especially low Banality can seriously impact the local Dreaming through their own dreams. Unwary fae in the Near Dreaming or Denizens in Phantom Form or those using Somnambulism may become forcibly involved in the mortal's dreams without being aware of it. Naturally, this could cause all sorts of problems and is generally to be avoided.

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Character Creation

� Step One: Character Concept
Choose Adhene, Starting Ari�, Legacies and Concept
��� Adhene: Your Denizen race
��� Ari�: Your primary, secondary, and tertiary forms and personalities. These replace "Seeming" and "Court" and determine starting Glamour and Willpower.
��� Legacies: Your personality for each Ari�. Choose from the Seelie and Unseelie Legacies in the main rulebook.
��� Concept: As with every White Wolf character, a couple of words that summarizes your character.
� Step Two: Attributes
Prioritize Physical, Mental, and Social traits into primary, secondary, and tertiary categories (7/5/3) and select traits. Trait maximums are a complicated question, as the Denizens have no Seeming. For now assume nothing higher than 13 in any category, and I'll think about it.
� Step Three: Select Abilities (5). (See below for limits to specific Abilities and a few new ones.)
� Step Four: Select Advantages
��� Choose Backgrounds: 5
��� Choose Arts: 3
��� Choose Realms: 5
� Step Five: Finishing Touches
��� Record beginning Glamour and Willpower based on Ari� (Denizen characters begin with no Banality rating).
��� Record adhene Birthrights and Frailties.
��� Record Musing/Ravaging Threshold, if any
��� Choose Negative Traits, if any (no more than 10 traits, including Flaws)
��� Purchase Merits and Flaws, if any

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Ari� and Adhene

Ari�

The Denizens of the Dreaming do not have age-based Seemings as kithain do, nor do they align themselves with the precepts of the Seelie or Unseelie Courts. Instead, the Dark-Kin have different facets of their personalities called Ari� which affect their behavior, tempers, and even appearances. Each Ari� has a different Legacy associated with it (or else interprets the same Legacy in different ways).

The Dioniae: This portion of the Denizen's psyche is associated with instinctive, often aggressive impulses; the satisfaction of primitive biological needs will be paramount. Dark-Kin rarely have any problem with expressing thoughts or performing actions that humans would find shameful. This is the most natural state for many Denizens, although others will try to avoid it.
��� Beginning Glamour: 4
��� Beginning Willpower: 1

The Araminae: This is the rational everyday mind that most people exhibit in their daily lives. Common sense and pragmatic decision-making are easier in this state, but the Denizen is still influenced by baser desires.
��� Beginning Glamour: 2
��� Beginning Willpower: 2

The Apolliae: Not to be confused with a "Seelie" frame of mind, the Apolliae is a Denizen's "higher self" or something like a conscience. It involves higher instincts such as honor and a personal code of ethics. Whatever the Denizen's moral code -- which will not always match and may even directly contradict what a human or most changelings might define as "moral" behavior -- he will follow it to the letter, even to his own detriment.
��� Beginning Glamour: 3
��� Beginning Willpower: 3

When creating a Denizen character, the player should choose which Ari� is dominant (primary), and which one is just below the surface (secondary); this Ari� will perhaps influence the character's behavior but does not usually override the primary Ari�. The tertiary Ari� is dormant and will only come to the fore in times of particular stress.� When circumstances warrant (a decision of the Storyteller), the primary and secondary Ari�s (or in some cases, as when a Denizen is trapped in a mortal's dreams or experiencing Rapture, the tertiary Ari�) vie for control. The player and a Narrator enter into a static challenge pitting the primary Ari�'s Glamour or Willpower (whichever is highest) against the Glamour or Willpower of the challenging Ari�; the dominant Ari� is one trait up. If the player wins, nothing happens; if the Narrator wins, the challenging Ari� becomes primary, the old primary Ari� becomes tertiary, and the remaining one becomes secondary. This will change the character's behavior (Legacy), appearance, and Glamour and Willpower ratings, and shouldn't be done lightly. It is recommended that changes of Ari� not happen more than once per story. -- Note that improving the primary Ari�'s Glamour or Willpower rating with Experience will also improve the other Ari�'s ratings by the same amount.

Adhene

These are the most common Dark-Kin encountered in the Near Dreaming and the Autumn World. There are untold numbers of other adhene, many unknown even among the Denizens themselves.

Acheri (AW-chair-ee)
The acheri are the bringers of disease, spreaders of both physical and spiritual corruption, and rank with redcaps in popularity among the fae. While the name comes from the mythology of India, the acheri have many names in many different legends. These Dark-Kin tend towards two extremes: the ascetic Holy Tempter or the hedonist wallowing in creature comforts. The acheri are relatively common among the Evanescent (see below under New Traits: Merits and Flaws) and many have found human occupations that allow them to spread corruption or betray trust.
��� In Dioniae Ari� the acheri exudes spiritual corruption. In Araminae they have physical signs of disease: blisters, sores, pale and clammy skin, etc. (Negative trait: Repulsive). In Apolliae aspect, the acheri is covered by their shadow, making them a black silhouette with white or red eyes.
���� Affinity: Actor or Fae
���� Birthrights:

� Plague Nervosa: The acheri can create a temporary plague nervosa (see Changeling: the Dreaming 2nd ed., p. 277). By spending a Glamour trait the acheri can send his shadow away to infect someone with a potent chimerical disease. The shadow takes form for one turn for each Physical trait spent by the acheri (maximum = current Glamour rating). The shadow has the Physical traits and combat skills of the acheri himself. Anyone touched by the shadow (with a successful Physical challenge) falls prey to a chimerical disease (with effects similar to the Fester rede; see the Redes section in the rules for creating chimerical Companions). The acheri may infect any given person only once per day. By calling on the Wyrd, the acheri can infect unenchanted mortals with chimerical diseases, no doubt baffling mundane medical science. Acheri are themselves highly resistant to disease and poisons (if a specific rule is needed, acheri gain the bonus traits Resilient x3 in relevant challenges).
� Enticement: The acheri gains one free retest in social challenges related to temptation and corruption. The "truly virtuous," however, once aware of the acheri's true nature, may shun the Dark-Kin; against such people the acheri is one trait down in all Social challenges.
��� Frailties:
� Rebound: As forces of corruption the acheri are steeped in vice. Each acheri character has an addiction to some excessive behavior: overindulgence in sex, gluttony, strong drink, etc., and must make a static Mental challenge or spend a Willpower trait to pass up an opportunity to indulge (cf. the clurichaun Frailty: Tippling). Some acheri punish themselves severely for succumbing to their private vices, while others revel in them. In Apolliae Ari� the acheri are two traits up to resist the temptations of their chosen vice.
� The Scarlet Ban: Because of the holiness of the color, the acheri may not use their Birthrights against someone wearing the color red (a solid color article of visible clothing or a prominent accessory), nor can they attempt to remove that article or accessory physically. They can however still use their Arts against the wearer, or attack him, or try to trick him into taking off his nice blood-drenched cap, or whatever.


Aonides (AO-nids)
Avatars of the Greek muses, the aonides are great artists and lovers, but can also be equally cruel and vindictive.� Aonides are closest to the human world, and devote a great deal of their time to cultivating Dreamers for Reverie (or Ravaging), and often become emotionally attached to their Dreamers, although not a few treat them more like pets or pet projects than as equals. Aonides often assume that their Dreamers would be nothing without them, and many of their Dreamers unfortunately end up believing this as well.
��� Aonides tend to be attractive and are human looking, even in their fae mien. Their appearance is unaffected by their Ari�, apart from minor changes to clothing, hair, or makeup. Many aonides affect Graeco-Roman voile in their fae seemings.
���� Affinity: Actor or Scene
���� Birthrights:

� Grace of Calliope: The Muses have an inward grace and charm. Aonide characters gain two free Social traits related to Manipulation or Charisma, even if this brings them over their trait Maximum, and have one free level of the Performance, Craft, or Expression abilites (depending on their chosen art). -- Aonides were neutral in the War of Trees and thus may walk the Silver Path.
� Adonis' Ravaging: Aonides may steal Glamour by seducing their prey. Some form of passionate embrace is required, although the aonide must consciously choose to use this Birthright (it's not automatic every time the aonide "has relations"). The aonide risks one Social trait for every Glamour trait she hopes to gain and then enters into a Social challenge against the target using the Seduction ability (since a kiss -- or more -- is required for this Birthright to work, this challenge is in addition to any related to seducing the victim to reach said passionate embrace in the first place); the target may retest with Willpower. As this form of Ravaging does not rely on the use of Banality, it is a formidable advantage for Glamour-hungry aonides.
��� Frailties:
� Arachne's Folly: Aonides are quite jealous of their own artistic talents. If an aonide hears that someone is better than he is at his chosen art (or if a foolish artist makes the claim for herself in the aonide's hearing), he will challenge the "upstart" to an artistic duel. The audience decides the winner. If the aonide loses, he will do everything in his power to make life miserable for the victor (and probably the judges as well); passing up an opportunity to do so requires the expenditure of a Willpower trait. Aonides may not take the Flaw: Overconfident.


Fir-bholg (FEAR-bolg)
The beast men of ancient Ireland, the fir-bholg once ruled unopposed, and had even defeated the fomorians, but the coming of the Tuatha d� Danaan changed all that. Many of the Men of Bholg made common cause with their ancient foes the fomorians; as a result, they are counted among the Dark-Kin. Even today some fir-bholg serve the Elder Darks, hoping to regain their former greatness, while others follow their own rough code of honor and trust no one else.� The fir-bholg are spirits of the wilderness, largely ignorant of the ways of civilization, though they have always been fascinated with poetry and language.
��� The fir-bholg are tall and fearsome looking, with great antlers that spread out from their foreheads. When forced to wear anything at all, they favor simple animal-skin clothing and moderate adornments.
���� Affinity: Nature or Fae
���� Birthrights:

� Breath of the Firchlis:� Though the fir-bholg see themselves as points of stability, "things happen" around them, inexplicable and random (cf. the "Echoes" Flaw). The Breath of the Firchlis cannot be stopped or suspended, but they can attempt to focus it. To affect things of the Dreaming, the fir-bholg spends a Glamour trait and, if desired, one to four Mental or Physical traits (all from one category). The number of Attribute traits spent determines the extent, swiftness, and "creepiness" of the change, though the fir-bholg has no control over the exact effects (though the player may make suggestions for the Storyteller to consider). If no Attribute traits are spent, the change will be minimal (equal to a "one success" effect in the tabletop rules). -- If the fir-bholg calls upon the Wyrd, he may affect the Autumn world in the same way with the same rules system; but even without calling on the Wyrd, the fir-bholg can bring the Breath of the Firchlis down upon the mundane world by making a static Glamour challenge against the local Banality rating and then spending two Glamour traits, plus Mental or Physical traits to extend the severity of the effect. Without calling on the Wyrd, the effects in the Autumn world will not be obviously supernatural (the sky will not turn blood red), but they may well be inexplicable (at maximum severity snow falls out of season, or all the cell phones for blocks around suddenly stop working). ["Translator's" note: this one was tricky to figure without going into extended challenges, so I modeled it very loosely on the Tremere Path of Weather Control; I welcome comments for how to improve or simplify this system.]
��� Frailties:
� Eochaid's Hunger: Each fir-bholg has an unusual dietery habit, often (but not always) related to his fomorian ties. The Denizen must eat a particular unprepared food once per week (e.g., freshly caught fish, raw carrion, rainwater, etc.).The fir-bholg can eat other foods as well, but if he doesn't get his weekly "fix" he loses one Physical trait per day after the first full week and must spend a Willpower trait to avoid eating the first source with which he comes into contact. When all Physical traits have been lost, the fir-bholg begins to lose (chimerical) health levels, and will do whatever it takes to get what he needs.
� Sacrifice: As ancient lords of humanity, the fir-bholg of old were used to receiving sacrifices from their Dreamers; now they depend on these sacrifices; without them, the fir-bholg suffer a three-trait penalty in all challenges related to gaining Glamour in the Autumn World. A human Dreamer must give up something of value to the fir-bholg (the item is dedicated to the fir-bholg and destroyed), or sacrifice or dedicate to the fir-bholg's service an animal or even a human (the animal or human need NOT be of value to the donor). When receiving a sacrifice, the fir-bholg makes a static Glamour challenge against a difficulty of 6; if he succeeds, he then makes a simple test. On a loss, the three-trait penalty is reduced to two; on a tie, to one; on a win, eradicated entirely; this lasts for a number of weeks equal to the fir-bholg's current Glamour rating. The fir-bholg may use any means at hand to coax, force, or frighten the person into performing the sacrifice. Any new sacrifice replaces a previously working one in both effectiveness and duration (they don't "stack").


Fuath (FOO-auth)
The fuaths are nurturing or avenging spirits of nature, connected to animals. Wild and unpredictable, fuaths' attitudes toward humans varies, but they are sure to be opposed to those who do not show nature the proper respect.� Fuaths are as likely to nurture a sick human as they are to disembowl an intruding one, even when the human is the same person in both cases.
��� The fuaths in their fae mien have features of a sort of animal, often a predator, varying from Denizen to Denizen (usually the lower body, like a satyr, but sometimes the head), though these physical animal traits are subdued in Araminae aspect (an Ari� many fuaths hate and will try to avoid).
���� Affinity: Nature or Scene
���� Birthrights:

� Beast Tongue:� The fuaths can communicate with animals, chimerical and mundane, even without calling upon the Wyrd. Not all animals are willing or scintillating conversationalists, however. (In the Dreaming this Birthright is much more powerful, allowing the fuath to speak to plants and even stones as well.) Fuaths are one trait up in Social challenges involving inanimae and even with some other nature-related fae (certain ghille dhu and selkies, for instance), but not with pooka and satyrs, since they were on the opposite side in the Tesserakonta.
� Animal Nature:� Fuaths enjoy the abilities of the animal to which they are most closely related, and thus may have an appropriate Ability for free, as well as other perks (the ability to breathe underwater, night vision, etc., depending on animal affinity).� Fuaths also have the equivalent of the satyrs' Physical Prowess Birthright (an extra Athletic trait and a shot at Fair Escape), and all possess natural weaponry (claws, fangs, hooves, horns, etc.) that cause aggravated damage, although the fuath must call upon the Wyrd to use said weaponry against the unenchanted.
��� Frailties:
� Maenad's Madness: In certain circumstances the fuath may fall into an animal rage, unable to tell friend from foe (although even in this state they will not attack another of their kind). This is more or less similar to the Gwydion House Flaw (which the Gwydion will not thank you for pointing out) or, in fact, any of the other various problems with Frenzy shared by numerous other Prodigals.


Keremet (KARE-e-met)
The keremet are mortals brought into the Dreaming at the moment of their death, and indeed rumors exist of mysterious connections between the keremet and the souls of mortals exchanged for sidhe changelings. No longer mortal, and not quite wraith, the keremet go about their enigmatic purposes with emotionless detachment. Some keremet find a replacement of sorts for their lost emotions in duty or in codes of honor, while others fall into a downward spiral of addiction to Ravaging or worse. These qualities make them equally useful agents for both the fomorians and their ancient enemies among the kithain.
��� The keremet look (and most nearly feel) fully alive only in their Dioniae Ari�, looking quite unhealthy in Araminae and corpselike in the Apolliae Ari�.
���� Affinity: Actor or Prop
���� Birthrights:

� Shadowed Way:� Keremet can travel the Black Path of Balor, which leads ultimately to the land of the dead. Even in the Autumn World, the keremet may see and communicate with wraiths, although they have no special power over them. The keremet are also exempt from the Silver Ban and may walk the trods of the kithain.
� Will to Power:� As spirits of the dead, the keremet don't need to eat or breathe and are immune to all but the rarest chimerical diseases. They also feel little pleasure or pain; so long as the keremet has at least 2 Willpower traits, she has the equivalent of the Merit: Iron Will and can resist all but the harshest physical tortures. Wounds don't slow the keremet as much as they do other fae; for every 2 Willpower traits (rounded up) the keremet has, she may treat wound penalties as one level less (thus a keremet with 3 or 4 Willpower who has been Incapacitated may fight on, suffering only the penalties of a Bruised character -- although thse are not actual extra health levels, and Killed is Killed).
��� Frailties:
� Pact of Dagda: This ancient pact enables the keremet to walk the Silver Path, as mentioned above; in return, any oath sworn by the Pact of Dagda becomes especially binding to the keremet: if such an oath is broken, in addition to the oath's own penalties the keremet loses the advantages of the Will to Power Birthright until they atone in some way (cf. the troll Frailty Bond of Duty). Naturally, the keremet avoid swearing by the Pact of Dagda whenever possible, but most other Denizens and even some kithain (Denizens with at least one level of "Denizen Lore" or other characters with two or more levels of that Ability) know how to invoke it at need. In the Dioniae Ari�, the keremet may ignore burdens imposed by such oaths -- for a time.
� Melancholia: Not so much chronic depression as emotional numbness; the keremet feel emotions through a thick fog (if at all), with the keenest emotion being a profound sense of loss. The keremet has the negative Social trait: Callous, which may never be bought off. In addition, keremet are at a one-trait penalty in all challenges involving empathy and understanding (including challenges related to Reverie); this penalty disappears in the Dioniae Ari� but is doubled in Apolliae.� Because of the difficulty in using Reverie to gain Glamour, many keremet engage in Ravaging or even Reaping. Additionally, if the keremet loses a challenge related to Epiphanies of any sort, he must make a simple test; on a further loss the keremet loses a temporary trait of Glamour and drives the Dreamer into a form of Rhapsody. This might help him get his Glamour trait back, but will make him unpopular with the local kithain. Some keremet become addicted to the experience.


Moir� (MWOR-ay)
Avatars of the Fates, the moir� 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 moir� 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 Ari�, though which form goes with which Ari� is different for different moir�.
���� Affinity: Actor or Fae
���� Birthrights:

� Aural Perception:� Not the aura-reading ability of certain Prodigals; rather, the moir� can read hints of a person's D�n (destiny) in ethereal images that she can see swirling around the person. This Birthright is always in effect to an extent, and can be disorienting in a crowd; in order to focus in on useful information about one person's destiny the moir� spends a Glamour trait and makes a static Mental challenge against a difficulty of 7. If successful, she may divine one "snap-shot" image pertaining to the person's past or future actions; more can be obtained by spending a Mental trait for each additional image, up to a maximum equal to the moir�'s current Glamour rating. This power can be used only once on any given target per scene. Targets with the Destiny Background stand out like beacons to the moir� and are easier to read (the difficulty is reduced by one for every Destiny trait). Moir� cannot read their own futures so well (three-trait penalty). Finally, they gain a free retest when casting Soothsay cantrips.
� Fata:� The moir� are servants of the Three Fates and as such are entitled to certain benefits. They may freely walk the Silver Path and find it easier to call upon the Wyrd, gaining an extra "illusory" Willpower trait that may be spent once per story for this purpose (only). The greatest benefit, however, is that it is bad luck to impede a moir� on a mission or to harm her in any way; anyone foolish enough to do so will be Cursed (as the Flaw) with ill-luck of varying severity and duration, depending on the offense. This Birthright is in effect for all moir� who remain neutral messengers of the Fates; if she directly harms someone through her Arts or physical action she loses this protection. (Note that driving the guilty mad by afflicting them with nightmares falls within their course of duty.) Some moir� can be "reinstated," but this would be the object of a major quest.
��� Frailties:
� Superstition: A drawback of serving the whims of Fate is that the moir� are vulnerable to human superstition. Anything believed to cause "bad luck," locally or in general, must be avoided or the moir� suffers Nightmares (as the Flaw, but without getting any traits to spend) until steps are taken to undo or reverse or otherwise atone for her action. Storytellers are encouraged to be creative (thus a moir� who steps on a crack in the sidewalk may be required to walk backwards and step on every crack for a day, or what have you). Moir� also suffer heavier penalties than most if they violate an oath, Geas, or Ban. If a moir� is force by mental manipulation (e.g., the Sovereign Art) or physical coercion to perform a taboo action, she has a much easier time atoning, and the one forcing her is likely to be Cursed as per the Fata Birthright.


Naraka (NAU-ra-KAH):
Chidren of the Hindu goddess of destruction, the naraka cannot remember anything before the Paths of Balor opened up and dumped them unceremoniously into the Waking World (starting about two years ago; right about the time of that extraordinarily destructive typhoon in Bangladesh). They are nihilistic but also curious, and almost desperate to regain a sense of identity by understanding the mythology of the culture that spawned them. They know they are meant to be destroyers, but are often unsure what to destroy. In the meantime, there's a whole new fascinating world out there...
��� The naraka's skin goes from deep brown to dark purple depending on what Ari� is dominant. Their eyes glow white or red, and in times of war they paint themselves with Sanskrit sigils of destruction and chaos.
���� Affinity: Fae or Scene
���� Birthrights:

� Wrath of Kali Ma:� By spending a Glamour trait and making a successful Physical challenge against an opponent, the naraka can breathe searing chimerical flames up to one meter away. The flames cause one level of chimerical damage. If the naraka calls upon the Wyrd, this damage is real (and aggravated against certain Prodigals). Chimerical (or real) flammable materials (a pile of papers, but not someone's clothes) caught in the flame may catch fire. The naraka themselves never take aggravated damage from fire, and have a one-trait bonus resisting fire-based attacks.
� Arms of Ravana:� The naraka can grow temporary additional chimerical arms for combat or intimidation. The extra arms emerge from the naraka's side, taking a full turn. For each trait of Glamour the naraka spends she gains one extra pair of arms; each pair may be used to provide either an extra Brawl or Melee Ability or an additional action. The additional arms last until the end of the current combat or until the naraka chooses to revert to her original form, whichever comes first. (Unspent Brawl or Melee Abilities deriving from this Birthright disappear along with the arms; use 'em or lose 'em.)
��� Frailties:
� Curse of Shiva: In the presence of live music, the naraka feel a compulsion to stop what they are doing and dance. This can be resisted with a static Mental challenge or the expenditure of a temporary Willpower trait.
� Selective Possession: The naraka may possess only humans of the Hindu faith; where these are hard to find, they must find some other way to interact with the Autumn World. Additionally, naraka may not start the game with the Background: Remembrance.


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New Traits

The following new Abilities, Backgrounds, Merits and Flaws are available for Denizen characters and perhaps other fae with a damn good reason.

Abilities

While basic concepts and knowledge of the Waking World does filter into the Dreaming in an often garbled fashion, Denizens without the Merit: Evanescent are limited to one level in "Autumn-specific" Abilities: Human Bureaucracy, Streetwise, Drive, Firearms, Security (involving technological devices), Computer, Human Law, Finance, Autumn Lore (and other Lores involving supernatural creatures not native to the Dreaming), Medicine, Human Sciences, etc.

Autumn Lore: This Ability is necessary for understanding humans and their world, and the first level includes the ability to speak the local dominant language. Denizens without this knowledge are assumed to know nothing about the Waking World, its customs, or languages. Denizens may spend a level of this Ability to "negate" a faux-pas (cf. Etiquette) committed while interacting with a human.

Changeling Lore: The Dark-Kin have long been separated from their ancient enemies the kithain, and don't always know much about them. Denizens without this Ability wont't necessarily be able to tell a sidhe from a redcap. Denizens without the Merit: Evanescent� are limited to two levels of this Ability.

Denizen Lore: The Dark-Kin have also often been separated from their fellow adhene, and may know nothing about the other Denizens of the Dreaming save rumor and legend. Without this Ability, a naraka won't know a fuath from a fir-bholg.

Backgrounds

Note that certain Backgrounds make little sense for many Denizen characters (Influence, for instance).

Destiny: As in Laws of Ascension; this Background may be spent to enable a Simple Test to regain a lost Willpower Trait. Sometimes, however, you may be destined to fail, and so the Storyteller might not let you call upon this Background in certain circumstances.

Title: Without this Background, the Denizen is assumed to be of the lowest rank in whatever form of hierarchy her adhene observes, if any; the most hierarchy-conscious adhene are the fir-bholg and fuaths, the moir�, and the naraka. Note that kithain and even Denizens outside your own adhene are not necessarily obliged to acknowledge your title (beyond choosing the right level of the Fae Realm when casting cantrips on you), but then, you're not obliged to acknowledge theirs, either.

Merits and Flaws

The following Merits and Flaws are available to Denizen characters, and perhaps to other fae as well (Anachronism or Banality Magnet might be suitable for a recently returned sidhe, for instance, and anyone can be Blackmailed or Paranoid).

Aura of Fear (4M, Supernatural): You can exude an air of menace that stops the boldest creatures in their tracks; this Merit is activated by spending a Glamour trait and lasts for one hour. Anyone wishing to attack or even insult you must first beat you in a static Willpower challenge or spend a Willpower trait. (I have increased the cost of this Merit from the 2 points in tabletop, and it's still a bargain.)

Banality Resistance (3M, Supernatural): For whatever reason, Banality doesn't affect you any more than it does the average changeling. You no longer automatically gain Banality when possessing a human, and need to make simple tests to avoid Banality while in Phantom Form only every 24 hours. [The tabletop book says (p. 69), "You no longer automatically gain Banality while in Phantom Form," but then, you don't anyway; I've decided, however, that Phantom Form should still be a dangerous state, and would be true even for kithain who somehow managed to end up that way.]

Change Ari� (3M, Psychological): You have voluntary control over when you change your Ari�, although you are still subject to the alterations in physical appearance and emotional state. Use of this Merit requires one trait of temporary Willpower.

Evanescent (2 or 3M, Aptitude): You've been on earth longer than most Denizens (maybe you never left), and know more about human (and kithain) ways. You don't suffer the penalties most Denizens do in Reverie challenges, you have the same access to Autumn-world Abilities and Backgrounds as any changeling, and gain one free level of Autumn Lore. Evanescent Dark-Kin begin with two traits of Permanent Banality (and thus may ignore the Meridianus). Those adhene able to walk the Silver Path (aonides, keremet, and moir�) pay 2 traits for this Merit; for others, it costs 3 traits.

Human Shell (4M, Supernatural): Through a quirk of fate, outright theft, an ancient (or more recent) pact, or perhaps even through having undergone the Changeling Way, you possess a mortal seeming, more or less just like the kithain. You begin with two permanent Banality traits, and have the same Physical traits as your fae mien. Most Denizens may at need still leave the body and engage in other forms of possession or move about in Phantom Form, but this may at the Storyteller's discretion require the expenditure of a Willpower trait. Some human shells still have pesky human souls around, but whether they actively cooperate with the Denizen, have certain demands, or remain effectively imprisoned and unconscious varies from case to case. (This could well be combined with the Flaw: Eochaid's Curse, below.)

Anachronism (4F, Aptitude): Your knowledge of the Waking World is several centuries out of date, and you are unable or unwilling to catch up. You must spend twice the experience points (and traits in character creation) to buy any "modern" Abilities.

Banality Magnet (4F, Supernatural): You attract twice the Banality of other Denizens and even in forms that don't normally attract Banality you accrue one temporary trait each day you fail a static Glamour challenge against the local Banality rating.

Banished (2/4/6F, Denizen/Changeling Ties): For some crime, real or imagined, you have been banished from your adhene. At two traits, you may someday be able to atone, and your banishment is probably not magically enforced. You might still have a Title among your people, but it may go unrecognized; you are one trait down in Social challenges against those of your adhene who know of your disgrace. -- At four traits, you may never return to the land of your people, any Title has been stripped from you, and those of your adhene on earth make life miserable for you; you are two traits down on all Social challenges with members of your adhene, and worse, you are mystically, physically, or chimerically marked in some way as an exile. -- At six traits, you have been cast out of the Dreaming and may not return without powerful magics (this does not necessarily bar you from Freeholds in the Waking World); there is probably also a price on your head and you are likely to be marked as before. You automatically lose ties in Social challenges with members of your adhene, and are considered "Untrustworthy" by all other fae.

Blackmailed (1-2F, Denizen/Changeling/Mortal Ties): Someone knows your secret, and makes you pay (money, goods, services, or information) to keep it. At one trait, the secret would inconvenience or embarrass you; at two, it could put you in danger. The blackmailer has probably taken precautions against his untimely demise at your hands, antlers, or what have you.

Eochaid's Curse (3F, Supernatural): When possessing a human body you are bound to your host's psyche and must work toward any goals that she pursued before you possessed her. You have some freedom of action as well, of course, but if you do not do something each day to substantively further her welfare or desires you lose a point of Willpower no matter what form of possesion you use. You cannot regain the Willpower for 24 hours after you have either left the body or done your duty to your host.

Jack-o'-Will (3F, Supernatural): Denizens with this curiously named Flaw are addicted to the rush of Ravaging. Whenever confronted with a human Dreamer, you must spend a Willpower trait to avoid devoting all your time and energy to Ravaging the Dreamer as soon as possible, even if you're "full up" on Glamour. If forced to remain in the presence of the Dreamer for long, you'll have to spend more Willpower every so often, I'm afraid. Your Dioniae Ari� is two traits up in challenges to assume dominance of your psyche and you may not possess the Merit: Change Ari�.

Outcast (2F, Denizen Ties): Unlike the banished, you are still a part of your adhene's society, but at the very bottom, a poor peasant, a beggar, a known petty criminal or even a slave. Other Denizens of your adhene think nothing of insulting or demeaning you. You may not take the Background: Title and are considered "Untrustworthy" by other members of your adhene. Other Denizens may pity you, or they may consider you beneath notice.

Paranoia (2F, Psychological): The Autumn World is a strange and hostile place, and everyone's out to get you. Humans want to destroy the Dreaming (starting with you), Banality is a weapon concocted by the Tuatha d� Danaan and their changeling descendants, and even other Denizens could be planning to sell you out to save their own necks. You trust no one, and are thus hampered in social interaction (one trait down in all Social challenges).

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Arts

Translations of three Arts available to Denizens and some few lucky kithain (The Autumn Way, Discord, and Oneiromancy) can be found on the New Arts page.

This is a good place, though, to point out that for Denizens, Kithain fall under the fourth level of the Fae Realm; levels one and two are for affecting commoner and noble Denizens (and three for Manifold Chimera as usual). Denizens themselves count as Gallain to changelings. So when changelings and Denizens cast cantrips on each other, they use Fae 4. (Note 6/19/2001: I had been thinking "Gallain" was level three, until I got clever. Oops. All better now.)

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