Additional Denizens Material

Some extra material for Denizens of the
Dreaming has been made available courtesy of
Chris Howard. This is material that was cut from
the book for space reasons, including character
templates and fiction. Enjoy. 

Character Templates

Acheri Renegade Healer

Quote: The fever's down; she should be all
right. I'm happy to help, just don't tell anyone
you saw me here. 


Background: You wandered away from the
village. Well, not wandered so much as ran. The
cruelties of an acheri village are sometimes too
much even for the acheri, and you were a child
to boot. The older village boys showed you how
to bring illness and corruption to the weak,
though before you were permitted to try your
skills on outsiders they gave you a very thorough
initiation to your Birthrights. It was too much to
stand. Even after they permitted you to follow
the rest of the tribe and spread sickness in the
valley (the valley was inhabited by the Vul, a
slow witted chimerical race), you yearned to
leave. Then one night, as you wandered the Vul
village looking for someone to sicken, a great
white cloud arose around you. Sirens wailed and
strange beings ran blindly past you in the stinging
mist � coughing, vomiting, dying. 

The creatures fell in the muddy streets. They
called themselves "humans," but you didn't know
that then. It was the morning of December 3,
1984, but human dates meant nothing to you.
The town's name was Bhopal, but you didn't
know that either. All you knew was that you
were surrounded by death on a scale unheard of
in decades. Any other self respecting acheri
would have settled in for the feast, but it repulsed
you. A child, no older than you really, ran by
you. He was bare-footed and his eyes streamed
with blood. You gave chase, but phantom hands
could not stop him and he could not hear your
warning before he pitched blindly down the hill
into muddy brook. His face was half in and half
out of the water. You cried helplessly as he
gurgled his last few breaths and then watched as
his body slowly floated away. 

Roleplaying Hints: It's a living and a good one
too. India, Bangladesh even the rural poverty of
the Appalachians in America, you are a young
and impassioned healer. Sometimes you wonder
why you bother though. No matter how hard
you try, things just seem to be getting worse and
worse in the world. Your fellow acheri don't help
much in that regard. At best, they view you as
going through a juvenile phase before you grow
up and face your "real responsibilities". To
others, however, you are a traitor � a weakling
who betrays your Adhene's holy cause. But you
are not weak. Compassion is not easy to
maintain in this world, where the easiest course is
always to do nothing or join in the brutality. That
urge is buried within you, but you resist it with all
your might. An idealist and a fatalist at the same
time, you do what your conscience dictates even
in the face of a world in flames. 

Equipment: Modern doctor's bag, healing herbs,
light pistol (for defense only). 

Adhene: Acheri
Concept: Renegade Healer
Primary Ari�: Apolliae (Squire)
Secondary Ari�: Dioniae (Saint)
Tertiary Ari�: Araminae (Outlaw)

Attributes
Physical: Strength 2, Dexterity 2, Stamina 2
Social: Charisma 3, Manipulation 3, Appearance
2
Mental: Perception 3, Intelligence 4, Wits 3 

Abilities
Talents: Alertness 1, Dodge 1, Empathy 1,
Intimidation 1, Kenning 2, Subterfuge 3
Skills: Drive 1, Stealth 2, Survival 2
Knowledges: Computer 1, Enigmas 1, Gremayre
1, Law 1, Linguistics 1, Lore (Autumn) 2, Lore
(Changeling) 1, Lore (Denizen) 1, Medicine 3,
Science 3 

Backgrounds: Dreamers 2, Remembrance 2,
Resources 1
Arts: Autumn Way 1, Primal 4
Realms: Actor 3, Fae 2 

Glamour: 4
Willpower: 4
Banality: 2 

Other Traits: Evanescent (2 point
Merit)/Banished (4 point Flaw) Note: These
templates were done before the book was
completed and there are some rules
inconsistencies. The "Evanescent" Merit
should be 3 points for an acheri.
Birthrights/Frailty: Plague Nervosa (can cause
chimerical disease), Enticement (+1 to Charisma
and Manipulation when corrupting), Rebound
(must cultivate a vice), Scarlet Ban (may not use
Birthrights against those wearing red) 

Aonide Music Groupie
Quote: Oh I get backstage at every show.
Usually a stage hand just points me out to
the band and I'm in; what happens next is a
trade secret. 

Background: You have always been a muse of
music. You live to listen to new songs and to be
near talented musicians. Since returning to the
Autumn World, you have found that music has
changed much. The world of electronic music is
new and fresh to you. Granted, some of the new
technologies make it a bit too easy. Some of the
musicians do not really have much talent at all;
they just hit buttons on computers and drum
machines. Others, however, have managed to
take these new instruments and make wondrous
new sounds. You have noticed that the music of
today has more anger and sadness to it. These
powerful emotions intoxicate you, as do the
reverberations, distortions and echoes that were
impossible in the days of old. Music today is the
art form of rebels and revolutionaries (or at least
so you see it). It seems as if the essence of
"Rock and Roll" is an expression of the
Dreaming's outrage over the rise of Banality.
You spend much of your time catching up on the
arts of sound and how it has evolved during your
absence. Today's dark and macabre music fits
the world as it has become. Learning the
evolution of modern music has taught you more
about what has happened to the spirit of the
Autumn World than any history book ever
could. 

Concept: You go to all of the concerts you can
and use your charms to worm your way close to
the artists themselves. From there you listen and
inspire as any true muse would. It could be said
that musicians use the groupies that they escort
back stage, but you use them as well, for
Glamour and affection. You immerse yourself in
the "on the road" lifestyle, and know that a
musician's ego can easily be flattered. One of
your goals is to hear songs that you know were
written about you and to get them out over the
radio waves. You have no need for a job;
successful musicians usually have money in
abundance. You have found that all it takes is a
bit of sweet talk and seduction to get your
Dreamer musicians to spring for the food and
shelter you need. You have no permanent home
because you are always on the road or in hotel
rooms with whatever band catches your fancy. 

Roleplaying Hints: You are smooth and
seductive. You have a way of charming any
good musician that you encounter. Be aggressive
when it comes to other groupies and bump them
out of the picture by monopolizing the attention
of whatever band member you are musing. You
like to make suggestions and critiques to the
Dreamer whose company you currently share. 

Equipment: CD collection, ticket stubs from
many concerts and a makeup kit. 

Adhene: Aonide
Concept: Music Groupie
Primary Ari�: Dioniae (Troubadour)
Secondary Ari�: Apolliae (Peacock)
Tertiary Ari�: Araminae (Troubadour)

Attributes
Physical: Strength 2, Dexterity 2, Stamina 2
Social: Charisma 3, Manipulation 6, Appearance
3
Mental: Perception 3, Intelligence 2, Wits 4 

Abilities
Talents: Alertness 1, Athletics 1, Dodge 1,
Empathy 2, Intimidation 1, Kenning 1,
Persuasion 2, Streetwise 1, Subterfuge 1
Skills: Drive 2, Etiquette 2, Firearms 1,
Performance 3, Stealth 1
Knowledges: Lore (Autumn) , Lore (Changeling)
, Lore (Denizen) 

Backgrounds: Contacts 1, Dreamers 3, Holdings
1, Resources 4
Arts: Autumn Way 2, Chicanery 1,
Oneiromancy 1
Realms: Actor 3, Fae 2, Scene 1 

Glamour: 4
Willpower: 2
Banality: 2 

Other Traits: Evanescent (2 point
Merit)/Blackmailed (2 point Flaw)
Birthrights/Frailty: Grace of Calliope (add +2 to
Manipulation), Adonis's Ravaging (may use
seduction to steal Glamour), Arachne's Folly
(overly competitive) 

Fir-bholg Corporate Meteorologist
Quote: The weather? Let me see, I predict�
your doom! Muhahahahahahah! 

Background: She was out storm-chasing for the
local news station when the twister picked up
her car and skipped it like a stone over the
parking lot of the local mall. Somewhere
between the Gap and the food court, the mortal
spirit all but begged for you to step in and take
over. Despite all their tools and toys, mortals still
hold the weather in high regard. If there is
anything that can get to them, make them cower
before their televisions like pagan idols, it is the
weather. No wonder, what with global warming,
ozone alerts, el Ni�o and his sister, the
fluctuating jet stream and all the rest of your
friends. 

You have a degree, maybe two, in meteorology;
yours is the voice that comes across Channel-7
tracking the aerial giants that threaten the safe
and ordered societies of the county. You are the
medium between the people and the skies, and
you have taken full advantage of your role. It
wasn't really that hard to get people to make
sacrifices to you. Just the promise that you
would call them first if "something came their
way" was enough to get some of the farmers to
play along. You also managed to pull that boy
out of Coffee Creek when it flooded last spring;
he's in now too. When you left Channel-7 for
Stratos Weather Research Incorporated, your
popularity grew to new heights. 

Now you're the local gal who has made good!
You've got access to all kinds of new
technology, even if you can't touch it. Your word
is taken now like the commands of a druid and
bard all rolled into one! You still chase, of
course; your presence at Stratos's research labs
creates all manner of havoc with their machines.
You go to the labs sometimes, just to watch
things go wrong, just so the CEO and his
lackeys can explain to the shareholders why their
substantial investments are resulting in radar
arrays and sensors that can't seem to work.
Maybe you can bring the CEO into the fold,
given enough time. They do have such nice
machines, however. Computers and Doppler
radar and databases, all trying to predict
tomorrow's rain. Someday, when all the
elements come together and a true storm brews,
you will call on the breath of the Firchlis to blind
their electronic eyes and deafen their electronic
ears. You'll let the great giants come out and
play, and then you will gather up those who
strike your fancy, consolidate your power among
them and begin to work on the Kithain. The
masters will be most pleased with your devotion.

Roleplaying Hints: You speak little, preferring to
listen and figure out the unknowns that everyone
else fears. Anyone who can define the unknown
is admired, revered, obeyed. You truly hearken
back to the ancient ways, monarch and shaman
all rolled into one; you consider your wisdom
beyond question. When the sky falls, all heads
will turn to you for guidance. Revel in the
otherworldliness that surrounds you and let the
other children of the Dreaming wonder at the
limits to your knowledge. Enjoy! Act as though
nothing could ever hurt you. Stride through the
world, leaving the Firchlis in your wake, and
sometimes look back and laugh. 

Equipment: Black SUV with corporate logo,
pager (broken), cell phone (broken), CB radio
and graduate students (almost broken). 

Adhene: Fir-Bholg
Concept: Corporate Meteorologist
Primary Ari�: Araminae (Sage)
Secondary Ari�: Dioniae (Savage)
Tertiary Ari�: Apolliae (Rogue) 

Attributes
Physical: Strength 2, Dexterity 2, Stamina 2
Social: Charisma 3, Manipulation 4, Appearance
3
Mental: Perception 2, Intelligence 2, Wits 4 

Abilities
Talents: Alertness 3, Brawl 1, Dodge 1,
Empathy 3, Expression 3, Subterfuge 2
Skills: Drive 3, Etiquette 1, Leadership 3,
Performance 2
Knowledges: Lore (Changeling) 1, Lore
(Autumn) 2, Science 2 

Backgrounds: Contacts 2, Retinue 2, Resources
3
Arts: Autumn Way 1, Primal 1, Soothsay 3
Realms: Nature 1, Prop 1, Scene 4 

Glamour: 2
Willpower: 4
Banality: 2 

Other Traits: Evanescent (2 point Merit),
Corporate Ties (3 point Merit)/ Obsession (2
point Flaw)
Birthrights/Frailty: Breath of the Firchlis (can
create radical changes in an area), Eochaid's
Hunger (must follow restricted diet or lose
Stamina), Murphy's Law (has difficulty using
complicated tools and machines) Note:
Evanescent should be a 3 point Merit for
fir-bholg, and the Frailty of "Murphy's Law"
was changed to "Sacrifice" in the final draft
of the book. 

Fuath Avenger
Quote: Feel free to scream. No one will hear
you but the rats and they don't mind the
sound. Besides, when they finish with your
tongue, things should quiet down � 

Background: When the Paths of Balor opened
once again, you were more curious than anything
else. Young, adventurous and oh-so foolish, you
decided to see what lay beyond Mother Forest.
It is � horrible. Everything has changed since
your kind last walked in the world and yet
certain things remain the same. Borrowing flesh
from a woman who slept in the streets, you
wandered, exploring the human madness that
assaulted you at every turn. You tried to turn
back almost at once, but the paths that so easily
brought you here had disappeared like they were
never there. You have since learned that even
the countryside here is fouled beyond belief, but
the cities are charnel pits beyond measure, filled
with human sheep and those who hunt them.
Still, herding sheep is in your kind's blood, or at
least it was several millennia ago. On your first
night in the city you saw how the strong prey on
the weak here. A "pimp" and his prostitutes
performed a ritual so old that even you
recognized it. The woman did not move fast
enough, or perhaps she was drunk. The reason
did not matter to the man who drew a silver
blade and thrust it to her throat. It did not matter
to you either. The natural Glamour by which you
lived in the Dreaming is almost nonexistent here,
but you were able to make the man see you in
your avenging form. And he saw your claws.
And he died. Note: In order to call upon the
Wyrd, she would have required The Autumn
Way Art at level 2. This is another place
where the rules changed after the templates
had been written. 

Roleplaying Hints: How can a place with so
many living beings smell so dead? Night streets
slicked with rain and dazzling stripes of flashing
man-made gold, a world so strange to you, but it
is here that you hunt. You do not know what
disgusts you more, humanity's brutality or the
insane killing madness that it invokes in you.
Theirs is not the high madness of the night hunt
or the holy, frenzied dance of the maenads. It is
death for profit, for sexual gratification or merely
to feel any sensation at all. There are those who
would say that your kind are no better; you do
not believe them. These� humans. Their black
dreams drag you down, choking you, making
you one of them. You kill one and a thousand
more rise up to take his place, and each revenge
killing burns another hole in your heart. You are
the huntress here and have yet to meet anyone
who can beat you in a fight, but you also know
that there are far greater predators out there than
you. A remorseless killer with a bloodied
conscience, you are also frightened, lost and a
long way from home. 

Equipment: Cellular phone with no batteries, pen
and paper, small bills, subway ticket with credit
for several rides, stolen meat and vegetables
from corner stand. 

Adhene: Fuath
Concept: Fuath Avenger
Primary Ari�: Dioniae (Saint)
Secondary Ari�: Apolliae (Savage)
Tertiary Ari�: Araminae (Bumpkin) 

Attributes
Physical: Strength 2, Dexterity 5, Stamina 4
Social: Charisma 2, Manipulation 2, Appearance
2
Mental: Perception 3, Intelligence 2, Wits 3 

Abilities
Talents: Alertness 2, Athletics 2, Brawl 3,
Dodge 2
Skills: Melee 3, Performance 2, Ride 1, Security
1, Stealth 3, Survival 3
Knowledges: Enigmas 1, Gremayre 1, Lore
(Changeling) 1, Lore (Denizen) 2 

Backgrounds: Destiny 1, Remembrance 4
Arts: Legerdemain 2, Primal 1, Wayfare 1
Realms: Actor 3, Fae 2, Nature 3 

Glamour: 4
Willpower: 4
Banality: 0 

Other Traits: Jack o' Will (3 point Flaw)
Birthrights/Frailty: Beast Tongue (may speak
with animals), Animal Nature (increased athletics
and Stamina), Maenad's Madness (the fuath
enters animal frenzies) 

Keremet Knight Errant
Quote: Do not be afraid; your death but
completes the wheel you began with your
birth. 

Background: Eshu paths, blue sands, eshu but
not eshu. Your father was an ambassador or
maybe he was a professor � or a king.
Schooled in London and America, he was an
educated man, a charming and a rational man.
Mother was just the opposite: irrational,
uneducated in the usual sense and free. It could
have been a faerie tale; in fact it was. The
handsome king married the impoverished waif
and took her to his castle where she lived
happily after. Only the king was really an angry
and brutal man, and the palace a dungeon. But
the story did not end here because one day,
before the first bloom was off the relationship, a
young prince was born to the angry king and the
serving girl. And � against all tradition � the
child was born before the marriage took place,
making the young prince a bastard. And the king
never let the child forget what he was and the
palace became his cell as well. Only the story
does not end here. 

You see, the peasant girl was really an
enchanted queen � or an eshu, which is even
better. And sometimes the queen would take her
young son to places beyond the castle wall,
though they could not escape often because the
king was really a powerful Autumn Person � or
a Dauntain, which is even worse. And even
though he was slowly stealing the queen's faerie
spirit, she still believed that she loved the king
and would not escape. Yet sometimes, when it
was just the prince and his mother, he could see
beyond the gray walls of the castle and see the
blue sands of the eshu deserts, and imagine what
it might be like to fly over the walls to the lands
beyond the crescent moon. Only this was
impossible, for although his mother was a queen,
his father's blood meant that he would never be
one of the true eshu. Only the story does not end
here either. 

Every year the king grew more angry and more
jealous of the prince and his mother. Sometimes
the king would come home from affairs of court
and he would be drunk. Sometimes there would
be another woman and sometimes there wasn't.
And sometimes the king would beat the queen
and sometimes the young prince, and sometimes
he would beat them both. And every year the
special glimmer in the queen died a little more
until she was nothing but a serving girl. But every
year the prince grew a little older and a little
stronger until he was almost as large as the king.
And one day the angry king became especially
angry and, no longer satisfied to kill only the
queen's spirit, he swore to take her life. The
young prince, now no longer so young, fought
with his father and, even though he did not mean
to, the knife somehow turned in the king's hand
and pierced his black heart. Only the story did
not end there, for the Dreaming affects a price
for killing one of its own, even if he was a
bastard or Dauntain. As the king died, he struck
the prince with all his power, killing him too and
leaving the queen to grieve alone. 

Roleplaying Hints: Keremet paths, black winds,
dead but not dead. This story feels like it should
mean something, but you rarely feel anything at
all. The boy who would never be an eshu prince
now wanders trods that no eshu or any other fae
should ever know. You ride through driving
winds filled with oil, soot and voices of jealous
shades who envy even your small spark of life.
You speak with some of them, other lost souls
who were never able to finish their life the way it
should have been. Sometimes you aid them in
the hopes of finding some meaning or scraps of
lost emotion. Sometimes the blackness closes in
and swallows you whole. As a child you would
have imagined it to be a dragon or a dark
monster that you could battle with your trusty
sword. Now, you realize it is just the shadow of
another lost dream. 

Equipment: Black trench-coat, chimerical blade,
black horse, locket with faded picture. 

Adhene: Keremet
Concept: Knight Errant
Primary Ari�: Apolliae (Wayfarer)
Secondary Ari�: Araminae (Wayfarer)
Tertiary Ari�: Dioniae (Wretch) 

Attributes
Physical: Strength 3, Dexterity 3, Stamina 4
Social: Charisma 2, Manipulation 2, Appearance
2
Mental: Perception 3, Intelligence 3, Wits 2 

Abilities
Talents: Alertness 1, Athletics 3, Brawl 3,
Dodge 3, Intimidation 1, Kenning 2
Skills: Firearms 1, Melee 3, Ride 1, Stealth 2,
Survival 2
Knowledges: Enigmas 1, Gremayre 1, Lore
(Denizen) 3 

Backgrounds: Chimera 3 (Steed), Destiny 2,
Remembrance 2, Treasure 2 (Sword)
Arts: Discord 1, Wayfare 3
Realms: Actor 1, Fae 3, Prop 1, Scene 2 

Glamour: 3
Willpower: 3
Banality: 0 

Other Traits: Aura of Fear (2 point
Merit)/Outcast (2 point Flaw)
Birthrights/Frailty: Shadowed Way (may travel
the Black Paths of Balor), Will to Power (Iron
Will and reduced damage penalties), Pact of
Dagda (bond of duty), Melancholia (Increased
difficulty to Social and Empathy rolls) 

Moir� Card Shark
Quote: Cheating? No, it's just beginner's
luck; I assure you. Keep dealing; my luck's
bound to change soon or later. 

Background: When you were young, all you
knew was the temple. The high priestess and the
other oracles were the only family you ever had,
and that seemed enough. After all, yours was a
glorious destiny. You were a proud part of a
tradition that stretched back over 10,000 years,
to the dawn of civilization. Even among the
chosen keepers of fate, you were always told
that yours was a very special destiny. You
couldn't face the responsibilities; that's why you
ran away. And that's why it is so ironic that, after
all these many years, your D�n has chosen to
bring you to this place� Vegas! 

Roleplaying Hints: "What? I am sorry," said
Death in a flat sepulchral tone. "I myself was
very startled to see Vashtu Singh here in the
market place. You see, I have an appointment
with him tomorrow in Samara." Hah! Death was
a piker compared to the Sisters Three. Maybe
they're right; running from Fate is an exercise in
futility. Ten thousand years of history would
seem to verify that little truism. You trace your
personal lineage from the Oracle of Delphi and
now here you sit in the casino bar, getting
complimentary drinks from a waitress who will
someday realize her dream of becoming a
country singer. You are counting your winnings
and wondering if your great-great grandmother
the Delphic Oracle sometimes realized just how
full of shit she was � or if she would have
approved of your recent ventures into
day-trading. The role of the oracle, Handmaiden
of Fate, has so much blood and tragedy rolled
up in it that it almost seems correct that you
should be here as the judge you were sent to be.
It would be easy too. People here in the waking
world are so guilty, so eager to believe the worst
of themselves and so eager to be judged. How
else can you explain the explosion of judge
shows and screechy moralists blaring their
pabulum from every speaker? Or maybe its just
you. Certainly there are not many moir� who
think as you do. 

There were early moir� who chose to lie to the
three Norns and were cursed for their
presumption. Like all moir�, you have a curse of
your own; it's called free will. To use your gift or
not? Lead humanity prediction by prediction to
Heaven or to Hell? That's the other part of the
curse. Not even the three Norns know
everything and a spirit such as you can only
grasp parts of the puzzle. The fact that you can
see the absurdity inherent to much of the
universe's design only makes it all the harder.
And so you sit here, using your holy gift of vision
to clean up at the wheel, getting another annoyed
look from the hotel detective (who will die in an
auto wreck later tonight, poor dear) and wishing
you could see your own D�n through the haze. 

Equipment: Cards (playing and tarot), white
cow-girl suit and hat, sunglasses, red Mustang
convertible. 

Adhene: Moir�
Concept: Card Shark
Primary Ari�: Dioniae (Rogue)
Secondary Ari�: Araminae (Outlaw)
Tertiary Ari�: Apolliae (Squire)

Attributes
Physical: Strength 2, Dexterity 2, Stamina 2
Social: Charisma 3, Manipulation 3, Appearance
2
Mental: Perception 3, Intelligence 3, Wits 4 

Abilities
Talents: Alertness 1, Empathy 2, Kenning 2,
Persuasion 3, Streetwise 2, Subterfuge 3
Skills: Drive 1, Etiquette 2, Leadership 2, Stealth
2, Survival 1
Knowledges: Gremayre 2, Law 1, Lore
(Autumn) 1, Lore (Denizen) 1 

Backgrounds: Destiny 3, Resources 3
Arts: Autumn Way 2, Soothsay 3
Realms: Actor 2, Fae 4 

Glamour: 4
Willpower: 3
Banality: 2 

Other Traits: Evanescent (1 point
Merit)/Banished (2 point Flaw) Note:
Evanescent should be a 2 point Merit for the
moir�.
Birthrights/Frailty: Aural Perception (can see
pieces of someone's destiny), Fata (protective
ban/curse), Superstition (vulnerable to
superstitions) 

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