
|| WoD : ௹ehenna ||
███████ CHANGELING GENERAL
Once called "Fae," and later referred to as "Milklings," all Changelings are born to humans. Before they realize their heritage, they live in a half-reality, catching glimpses of "The Dreaming" (the realm of magic which Fae can see into) that never fully realize themselves until the Changeling experiences "The Chrysalis" (an act of transformation taken place during a dream). Once, a baptism was necessary to extinguish the fae soul, but nowadays, consistent banality is often strong enough to undo a child’s faerie soul through other means (the misery of depression, normalcy, mediocrity, a life unfulfilled will wittle away a Changeling's power). There are exceptions, as some Changelings forced themselves on humans, casting out their souls and overtaking their lives. Within their faerie selves, all Changelings are servants of an element or force, an archetype that reflects their Changeling and Human halves. This act of fealty towards the powers they serve is called their "Legacy." Acting according to their Legacy grants a Changeling power.
███████ THE DREAMING
The lost realm between sleeping and awake. The land of magicks, spirits, wisps and shades. This realm is not accessible by those who live in physical flesh. However, for the Changeling races, half their minds are born bonded to this realm at the soul. Some simply ignore it. Chalking it up to sleeplessness or trauma. Stifling it down their whole lives until the banality of the rat race crushes their sense of wonder, and kills any remnants of their Fae souls. Others, however, indulge in the pull of the lost realm. They give themselves to its nudging persistence; and upon waking discover they have been transformed.
███████ LEGACY
Each Fae (Changeling) is bound in Legacy. This is the unspoken but immutable contract between a Changeling’s soul and a particular spirit/element of the world. This contract is made the moment that the half-human creature gives itself over to the Dreaming in exchange for power. Once the bond is made there is no undoing it save for Final Death. The Changeling is required to abide by the terms of their contract no matter what, or face the wrath of the spirit/element that it is bound to. Those that still exist in the world are of the Fae House Kithain, the only Changeling house left in existence, and the 6 clans within.
███████ LIVING CLANS OF HOUSE KITHAIN
Boggans: Boggans are born of dreams of hearth and home. If roads go ever on, the goal is always the return. They derive their greatest pleasures from work and a job well done. Honest work, good company, and a regular routine are all they need. Of all the Kithain they are known for their honesty and integrity. It is said they are as honest as the dirt under their fingernails. If ever you met an exceptionally kind cab driver, or a ferryman with a twinkle in his eye–there’s a chance you met a Boggan. Boggans have the ability to transmit themselves instantaneously–along with anyone they’re holding–to the one place in the world that Boggan calls “home.”
Nockers: Nockers are the artisans among the Kithain, able to craft the stuff of dreams into whatever they desire. Their creations are always flawed, however, and their knowledge of this curse makes them irritable and quick to anger. These are the men and women you find performing on street corners. Or the teenager you find doing exceptionally beautiful graffiti. Nockers continue to gift our society with works of art both fine and failed. They have the exquisite ability to reconstruct and deconstruct anything in their mind so long as they have touched that item. This even applies to simple creatures!
Pooka: Pranksters and comedians, Pooka are well-loved by kithain and mortal alike, but few who know them will ever trust them completely: they are incapable of telling the whole truth. No sentence from the mouth of a Pooka is ever–ever–the entire story. Each is able to take on the form of a specific animal, most often one with a tie to human stories of mischief. These are the class clowns, stand-up comedians, and general misfits of society. Pooka have the much liked ability of minor illusion. They’re able to perform feats such as disappearing items, floating objects, and casting their voice (small tricks).
Satyr: Satyrs are a Changeling kith sprung from dreams of revelry, lust and passion. They throw a party like no-one else, drinking, fighting and loving harder than most mortals would ever dare. They are physically adept and, like the god Pan, have the ability to inflame the passions of others through music and dance, but all the revelling leaves them with little willpower to resist temptation. A Satyr who has just finished partying will find themselves easily Dominated by a vampire’s Disciplines, or a Garou’s Presence. These are the party animals, supermodels, and–yes–adult film stars of society.
Sluagh: Called the underfolk by many, the sluagh (SLOO-ah) are often pariahs even among other fae. Though rumors persist of underground catacombs and mazelike lairs, many sluagh prefer crumbling Victorian mansions to dank sewers. Places dark and forgotten, often with a mushroom garden, attract them. Those who intrude into their inner sanctums often leave with nightmares. Just as they value secrets and mysteries, sluagh treasure their privacy, and do a great deal to foster reputations that discourage visitors. Feeding on the fearful dreams of children, often pale-skinned, these creatures command an unmatched power over all spiders, and can even transform into a specific arachnid form. Sluagh are the outcasts of society. They are the hermits, anti-socialites, and “crazy old cat ladies” you find in the world. They have the power to invade dreams and nightmares.
Trolls: These giants of the fae possess incredible strength and determination. Once they give their loyalty, nothing can sway them from those they have sworn to protect; and this makes them easily betrayed. In the olden days Trolls were as great as mountains. Just one of these legendary creatures could defend an entire community of Fae from any unfortunate invader. However, times have changed, and generations of dilution have rendered them far less than they were. Still. Seen a bodybuilder, or a guy with boulders for shoulders, or the toughest firefighter carrying three people out at once? There’s a good chance they’re a troll. Large, in-charge, strong, and loyal to a fault. A troll is much more lovable than most depictions care to describe. Trolls are the only remaining Fae clan that has no supernatural ability; and instead possesses superhuman strength.
███████ WEAKNESSES
All Changeling are susceptible to very similar vulnerabilities to their monstrous cousin races. If they are staked through the heart with a piece of wood dipped in the blood of a lamb, then they are wholly paralyzed indefinitely. They can suffer Final Death from the standard methods of beheading, burning, crushing, and any excess of damage to their physical or spiritual being.
███████ SPIRITS/ELEMENTS FOR LEGACY
>> Any of the basic elements of nature (earth, wind, fire, water, air)
>> Any of the beasts of the world
>> Conceptual forces (valor, honor, courage, command, power, grief, etc.)
>> More to come! Gimme some ideas!
Once called "Fae," and later referred to as "Milklings," all Changelings are born to humans. Before they realize their heritage, they live in a half-reality, catching glimpses of "The Dreaming" (the realm of magic which Fae can see into) that never fully realize themselves until the Changeling experiences "The Chrysalis" (an act of transformation taken place during a dream). Once, a baptism was necessary to extinguish the fae soul, but nowadays, consistent banality is often strong enough to undo a child’s faerie soul through other means (the misery of depression, normalcy, mediocrity, a life unfulfilled will wittle away a Changeling's power). There are exceptions, as some Changelings forced themselves on humans, casting out their souls and overtaking their lives. Within their faerie selves, all Changelings are servants of an element or force, an archetype that reflects their Changeling and Human halves. This act of fealty towards the powers they serve is called their "Legacy." Acting according to their Legacy grants a Changeling power.
███████ THE DREAMING
The lost realm between sleeping and awake. The land of magicks, spirits, wisps and shades. This realm is not accessible by those who live in physical flesh. However, for the Changeling races, half their minds are born bonded to this realm at the soul. Some simply ignore it. Chalking it up to sleeplessness or trauma. Stifling it down their whole lives until the banality of the rat race crushes their sense of wonder, and kills any remnants of their Fae souls. Others, however, indulge in the pull of the lost realm. They give themselves to its nudging persistence; and upon waking discover they have been transformed.
███████ LEGACY
Each Fae (Changeling) is bound in Legacy. This is the unspoken but immutable contract between a Changeling’s soul and a particular spirit/element of the world. This contract is made the moment that the half-human creature gives itself over to the Dreaming in exchange for power. Once the bond is made there is no undoing it save for Final Death. The Changeling is required to abide by the terms of their contract no matter what, or face the wrath of the spirit/element that it is bound to. Those that still exist in the world are of the Fae House Kithain, the only Changeling house left in existence, and the 6 clans within.
███████ LIVING CLANS OF HOUSE KITHAIN
Boggans: Boggans are born of dreams of hearth and home. If roads go ever on, the goal is always the return. They derive their greatest pleasures from work and a job well done. Honest work, good company, and a regular routine are all they need. Of all the Kithain they are known for their honesty and integrity. It is said they are as honest as the dirt under their fingernails. If ever you met an exceptionally kind cab driver, or a ferryman with a twinkle in his eye–there’s a chance you met a Boggan. Boggans have the ability to transmit themselves instantaneously–along with anyone they’re holding–to the one place in the world that Boggan calls “home.”
Nockers: Nockers are the artisans among the Kithain, able to craft the stuff of dreams into whatever they desire. Their creations are always flawed, however, and their knowledge of this curse makes them irritable and quick to anger. These are the men and women you find performing on street corners. Or the teenager you find doing exceptionally beautiful graffiti. Nockers continue to gift our society with works of art both fine and failed. They have the exquisite ability to reconstruct and deconstruct anything in their mind so long as they have touched that item. This even applies to simple creatures!
Pooka: Pranksters and comedians, Pooka are well-loved by kithain and mortal alike, but few who know them will ever trust them completely: they are incapable of telling the whole truth. No sentence from the mouth of a Pooka is ever–ever–the entire story. Each is able to take on the form of a specific animal, most often one with a tie to human stories of mischief. These are the class clowns, stand-up comedians, and general misfits of society. Pooka have the much liked ability of minor illusion. They’re able to perform feats such as disappearing items, floating objects, and casting their voice (small tricks).
Satyr: Satyrs are a Changeling kith sprung from dreams of revelry, lust and passion. They throw a party like no-one else, drinking, fighting and loving harder than most mortals would ever dare. They are physically adept and, like the god Pan, have the ability to inflame the passions of others through music and dance, but all the revelling leaves them with little willpower to resist temptation. A Satyr who has just finished partying will find themselves easily Dominated by a vampire’s Disciplines, or a Garou’s Presence. These are the party animals, supermodels, and–yes–adult film stars of society.
Sluagh: Called the underfolk by many, the sluagh (SLOO-ah) are often pariahs even among other fae. Though rumors persist of underground catacombs and mazelike lairs, many sluagh prefer crumbling Victorian mansions to dank sewers. Places dark and forgotten, often with a mushroom garden, attract them. Those who intrude into their inner sanctums often leave with nightmares. Just as they value secrets and mysteries, sluagh treasure their privacy, and do a great deal to foster reputations that discourage visitors. Feeding on the fearful dreams of children, often pale-skinned, these creatures command an unmatched power over all spiders, and can even transform into a specific arachnid form. Sluagh are the outcasts of society. They are the hermits, anti-socialites, and “crazy old cat ladies” you find in the world. They have the power to invade dreams and nightmares.
Trolls: These giants of the fae possess incredible strength and determination. Once they give their loyalty, nothing can sway them from those they have sworn to protect; and this makes them easily betrayed. In the olden days Trolls were as great as mountains. Just one of these legendary creatures could defend an entire community of Fae from any unfortunate invader. However, times have changed, and generations of dilution have rendered them far less than they were. Still. Seen a bodybuilder, or a guy with boulders for shoulders, or the toughest firefighter carrying three people out at once? There’s a good chance they’re a troll. Large, in-charge, strong, and loyal to a fault. A troll is much more lovable than most depictions care to describe. Trolls are the only remaining Fae clan that has no supernatural ability; and instead possesses superhuman strength.
███████ WEAKNESSES
All Changeling are susceptible to very similar vulnerabilities to their monstrous cousin races. If they are staked through the heart with a piece of wood dipped in the blood of a lamb, then they are wholly paralyzed indefinitely. They can suffer Final Death from the standard methods of beheading, burning, crushing, and any excess of damage to their physical or spiritual being.
███████ SPIRITS/ELEMENTS FOR LEGACY
>> Any of the basic elements of nature (earth, wind, fire, water, air)
>> Any of the beasts of the world
>> Conceptual forces (valor, honor, courage, command, power, grief, etc.)
>> More to come! Gimme some ideas!