Kiths

Boggan

They derive their greatest pleasure from work. An honest job, good company, and a regular routine is what they like best. They have a profound need to help people, and are known for their hospitality. Wilders take to the road to help others, almost to the point of being troublesome meddlers. Seelie are compassionate and do things from the goodness of their heart, while Unseelie Boggans are drawn to the needy out of opportunistic desires. Status is usually earned by how many they've helped. They're also known to be notorious gossips, the secrets they 'overhear' merely rewards for hard work. They never wish to be in debt to anyone, and often times consider their work for others to be voluntary. They're appearance tends to be short, with thick, downy hair, and a tendency towards plumpness, thick wild growing eyebrows, large calloused hands with agile fingers and gnarled knuckles. They're lifestyle tends to consider a warm hearth, well stocked kitchen and a comfortable bed to be essentials. Most often they tend to have jobs as construction workers or in the emergency services. Where ever there is honest work to be had is where they feel more at home.

Childlings are mischievous and often under foot, gathering wherever work is being done. They may not always be attentive while helping out, but they often learn their trades at an early age. When chores are done, one can expect them to get into mischief.

Wilders cannot help but seek out adventure. Despite their wandering ways, once they find a motley of adventurous Kithain, they stick with that group, and very little can drive them away. Of all the group, they're the most likely to worry about the wholesomeness of the food they purchase and the quality of the tobacco for their pipes.

Grumps often settle into permanent residences where they can putter about. This is often a place where they can support as many fae within a local freehold as possible. The level of comfort of this place is a prime concern for them.

Affinity: Actor

Birthright

* Craftwork - Boggans never shy away from hard work. In fact, it brings them together. They have a reputation for being swift and superior crafts persons. If unobserved they can accomplish any task involving simple physical labor in one third the normal time. Because of their affinity with work, Boggans receive a free level of Crafts that can never be permanently lost.

* Social Dynamics - Social interactions of any kind are meat and drink to
boggans, and they delight in figuring out the relationships between people.
Each boggan receives a free Empathetic Trait which can never be permanently
lost in a challenge.

Frailties

*Call of the Needy - Even unseelie boggans are easily taken in by the sight
of mortals in need. Boggans are also gossips without equal, and will buy almost
any sob story or lurid tale, no matter how unbelievable. All boggans receive a Gullible Negative Trait that can never be bought off.

Clurichaun

Although many Concordian fae come from distant cultures and lands, perhaps none save the eshu have adapted to their new home quite as well as the clurichaun. Still strongest in their native Ireland, these endearing and resourceful fae have made the transition to America with grace and humor. Clurichaun currently suffer only from one problem in their new home, which causes them endless frustration - the American perception of leprechauns (another term for the kith). In particular, Concordian natives seem disappointed to discover that a clurichaun doesn’t wear green outfits with buckled shoes and carry a little hooked pipe, and more than one redcap band has fruitlessly tried to wrest the location of a clurichaun’s pot of gold from him. Seelie clurichaun chide others for this misconception, while the Unseelie are always ready to pick a fight with any fae foolish enough to compare them to a certain cereal box character. Clurichaun are strongly Irish in their mannerisms, even those who have been in Concordia for several generations. They often look the part as well, with bright red or tawny hair and deep blue or green eyes in both their mortal
and faerie seemings; those born into families of African descent often have a red tint to their hair and striking hazel or light brown eyes. Clurichaun seldom grow very tall, and their faces typically get laugh lines very early in life.

Although they wear what they like, most clurichaun decidedly prefer green,
gray and brown, and in no case will they be caught without wearing green
somewhere on their persons, whether it’s a stone in a ring or a ribbon in their
hair.

Affinity: Actor

Birthrights:
*Twinkling of an Eye: Clurichaun have a knack for disappearing from potentially troublesome situations. Should someone take his eyes off a clurichaun, even for a moment, the clurichaun may automatically receive a Fair Escape as he disappears into cover and vanishes. No supernatural speed or sensory powers can counter this ability - only in-character watchfulness
will. A clurichaun may not use this power if blindfolded or otherwise unable to see, or if bound with cold iron. This is a Wyrd Birthright.

*Insight: When in a social situation, a clurichaun may spend a Social Trait and engage another person in a Social Challenge; if successful, he may then ask the player, “What would be the best response to this situation?” regarding the other character’s emotional state. The other player must answer truthfully, although she can be as vague as she likes; in no case should this substitute
for good roleplaying on the part of the clurichaun. All clurichaun receive a permanent Friendly Trait as well.

Frailties:
*Tippling: Clurichaun have a terrible time resisting alcohol in any form,
and when in its presence must make a Static Mental Challenge to avoid
drinking. When drinking, Seelie clurichaun must spend a Willpower Trait to
do anything other than sing sad songs and tell pointless, depressing stories for
the rest of the scene - and even with the expenditure, they still get maudlin
drunk. Unseelie clurichaun must spend a Willpower Trait each time they
wish to avoid picking a fight when the opportunity arises.

Eshu

These Kithain embody the spirit of adventure. Originally descended from the dreams of the ancient tribes of Africa, India and their homeland in Chaldea, the eshu are now found all over the world. Consumed by wanderlust, they value traits that ensure survival on the road, such as charm, sharp wits, and ingenuity. Their reputations precede them; always looking for an angle, even if it means running a scam. If someone manages to out-scam them, they earn begrudging respect. Their curiosity and vanity get them into all sorts of trouble, and for this reason they are slow to trust and tend to keep their own counsel. Their sacred rituals are often held away from other Kithain and only a few fellow travelers are invited to attend, which is a high honor. Talespinners, bards, traders and con-artists, the restless folk use the wisdom of a thousand journeys to guide their arts. Performance art suits them well, and anyone who provides an eshu with new tales, good songs or dances, a blissful liaison or strong drink is treated as a dear companion, until the spirit of the moment has passed. Their appearance, although all racial stocks exist, mostly tend to be of dark complexions, black hair and black, or deep blue eyes. They tend to be tall and muscular with long limbs and narrow features, and tend to favor scarves and silks with a Middle Eastern or African flavor. They're always on the move, and tend to work in such trades as reporters, gamblers, or dilettantes.

Childlings make better followers than leaders. Always attentive and polite, they are full of questions and observations. They're primarily loners, though, and will never follow the same adult for long. Many prefer to live as runaways or stowaways.

Wilders believe that the greatest adventures are yet to come. A young hero might style himself as anything from a modern-day African deity to a resourceful wanderer. Any leg-end of a great hero is a challenge for him to exceed.

Grumps tend to prefer a few locations to which they return again and again. They learn to settle at each place longer and trade stories and deeds that have already been done; their bardic circles are legendary.

Affinity: Scene

Birthrights

* Spirit Pathways - Eshu have an uncanny knack for being in the right place at the right time, and although they may have to take the damnedest route to get there, the stories are always worth it. An eshu receives a “Spirit Pathways” card at the beginning of each session, which she may use to reach any given destination or find just the right place to be at any given moment. This translates into game terms in the following manner: When the card is used, the eshu may gain the advantage of a Surprise or a Fair Escape in combat; or, the eshu may state aloud a given purpose and/or destination with a Storyteller or Narrator present, and expect to reach it provided she actively travels toward it. Storytellers should take care that the intended spirit of this Birthright is not abused.

*Tale craft - Eshu are all natural storytellers, whether they choose to practice it or not, and as such each receives a free Expressive Trait which can never be permanently lost as the result of a challenge.

Frailties

*Recklessness: Eshu can’t resist any challenge that they have some chance of walking away from with any hope of success. To reflect this, they receive a permanent Impatient Negative Trait, and anyone savvy enough to try to lure an eshu with a challenge or proposition of some kind can also invoke a Gullible Negative Trait in any challenge that involves this flaw (although this Frailty never applies to obvious suicide missions).

Ghille Dhu

Mortal legends abound with stories of nymphs and green men, Fair Folk who protected the glens and wild places. While all changelings savor the magic of the wilderness and seek to preserve it, there are few who can match the ghille dhu for their ferocity in maintaining the ways of the wild. Although
the circumstances of the modern world have made these fae more scarce as time goes by, that has strengthened the resolve of those who stay bound to the earth still. Even the dedication of the trolls is put to the test when compared to the passion with which these strange and beautiful fae devote themselves to their chosen lands. Though once they held accords with the trolls, sidhe,
pooka and even some Prodigal werecreatures to maintain the wild, nearly all of those old pacts now stand forgotten, and many of the Western kith aren’t even aware of this kith’s existence. This has forged a powerful “us-againstthem” attitude in the ghille dhu remaining, and makes many of them
suspicious and bitter toward their fae cousins. Only the pooka and the selkies, due to their natural affinity and shared disdain for Kithain politics, are granted exemption from this distrust. Ghille dhu avoid any profession that takes them to cities for long periods of time, and have a deathly fear of Banality; the rapid aging of their faerie selves makes them fear chimerical death more than almost anything else. Even in the wild, members of the kith tend to avoid professions dealing with large numbers of people, and as such are commonly found as park rangers, naturalists and environmental activists.

In their fae forms, ghille dhu have green skin, which goes from bright to medium to greenish brown as they advance in seemings. Ghille dhu are often adorned with plants: flowers as childlings, vines and grasses as wilders, and leaves and mosses as grumps. In their human forms, these Kithain make cute children, stunning teenagers and wizened elders, but they always wear something indicating their bond to nature.

Affinity: Nature

Birthrights:

*Note: Ghille dhu have different Birthrights for each Season of their life until their death in Winter, except for Nature’s Bounty, which they have in all seemings. Thus, childling (or Spring) ghille dhu receive Spin the Wheel, wilders (Summer) get Rose and Oak, and grumps (Autumn) get Wisdom of the Ages. These Birthrights are not cumulative, as each Season’s Birthright replaces the one before it.

*Nature’s Bounty: Ghille dhu may harvest Glamour from beautiful natural scenes. Consider this process a form of Reverie, only it allows the ghille dhu to take the Dreamers Background as a favorite park or vista instead of a person. The time taken to gain Glamour is the same as usual, the ghille dhu must be relatively undisturbed and the scene pristine. A natural site may be Ravaged, by accident or design, rendering it useless for the purposes of a ghille dhu.

*Spin the Wheel: Childling ghille dhu can retest any challenge, no matter what it may be and without cost, once per story.

*Rose and Oak: Wilder ghille dhu receive free Gorgeous and Wiry Physical Traits, reflecting the splendor of their Summer forms.

*Wisdom of the Ages: A grump ghille dhu can use her deep connection with the Dreaming and its cycles to get the answer to a single question. She must meditate in a natural setting (not with a potted plant at the mall!) for one hour, out of game, during which time she cannot communicate with anyone, and spend a Willpower and Glamour Trait. She may then ask a single
question of the Storyteller, and make a Simple Test. If she wins, the answer the Storyteller provides will be mostly straightforward; if she ties, a more cryptic answer may be provided. If she loses, the question may not be asked again for at least a month. She may retest, but only at cost of another Glamour and Willpower Trait per retest. This Birthright, meant to be used once per lunar cycle, can fail or even backfire with false information on the ghille dhu if used for trivial purposes. Those who use it too often may find themselves gone into the wilds for good one night.

Frailties:
*The Kiss of Winter: Before the Sundering, this kith lived one-yearlifespans before being reborn the next year, and ghille dhu still tend to live short lives even now. This Frailty is one reason. Any ghille dhu who is chimerically slain (reduced below Incapacitated chimerically) automatically
ages to her next seeming. Additionally, if a ghille dhu acquires a permanent Trait of Banality, she must make a Static Challenge of her permanent Glamour against a difficulty of her permanent Banality or suffer a similar fate. If a ghille dhu grump is forced to age another seeming, her faerie self dies, leaving only the mortal shell. She may be reborn, however, although there is
no hope for a return in this mortal life. Note that this “aging” applies only to the faerie mien, not the mortal seeming.

Nocker

Master artisans. Their skill and inventiveness are legendary; so is their cynicism and bitterness. Typically highly critical of their rulers and eminently sarcastic of the people around them, most dislike having to deal with 'imperfect' things, including people, instead preferring to surround themselves with treasures of mechanical wonder. A nocker's standards of perfection are impossibly high, and often they insult others, testing their reactions and trying to find their faults, and as far as they're concerned, they've elevated ridicule to a high art form. Fiercely individualistic, once one has selected their taste in art work and craftsmanship, he immediately condemns everyone else's. They also have a weakness they will never admit, even to themselves. They usually yearn for an escape from their flawed lives. Music, treasure, and even courtly love attract them. Denied ambitions stir the passions they bury beneath their work. Pursuing their obsessive and passionate natures, nockers lose themselves in creation. Their greatest creations are in the chimerical world. It's hardly surprising that they excel at creating things that could never be. Most nockers tend to have thick, reddish skin, pointed ears and knotty digits. Their faces look like masks of over done stage make up with red noses and cheeks. Their translucent white hair frames prominent brows that crown their beady eyes, and their rare grins reveal rows of pointed teeth. Often they tend to delve into such trades as programming, engineering, and mechanical work.

Childlings carry an imp of the perverse. They will tinker with machines to destruction. Most would rather take things apart rather than fix them.

Wilders get their kicks from the modern world - cars and computers are all the rage. All the machines they experiment with seem second-rate; there's always room for a few 'improvements'. Unseelie solve this with more tech; Seelie deconstruct modern devices into classical components. Regardless of the court, wilders are eminently critical of other people's designs.

Grumps slowly lose their edge and take it out on everyone around them. They settle into positions of authority from which they can drive younger Kithain insane from their continuous criticisms and interference.

Affinity: Prop

Birthrights:

*Forge Chimera: Nockers are the craftsmen and artisans of the fae, an with proper time and tools they can create chimerical objects of all kinds, weaving them out of pure Glamour and hard work. These objects cannot require radiation, electricity or active chemical reactions to function, however. Nockers receive either a free level of Crafts or Repair to demonstrate this
affinity. Created items require a Static Mental Challenge with a Storyteller assigned difficulty, and also an expenditure of Glamour based on the complexity of the item:

One Glamour - Hammer, door, business card
Two Glamour - Locks, candelabra, knife
Three Glamour - Sword, siege engine

*Fix-It: Nockers are master craftsmen, and everyone knows it, too! Most machines can be intimidated into working correctly by a nocker’s baleful glare. Nockers may make a Simple Test to force a machine to work, and succeed on a win or a tie. If the machine is sentient, this becomes a Social Challenge, though no Traits are at risk for the nocker.

Frailties:

*Flaws: Nockers are the greatest crafters of the fae, but something is always wrong with whatever they create - true perfection is beyond these Kithain. All items crafted by nockers have at least one Negative Trait (Heavy, Loud, Fragile), and should the artisan somehow correct this flaw, another one will appear to take its place. Nocker items may also have more than one flaw, depending on how rushed the nocker responsible was in the crafting. Nockers also receive a permanent Obnoxious or Tactless Negative Trait due to their abrasive attitudes.

Pooka

Pooka are among the most charming and congenial of the Kithain. However, they're also rapscallions, scoundrels and are known for their deceitful, devious, eccentric, and mischievous ways. If eshu are reckless, pooka are demented. Their lives are a constant barrage of pranks, lies and wild stunts. Faerie lore claims that pooka are descended from innocent dreams of long ago, when mortals watched animals play and wished they could be so free as well. They find it difficult to take mundane life seriously, and they'll do anything to discourage the sadness that it brings. If they carry a piece of that sadness deep within their hearts, you'd never guess it. Truth is anathema to a pooka. Anything they say will be peppered with lies to make it more interesting. A pooka's animal affinity will often tie into their environment. Pooka who dwell in the city often take the form of dogs, cats or even rats, while country pooka may emulate horses, wolves or wild hares. Most are mammals, but a few avian, as well as reptilian pooka do exist. Seelie pooka are loyal friends and courageous in battle. If one of their pranks causes real pain, they are genuinely sorry. Unseelie pooka can be vicious and feral, but most do their best to fit in with their Seelie brethren. Whatever form they choose, pooka are usually cute. Though their appearances are manifold ( depending on their animal affinities ) they are often furry, with elongated, animalistic features, and even actual animal ears. Whether they are actors, clowns, jugglers, court jesters or stand up comedians, pooka somehow manage to eke out a living doing what they love.

Childlings are little angels, especially when they think they're going to get caught. Seelie childlings are like playful baby animals, causing trouble and trying hard to avoid punishment. Unseelie childlings are destructive little beasts, but soon learn the fine art of making sure the Seelie get blamed.

Wilders have a notoriously crude sense of humor. Imagine a class clown who'd seduce your best friend's S.O. while planting a stink bomb in the school's ventilation system. When his pranks are going really well, he'll even get a luminescent gleam in his eyes. Be careful when a wilder pooka starts to sharpen his claws.

Grumps age gracefully. Most of them settle down to jobs in which fools can make an easy living. While their sense of humor never fades, it does become more subtle. Graybeard pooka tend to prefer elaborate pranks that can take weeks to orchestrate properly.

Affinity:Nature

Birthrights

* Shapechanging - Each pooka has an affinity with an animal of her choice. When completely alone, she can shapechange into that animal ( or back from it ) in one turn. Shapechanging costs a point of Glamour, but revering back is free and requires only 10 seconds and privacy. (Note: Security cameras and the like count as someone “being around”.). The pooka has all of the animal's natural abilities ( claws, speed, leaping, etc. )and the storyteller should assign up to three Traits and Negative Traits to reflect the transformation. (A monkey pooka might gain Nimble and Dextrous but also Cowardly and Delicate.) Changelings can't ken the animal form of a pooka in her mortal seeming. They really don't need to see the animal form to figure it out, though: a pooka often shares a few of the animal's more endearing qualities. A cat pooka, for instance, might lick her fingers after a meal, or purr when stroked. In her faerie mien, she might have little ears and a long swishing tail.

*Confidant - The innate charm of a pooka breaks down the barriers of even the coldest people. Adding a faeries curiosity to that makes him an outstanding confidant. All Pooka have a free level of Subterfuge and an Ingratiating Trait to reflect ths innate talent for getting people to spill their guts.

Frailties

* Lies - People may trust a pooka, but no one in their right mind would believe one. They're infamous for their elaborate lies. No matter how important an issue may be, a pooka must always mix in a lie. It's their nature. A Willpower Trait must be spent for each time a pooka wishes to say the straight, unadulterated truth. Pooka also receive a permanent Untrustworthy Negative Trait that can never be bought off. This is a Wyrd Frailty, and a pooka need not always lie around the unenchanted, although these Kithain are often full of “blarney” in the mundane world, and are considered “colorful” speakers at best by those who know them. Different pooka have different styles of lying. Some Seelie pooka always say the opposite of what they mean, while many Unseelie purposefully tell the truth now and then to throw listeners off guard. Unseelie pooka sometimes couch their lies very carefully - and if an Unseelie makes a Willpower roll at the beginning of a scene, he can mix lies and truth freely. This can make him even more dangerous.

Piskey

Although they do not have quite the same wanderlust as the eshu, nor the earthy wisdom of the satyrs, piskies are always welcome among their fellow commoners for their big smiles and bigger hearts - even the worst Unseelie piskey is more careless than actively malevolent, and there are very few nasty ones. Semi-nomadic, piskies enjoy setting up shop in a location for a year or two, sharing tales of past adventures and exploring their new surroundings, and then moving on to a new place when they feel they’ve soaked up enough of the local sights. Nimble and hard-working, they work any number of odd jobs to get by on the road, considering it just one more chapter in the great adventure story of their lives. Indeed, the more exotic the job, the better they like it, and those piskies who bother with such things as r6sumCs typically have the most eclectic ones imaginable.

Piskies are quite sensitive to human emotions and can often be found working as intermediaries between a local court and the mortal world, braving the Banality of the job to keep mortals and changelings alike as happy as possible. They are especially close to children of all kinds and keep a close eye on childlings wherever they travel. Among their fellow Kithain, piskies are messengers and couriers, though their generally trusting (almost nayve) nature keeps all but a few of them from taking up related occupations like spies or scouts. Unfortunately, piskies also have tendency to walk off with things that aren’t theirs, a habit that ranges from annoying to downright hazardous; what saves them from more severe punishment is that most piskies don’t mean any harm, and most think so little of it that they quickly forget what they’ve done, reacting with honest surprise when their thievery is brought to light.

In their mortal seeming, piskies tend to be slightly shorter than most mortals, with thin frames, bright eyes and light blonde, almost white hair. In their fae mien, piskies have glorious silver hair, which both sexes tend to wear long, and their eyes become even larger and more luminous. Their skin is often a weathered tan, and their clothing-both mundane and chimerical- is as well loved as it is worn, with multiple layers of earth tones and forest colors predominating. Piskies like any job that lets them travel and exploit their curiosity, such as reporter or carnival performer, although jobs that let them work with children are equally prized, and many piskies make memorable nannies or camp counselors for lucky mortals and childlings alike.

Affinity: Actor

Birthrights:

*Nimble: Fleet of foot and quick of hand, piskies receive a free Nimble
Physical Trait, which cannot be permanently lost.

*Human Bonds: Piskies relate well to mortals, especially children - they
are considered two Traits up on all non-intimidation Social Challenges with
mortals, and in addition to that bonus they receive a free retest on all such tests
with mortal children. Piskies receive a free level of the Empathy Ability, which
cannot be permanently lost.

Frailties:

*Kleptomania: As nice as they are, if an item catches a piskey’s eye, he can’t help but try to walk off with it. Most have a particular type or group of things they find interesting, although some piskies develop no such habits. Whatever it may be, when confronted with an opportunity to steal something they consider interesting, a piskey must make a Willpower Challenge against five
Traits to avoid taking it. Most Seelie piskies return things gracefully if they’re caught, since they seldom intend any harm by this habit, although Unseelie members of this kith are often a lot more possessive about what they “acquire.” Note that the definition of “interesting” doesn’t always equate to human notions of value - to a piskey, a pretty plastic bracelet might look more interesting than a diamond ring.

Redcap

Redcaps are the stuff of nightmares. These monstrous Kithain are feared for their vulgar and disgusting ways. It is said that nightmares gave them their forms, and many Kithain believe it. Hordes of redcaps delight in taunting, insulting, and just plain abusing mortals and fae alike. These Kith are decorated servants of the Unseelie court, they often consort with local mortal gangs dominated by their kind. While the mortals may know this gang by another name, the entourage is known to Changelings as a corby. A corby is a traveling freak show, disturbing and unnerving the staid and sedate mortals it encounters. Spreading mayhem and destruction are its highest ideals. Unlike trolls, redcaps don't intimidate people with brute strength. A bad attitude is the essence of a redcap's being, and the brutal visage of his fae mien reflects this. Violent tempers and atrocious manners show them at their worst, though few of them can back up their attitudes with cleverness. Redcaps rebel against any figure of authority that can't flatter or crush in their skulls, and see themselves as oppressed at every turn, which crudely justifies their dirty fighting and harsh retribution towards the mortal world. Staunch Unseelie admire redcaps' determination, and traditional tales and songs tell of redcap heroes slaying dragons and other beasts that have threatened the fae. Not surprisingly, redcap troubadours have their own intense versions of these tales. The appetites of redcaps rival their ferocity. Renowned for their eating prowess, redcaps often indulge in gorging contests. Seelie redcaps are rare, but they do exist. They're endangered largely because Unseelie redcaps everywhere despise them and hunt them down, because of their heuristic ideals and chivalrous manner. Redcaps tend towards stocky builds with grayish, mottled skin and thick, bandy legs. Even Seelie redcaps have horrid bloodshot eyes, skeletal noses, and rubbery, wrinkled faces. Worst of all are their ghoulish mouths, filled with yellow, crooked, flat teeth used for grinding and ripping. They tend to live in violent neighborhoods, and those who can find time away from their corbies might work as boxers, muggers or streetwise artists.

Childling redcaps are bullies, and the tyranny of the playground is their law. Their hobbies are more sadistic than deadly. The pain of others fills them with glee.

Wilders are worse. As gangsters, vandals and malcontents, they live to ruin the lives of others, even in the simplest of ways. Body piercing and tattooing are competitive art forms among them, and they prefer to adorn themselves with needles, chains, bolts and screws. A redcap's first piercing is a rite of passage, regardless of whether or not it involves her consent.

Grumps earn the admiration of the Unseelie court, and they demand respect with violence, arrogance and threats. Some gangbangers make the mistake of challenging these old bastards, but few survive. Their prowess in battle is truly astounding and utterly ruthless.

Affinity: Nature

Birthrights:
*Dark Appetite: Redcaps can eat anything (and we do mean anything) they can get their mouths around; failing that, they break something into smaller pieces and eat it anyway. A Glamour Trait is required to eat a substance that no human could conceivably digest, however (i.e., toxic waste, tires, romance novels -Storyteller’s decision on what is “conceivable”). This can be a Wyrd Birthright, depending on what the redcap is attempting to digest.

*Bullv Browbeat: Redcaps have such bad attitudes that even chimera are intimidated by their tough talk. All redcaps receive a free Intimidating Trait,and are two traits up on any Social Challenges involving sheer bad attitude.

Frailties

*Bad Attitude - No one likes a redcap; all redcaps must choose two of the following Negative Traits (or one twice) that can never be bought off: Bestial, Callous, Ignorant, Impatient, Obnoxious, Tactless or Violent. Childlings and wilders also cannot begin with Seelie Status (even with a Title Background), though Unseelie Status is unaffected in any seeming.

Satyr

Wild and passionate, satyrs satisfy their lust and desires with abandon. These fae insist that wisdom is found in passion. If it's true, then satyrs are by far the wisest of the Kithain. While others may decry their earthy ways, they'll come around sooner or later for advice, a bit of support, or a down and dirty good time. Well known for their lack of restraint, one could easily picture one telling a redcap just -where- to shove that ax before running off. Their stamina is legendary, be it drinking, partying, or charging into battle, they have definite physical advantages over their kin. Life for a satyr is not all lust and roses, though. Most satyrs enjoy solitude and scholarship. Friendship and intellectual exercise also sustains them. Once the contemplation grows too extreme, however, they're eager to experience the other side of life again. Living their lives to the fullest, they'll embark on another infamous carnal spree. Although very affable, satyrs can also be quite clannish. Their kith bands, called tragos, are extended families. Friends and lovers, playmates and enemies may come and go, but tragos endure. If a satyr dies or falls to Banality, her trago holds an epic wake with endless songs and frenzied dancing. Separating a goat from her trago is almost impossible. Only the foulest of crimes could lead to exile. To the satyrs, truth is nothing without beauty, and they have a soft spot for precious things. They're not materialistic; it is easier for them to collect people to play with until their amusement is satisfied. Satyrs passions go unchecked because they often don't know how to control them. A Seelie satyr may try to understand a jilted lover, but cannot fathom the reason for her pain, while an Unseelie will pity their lover, then freely Ravage them in service to their passion. Either way, it's dangerous. When the Song of Pan is playing, chaos flows freely, and the aftermath can be fatal. Most satyrs are lean and furry; both sexes wear their hair long and rarely shave. Goats are shamelessly forward in their ways and prize sensuality in all its forms. They have furry legs, cloven hooves, and small horns jutting from their foreheads. Music is their common passion, and they try to find a fitting lifestyle. Wineries, brew pubs, bars and nightclubs attract herds of satyrs.

Childlings are also known as 'fauns'. Learning the essential skills in life - like singing, music, running and wrestling- are among their primary concerns. Their musical performances are usually exquisite. Childlings have four soft tiny nubs for horns.

Wilders are the very essence of fae chaos: lecherous, rambunctious, and wild. Eat, drink and be merry, for tomorrow you'll be old. Each pair of nubs grow together to form two horns. The size of a male's horns are a source of pride, as well as the brunt of numerous jokes. Six inches is about average for a male's display of virility; a female's horns are a bit smaller.

Grumps seek wisdom to escape from the sadness of their lost youth. Although they enjoy a good drink and a spirited debate, they know their best years are behind them. When a greybeard's sorrow becomes too great, his trago takes him out for one last epic fling. The grump dies at dawn the next day. The horns of a greybeard satyr are impressively large, and they often curve back along the top of the head like a ram's

Affinity: Fae

Birthrights

*Gift of Pan - Satyrs are capable of awakening the libidos or repressed desires of others through singing or playing. Satyrs receive a free level of Performance to reflect this affinity, and can engage a target (or targets, as satyrs often affect large crowds at concerts and the like) in a Perfmnce Social Challenge which, if successful, forces the target( s) to act out a Negative Trait,
Derangement or simply a repressed desire for the rest of the scene. The target’s effective Banality is also lowered by one for the remainder of the scene. In the case of group challenges, the most banal person in the crowd must be defeated for the Gift of Pan to work, but if he is, everyone else in the area is affected too.

Multiple satyrs may combine their efforts; each additional satyr adds one Trait to the bid for the Gift of Pan Challenge, and if it is successful, lowers the Banality level of the group an additional point (minimum of Banality 2). Combat or any other direct threat to the target(s) immediately cancels the
Gift of Pun, unless the target’s desire was somehow violent in nature. Kithain and Prodigals may also spend a Willpower Trait to retest the Gift of Pan Challenge; if successful, the Birthright may not be used on them for the remainder of the session.

* Physical Prowess -All satyrs receive a permanent Athletic Trait, and in their goat-legged fae form can make an attempt at a Fair Escape by running away from combat. This is a Wyrd Birthright.

Frailties

*Passion's Curse - Satyrs are given to wild mood swings, especially when drunk, and often have trouble controlling themselves. Satyrs are two Traits down on any attempts to maintain self-control for any reason, and any supernatural powers that read, create or control emotions receive a free retest when used on satyrs. This penalty is doubled if the satyr is intoxicated. Note:
Self-control applies to resisting the lure of a good party just as much as fighting the urge to flee from a hideous chimera.

+Selkies

Not all changeling politics are confined to the land. Indeed, the mysteries of the undersea races (merfolk, merrows, etc.) are barely known to the Kithain at large, much less understood, and the distrust of the aquatic fae for their landbound cousins leads to little communication between the two races. Legends on both sides paint the other as malicious, exotic and cruel, and as such the fae of Concordia have little to do with their watery cousins. Caught in the middle of this stony silence are the selkies, seal-folk who live for the constantly shifting shoreline and serve neither the Undersea nor the Oversea Courts. Once solely a phenomenon of the British Isles, like their clurichaun
cousins, the selkies have since migrated to America, drawn by the vast beaches and plentiful seal kin they find there. They can now be found on both coasts, and while still relatively rare, many shore communities harbor one or two. They are contradictory creatures, shy and outspoken, playful and practical, and often stay away from other kithain, not out of spite but simply because only their own kin seems to truly understand them.

Unlike pooka or even other shapechangers such as the werewolves, selkies are skinchangers; when they assume their human forms, they literally put their seal forms aside. A selkie’s seal coat (be it in the form of a wetsuit, fur greatcoat, belt or something else) is the home of her fae soul and the source of her Glamour; without it she is unable to change skins or work cantrips. If it is destroyed, so too is her fae spirit, and she may never regain it. Selkies also do not come into existence as other changelings do - they must physically pass on their seal skins to another, usually younger, individual, who may then live the selkie’s life. The new owner may transfer the Glamour to a new skin
instinctively (from an old greatcoat to a new wetsuit, etc.), but once it’s hers, she must find another to take it of his own free will to pass on the selkie legacy. This peculiarity alone is enough to make other Kithain view selkies with suspicion, and is one of the reasons this kith largely keeps to itself. The other is their overpowering need to be near the sea; selkies cut off from the shore quickly fade away and their fae souls wither. No one quite understands the pull of the ocean like they do, and while most selkies are more than happy to show someone the glories of the sea, the other kith find the sealfolk‘s inability to leave it for an extended period of time frustrating. The
passion these fae put in defending the seas and all their creatures is likewise conveniently overlooked by the others. For their part, selkies don’t feel limited by their need for the sea- after all, they have the whole ocean to play in.

Selkies are frequently attractive and friendly, with healthy tans and weather-tested looks that many find irresistible. They have little trouble making friends, and as such typically have a wide variety of contacts wherever they live. They dress very casually but most refuse to let their seal coats, whatever they may appear to be, out of their sight for long. Obviously, any occupation which keeps them near the beach interests selkies; many find employment as fishermen and Coast Guard officers, or end up surfers and beachcombers. Grump selkies are even less common than grumps of other
kith, as most of them pass on their skins to younger, less banal heirs when they feel Banality creeping up on them.

Affinity: Nature

Birthrights:
*Seal’s Beauty: All selkies are especially attractive to the appropriate gender, and when in a friendship or seduction contest with such parties receive Seductive and Alluring for free. These Traits can be bid as normal, and are lost and gained as any other Traits, except that they never apply to others who aren’t attracted to their gender.

*Ocean’s Grace: All selkies automatically succeed at any non-combat or non-cantrip challenges or tests related to swimming in any form, and are two traits up on any challenges while made in the water. However Selkies are one Trait down on all Physical Challenges made on dry land.

*Seal Form: A selkie, provided she is immersed in sea water and wearing her seal coat, may transform into a normal-seeming harbor seal (although abilities such as Kenning and Heightened Senses can see through this guise with a challenge). She gains Nimble, Lithe, Dexterous and Athletic, but also Shortsighted, Bestial x 2 (it’s an animal, folks) and Delicate. To shift back, she must loosen a comer of her suit (undo a button, unzip a wetsuit) and surface. A selkie automatically knows where her coat is at any time, with no Glamour cost. The ability to change into a seal is a Wyrd Birthright, although all other effects involving the suit are not.

Frailties:

*Longing for the Ocean Shore: Selkies are beach creatures; each day away from the shore, they gain one Banality Trait. If their Banality exceeds their Glamour, they forget their fae selves. These Banality Traits (even permanent ones gained from this separation) can be removed by the selkie spending one day per Trait in the ocean. However, they often must be “rescued” by others, who put them in their seal coats and drop them in the ocean. This risks
Bedlam, but if it’s not done…

*Seal Coat: A selkie’s faerie nature is contained in his seal coat, and if it is destroyed, the selkie’s faerie nature is destroyed forever. Fortunately, only fire and cold iron have any effect on a coat, and cold iron does no chimerical damage whatsoever unless it injures the coat (actual damage is unaffected). A seal coat automatically wins all challenges not involving fire or cold iron
(though this does not make it invincible armor, as it is simply sometimes more resistant than its wearer), and has as many Health Levels as its wearer does; damage to the coat should be recorded separately. A selkie cannot cast cantrips without his coat, though he need not be wearing it to do so. A selkie can automatically sense where his coat is if it is taken; no challenge is required to do so. Selkies can (and must) pass their Glamour through their coats, giving them to others as they see necessary or appropriate.

Sidhe

As exiled nobility, the sidhe remember a time when they ruled proudly in a living dram. Known and feared as the Good Folk, their whims enchanted and terrified mortals for millennia. Now that tale has ended. The gates to Arcadia have closed, the song has ended, and their new kingdom grows cold. Though they fear death like few faeries could, they are facing their fate with regal bearing. While others consider them cold and arrogant, the sidhe refuse to lie down and die. For them, the dream is still alive and they strive to awaken the world from its slumber. Faerie passions run deep - love or vengeance is never forgotten. The ideals of the sidhe are even fiercer, and it cost them dearly. Such passion has its price, though. Even Seelie heroes would rather destroy themselves in a blaze of glory than fade away. Their less energetic brethren lose hope and become self-indulgent, letting their freeholds fall into despair as easily as they fall into melancholy. Others become Unseelie tyrants, ruling through cruelty and intrigue. Though exotic in their beauty and lost in their ideals, a few travel among the commoners. The blessing and curse of the sidhe is to live deeper in the Dreaming world than most fae ever will. This walking dream state gives most sidhe a glazed look and unfocused air. Sidhe are also notorious for switching between Courts without warning. Considering their whims, it's no wonder few changelings trust them. Banality is a deadly curse, and sidhe suffer more from it than any other Kithain. Death is an even greater fear, for sidhe are not believed to be reborn as other changelings are. In these dark times, most never return from death; it is speculated that the few that do are reincarnated as commoners - for them, a fate worse than death. Faced with this dire fate, they resent the Arcadian sidhe for exiling them from paradise. The most hopeless of the Earth-bound sidhe quest in vain for Arcadia or throw themselves into orgies of Glamour gathering to sustain themselves. The sidhe resemble humans of unearthly beauty; their bodies are perfect, their features pleasing and their hair richly colored. They are ethereal and carry a hint of sadness even when they laugh. Tall and lean, they are fierce and regal, with tapering pointed ears, angular features and a commanding gaze. Their eyes are of odd, yet striking colors, such as violet or silver. Most tend to hold valuable positions in the mortal world. Wealth and privilege are common to them, and they are expected to live affluent lives. Those who cannot often become resentful and fall into a very Unseelie state of mind.

Childlings know of the blessings of their inheritance from a very early age. The best of them act like perfect little gentlemen and ladies, but the worst of them are spoiled rotten and throw tantrums when things don't go their way.

Wilders know they have the opportunity to indulge their every whim outside of the court. Although high spirited and presumptuous on occasion, they are watched carefully once court begins. Seelie wilders are overconfident that their chivalry and nobility will prevail; Unseelie wilders are rebellious and scheme for power.

Grumps fully realize the weight of their lofty positions. Many carry the burden of memories of years gone by. They pine for their glory and grieve the mistakes they have made. Their greatest release from this introspection is the intrigue of the court.

Afinity: None

Birthrights

*Awe and Beauty - All Sidhe radiate the aura of born leaders and rulers; even the most beautiful or commanding mortals look wan and mundane when compared to a Sidhe. To Reflect this, all sidhe receive free Gorgeous and Dignified Social traits and a level of the Leadership Ability. None of these can be permanently lost as the result of a challenge. This a Wyrd Birthright.

*Noble Bearing - No cantrip can ever directly make a sidhe look foolish, and any such attempt automatically fails (any Glamour or other Traits expended in the attempt are still lost, though). Mundane pranks or very indirect cantrips are unaffected by this birthright, however.

Frailties

*Banality's Curse - Sidhe are acutely sensitive to the grip of banality and all Banality ratings are considered one higher for the purposes of the sidhe. This includes testing against Banality for cantrips. In addition, sidhe receive an extra Trait of Banality for each one earned, making them very
vulnerable to the ravages of the mortal world. Sidhe also do not reincarnate as other faeries do. The uncertain fate of their souls is a source of constant fear and worry for the sidhe, which often makes these noble fae afraid to risk death.

Sluagh

Called the underfolk by many, the sluagh are often pariah even among other fae. Though rumors persist of underground catacombs and maze like lairs, most sluagh prefer crumbling Victorian mansions to dank sewers. Those who intrude into their inner sanctums often leave with nightmares. Just as they value secrets and mysteries, sluagh treasure their privacy, and do a great deal to foster reputations that discourage visitors. Loremasters say these Kithain were once Russian faeries who lived under mountains or mortal hearths. Now they live out of sight and in cracks of the world, hidden until they choose to venture out, sometimes to court, sometimes to mortal environs. Whether they live in parlors or crawl spaces, sluagh are unsettlingly polite and have a great love of formality. Such is even more unnerving to the other kith; boggan rumors hint at secret sluagh rituals, sacrifice and wild carnage under the earth. The underfolk enjoy the effect they have on outsiders, and are amused at the reputation they have acquired. Even redcaps fear their clammy touch. Adventurous sluagh do visit the surface courts, cultivate friendships and enter oathbonds with outsiders. They will go out of their way to aid or protect an outsider who has shown them respect and friendship. The underfolk collect information ( secrets are better though ), and barter their knowledge to the interested parties. Revelation is joy; the more unsettling the revelation, the greater the joy. While Seelie use their knowledge for more noble ends, Unseelie can make a crooked living through blackmail. Secrets are but one commodity to them, though. Broken toys, strange knickknacks and anything resonant with nostalgia makes for an excellent item of trade. Though it is said that all sluagh follow Unseelie ways, they rarely throw in behind either Court, keeping instead to themselves. Among their own kind, these kith are generous and almost painfully formal. Shrouded in mystery, the sluagh hold the secrets of their kith closest of all as they cultivate their image. Sluagh are pale and grotesque, yet oddly compelling. Some unfathomable deformity seems to cling to them like leprosy. They lack teeth and have small, tired, mysterious eyes. They carry a vague odor of decay, a smell that grows more pungent with age. The most civilized sluagh frequent dusty mansions, antique shops, or musty libraries. The most decrepit seek out the underworld, lurking in sewers, crawlspaces, and forgotten places beneath metropoli. Hermits and recluses by nature, they don't like to be disturbed without good reason.

Childlings are street urchins who take very poor care of their appearance. Their clothes are torn, their hair is disheveled, and they arouse great sympathy for their suffering. They delight in all that disgusts human children, and hold a strong affinity for hidden places.

Wilders are the guardians of the uncovered spots of the world. As they grow older, their skin grows paler and their hair turns jet black. They have dark hollow eyes and elongated limbs.

Grumps age at an alarming rate. Their skin hangs on them like it is somehow too large for them, their hair is soon streaked with shocking gray, and their bodies have become warped, stooped and crooked. Oddly enough, they seem to enjoy this. Sluagh prize decay in many forms, and this is but one more.

Affinity: Prop

Birthrights

*Contortions - The underfolk are very limber, and are able to bend and twist in the most disturbing ways. Each sluagh receives a free Lithe Trait, and is able to make a Simple or Static Test to escape bonds or straitjackets (cold iron negates this second advantage). However, having such delicate bones and joints also give sluagh a Delicate Negative Trait which they can never buy off. This is a Wyrd Birthright.

* Sharpened Senses - Sluagh have very keen senses, especially hearing and vision, and can act at no penalty in lightless or dimmed environment. Sluagh can automatically see past the Shroud and spy any wraiths in the area (unless a wraith is Skinriding), and may even spend a Glamour Trait to speak to them, although the wraiths are under no compunction to respond or even hang around. However, these senses make sluagh even sensitive than most creatures-any Trait penalties due to intense or excessive stimuli (bright lights, loud music) are doubles, and events that would ordinarily blind or deafen another creature will do so for at least twice as long for a sluagh.

Frailties

*Whispers - Sluagh are completely incapable of speaking above a whisper, and automatically fail any cantrip or other test which requires them to do so. This poses an obvious problem for many Social Challenges - Traits such as Expressive or Eloquent are completely ineffective when the target cannot hear what is being said. As a rule, if any challenge requires a target to hear the sluagh's spoken words, the sluagh must whisper it, and the target's legitimate failure to hear it cancels the challenge immediately. Whispers is a Wyrd Frailty, although sluagh are soft spoken at all times and can never raise their voices above a light murmur regardless of who is present. When in the presence
solely of changelings or enchanted beings, sluagh must always whisper. Sluagh are agoraphobic and shy by nature as well - all have a permanent Shy Negative Trait which cannot be bought off, and are at a one-Trait penalty on all challenges in wide open spaces.

Trolls

Duty, strength and honor are the hallmarks of a troll. Warriors without peer, they hold the old ways of plain speaking and simple truths. Honor is a way of living to them, and once they have pledged their support to someone, they dedicate themselves fully. Many trolls expect the same honesty from all fae, and are often disappointed as a result. A troll's devotion is not easily dismissed, however' they're also seen as patient, reliable and chivalrous. Trolls consider dedication to be a measure of their worth. Trolls cannot use their great strength without good cause, for taking such unfair advantage over an adversary would be unchivalrous after all. This kith has an impressive reputation largely because of their Seelie brethren. Seelie trolls are often referred to as 'giants' and their mortal seemings are usually ruggedly proud and handsome. Bravery and stoicism define their character. Always seeking civility, they typically use formal titles when addressing others and dedicate their souls to those they respect. In romance, they are ardent suitors who go for all the courtly trimmings. In loyalty it is nearly impossible to sway a Seelie troll's beliefs once they are established. There are limits to what a troll will endure. The mockery of a pooka or a nocker will hardly rouse a troll, but if a troll's patience is broken, she will fly off into a monstrous rage, destroying everything and everyone she calms or is taken down. Even the most foolish pooka watches closely for the darkening of a troll's visage. When a troll's layer starts to degrade, others begin to worry about his well being. This is the beginning of a troll's descent into his Unseelie Legacy. Most trolls try to bear this temptation with epic stoicism - once decent has begun, others will not trust him as much. If he fully acknowledges a betrayal or rejects his beliefs, his faerie mien changes, and his visage becomes hairy and coarse featured. At this point he is recognized as an Unseelie troll, the worst of which are referred to as 'ogres'. Once Unseelie, a troll will begin to associate with disreputable fae, and triumph of maligned villains over celebrated heroes will fill him with self worth. Trolls are large, ranging from seven to nine feet tall, with thick bones and weightlifter's muscles. Seelie giants carry an air of nobility; though many favor a Nordic look, they tend to have slate blue skin and thick black hair. All trolls, however, have icy blue or pale green eyes. Trolls have large powerful jaws, wolf like teeth and small ridged horns on their foreheads. Most trolls, in mortal life, choose honest professions where they can put their skills to use. Athletics and police work are two such callings.

Childlings grow up fast. They learn that the ways of children are weak and they take on an honorable duty at an early age. Childhood is something best left behind. Stoicism is embraced.

Wilders test their strength and abilities to the limit. Great adversity inspires them to great tasks. They are incredibly modest about their accomplishments, however and are always struggling to out-do themselves.

Grumps are slower than their younger brethren, but possess superhuman strength. After a career of service, they choose one person or place to protect until death. No force on Earth can move a greybeard troll who has made up his mind about something.

Affinity: Fae

Birthrights:

*Titan’s Power: All trolls are large and muscular; as such, they receive free Brawny and Stalwart traits, and wilders gain the advantage of an additional Bruised Health Level. Grump trolls receive an additional Brawny Trait and another Bruised Health Level; however, they lose one dexterity- or quickness related Trait (beginning characters start with no more than two such Traits
total), and cannot gain any more such Traits unless they somehow permanently lose a Trait of Banality as well. This is a Wyrd Birthright.

*Strength of Duty: Are trolls are loyal to a cause and extremely stubborn. This devotion manifests as an extra Willpower Trait per story that can only be counted or spent in direct support of an oath that the troll has sworn.

Frailties:

*Bond of Duty: Trolls live for honor, and any breach of a troll’s sworn word has an extremely detrimental effect on him. Any troll who violates a sworn oath immediately loses the benefits of Titan’s Power, and loses Physical Traits at a rate of one per day until he runs out. These Traits cannot be regained, even with Willpower. If the troll has still not atoned for his breach of honor by the time his Physical Traits run out, he begins to lose Health Levels at a similar rate, and he will die the day he loses his last one. There is no known method for avoiding this fate, save to atone for the breach of honor and feel genuine remorse for the act.

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