Changeling: The Dreaming
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Changeling: The Dreaming | |
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Changeling: The Dreaming 1st edition cover |
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Designer(s) | 1st edition: Mark Rein·Hagen, Sam Chupp, Ian Lemke, Joshua Gabriel Timbrook 2nd edition: Ian Lemke, Jackie Cassada, Brian Campbell, Richard E. Dansky, Chris Howard, Angel McCoy, Neil Mick, Nicky Rea |
Publisher(s) | White Wolf |
Publication date | June 1, 1995 (1st edition) August 1, 1997 (2nd edition) |
Genre(s) | Personal Fantasy |
System | Storyteller System |
Changeling: The Dreaming was part of White Wolf Game Studio's original "World of Darkness" role playing game line. Player characters are changelings, fae souls reborn into human bodies, a practice begun by the fae to protect themselves as magic vanished from the world. The game explores the balance between imagination and practicality, and the struggle of art and beauty against the dark, mysterious "gothic-punk" World of Darkness. Changeling draws primarily from Irish mythology, particularly stories of the sidhe and Tuatha Dé Danann, but also uses mythology and folklore from various other cultures including Native American nations, Greece, India and Yoruba mythology of Africa.
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[edit] History
While Changeling developed (and maintains) quite a devoted following, its themes and subject were often perceived as too complex or too childish, and White Wolf discontinued the game more than a year before the end of the World of Darkness line. Time of Judgment, published in early 2004, included a chapter on the end of the world from a Changeling perspective, and was the last published material for the game. Dark Ages: Fae is a World of Darkness - Dark Ages game with strong links to Changeling. In August 2006, White Wolf published Promethean: the Created, which included an advertisement for a 2007 version of Changeling, confirming the rumors that Changelings will appear in the New World of Darkness. There have been indications that a few completed, unpublished Old World of Darkness books may be released by a different publisher, although no concrete details are known.
[edit] Overview
The fae are creatures of imagination, drawing magical power and their very existence from "glamour", the creative energy of humans. Glamour created and maintains a separate realm of imagination known as the Dreaming, from which the fae originally came to the mortal world. During the Renaissance and the subsequent rise of rational thought and science, glamour became less common in the real world, and the opposing force of banality could injure or kill the fae. In response, the fae nobility (the sidhe) withdrew to Arcadia, their home deep in the Dreaming, and the commoner fae developed "the Changeling way", and became changelings.
Traditionally, a changeling is a fairy child substituted for a human baby, but Changeling: The Dreaming uses a very different interpretation. In the game, a changeling is a fae soul born into a human body. Early in the human's life, usually before puberty, she undergoes the "Chrysalis", a magical awakening of the fae soul which previously lay dormant. Once through the Chrysalis, the Changeling exists simultaneously in both the real world and in the "chimerical" reality of the fae, where creative ideas and imagination have substance. (The metaphysical aspects of this are the complex concepts present in the game.) The human soul becomes joined with the fae soul.
As well as the usual roleplaying traits representing their skills and abilities, Changeling characters are further defined by their ties to the Dreaming. Each Changeling has Seelie and Unseelie aspects of their being, one of which dominates a given Changeling. The courts do not easily map onto human ideas of good and evil, but instead represent a host of philosophies - light and shadow, law and freedom, duty and passion. In days past rule would be divided between the courts, the Seelie court ruling in the Summer months from Beltaine to Samhain, and the Unseelie court in Winter from Samhain to Beltaine, but now an uneasy truce exists and each court rules its own regions. Each Changeling has two legacies, one for each court, which represent how the dual nature of her fae soul is expressed.
Each Changeling is also a member of a "kith". Somewhat like different species of fairy, a Changeling's kith indicates the kind of dreams which birthed her soul in the Dreaming. The kiths are based on fairy archetypes from various sources, and while the most common kiths are drawn largely from Irish mythology, many others also exist. The descriptions below touch on only a few of the types of stories or traditional fairies which correlate to each Kith.
Each Changeling also falls into a certain seeming which is related to their age. The seemings include Childlings , which are the youngest group between the ages of three and thirteen, Wilders, which are between the ages of thirteen and twenty five, and Grumps, which include any older changelings though they rarely make it very long before becoming undone. As Changelings age and pass through the various seemings they lose some of their Glamour which is the stuff changeling magic is made of. They also gain Banality, a force created by mortal disbelief.
[edit] Seelie Court
The Seelie have a reputation as the guardians of fae traditions. They are the peacekeepers, protectors of the weak, and the ideals of chivalry. Most seelie seek the reunion between the mortal world and the dreaming, and would like to be back to the time before the realms became divided.
[edit] The Seelie Code
- Death before dishonor
- Honor is the most important virtue, the source of all glory.
- Love Conquers all
- Love lies at the heart of the dreaming. True love transcends all and epitomizes what it means to be Seelie.
- Beauty is life
- Beauty is a timeless, objective quality that, while it cannot be defined, is always recognized for itself.
- Never forget a debt
- One gift deserves another. The recipient of a gift is obliged to return the favor.
[edit] Unseelie Court
Where the Seelie dedicate themselves to preserving the traditions of the fae, the Unseelie style themselves as mockers of those traditions. They stand for the principles of constant change and impulsive action. They have a reputation for fostering war and madness, despising those weaker than themselves, and valuing freedom and wildness over any chivalric code. The unseelie see themselves as radical visionaries, bringing about vital change and transformation through whatever means necessary, including violence. Most members of the unseelie court believe that the dreaming has abandoned them, and therefore, that they owe no special loyalty to it or to their lost home of Arcadia.
[edit] Unseelie Code
- Change is good
- Security does not exist. The slightest of circumstances can transform a king into a peasant. Chaos and discord rule the universe. Adapt or die.
- Glamour is free
- Glamour is worthless unless used. Acquire it by any means possible, and you will never be without a constant supply.
- Honor is a lie
- Honor has no place in the modern world. It is a fairy tale constructed to cover the essential emptiness behind most traditions.
- Passion before duty
- Passion is the truest state of the fae spirit. Follow your instincts and act on your impulses. Live life to the fullest without regard to the consequences, they will come about regardless of what you do. Youth passes quickly, so have fun while you can. Death can come at any time, so live without regret.
[edit] Kiths
[edit] The standard kiths
- Boggan - workers and busybodies, house fairies, gnomes. (See also gnome.)
- Eshu - African or Indian spirits; travellers, storytellers, adventurers. (See also Eshu.)
- Nocker - master artisans, critics, kobolds.
- Pooka - tricksters, shapechangers, animal spirits. (See also Púca.)
- Redcap - murderers and cannibals, monsters, hobgoblins. (See also Redcap.)
- Satyr - lovers and revellers, horned god, Pan. (See also Satyr.)
- Sidhe - the nobility, Lords and Ladies, elves, the Shining Host. (See also sídhe.)
- Sluagh - keepers of secrets, bogeymen, shadows. (See also Sluagh.)
- Troll - honour-bound warriors, titans, giants. (See also troll.)
[edit] New kiths (introduced in sourcebooks)
- The Nunnehi - Not a single kith, but an entire race with its own kiths, based on Native American geographies, tribes, lore, and archetypes.
- The Menehune - Similar to the Nunnehi, the Menehune are a race of their own existing only in Hawaii.
- Clurichan - From the Immortal Eyes: Court of All Kings Sourcebook; leprechauns. (See also leprechaun.)
- Piskies - childish tricksters, imps, pixies.
- Selkies - Sea and seal spirits, skin changers. (See also Selkie.)
- Ghille-dhu - tree spirits, dryads, the Green Man. (See also dryad.)
- The Mer, two oceanic Kiths.
[edit] Hsien
There are no kithain native to the Middle Kingdom, the mystical World of Darkness realms of central and western Asia. The closest analogue are the Hsien or Shinma, small gods who were once the servants of greater spirits and who now must secretly answer the prayers of the faithful. Rather than their souls being born into human bodies, Hsien appropriate the bodies and mortal personalities of the recently deceased, usually hiding the fact that they died at all. They are organised into ten "kwannon-jin", kith-like divisions which include the noble Kamuii and the commoner Hirayanu.
- Each of the Kamuii are aligned with one of the five elements: Suijen (Water), Chu-ih-yu (Metal), Komuko (Earth), Hou-chi (Wood) and Chu Jung (Fire).
- The Hirayanu are equivalent to the commoner kith; each can transform into a certain type of animal. There are five: the Nyan (cats), Tanuki (badgers), Hanumen (monkeys), Heng Po (usually fish, particularly carp or catfish, or sometimes dolphins) and Fu Hsi (snakes).
[edit] The Mer
Introduced in the Blood-Dimmed Tides World of Darkness sourcebook: Merfolk (Tritons, mermaids, mermen, the ocean's nobles and seducers) and Murdhuacha (pronounced me-ROO-cha; Sirens, nucks, merrow, sea monsters). These two Kiths both begin life as Nereids (Mer children, or the "larval" stage) yet attain maturity by merging with an Apsara, a sea creature ritually bonded with the Nereid to form roughly half of the changeling's new body (usually the body's lower half and the extremities). Nereids whose Apsarae are bony fishes, sharks, cetaceans or even oceanic reptiles evolve into merfolk; Nereids who bond with crustaceans, jellyfish, squids, octopuses, worms or other oceanic invertebrates become murdhuacha. The two Kiths are traditionally mortal enemies, but the rising tides of Banality and the human defilement of the oceans have forced merfolk and murduacha into an unsteady truce.
[edit] References
The Shining Host- Changeling: The Dreaming for Mind's Eye Theatre - White Wolf Game Studio