Changeling: The Dreaming

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Changeling: The Dreaming
Image:Chandrea c.jpg
Changeling: The Dreaming 1st edition cover
Designer 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 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.

Contents

[edit] Overview

The fae are creatures of dreams, drawing magical power and their very existence from "glamour", the dreams of mankind. 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 Iron Age 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. Eventually banality became so strong that the Dreaming was sundered from reality. This time period is known as the Shattering and it is associated with the time of the Black Plague. It was at this time that the changeling ritual was created allowing fae souls to inhabit human bodies. For many years commoner changelings lived amongst mortals and made their way as best they could in a world where glamour was fading, this was the Interregnum. Then came the Resurgence, man landed on the moon and belief and dreams broke open the doors to Arcadia. Some Sidhe were able to return by inhabiting existing human bodies. With the return of the Sidhe and their desire to once again rule all changelings the Accordance War broke out. Commoners and Nobles fought for control of the freeholds and glamour until a peace accord was reached by the new High King David.

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] The 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.)
  • 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] Nocker

Nockers - Able to forge chimera, that is imaginary objects which other changelings can see and use, and they also have a close affinity with machines, and can often intimidate any machine into working correctly simply by yelling at it. Despite their affinity for machines, the Nocker flaw states that anything they make will always have a small blemish or malfunction that they cannot remedy. Nockers are obsessed with perfection and get their name from their tendency to "knock" on things to check for defects. Given this, their inability to create a flawless machine is a constant source of frustration.

As well as their knack for machinery, nockers are known for swearing continuously. It is virtually impossible for them to prevent an endless stream of curses and blasphemy from issuing forth from their lips, which puts them at something of a social disadvantage. To Nockers, however, swearing can be considered an art form, and many Nockers pride themselves on their creative profanity. Nockers use their profanity and abrasive temperaments to "knock" their fellow Changelings as they "knock" their machines, testing them to see what their breaking points are.

Nockers are generally short and pale, with red spots on their noses and cheeks, white hair, and rows of small, sharp teeth. They favor complicated Victorian clothing, often decorated with swirls.

The kith is named after the Knockers from folklore, and refers to other faerie associated with technology such as gremlins.

[edit] The Gallain - Kiths not from the corebook

  • The Nunnehi - This comprises 13 individual kiths, based on Native American geographies, tribes, lore, and archetypes; include the May-may-gway-shi, Rock Giants, Water Babies, Nanehi and Kachina among others.
  • The Unseelie Kiths - Introduced in the Shadow Court book, these were dark reflections of the standard kith who had their origins in nightmares and were bent on malice and destruction. They had escaped into the mortal world along with the other members of the Shadow Court, and often pretended to be "normal" Changelings; include the Beasties (resembling Pookas), Boggarts (resembling Boggans), Bogies (resembling Sluagh), Ogres (resembling Trolls) and Goblins (resembling Nockers).
  • The Menehune - Similar to the Nunnehi, the Menehune are a race of their own existing only in Hawaii; they have their own Kiths which reflect their social roles.
  • The Inanimae - a series of 5 kiths, four of which are based on the primal elements and one based on human creations; their equivalent of the Court system is based on whether they are occur naturally or have been crafted somehow by humans.
  • The Mer, apparently two oceanic Kiths; actually one Kith, however the animal they take their nature from determines their respective Courts and powers.
  • 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 of Britain, dryads, the Green Man. (See also dryad.)
  • The Kinain - technically not a fae kith themselves, these are humans with enough fae blood to work with glamour in the way changelings do.
  • The Adhene - the Dark-kin that were released from their confines in the Dreaming after the destruction of the Ravnos Antediluvian. Many are allied with the Formorians.

[edit] Hsien

Found in the book Land of Eight Million Dreams (by James A. Moore) these are the closest equivalent to kithain native to the realms of central and western Asia. Moreso than any other of the gallain, the hsien are not like standard changelings. They use an entirely different system of magic much closer to that of Mage: The Ascension. The closest analogue mythologically 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 Chinese 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; 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] 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 official published material for the game.

Dark Ages: Fae is a World of Darkness: Dark Ages game with strong links to Changeling.

[edit] Changeling in the new World of Darkness

Main article: Changeling: The Lost

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.

In April 2007, White Wolf finally unveiled the new "Changeling" line, Changeling: The Lost, and updated their site periodically with information about the new game. The game approaches changeling legends more traditionally: the characters are actual humans who were stolen by the Fae, taken to Arcadia as slaves, and finally escaped back to Earth. Their magical nature is the result of changes wrought upon them in the world of the Faerie, but they are still human beings. The types of changelings available for play are more varied and character creation is more nuanced, but the changelings lack any direct connection to a particular culture's legends. The Fae are purely antagonists, while Courts are determined by the four seasons, and the spiritual and past life dimensions have been completely discarded.

Changeling: The Lost was released in August 16 of 2007.

[edit] References

Changeling: The Dreaming 2nd Edition - White Wolf Game Studio
Changeling: The Dreaming Players Guide, 2nd Edition - White Wolf Game Studio
The Shining Host- Changeling: The Dreaming for Mind's Eye Theatre - White Wolf Game Studio

[edit] External links