Changeling: The Chalice Restored
by
Rodford Edmiston
"Everybody gets the no-no.
Hear it ringing in their ears.
There's lots of ways that you can go-go.
Look around, 'no' disappears!
The Kings, "Switchin' to Glide"
Overview
This work is set in White Wolf's Changeling: The Dreaming role-playing game universe. While the plot and many of the characters are mine, everything else is theirs.
The purpose of this module is to provide a possible course for the return of High King David. It is set in Central Ohio, which is one of the least like places for him to be found. The idea is to introduce the players to an interesting campaign setting, and in the course of typical adventures gradually let them uncover clues that there is something going on beyond the usual Changeling campaign.
Central Ohio is far from being a hotbed of supernatural activity. However, it is also far from empty of creatures of magic. While most outside the area view it as being a dull place it is actually filled with a quiet Glamour, of the sort often found in places which are mature but still alive and growing. This brings the bad as well as the good, of course, but those who choose to live there consider the good points to outweigh the bad.
Sure, the state government is anal and behind the times, but what government isn't? Most people just ignore the bureaucrats, anyway. Sure, the highways have the signs in the wrong places, but for the most part the roads are well-built and well-maintained.
There are about fifty Changelings in Columbus itself, with about the same number of kinain; there are roughly a hundred kithain and about 150 kinain in the Duchy total. The high ratio of Changelings to their human relatives is due largely to the Campus Revel, which attracts young Changelings from a wide area. The local kithain are mostly Boggans, Knockers and Satyrs, though all types are born locally and also migrate in.
Changelings:
The local liege is Duke Wotchermacalt, a Sidhe of Basque descent. He rules all of Central Ohio, through a chain of lesser lords, a few of them non-Sidhe. Due to the low population density of Changelings in the region it has been little touched by such recent disruptions as the Concordance War or the High King's disappearance. Which is not to say that Changelings here have been untouched by these events, or that they hold no positions regarding them. Just that everyone here knows almost everyone else, and while there may be bitter personal feuds and wide (and strongly held) differences of opinion, getting a group together to attack another group is difficult. Besides, the Duke, in part because of being of House Scathach, and in part due to the long history of fair rule both by himself and his predecessors, is held in good regard by nearly all in his domain. Though some have been saying, lately, that he has passed his prime...
The second most important center of Changeling activity in Columbus is The Campus Revel. This is centered around an OSU co-ed dormitory which is also a Level 2 freehold. This is the gathering place for Changelings too old for the simpler, more innocent activities of Childlings and young Wilders but who do not wish to become involved in a formal court. The members tend to be pretty egalitarian, with low-born and high-born all welcome. Which doesn't mean there aren't problems between Commoner and Noble. Or between, for instance, different Sidhe Houses, or even between Satyrs and Trolls. But these problems tend to occur between individuals or small groups, and most of the arguments stay on that level. Violence - whether physical or magical - is rare, though pranks are common.
The single most important place for Commoners to meet and interact is The Pride of Erin. This pub and brewery on High Street is a place of great romance and mischief, as well as being a Level One freehold. Few humans can tolerate the establishment, mostly because they either are made to feel unwelcome (due to their high banality disrupting Changeling activities and the chimerical atmosphere) or because they are just perceptive enough to realize there are things going on they can't really see, which makes them uncomfortable. There are some exceptions, and after a trial period those are as welcome as any Changeling. As the owner puts it "Hey, if they can put up with us, we can put up with them."
Ghosts:
Columbus has many immaterial inhabitants. Normally they restrict their activities to things only other Wraiths and a few sensitive humans would notice.
Hunters:
No teams are based out of Columbus or the surrounding area, but several individual hunters live here. Twice, teams have swept through briefly on some mission. The first time the local supernaturals were taken by surprise, and left rather confused afterwards. A proper analysis of the situation wasn't made until well after the hunters left. The second time the locals realized early what was happening and basically laid low until the hunters were again gone. Both times, a handful of supernaturals were attacked, and some killed or presumed so after going missing. These were mostly vampires, but two Sluagh also disappeared.
Mages:
There are a two old chantries, disguised as secret cliques in different Masons' lodges. They tend to keep to themselves.
Mummies:
You're kidding, right? Mummies?! In Central Ohio?!
Shapechangers:
The only ones living in the immediate area are a few Werewolves, and there is very little Garou presence in Columbus, itself. However, there are several Septs within an hour's drive. Wandering Bastet or Corax may occasionally pass through. If they notice something needing attention inside Columbus one or more Garou Septs may be notified.
Vampires:
The city's Prince has few rules, but they are strictly enforced. Lord Exsanguine is a Malkavian obsessed with quiet orderliness. In Columbus this approach works quite well. The primary rule is Don't attract attention. Keep your feeding discrete, don't do anything outrageous in public, cover your tracks (ask for help with this when it is needed) and don't kill unless you're prepared to justify the act to the Prince.
The average number of vampires in the city over the past half-century is fifteen, and the total has rarely risen above twenty. This is also part of Lord Exsanguine's low profile policy. However, he makes sure the number never drops below 10, and that there are always at least two allies in town of tenth or lower generation. (There have occasionally been forays into the city by werewolves or similar creatures, and during one bad month a few years ago five of his people disappeared without a trace. He may be crazy, but he's not stupid.)
Characters and Situations
High King David disappeared about 3 years ago. So far major conflict among the inhabitants of his kingdom has been avoided, but there have been - and still are - many minor skirmishes. The situation is growing more tense with Caliburn's continued refusal to choose a new High King. Recently, in an attempt to reduce these tensions, Faerilyth has proposed a compromise to Morwen: she will voluntarily give up the title of High Queen, passing the Crown to David's chosen successor, Lenore. Additionally, Faerilyth will recognize Morwen as Reagent, a position she will hold until Lenore is determined competent to rule (most likely by Caliburn taking some action) or David is restored. In return, they will both recognize Faerilyth as Queen Dowager, and that she has equal say with Morwen as Lenore's advisor. This will unite several factions and free Faerilyth to devote most of her time to actively seeking David while leaving her with enough authority and influence to do so. Morwen is seriously considering accepting this. While she still has no affection for Faerilyth she has come to believe that the Eiluned had nothing to do with David's disappearance and does, indeed, truly love him. Having her devote most of her time to finding David increases the chance he will be found, and decreases the chance of Faerilyth meddling in the Kingdom's affairs.
All three women still hold hope that David may be recovered, as do others. There are no unequivocal signs he has died, and in among the many spurious reports of sightings are a few which seem stubbornly valid. Even King Meilge is in favor of the solution Faerilyth has proposed, since - to his great annoyance - he has lost track of David. If the High King is found and restored, the King of Willows should be able to make use of being seen as in favor of the reconciliation. If David is never found, or is proven dead, or is found and determined to be lost to banality, the reconciliation between Faerilyth and Morwen would allow him to have access to - and influence over - young Lenore.
Sir Seif Raushan, the Eshu storyteller who bears Caliburn while he searches for the lost King, is now 18 years old. He has only a vague idea - painfully strained from a myriad of false clues and cryptic prophecies - of where David is. However, he is more convinced than ever that the lost High King still lives. Moreover, he now believes that the time when he will return Caliburn to David is near.
David is currently in the custody of one Lord Exsanguine, a Malkavian who has been the Prince of Columbus, Ohio for nearly a century. The vampire noticed some time back that one of the most trusted non-ghoul heavies of an old enemy, Dominic G. Fellows, was involved with a rather strange kidnapping. His curiosity piqued, he followed the movements of the banalized High King and his captors, growing more and more puzzled, and more and more determined to solve that puzzle. Finally, when the opportunity presented itself, he had two of his ghouls sneak in while the guards were unattentive and remove David. (Simply overpowering the humans would have been too easy, and he also wishes to present those responsible with a puzzle of their own, even more vexing than the one they presented him. He cackles with unholy glee from the knowledge that an incident like this will annoy the other vampire for decades.)
The befuddled David has only a dim idea he has traded one prison for another. However, a slow awareness that something is wrong is creeping over him. He is kept in a lushly appointed set of rooms in a stately mansion on the outskirts of Columbus. (Just outside the New Albany Country Club, south of Dublin-Granville Road, east of Columbus; map reference F23.) Free of his dreamless captors and the torments of their high Banality and iron cage, he is slowly recovering. Lord Exsanguine has ordered that David's every need be seen to, except for freedom. He is still studying the situation, and noting the changes in David as he recovers his mind and soul. What the Prince does not know is that the small amount of dark Glamour generated by himself and his court is largely responsible for this improvement. The music, movies and books are also helping.
Meilge wants David back or, failing that, proof that he's dead. He also wants revenge on whoever stole him. Mr. D swears it wasn't him, and Meilge believes him... mostly. Dominic Fellows doesn't so much want David back as to punish whoever it was who dared to interfere with his business. Fellows made sure "Mr. Grass" was present when the four guards were questioned. Then he made sure Meilge had a say in their punishment. The two who were supposed to be actively on guard were killed, quickly and with little pain. The other two both lost a little finger.
Fellows does not connect Lord Exsanguine with the theft of his prisoner. In truth, he barely remembers their one minor encounter, decades ago. If reminded of the Malkavian's existence Fellows will discount him as of no importance. He has made no connection between several minor setbacks, spread over half a century, and the Malkavian, since they are pretty much lost in the expected occasional reversals in his operations. If he were somehow to become aware that Lord Exsanguine was responsible for these problems, Fellows would be baffled as to the reason, but pretty much dismiss the situation as an example of Malkavian madness. Though he would definitely protest to Lord Exsanguine's superiors. The existing situation very much satisfies Lord Exsanguine. He prefers working anonymously, behind the scenes, to engineer Fellows' comeuppance. However, if Fellows discovers that Exsanguine has David, there will be a major lightning assault on the Malkavian's mansion.
For now Lord Exsanguine just wants to keep and observe his new possession. His madness is of a quiet kind, though he is certainly not above committing or ordering violence when he thinks it necessary. He suspects his guest is a Changeling of some sort, but has no direct connections with the local fae (and does not realize Lady Fang is one). For now he is being quietly patient as only an elder vampire can.
Note that while Lord Exsanguine enjoys collecting a wide variety of things, he loves puzzles (both physical and intellectual) and solving them. He is a clever man, and enjoys a challenge. He is far more likely to respect and cooperate with someone who impresses him as being intelligent and who is willing to play the game. He would be quite happy to turn David over to anyone who would politely explain who the amnesiac man is and how he might have come to be where Lord Exsanguine found him. Especially if that someone represented the local Sidhe Duke. Lord Exsanguine wants no trouble with the fey.
Individuals
Name |
Sex |
What |
Age (as of 2003) |
Where |
Lord Exsanguine |
M |
8th Gen. Malkavian/Prince of Columbus |
468 |
Spooky mansion |
Pierson Gambolle |
M |
Autumn Person |
37 |
Fancy home |
Marcham Gambolle |
M |
Satyr |
14 |
Hospital |
Dan Gold |
M |
Kinain/chief security guard |
58 |
The Mall |
Dan Gold has been seeing fairies since he was nine. Though never part of any formal court, he is known to nearly all Changelings in the area and treasured by many of them. He is welcome any time in both the Boneyard and the Campus Revel, and by appointment at the Duke's freehold. As a human authority figure who can see Changelings without being enchanted, and who is sympathetic to them, he is valued as an ally in the mundane world. He is also a fine baritone. Though he does sometimes attract the attention of mischievous chimeras.
Lord Exsanguine is an old vampire with a lot on his mind. Why, simply keeping the wolf from the door requires stringent precautions and great effort. Of course, it's all worth it. I mean, when was the last time you saw a werewolf around here?
Pierson Gambolle dislikes childhood. He had to grow up fast when his father died, and figures it made a man out of him. He doesn't see any reason for anyone else to have it any easier. That's just coddling a person. He has made a second career of helping children and parents, ostensibly to teach youngsters responsibility and train them for adult life. The Baby Beauty Pageant he organized is a prime example. However, people who have an inkling of what lies behind his professional, all business exterior are more likely to label Gambolle a monster than a man. And more and more people are learning what he is really like, especially after his son was hospitalized.
Gambolle (a widower for four years with one child, a 14 year old son) called the boy's doctor and made an appointment, citing "lack of energy and laziness." When Gambolle arrived one of his aides carried the inert boy into the office. The alarmed receptionist called the doctor, who made a quick check then had her call an ambulance. Gambolle protested the "unnecessary expense" but the doctor prevailed. At the hospital the boy was diagnosed as being dehydrated and possibly abused (due to the presence of several fresh bruises and scrapes) and also in a mild persistent vegetative state. That is, a light coma. No cause for the latter has been determined, though doctors are saying that might have been some great emotional shock. From the CAT scans and EEG readings doctors believe that he has a good chance to recover. All that's needed is the right stimulus. Gambolle insists that he has never done anything to harm the boy, and is influential enough that without more evidence no charges of abuse could be made. He also insisted, early on, that there was nothing wrong with the boy, that he just didn't want to wake up and face reality. After a month and a half, however, he abruptly changed his tune, stating that there was no hope for recovery and ordering the doctors to remove him from life support. When the startled doctors repeated their diagnosis and that there was a good chance he would simply awaken eventually, Gambolle flew into a rage and accused them of keeping a brain-dead body alive so they could milk more money out of him, and swore they would not demean his son's life by using him in this way.
Two days later (a day after the baby beauty pageant) Gambolle went to visit his son. As usual, the visit was a short one. However, while he was there alarms started sounding at the nurse's station. She arrived to find all the equipment turned off and the IV tubes clumsily yanked out, and Gambolle gone. She alerted security, who caught Gambolle on his way out of the building. He is now threatening to sue the hospital, saying that he'd ordered that no extraordinary measures be performed to resuscitate his son. Arguments by the doctors that he hadn't needed resuscitation, that the equipment was simply monitoring for signs of activity and that except for a small loss of blood no harm was done to the boy have actually worked in Gambolle's favor, since the police consider that proof that he wasn't really trying to kill his son.
Marcham "Mark" Gambolle is a Changeling whose Chrysalis was witnessed by his father. Due to the Mists Pierson Gambolle remembers none of this. Mark's suspicious abrasions are a result of the violence of his Dream Dance, and not due to any physical abuse from his father. (Of course, the emotional abuse he has suffered during his short life has been far worse than what Gambolle is actually suspected of.) Mark has a history of psychological problems, minor but persistent. He is subject to mood swings, and can go from studying for days with hardly a break to raucous partying 'till dawn. He defends his more liberated actions by stating that he studies hard then parties hard to recover. Mark's enthusiasm for - and success at - sports has also been pursued with the same intensity. All of which pleased his father, who saw these activities as signs that the boy was finally turning into a man. What didn't please him was Mark's passion for music. The breaking point came when Gambolle discovered that is son - at age 14 - had been admitted to an advanced program at a prestigious university. Not for his academic prowess. Not for his athletic ability. But as part of a music program. Their confrontation over this led directly to Mark's Chrysalis, and the father's banal, fanatical rejection of the transformation caused the boy to be lost back to Banality as soon as he Became. The shock of these rapid, sudden changes have left him hanging in the metaphysical balance. The doctors are right, though; all he needs is the right stimulus to bring him back. But to which side?
The Media Medium
This exotic book store near the OSU campus is owned and run by a Grump Boggan named Herschel. He is always looking out for both his customers and the kids (meaning anyone under 25) in the area. He is a tolerant and helpful fellow, with a huge amount of knowledge on a wide variety of subjects. Herschel is always willing to make recommendations when asked, and sometimes when not asked. More than once he has gently but firmly made someone put back a book he feels is wrong for them, guiding them to something else instead. The fact that his judgements are almost always right impresses his customers, especially the ones with a thirst for knowledge of a type not found in regular classes.
The store frequently comes under criticism and/or pressure from various groups, due to the material it sells. Many people, for one reason or another, think the store sells only occult books, or read "exotic" as "erotic." Though no minister, pastor, priest or any other official representative of a church has attacked the store (indeed, several are customers) many groups affiliated with churches have. So have the PTA and several similar associations. Ironically, another source of pressure is a local Wiccan group.
Herschel's response to being called a Satanist, anti-Christian or whatever is to point out that his store has a large selection of Holy Bibles. They're filed under Y in the history section. For some reason this only makes the critics hate him more.
The store also has an undeserved reputation as a source of drugs and/or drug paraphernalia. It has been investigated many times on complaints and tips, and actually raided twice. None of the charges have stuck, though the police thought they had a good case against one boy who had several pressure-loaded auto-inject syringes with him, and was by his own admission not a diabetic. Turns out the kid had a deathly strong reaction to insect stings and the neat little vinyl pouch was his anaphylactic response kit. He also turned out to be the son of a state representative.
Groups
Note that only the most significant members are detailed in each group.
The Campus Revel |
Sex |
What |
Age (as of 2003) |
Notes |
Becky (aka Lady MacBeth) |
F |
Satyr |
19 |
Also frequents Pride of Erin |
Danny |
M |
Piskie |
17 |
"Hi! I'm Danny the elf!" (big grin) |
Donna |
F |
Rabbit Pooka |
17 |
Think CLAMP's White Rabbit |
Edward |
M |
House Fiona |
18 |
Laid back Sidhe. Helps run the place. |
Judy |
F |
Nocker |
20 |
Leo's twin sister |
Leo |
F |
Nocker |
20 |
Judy's twin brother |
Plucky |
M |
Duck Pooka |
17 |
"Hi! Wanna duck?"(aka "The Pluckster") |
Trudy |
F |
Satyr |
18 |
Revel rumor rajah |
Zeon |
M |
Boggan |
38 |
In charge... or tries to be |
The Court of Glass |
Sex |
What |
Age (as of 2003) |
Notes |
Duke Wotchermacalt |
M |
House Scathach |
86 |
Basque Sidhe, usually seems distracted (looks 40ish) |
Duchess Ilsthene |
F |
House Fiona |
52 |
Loves her husband but wishes he were more ambitious (looks 35) |
Lorisal, Sir |
M |
House Scathach |
35 |
The Duke's chief aide |
Brendan, Sir |
M |
Troll |
32 |
Head guard |
Korgig |
M |
Troll |
21 |
Guard |
Kembril |
M |
Boggan |
29 |
Chief cook |
Dodie |
F |
Boggan |
25 |
Chief assistant |
Pederel, Sir |
M |
Boggan |
56 |
Court Scholar |
Carver |
M |
Nocker |
28 |
Freehold maintenance |
Pemberton |
M |
Satyr |
39 |
Chief of entertainment |
Lucinda |
F |
Boggan |
45 |
Household accountant |
Sallund, Lady |
F |
House Scathach |
48 |
Principal, history teacher (looks 30) |
Plus an assortment of retainers. See the end of the document for the list of students at the school.
Additionally, many local Changelings - mostly Commoners but a few Sidhe - are regulars at the Ducal manor. Nearly all Changelings in the area pledge fealty to the Duke, though some only as a formality, and some reluctantly.
The Court of Glass is a small court, even for the small number of Changelings it oversees. This lends an informal atmosphere to the Duke and his people, as well as reducing the distance between the highest and lowest in the Duchy. For all that, the Duke is a businessman and runs his lands in a competent manner. There are simply fewer frills than there are at most courts.
The court is in an old and somewhat neglected mansion in a neighborhood which used to be upper-class, but has recently (during the past 40 years, that is) become downright seedy. Naturally, the fae seeming of the mansion is far grander than the mortal one. However, even that has a sort of dreary sadness to it, as if the place itself knows that the good times are gone and only a slow decline remains. The house and property have belonged to the Duke's mortal family for over a century, and the Duke himself has been a resident for over 30 years. However, he was not born here, and except for a couple of extended childhood visits did not live here until appointed Duke. The freehold is a Level 4, and nearly a century and a half old, created by several of the current Duke's ancestors with help from a number of others. Though the area ruled is typical of a duchy, the number of those ruled is somewhat small. This is partly the reason that the current Duke's court is small and rather informal.
Duke Wotchermacalt (mundane name: Adam Watts) was "awarded" his ancestral holding by the returned Sidhe after the previous Duke - his uncle - died childless. (Some say his spirit was broken by the Accordance War.) The current Duke originally considered this appointment a punishment, or a sop to show how generous and forgiving the "true" nobility could be. Now he sees it as a forced retirement from the center of Changeling society at the High King's court. He longs to either again become more involved with the High Court (or even the court of Queen Maab) or to retire from this position and spend his remaining days as a country manor lord. But until then - or until his death - he does his duty to his people... though with a noticeable lack of enthusiasm.
The freehold's chimeras are mostly similar to the structure itself, appearing elderly, tired and a bit worn. They tend to resemble classical - and often caricatured - household servants. What few realize is that a particular stuffy old butler is actually a Wraith, a former kinain servant, one of those who helped create the freehold. He is able to physically manifest due to the Glamour in the place and his mystic connection - and dedication - to it.
The Duke is prone to mild depression, ironically drifting towards Banality while spending most of his time in a freehold. This affliction mostly manifests as a lack of desire to take action unless the matter is both important and urgent. Though he looks relatively youthful, he feels the weight of years pressing on him. One reason for this is that - like his uncle - he has no offspring. Though married and in love with a loving Sidhe wife for decades, they have never been able to have children of their own, instead adopting many orphans of several different kith, and even some kinain. A curse placed upon his grandfather - the first Duke here and the creator of the freehold - causes all Changeling males descended from him to be infertile. Duke Wotchermacalt's great-nephew is next in line, having recently experienced his Chrysalis and begun training for the role. The current Duke suspects this Wilder is actually is uncle, reborn, to resume what his early death left unfinished. In the meantime, the current Duke waits, and does as little as he can without causing serious damage.
Ironically, the Duke's lack of passion has endeared him to his Commoner subjects. In their eyes, he lets them handle their own problems without interfering, only stepping in when higher authority and greater resources are requested or obviously needed.
The Duke is old enough to realize that Lady Fang is much older, and knows she is of House Scathach. He suspects that she is Síocháin, but does not press her. He personally likes the independent Sidhe, but must publicly criticize her for staying away from official Changeling society and almost never visiting Court. He will occasionally visit her in disguise, to seek her counsel or comfort.
To help formally teach young Changelings, and to help justify the large number of children the Duke and Duchess (mundane name: Ilse Watts) have adopted, there is a boarding school on the grounds. This is outside the freehold proper, to avoid the (non)aging problem. With a capacity for 30, it currently has 12 NPC Changeling students - two of them teaching assistants - 7 of them in residence, and five more who attend but live elsewhere. The other three students are kinain, two of whom live at the school. Of the staff, only the principal - Lady Sallund - lives in the freehold.
One reason the freehold was built here is that an ancient Trod exists on the property. Secluded in a grove of elderly trees situated near the edge of the freehold proper, it connects to a fragment of old-growth forest still standing in rural New Hampshire, near Court of Spoons, the freehold of Count Decaborel, a powerful Sidhe who is a major player in the Court of Queen Maab. While not an ally of the Court of Glass, Decaborel holds no enmity towards it, and is a stickler for fairness.
The freehold's rath is an ornate oaken door in an outside wall of the Duke's study. Unlocking the door and opening it reveals a cedar-lined storage closet. However, applying the proper cantrip first causes it to open upon a flowery field in the Near Dreaming, where the manor exists as a small but dignified fairy castle. There, the door appears to be mounted directly on the wall of the castle, at ground level. From the Near Dreaming the door either opens onto a blank wall or, with the cantrip, back to the mundane world. The land around the castle extends indefinitely in the Near Dreaming. Several trods cross this land or terminate on it, but all are chimerical, with no Silver Path. The trigger bunk is humming "Have You Ever Seen a Dream Walking?" as the key is inserted and turned; the roll for opening a rath must then be performed before the door is opened.
The Pride of Erin |
Sex |
What |
Age (as of 2003) |
Notes |
Patric Saul |
M |
Satyr |
48 |
"Sidhe... Commoner... They all have money... |
Roget |
M |
Troll |
43 |
"You can be quiet in here or you can scream in the alley. Your choice." |
Gloria |
F |
Ferret Pooka |
21 |
Just started, but loving it |
Tilley |
F |
Boggan |
32 |
Head waitress |
This is a small brewery with attached pub. The owner is Patric Saul, a Satyr of Irish descent. Changelings of all kinds are welcome here, as long as they pay their bills and don't cause trouble. Roget, the Troll bouncer, helps encourage obedience to the owner's wishes.
Because it is located near the campus of Ohio State University the Pride has occasionally come in for criticism from the more prudish. No matter that the mundane bars are far more often the source of trouble, and no matter that the staff and clients of the Pride make a point of trying to help troubled youths, it is one of the primary targets. So far, with the help of the Duke and several others with influence in the mortal world, the efforts against the Pride have been limited to unusually frequent health and safety inspections.
The freehold's rath is a secret door in the storeroom, left over from Prohibition days. Normally, it simply leads to another section of the storeroom. With the proper cantrip, though, it instead opens into the Near Dreaming. From there one may proceed into the Dreaming portion of the storeroom (which looks pretty much the same), then return through the doorway without the cantrip to enter the Dreaming portion of the pub. (This also works from the other direction, assuming one starts in the banal world inside the concealed portion of the storeroom.) This looks like a fairy tale version of the actual pub, with chimerical caricatures of humans and fae, as well as many other creatures. The trigger bunk is to knock three times and say "Excuse me..." before tripping the latch. The normal attempt at opening a rath must be used with this.
The Boneyard Crew |
Sex |
What |
Age (as of 2003) |
Notes |
Liam "Pony" Bryce |
M |
Fiana kinfolk |
63 |
Around |
Lady Fang |
F |
Sidhe Inanimae |
2183/654 |
Owner (looks 35) |
The Stone Gang |
V |
Misc. Gargoyles |
varies |
They're just there |
Siruscue Gald aka "Sue" |
M |
Sidhe of House Dougal |
33 |
He's in security… a lot of it |
Simon "Shorty" LeBarge |
M |
Wraith |
212 |
Speaker for wraiths |
The Dark Man |
M |
Sluagh |
38 |
Undertaker... and he'll undertake anything (looks 60ish) |
Maisy |
F |
Hedge witch |
25 |
A one woman orgy |
Lost Illyan |
F |
Sidhe Inanimae |
? |
Statuesque broad |
Dancing John |
M |
Satyr Grump |
43 |
A one satyr band |
Rowlf |
M |
Faerie Hound |
? |
Graveyard dog |
The Boneyard (Mortal name: Glen of Eternal Repose) is a level 5 freehold (officially it is only a level 2) on the northern boundary of Columbus, in a glade which was once surrounded by forested land. It occupies the top and southeast slope of a low knoll. The property has been owned by Lady Fang in various guises for over a century. It is a powerful freehold, in part because of its mundane purpose. Grief, sadness, closure and dark humor generate much Glamour. Lady Fang is Seelie, but with some oddly Unseelie leanings. However, she is very careful never to cross the line, and equally careful never to take advantage of those grieving.
The glade was found by Lady Fang nearly two centuries ago. At the time it was held by Nunnehi, whom she dealt with peacefully. Decades later she returned, to discover that her New World kin were gone, perhaps driven out by the activities of the 1888 Exposition (see below). Discrete inquiries among the local supernaturals revealed that none of them knew about the glade. This land, north of the city of Columbus, was adjacent to some which had been used for the Exposition. Lady Fang acquired title to over a hundred acres of land in that area, much of it considered "useless" after the Exposition ended, arranging things so that the portion where the glade was situated had to be included as part of the package, even though she "didn't really want it." Over the years she has sold off much of the surrounding land, for a sizable profit.
By the time other Changelings in the area knew there was a freehold here, it was already well-established. There were then no other Sidhe in the region, and only a few commoners. Those who did visit the out-of-the way location were welcomed.
The heartstone is a beautiful formation of granite porphyry, projecting all the way up from the bedrock several meters below ground level. Lady Fang has disguised it by having matching stone carved into a modest but attractive above-ground crypt, with the actual heartstone as the base. The crypt is Nocker-carved and heavily enchanted, both of these qualities (plus the natural rise of the soil with time and grass cut a bit high) helping to hide the fact that the base of the crypt is unshaped native rock. Mixed in with the rest of the crypts and monuments of the graveyard it is unremarkable. The few who are allowed to look inside may notice that the floor is irregular and inclined.
Exactly which came first, the idea for the crypt or making the land a graveyard, is known only to Lady Fang. All the records show is that by the time the property was registered as a burial ground it already held several graves.
Inside the oversized crypt Lady Fang keeps a small Balefire burning. This is unnecessary, as far as keeping the glade active goes, but increases both the Glamour the place generates and Lady Fang's personal power and control over the glade. The balefire is also part of a deception by Lady Fang and her crew, to conceal the fact that this freehold is actually a glade. By the size of the balefire alone one would evaluate the freehold as not more than a level 2. Gaining Glamour by sleeping in the light of the balefire requires sleeping inside the crypt. Normally, only Lady Fang does this. The glade method of gaining Glamour - the first to fall asleep and dream within the glade during the night - also works, though the sleepy generally must know this is possible before it can happen. Since Lady Fang normally recharges by sleeping in the crypt, the glade Glamour is up for grabs by any of the other regulars, including the more personable chimeras. Some of the resulting deals, bargains, gambles and contests have been quite amusing. Despite this apparently casual arrangement, Lady Fang makes certain no-one in her freehold goes without Glamour if they need it. For example, she always has a supply of dross on hand in case of need. These are mostly Dream Stones, but she also has a couple of Treasures and a Memento. Only The Dark Man and Liam know she gathers the Dream Stones off the side of one of the Trods connected to the Dreaming portion of her freehold.
Inside the crypt, the balefire is in a heavy bronze brazier in the middle of the floor. Along the far wall is a simple but wood-framed comfortable cot. Around the walls, and on either side of the doorway, are sturdy bookshelves. The brazier is Grecian, twenty-four centuries old, and came from a temple of Apollo. It is, by itself, a great Treasure. Many items on the shelves are also very old, the oldest being scrolls the same age as the brazier. The chimerical seeming is exactly like the mundane one, except that everything is a bit cleaner and brighter and of a bit higher quality.
Guests who aren't in the know may recharge as per the Sanctuary rules; one point of Glamour per eight hours of sound sleep. This will work for up to 10 people in the Boneyard. Anything guests don't use will be taken by the regulars, assuming they need it. Glamour is rarely unclaimed here, in spite of it being such a rich source. On those rare occasions when there is a surplus this manifests in the Near Dreaming as Dream Stones.
The Rath is concealed as part of a network of drainage control ditches and earthworks. It is located not far from the heartstone, just a few meters due east. It is only a bit more than two meters across. There is no trigger bunk; however, Lady Fang has placed blocking cantrips on the portal such that anyone attempting to open it (from either side) without her permission will have a 5 dot penalty. Attempting to undo or bypass the cantrips would be a task with a base difficulty of 9.
The Boneyard's mortal seeming is an old and well-tended cemetery, shaded by huge, ancient trees carrying much moss and lichen with occasional outcroppings of bedrock, as well as an exquisitely cared-for lawn; it is the sort of place many would choose - and have chosen - for their final rest. It's fae seeming is like the mortal one, only moreso. Sluagh have been known to swoon from exquisite melancholy on first viewing the place. However, its Dreaming aspect is startlingly different. Passing through the portal, one finds a supernaturally attractive meadow in the middle of old-growth forest, a place of complete peace, with no sign of human or Changeling works. Several Trods lead away from this meadow, but all seem to end after only a short distance, the Silver Path fading to nothing. This is apparently how this portion of the Near Dreaming looked when the glade was held by the Nunnehi. Lady Fang has gone to great pains to make sure this place remains unspoiled, and keeps tight control over the portal. Someday she hopes to show this to the Nunnehi, and receive their blessing for her work in maintaining it.
Lady Fang is the legal owner, under the latest of a string of identities. Dancing John is the night watchman. The Dark Man is the manager and caretaker. Maisy is the groundskeeper. Liam is the music director.
The Boneheads
Lady Fang (her given name from before the Shattering was Greek for "Fang of the House Scathach") is a Baroness of House Scathach (something she definitely does not advertise). During the Shattering, like most of her exiled House she faced a dire choice. Do nothing and be destroyed. Sneak back to Arcadia and risk discovery and imprisonment. Inhabit some inanimate object as protection from the encroaching banality. Or displace an adult human, possibly committing murder. Lady Fang isn't sure what she would have done otherwise, but in her case she found another answer. As time drew close, and banality pressed on her, she, by chance, encountered an exquisitely beautiful female vampire of the 7th Generation, only a century or so old, and realized that the undead counted as inanimate objects. Displacing the vampire was surprisingly easy, and that immortal, incorruptible body is now her Anchor. What was hard was controlling the bloodlust and other strange desires which came with her new form. Over the past six and more centuries she has wandered the world, never staying in one place for more than a few decades. Until she found the glade which she eventually turned into the Boneyard.
Lady Fang is most definitely not Síocháin, and well aware of that fact. Her body is not a living thing, but a corpse altered and preserved by magic. To sleep she must use magic on herself; otherwise she at most dozes occasionally. Normally she sleeps in her crypt during the day. If she is in need of Glamour she will enter the crypt and perform her magic, making herself sleep and dream as needed.
Lady Fang's Dreamform is a wispy, willowy, elfin maid, with long, golden hair and slanted green eyes, looking much like a Sidhe poet's dream of the ideal Sidhe woman. Down through the centuries her physical shell has slowly come to resemble this more and more closely, though it can still easily pass for human.
She has a few connections among both the local Changelings and vampires. The latter consider her an old, odd Malkavian, though the body she possesses belonged to a Toreadore. Most Changelings or knowledgeable humans assume she is a Sidhe or a light-haired Sluagh. Normally, she uses only standard Sidhe abilities. However, given blood - especially Changeling blood - she can use it as a vampire does, and knows many vampiric disciplines on top of her Changeling abilities. However, she is reluctant to use them, since doing so reawakens the hunger for blood which came with the body. Normally she is able to substitute Glamour for her nourishment. Sunlight annoys her, rather than destroying her, but she is definitely nocturnal.
Lady Fang does know some more traditional Inanimae, and is considered by many of them to be an honorary member of the Empire of Dolls. Manikins can tell she's not like them, but also feel a certain kinship. Some are puzzled by this, others indifferent. As long as she doesn't misrepresent her status with them they don't really care. For the most part they simply treat her as a somewhat odd Sidhe.
While Lady Fang must be treated as an Arcadian Scathach in terms of magic and social roles, she has undergone the Changeling Way Ritual. She just hasn't died and been reborn since.
Though strictly speaking a low-ranking Sidhe, Lady Fang has power - physical, magical and political - far beyond what one would expect for someone of her rank. So far there have been few attempts to seize her freehold, but the very fact that she still holds it after so long is starting to attract unwanted attention.
Siruscue Gald took his nickname from the Johnny Cash song "A Boy Named Sue." Arriving from Arcadia and looking for a body, he spotted a strapping youth and decided that was who he wanted to be. Unfortunately, the youth was a Garou, a Fianna Ahroun, who reacted to the assault by shifting to Crinos. After a brief but very fierce struggle Sue was left in control of the body, but without any Garou abilities (except as mentioned below). He is therefore not only stuck as a three-meter tall monster, he doesn't induce the Delirium! (Though the Mists are more effective for him than for most fae.) Although Sue is as strong and tough as his host (soaking like a Garou, for example) he has no Rage or Gnosis. He uses Glamour as a normal Changeling. Cold iron affects him the way silver does a Garou, and silver the way cold iron does a Changeling. He doesn't know that Liam holds a grudge against him for effectively killing one of Gaia's warriors. He also knows almost nothing about Garou.
Liam "Pony" Bryce is a busker, a street performer. He makes enough to feed and clothe himself and occasionally buy himself a little treat. That, and a safe place to stay where he can be with friends, are all he asks of life.
His instrument is an antique mandolin, fondly known as The Black Lady. While rare and old and of beautiful quality, there is currently little demand among collectors for such instruments, so it's value is only a few dozen times what Liam makes in a year. He wouldn't sell it for any price. They gone everywhere together for decades, and it has helped him through some trying times. It's finish is a glossy black, highlighted by brilliantly white ivory. The frets are made of this latter, and the center hole is filled by a disk of ivory delicately keyhole sawn into an intricate pattern. Small dots of ivory outline the rim of the body. The only enchantment on this instrument is one to keep it in good repair.
Liam is Fianna kinfolk, and also has some fey blood. He does have to be enchanted to see anything chimerical, but have almost no effect on his memories. He also has a minor ability with hedge magic. Combined with some sleight-of-hand, he is an able trickster, and has occasionally outdone both Pookas and Ragabashes.
As one might expect, Liam has good reason to hate Sue. For the most part, Liam has long forgiven the crazy Sidhe and gets along with him, but still resents his actions. He considers Lady Fang's tactic of picking one of the undead to inhabit far more honorable and pragmatic. Not to mention being both dang clever and requiring a great deal of courage and determination. He holds a bit of an unrequited crush on the Lady, which she is aware of and occasionally teases him about, knowing it can never be consummated even if she felt the same way towards him. Liam has not told any Garou about Sue, and is definitely not telling Sue anything about the Garou.
"Pony" is a nickname rarely used these days, but those who have known him for a time occasionally use it.
One member of The Stone Gang - Lost Ilyan - is an Inanimae, a Sidhe who has possessed an inanimate object, specifically, a statue. The rest are unusually "real" chimeras. Lost Illyan - as either Inanimae or statue - is of uncertain provenance. She rarely speaks, and then only quietly, and about inconsequential things. Her statue body shows signs of severe damage, well repaired.
Rowlf is rather out of place as a graveyard dog, being a huge, golden mastiff with a noble mien. One of the rare original Arcadian hounds, brought over to the New World by a Sidhe lord more than 600 years ago, he learned how to make himself (or perhaps was somehow forced to) reincarnate as Commoner Changelings do. Between vast times spent in freeholds (Faerie Hounds, like Faerie Steeds, being immune to Bedlam) and being reborn time and again, he has achieved intelligence and wisdom far beyond those of most Faerie Hounds. While the bare basics of what he is are obvious to anyone who knows of such creatures, his exact nature baffles them when they see him occasionally perform in some very un-hound way. Rowlf's current master is Dancing John, but he is affectionate towards all the inhabitants of The Boneyard, especially Lady Fang, who dotes on him.
Maisy is a pretty young thing, and tries to give the impression of being an air-headed innocent. However, while she isn't the brightest of those inhabiting the Boneyard neither is she stupid, and she is far from naive. Anything male and at least appearing to be over 14 is fair game, where she is concerned. This isn't simply a matter of lust, though she certainly has plenty of that. She balances the creative energies of sex against the destructive energies of death and decay to increase her power.
A kind soul, she wishes harm against no-one, at least not for long. Her temper may make her do or say things she later regrets, but Maisy figures that if she's over it, so is her target.
Dancing John is the ungrumpiest Grump most Changelings have ever met. He crossed the Second Threshold into Bedlam decades ago, but has somehow managed to never go farther. Probably because of the solemness of his current home. He dances; he sings; he tells jokes; he pulls pranks. He also seduces anything female and even possibly interested.
John and Maisy are frequent partners, both in sex and other activities. Alone, either of them can be managed, but when they join forces even Lady Fang can't guarantee anyone's serenity or sanity.
Shorty LeBarge was executed by the local authorities decades ago, for a crime he won't talk about, except to state that the judge took it far too personal. An opportunist rather than a villain, he has come to accept his current state as something inconvenient but not unpleasant. He is the self-appointed liaison between Lady Fang and all other Wraiths. He is also, surprisingly, the only Wraith currently inhabiting the Boneyard.
Timeline
14,000 BCE Oldest Garou, fae, vampire and other mythic legends.
12,000 BCE First city.
5500 BCE Land bridge between Britain and mainland submerged.
500 BCE The Sundering begins.
900-1100 CE Medieval Warm Period.
1200 CE Climate changes in Northern Hemisphere bring cooler, shorter Summers and harsher Winters. Life in most of the civilized world becomes
much harder.
1250 CE First European fae move to New World.
1348 CE The Shattering.
? CE Last Trods to Arcadia close.
1868 CE Court of Glass freehold established.
1888 CE Industrial and Farming Exhibition held near Columbus.
Campaign Notes
Events
These are events which can occur leading up to, during and following the discovery and return of the High King. Those events involving the High King are marked with a bullet (·). They are listed in roughly chronological order.
Clues, Portents and Red Herrings
· A Wilder Eshu with an odd package comes through the Trod near the Court of Glass freehold. He is expected, and alone, and met by the Duke, Duchess and their highest officials. The stranger is welcomed formally and properly, but quietly. However, an air of unease is obvious in those who greet him. Sir Seif Raushan, the Eshu storyteller who bears Caliburn, will not say why he is here, but obviously he is still on his quest to find the lost High King David.
· New students at the Freehold's school are told (probably by Gilley) that it is traditional to sneak into the local vampire lord's home and steal something. From the outside at night they may notice a lit but shaded window on the second floor, with the silhouette of a tall, broad-shouldered figure occasionally passing across it. This profile does not match that of the Prince or any of his minions. During the day they may see a very tall, very fair man through that or another window. They will occasionally hear music coming from the house, especially on cool evenings when the windows are open. Some of the pieces sound familiar, and have a fae air to them. One in particular stands out. It was put on a CD as part of a compilation just six months ago. Only a few dozen copies were sold, mostly to the friends of the musician. Who, BTW, was a bard in the King's court. This was created by him for the wedding ball of the High King and High Queen and immediately became a favorite of both. (If people are having trouble convincing Seif or the High Queen that the person at Lord Exsanguine's home is actually David, having someone who has heard it at the vampire's home walk by humming or whistling this should get their attention.)
Getting a clear view of the stranger will be difficult due to the Prince's security, which will be heightened even more if someone from the school has been on the property as part of an initiation. Even getting a clear view of David would not prove he was the missing High King. He is currently lost to his mortal seeming, and has aged considerably during the past three years.
Anyone who actually makes it inside is unlikely to encounter anyone except human or ghoul servants. Lord Exsanguine (note that he can't see the chimerical without being enchanted, but is keenly perceptive - including in some supernatural ways - and knows enough about Changelings to usually spot them as such) doesn't like the occasional intrusions by Changeling children, but he doesn't want trouble with the adults so will not take harsh action except under extreme provocation. Anyone caught will be searched, chastised about not respecting the property rights of others, warned never to try again, and sent packing. If someone is noticed but escapes Lord Exsanguine will file a formal complaint with Duke Wotchermacalt, if possible with a description. If they actually manage to get away with something, the vampire will demand it back, and that the culprit be punished. (This could include doing chores or errands for him.)
One of the characters sees a bizarre, huge, insectoid thing spear the soul out of an innocent human with a mantis-like foreclaw. The man promptly falls over dead. Since no-one else sees the thing - except the victim's sprit, after it was torn free and before it was devoured - the thing is probably chimerical. The monster has no connection with other events in the lives of Changelings, except that it happened to attack the older brother of one of the businessmen involved in the Smith Brothers hardware store renovation. This is something most of the local Changelings are paying attention to, since it is supposed to house an art center.
By the next Wednesday the whole city is abuzz about the bizarre rash of "heart attacks." No Changeling has yet been attacked, but as a precaution the students at the Court are told to stay inside the wards. There is hope that, since the thing appears to have at least some chimerical properties, it can be affected by chimerical weapons and fae magic. However, it is very large, very fast, very fierce and very dangerous. It is not present at all in the physical world, and simply passes through buildings, trees and such without hindrance, barring those which have some magic in them or are very old.
On Friday evening the thing attacks a Nocker, and discovers the joys of Changeling souls. After it recovers, on Saturday morning, it starts hunting specifically for Changelings. The Duke will issue an advisory, asking that no-one travel outside warded areas in groups of less than five. He will also organize spotting and hunting parties.
The creature is an unusual type of fomori, which exists in the Umbra but can reach into the Dreaming. Characters with Enigmas, Lore: Supernatural or similar Knowledges will quickly determine that it is not a chimera; indeed, nothing exactly like this has ever been reported before in Changeling lore. Those with Lore: Garou or Lore: Supernatural may realize that there is something about it which reminds them of something associated with the werewolves; or, once folks realize just how powerful it is the Duke decides to call in help. Either way, contacting local Garou about the creature is a good idea, and offers a good chance for the player characters to RP with actual werewolves.
Baby beauty pageant. This is sponsored by an Autumn Person whose compulsion is to make children grow up as quickly as possible. This event is horridly banal, and drives all the Glamour from the convention center where it is held. Simply viewing television footage shot at the show will make Changelings feel vaguely ill, and reading about it - especially with photos - cause them a major case of unease. Anyone investigating the show and its sponsor (local businessman Pierson Gambolle) will soon discover two interesting things. His home is in the area of a recent - and apparently failed - Chrysalis whose source was not found; and his son is in a hospital in a coma.
One of the Duke's more popular institutions - and one of the few examples of his being proactive - is what is known as the Saturday Night Talent Show. A hall is rented at a large local public library branch and used for anyone who wishes to sing, dance, tell stories or jokes, recite poems, or otherwise entertain. While most of both the audience and performers are Changelings, there are also many kinain, and occasionally a normal human.
These events are not publicized in any way; the organizers figure anyone who needs to know about it will learn through channels, and anyone who finds it on their own deserves to. Therefore, anyone who actually attends and does not cause trouble is welcome to stay. Measures will be taken to ensure that the Mists cover any revelations which occur. Lady Fang attends almost every week, and even Lord Exsanguine has been known to slip in quietly just before the first act, to sit in the back and enjoy the show.
Discovery and Recovery
In general, following the discovery of the High King it will be decided by the Duke and Seif to quietly notify High Queen Dowager Faerilyth and Reagent Morwen that David has been found, but lost to Banality (though not Undone; some traces of his fae nature can still be discerned). Though the Sidhe women will be distressed to learn that David is living in the home of a vampire, Duke Wotchermacalt will assure them he is not in any immediate danger and apparently in good health. Once they are convinced that the best answer is not storming a vampire prince's stronghold, Faerilyth will arrive to see just what's going on. She, the Duke, Seif and a few others will examine the situation and brainstorm a way to reawaken David. Lord Exsanguine will be contacted and discretely queried about his guest, without being told any details. The vampire is quite willing to cooperate, if that means learning who his guest is and why he was being held by Fellows. He is also quite eager to learn more about Changelings. He will keep David safe until the Duke requests that he be turned over, on condition that he (Lord Exsanguine) be allowed to watch what happens.
The plan used in my campaign (see below for Campaign notes) was to have Lord Exsanguine bring David to the Saturday Night Talent Show. The Duke and High Queen work out a special program, which starts out mundane but has the quality of performer gradually increase, and the theme of the performances gradually become more and more Changeling oriented. At the same time, the level of Glamour in the hall was slowly increased. The finale was a performance of the piece composed for the wedding of Faerilyth and David, at the end of which Faerilyth (sitting in the front row) stood and turned to look at her husband (sitting in the back row). While some of the other performances and activities came close to pushing David into another Chrysalis, this was what actually did it. (See the House Rules about triggering a Chrysalis.)
An alternative would be to have Faerilyth herself perform the song.
Once the High King is reawakened to his Changeling nature and stable, Seif will present him with Caliburn. (Or, if all else fails, he will present the sword to David as a last hope to awaken him.)
Whatever is done, it should be properly dramatic and even melodramatic, in a situation loaded with emotion. After all, this whole scenario is about recovering a lost dream.
Even characters not involved with the discovery of the King will notice odd things going on before the concert:
· High Queen Dowager Faerilyth arrives at the Court of Glass with a small retinue of just 4 servants. This occurs late in the day, when all those not living at the freehold or the school have left. Moreover, the Duke has tightened security. No-one in or out unless given permission by the Duke or his wife.
· There is a sudden flurry of repairs made to the Duke's home. A number of old features, lost during renovations or previous repairs, are uncovered. One is a dumbwaiter which previously only the household Sluagh had known about. They are a bit distressed that one of their favorite shortcuts is being put back to its original use, but feel the sacrifice is minor, and part of their contribution to the preparations. Whatever they are for...
· Additionally, a chimerical hall is being constructed on the grounds of the freehold, and enchantments are put around the borders of the property to prevent anyone outside from noticing anything strange on the grounds.
After the High King is reawakened this hall will be used for the ceremony announcing his return to all the other kings and queens. They are expected to welcome him with great joy and enthusiasm, whether they mean it or not.
Additionally, some folks outside the Duke's home are noticing the odd activities. Though they are unlikely to find out the High King has returned before his reawakening, their preparations are underway. Once the announcement is made some of those will be abandoned, some changed, and some run as planned. For example:
· Duke Loethenlau of Queen Maab's Court comes to the Court of Spoons freehold, accompanied by another Sidhe, a Knocker and a Troll. After a brief meeting with Count Decaborel he walks around the freehold pointing to people ranging in age from 13 to 16. "You, you and you. Come with me." One of the Wilders chosen will be Theodora Hobbs, a 15 year old Satyr and fast-pitch softball star who will actually stay on as a student. Together with the children, he and his group head for the trod and use it to reach the Court of Glass. The ostensible reason is that he is checking out the suitability of the school there for the "students" he has brought with him. He is actually checking on what High Queen Dowager Faerilyth and Seif Raushan are doing there, and whether rumors that the High King has been found are true. He will be welcomed (turning him away would rouse suspicions) but will not be told what is going on.(Further information below.)
Aftermath
· During this time the Duke will call together all those directly involved with the discovery of High King David and have them formally take an oath not to reveal the details to anyone who does not already know without express permission of the Duke, the High King or the High Queen. The mystery of David's kidnapping must still be solved, and those responsible punished. Also, there was a promise made to Lord Exsanguine not to reveal his connection in the matter.
The Duke addresses his court. ("What a sad time this is for those of you with ambitions, for now you will surely achieve them too easily.")
A strange figure has been seen in the area. Short and slim and dark brown, dressed in primitive clothes. He looks like a pre-teen boy.
A team sent by Dominic Fellows arrives in Columbus to investigate how the former prisoner of the vampire Prince got here. The team is comprised of two 10th Generation vampires and four ghouls, all experienced in both investigation and assassination, and not too shabby at overt combat.
Once back at his Court, and caught up on matters, the High King announces his abdication, in favor of Lenore. She, under the tutelage of Faerilyth and Morwen, has done an excellent job these past few months, and David feels he is no longer up to the demands of the position. He will be available as her advisor, but mostly he and Faerilyth plan to catch up on their lost time. Caliburn immediately confirms Lenore as the next High Queen. A number of portents are seen around the world upon her acceptance of the sword, most favorable, a few promising difficult times. (A variation on this - and the way it unfolded in my campaign - is described below.)
One of these portents is a giant wolf chimera, which appears on the grounds of the Court of Glass, howling at the Moon. Or, rather, at an odd, red star currently near it...
Campaign Notes
The intent of this campaign is for the player characters to pick up clues that there is someone who just might be the missing High King David living at the home of the local vampire Prince. (Lord Exsanguine's cover story is that David is his in-house expert on Medieval weaponry, armor and art.) Note that the presence of Seif in the area has already resulted in a number of false sightings of the missing High King. Convincing any reasonable person that they have indeed found him will not be easy for the players. Even though the Duke and others would be receptive to a properly placed claim, they would also be understandably skeptical and request further evidence.
If the Duke can be convinced that there's a good chance Lord Exsanguine's guest might be David, he will approach the situation cautiously and methodically. He'll speak with Seif and see if he can get the Eshu into the presence of the man. If the Prince's guest is confirmed as the High King, the Duke will notify Lenore, Faerilyth and Morwen simultaneously, notifying them (with Seif's confirmation) that he has found David. Duke Wotchermacalt is well aware of the political touchiness of the situation, as well as the fact that there are many who would try to either steal the High King away or kill him. Even most of the Duke's court will not know exactly what is going on, and those who do - who have at least a good idea - will be asked to keep quiet about it.
The three High Ladies will consult, and decide that to reduce suspicion only Faerilyth will go to the Court of Glass. If presented with convincing evidence that the man thought to be David truly is, she will work with Duke Wotchermacalt to devise a plan to reawaken David to his fae nature. At his recommendation, Lady Fang will meet with Lord Exsanguine and inform him that his houseguest is an important missing member of the fae community who is under a spell of forgetfulness. She will further request that the Prince ago along with a plot to gently remind David of who he is. (The Malkavian is quite willing to cooperate, since he is curious about both his guest's situation and how the others plan to break the "spell" he is obviously under.) While neither Lady Fang nor the Duke will lie to Lord Exsanguine, neither will he be told the whole truth if there is any honorable alternative.
Once negotiations have been completed, it will be arranged for Lord Exsanguine and three guests to attend a show of poetry, classic storytelling and music at a local library, to be held on a Saturday night. The idea is to present fae entertainment under the cover of local hobbyists putting on an amateur show. Except that the performers will all be Changelings or talented kinain. The show will start with children presenting simple pieces, and as the evening progresses the performers will become more skilled and the pieces both more sophisticated and more directly associated with the fae. The last segment scheduled is a live performance of the High King's favorite song, as noted above. (Note that Faerilyth will be making Willpower rolls the whole time to not turn and look at her husband.)
Barring some interruption, the High King will certainly experience a chrysalis during the evening. With so many Changelings packed together in such circumstances, the level of glamour will be very high, and David has already largely recovered from his torment. The effect on Lord Exsanguine and his two ghouls - sitting with David -will be at the very least amusing. The effect on the Changelings assembled could be overwhelming. The effect on the unenchanted mortals in the area around the library will be unpredictable.
The Court of Glass is small, almost intimate. The restored High King and his Queen will be given private rooms at the Duke's manor. However, it is impossible for them to remain completely isolated from others at the Court, and probably unwise for them to do so anyway. There will be plenty of opportunity for contact between David, Faerilyth, her servants, Seif and the player characters. Especially if the latter have been instrumental in finding and/or restoring the High King.
After the High King is restored it will be impossible to keep his presence at the Court of Glass a secret. Already, Queen Maab has decided to send one of her best agents to visit the Duke on a pretense. (See the Discovery and Recovery note above.) He will be invited to the performance, and encouraged to come. If he is there, his presence will lend validity to the events. He will be asked by the Duke and Faerilyth to act as a representative of Queen Maab, and to announce the High King's return to Maab, and ask for her help in arranging for the formal return of David into fae society. (Loethenlau and Maab are both being railroaded a bit, since refusal is unthinkable. They are also being flattered and mollified about not being informed earlier.) The event will be held in a chimerical castle created for the occasion at the Court of Glass. (Far better to have the nobles come to their High King than the other way 'round.) Lenore, Morwen and many others from the High King's Court will be attending, as well as nobles from all over North America.
Once David has been formally welcomed back things will become both less tense and less hurried. Towards the end of the evening (actually, right at Midnight) the High King will assemble all around in the grand ballroom for an announcement. He will explain that his kidnapping interrupted many things, including his stewardship of his kingdom. However, he sees that his trust in those he had given authority was not misplaced, because the Kingdom is if good order (being both polite and politic, here). He formally thanks Faerilyth, Morwen, Lenore and many others by name. Because of that, he feels he should not even try to return to his duties, since he would need years to reach a point where he could do as well as the three women he loves are already doing. Additionally, there are many who would - rightly - feel suspicious of him due to the mystery of his kidnapping and long imprisonment. Therefore, he is abdicating and formally declaring Lenore to be High Queen. Before the stunned witnesses can recover, he will go down on one knee and hold Caliburn out to the speechless Lenore. After a moment of hesitation she will take the hilt and raise the sword high. Caliburn will sing out, formally recognizing Lenore as High Queen.
Note that even if - and however - the above events occur there will still be many loose ends. Who ordered the High King's kidnapping? What happens when Fellows learns that his former prisoner has been recovered? Where will David and Faerilyth spend their interrupted honeymoon? And who - and what - is that strange, small, dark-skinned, childlike figure which has been sighted several times by local Changelings?
Rumors
In central Kentucky there's an apple orchard with magical apples. If you eat them, you will gain the speed and stamina of a race horse. However, if you drink cider made from them, and wish real hard, you will turn into a horse. (Like a Pooka's transformation, this is real in both worlds.)
Index
Actions and Difficulties, P. 196, CTD.
Armor descriptions are on P. 242, CTD.
Arts and Realms begins on P. 171, CTD.
Banality rating chart, P. 287, CTD.
Cantrip Casting, P. 204, CTD.
Chimera, P. 217, CTD
Chimerical Equipment table is on P. 288, CTD.
Combat rules begin on P. 236, CTD. Initiative is Wits + Alertness, difficulty 4.
Combat Summary Chart, P. 249, CTD.
Complications (combat maneuvers and other modifying factors) list begins on P. 238, CTD.
Dragon's Ire (fancy combat) described on P. 243, CTD. Rules and complications follow.
Dross, P. 216, CTD.
Enchantment, P. 210, CTD.
Epiphany, P. 212, CTD.
Experience, P. 275, CTD.
Freeholds, P. 225, CTD.
Glamour in combat, P. 245, CTD.
Holidays and Festivals, P. 81, CTD
Mental actions list begins on P. 235, CTD
Mists Chart, P. 208, CTD
Oaths, P. 211, CTD.
Physical feats list begins on P. 231, CTD.
Ranks and Titles, P. 77, CTD.
Reference Charts are on P. 250-251, CTD.
Social interactions list begins on P. 233, CTD.
Summary Charts are on P. 249, CTD.
Treasures section starts on P. 149, CTD.
Trods, P. 226, CTD.
Typical single actions list begins on P. 231, CTD.
Damage and Healing
The rules begin on P. 245, CTD.
Healing guidelines are on P. 247, CTD.
House Rules
Things unreal which may happen to Changelings in the years before their Chrysalis: Imaginary companions. Occasional flashes of unearthly color, or bursts of achingly beautiful music perceived only by them. People saying they have "the look." Noting that others have "the look."
There are two distinct ways to gain Glamour in a freehold (barring acts which damage it). First, sleep and dream in the light of the balefire. The maximum number of Changelings who can do this successfully at one time is equal to the rating of the freehold. This is usually under the control of the owner, though it can be usurped through magic. (This is different from Reaving, in that it leaves the freehold unharmed. The person who uses this method must still sleep and dream in the light of the balefire, but is able to gain the Glamour from doing so without permission from the owner. A lost variation allows taking the Glamour from a person who is supposed to gain it by sleeping at the balefire, intercepting it without the need to sleep and dream. Again, this causes no direct harm, beyond the loss of the Glamour.) This act provides a number of points of temporary Glamour - the total for all those succeeding at it - equal to the freehold's rating.
Second, sleep a normal, uninterrupted sleep, with dreams, for at least 8 hours within the freehold. This gains one point of Glamour for up to twice as many Changelings as the rating of the freehold.
Reaving is a third method, but different because it forces the Glamour out, which this risks damaging the source. The difficulty for doing this in a freehold (or glade) with a living, active owner is the level of the source X 2, plus any modifiers resulting from special protections.
A glade will grant Glamour equal to its rating to whoever sleeps and dreams in it first at least one full (day 24 hours) after the last time this was done.
Calling Upon the Dream (aka The Cloak of Dream, aka Tarncloak) is similar to Calling Upon the Wyrd, in that it uses glamour to affect human perceptions of reality. In this case, however, it allows Changelings to completely mask their mortal seeming with their fae mien, effectively disappearing from unenchanted sight. To accomplish this, the player must spend a point of Glamour and a point of Willpower, both temporary. The base difficulty is the user's permanent Banality score plus 3. Only a single success is necessary. The effect lasts for the duration of the scene, or until disrupted (see below). Spending an additional temporary point each of Glamour and Willpower will allow a Changeling to take other Changelings or enchanted along. However, an additional success (also based on the Banality plus 3 of the target) in the same roll which determines whether the manipulator is affected is required for each of them. (That is, only one roll is made, and that determines success for both the person performing the magic and those he is attempting to take along.)
Note that for the duration of the effect the subject is effectively an Incidental Chimera. They may not interact easily with the physical world, and are doubly affected by things which affect their usual fae seeming. Meanwhile, the Changeling(s) using the effect see the mundane world as a thing of mists.
Additionally, encountering high Banality could cause the Changeling using this effect to simply fade away, as chimeras confronted with Banality do. To resist this the Changeling must make the standard Banality resistance roll. A success maintains the effect. A failure disrupts it. A botch requires an additional Banality resistance roll. A success means no harm. A failure means taking chimerical damage. A botch means fading completely from existence.
Finally, after the effect ends and the Changeling reenters the Banal world they must make a Banality resistance roll or gain a point of temporary Banality.
Assuming the effect is held for an extended period (the exact amount of time being at the Storyteller's discretion, but generally a couple of hours or more) the problems listed in Mythic Transformation (Fool's Luck: The Way of the Commoner, P. 77) in regard to losing Glamour will happen with this effect as well.
A Chrysalis is almost always triggered by an emotional event. A major triumph may cause the proto-Changeling to become so joyous they momentarily believe anything is possible. A major disappointment may cause them to fight against despair and resignation so strongly they momentarily reject dull, dreary reality.
Some other things may also trigger the Chrysalis, most of them magical in one way or another. Exposure to the Delirium will cause the nascent fae self to fight against what the mortal self is being affected by, for example.
The common factor is that something causes a stir in the Changeling's Glamour.
In game terms, when a suitable trigger event occurs, the player rolls their Glamour in D10, against a Difficulty of 9. The greater the number of successes - especially 10s - the shorter the Dream Dance and the quicker and easier their Becoming. Failure means the character must wait until the next potentially triggering event. A Botch means they lose a permanent point of Glamour, and must wait at least a day before another chance. Normally, there are no modifiers to the difficulty. The only exception is for a pre-Chrysalis Changeling caught up the Chrysalis of another, an event so powerful even Autumn People can perceive something strange is happening. In that circumstance, the Difficulty is 8.
If a Changeling has become lost to their mundane nature (such as through Chimerical Death, as described on P. 248 of Changeling: The Dreaming) the rules for reawakening them are different. The roll is still made against their Glamour, but the base Difficulty is 6, and there are many potential modifiers. For example, add one to the Difficulty for each point of Banality greater than the Glamour score. Each point of Remembrance reduces the difficulty by one. And so on. (Note that this house rule is for outside events - including deliberate attempts - triggering the remembrance, and is different from what is in the main book. That involves the Changeling spontaneously remembering, using the awakening roll on the Mists Chart, P. 208 of C:TD.) Attempts to awaken or reawaken a Changeling should be made with care. They could easily drive the target away, even to the point of them becoming Dauntain.
Once a Changeling is completely Undone, the fae soul has been driven from the mortal body by Banality, and must be reborn. (This is different from what is in the Storytellers' Guide.) While some great magic might call them back, not only would this require a feat of legendary magnitude, the character's Banality must somehow be lowered by at least one point, first, or the fae soul would not be able to stay. Such a feat would also have dire consequences for the new host if the fae soul has already found one. Moreover, there is a good chance the action could damage - or even destroy - the fae soul. How much time finding a new host takes is not known for certain, and probably varies from instance to instance. If this great magic could be done before the new host is occupied, the revival would still cause a great shock to the character, but would most likely be something which could be recovered from, with time and care.
Saining is performed when whoever has taken charge of the newly-awakened Changeling feels the person is ready. (For the PCs this will probably be Lady Sallund, principal of the boarding school.) It is at once public and very private. The ceremony is held around the Balefire and is generally performed by the lord or lady of the freehold. On its completion the Changeling is fully awakened to their fae self. (This is usually a formality, since most - especially those with Remembrance - will recall this with time anyway. However, the ritual can help those who are having trouble.) If there is no reason for choosing another date, the Saining will be held on the first evening of the next full Moon.
At the Court of Glass the Duke himself performs the ceremony for all Childlings and most Wilders. The Duchess handles most of the rest, especially the female Wilders. Sir Lorisal and Sir Pederel are both also qualified and permitted to perform Sainings, if the Duke and Duchess are both unavailable and the ceremony can't wait.
All Advantages from the initial character creation begin to take effect shortly after Chrysalis. However, difficulties accessing these abilities and resources should be role-played for the first game year after the Chrysalis.
Suggested Characters
College Student
Experiment
Frustrated Artist
Frustrated Musician
Frustrated Writer
High school student
Hunter's Child
Prodigy
Rebellious Teen (rebel without a pause)
Runaway
Ward of the Duke
Additional Terms
Dundrum Effect Walking around or otherwise unconsciously reacting to an object which others don't perceive.
Retrorse When a Changeling's Glamour becomes lower than his or her Banality. Under this condition, perceiving the fae mien is not automatic. In game terms, roll Perception + Kenning, Difficulty 6. For those Changelings who have actually lost their awareness of their fae selves, the Difficulty is 8.
Quotes
There is power in emotional trauma. While only the Unseelie would take advantage of a victim, we Seelie should feel free to use this strong, bitter Glamour for good cause. Like undiluted espresso, it can wake you up, shake you up, urge you onward. The trauma of noble sacrifice is the greatest and most powerful. Self-sacrifice has allowed many individuals and small groups to turn defeat for themselves into triumph for those they care for. If you can tap such a source with the right frame of mind and the right goal in mind, there is no sin.
The sin would be in letting such sacrifice go to waste.
Duke Semprele House Scathach
(former liege of the Court of Glass)
Player Information
Magic Rules
The cantrip is the actual spell cast, the combination of Art, Realm and Bunk which results in the desired effect. The Art is the general type of effect, with the specific effect determined by the particular power under that Art. For each power the system application is given in the description. The Realm is what type of person, object, area, etc. is affected. The Bunk is the trick the Changeling plays on reality to make the cantrip work. Each Art has an Attribute associated with it. In general, the player (after making sure they have the Art, power and Realm(s) needed) announces the effect desired and the Bunk being used. If the Storyteller approves, a number of dice equal to the total of the character's dots in the appropriate Attribute plus their dots in the determining Realm are rolled. The base difficulty is listed under the specific power, or else is equal to the higher of the target's Banality + 4 or the caster's Banality +4. Dots in associated skills can be used to modify the difficulty. A Bunk is not necessary for a base difficulty of 10 or less if a point of Glamour is spent instead. Each level of Bunk reduces the difficulty by 1. Glamour can be spent to lower the difficulty on a point for point basis, to a maximum of 5. Affecting a banal target requires spending a glamour point.
Most Bunks are level one; basic, off-the-cuff and the bare minimum needed to make the cantrip work. They are quick and easy, requiring only a single, simple action to perform. More complex Bunks can increase the chance of success but if they are to be completed in one turn the player must split the dice pool. (Details are on P. 205, CTD.) Modifier Realms (P. 206, CTD) can be used to alter the effects of basic powers.
The chapter Arts and Realms begins on P. 171, of Changeling: The Dreaming. The chapter Glamour Systems begins on P. 203.
Locations of Note
Note that ACME is a local art company which holds occasional charity art auctions.
Columbus Auto Parts is an abandoned building formerly owned by an automobile parts manufacturer. It is popular among "illegal tourists" in the area. It is on Hudson Avenue, just off I 71, and is classified as a toxic emergency site.
College of Human Ecology at Ohio State University
Columbus Conservatory
Columbus Metropolitan Library is at 96 S. Grant Avenue.
Columbus Zoo is at
Columbus Arts Festival is early June
Franklin County Court House
Franklin Park Conservatory and Botanical Garden
German Village
Ohio State University
The old trolley tunnel: When Columbus' 19th Century trolley system was cut back in the early part of the 20th Century several of the cars were stored in a tunnel. This was later blocked at both ends by unrelated construction and natural processes. Kids in the area managed to dig through the entrances decades ago, and made clubhouses out of the cars. They still do, though many of the kids are Changeling Childlings or Wilders. Several turf wars - between different groups of Changelings, between Changelings and humans, and between different groups of humans - have been fought over them.
The Pit of Hell is behind the Revco/CVS drug store on North High Street, just north of the campus. Access to the local Sluagh community.
The Short North
The Street Maintenance Facility at dead end of Dublin Avenue is a wonderful place to just mess around.
Smith Brothers Hardware Co. is at 580 N. Fourth Street and I 670. With six floors and much of the old internal transport equipment still in place, this was a fun factory, and a popular place for both homeless and some Changelings, until it was remodeled.
1888 Northwest Territory Centennial Exposition: Several structures were built for this, on the grounds of the State Agricultural Society, north of the city. Most of these were torn down, but remnants of some still exist, and are popular hangouts for Changelings.
Uamh-Binn (The Cave of Melody) is a mystical - and probably mythical - cavern which is said to sing in the ancient tongue of the Tuatha De Danann. Various sources place it in locations such as Scandinavia, Ireland and even the US Midwest.
The Prophecy
A fragment of a prophecy made (or perhaps discovered) by a Sluagh seer during the Accordance War, found in the burned-out ruins of a Commoner freehold, survives to this day, but is little known. Ironed between two sheets of waxed paper, it has passed from owner to owner for thirty years. It reads "...day, shall the chalice be restored, and with the sword welcome the True King."
This agrees with - and perhaps is a variation on - another, older prophecy, that of Balin, from the time of the Shattering: The Highborn shall return to bring light into the darkness, but the light brings little warmth to those huddled in Winter's cold. Even that wan light dims as blades snuff it out, but one among the Highborn stays the hands of the others and joins High and Low together. In his moment of happiness the good king falls to betrayal, and anarchy and darkness return. Yet in the midst of the chaos, two Kithain, one Lowborn, one High, will meet as equals. Together, they shall discover the key which will reopen the Silver Gate. When the light of rarefied Glamour pours forth from the gate, then comes the True King, who brings light and fire great as the Summer sun! Seelie or Unseelie, all shall kneel to the King, and peace shall be restored to the land. Banality's grip on the world will be broken, and a new Mythic Age will arise.
The School
Students |
Sex |
What |
Age (as of 2003) |
Notes |
Sand |
M |
House Fiona |
19 |
Assistant teacher, Knight (B) |
Peggy |
F |
House Scathach |
18 |
Assistant teacher, Knight (B) |
Lee |
M |
House Scathach |
18 |
School president, Knight (B) |
Melissa |
F |
Sluagh |
17 |
Head of Sluagh |
Brad |
M |
Rabbit Pooka |
15 |
Head of Pookas |
Todd |
M |
Boggan |
15 |
Head of Boggans |
Gilley |
M |
Nocker |
16 |
Head of Nockers |
Tiberthal |
F |
House Fiona |
12 |
Student (A) (B) |
Torthal |
F |
Troll |
14 |
Head of Trolls (A) (B) |
Polly |
F |
Boggan |
15 |
Student (does much arts and crafts) |
Abner |
M |
Nocker |
13 |
Student (doesn't give a *BLEEP!*) (B) |
Julian |
M |
Satyr |
11 |
Student (too big for his britches) (A) (B) |
Posner, Jill |
F |
Kinain |
12 |
Student (A) (B) |
Gaines, Bobby |
M |
Kinain |
12 |
Student (A) (B) |
Miles, Julian |
M |
Kinain |
14 |
Student |
(A) Local
(B) Boards at the school.
Some suggested classes taught at the school : Fencing. Swashbuckling. Healthcare. Dragon's Ire and Dragon's Dance (P. 243-245, CTD). Care and feeding of faerie steeds.
The Talk
The following is typical of the introductory talk given to new Changelings at the school at the Court of Glass.
Hi. I'm Lee, student body president, a Knight of House Scathatch and a member of the Court of Glass. This is Sand. He's a Knight of House Fiona, and an assistant teacher. The reason we're doing this is that they figure you'll pay more attention to someone closer to your own age.
You are Changelings. However, it's more important that you know who you are than what you are. Since your Chrysalis you have probably been having things come back to you. The purpose of this little meeting is to explain a few things to help prompt more memories. That's also why the first formal ceremony you will probably participate in is your Saining. This will reveal to you who you are and your role in Changeling society, if you haven't already remembered. What you still don't remember after this you will be taught in classes.
Your Kith is what kind of Changeling you are. The Kith are Boggan, Eshu, Nocker, Pooka, Redcap, Satyr, Sidhe, Sluagh, and Troll. Together we call ourselves the kithain. You've already heard some of those names used; you'll be taught what the rest are later.
There are other supernatural creatures, who are not considered Kithain, the Gallain. Some are like us - mostly the Native American fae and a few from other areas. Some are very much not like us. These include the werewolves, the vampires, and similar creatures.
Yes, werewolves and vampires exist. Our paths and theirs rarely cross, and most of what each group knows about the other is more myth than fact. Try to avoid both groups if you can, at least until you can learn something about them.
Our society is basically feudal. This means there are leaders - the Sidhe, usually - and followers - the Commoners, made up of all the other kith. Some in both groups believe this is the natural order of things. Many do not. House Scathach is in the latter group. Our Liege, Duke Wotchermacalt, is pretty typical of that House in that he believes that while the Sidhe generally have the qualities which make for good leaders not all of them do, while some Commoners definitely make good leaders. Because of this, those Sidhe - and even many Commoners - who hold to a strict feudal view of how things should be run dislike this House. Something to keep in mind.
We Changelings exist in a dual reality. Mortals cannot see us as we really are, unless they have been enchanted or have some form of magic themselves which grants such perceptions. What they see is your mortal seeming; currently, that's what you looked like to yourself before your Chrysalis. The Chrysalis is the moment of revelation, when your fae nature overcomes the banality of the mortal world and you are reborn into yourself. This reveals your fae mien to all who can see such.
Your voile is what you wear in your fae mien. For most of you this is currently an altered version of your mortal garments. Some of your have already recovered your full Changeling voile. The rest of you will either recover it or make a new one.
We fae gain our abilities - and our very nature - from the Dreaming. There are a lot of different definitions for this, and much discussion over its actual nature. Some say it is the source of all dreams and wonder. Others that it is the result of human dreams. Our magic comes from glamour, which is the active ingredient of the Dreaming. You might say it's distilled power of imagination.
You can gain glamour from many sources, and in several ways. You can take it directly from humans, or by being granted permission to take it from a freehold by its master. The Court of Glass is a level 4 freehold, established by the current Duke's great-grandfather and several of his other relatives over a century and a half ago. The current Duke has reigned here for nearly thirty years.
That brings us to an interesting property of freeholds. You may have heard tales of how humans taken to fairy lands return unaged, even though decades have passed. People don't age in a freehold. The current Duke is in his eighties; his wife is younger, but still older than she looks. This is why the school and boarding house are not in the freehold proper, though the playground is. We can't have people wondering why none of you are growing up.
Keep in mind that while you are creatures of magic, you aren't gods. Affecting the mortal world with Changeling magic is very hard. Even causing a mortal to see you as you really are is hard, and they generally don't remember for long, due to the Mists. That's what keeps mortals from believing in us. They can even keep Changelings from believing in us. Which is why you didn't see yourselves as you are now before your Chrysalis. If you aren't careful, they can make you forget who and what you are, and you'll go back to being only your mundane selves.
You can much more easily affect things fae and things chimerical. Those latter include some of the odd creatures you've seen around the freehold, your voile, and those parts of things which you can see but mortals can't. Like the turrets and flags on the freehold. And, with effort, your magic will affect the mortal world.
The reason we are so limited has to do with Banality. That is the force of denial, the exact opposite of the power of Dreaming. Banality keeps mortals from seeing the world as we do, and it can wreck the chimerical world. Though normally it just drives it away for a while. Never invite an unenchanted mortal into a chimerical place, unless you want to risk making it purely banal. The symbol of Banality is cold iron, and its mere presence can harm us. You will be instructed later as to just what that is. For now, be assured that you'll know it when you see it.
To shield ourselves from banality we changelings follow the Changeling Way. This is a special ritual allows us to be born into mortal human bodies, which protect our fae essence from Banality. Many Commoners did this, ages ago, as banality swept across the world at the beginning of the Dark Ages. So did some Nobles, mostly about half of House Scathach. The rest of the Nobles and Commoners returned to Arcadia, the heart of the dreaming and our original home.
However, down through the centuries a few of those from Arcadia came back to the mortal world, and a few from here made the trip there. A lot of Fae - mostly Sidhe - returned when the Moon landings of the late Sixties and early Seventies caused a surge of Glamour. Unfortunately, these newcomers tried to enforce the old, strict feudal system onto a world which had changed greatly since they last were in it. The result was the Concordance War.
Remember how I said those who stayed behind and performed the Changeling Way Rite were born anew? Well, some of these new Sidhe did that. However, most simply took over already-adult bodies. What happened to the original owners is a matter of conjecture. Some, though, had more respect for humans than that. One of those, born as part of a set of twins, was a Sidhe noble who grew up to become High King David. He ended the Concordance War and did what he could to establish a modified feudal system which respected the Commoners while recognizing that the Sidhe were generally more fit to lead. Much like what House Scathach has been doing for centuries. Unfortunately, just because we were first doesn't mean we are respected. The fact that many of the traditionalist Sidhe and Commoners firmly hold to the older form of rule means that our House continues to experience prejudice, and probably explains why High King David disappeared a few years ago. People are still looking for him.
Locally, however, Duke Wotchermacalt is recognized as the Liege of the region by nearly all the Changelings in it. His family has a long history of fair and wise rule. There are several smaller freeholds in the area, most held by Commoners. They, and the few Sidhe of other Houses, almost uniformly recognize his authority, though some reluctantly. This school is one of the reasons he is respected beyond his hereditary title and the recognition granted him by High King David. Many families, faced with kithain or kinain children who don't fit into mundane schools, have found this place to be a blessing. As I mentioned earlier, Sand, here, is of House Fiona. The local Fiona Baron and Duke Wotchermacalt have long had a mutually beneficial and friendly relationship. So while it is important to remember the general rules, you also have to take into account individual situations.
This document makes use without permission of materials Copyright by White Wolf Publishing, Inc. No claim to those materials is made or implied. The non-White Wolf characters and their stories are Copyright 2003 Rodford Edmiston Smith.
"Balancing in my head!" The Kings, "Switchin' to Glide"