Gallain

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The Kithian are not the only childern of the Dreaming. Millenial Sunrise is a Chronicle about all Fae.  The Storytelling team welcomes and encourages friendship and cooperation between Gallain and Kithian players characters. The team also encourages diversity, and sees it as a oppotunity to tell new and interesting Changeling stories. Below are the guidelines for playing and creating various Gallain characters.

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Aquatic Kithain

Merfolk

Merfolk and Realms:

  • Within their own Courts, the merfolk are all Noble. The Lofty Noble Realm is necessary to affect the Merfolk with Cantrips.
  • Merfolk use Hearty Commoner to use Cantrips on the “lesser” Fae of the sea, particularly Selkies, and aquatic Pooka.

Merfolk, Title, and Sovereign:

  • All Merfolk must spend at least 1 Background point on Title.
  • Merfolk have their own Titles and ranks, distinct from those of the landbound kithain, but the Dreaming seems to treat them as all of a type; the mer are subject to the Sovereign Arts of the sidhe (and other kithain), and all kithain are subject to the Sovereign of the merfolk. The Dreaming seems to favor neither over the other. Nobody knows what this means, and most of them don’t like thinking about it.

Merfolk and Seemings:

The merfolk age ranges differ signifiicantly from those of standard kithain, in part because they are born and then bonded to their apsarae, not randomly incarnated as most kithain are. The differences are noted below:

  • Nereids (Childlings): Nereids range anywhere from newborns to 1 year old (or occasinally 2). They also do not have apsarae yet. They resemble gray-skinned humans with large eyes and webbed fingers and toes.
  • Nixes (Wilders): Once a nereid bonds with its apsara, it becomes a Nix. Even playable “child” merfolk are going to be in this Seeming, as arethe majority of adults.
  • Naugs (Grumps): Naugs are not simply “adult” merfolk, they are their elders. Merfolk don’t hit “naug” stage until some time well after they turn forty.

Affinity: Time

Birthrights:

  • Ocean’s Beauty: Each merfolk gains a free Seductive Social Trait, which does not count toward any Trait maximums.
  •  Gills: The merfolk can breathe underwater as, befitting their Apsarae, so long as they have Glamour. Although some merfolk, house Melusine in particular, don’t have gills per se, they still have blowholes and nostrils that close off, allowing them an average of up to six hours underwater before they need to come up for air.
  • Apsara of Vatea: A Merfolk’s apsara (fish spirit) provides several capabilities, depending on the type of fish. Note that only “good” marine creatures (bony fish, sharks, seabirds, cetaceans) become apsarae of Vatea; “unclean” marine creatures (cephalopods, jellyfish, crustaceans) belong to Dagon. You gain three benefits based on that:
  • You gain one free Physical Trait (or the Gorgeous Trait, if you prefer) that is descriptive of your apsara’s physical traits, agreed upon between you and the Storyteller
  • You gain all of the specialized senses of your apsara. In general, you are considered to have the Merit: Cat Senses. You may also have specialized senses based on your Apsara (such as a dolphin’s sonar or a shark’s electroreception) which you may invoke as a free retest on a Perception-related Test whenever that sense would apply.
  •  You gain the gross physical capabilities of your apsara. Choose one of the following:
  • Natural Weapons: This could be the ferocious bite of a shark or other undersea predator, the toxic spines of a lionfish or some other offensive capability. Deal 2 additional (lethal) damage on successful appropriate unarmed combat tests.
  •  Special Defense: Like a sea turtle or other armored creature. You gain 2 armor traits.
  •  Wings (Melusine only): If your apsara is a sea bird, then you may gain the Winged Merit for free.
  • Natural Camouflage: You are two traits up on all Stealth challenges and gain a free retest on one Stealth challenge per session.
  •  Other: If you have some other idea, you must clear it (and its system effects) with the Storyteller.

Frailties:

  •  The Coldness: To the merfolk, Banality is death. The lower a mer’s Glamour is, the greater difficulty she has breathing water; at Glamour 0, a merfolk is temporarily Undone and can only breathe air; if underwater, she begins to drown. Even if above water, such a merfolk still forgets her Fae self, and has no true mortal memories to rely on, and typically lacks non-chimerical equipment of any kind. In additional to the normal consequences, a Mer who runs out of Glamour suffers the flaws Amnesia, Confused, and Mute.
  •  Out of Touch: As a culture, the Mer are technologically inept and separate from human and kithain society. This detachment includes several disadvantages:
  •  With the exception of some Melusine, Mer cannot have traits in the abilities of Streetwise, Drive, Firearms, or Computer; very few have Science. Merfolk may not begin the game with Dreamers or Influence. Merfolk with Political Connections or Title tend to have them within and among their own Courts, though some enjoy diplomatic status among the Kithain. While it is possible that a Mer might have Resources, this likely represents a sunken treasure of some kind; a Mer with Resources is not assumed to have most of the basic conveniences or amenities assumed for other characters of the same Resources level.
  •  Gaining the first level in each of these Traits in-game costs an additional experience point. But even once they are gained, basic training cannot make up for a lifetime of unfamiliarity, which acts as a handicap in even the most extensively-trained mer; whenever you use these abilities to retest you must bid an additional trait in the relevant category.
  •  A great deal of Merfolk disconnection from the mortal world is born of disain; all merfolk gain an additional Condescending trait that cannot be bought off.

Merfolk Houses

Lorelei

 House of Dagon. Apsarae are predators: sharks, eels, skates and rays, guitarfish, barracuda, viperfish, anglerfish, gulper eels, etc. Warriors.

Boon: In addition to the benefits af their apsara of vatea, all Lorelei have a bite attack that deals 1 bonus trait of damage.

Flaw: When a Lorelei smells blood, she must make a Static Willpower test (difficulty 8) or fly into a violent frenzy, attacking anything tha moves for 5 minutes.

Melusine

 House of The Shelled one. Apsarae are non-fish: cetaceans (whales & porpoises), pinnipeds (seals & walruses), sea turtles, sea snakes, even some diving birds, et cetera. The smallest and least trusted of the Houses. Scholars.

Boon: The Melusine dwell near the surface and are most in touch with the mortal world. They can learn and use the Abilities named in the Out of Touch Frailty without the penalty or extra cost, though their Backgrounds are still limited and they still gain the Negative Social Trait

Flaw: As noted under apsara of Vatea, the Melusine cannot breathe water at all. They must surface every six hours to breathe air. Because their ability to hold their breath for hours at a time is still a part of their Gills Birthright, Melusine are still at risk of drowning from The Coldness, perhaps even more so because of their more frequent contact with Banal mortals. House

Syrinx

House of Vatea. Apsarae are mostly coastal bony fish: seahorses, lionfish, swordfish, marlins, sunfish, mackerel, tuna, parrotfish, and so forth. The most populous and highly-regarded House. Artists, house of the royalty but also most other people.

Boon: As befits lords of the sea, the Syrinx can command its denizens. A Syrinx may attempt to command larger fishes or schools of smaller fishes with a Static Social Test (difficulty 4 + the number of schools and/or large fish to be commanded). Animal Ken and Survival permit retests.

Flaw: Syrinx are bound to water more closely than any other House. Each day, a Syrinx must spend at least an hour immersed in water or lose a Willpower point. The only way she can regain this Willpower is to immerse herself in water for one hour per point of Willpower lost.

River Hags

These relatives of the landbound redcaps, these strange fae are universally female, or almost so.

Birthrights:

  • Dark Appetite: As the redcap Birthright.
  • Bully Browbeat: As the redcap Birthright.
  • Water Breathing: A river hag can breathe water as easily as air. Each hag gains The Athletics Specialty: Swimming, even if she does not normally qualify for it.

Frailties:

  • Bad Attitude: As the Redcap Frailty. Each River Hag also gains an additional Repugnant Trait that cannot be bought off.
  • River Bound: Each river hag is bound to a particular river (or stretch of river) and cannot stay away from it. If a river hag spends more than a week without being immersed in her river, she begins taking 1 aggravated damage per day, which can only be healed while immersed in her river. Notes: With very few exceptions, every River Hag should have Brawl 1 or better.


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Inanime

Special Rules for playing a member of the Sleeping Empires.

Realms

Inanimae do not use standard Realms. All aspects of a Realm are summed up in a single dot; additional dots only affect dice pools and sensitivity to the element; knowledge of an elemental Realm provides a preternatural sense of that Realm. At higher levels this becomes a sort of sixth sense, allowing the fae to sense the presence, nature, and activity of the selected element at a distance. For example, a fire savant could sense fire, a water savant could predict water conditions on the sea, and an earth savant could sense and predict seismic activity. Spirit Savants often get glimpes of the spirit worlds, such as the Umbrae or Deep Dreaming.

Air: This Realm influences the physical environment; it is roughly equivalent to the Scene Realm. Unlike other Realms, level does matter, determining the rough maximum area that can be affected. This Realm can be used on its own for any Sliver affecting the weather, the air, or the general surroundings.

Earth: This realm affects non-living objects. This includes nonliving objects not made of minerals, such as wood or leather, so long as they are not currently alive. This Art is roughly equivalent to Prop.

Fire: This realm affects all non-supernatural living things, including mortals. However, it can only affect their physical aspect; the Fire Realm cannot be used on itys own affect the minds or souls of a subject. This Realm is roughly equivalent to Nature, though it is also somewhat comparable to Actor.

Water: This realm affects the mental environment. Any Cantrip that affects a subject’s perceptions or minds requires this Realm, which can be used on its own to affect the minds of nonmagical living things. This Realm is roughly equivalent to Actor though it also shares qualities with Nature.

Spirit: This Realm governs anything supernatural. This Realm is required for any Cantrip affecting magical creatures’ minds or bodies, spirits, Awakened creatures, and any creation or manifestation of Glamour. This realm is roughly equivalent to Fae.

Time: The Inanimae do not wield the Time Realm very often. It doesn’t reconcile easily with the neat division of the elements, but it is possible that some might learn this Realm from the Kithain. If so, it follows the rules for a Kithain Realm, not an Inanimae one. However, there’s nothing terribly game-breaking about letting an Inanimae always know what time it is.

Using Realms: Since MET does not add realms to dice pools for Cantrips, there needs to be another incentive for learning them at higher level. One factor is the magical insight provided by higher levels of each Realm, but there still isn’t much sense in a Glome wanting a more keen earthquake sense or a Solimond needing to more accurately locate fires. Thus, the following rules modifications are in effect:

Materiels tend to be rather repetitive and simple compared to many Kithain Bunks. Instead of having inanimae try to carry around the same set of suitably “valuable” props to pretend to burn, smash, sculpt, brew, or whistle, the Cantrip’s primary Realm Level dictates the Cantrip’s effective Bunk Level. Points for creativity and flair in the Materiel are still applied as normal, modifying the base value of the Realm rather than that of the Bunk.

The following are the “Jester System” modifiers for Inanimae Realms:

  • The following Bunk modifiers are not available to Inanimae:
  • Did you have any other characters aid you in the Bunk? (Inanimae typically cannot enlist outside aid for their Materiels)
  • Did you use a prop? (As their name implies, all Materiels except for Stratus require physical objects, usually the same ones over and over again, making props a little too convenient for a free Bunk Trait).The following Bunk modifiers are awarded only in extraordinary cases:
  • Did you perform the Bunk? (the physical actions of most Materiels are relatively simple; an Inanimae should only get a Bunk upgrade for a particularly interesting Bunk; +1 Bunk Trait in such a case)
  • Did your Bunk give a defining uniqueness to your character? (Because of their specialized natures, Materiels are always more or less suited to elemental characters; only an especially idiomatic Bunk willl do; +1 Bunk Trait in such a case)The following Bunk modifiers are typical Inanimae modifiers
    Did the Bunk take longer than a minute? Than an hour? (+1 trait for the first minute, one hour for each additional trait.)
  • Was the Materiel used particularly special? (+1 to +2 Bunk Traits); Special Materiels vary by Sliver and situation. Here are some examples:
  • An extremely valuable and difficult to replace item was consumed or destroyed in the Bunk. (+1 bunk Trait)
  • Particular minerals, herbs, liquids, and other substances are purported to have magical properties or spiritual significance, such as bloodstone, rowan wood, or frankincense. The Materiel must be appropriate to the intended effect (willow tea for a healing spell for example) (+1 if the player can name the appropriate mystical property of the Materiel being used)
  • The Materiel has a powerful connection to the target of the Sliver, and used in an emotionally appropriate way, such as burning a childling’s favorite doll to inflame her emotions (+1 Bunk Trait)

Bunks

The following Bunk modifiers are not available to Inanimae:

  • Did you have any other characters aid you in the Bunk? (Inanimae typically cannot enlist outside aid for their Materiels)
  • Did you use a prop? (As their name implies, all Materiels except for Stratus require physical objects, usually the same ones over and over again, making props a little too convenient for a free Bunk Trait).

The following Bunk modifiers are awarded only in extraordinary cases:

  • Did you perform the Bunk? (the physical actions of most Materiels are relatively simple; an Inanimae should only get a Bunk upgrade for a particularly interesting Bunk; +1 Bunk Trait in such a case)
  • Did your Bunk give a defining uniqueness to your character? (Because of their specialized natures, Materiels are always more or less suited to elemental characters; only an especially idiomatic Bunk willl do; +1 Bunk Trait in such a case)

The following Bunk modifiers are typical Inanimae modifiers:

  • Did the Bunk take longer than a minute? Than an hour?  (+1 trait for the first minute, one hour for each additional trait.)
  • Was the Materiel used particularly special?  (+1 to +2 Bunk Traits); “special Materiels vary by Sliver and situation.  Here are some examples:
    • An extremely valuable and difficult to replace item was consumed or destroyed in the Bunk. (+1 bunk Trait)
    • Particular minerals, herbs, liquids, and other substances are purported to have magical properties or spiritual significance, such as bloodstone, rowan wood, or frankincense.  The Materiel must be appropriate to the intended effect (willow tea for a healing spell for example) (+1 if the player can name the appropriate mystical property of the Materiel being used)
    • The Materiel has a powerful connection to the target of the Sliver, and used in an emotionally appropriate way, such as burning a childling’s favorite doll to inflame her emotions (+1 Bunk Trait)

Important Note for Manikins using Kithian Arts:  Bunks and Materiels are Art-specific. That is to say, you can use an Inanimae Realm to define a target for a Kithain Art, BUT you have to perform a standard Jester System Bunk, not a Materiel. Inanime Realm Bunk Traits apply only to Slivers, not Arts.

Harvesting Glamour: The Shining Host Player’s Guide indicates that “Inanimae use the same system as the Nunnehi for gaining Glamour.” This needs some explanation and clarification. An Inanimae can also Muse Glamour from mortals, but only if the fae’s Anchor is a source of artistic inspiration. The Inanimae have no equivalent to Rapture.

  • Harvesting works for Inanimae much like it does for Nunnehi: by spending an hour “rooting in contact with a source of an element, an Inanimae may draw Glamour from the Slow Empires themselves. However, this is subject to special limitations and permissions the Nunnehi do not experiment. Most notably, the Glamour provided is affected by how closely the source resembles the Inanimaes Anchor; while a Soilimond could try to meditate at a mountain spring, or an Ondine could try to draw Glamour from an ancient oak, it twnds to work better the closer the source of Glamour is to the Inanimae’s own element.
  • Unlike Nunnehi, an Inanimae will usually be drawing Glamour from an object, not an environment. A boulder, unworked by human hands, is still a natural source of Glamour for a Glome, even when sitting in a geological museum.
  • Technically speaking, there is no limit on the scale of these elemental sources. If you’re interested in limiting the availability of Glamour for an Inanimae, I would suggest that no nonmagical object small enough to fit inside one’s pocket should be a viable source. A Solimond should be able to draw Glamour from even a small campfure, but not a Baby Bic. This is kind of fruitless, though; it is all but impossible to separate a Glome from the earth or a Paroseme from the air, particularly in the case of the Krofted.
  • Gladelings, like Nunnehi, may draw Glamour only from natural sources. A Krofted, however, may draw Glamour from artificial elements.
  • If the Inanimae is drawing Glamour directly from her own Anchor, then she gains two additional Glamour from a successful Harvesting test.
  • If the Inanimae is drawing Glamour from a source material that is almost identical to taht of her Anchor, then she gains 1 additional Glamour from a Harvesting test (a Glome Anchored to a marble statue, for example, has an easier time drawing Glamour from marble.)
  • If the Inanimae is drawing Glamour from something dissimilar to her Anchor but still within the same Kingdom (same element, broadly speaking) then she gains one less Glamour from a Harvesting test.
  • If the Inanimae is drawing Glamour from an inanimate object of a different Empire, then she gains two fewer Glamour from a successful Harvesting test.

Reaping (Raiding in Nunnehi terms) is slightly different. Except as noted here, Reaping uses rules identical to Ravaging, save that it does not target a motal, but the source of elemental Glamour of the Inanimae’s choice.

  • The Inanimae need not “get to know” the target of the Reaping; all that is required is physical contact, and it can be performed in a single action.
  • Unlike Harvesting, so long as it is a viable source for an element, a source’s resemblance to the fae’s Anchor is irrelevant. Again, Kroft Inanimae may draw from artificial sources.
  • All Glamour provided by Reaping is “tainted.” When used to power a Cantrip, tainted Glamour adds a to the Bunk level of violent or destructive uses of an Art (such as Holly Strike and Armilustra), and subtracts one from beneficial Cantrips (such as Heather Balm and Oakenshield.) Use of tainted Glamour, especially repeated use over time, is also said to have a negative effect on the personality of the user.
  • Krofted Inanimae have a particular advantage here — while spirits of nature might care if a sacred glen is robbed of its magic and wonder, no one cares if you suck the life from a toaster.

Musing works slightly different for Inanimae, and is a little less innocent than the Kithain variety.

  • To begin the Musing process, an Inanimae must first draw the mortal artist near her Anchor, by whatever means she likes.
  • Once the artist is there, the Inanimae may spend 1 Glamour to make a test against the artist’s Banality. If the Inanimae succeeds then the artist sees the Anchor as a tranquil haven of creativity and feels drawn to it.
  • Once the artist has visited the Anchor more than once, the Inanimae may attempt Reverie as normal, but only while the artist is at the Anchor and actively creating.

What Do Inanime Care About: It can at times be hard to wrap ones head around Inanimae priorities. Here is a short list of things that a given Inanimae may or may not care about:

  • Mortal and Kithain Politics and Life: The Codex Primeval prevents meddling in the “Land of Unfulfilled Dreams.” Strictest interpretation of the Codex could make even setting foot in the Autumn World a suspect act, but most interpret as allowing the Meat to lead their own lives. This means that the Inanimae are exceedingly cautious about interfering with mortal and kithain lives beyond a direct personal level. Personal interaction is all well and good, but the Dreaming itself might backlash against attempts to affect policy too heavily. That said, the Inanimae do have Imperial Ambassadors who might represent an Empire’s interests when something might affect the Sessile. Such ambassadors are still somewhat uninvolved in political games, however.
  • Individual Mortals and Other Fae: While Inanimae tend to keep out of the political struggles and broad social issues of the “Meat,” they are not averse to personal connections. Inanimae befriend mortals and kithain, or even whole families, to whom they are quite loyal. Likewise, many Inanimae have Oathbonds with indviduals, some recent and some dating to before the Shattering. To the degree that Inanimae have participated in large-scale kithain events, such as the Accordance war, it has been on the strength of these oaths and personal bonds.
  • The Making War (The Environment): Another reason that the Inanimae have so little regard for the wars an struggles of the kithain is because they’re still in the middle of their own. The Glade and the Kroft have been at war since the Sundering. At time this struggle has cooled to a “cold” war and at times it has flared into violence. At present, the Glade still rules Inanimae society and the Empire of Flames is occupied by Stone, but at the same time the Kroft influence is simply spreading as theres less and less untouched nature” to support the Glade. So Inanimae might care about environmental matters such as ecological preservation or industrial development more than a lot of the social issues that plague the kithain.
  • Their Anchors: An Inanimae’s Anchor is her life and soul. Normally sedentary Inanimae stir to vigorous, desperate life when their Anchors are moved or threatened.
  • One Another: Even in the depths of the Making War, enemy Inanimae were Krofted or imprisoned, or occasionally “slain” and driven into Slumber or Somnolence. But their Anchors are never touched. An Inanimae who causes or allows another’s Anchor to be destroyed or defiled is reviled in much the same way the Kithain fear and despise the Dauntain, a contempt that lasts at least until the Dreamin levies its own punishment by causing the miscreant’s Anchor to dissolve. Thus even Inanimae who normally hate one another would consider the destruction of an Anchor abhorrent, and go out of their way to protect one another’s Anchor form harm.
    Their Empires: While the Codex Primeval (the Inanimae equivalet of the Escheat) prohibits meddling in human politics, it kind of necessitates some loyalty to one’s Phyla. Different Inanimae have different ideas of what it means to “honor and serve” their Empires, but most seek to do so in one sense or another. Each Empire has its own philosophies and principles that guide such loyalty, which involve varying degrees of involvement with the Meat.
    The Heart Riddle: Not so much a single riddle as a collection of interrelated mysteries, the questions of the Heart Riddle still drive some Inanimae to distraction. Some examples of questions considered part of the Heart Riddle include: “What does it mean to be mortal?” “Why are some mortals warm and caring, but others are not?” “What is love? Why do some people become friends and others do not?” “What is happiness? What is pleasure? Is there a difference?” and so on. Most Inanimae, especially the older, wiser ones, accept that there is no single “right” answer (the impotant thing is to ask) but some younger ones seek more literal answers.
  • Retribution: Inanimae are as prone to retribution as any fae, but the Codex Primeval prohibits “vengeance.” However, the “justice” of the Inanimae may still be seen as brutal by other fae. At least one sidhe who broke an oath to an Inanimae as far back as the Shattering was carried away by an angry glome shortly after the Resurgence, never to be seen again, and the Dreaming clearly favored the vengeful glome’s side.

New Inanimae Merit: Imperial Ambassador (2 Traits): You are an official representative of your Empire. You gain one free retest on any Social Challenge against other Inanimae. In addition to this, you may also claim “diplomatic immunity” rather than face a Kithain court. Whether this claim will be honored depends on local treaties, and it is the Storyteller’s discretion whether this claim is backed by the Dreaming, and if so, what effect such an endorsement would have on a fior, or on a Protocol cast over a tribunal.
Solimonds may not take this Merit.

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Adhene

Below are the rules and guidelines for play the Adhene, also known as the Dark-Kin. They are the distant cousins of the Kithian retuirned via newly opened Trods of Balor over a decade ago. Some are enemies, some are allies, and other indifferent to their cousin. In the years many have uncovered the secrets of the Changeling Way. The Adhene are in the Autumn World to stay, for good or ill.

Lexicon

Adhene: One of the “Denizens,” a type of fae similar to the Kithain, but more connected to the Fomorians than the Tuatha de Danáan. “Adhene” is also the category equivalent to “kith.”
Ariá: An aspect of the Adhene’s personality and form.
Apolliae: An Ariá. The Dark-Kin’s conscience or higher self.
Araminae: An Ariá. The Dark-Kin’s rational self.
Augmens: The increased strengths and frailties that fae (including the Denizens) experience in the Dreaming.
Banal Shiver, The: The seed of Banality inherent to changelings, nunnehi, inanimae, and other worldly fae.
Dark-Kin: Another name for the Adhene.
Dioniae: An Ariá. The Dark-Kin’s instinctual self.
Evanescent, The: Those Dark-Kin who managed to remain behind in the Autumn World after the Tessarokonta. Some underwent the Changeling Way ritual and others found other ways to persevere.
Fading Path, The: The path followed by the fae who followed the Tuatha.
Lords of the Mound: A noble adhene, related to the Trolls, now extinct due to broken Oaths.
Meridianus, the: A border realm juust beyond the edge of the Near Dreaming. The “dream-shadows” that dwell there attack any Dark Kin trying to travel back to the deeper Dreaming realms.
Miririm: The period during which the Dark-Kin were exiled from the Flesh Realms. Their version of the Interregnum.
Overlords: Non-Fomorian generals of Fomorian forces, often powerful and ancient Denizens, but also members of other ancient fae races such as the spider-like aslynthi.
Paths of Balor: These trods travel to strange other realms and back; most are one-way roads, requiring exceptional knowledge of these realms to navigate them safely. The Black Paths lead to the land of the dead. The Green Paths lead to the “Umbra,” the realm of nature spirits. The rare Gold Paths lead to the Celestial Realms, where gods dwell.
Silver Ban, The: The magical protections preventing most Adhene from traveling the Silver Path.
Tarrarom: Surges in Dark Glamour that allowed some adhene to re-enter the word, even during Miririm.
Tenebrous Realms, The: Realms not connected to the Silver Path. Home to the adhene.
Tessarokonta, The: The “War of Trees,” the great confrontation between the Fomorians and the Tuatha, when the Dark-Kin were banished. The equivalent of The Shattering for adhene.
Week of Nightmares, The: A week in July of 1999 during which some ancient Dreaming-related evil (Ravana) awakened in the Autumn Realm, whose death blasted open the Trods to the Tenebrous Realms.

Ariá (Court/Seeming)

Adhene have no Courts or Seemings; instead they have three Ariás, aspects of their persona. These reflect no political affiliation, only aspects of personality. They are the Dioniae (the primitive or instinctual self, roughly the “id”), the Araminae (the rational or “everyday” self, the “ego”) and the Apolliae (the “higher” self or “conscience,” superego). When you create an adhene, you choose which of these is primary, secondary, and tertiary. The Ariá you designate as Primary during character creation is your original primary Ariá (see below).

You assign each Ariá a Legacy, as if it were a Court, which are used to influence roleplaying and regain Willpower just as Court legacies would be. You may freely mix and match Seelie and Unseelie Legacies; the “instincts” and “conscience” of a giben Adhene, not to mention the ways they rationalize themselves, do not neatly fit Kithan preconceptions of “light” and “dark,” or what most Kithain would consider “instinct” and “conscience.” A Keremet might have the “instincts” of a Knight, making that his Dioniae, and the “conscience” of a Savage, making that his Apolliae, but think rationally like a Wretch. A different Dark-Kin of the same adhene or a different one might have the wholly different Legacies, or the same Legacies in a different arrangement. The Quests and Bans for your Primary and secondary Legacies work just as they would for Changelings.

However, a Dark-Kin’s Ariá is also a physical state. In addition to changes in personality and personal focus, an adhene’s physical form actually changes when Ariá shifts. In some cases, this even includes a sort of metaphysical influence. This can lead to all manner of confusion and strangeness, dependent on the Dark-Kin’s specific adhene and the Narrator’s cruelty.

A Dark-Kin’s primary Ariá determines her personality, but her secondary Ariá also influences her. Whenever an Adhene experiences an intense revelation or emotional experience, the Secondary Ariá may take over. In some special cases, the tertiary Ariá may also bid for control. Typically, such a change in Ariá should occur once a session at most unless the character has traits that call for (or permit) more frequent shifts, such as the Change Ariá Merit. If significant time passes between sessions, a character may be assumed to have returned to its original primary Ariá.

System: Your primary Ariá determines your Tempers (Glamour and Willpower; all Adhene begin with a Banality of 0). Whenever your primary Ariá changes, your Glamour and Willpower do as well. Changes to your Tempers in yourt primary Ariá affect your Tempers in your other Ariás as well; Your Glamour in your Dioniae state is always 1 higher than that of your Apolliae and always 2 higher than your Araminae. Your Willpower in your Araminae is always 1 higher than your Apolliae and 2 higher than your Dioniae. No Ariá may have a Temper higher than 10.

When a change in Ariá seems appropriate, make a static test of your highest Temper (Glamour or Willpower) against the highest Temper (Glamour or Willpower) of your Secondary Ariá. On a failure, the Secondary Ariá becomes Primary, the Tertiary Ariá becomes Secondary, and the Primary Ariá falls to Tertiary. When you are in a dream state, such as a Dream Trap, possessing a mortal using Somnambulism, or Oneiromancy, then your Tertiary Ariá can attempt to seize control directly, in which case the Primary and Tertiary Ariás simply switch places. During these tests, the Ariá designated as your original Primary Ariá is considered up one trait on all such tests, no matter where it is in the order.

Example: Assume Nick creates Mae, a Fuath with primary Ariá of Dioniae (Legacy: Beast), secondary Araminae (Legacy: Humanist), and tertiary Apolliae (Legacy: Arcadian). May’s original primary Ariá is Dioniae, and she begins with a Glamour of 4 and a Willpower of 2, which Nick increases to 3 during character creation. May appears as a wild maenad, with the ears, tail, and hind legs of a silver fox, not to mention its fangs and claws.
When Mae has an intense argument with her satyr lover, the Narrator feels that a change in Ariá may be appropriate. Nick throws a static test of 5 traits (his Glamour plus one) against a difficulty of 5 (his Araminae’s Willpower). He tests poorly, and his Araminae takes over. Not only does Mae’s Legacy shift from “Beast” to “Humanist,” her animal qualities are suppressed. She takes on the form of a fairly attractive young woman with only hints of her vulpine nature. Her Secondary Ariá is now Apolliae, with the Arcadian Legacy. Further, he switches from having a Glamour of 4 and a Willpower of 3 to having a Glamour of 2 and a Willpower of 5.

A couple of sessions later, when Mae is trapped in a Dream Realm and tormented by nightmare chimerae. the Narrator suggests that another change in Ariá might be appropriate. Since Mae is in a dream state, Nick tests against her Tertiary Ariá, the Dioniae. He makes a static test of 5 traits (Mae’s Willpower in Araminae form) against a difficulty of 5 (her Dioniae’s Glamour, plus one because it is her original primary Ariá). Again, Nick throws poorly. Mae’s Dioniae becomes her primary Ariá once more (with “Beast” as her dominant Legacy), and her Araminae becomes her tertiary Ariá. Her Secondary Ariá (and its “Arcadian” Legacy) remains Secondary.

Primary Ariá: Dioniae Apolliae Araminae
Starting Glamour: 4 3 2
Starting Willpower: 2 3 4

Meridianus: Dream-shadows are “statless monsters.” Adhene with permanent Banality lower than 2 are vulnerable to this realm, which fades to nothing once they accrue sufficient Banality. It should usually be assumed that adhene vulnerable to the Meridianus simply cannot pass back into the deeper Dreaming unless they are on a protected Trod (such as the Silver Path, which most of them cannot walk) or otherwise bypass this realm (such as one of the Paths of Balor, which pass through other spirit realms instead).

Phantom Form: Much like an Inanimae Dreamform, an adhene’s “natural” state is purely chimerical. For every 12 hours an adhene spends in this form, he must make a Static Test of his Glamour against the ambient local Banality. On a failure, it gains 1 Temporary Banality. A Dark-Kin in this form is also vulnerable to Dream Traps, but can protect itself via Somnambulism or Simple Possession. Adhene in phantom form have no bearing on the material world, and may find some things passing right through them.

Simple Possession: An adhene may attempt to possess the body of a waking mortal. This does not work on Prodigals, Gallain, mortals with True Faith, or mortals with any other magic of their own (this includes most Kinain, et al). The adhene spends 1 Glamour and makes a Challenge of its Glamour against the mortal’s highest Temper (Banality or Willpower). On a success, the adhene gains 1 Banality, but possesses the victim for up to its permanent Glamour in hours. It can increase this time by spending Glamour: each Glamour spent extends the duration by an hour.

A Denizen using this power can call upon Arts and Chimerae, but not Treasures. It can interact with the mortal world using its mortal body and the fae world using its chimerical form, but it cannot Call Upon the Wyrd. A Denizen can, however, still enchant mortals while using this power. Possessing a mortal provides only gross physical control, not any knowledge of the Autumn World or the host’s life. A mortal may retain some memories of being possessed, and may have some understanding that a foreign will controlled him.
While using Simple Possession, the adhene uses the mortal’s Physical Traits (both positive and negative) but its own Mental and Social traits (both positive and negative).

Optional Rule: Physical Appearance: The adhene is still subject to the mortal’s appearance-related Social traits, such as Gorgeous and Repugnant; these are added to the Adhene’s own. The adhene likewise loses its own appearance-related Social Traits while possessing a mortal.

Somnambulism: This power is almost identical to simple possession except as noted here: The mortal host must be in REM-state sleep when the adhene makes the attempt. The duration of the possession is for as long as the subject can be kept asleep — usually 6-10 hours depending on the host’s normal sleep cycle, but possibly longer with drugs. This form of possession does not inflict Banality on the adhene.
While using somnambulism, the Denizen is down 1 Trait for all tests because of the host’s sluggishness, but can glean some details of the host’s life through fragmented dreams. The mortal host in this form of possession is considered Enchanted, and is therefore subject to chimerical damage, and all damage dealt to the host (chimerical or otherwise) is also dealt to the adhene as chimerical damage.

Rapidly Switching Bodies: An adhene who jumps from body to body to body is likely to bur through a lot of Glamour and to gain a lot of Banality. But an additional risk is that adhene who switch bodies multiple times in a short period are prone to developng temporary (or even permanent) Derangements.

Dream Traps: Denizens Phantom Form who are in proximity to powerful dreamers, or those who use somnambulism on powerful dreamers, risk (at Narrator discretion) being trapped in a dream realm. These realms are usually unintentional, but masters of oneiromancy can create quite dangerous traps.

Bedlam and Banality: A Denizen whose permanent Banality exceeds its permanent Glamour is immediately Undone. Denizens in the Autumn Realm tend to accrue banality rapidly (see Phantom Form and Simple Possession). However, they are almost completely immune to Bedlam.

Rapture, Reverie, Ravaging, Reaping, and Rhapsody:

  • Rapture: Denizens have a far easier time achieving this state than kithain do. Adhene gain 1 free rebid on the static test to obtain Glamour through Rapture. However, if it uses this rebid, the Denizen must immediately test for a change in Ariá due to the emotional intensity involved in the creative process.
  • Reverie: Denizens (except Aonides) are down 1 trait on the initial Social challenge to begin musing an artist, as they have a hard time connecting with mortals.
  • Ravaging: Denizens follow the same rules for Ravaging as Kithain do, but have less of a taboo against it.
  • Rhapsody: Denizens (except Aonides) are down 1 trait on the initial Social challenges to begin Rhapsodizing a Dreamer.
  • Reaping: This extreme form of Ravaging involves frightening a victim to death (often via repeated Ravaging). Once the Dreamer dies (a process requiring its own series of challenges), the Denizens participating in the Reaping each make a static test of their Glamour (difficulty 5) gaining Dark Glamour equal to their permanent Glamour. On a failure, the Denizen gains 1 permanent Banality Trait. A retest on this roll is possible only with the expenditure of Willpower.

Restricted Abilities and Lores: Adhene typically do not begin the game with Abilities specific to the Autumn Realm, such as Drive, Computer, Firearms, Security, Science, et al. Note that if a Denizen has traits such as Politics or Law, they are assumed to reference fae society, not human.

New Lores: Autumn Lore, Denizen Lore.

Adhene, Title and Realms: Each adhene has its own system of titles and ranks, and the Dark Kin do not recognize Kithain titles (or even the Titles of other adhenes) any more than the kithain recognize theirs. Adhene are not subject to Sovereign, at least when used by Kithain (there is no indication of an adhene with Title wielding Sovereign against other Dark Kin, neither within its own adhene nor against other Denizens). When dealing with their own kind, adhene use the Hearty Commoner and Lofty Noble realms. Kithain, however must use Manifold Chimera to affect the adhene, and the adhene use that same Realm to affect kithain.

Races of the Adhene

Acheri

Affinity: Actor or Fae.

Ariá:

  • Dioniae: Acheri in this form exude intangible corruption. Most don’t realize it’s the acheri’s doing, as their own basest urges crrawl to the fore. In this Ariá, an Acheri in the Autumn World gains the augmen for his Enticement Birthright as if he were still in the Near Dreaming.
  • Araminae: The acheri’s physical corruption boils to the surface. He gains an unhealthy look, often exhibiting symptoms such as pallor, clammy skin, sores, pustules, and worse. In this Ariá, an Acheri gains the negative Social Trait: Repugnant.
  • Apolliae: The acheri’s shadow shadow covers its fae mien, him you a black silhouette with white or red eyes. Acheri in this form tend to ignore their own petty pleasures in favor of their appointed duties (as expressed in their dominant Legacies).

Birthrights:

  • Plague Nervosa: An Acheri can spend 1 Glamour to detach his shadow, which becomes an independent, incorporeal chimerical entity for 1 turn per permanent Glamour traits the Acheri has. Anyone the animated shadow touches is infected by a virulent chimerical disease (the details should be approved by a Narrator). The shadow uses the Acheri’s Traits and Abilities for any attempt to sneak up on or catch someone, and may (with Narrator permission) gain a free retest for sneaking through dark or shadowy places.
    Augmens: Near Dreaming: This Birthright costs no Glamour.
    Augmens: Far Dreaming: All tests to treat or cure diseases you cause are down 1 trait.
    Augmens: Deep Dreaming: You may create a number of shadows up to your permanent Glamour rating with a static test of your Glamour (difficulty 6)
  • Enticement: Acheri gain either Charismatic or Seductive as bonus traits that can only be used on bids or tests that involve seduction or enticement (you may choose which of these Traits to gain when you call on this Birthright). These traits do no count toward Trait maximums, nor can they be counted in tests or challenges that do not involve the Acheri causing some kind of temptation. The “truly virtuous” who know the Acheri’s true nature are immune to this Birthright, and the Acheri is down one Social Trait on all tests against such rare individuals.
    Augmens: Near Dreaming: You gain both bonus Traits instead of just one of them.
    Augmens: Far Dreaming: When in his Dioniae Ariá, the Acheri gains 2 of each bonus Trait provided instead of 1.
    Augmens: Deep Dreaming: The Acheri gains 2 of each bonus Trait provided instead of 1. In his Dioniae Ariá, the Acheri gains 3 of each Trait provided.Frailties:
  • Rebound: Each Acheri must choose a vice: food, sex, drugs, Ravaging, et cetera. When presented with a chance to indulge in that vice, an Acheri must make a static Willpower test (difficulty 7) or spend a Willpower trait to resist.
    Augmens: Near Dreaming: You must choose an additional vice.
    Augmens: Far Dreaming: You are down 1 Trait on all tests to resist your vice.
    Augmens: Deep Dreaming: You are down 2 Traits on all tests to resist your vice.
  • The Scarlet Ban: Acheri may not use their Birthrights against anyone prominently wearing red. Small amounts of the color mixed in with others will not do, but any single predominantly red garment, clearly displayed (a scarf or sash, for example) serves as such protection.

Aonides

Affinity: Actor or Scene

Ariá:

  • Dioniae: Called the Mneme Ariá due to the painful memories they sometimes carry, Aonides in this Ariá tend to be hedonists, seeking extremes of sensation. Aonides often retreat into this Ariá as a response to rejection.
  • Araminae: The most grounded and methodical Aonides are in this Ariá, though others enter it as a response to being threatened or hurt, in order to distance themselves from their own feelings.
  • Apolliae: In this form an Aonide promotes rarefied love (as opposed to the carnal passions of the Dioniae) and high art. Aonides in this Ariá tend to inspire selflessly, for the love of the art.Birthrights:
  • Meta-Quality: Ambi-Gendered: This is not quite a Birthrught, just an odd quirk of the adhene: Aonides may assume both male and female forms (and technically nothing prevents them from assuming intersexed or transgendered bodies as well). Most Aonides tend toward pansexuality.
  • Grace of Calliope: An Aonide gains the Charismatic and Persusasive traits and a free level of Performance, which do not count against Ability and Trait maximums. These Traits can never be permanently lost due to a test.
    Augmens: Near Dreaming: You may take an additional Charismatic or Persuasive Trait.
    Augmens: Far Dreaming: You may take an additional Charismatic or Persuasive Trait.
    Augmens: Deep Dreaming: You may take an additional Charismatic or Persuasive Trait.
  • Adonis’ Ravaging: Aonides can steal Glamour through a passionate embrace (full-on sex, or even just a really intense kiss). Make a Social challenge against the victim’s Willpower. On a success, you can steal a number of Glamour points equal to half your permanent Glamour rating (or fewer, if you choose), assuming the victim has that many to give. This has the same negative results for the victim as any Ravaging.
    Augmens: Near Dreaming: You form a connection with the victim, continuing to drain his emotions. On the following day, if you see the victim again, you may make a Social challenge against your victim’s Willpower to steal the same amount of Glamour again, this time without so much as a touch.
    Augmens: Far Dreaming: You can take an amount of Glamour equal to your permanent Glamour rating.
    Augmens: Deep Dreaming: You are up one trait on the challenge to draw Glamour from the victim.

Frailties:

  • Arachne’s Folly: Each Aonide has a particular field of art at which it believes that it excels beyond all others. For the purpose of its ability within that field, it has the Flaw: Overconfident, and has the Negative Trait: Condescending when dealing with rival artists within that field. Should any artist within that field be presented as better than the Aonide, then the Aonide will insist on a contest with an “impartial” judge deciding the winner. Sadly, Aonides are sore losers, and unleash their full wrath on any artist who manages to win such a contest.
    Augmens: Near Dreaming: Your chosen field expands to encompass any related fields of art. You gain the Negative Social Trait Callous as you become increasingly self-involved.
    Augmens: Far Dreaming: Your chosen field expands to encompass all art. You cannot retest Empathy-related challenges.
    Augmens: Deep Dreaming: You are down one Trait on all empathy-related Challenges.

Fir-Bholg

Affinity: Nature or Fae

Ariá:

  • Dioniae: Fir-bholg in this Ariá are close to their Fomorian heritage and quite bestial, with large, sharp antlers. Fir-bholg in thair Dioniae tend to respect no law outside their own ancient traditions unless a strong hand is there to enforce it.
  • Araminae: A “perfect” blend of instinct in intellect, the Fir-bholgin this Ariá are at their most masstive. They are patient, forethoughtful, and measured, wanting every word they speak to convey grace, authority, and meaning.
  • Apolliae: In this Ariá, Fir-bholg begin to shed their more primitive aspects and become preoccupied with the structures of things, from simple objects to whole societies, and are often haunted by the consequences of their actions.

Birthrights:

  • Breath of the Firchlis: A Fir-Bholg is surrounded by constant, chaotic change within the chimerical world. Typically, this is fainty and subtle; a light breeze rippling across a field of grass, for example. A Fir-Bholg can spend 1 Glamour in an attempt to invoke the power of this change, calling down the firchlis and aiming it (but not controlling its result). The intensity of the change depends on the Fir-bholg’s current Glamour.
    At Glamour 2, the change is minor. The leaves on nearby trees might change color, for example. Around Glamour 5, the area might be filled with swarming chimerical insects or other vermin. At 9 or 10, the Mists themselves might descend on an area. Any such effect should be agreed-upon within a scene, and approved by a Narrator as necessary. At levels of effect higher than 10 (see augmens below), truly epic or horrifying transformations may occur.
    By burning 1 additional Glamour, the Fir-bholg can bring the Firchlis to the Autumn World. The change affected is often more mundane in nature (cars won’t start, strange or even destructive weather, localized power outages, mysterious infestations) but no less poweful.
    Personal Note: Bear in mind, however, that this is a Birthright, not a Frailty, and the only one that the Fir-bholg have. While there are times that the firchlish might turn against the Fir-bholg, its end result should typically be a boon to he who invokes it (though not always the boon he intended) or at least ultimately neutral. Also, unless the game is explicitly meant to be silly, the changes invoked by a Fir-bholg should be suited to the ominous nature of the Dark-kin. This is the power of a Nightmare fae, not a wand of wonder.
    Augmens: Near Dreaming: The Fir-bholg’s Glamour is considered 1 higher for the purpose of scale of change.
    Augmens: Far Dreaming: The Fir-bholg’s Glamour is considered 1 higher (for a total of 2 higher) for the purpose of scale of change.
    Augmens: Deep Dreaming: The Fir-bholg’s Glamour is considered 2 higher (for a total of 4 higher) for the purpose of scale of change.

Frailties:

  • Eochaid’s Hunger: Each Fir-bholg selects a particular unprepared food. It could be something as simple as raw apples, rainwater, or fresh fish, or it could be something more strange like oak roots or carrion. At least once a week, the Fir-bholg must eat this food or lose one Health Level, which cannot be recovered until he eats the required food. Each day after the first, the Fir-bholg loses another Health Level trait in this way. A Fir-bholg can avert this damage by instead spending a Physical Trait related to stamina, such as Tough, or Enduring. These physical traits likewise cannot be regained until the Fir-bholg consumes the necessary food. Once the Fir-bholg fulfills his dietary requirement, these traits and health levels return.
    So long as he is down at least one Physical Trait due to this Frailty, the Fir-bholg finds any opportunity to consume his required substance hard to resist. He must make a static Willpower test (difficulty 7) or pursue the food no matter the consequences. So long as the Fir-bholh is down at least one health level due to this Frailty, he cannot resists such opportunities at all, as his hunger is too great.
    Augmens: Near Dreaming: The difficulty to resist the hunger is 8.
    Augmens: Far Dreaming: You must eat your required food every 3 days. The difficulty to resist the hunger is 9. Further, unless you sacrifice a stamina-related Physical Trait, you lose two health levels each day.
    Augmens: Deep Dreaming: You must eat your required food every two days. The difficulty to resist the hunger is 10.
  • Sacrifice: Fir-bholgs suffer a 3-trait penalty on all tests and challenges to gather Glamour by any means while in the Autumn World. It can suppress this penalty for 2 weeks by having a Dreamer ceremonially sacrifice something important or valuable to it. The Narrator may rule that items of exceptional value extend that period for longer than two weeks.

Fuaths

Affinity: Nature or Scene

Ariá:

  • Dioniae: Physically and emotionally, Fuaths in this form are almost entirely animal. In this form, fuaths are their most joyous, viciuos, and free.
  • Araminae: In this Ariá, the fuath assumes an entirely human form, suppressing her Animal Nature. Most fuaths dislike staying in this Ariá, feeling “caged” by reason, but others use their human forms to lure prey into traps.
  • Apolliae: In this form, animal passion and human intellect cooperate, expressing themselves (via the dominant Legacy) in sophisticated codes of conduct, ruthless arriors, or even grand artists.

Birthrights:

  • Beast Tongue: All Fuaths can speak to animals, as if they had used the Cantrip: Willow Whisper. Their connection to nature also gives them a bonus Social trait when dealing with Naturae and Inanimae, which does not count toward Trait maximums.
    Augmens: Near Dreaming: The Fuath can also communicate with plants.
    Augmens: Far Dreaming: The fuath can also communicate with minerals. She gains two bonus traits when dealing with Inanimae and Naturae instead of one.
    Augmens: Deep Dreaming: The fuath can communicate with any aspect or element of nature — water, flame, wind, or more alien manifestations. She also gains three bonus Social Traits when dealing with Inanimae and Naturae instead of two.
  • Animal Nature: This is identical to the Satyr Birthright: Physical Prowess. In addition, all Fuaths have fierce claws, fangs, hooves, and/or horns that deal +1 damage (Aggravated when Wyrd). Further, many Fuaths have other adaptations based on their specific animal nature; a piscine Fuath can breathe underwater, for example.
    Augmens: Near Dreaming: As per Physical Prowess. Also add +1 Aggravated damage to the fuath’s natural weaponry.
    Augmens: Far Dreaming: As per Physical Prowess. Also add +2 Aggravated damage to the fuath’s natural weaponry.
    Augmens: Deep Dreaming: As per Physical Prowess. Also add +3 Aggravated damage to the fuath’s natural weaponry.

Frailty:

  • Maenad’s Madness: A Fuath must spend 1 Willpower when it enters combat or else enter a wild frenzy during which they cannot cannot retreat from combat until all “foes” are defeated, and must make a Static Mental test (difficulty 8, can retest with Empathy) to tell non-fuath friends from foes. If you enter the frenzy, you may make a static Willpower test (difficulty 8). On a success, you may spend a Willpower point to end the frenzy and attempt to flee the battle. If you end the frenzy and continue the battle, you must spend another Willpower or enter the frenzy again.
    Augmens: Near Dreaming: The difficulty for the test to tell friend from foe or end the frenzy is 9.
    Augmens: Far Dreaming: The difficulty to tell non-Fuath friend from foe or end the frenzy is 10. Even if you spend Willpower at the start of the battle, you must make a static Willpower test every couple of turns (difficulty 8) or succumb to frenzy anyway.
    Augmens: Deep Dreaming: In addition to the above, you may even mistake fuath allies for enemies unless yu make a Static Mental test (difficulty 8).

Keremet

Affinity: Actor or Prop

Ariá:

  • Dioniae: Most keremets see this Ariá as a welcome relief, as it brings the only emotional release the Keremets are allowed. The penalties for Melancholia are reduced by 1 Trait (-1 trait for Reverie and -0 for Ravaging and Rapture, and no additional traits bid for Empathy retests), and the keremet looks wholly alive. Keremets in this Ariá often feel a strong urge to reach out and experience human emotions and relationships, and can actually forget the burdens of their Oaths (even the Pact of the Dagda) for a while.
  • Araminae: Keremets in this form have ashen-gray skin and sunken eyes that gleam blue, green, or yellow. They tend to be either quite gaunt, or bloated like corpses. Keremets in this Ariá are at their most adaptable, able to thread the needle between the emotional demands of the Dioniae and the rigorous duties of the Apolliae.
  • Apolliae: In this form, keremets become animated corpses, exuding a charnel stench. Their eyes are shiny and black, like onyx suspended in oil. The penalties for Melancholia increase by 1 Trait in this form (-3 traits for Reverie, -2 for Ravaging and Rapture, and two additional Traits bid for Empathy retests) and they gain the negative Social Trait: Repugnant. In this form the keremets are dispassionate, dutiful reapers of souls.

Birthrights:

  • The Shadowed Way: Keremets are exempt from The Silver Ban. They can travel the Black Paths of Balor and the Silver Path as if they had used appropriate Cantrips. They can also see, hear, and communicate with (but not compel) ghosts.
  • Will to Power: Keremets all have the Iron Will Merit. They do not need to eat or sleep, and are immune to all but the most virulent chimerical diseases. Further, a Keremet subtracts half its temporary Willpower from the damage it has taken for the purpose of calculating Wound Penalties.
    Augmens: Near Dreaming: The keremet can endure the harshest of tortures without breaking.
    Augmens: Far Dreaming: The keremet is up one Trait on all attempts to resist influence or control.
    Augmens: Deep Dreaming: The keremet uses its permanent Willpower to calculate wound penalties instead of its temporary Willpower.

Frailties:

  • The Pact of the Dagda: If a keremet breaks an Oath it has sworn by the Dagda, it loses its Will to Power Birthright until it atones. Note that this only applies if the Oath, in addition to its normal terms, is sworn by the Dagda. Keremets rarely volunteer to do so, but this frailty is fairly common knowledge among the adhene.
  • Melancholia: Keremets lack strong emotion, and have difficulty connecting to the feelings of others. They all suffer from the Negative Social Trait: Callous to reflect their difficulty in connecting with others. Further, when retesting with Empathy, a Keremet must bid an additional Trait. Keremet feel strong emotion only when drawing it fom a Dreamer, but are down two traits on all Reverie tests, and down one trait on Ravaging and Rapture challenges; the onlty methods of taking Glamour from mortals that Keremets can use without penalty are Reaping (see above) and Rhapsody.
    Augmens: Near Dreaming: The Keremet is down 1 trait on all Social rolls.
    Augmens: Far Dreaming: The Keremet is down 2 traits on all Social rolls, and cannot retest for empathy-related challenges.
    Augmens: Deep Dreaming: The Keremet is down 3 traits on all Social rolls, and cannot particpate in empathy-related challenges.

Moirae

Affinity: Actor or Fae

Ariá:

  • Dioniae (Erinyes): Moirae in this aspect are vengeful Furies. They have stern faces with fangs, burning eyes, and sometimes horns. Moirae in this aspect enjoy avenging the innocent, particularly by visiting nightmares on the offenders, and helping themselves to a little Ravaging while theyr’e at it.
  • Araminae (Whimsy): Moirae in this aspect are surrounded by weird (wyrd?) nebulous lights. In this aspect they are both teachers and temptresses, exploring and sometimes enacting the unfulfilled dreams of mortals.
  • Apolliae (Oracle): Moirae in this aspect are servants of Dán. They appear veiled, masked, or blindfolded, or even as angels of light. This is a Moirae at her most benevolent; even the most destructive Legacy in this Ariá believes that it has the best of intentions at heart, and tends to project beneficence.

Birthrights:

  • Aura Perception: Moirae can see individuals’ positions in the strands of Fare. In addition to the simple ability to see fragments of a person’s destiny (see below), a Moirae is also up one trait on tests for Soothsay Cantrips.
    This can also be used to explicitly examine the fate of a character. A Moirae who declares the use of this power on another player or NPC is entitled to know about any Destiny a character carries, as well as Merits and Flaws as well as Dark Fate, Phantom Fate, The Bard’s Tongue, Geasa, and so on. In addition, if a Narrator is present, the Narrator should provide the Moirae with clues regarding the character’s involvement in any major plots (anything related to the game’s central narratives is, almost by definition, significant to Destiny); assume that the player can ask one “yes or no” question of the player (or Narrator) per permanent Glamour trait the Moirae possesses. This can only be used on a given character per Scene. Note that while the player may be receiving fairly explicit metagame information, that knowledge comes to the character in the form of cryptic visions.
    Augmens: Near Dreaming: A Moirae’s Soothsay Bunks are considered 1 higher.
    Augmens: Far Dreaming: A Moirae’s Soothsay Bunks are considered 2 higher. The Narrator should provide far more detailed visions to the Moirae at this point.
    Augmens: Deep Dreaming: The Moirae’s Soothsay bunks are considered 3 higher. The Narrayor should provide extremely detailed and relevant visions to the Moirae at this point.
  • Fata: Moirae are exempt from the Silver Ban, and can travel the Silver Path as normal. Anyone who shows a Moirae extreme disrespect or who attacks her is cursed by Fate, usually with some sort of Flaw, ranging from the Cursed Flaw at variable levels to Flaws like Nightmares, Geasa, Dark Fate, Chimerical Magnet, or Banality’s Curse. The severity and duration of the Flaw depend on the severity of the transgression (agreed upon by the group or approved by a Narrator). A Moirae only benefits from this protection if she remains a neutral observer or messenger of Fate. A Moirae who attacks first is no longer protected by Fata from her target.

Frailty:

  • Superstition: All Moirae abide by multiple superstitions meant to avert bad luck, and those Moirae who fail to maintain them begin to suffer the Nightmares Flaw, lasting for a week. All penalties imposed on a Moirae for breaking an Oath or violating a Geas or Ban are 1 trait worse for Moirae, but anyone who tries to force a Moirae to do so is immediately subject to Fata. (For example, if breaking an Oath would cause the oathbreaker to gain 2 Banality and lose 1 Willpower, the Moirae would gain 3 Banality and lose 2 Willpower).
    Augmens: Near Dreaming: Atoning for failing a superstition is more difficult. The penalties for violating a, Oath, Geas or Ban are 2 traits worse instead of 1.
    Augmens: Far Dreaming: Atoning for failing a superstition is far more difficult, and the penalties for violating an Oath, Geas or a Ban are 3 traits worse.
    Augmens: Deep Dreaming: The moirae can only escape the Nightmares by fleeing the area. The penalties for violating an Oath, Geas, or Ban are 4 traits worse.

Naraka

Affinity: Fae or Scene

Ariá:

  • Dioniae (Aditi, Dream Form): Narakas in this aspect are at their most violent and destructive, feeling neither compassion nor honor.
  • Araminae (Prajapati, Mortal Form): Narakas in this aspect can be moody or depressed, especially when they try to remember their origina but can also feel greay joy and passion. They have great appreciation for beauty.
  • Apolliae (Brihaspati, Living Dream Form): Narakas in this form are calculating and dipassionate, a state most narakas strive for. The only emotions a naraka in this Ariá displays are those imposed by a Cantrip or other power.

Birthrights:

  • Wrath of Kali Ma: A Naraka can spend 1 Glamour to spit a gout of flame. This is a standard physical challenge against a target that causes 2 damage on a hit (chimerical damage, unless the Naraka has Called Upon the Wyrd, but even then it only deals Lethal damage, not Aggravated). At Narrator discrestion, this may ignite flammable materials. Narakas do not take Aggravated damage from fire, and gain 1 bonus Trait to all tests to resist fire damage.
    Augmens: Near Dreaming: This Birthright deals aggravated damage.
    Augmens: Far Dreaming: This Birthright costs no Glamour.
    Augmens: Deep Dreaming: This birthright deals four damage on a successful challenge, not two.
  • Arms of Ravana: A Naraka can spend Glamour to grow additional arms, gaining 1 additional arm per Glamour spent. Each additional arm allows one additional retest on an unarmed or melee combat test, or each additional pair of arms provides an additional action each turn, as if using the Quicksilver Cantrip. You choose which benefits you want when activating the Birthright. The arms last a number of turns equal to the Glamour spent.
    Augmens: Near Dreaming: The extra arms last a number of hours equal to the Glamour spent, or until the Naraka chooses to assume her normal form.
    Augmens: Far Dreaming: The extra arms last one day per Glamour spent, or until dismissed. A Naraka cannot use this power to manifest more arms than her permanent Glamour.
    Augmens: Deep Dreaming: The Naraka can gain an extr action for each arm instead of each pair. The extra arms last until the Naraka chooses to assume its normal form. A Naraka cannot use this power to manifest more arms than her permanent Glamour.

Frailties:

  • Curse of Shiva: In the presence of live music, a Naraka feels compelled to dance and must succeed in a Willpower test against the musician’s performance or dance. On a success, she can resist the urge for a number of turns equal to her permanent Willpower before she has to test again. A Naraka can spend 1 Willpower to ignore the music for a scene. Unless they have urgent business, most Narakas don’t bother to resist.
    Augmens: Near Dreaming: The Naraka is down 1 Trait on tests to resist music.
    Augmens: Far Dreaming: The Naraka cannot spend Willpower to ignore the music. Further, if she fails the Willpower challenge, she must dance until the music ends.
    Augmens: Deep Dreaming: The Naraka is down 3 traits on the Willpower test to ignore music.
  • Selective Possession: For reasons unknown, Narakas may only possess people of the Hindu faith.

Merits:

Aura of Fear (2): You may spend a point of Glamour to exude supernatural terror for the remainder of the Scene. Anyone wishing to attack or insult you must first succeed in a Static Willpower test (difficulty 7). Of course, some fae (such as Fiona sidhe) can still ignore this.

Banality Resistance (3): You do not gain Banality from staying in Phantom Form or from using Simple Possession.

Change Ariá (3): By spending a Willpower trait, you may immediately switch your Ariá to the one you prefer.

Evanescent (2 or 3): This merit is 3 points for most adhene, but only 2 points for Aonides, Keremet, and Moirae. You have been in the Autumn Realm for a while now. You can purchase restrictied Abilities during character creation. You also begin the game with a permanent Banality of 2. Storytellers are encouraged to provide this Merit gratis if they want Denizens already familiar with the mortal world.

Human Shell (4): You already have a body, roughly the same size as your fae mien. Perhaps you made a pact, like the sidhe do, or perhaps your body was a gift from the Norns, or perhaps some ancestor of yours has had one “on ice” for a while now. The body has the same number of physcial Traits as you, but you can (if you wish) reassign which Physical Traits it has. You also begin the game with 2 permanent Banality traits.

Personal Note: It is suggested that Adhene characters in an Autumn World LARP take either Human Shell, Banality Resistance, or Autumn Way.

Flaws:

Anachronism (4): You are even more outdated in yout understanding of the world and your social mores than the sidhe are, and even slower to adapt. “Modern” Abilities like Computers or Firearms cost double their normal experience cost for you. Narakas may not take this Flaw.

Banished (2, 4 or 6): You have been cast out of your adhene.
2 points: You can go back home only after some grand mission is completed or the term of your sentence is served. You are unlikely to survive until then, but there is at least hope. This may or may not be magically enforced.
4 points: You are marked in some way that immediately identifies you as an outcast to your adhene. In addition to being forbidden from ever returning, members of your adhene in the Waking World may also choose to persecute you.
6 points: You are exiled from the Dreaming by a powerful Geas. You can enter Freeholds in the Autumn World, but only potent sorcery can earn you even temporary entry back into the Dreaming.

Blackmailed (1 or 2): Someone knows a dirty secret about you and demands money, service, or secret information in order to keep it under wraps. As a 1-point Flaw, the secret held over you is intensely embarrassing and troubling. As a 2-point Flaw, the secret held against you is much more damaging. Killing this blackmailer is easier said than done, but escape from this situation is not impossible.

Eochaid’s Curse (3): When you possess a body, you are bound to its psyche and compelled to further its agendas as well as your own. If you do not do something to substantively improve the host’s well-being or goals before you leave the body, you lose 1 Willpower, and cannot regain any Willpower for 24 hours.

Jack o’Will (3): You are a Ravaging addict waiting to happen. Whenever confronted by a Dreamer of any strength, you must spend a Willpower trait or else devote all of your efforts to Ravaging him. You do not do this for the Glamour, but for the rush, so you will spend Glamour recklessly toward this end. Your Dioniae gains +2 Willpower for the purpose of Ariá change, and you may not take the Merit: Change Ariá.

Outcast (2): You are allowed to go back home, but you occupy the lowest run of society among your adhene. You’re looked down on, and frequently persecuted, at least socially.

Paranoia (2): You distrust and hate the Autumn World and everyone in it, especially humans. You see them as the vanguard of Banality, perhaps some cospiracy to destroy the Dreaming. Changelings, being half-human, are equally suspect.