Velvet Darkness

Kith

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The Escheat:

The traditions that make up the Escheat form the basic laws of Kithain society. Believed to have originated among those wise faeries who lived closest to the Dreaming, they were recorded after the Sundering as a way to ensure fae survival in the face of inexorable change. Passed down and enforced by the nobility, the Escheat’s tenets are respected both by Seelie and Unseelie nobles (though each Court has variations on how it interprets each principle). Seelie nobles and their subjects generally follow the letter of the law, while Unseelie nobles and their minions tend to find the loopholes and work through them.

Unlike oaths (see the “Oaths” page of the Changeling Character Creation section of this site), the authority to enforce the Escheat is not backed by Glamour. Instead, it carries the force of law, tradition and custom. Occasionally the Dreaming works its own chimerical subtleties around the Escheat, making certain that its rules are kept or forcing those who break it to reap the consequences of their actions.

The six basic rights of the Escheat are detailed below.

The Right of Demesne -

A lord is the king of his domain. He is the judge and jury over all crimes, large and small. His word is law. A noble expects obedience from his vassals and respect from all others. In return, a noble respects those lords superior to him.

Reality: Nobility has had to make concessions in the face of modern ideas of democracy and popular rule. Most nobles rule through force, cunning, personal magnetism or custom.

The Right to Dream -

Mortals have a right to dream unhindered by our needs. The Dreaming will die if we steal directly from the font. No one is allowed to use Glamour to manipulate the creative process. Although you may inspire creativity in the mortal mind, it is forbidden to give direct instruction or to infuse a human with raw Glamour.

Reality: Most changelings interpret this as a prohibition against Ravaging - the forcible ripping of Glamour from beings. Many Kithain - particularly Unseelie - ignore this ban, seeking a quick fix or an easy way to instant power. Since this form of acquiring Glamour often permanently drains a victim, convicted Ravagers suffer harsh punishments as a deterrent to repeating their crime. Disturbing rumours claim that some changelings infuse mortals with Glamour, overloading the mortal souls with too much creativity and feeding from their brilliant dreams. This practice, if it exists, also violates this portion of the Escheat.

The Right of Ignorance -

 Do not betray the Dreaming to Banality. Never reveal yourself to humanity. Not only will humanity hunt us down for our wisdom and our power, it will overwhelm us with Banality and destroy our places of power. The more humanity knows, the more ardently it will seek us, draining the world of Glamour and petrifying our essence with its basilisk’s gaze.

Reality: Most changelings, both Seelie and Unseelie, respect this rule since it serves as protection against the forces of Banality. Glamour is hard enough to find, and expending it on mortals so that they can witness the Dreaming for themselves is wasteful. Some changelings enchant select humans in order to bring them into their freeholds as lovers or retainers, but they are careful to remove any evidence of their existence from the minds of these mortals when they return to the mortal world.

The Right of Rescue -

All Kithain have the right to expect rescue from the foul grip of Banality. We are in danger together and must strive together to survive. Never leave anyone behind. Kithain are required to rescue other faeries or any creature of the Dreaming trapped by those who serve Banality.

Reality: Most changelings adhere to this principle. After all, they might need rescuing one day. Seelie and Unseelie will forget their differences and come to each other’s aid when one or the other fails prey to the Dauntain or some other agent of Banality. While many changelings will try to rescue chimerical creatures such as unicorns or griffons, few risk themselves for minor chimera.

The Right of Safe Haven -

 All places of the Dreaming are sacred. Kithain cannot allow faerie places to be endangered. All those who seek refuge in such places must be admitted. Freeholds must be kept free of both Banality and worldly violence.

Reality: Competition for the few freeholds that have survived the Shattering makes this tenet a hard one to enforce. Rival claims to the same spot of dream-infused ground often lead to warfare that encroaches upon its boundaries, although in most cases combat on the actual grounds of a freehold is restricted to chimerical battle. Some lords bar their freeholds to outsider changelings for fear that unwanted visitors may waste the Glamour inherent in their holdings. Despite the demands of hospitality and courtesy upon the domains of nobles, commoner freeholds are often more inclined than their noble counterparts to admit changelings seeking refuge.

The Right of Life -

 No Kithain shall spill the lifeblood of another Kithain. No Kithain shall bring salt tears unto the earth. No Kithain shall take from the Dreaming one of its own. Death is anathema.

Reality: This tenet is almost universally upheld, particularly since the Dreaming itself seems to enforce it by inflicting Banality upon a changeling who takes another changeling’s life. When two Kithain meet in combat, they usually wield chimerical weapons, although there are exceptions to this (such as no lethal duels to first blood). No “real” damage is caused by such chimerical battle. The loser, if “killed”, merely dies temporarily to the Dreaming and returns to her mortal seeming until reawakened by an infusion of Glamour.

Kith

Legends tell that the fae were born of ancient dreams. Fantasies have shaped the natures of the kith we know today. Though the truth has been lost with the passing of years, we can still see the results. A changeling’s kith reflects his kinship and knowledge, and it has a profound influence on his identity.

Each kith has a certain abilities, affinities and weaknesses inherent to it. These are a part of fae heritage. A changeling’s Court also has an effect on these. After all, each has learned to adapt (or exploit) its identity as best it can.

The following nine kith represent the changeling races of the Western world. They are by no means the only ones in the world, as each faction of humankind has its own particular reflection of the Dreaming. As one would expect, each kith also has its own culture, history and ethnic pride; the following only begins to describe their identities.

Click on any of the links below for kith descriptions. These description are broken down into several parts. The following is a brief outline of what you can expect to find in each kith description.

Name and Pronunciation: The name of the kith and its proper pronunciation. Do not take the pronunciation as gospel, however, as they tend to vary from kingdom to kingdom.

Quote: A quote that could commonly be heard from one of this kith.

General Description: A brief history of the kith, where they’ve been, and what they do now. It also includes something about their outlook on life.

Appearance: The most common description of the kith. Many variations of these descriptions certainly exist; this, however, provides information about what you are most likely to encounter. These descriptions are of the kith’s fae mien, not a mortal seeming. Though the mortal seeming can be quite different, there are usually close similarities between the seeming and the mien.

Lifestyle: How this kith commonly lives as well as what its members are most often like as childlings, wilders and grumps. Remember that these are generalisations, and in a people known to embrace the mutability of dreams, variations always exist.

Affinity: The kith’s Affinity for a particular Realm. Whenever a member of the kith casts a cantrip involving that Realm, the difficulty is lowered by one.

Birthrights and Frailties: The inherent strengths and weaknesses of the kith. Birthrights that have apparent physical effects (such as a troll’s mighty strength, a side’s breathtaking beauty, or a pooka’s animal features) do not function around mortals, while Birthrights with “non-apparent” effects (such as a sluagh’s sharpened senses or a boggan’s social radar) do. For the purposes of these descriptions, mortals are always assumed to be unenchanted. Mortals who are enchanted are the same as Kithain for the purposes of Birthrights functioning in their presence. Those Birthrights that allow a kith to never botch at a certain roll always function normally.

Outlook: A look at the kith’s general opinion on the rest of the fae.

 
 
Click on any of the links below for information on the individual kith...

Boggans

Eshu

Nockers

Pooka

Redcaps

Satyrs

Sidhe

Sluagh

Trolls

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