Whispers from the World of Darkness

Childling

March 28th, 2000 by dvie

by Chase Feonsdotter

Every night she drinks wine and cream,
And dresses in fine, silken lace.
Coverlets pulled up tight to her chin,
She dreams of another place.

Faraway whispers of starlight and mist —
A place she’s only been in her mind.
Where fairies dance on the waves of the sea,
With the wishes she’s come for to find.

Waken the dawn,
Chase away the night magic with it’s light.
Child of the moon creep away;
Run and hide with mother midnight.

And the angel now opens her eyes to the day,
Blue as the sky above.
Tonight you will dream of your kingdom again,
And sup upon dreams, light, and love.

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ANNIS

January 22nd, 2000 by dvie

by Hastu the 7th

The annis are one of the most feared changeling types ever too live. In ancient times they were born of nightmares of evil witches who stole into houses too eat children.

Since there creation in the ancient times, this evil kith have captured humans and devoured them. Leaving only bones in their wake they were one of the few kith too flourish in the 600 year absence of the sidhe. As they were the first kith too use the now common practice of living inside human bodies. They are becoming more and more common (unfortunately) although high king David has ordered these changelings killed on sight. It is not surprising they are resilient, for they claim too be the oldest of kith. As one would guess, the majority of annis are unseelie.

They often bunk with black spiral dancers, nephandi, and unseelie redcaps. They lure human’s too there freeholds and devour them with little care. The few seelie of the species live as lone wolves. Eating only wicked and banal humans and helping lost children find good homes and loving families. The changeling even attribute the annis too the disappearance of three certain collage students three years ago…

Appearance: The annis look like old, overweight humanoids with sharp claws and even sharper teeth, they have hard rock like skin and gray hair. For some reason, the female annis outnumber the male 80 too one. Annis tend too prefer large cloaks and flowing robes for attire.

Lifestyles: Annis live in the near dreaming in deep forests. They often live in chimerical living houses (with wings or legs) in order too leave anarea before their presence becomes widely known (and hunters attack) They rarely show up in cities unless there controlled by the sabbat or other evil forces.

Childlings: often age very quickly, the average childling looks more like a teenager or maybe older. Their job is the family tempter. Bringing home young boys for ‘dinner’. The only time they leave their captives alive is for fattening or breeding.

Wilders: Begin too show the first signs of old age. They have tiny wrinkles and some gray hairs as well. At this stage, the annis begins too learn how too hunt more effectively. By going out and stalking humans at night. It is not uncommon for the young annis too join with a pack of sabbat vampires or a black spiral hive too learn more effectively.

Grumps: Make up the majority of this kith. These annis are usually very fat (from all the people they have eaten) and cannot seduce mortals as they use too. This bothers them little, however, as they are now strong enough too hunt for their meals full time. They are also masters of fae magic. Few things are as scary as a angry annis grump.

Affinity: Actor

BIRTHRIGHTS:

Claws and fangs: Annis have sharp claws and rock like fangs. These claws do str +1 chimerical damage and there savage bite does str+3 chimerical damage. It can not be used in the presence of the unenchanted unless the annis calls upon the wyrd.

Tough old bird: Annis are very strong and resilient all annis get a +2 too STR and stamina. Even if this brings them over 5. This gift can only be used in the presence of the enchanted or if they have called upon the wyrd.

FRAILITIES:

Ugliness: Grumps have an appearance of 0. Do too there age and
weight.

Gluttony: Annis live too consume human flesh. When faced with
an opportunity too eat it (or any other meat for that matter) they must make a will power
roll (diff 8) too avoid stop and devour it.

Quote:
"that’s nice buddy, why don’t you come over… for dinner?"

STEREOTYPES:

Boggans: mmmm! Yummy! So plump and juicy! A yummy treat!
"A good idea too invite them too dinner, a bad idea too be invited too dinner BY them.

Eshu: come in my friend! There is always room at our table for another!
"Uhhhh, I wouldn’t want too intrude."

Knockers: cuss all you want buddy, no one will hear you.
"YOU BET ILL CUSS YOU %!*%*&!@%&*!@!&@%&!@!@&%!@&(_~@&(@~!"

Pooka: yummy! So furry, tickles all the way down!
" THAT’S NOT FUNNY! Say, I don’t think ive ever said THAT before!"

Redcaps: our brothers in arms. Say pass a drumstick would ya buddy?
"Sure! Haven’t eaten this well in a while!"

Satyrs: fools, such easy too lure into our clutches, damn hard too catch though.
"Word of advice, meet an annis at a bar, make sure you go too YOUR place, not theirs.&quot

Sidhe: cowardly fools. Sweet, but too difficult too catch.
"Annis!?! Here? GUARDS!"

Sluagh: cold and slimy. Not worth the effort of finding.
"There are advantages too living in the sewer."

Trolls: it is call for great celebrating when we catch one of these blue titans. What a feast.
"The duke ordered your capture man eater. You’re coming with me."

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Inanimae

October 22nd, 1999 by dvie

by Lars Strobaek

Introduction
(The idea of inanimate changelings is a really good one, but for several reasons, the rules in the Inanimae book just don’t sit well with me. Firstly, I do not think that the elemental pattern the book displays fit in very well with the imagery of Changeling, it has more of a Magic:tG feel to it, the same thing goes for their wars and empires. The enchanted glades and mystical ponds are fine, but a magical bonfire doesn’t speak to me (I really love the mannikins though, and I know I’m going to write them an entire kithbook once, when I get sufficiently inspired). Secondly, I cannot accept the fact that the Inanimae’s dream-form can just create a physical, mundane body out of nothing. I know they are supposed to be playable, but if you want to play something as exotic as an Inanimae you’ll have to adjust.

So, these are the changes I have made to the Inanimae systems for my own chronicles: Inanimae can only reside in Anchors made up of the material associated with their phyla. That means no solimonds, except maybe in an Arabian oil-fire. They cannot create Husks either. When they move around outside their Anchor, they do so in chimerical (dream) form, and are indistinguishable from chimera. Otherwise, they act as described in the Inanimae book. These are the basics, for the details please read on…)

The Inanimae are faeries, but differ from the Kithain changelings on one important point. They did not survive the Shattering by seeking refuge in mortal form, but instead sought the materials from which they were born: enchanted pools, mystical menhirs, and witches’ oaks. The Inanimae are created by the Glamour released when an object is dreamed to be magical or alive, and in order to exist in the mundane world their faerie souls are locked into the mundane objects that gave them life. During the Sundering, some Inanimae tried to seek shelter from Banality in living forms like the Kithain, but this was difficult to achieve, and those who managed it never emerged. It is theorized that the abstract dreams of inanimate sentience were too incompatible with rational human thought patterns, and as such the faerie soul was unable to overcome the basic Banality of the human mind. Many Inanimae fled into the Dreaming to sustain their chimerical selves, where they exist as chimera to this day.


Glamour
The Inanimae utilize their Glamour differently than Kithain. Their physical Anchors possess very little Banality compared to humans, and are not exposed to it as often. Their Anchor is a natural source of Glamour, due to its empathic link with the Dreaming. Gaining Glamour is detailed in Inanimae, and the Players Guide. But in order to experience the outside world, to get in touch with other creatures of dream, as well as the dreamers who create them, they have to draw on that Glamour in order to separate their faerie mien from their inanimate Anchors. While in this state, the Inanimae’s senses along with its chimerical form are able to roam outside the Anchor as they will, and can use any abilities the Inanimae possess. However, the Inanimae’s soul can never leave the physical Anchor, and therefore its chimerical form has +2 difficulty on any rolls to gain Glamour when it does not reside in the Anchor. It is also more vulnerable to Banality, a vulnerability that becomes more severe the further the Inanimae moves from its shell. In order to affect the mundane world while in chimerical form, the Inanimae has to call upon the Wyrd, which can be a harrowing experience for any unenchanted mortals present.

If the Anchor of an Inanimae is damaged, she suffers the approximate wound penalties, as well as the pain. If it should be destroyed, she dies. Unlike changelings, her faerie soul cannot exist without its source.


Kiths
The kith(or phyla) of an Inanimae is based on the material they inhabit. The most numerous of the traditional phyla are the kubera, who live in plants and trees, or sometimes dead wood. Most kubera are dryads, like described in the Inanimae book, but another kind also exists, the ents (for lack of a better name). They are protectors of the woods, big and strong, but ugly and slow-witted. Ents have the birthrights Fertile Minds(like dryads) and Strength of the Oak(like glomes), and the frailty Gruesome(max. appearance one, and cannot have the Face background(see below)).

(The idea for the ents came from the Sandman, the ‘a midsummer night’s dream’ story, by Neil Gaiman, and the related ‘Books of Faerie’. Look at the guy talking about Peaseblossom, and you get my picture.)

Other phyla include the ondines, who live in streams and pools of water, and are also called nereids or water nymphs. The glomes inhabit rocks and stones, and are slow and heavy. Relatives of the ondines, the extremely rare parosemes live in places of perpetual fog, mist, or gasses. Each phyla has its own art(or sliver, see the main book), dealing with their chosen element, but Inanimae cannot learn Kithain arts(nor can Kithain learn slivers).

The chimerical form of an Inanimae in most cases look like a cross between their Anchor and the human form. It is not always human-like though, many are abstract representations of their material, and some even look like hideous monsters. Kubera usually have green, leafy hair, and ondines often have transparent flesh and/or fish-like features. In game terms, the Husk background is replaced by Face, which represents how human the Inanimae looks; three dots are required to fool anyone, while five dots are a perfect image.


Mannikins
The last Inanimae kith actually walk the line between Inanimae and Kithain. The mannikins, or effigies, inhabit objects created to imitate the human form. While the Banality of being made in a factory and subsequently sold off cannot be disputed, it is more than made up for by the fact that few people can look at a Anchor and not, somewhere in their minds, imagine it to be alive. Indeed, with children’s toys, this is their whole purpose. Because of this, mannikins are by far the most numerous of the Inanimae.

As their suggested by their name, mannikins thrive in department stores, but just as many are found in movie studios and art schools. The largest department stores hold entire mannikin courts, complete with feudal titles and intrigue, in mimicry of their Kithain cousins. The fae in service to such a court usually move around without their Anchors during the day, visiting other courts or running errands in the Dreaming. At night, however, when the mundanes are all sleeping soundly, the mannikins hold their grand balls and councils, being able to wear their physical forms safe from prying eyes. Their relationships with both Inanimae and Kithain are strained, though, as the puppet courts seem untrustworthy to even the most dim-witted redcap or glome. The mannikins, of course, have no idea why they are so unpopular.

Few of the effigies make good knights and paladins, as their personality tends to lean towards the introverted. They dream of worlds where there is no distinction between ‘real’ and ‘artificial’, and have a deep love of chimerical toys and gadgets, preferably nocker-made. Secrets and mysteries are the mannikins’ main assets, and wisdom springs from their unique outlook on life and dreams.

Because of their closeness to humans, mannikins use Kithain arts instead of slivers, usually with emphasis on Chicanery, Soothsay, and Wayfare. They gain also Glamour as Kithain, not from Harvesting or Reaping.


Birthrights
Puppet strings: Unlike most other Inanimae, the mannikins can actually move in their Anchors. By spending a Glamour point while in her Anchor, a mannikin is able to move the body as if it was alive, as long as no banal creatures are present. In this state the mannikin cannot use a greater physical dice pool than her Glamour score. As soon as anyone who is not able to see her chimerical form notices the Anchor, the mannikin finds herself frozen in place, and unable to move unless she leaves her body behind(or calls upon the Wyrd). The mobility lasts until forced to a halt, or the Anchor is immobile for more than a hour, and gives the mannikins the advantage of being able to transport their Anchors themselves, without resorting to drastic measures.

Simulacrum: The pseudo-human form of their Anchors usually affect a mannikin’s faerie mien as well,the notable exception being stuffed teddy bears. Unless it possesses the flaw Monstrous, a mannikin’s chimerical form looks human enough to pose as either human or changeling, without the Face background (see above).


Frailties
Alien: There always seems to be something odd about a mannikin’s behavior to others, no matter how hard she tries to fit in. Social rolls concerning non-mannikins have a +1 difficulty.


Character Creation
A couple of things to consider:

Your Legacies should be chosen according to your Court, and in the case of Inanimae, Gladeling corresponds to Seelie and Krofted to Unseelie. Note that mannikins are always krofted – honor and courage just doesn’t come naturally to them. Also, remember that Inanimae cannot use arts, and mannikins cannot use slivers. Otherwise, refer to the Inanimae book for details.

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