Glamour and Banality


The stuff of dreams, the magical clay, the energy of awe, the workings of wonder, the breeze that blows the cobwebs of disbelief from our eyes — Glamour is all these things and more. The ability to live your dreams, to perceive the true and fantastic essence of the world, abides in Glamour. Everyone can create it, even normal humans. Only the fae, however, have the ability to i;ive it form, to use it, and to wield its progeny as a weapon. Only the fae have a connection to and a command of Glamour that no other creature shares.

Raw Glamour can take physical form, and changelings can not only perceive it, but also see its presence. It appears to changelings as multi-colored flickers and tentacles of ever-changing energy. Unlike an aura, raw Glamour does not radiate, but seems to caress over and wind through things and beings, never still, ever evolving. When imbued in a cantrip, Glamour sparks and flickers around both the caster and the target of the cantrip. For this reason, it becomes very difficult for a changeling to cast a cantrip without all other changelings present realizing exactly who did it. A changeling has to be extremely subtle to hide his use of Glamour from other creatures of the Dreaming. Once infused into an item or being, Glamour becomes more rigid, but nevertheless maintains a certain ethereal quality. For example, a chimerical sword swung through the air will leave a trail of shimmering Glamour behind in a wake.

Uses for Glamour

In Changeling, a character uses Glamour to exert control over the different aspects of the Dreaming, including forming chimera and casting cantrips. For more information on the uses of Glamour, see Chapter Seven: Glamour Systems.
• You must spend a temporary point of Glamour each time your character casts a cantrip.
• Sometimes you can spend temporary Glamour in order to extend the duration of a cantrip.
• You can use Glamour to create a token in order to enchant a mortal. To do so, the changeling invests a number of temporary points of Glamour into a small item, such as a ribbon or coin, equal to the number of days the changeling wishes the enchantment to last.

Chaining Glamour

Several methods exist which allow a changeling to regain temporary Glamour. Under only the rarest of conditions can a changeling regain lost permanent Glamour.
• Epiphany: A changeling may take Glamour from mortals or other changelings. Epiphanies are achieved through Ravaging, Rapture or Reverie. For more on this, see Chapter Seven: Glamour Systems.
• Sanctuary: Getting a full eight hours of uninterrupted sleep within a freehold provides a character with one point of temporary Glamour. A freehold may only support a number of changelings equal to twice its level. Furthermore, the character must dream; if her sleep is troubled or disturbed, the Storyteller may choose to withhold the point.
• Dross: Dross does not allow you to restore Glamour to either your temporary or your permanent pool, however dross can be spent in place of Glamour from your pool. See Chapter Seven for a more in-depth explanation of dross.

Losing Glamour

Temporary Glamour is lost by spending it to fuel the special effects your character achieves. Permanent Glamour is lost as your character ages. A childling who becomes a wilder loses one permanent Glamour, as does a wilder who becomes a grump. This marks a changeling's gradual slide toward mundanity as he grows older.


Television, doctors, lines at the bank, money machines, traffic, malls — all of these things carry the taint of Banality and negatively affect changelings. Anything that removes the wonder from the eyes of a child, anything that teaches us not to believe in magic or faeries is a source of Banality in the world and is a bane to changelings. The effect of Banality upon a character is measured by her temporary Banality rating. It describes to what extent the mundane world has tainted the character's ability to dream and to find wonder in the things around him.

Effects oF Banality

• If your character's temporary Banality score ever exceeds his permanent Glamour score, he begins to slip into the Mists, reverting to his mortal seeming and forgetting that he is Kithain. This generally only occurs between stories, when the character is not actively involved with other changelings.
• Banality hangs over mortals and supernatural beings like a shield of disbelief. In order to use Glamour on someone or something, the character must fight against the target's Banality. Most humans have Banality ratings of 7 or higher.
• In order to enchant someone, a changeling must first overcome the target's Banality. The difficulty number for the enchantment must be equal to or greater than the target's Banality rating, at the Storyteller's discretion.
• When a character attempts to affect a target with a cantrip, the target's Banality will affect the chance of success. The difficulty number for cantrips should reflect the target's Banality; it should be either the normal difficulty as determined by the Storyteller or equal to the target's Banality rating, whichever is higher.
• Beings that have a Banality rating of 8 or higher actually physically affect changelings. Changelings may become nauseous, experience headaches or just get very edgy and belligerent.

This occurs especially if a changeling spends any time in the company of high Banality people, and gets progressively worse the longer the changeling stays. As a general rule, normal mortals and others with ratings of 7 or lower, do not have this effect.

Chaining Banality

• Gain a temporary point of Banality whenever your character uses her own Banality to resist a cantrip.
• If your character attempts to overcome a being's Banality and fails, she gains a temporary point of Banality.
• Destroying treasures and some chimera can cause your character to gain temporary Banality.
• Killing a changeling's chimerical form causes your character to gain one temporary Banality; ending the changeling's mortal life as well adds another point of Banality.
• Spending time in the company of high Banality will rub off on your character and give her temporary Banality. At the Storyteller's discretion, a character may gain temporary Banality based on the Banality rating of the being, item or place around which the changeling is spending time. As a guideline, a character may earn a point of temporary Banality for each point the other has above 7, per scene spent there.
• The Storyteller may arbitrarily assign you temporary Banality if she thinks your character is being too mundane.
• If your temporary Banality ever exceeds 10, you gain a permanent point of Banality.

Getting Rid of Banality

• Any time a character is supposed to gain a temporary point of Banality, he can choose to add a Nightmare die to his cantrip pool instead. This is further described in Chapter Seven.
• When you gain a temporary Glamour point, you can choose to remove a temporary Banality point instead. The moment when you acquire the temporary Glamour point is the only time you can make this exchange.
• With the Storyteller's approval, your character may decide to undertake a quest that will effectively reduce his permanent Banality. These quests usually involve an oath, which will bind the changeling to the task and punish him for an unsuccessful completion. Once decided upon, the quest must be completed successfully, or the character gains a point of permanent Banality rather than losing one. Any one of three types of quests will serve this purpose, but the details of the quest must be approved by the Storyteller:

The Quest of Deed: The Kithaiii must swear to undertake some task, such as recovering a lost item or rescuing someone.

The Quest of Inspiration: An individual is chosen and the changeling must spend the next several months or years (however long it takes) to bring that person to greatness. The Kithain may not interfere directly in any way; she may only inspire.

The Quest of Dreaming: A changeling may attempt to bring the Dreaming into a mortal's life. An individual is chosen, generally one firmly entrenched in his own Banality. The Kithain must then bring the mortal back to living with a sense of joy, awe and wonder about the world around him, much like the angel did in "It's a Wonderful Life." This process could take years or a single night, as in "A Christmas Carol," depending on the cleverness of the changeling. However, once a changeling has brought a mortal around, that mortal becomes his responsibility, and if ever the mortal should fall back into the clutches of Banality, the changeling has a duty to re-establish the miracle.