Kithain

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 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.

Each of the following kith descriptions is 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 pronunciations as gospel, however, as they tend to vary from kingdom to kingdom.

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 generalizations, 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.

The Gallain


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 sidhe'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.

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

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

Common Kithain

Boggans: Known as practical and home-loving helpers of those in need, boggans are also inveterate meddlers in the affairs of those they help. Quiet and industrious, they excel in accomplishing household or everyday tasks at an astounding pace.

Eshu: Originating in Africa, the eshu now exist in all parts of the world. These perennial wanderers live for the stories they collect and tell. Their sharp wits and innate canniness make them shrewd bargainers, while their talent for being precisely where they need to be at the proper time sometimes leads their companions down unexpected paths.

Nockers: The bizarre appearance and curmudgeonly attitude of these industrious changelings masks an overwhelming desire to tinker and build. Skilled crafters and smiths, nockers seek a perfection they can never achieve and often prefer the company of their creations to social interaction.

Pooka: The pranksters of the changeling community, pooka share an affinity with animals and a love of tricks and practical jokes. Clever and deceptive in their speech, these roguish changelings never tell the complete truth.

Redcaps: Hideous in body and in manner, redcaps not only give changelings a bad reputation, they glory in adding injury to insult. Their bloodthirsty behavior, coupled with their uncanny ability to ingest virtually anything they can fit into their oversized mouths, wins them few friends outside their own kith.

Satyrs: Satyrs embody the essence of sensuality. Shameless hedonists, they live for carnal pleasures and sensual gratification. Nevertheless, they are valued for their wise counsel and musical talent.

Sidhe: Epitomizing the beauty and grace of the "classic" faerie, these aristocratic changelings exude an aura of authority and nobility regardless of their true status in changeling society. Sidhe rarely question their right to rule.

Sluagh: Secretive and sly, these odd changelings prefer darkness and hidden places. Able to speak only in whispers, sluagh collect information with a passion and disseminate it only for a price.

Trolls: These giants of the fae possess incredible strength and determination. Once they give their loyalty, nothing can sway them from those they have sworn to protect. Honor walks in their footsteps.

Uncommon Kithain

Clurichauns: Leprechauns
Ghille Dhu: Tree Spirits, Dryads, The Green Man…
Merfolk: Mermaids, Mermen…
Oba: Little known nobility of the Eshu.
Piskies: Childish tricksters - imps, pixies…
River Hags: Territorial cousins to the Redcaps best left alone…
Selkies: Sea & Seal spirits. Skin-changers.

The Gallain

Nunnehi: Changeling Player's Guide, p. 101 and Thought-Crafters; page 168 of Kingdom of Willows.
Menehune: Immortal Eyes 2: Shadows On The Hill, p. 128.
Thallain: The Shadow Court, p. 65.
Inanimae: Inanimae: The Secret Way, p. 52.
Adhene: Denizens of the Dreaming, p. 41.
Hsien: Land of Eight Million Dreams, p. 57
The Dauntain: Autumn People, p. 49
The Kinain: Enchanted, pages 14 and 67.