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=Other Supernaturals= The Fae generally prefer not to take other supernatural entities. Sometimes, however, they stumble into the Hedge. When this happens... ==Mages== One odd thing you might have noticed about the New World of Darkness is that it has two realms named Arcadia-one that Mages might Awaken to (becoming Acanthus), and one home to the True Fae who occasionally kidnap mortals to turn into Changelings. When Mages and Changelings meet and swap stories, many Acanthus notice that this 'Arcadia' the Changelings are talking about is nothing like what they remember, and a few decide to investigate. Needless to say, this is '''never''' a good idea; the lucky ones get their stupid asses dragged back by their friends or just die in the hedge, where their magic is unreliable. The ''unlucky'' ones succeed, and if they come back, they do so as the wretched creatures known as [https://whitewolf.fandom.com/wiki/Unmade The Unmade]. ==Vampires== ===[[https://1d4chan.org/wiki/Vampire_the_Requiem_Homebrew_Bloodlines#Kiasyd:_The_Weirdlings| Kiasyd]]=== A long time ago, a vampire was taken to Arcadia. It escaped, but not before being... changed. These are the descendants of that fae-touched vampire. According to rumour, there are fae vampires living in the Hedge, and perhaps even Arcadia itself, under the beneficence of a vampire Lord presiding over a lake of blood under an eternally-moonless night sky. If so, however, neither vampire nor changeling have left the lake. ==Werewolves== Luna's touch seems to protect the Uratha; even after years of torture, those who have maintained their harmony have left the Hedge with nothing worse than scars, the Fae Sight, and probably a burning desire to never go back. This... is not the case with the Pure. The Thorns and the Gentry strip away at their spirit half. What exactly happens is unknown, but at least one Darkling has claimed to be former Pure, with their spirit half stripped out and turned into a fae hound, while the darkness filled the void in their soul. This may be a mis-remembering or a flat-out lie, but it is known that the Pure fare worse in the Hedge, and that none have ever escaped Arcadia to rejoin their packs. ==Ghosts== Ghosts tend to fall apart under the Gentry's tender ministrations, so they're usually either left untouched or rendered down for material. Some ghostly entities have been seen using Contracts and Pledges, but never in the mortal world. As ghosts seem to be able to form in the hedge, this may not be relevant- it's unclear as to whether hedge ghosts and mortal-realm ghosts are different types of entities. ==Spiritual Beings== The Gentry seem to treat spiritual beings as another type of hobgoblin- sensible, as they usually find them lost and materialized in the Hedge- and Spirits tend to end up as such after awhile anyway. The Chimera is rumored to be such a spirit. ===Spirits=== To what degree spirits keep their nature is uncertain, especially since many may have been in the hedge for weeks, months or years before being captured; it probably says something, however, that former ''magath'' are both more sane than their progenitors and as sane as any other spirits. Generally, however, the goblins formed by Gentry have lost a level (at least) of Rank when it became a goblin. ===Ridden=== The Ridden tend not to be kidnapped by the Gentry, instead entering the Hedge some other way- and meeting their riding spirit face-to-face if they do. If the Gentry take the ridden, then that person ends up any type of Changeling, and the spirit a goblin. Because of this, any fetch created tends to have an easier time of living (as the riding spirit is removed), so an escaping Changeling will find that the fetch lived their life better than they personally did. ===Claimed=== The bond of spirit and flesh seems to protect the Claimed. They take injuries from the Thorns, but they lose neither sanity/integrity, nor do they become infused with glamour, in a manner akin to werewolves. Additionally, the Gentry seem to have a hard time changing them, the will of the spirit and the flesh of the human preventing harm... or turning them into an especially-powerful goblin. ===Hosts=== Hosts are very unusual for spirits, and this shows no more clearly than here; when trapped in the Hedge, if they cannot make their way back to the mortal world, then they tend to gravitate to Arcadia, where the Gentry find them to be annoying pests... especially when they claim an abandoned Realm. In this manner, they may form something akin to the Lord of Faerie; whether they actually are is uncertain. What is reasonably known is that the Gentry don't make slaves or pets of Hosts. ==Prometheans== It is almost certain that a Promethean has never been to Arcadia. Indeed, the Gentry are hard-pressed to even note that they and the Divine Fire exist- the Huntsman himself was forced to retreat when a Galatiad walked right up to him and beat him with a cold iron bludgeon. ==Sin-Eaters== What evidence exists suggests that they become Gravewrights, though of any seeming, and that they always have an affinity with the Contracts of Shade and Spirit. ==Angels and Demons== Some contract with the Fae seems to prevent their experimentation on either Angels or Demons. Indeed, on more than one occasion, a Fae has trapped a demon in a healthful location in the mortal world, in order to prevent any accidents. ==Mummies== While some mummies have theorized a connection between the Duat and Arcadia, none have been able to confirm it. Irem, prior to the ritual that created the Deathless, made a contract with the True Fae that prevents the Gentry from interfering with their duties. And through what's either a stipulation of the contract or Arcadian sour grapes, mummies who enter Arcadia are immediately returned home. ==Beasts== Beasts tend to escape to the mortal world as Darklings, usually with multiple Contracts of Dream, stranger contracts yet and even some pledges at their disposal and an extensive dream-sculpting experience. However, they're at an additional -1 to all Clarity rolls- and they seem to need to break their Clarity regularly. If they try to reenter Arcadia in such a state, the Gentry seem to take immediate offense and kill the intruder. ==Deviants== Deviants tend not to interest the True Fae, who see them as pre-broken toys not worth the bother of fixing, and when they are taken, their abused souls mean they tend not to survive long. In the extremely unlikely event that they are taken to Arcadia and live to escape, their forms tend to be bizarre even by Changeling standards, with dual kiths and even seemings being the norm rather than the exception. ==Abyssal Entites== Although highly dependent on the nature of the incursion, the Fae seem to deal with Abyssal Entities as either dangerous goblins (sometimes to be excised from their slaves) or- rather alarmingly- as equals. They also seem highly capable of recognizing non-animate or animalistic Incursions, such as the Abyssal Helper, artifacts related to Dark Angel Aphasia or Abyssal Spiders; worryingly, they sometimes seem to think of these as aspects of some greater Fae, which may shed light on the nature of the Gentry. While no changelings have been seen, the goblins suspected of arising from Abyssal Entities are noted to live in dark areas of the hedge where time itself stands still and where nothing else exists. Two may also exist as Gentry- one calls itself the Anumerator, depicts itself as a bald man in an ephemeral realm of miscounting numbers and dead time, and seems to pick up strange entities from other worlds, while the second has never been seen, but lives in a dark manse where escaping Changelings have seen themselves entering.
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