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MAN! This is way too long... and maybe I should have spellchecked it... no, this makes it more like a classic WW publication.

Sibhreach (Changeling): The Abrogation

  1. The Dreaming
    Years ago, the otherworld of dream and magic existed alongside the mortal realm. The journey between the two was long and arduous, but the two worlds mingled with one another freely.

    Then the came Sundering, the clatter of church bells, the screams of the dying and the slow poison of cold iron. The Dreaming was shattered, torn loose and cast upon the winds of the mortal world.

    Without the Dreaming, the mortal world became more and more banal, seeping into a numbing dispair from which none could awaken it. Without the mortal realms, the Dreaming shredded itself to bits, consumed with madness and nightmare, without form or purpose.

    But, fortunately, the Sibhreach remained. Known as Changelings by and wept over by their mortal parents, the Sibhreach held the tools to heal both worlds. Each Sibhreach is part mortal and part dream. Through them, the Dreaming can be anchored to the mortal world and the mortal world, in turn, can be enriched by the dreams it loses every night.

    In the Dreaming are wonders untold: castles and dragons, rivers of gems and delights beyond reason. In the Mortal realms lie purpose and need, direction and solidity... and goodness. You need all of these things, wonderful and mortal, fantastic and banal, if you truly mean to live.

    It is a great responsibility, one perhaps unasked for, but the Sibhreach have bourne it for centuries. Now you have awakened to your true self and the Dreaming calls you to adventure and intrigue.

    Great Galloping Griffins, is this pompous or what?!?
  2. Seeming
    So, in this game, you play a Sibhreach (Changeling), someone part mortal and part fae. You exist to link the world of dream to the world of banality - the two hate eachother but cannot survive apart, either.
    You were born human. You might end up immortal, but right now, we'll mess with the human bit.
    Being human means having direction and skills - and the ability to give meaning to changes in both. Paradoxically, your fae half must have the human half - the part that can die - in order to live. It's worked that way since the Sundering.
    To create your human half, split 15 traits among the following three categories in these proportions: 3/5/7 (in other words, put three traits into one category, 5 into the next and 7 into the one you really plan to use the most.)
    Mental - Thinking your way out of tough situations
    Physical - Bashing your way out of tough situations
    Social - Talking your way out of tough situations
    You also begin the game with 3 Foyson, which you might as well learn about right now.

  3. Foyson & Glamour
    Sibhreach get their powers from Foyson, the essential goodness in any given person or thing. The Fae live off this elusive substance, channeling it through magic techniques called "Glamours" to live outside of time and unleash the wonders of their invisible world.

    Unfortunately, Banality, a manifestation of the heartless pressures of the modern world, constantly eats away at Foyson. Without Foyson, the Fae would fade from the world forever, forced out by the cold, hard walls of Banality.

    In this game, Foyson is represented by playing cards. Each card represents one "dram" of Foyson. Some drams are more powerful than others and each dram is aligned to one of four fantastic principles.

    The four principles are represented by the four suits in a deck of (poker) cards.
    Hearts stands for wishes and daydreams (the essential elements of creativity)
    Diamonds stands for luck and fortune (which everyone needs now and then to feel good)
    Clubs stands for excitement and passion (which can, alas, create nightmares)
    Spades stands for thought and cleverness (which can get you into trouble)
    While the pips on the card (its rank) indicate what level of Banality that particular dram of Foyson could overcome. A three of spades would cleverly overcome up to 3 levels of Banality, for instance.

    There are many types of Glamours that any Changeling may employ. Manifesting your Fae Seeming is a glamour, for instance. You may spend any type of Foyson to make any given mortal (without the Sight) see you as you truly are (the other Fae can sort of tell what you are even without your Seeming donned.) You must manifest your Seeming in order to use any of the Birthrights of your Kith.

    The most common type of Glamour is the casting of Cantrips, wild (and pre-defined) spells based on a Changeling's magical Arts.

    In addition, Foyson may be spent to Enchant any mortal. The Enchantment lasts until the mortal next falls asleep, and for that duration they are considered to have the merit the Sight. In order to Enchant a mortal, you must get them to ingest the Foyson or accept it as a part of a gift.


    Recovering Foyson

    There are many ways to recover Foyson. Resting for a night in a Freehold (a special place which touches both the mortal world and The Dreamingat a spot where Foyson still enters the Banal world) will bring you back to your starting Foyson.

    In addition, each Kith provides changelings with a way to draw Foyson from the mortals they interact with, through a process called Epiphany. There are, however, three types of Epiphany that any Changeling can attempt. Each one has its own risks and rewards.


    Each Changeling is aligned to a sort of "royal family" of other Changelings. Here's the one's I've thought of...



    Chimera


    There is an entire class of things, collectively known as Chimera, which only exists in the invisible world. Something is considered to have a Chimerical presence when it exists in both The Dreamingand the Banal world; this includes Changelings, magical treasures and certain spirits. Likewise, anything that inflicts Chimerical Damage would only harm something that has a Chimerical presence.

    If a Changeling takes Chimerical Damage sufficient to bring them to Incapacitated, then the lose the ability to employ Glamours until they have healed at least one level of damage. If taken below that level by Chimerical Damage, the Changeling will lose their Fae Seeming and slowly begin to forget The Dreaming(until they recover.)


    Cold Iron

    The antithesis of Foyson and Glamours is Banality. Banality is measured in points. Except for Freeholds (which always have a banality of one) all parts of the mortal world have at least two or more points of Banality at all times. Banality seeps into the world from the crushing of hopes, the suffocation of dreams and the terrible drudgery of day-to-day life.

    (The Storyteller and Narrators will tell everyone the Banality level for various parts of the play area.)

    Cold Iron is the concrete expression of Banality. For every item of Cold Iron a Changeling carries or touches, the local Banality counts as one point higher than normal for that Fae. In addition, a Changeling touching or carrying Cold Iron may not take part in any form of Epiphany. Finally, all Cold Iron items always do Chimerical Damage and some do Aggravated Damage.

    Cold Iron items do not have to be metal and even regular iron does not always count as Cold Iron. A Cold Iron item is something that has become infused with Banality - something used to oppress the imagination and crush the spirit so many times that it has become a burden even to itself. The Fae find all items of Cold Iron unusually heavy.


  4. Drams and Realms

    The different types (suits) of Foyson define what realms they affect. Whenever you want to cast a cantrip using one of the arts below, you are limited in what it can affect by the type of foyson you play. Two things must be defined in any cantrip, the Target and the Subject (so it takes at least two drams of foyson to cast one - one each. If the local banality is too high, it may requre extra cards to beat it!)

    Changelings and chimerical creations are affected by each realm (all four suits.)
    (No extra card is needed for a Changeling to become the Subject or Target of his or her own Art when he or she casts the cantrip.)

    In addition, each kith has a special realm with which they have a special affinity. They can spend any type (suit) of foyson to affect this realm.

    A Summary List of each Realm is given below.