Dreamer
02-Jan-2002

Allgemeines zum Thema
Und einen Link zu Scattered Dreams
Autum People
Umfangreiche PDF Dateien über die Fähigkeiten der Dauntain
Book of Lost Houses
Informationen zu House Scathach
Denizens of the Dreaming
Beispiele für Charaktere
Kithbook Redcaps
Nur wenige Zeilen

Unterschied CtD und WdT
Wie sich die Grundregelwerke unterscheiden

Allgemeines zum Thema

Erst hatte ich mir überlegt, euch an dieser Stelle neben den Errata zu den diversen Veröffentlichungen von White Wolf auch die Veränderung der Regeln zu dokumentieren, so wie sie über die Jahre stattgefunden hat.
Zu diesem Thema gibt es aber einen hervoragenden (englisch sprachigen) Link, so daß ich jetzt erst einmal auf Scattered Dreams verweisen möchte; da steht unter Rules Additions and Errata wirklich alles.
(Überhaupt eine super informative Seite. Wer nicht so gut im englischen ist kann sich ja mal den Bubblefish von http://world.altavista.com ins Ohr stecken, dann klappt's auch mit dem Lesen.)

An dieser Stelle werde ich demnächst ein paar Informationen zu den Unterschieden zwischen dem Orginal "Changeling the Dreaming, 2nd Edition" und der deutschen Übersetzung "Wechselbalg der Traum" plazieren.


Errata Autum People

Das Errata zu Autum People wurde zum einen im Changeling Players Guide veröffentlicht, zum anderen sind bei White Wolf vier recht umfangreiche PDF Dateien zum Runterladen bereit gestellt.

Eine Kopie findet ihr aber auch hier:

Errata Autum People 1 (400 KB)
Errata Autum People 2 (404 KB)
Errata Autum People 3 (370 KB)
Errata Autum People 4 (315 KB)


Errata Book of Lost Houses

Nobles

We have a mixed relationship with our fellow sidhe. They are blood-of-our-blood and we have no grudge against them as such. On the other hand, our beliefs have long ago put us in an adversarial relationship with most houses.

The Seelie Court

We were once affiliated with this court and even now most of us are more sympathetic to Seelie sensibilities. On the other hand, recent Seelie domination of the Autumn fae has caused an unhealthy imbalance in the Dreaming ? one we will soon rectify.
House Beaumayn
Fellow prophets and wanderers of the French countryside, we have been both allied and at odds with this house, but never enemies. They were apparently imprisoned while in Arcadia. Like us, they now share the enmity of the other houses; we must learn more of this.
House Dougal
Those of House Dougal are our superiors in matters of crafting; we acknowledge these skills, but little else. They are honorable and may be approached as such on an individual basis, though Balor spies in their ranks make this a dicey proposition. As a house, they are far too invested in supporting House Gwydion. Until this changes, we are unlikely to be friends.
House Eiluned
House Eiluned nearly rivals us in divination and surpasses us in other magic's, but the Mists cloud their motives. At least they have a healthier view than most of their faerie nature vis-à-vis the courts and do not let one philosophy blind them.
House Fiona
We find you Fiona as admirable as you are puzzling, as honorable as you are beguiling. I speak with all due affection, but it has always been our perception that House Fiona loves the common fae without fully respecting them. If you did, how could you continue to rule them? Nevertheless, we value our Fiona allies, even if you don't always recognize us as such.
House Gwydion
How can sidhe so individually noble and heroic be so timid and vacillating as a house? At first glance you might think that we would get along quite well with the Falcon House; we are both warrior clans and loathe to retreat from any challenge. Despite, or perhaps because of these similarities, however, we have been locked in a death dance from nearly the beginning. While we may aid and even befriend them individually, we no longer recognize their right to rule.
House Liam
This marginal family of outcasts is quite possibly the most worthy of the Seelie houses, despite their inexplicable insistence on holding onto the failed feudal system of the past. They have suffered the other nobles? contempt with honor and decorum, and have defended us more than once. We gladly render them aid, if for no other reason than it annoys the other houses.

The Unseelie Court

We see the Unseelie nobility as no more worthy or unworthy than the sidhe of the Summer Court. We have gained a certain currency within their schemes and, in order to further our own designs, the Unseelie among us occasionally work with them. Then again, there are influential members of the Shadow Court who seem hell-bent on selling out their vaunted freedom in return for power?
House Aesin
Haughty, earthy, cruel and proud, this house embodies both the best and the worst of the Unseelie houses. Honorable and yet contemptuous of those they deem inferior, they nonetheless seem to have a fascination with us that stems from their Volva tradition. Their warriors are among the best I've seen and their Volvas approach our seers? prophetic abilities.
House Ailil
Etc.

The Red Branch

Let us diverge for a second and speak of the Red Branch, since that has long been a point of contention between House Scathach and the other houses. I would never deny the invaluable contributions the Seelie houses made in forming and supporting this noble order, while at the same time regretting the anachronistic feudal structure they persist in following. If it was not for us, I doubt that there would be any commoners in the order, though I'm sure you would not consider that a drawback.
From time to time other houses have tried to turn it into a tool to further their personal agendas, though the order's strict moral code has made it an unwieldy tool for even the most skilled would-be manipulators. The first and only time we ever influenced the Red Branch was through its one time leader CúChulainn, and that was to enshrine a self-governance code in its oath.
The Red Branch must retain its autonomy, even from us.

The Escheat

If nothing else, the Escheat is a valuable code for keeping the Kithain from killing each other. Most fae give at least lip-service to these laws, though, like you of House Balor, we have our own interpretation of its provisions.
The Right of Demesne
Let us strip away the rhetoric that frequently surrounds this provision and see it for what it has become: A tool to prop up the nobility at the expense of the common fae. In case I sound too much like a Ranter in this regard, I will concede that it also calls upon fae to respect the property of commoners, but really ? who controls the majority of property among the Kithain? The noble houses snatched up the vast majority of trods and freeholds during the Accordance War, and precious little of it has found its way back into commoner hands.
The Right to Dream
Most fae of both courts see this as a practical law, after all, Ravaging depletes the Glamour supply. While we fae can shape and encourage human dreams through our activities, our meddling is just as often harmful to the Dreaming. Changelings of our house follow this law for reasons that transcend the merely practical. We have seen the destruction of dreams and dreamers during the Interregnum ; even the Unseelie among us use Ravaging only in emergencies.
The Right of Ignorance
This is a sensible precaution from a security standpoint, and one we rarely have difficulty following. We have lived among humans long enough to know what trouble can come from exposing our secrets. Of course, we are adaptable and, as with any other rules, we will break them if the situation warrants it. We have occasionally traded our secrets with those prodigals whom we deem trustworthy and useful.
The Right of Rescue
Just because we are often at odds with other fae, does not mean that we do not take this provision seriously. One Undoing diminishes us all and we do not allow fellow Kithain to fall to Banality lightly. Having said this, I am sure, as a scion of Balor, you can appreciate the concept that the fae as a whole are best served by the premature 'retirement' of some malcontents. Maybe a decade working behind the counter of a Quicky-Mart somewhere will give the offender a better perspective on the privilege of being Kithain.
The Right of Safe Haven
As wanderers, we more commonly request this right rather than grant it, though in truth we rarely do either. We are creatures of trods, not of freeholds. Where we do have property, it is usually a manor house or similar dwelling, far from other fae in either the Dreaming or the Autumn World. We prefer our solitude. Even so, we share a certain campfire camaraderie and rarely turn someone in need from our door.
The Right of Life
Again, this laudable sounding sentiment has been used to create divisions between the rulers and the governed. While Kithain claim this as an immutable law, the reality is that the noble class holds some lives far more valuable than others. 'Sidhe life is more valued than that of the common fae who, after all, reincarnate.' Perhaps this is true, perhaps not. The fundamental difference between commoners and sidhe is the Changeling Way Ritual and, as the only sidhe who have undergone this transformation, I can assure you that the jury is still out on this one. It's convenient for the other houses to maintain this tradition. It means that killing a noble generally entails harsher penalties than killing a commoner. It also means that most sidhe see our conversion as a danger to this legal chicanery. Is it then any wonder that most houses do not welcome us at their door?

Regarding the Mastery chart:

Yes, I'm afraid this reads wrong, but this was not how I wrote it. The original text, as originally submitted, read...

9 Malik. The Malik is the only authority above the Morphean Oracles.
10 This was the place held by Scathach herself and none have filled it since her disappearance during the War of Trees.

Denizens of the Dreaming

Character Templates

Acheri Renegade Healer
Quote: The fever's down; she should be all right. I'm happy to help, just don't tell anyone you saw me here.

Background: You wandered away from the village. Well, not wandered so much as ran. The cruelties of an acheri village are sometimes too much even for the acheri, and you were a child to boot. The older village boys showed you how to bring illness and corruption to the weak, though before you were permitted to try your skills on outsiders they gave you a very thorough initiation to your Birthrights. It was too much to stand. Even after they permitted you to follow the rest of the tribe and spread sickness in the valley (the valley was inhabited by the Vul, a slow witted chimerical race), you yearned to leave. Then one night, as you wandered the Vul village looking for someone to sicken, a great white cloud arose around you. Sirens wailed and strange beings ran blindly past you in the stinging mist — coughing, vomiting, dying.

The creatures fell in the muddy streets. They called themselves "humans," but you didn't know that then. It was the morning of December 3, 1984, but human dates meant nothing to you. The town's name was Bhopal, but you didn't know that either. All you knew was that you were surrounded by death on a scale unheard of in decades. Any other self respecting acheri would have settled in for the feast, but it repulsed you. A child, no older than you really, ran by you. He was bare-footed and his eyes streamed with blood. You gave chase, but phantom hands could not stop him and he could not hear your warning before he pitched blindly down the hill into muddy brook. His face was half in and half out of the water. You cried helplessly as he gurgled his last few breaths and then watched as his body slowly floated away.

Roleplaying Hints: It's a living and a good one too. India, Bangladesh even the rural poverty of the Appalachians in America, you are a young and impassioned healer. Sometimes you wonder why you bother though. No matter how hard you try, things just seem to be getting worse and worse in the world. Your fellow acheri don't help much in that regard. At best, they view you as going through a juvenile phase before you grow up and face your "real responsibilities". To others, however, you are a traitor — a weakling who betrays your Adhene's holy cause. But you are not weak. Compassion is not easy to maintain in this world, where the easiest course is always to do nothing or join in the brutality. That urge is buried within you, but you resist it with all your might. An idealist and a fatalist at the same time, you do what your conscience dictates even in the face of a world in flames.

Equipment: Modern doctor's bag, healing herbs, light pistol (for defense only).

Adhene: Acheri
Concept: Renegade Healer
Primary Ariá: Apolliae (Squire)
Secondary Ariá: Dioniae (Saint)
Tertiary Ariá: Araminae (Outlaw)

Attributes
Physical: Strength 2, Dexterity 2, Stamina 2
Social: Charisma 3, Manipulation 3, Appearance 2
Mental: Perception 3, Intelligence 4, Wits 3

Abilities
Talents: Alertness 1, Dodge 1, Empathy 1, Intimidation 1, Kenning 2, Subterfuge 3
Skills: Drive 1, Stealth 2, Survival 2
Knowledges: Computer 1, Enigmas 1, Gremayre 1, Law 1, Linguistics 1, Lore (Autumn) 2, Lore (Changeling) 1, Lore (Denizen) 1, Medicine 3, Science 3

Backgrounds: Dreamers 2, Remembrance 2, Resources 1
Arts: Autumn Way 1, Primal 4
Realms: Actor 3, Fae 2

Glamour: 4
Willpower: 4
Banality: 2

Other Traits: Evanescent (2 point Merit)/Banished (4 point Flaw) Note: These templates were done before the book was completed and there are some rules inconsistencies. The "Evanescent" Merit should be 3 points for an acheri.
Birthrights/Frailty: Plague Nervosa (can cause chimerical disease), Enticement (+1 to Charisma and Manipulation when corrupting), Rebound (must cultivate a vice), Scarlet Ban (may not use Birthrights against those wearing red)

Aonide Music Groupie
Quote: Oh I get backstage at every show. Usually a stage hand just points me out to the band and I'm in; what happens next is a trade secret.

Background: You have always been a muse of music. You live to listen to new songs and to be near talented musicians. Since returning to the Autumn World, you have found that music has changed much. The world of electronic music is new and fresh to you. Granted, some of the new technologies make it a bit too easy. Some of the musicians do not really have much talent at all; they just hit buttons on computers and drum machines. Others, however, have managed to take these new instruments and make wondrous new sounds. You have noticed that the music of today has more anger and sadness to it. These powerful emotions intoxicate you, as do the reverberations, distortions and echoes that were impossible in the days of old. Music today is the art form of rebels and revolutionaries (or at least so you see it). It seems as if the essence of "Rock and Roll" is an expression of the Dreaming's outrage over the rise of Banality. You spend much of your time catching up on the arts of sound and how it has evolved during your absence. Today's dark and macabre music fits the world as it has become. Learning the evolution of modern music has taught you more about what has happened to the spirit of the Autumn World than any history book ever could.

Concept: You go to all of the concerts you can and use your charms to worm your way close to the artists themselves. From there you listen and inspire as any true muse would. It could be said that musicians use the groupies that they escort back stage, but you use them as well, for Glamour and affection. You immerse yourself in the "on the road" lifestyle, and know that a musician's ego can easily be flattered. One of your goals is to hear songs that you know were written about you and to get them out over the radio waves. You have no need for a job; successful musicians usually have money in abundance. You have found that all it takes is a bit of sweet talk and seduction to get your Dreamer musicians to spring for the food and shelter you need. You have no permanent home because you are always on the road or in hotel rooms with whatever band catches your fancy.

Roleplaying Hints: You are smooth and seductive. You have a way of charming any good musician that you encounter. Be aggressive when it comes to other groupies and bump them out of the picture by monopolizing the attention of whatever band member you are musing. You like to make suggestions and critiques to the Dreamer whose company you currently share.

Equipment: CD collection, ticket stubs from many concerts and a makeup kit.

Adhene: Aonide
Concept: Music Groupie
Primary Ariá: Dioniae (Troubadour)
Secondary Ariá: Apolliae (Peacock)
Tertiary Ariá: Araminae (Troubadour)

Attributes
Physical: Strength 2, Dexterity 2, Stamina 2
Social: Charisma 3, Manipulation 6, Appearance 3
Mental: Perception 3, Intelligence 2, Wits 4

Abilities
Talents: Alertness 1, Athletics 1, Dodge 1, Empathy 2, Intimidation 1, Kenning 1, Persuasion 2, Streetwise 1, Subterfuge 1
Skills: Drive 2, Etiquette 2, Firearms 1, Performance 3, Stealth 1
Knowledges: Lore (Autumn) , Lore (Changeling) , Lore (Denizen)

Backgrounds: Contacts 1, Dreamers 3, Holdings 1, Resources 4
Arts: Autumn Way 2, Chicanery 1, Oneiromancy 1
Realms: Actor 3, Fae 2, Scene 1

Glamour: 4
Willpower: 2
Banality: 2

Other Traits: Evanescent (2 point Merit)/Blackmailed (2 point Flaw)
Birthrights/Frailty: Grace of Calliope (add +2 to Manipulation), Adonis's Ravaging (may use seduction to steal Glamour), Arachne's Folly (overly competitive)

Fir-bholg Corporate Meteorologist
Quote: The weather? Let me see, I predict… your doom! Muhahahahahahah!

Background: She was out storm-chasing for the local news station when the twister picked up her car and skipped it like a stone over the parking lot of the local mall. Somewhere between the Gap and the food court, the mortal spirit all but begged for you to step in and take over. Despite all their tools and toys, mortals still hold the weather in high regard. If there is anything that can get to them, make them cower before their televisions like pagan idols, it is the weather. No wonder, what with global warming, ozone alerts, el Niño and his sister, the fluctuating jet stream and all the rest of your friends.

You have a degree, maybe two, in meteorology; yours is the voice that comes across Channel-7 tracking the aerial giants that threaten the safe and ordered societies of the county. You are the medium between the people and the skies, and you have taken full advantage of your role. It wasn't really that hard to get people to make sacrifices to you. Just the promise that you would call them first if "something came their way" was enough to get some of the farmers to play along. You also managed to pull that boy out of Coffee Creek when it flooded last spring; he's in now too. When you left Channel-7 for Stratos Weather Research Incorporated, your popularity grew to new heights.

Now you're the local gal who has made good! You've got access to all kinds of new technology, even if you can't touch it. Your word is taken now like the commands of a druid and bard all rolled into one! You still chase, of course; your presence at Stratos's research labs creates all manner of havoc with their machines. You go to the labs sometimes, just to watch things go wrong, just so the CEO and his lackeys can explain to the shareholders why their substantial investments are resulting in radar arrays and sensors that can't seem to work. Maybe you can bring the CEO into the fold, given enough time. They do have such nice machines, however. Computers and Doppler radar and databases, all trying to predict tomorrow's rain. Someday, when all the elements come together and a true storm brews, you will call on the breath of the Firchlis to blind their electronic eyes and deafen their electronic ears. You'll let the great giants come out and play, and then you will gather up those who strike your fancy, consolidate your power among them and begin to work on the Kithain. The masters will be most pleased with your devotion.

Roleplaying Hints: You speak little, preferring to listen and figure out the unknowns that everyone else fears. Anyone who can define the unknown is admired, revered, obeyed. You truly hearken back to the ancient ways, monarch and shaman all rolled into one; you consider your wisdom beyond question. When the sky falls, all heads will turn to you for guidance. Revel in the otherworldliness that surrounds you and let the other children of the Dreaming wonder at the limits to your knowledge. Enjoy! Act as though nothing could ever hurt you. Stride through the world, leaving the Firchlis in your wake, and sometimes look back and laugh.

Equipment: Black SUV with corporate logo, pager (broken), cell phone (broken), CB radio and graduate students (almost broken).

Adhene: Fir-Bholg
Concept: Corporate Meteorologist
Primary Ariá: Araminae (Sage)
Secondary Ariá: Dioniae (Savage)
Tertiary Ariá: Apolliae (Rogue)

Attributes
Physical: Strength 2, Dexterity 2, Stamina 2
Social: Charisma 3, Manipulation 4, Appearance 3
Mental: Perception 2, Intelligence 2, Wits 4

Abilities
Talents: Alertness 3, Brawl 1, Dodge 1, Empathy 3, Expression 3, Subterfuge 2
Skills: Drive 3, Etiquette 1, Leadership 3, Performance 2
Knowledges: Lore (Changeling) 1, Lore (Autumn) 2, Science 2

Backgrounds: Contacts 2, Retinue 2, Resources 3
Arts: Autumn Way 1, Primal 1, Soothsay 3
Realms: Nature 1, Prop 1, Scene 4

Glamour: 2
Willpower: 4
Banality: 2

Other Traits: Evanescent (2 point Merit), Corporate Ties (3 point Merit)/ Obsession (2 point Flaw)
Birthrights/Frailty: Breath of the Firchlis (can create radical changes in an area), Eochaid's Hunger (must follow restricted diet or lose Stamina), Murphy's Law (has difficulty using complicated tools and machines) Note: Evanescent should be a 3 point Merit for fir-bholg, and the Frailty of "Murphy's Law" was changed to "Sacrifice" in the final draft of the book.

Fuath Avenger
Quote: Feel free to scream. No one will hear you but the rats and they don't mind the sound. Besides, when they finish with your tongue, things should quiet down …

Background: When the Paths of Balor opened once again, you were more curious than anything else. Young, adventurous and oh-so foolish, you decided to see what lay beyond Mother Forest. It is — horrible. Everything has changed since your kind last walked in the world and yet certain things remain the same. Borrowing flesh from a woman who slept in the streets, you wandered, exploring the human madness that assaulted you at every turn. You tried to turn back almost at once, but the paths that so easily brought you here had disappeared like they were never there. You have since learned that even the countryside here is fouled beyond belief, but the cities are charnel pits beyond measure, filled with human sheep and those who hunt them. Still, herding sheep is in your kind's blood, or at least it was several millennia ago. On your first night in the city you saw how the strong prey on the weak here. A "pimp" and his prostitutes performed a ritual so old that even you recognized it. The woman did not move fast enough, or perhaps she was drunk. The reason did not matter to the man who drew a silver blade and thrust it to her throat. It did not matter to you either. The natural Glamour by which you lived in the Dreaming is almost nonexistent here, but you were able to make the man see you in your avenging form. And he saw your claws. And he died. Note: In order to call upon the Wyrd, she would have required The Autumn Way Art at level 2. This is another place where the rules changed after the templates had been written.

Roleplaying Hints: How can a place with so many living beings smell so dead? Night streets slicked with rain and dazzling stripes of flashing man-made gold, a world so strange to you, but it is here that you hunt. You do not know what disgusts you more, humanity's brutality or the insane killing madness that it invokes in you. Theirs is not the high madness of the night hunt or the holy, frenzied dance of the maenads. It is death for profit, for sexual gratification or merely to feel any sensation at all. There are those who would say that your kind are no better; you do not believe them. These… humans. Their black dreams drag you down, choking you, making you one of them. You kill one and a thousand more rise up to take his place, and each revenge killing burns another hole in your heart. You are the huntress here and have yet to meet anyone who can beat you in a fight, but you also know that there are far greater predators out there than you. A remorseless killer with a bloodied conscience, you are also frightened, lost and a long way from home.

Equipment: Cellular phone with no batteries, pen and paper, small bills, subway ticket with credit for several rides, stolen meat and vegetables from corner stand.

Adhene: Fuath
Concept: Fuath Avenger
Primary Ariá: Dioniae (Saint)
Secondary Ariá: Apolliae (Savage)
Tertiary Ariá: Araminae (Bumpkin)

Attributes
Physical: Strength 2, Dexterity 5, Stamina 4
Social: Charisma 2, Manipulation 2, Appearance 2
Mental: Perception 3, Intelligence 2, Wits 3

Abilities
Talents: Alertness 2, Athletics 2, Brawl 3, Dodge 2
Skills: Melee 3, Performance 2, Ride 1, Security 1, Stealth 3, Survival 3
Knowledges: Enigmas 1, Gremayre 1, Lore (Changeling) 1, Lore (Denizen) 2

Backgrounds: Destiny 1, Remembrance 4
Arts: Legerdemain 2, Primal 1, Wayfare 1
Realms: Actor 3, Fae 2, Nature 3

Glamour: 4
Willpower: 4
Banality: 0

Other Traits: Jack o' Will (3 point Flaw)
Birthrights/Frailty: Beast Tongue (may speak with animals), Animal Nature (increased athletics and Stamina), Maenad's Madness (the fuath enters animal frenzies)

Keremet Knight Errant
Quote: Do not be afraid; your death but completes the wheel you began with your birth.

Background: Eshu paths, blue sands, eshu but not eshu. Your father was an ambassador or maybe he was a professor — or a king. Schooled in London and America, he was an educated man, a charming and a rational man. Mother was just the opposite: irrational, uneducated in the usual sense and free. It could have been a faerie tale; in fact it was. The handsome king married the impoverished waif and took her to his castle where she lived happily after. Only the king was really an angry and brutal man, and the palace a dungeon. But the story did not end here because one day, before the first bloom was off the relationship, a young prince was born to the angry king and the serving girl. And — against all tradition — the child was born before the marriage took place, making the young prince a bastard. And the king never let the child forget what he was and the palace became his cell as well. Only the story does not end here.

You see, the peasant girl was really an enchanted queen — or an eshu, which is even better. And sometimes the queen would take her young son to places beyond the castle wall, though they could not escape often because the king was really a powerful Autumn Person — or a Dauntain, which is even worse. And even though he was slowly stealing the queen's faerie spirit, she still believed that she loved the king and would not escape. Yet sometimes, when it was just the prince and his mother, he could see beyond the gray walls of the castle and see the blue sands of the eshu deserts, and imagine what it might be like to fly over the walls to the lands beyond the crescent moon. Only this was impossible, for although his mother was a queen, his father's blood meant that he would never be one of the true eshu. Only the story does not end here either.

Every year the king grew more angry and more jealous of the prince and his mother. Sometimes the king would come home from affairs of court and he would be drunk. Sometimes there would be another woman and sometimes there wasn't. And sometimes the king would beat the queen and sometimes the young prince, and sometimes he would beat them both. And every year the special glimmer in the queen died a little more until she was nothing but a serving girl. But every year the prince grew a little older and a little stronger until he was almost as large as the king. And one day the angry king became especially angry and, no longer satisfied to kill only the queen's spirit, he swore to take her life. The young prince, now no longer so young, fought with his father and, even though he did not mean to, the knife somehow turned in the king's hand and pierced his black heart. Only the story did not end there, for the Dreaming affects a price for killing one of its own, even if he was a bastard or Dauntain. As the king died, he struck the prince with all his power, killing him too and leaving the queen to grieve alone.

Roleplaying Hints: Keremet paths, black winds, dead but not dead. This story feels like it should mean something, but you rarely feel anything at all. The boy who would never be an eshu prince now wanders trods that no eshu or any other fae should ever know. You ride through driving winds filled with oil, soot and voices of jealous shades who envy even your small spark of life. You speak with some of them, other lost souls who were never able to finish their life the way it should have been. Sometimes you aid them in the hopes of finding some meaning or scraps of lost emotion. Sometimes the blackness closes in and swallows you whole. As a child you would have imagined it to be a dragon or a dark monster that you could battle with your trusty sword. Now, you realize it is just the shadow of another lost dream.

Equipment: Black trench-coat, chimerical blade, black horse, locket with faded picture.

Adhene: Keremet
Concept: Knight Errant
Primary Ariá: Apolliae (Wayfarer)
Secondary Ariá: Araminae (Wayfarer)
Tertiary Ariá: Dioniae (Wretch)

Attributes
Physical: Strength 3, Dexterity 3, Stamina 4
Social: Charisma 2, Manipulation 2, Appearance 2
Mental: Perception 3, Intelligence 3, Wits 2

Abilities
Talents: Alertness 1, Athletics 3, Brawl 3, Dodge 3, Intimidation 1, Kenning 2
Skills: Firearms 1, Melee 3, Ride 1, Stealth 2, Survival 2
Knowledges: Enigmas 1, Gremayre 1, Lore (Denizen) 3

Backgrounds: Chimera 3 (Steed), Destiny 2, Remembrance 2, Treasure 2 (Sword)
Arts: Discord 1, Wayfare 3
Realms: Actor 1, Fae 3, Prop 1, Scene 2

Glamour: 3
Willpower: 3
Banality: 0

Other Traits: Aura of Fear (2 point Merit)/Outcast (2 point Flaw)
Birthrights/Frailty: Shadowed Way (may travel the Black Paths of Balor), Will to Power (Iron Will and reduced damage penalties), Pact of Dagda (bond of duty), Melancholia (Increased difficulty to Social and Empathy rolls)

Moiræ Card Shark
Quote: Cheating? No, it's just beginner's luck; I assure you. Keep dealing; my luck's bound to change soon or later.

Background: When you were young, all you knew was the temple. The high priestess and the other oracles were the only family you ever had, and that seemed enough. After all, yours was a glorious destiny. You were a proud part of a tradition that stretched back over 10,000 years, to the dawn of civilization. Even among the chosen keepers of fate, you were always told that yours was a very special destiny. You couldn't face the responsibilities; that's why you ran away. And that's why it is so ironic that, after all these many years, your Dán has chosen to bring you to this place… Vegas!

Roleplaying Hints: "What? I am sorry," said Death in a flat sepulchral tone. "I myself was very startled to see Vashtu Singh here in the market place. You see, I have an appointment with him tomorrow in Samara." Hah! Death was a piker compared to the Sisters Three. Maybe they're right; running from Fate is an exercise in futility. Ten thousand years of history would seem to verify that little truism. You trace your personal lineage from the Oracle of Delphi and now here you sit in the casino bar, getting complimentary drinks from a waitress who will someday realize her dream of becoming a country singer. You are counting your winnings and wondering if your great-great grandmother the Delphic Oracle sometimes realized just how full of shit she was — or if she would have approved of your recent ventures into day-trading. The role of the oracle, Handmaiden of Fate, has so much blood and tragedy rolled up in it that it almost seems correct that you should be here as the judge you were sent to be. It would be easy too. People here in the waking world are so guilty, so eager to believe the worst of themselves and so eager to be judged. How else can you explain the explosion of judge shows and screechy moralists blaring their pabulum from every speaker? Or maybe its just you. Certainly there are not many moiræ who think as you do.

There were early moiræ who chose to lie to the three Norns and were cursed for their presumption. Like all moiræ, you have a curse of your own; it's called free will. To use your gift or not? Lead humanity prediction by prediction to Heaven or to Hell? That's the other part of the curse. Not even the three Norns know everything and a spirit such as you can only grasp parts of the puzzle. The fact that you can see the absurdity inherent to much of the universe's design only makes it all the harder. And so you sit here, using your holy gift of vision to clean up at the wheel, getting another annoyed look from the hotel detective (who will die in an auto wreck later tonight, poor dear) and wishing you could see your own Dán through the haze.

Equipment: Cards (playing and tarot), white cow-girl suit and hat, sunglasses, red Mustang convertible.

Adhene: Moiræ
Concept: Card Shark
Primary Ariá: Dioniae (Rogue)
Secondary Ariá: Araminae (Outlaw)
Tertiary Ariá: Apolliae (Squire)

Attributes
Physical: Strength 2, Dexterity 2, Stamina 2
Social: Charisma 3, Manipulation 3, Appearance 2
Mental: Perception 3, Intelligence 3, Wits 4

Abilities
Talents: Alertness 1, Empathy 2, Kenning 2, Persuasion 3, Streetwise 2, Subterfuge 3
Skills: Drive 1, Etiquette 2, Leadership 2, Stealth 2, Survival 1
Knowledges: Gremayre 2, Law 1, Lore (Autumn) 1, Lore (Denizen) 1

Backgrounds: Destiny 3, Resources 3
Arts: Autumn Way 2, Soothsay 3
Realms: Actor 2, Fae 4

Glamour: 4
Willpower: 3
Banality: 2

Other Traits: Evanescent (1 point Merit)/Banished (2 point Flaw) Note: Evanescent should be a 2 point Merit for the moiræ.
Birthrights/Frailty: Aural Perception (can see pieces of someone's destiny), Fata (protective ban/curse), Superstition (vulnerable to superstitions)


Kithbook: Redcap Errata

Fehlende Zeilen in der Geschichte auf Seite 23:

After that, there was no stopping Aelfric and his two buddies (named Theodric and Offa, which if you ask me is no sort of name to give a monster hunter). They went up and down the countryside kicking the snot out of everything they saw until they'd cleared the whole countryside of monsters. Then, supposedly, they hopped in the drink and swam west to fight critters off in the Isles of the West. That part, I'm not so sure I believe, but it's damn sure they never lost a fight after they started teaming up.