Changeling the dreaming 2nd edition pdf download






















Are we all doomed, or is there hope for a new beginning? Dark Ages: Fae Oaths of Gold and Iron You promised us, when we gave you the world to go to war, that you would remember your vows. You promised to leave our sacred places intact, to leave sacrifices for us, to remember us in your songs. You promised that when the War of Seasons ended, you would stand aside for us, the true rulers of the world.

You lied. While vampires skulk, werewolves rage and ghosts haunt the living, someone has to have a good time. Changelings do. They're creatures of imagination and enchantment, faerie souls hiding in mortal bodies, maybe even yours. Bedlam and Cold Iron Vampires and werewolves have had their turns. Now it's time Mermaids sing below the waves and the little people dance in the circles of their human neighbors. Some mortals even know the touch of the Fair Ones on their lives by the blood in their veins.

But not all dreams are happy ones nightmares and creatures cluster Book of Lost Dreams This book offers new Arts and other lost information on the fae, as well as complete crossover rules for introducing Changeling to any Storyteller chronicle For commoner and noble fae alike, anarchy spreads across the land and threatens the very changeling world.

Yet those who believe that the worst has transpired now recognize a new threat: The gates of Arcadia swing wide once again. New Nightmares Begin The five sidhe houses left behind in Arcadia return The Book of Storytellers Secrets offers new material to enliven and enrich the world of changelings.

Learn the secrets of creating paths and uncover new Bunk and Nightmares Bygone Bestiary Everyone Loves a Monster Break free from the shackles of humanity with a blast of dragon fire.

Take flight with wings of bright feathers and leave the mundane world behind. Monsters are the products of imagination; theyre not real or are they? Dreams take shape in the hidden places of the world, and beyond the Earth itself. Unicorns, dragons, goblins theyre all too real. You just need to know Changeling Players Kit This kit includes a 15 page full color section containing additional guidelines for using Bunks in your Changeling game, as well as a listing of new Bunks specifically designed for each kith.

These additional rules are provided to help clarify the rules provided in the Changeling rulebook, as well as to offer some alternative methods for using the Bunk system. This booklet is divided into two sections, Changeling Storytellers Guide A World of Dreams Changeling: The Dreaming is the game of faeries, hidden magic, strange realms and imagination, all set in the modern world. Thats a lot of stuff a lot more than we could ever hope to fit into one rulebook.

The Changeling Storytellers Guide therefore fulfills every gaming groups dream no pun intended. It picks up where the Changeling rulebook leaves off and offers It is a beautifully illustrated, full-color book that explores the hidden world of the faerie folk trapped on Earth. It gives you rules for creating your own changeling character, and describes the setting and history of the fae. What happens next is up to you. This booklet is a simplified version of Changeling Although they live in t Court of all Kings First they searched for the Toybox.

Then they went beyond the Shadows on the Hill. Now, the journey home leads them to the Court of all Kings. One of the changelings' own has betrayed them. Now he sails for Ireland, ancient home of the sidhe, accompanied by the Foresworn Prince, who has three of the faerie treasures known as the Immortal Eyes.

The remaining oathmates must follow in search of the Pursuing their own mysterious quests, creatures of ancient nightmares and recent terrors travel strange new paths of dark enchantment, weaving their seductive lures and horrific visions into the fabric of changeling society. The Dreaming will never be the same.

Dare the Dark Denizens Dreams and Nightmares This guide takes you from the Near Dreaming to the far reaches and unexplored regions of the Deep Dreaming. Includes new chimerical creatures and new rules for the effects of the Dreaming, plus fantastic adventures that steer you through dangers in this ever-changing land. Because of printing requirements Non-Core Books. Other Tabletop Games. Publisher Resources.

Science Fiction. Phone PDF. White Wolf. Pay What You Want. See all titles. Publisher Website. Follow Your Favorites! Sign in to get custom notifications of new products! Recent History.

Product Information. Copy Link Tweet This. Scanned image Scanned image These products were created by scanning an original printed edition. Most older books are in scanned image format because original digital layout files never existed or were no longer available from the publisher. The result of this OCR process is placed invisibly behind the picture of each scanned page, to allow for text searching. However, any text in a given book set on a graphical background or in handwritten fonts would most likely not be picked up by the OCR software, and is therefore not searchable.

Also, a few larger books may be resampled to fit into the system, and may not have this searchable text background. For printed books, we have performed high-resolution scans of an original hardcopy of the book. We essentially digitally re-master the book. Unfortunately, the resulting quality of these books is not as high. It's the problem of making a copy of a copy. We mark clearly which print titles come from scanned image books so that you can make an informed purchase decision about the quality of what you will receive.

Original electronic format These ebooks were created from the original electronic layout files, and therefore are fully text searchable. Also, their file size tends to be smaller than scanned image books.

Most newer books are in the original electronic format. Both download and print editions of such books should be high quality. In the long term, Changelings depend on fostering open-mindedness, creativity, and inspiration for their very survival, although they can subsist even on intense passions stemming from 'negative' impulses.

Changeling society is also brimming with politics and class issues. Finally, some parts of the Dreaming are still linked to the real world, allowing the group to focus more on the 'fantasy' aspect of the game than the 'modern' part.

CtD Autumn People. Storytelling on a personal level can be returned to our culture. This is essentially what Changeling is about: not stories told to us, but stories we tell others. Through the game and art of collaborative storytelling, we create new stories and claim the ancient myths and legends for our own. Storytelling allows us to understand ourselves by giving us a medium to explain our triumphs and defeats.

By looking at our culture, our family and ourselves in new contexts, we can understand things we never before realized. Storytelling is entertaining because it is so revealing, exhilarating because it is foremost, about fun. Our fascination with stories has a purpose to it—of that Changeling Kind there is no doubt. You lead a double life, alternating between reality and fantasy. Caught in the middle ground between dream and wakefulness, you are neither wholly fae nor wholly mortal, but burdened with the cares of both.

Finding a happy medium between the wild, insane world of the fae and the deadening, banal world of humanity is essential if you are to remain whole. Such a synthesis is by no means easy. Mortal affairs seem ephemeral and trivial when you stand amid the ageless magnifi- cence of the Seelie Court. When you don garments spun of pure moonlight and drink wine distilled from mountain mists, how can you go back to polyester and soda pop?

Alas, you have no choice. Although your faerie self is ageless and eternal, your mortal body and mind grow older and less resilient as you move through life. Sooner or later, nearly all changelings succumb to one of two equally terrifying conditions: Banality, the loss of their faerie magic; or Bedlam, the loss of their mortal reason.

But is this fate inevitable? Can you retain your childlike wonder while fighting against the frigid Banality that seeks to numb your mind and steal your past? Can you ride the currents of the Dreaming without being swept away in the maelstrom of Bedlam?

You stand alone in the mundane world. No mortal will ever understand the depth of your alienation, strangeness and uniqueness. Though you may try to communicate your condition through art and many have tried and failed , only those with faerie blood will see, understand and appreciate what you are. An exile among exiles. Lost among the lost.

The stranger in every crowd. Hail, fellow traveler — welcome to the Dreaming. SroRyrelling Long ago, before movies, TV, radio and books, we told each other stories: stories of the hunt, legends of the gods and great heroes, bardic epics and tales of ravening monsters. We told these stories aloud, as part of an oral tradition—a tradition that we have virtually lost. Roleplaying Changeling is a storytelling game, but it is also a roleplaying game.

As a Changeling player, you not only tell stories, but actually act through them by assuming the roles of the central characters. It's a lot like theatre, but you make up the lines. To understand roleplaying, you need only think back to your childhood and those wonderful afternoons spent playing Cops 'n' Robbers, Cowboys and Indians, or Dress-Up. What you were doing was roleplaying, a sort of spontaneous and natural acting that completely occupied your imagination. This playacting helped you learn about life and what it meant to be a grown-up.

It was an essential part of childhood, but just because you have grown up doesn't mean you have to stop. In Changeling, unlike pretend, there are a few rules to help you roleplay. They are used mainly to avoid arguments — "Bang! You're dead! Rules direct and guide the story's progress and help define the characters' capacities and weaknesses. Changeling can be played with nearly any number of players, but roleplaying games in general work best with six or fewer players.

Mystery and flavor are diminished when players must compete for attention. The essential rules of Changeling are described in Chapter Six. The SroRyrelleR Changeling is structured a little differently from the games with which you might be familiar. In the first place, there is no board. Second, one player must assume the role of Storyteller— the person who creates and guides the stories.

The Storyteller describes what happens to the characters as a result of the players' words and actions. She decides if the characters succeed or fail, suffer or prosper, live or die.

Storytelling is a very demanding task, but it is equally rewarding, for the Storyteller is a weaver of legends. IntRoduccion 5 The Storyteller's primary duty is to make sure the other players have a good time. The way to do that is to tell a good tale. Unlike traditional storytellers, however, the Storyteller doesn't simply tell the story.

Instead, she creates the skeleton of a story, and then lets the players flesh it out by assuming the roles of its leading characters. Storytelling in Changeling is a careful balance between narration and adjudication, between story and game. Sometimes the Storyteller must set the scene or describe what occurs, but mostly she must decide how the environment responds to the characters. She must be as realistic, impartial and creative as possible. As the Storyteller, you are in charge of interpreting and enforcing the rules, yet you are also an entertainer — you must struggle to balance your two roles.

This book was written to help you do just that. It won't make being a Storyteller easy, because it never will be easy, but it will make you better at it. The role of the Storyteller is explained in more detail in Chapter Nine. They will instead assume the roles of the central characters in the story. Being a player does not require as much responsibility as being a Storyteller, but it does require just as much effort and concentration.

As a player in a Changeling chronicle, you assume the persona and role of a changeling — a faerie being whom you invent and then roleplay over the course of one or several stories. The life of your character is in your hands, for you decide what the character says and does. You decide which risks to accept or decline. Everything you say and do when you play your character has an effect on the world.

You must also be an actor. You speak for your character and act out whatever you want your character to do or say. Whatever you say, your character says, unless you are specifically asking the Storyteller a question or are describing your actions.

As a player, you try to do things that allow your character to succeed and thus "win the game. Often, after describing the actions "you" want to take, ydu may have to make dice rolls to see if your character successfully accomplishes what you have illustrated with words. Your character's Traits numbers quantifying her strengths and weaknesses — dictate how well your character can do certain things.

Actions are basic elements of Changeling, for it is through actions that characters change the world and affect the course of the story. Characters are central to a story, for they alter and direct the plot. Without characters you can't have a story. As the story flows, the characters, not the decisions of the Storyteller, direct and energize the progress of the plot.

To some extent, each player is an assistant Storyteller. Players should feel free to add ideas and elements to the story, 6 Channeling: The although the Storyteller may accept or reject them as she sees fit. In the end, a good story is the most important goal. Players and Storytellers work together to make a story come to life.

ChdRacrcRs Many different elements compose what we think of as the "self — too many, in fact, to separate or identify. We really don't know who or what we are. It is from this essential diversity of self that our desire and ability to pretend to be someone else originate. Characters are the literary versions of real people — they are not real, but they do capture some aspects of reality.

Only when you enter the world of the story can your characters become complete. They are real only with you as the animating force — the soul, if you wish. Treat your characters as unique individuals, as works of art, or as fragile expressions of your poetic sensitivity.

You must treasure the characters that you create. Changeling characters are easy to create. It takes less than half an hour to choose all the Traits that describe your character. It takes more time and effort to turn this collection of numbers into a living, breathing character. You must reach deep inside yourself to produce a complete character. The Frankenstein monster was easily assembled from available body parts; it was the breath of life that proved difficult.

Character creation is discussed in detail in Chapter Four. To "win" at all, players need to cooperate with each other. Because this is a Storytelling game, there is no way for one person to claim victory. Moreover, the Changeling world is fraught with danger: monstrous chimera, implacable Dauntain, ever-encroaching Banality and the machinations of the Unseelie Court. Players cannot afford to squabble with their brethren, for so doing leads to death — and the only true measure of success in Changeling is survival.

If, however, a character has some overwhelming motivation such as aneed for vengeance , accomplishing this goal also becomes a measure of success. Stories and extended chronicles often come to conclusions that either benefit or harm the characters.

If the players can turn stories to their characters' advantage, they have "won," at least for the moment. When a group of changelings manages to rescue a fellow changeling who has been captured by one of the Dauntain, those changelings can be considered to have "won" a temporary victory. If the Dauntain has powerful friends among the occult underground, however, attacking that individual may prove a dangerous exercise in the long run.

A "victory" under these circumstances can become worse than defeat. To achieve even partial victory, characters must usually become friends, or at least watch out for and have a modicum of trust in each other. The World of Darkness is a dangerous place, so trustworthy allies are essential. A divided group will not survive for long. Playing Aids Changeling was designed to be played around a table. Though the game does not require a board, a number of props require a table to use properly.

Dice, pencils, paper and photocopies of the character sheet are the only other necessary items. The dice required are sided; these you can purchase in any game store. The Storyteller may also want paper to sketch out a setting, thus making it easier to describe to the players and a few other props to show the players what the characters see photographs, matches, scarves — anything to make the expe- rience more vivid.

The actual rules for playing the game can be found later on, but reading these chapters allows you to understand what Changeling is all about. Chapter Four: Character Creation contains all of the information you will need to create a character.

Chapter Six: Basic Rules covers the basic ideas of how to play the game, converting ideas and situations into dice rolls. Chapter Seven: Glamour Systems offers all of the rules pertaining to changeling magic.

Chapter Eight: Dramatic Systems outlines a number of different ways to resolve conflicts during a game as well as showing how a character's Traits increase or decrease during the course of a chronicle. Chapter Nine: Storytelling is intended as an introduction to Storytelling, giving both new and experienced Storytellers ideas for chronicles and advice for how to keep things moving. The Appendix provides a range of potential enemies and other characters for changelings to interact with, including mortals, chimerical beasts, wraiths, vampires, mages and werewolves.

Chapter Two: A World of Dreams offers a complete history of the fae as well as an in-depth look at changeling society. Chapter The following books offer you a range of possibilities beyond the basic rules, and are recommended for serious Changeling players.

Three: The Kithain details the various races of the fae as well as the noble houses of the sidhe. Nobles: The Shining Host offers a detailed look at the nobility of the fae, plus a new noble house and new Arts. InrRoducrion The Shadow Court is an invaluable book for Storytellers who wish to have a strong Unseelie presence in the chronicle. This book not only offers complete information on the Unseelie Court, but has complete information about the three Unseelie houses and new Unseelie Arts.

Each of these books offers a complete setting for Changeling as well as mini-adventures that can be inserted into any chronicle. Dreams and Nightmares presents an in-depth look at the realms of the Dreaming. One can often identify a changeling's age or station by listening to the parlance he uses. Common Parlance Following are the most common general terms in use among changelings. Arcadia — The land of the fae; the home of all faeries within the Dreaming.

Arts — The ways of shaping Glamour. Autumn — The modern age. Balefire — The fire that is the focus of Glamour in a freehold. Bedlam — A kind of madness that falls upon changelings who stray too far from the mortal world. Banality — Mortal disbelief, as it affects changelings and their Glamour. Bunk — The price Glamour exacts for its power. Cantrip — A spell created through Glamour by using a combination of Arts and Realms, Champion — A warrior chosen by one of higher rank to fight in his stead.

A champion always wears the token of his patron, which he keeps if he wins the duel. Changeling—A fae who has taken on mortal form in order to survive on Earth. Childling — A child who has come fully into his changeling nature; this lasts until he becomes a wilder, around 13 years of age.

Childlings are known for their innocence and affinity with Glamour, and are well-protected by other changelings. Chimera — A bit of dream made real; unseen by mortals, chimera are part of the enchanted world. Chimera may be objects or entities. Commoner—Any of the changeling kith who are not sidhe.

Dauntain — Faerie-hunters, deeply twisted by Banality. Deep Dreaming, The — The furthest reaches of the Dreaming. The most powerful Dream Realms, such as Arcadia, exist here. Changelings often travel in these realms both to seek adventure and to gather the raw dreamstuff that can be used in Grafting chimera. Dreamrealms — The lands comprising Arcadia and the other realms of the Dreaming.

Enchant — To imbue a mortal with the power to see the faerie realm. Escheat — The highest faerie laws. Fae, Faerie—A being indigenous to the Dreaming though not always a current resident thereof. Fae Mien — A changeling's faerie visage, visible only to other changelings and enchanted beings. Many Dreamrealms exist here. Fathom — A deep-seeking, protracted use of the Art of Soothsay.

Also called the Taghairm. Fior — A contest, the point of which is to determine justice. Freehold — A place that is infused with Glamour. Important to all changelings, freeholds are proof against Banality — for a time.

Gallain — 1 "The Outsiders," those who may be Kithain but whose origins, customs and magical ways are not under- stood. Glamour — The living force of the Dreaming; changeling magic. Grump—A changeling of elder years, usually beginning at about the age of Very few changelings reach this age — most succumb to Banality long before.

Hue and Cry — 1 A hunt called out against a criminal. Kin — Human relatives of a changeling who do not possess faerie blood. Kinain — Human kinfolk of a changeling who possess faerie blood and frequently have strange magical "gifts" because of it.

Kith — All the changelings of a kind, or race. One's kith determines the nature of one's faerie guise and soul. Kithain — Changelings' self-referential term. Liege — One's sworn noble sovereign, whether baron, count, duke or king.

Long Winter, the — The prophesied eradication of all Glamour. Mists, the — A metaphysical curtain of humanity's collective disbelief. The Mists are responsible for the following: 1 The tendency of mortals to forget the effects of Glamour and the presence of changelings after a very short time; 2 The tendency of Banality-tainted changelings to forget their faerie lives.

Mortal Seeming — The mortal appearance of a changeling. This is how mortals perceive a changeling. Motley — A family or gang of commoners.

Noble — Any changeling raised to noble title; although nobles are traditionally sidhe, lately commoners have begun receiving noble positions. Oathbond—The mystical bond created by the swearing of an oath. Realms — The five aspects of the world with which changelings have affinity. Resurgence, The — The time when the sidhe returned in Retainers — Any servants of a liege.

Saining — "The Naming"; a ritual performed on a newly awakened changeling to determine his kith, his True Name and his place in the Dreaming. Shattering, The — The time when the last sidhe departed and the last trods to Arcadia closed. Sundering, The — The time when humanity first began to turn away from their dreams; the Iron Age.

Beneath it is the Well of Fire, from which all balefire comes. Time of Legends — The age when magical powers ran free in the world. Trods—Magical gateways, faerie roads; some lead to other freeholds, some to the Dreaming itself. Tuatha De Danann—The mysterious progenitors of the fae.

Vassal — The sworn servant of a liege. Wilder — A changeling of adolescent years, usually from age 13 to age Known for their wild undertakings and loose tempers, wilders are the most common changelings. Yearning — Also called "the Gloomies," the Yearning is the utter longing for Arcadia that overcomes grumps as Banality encroaches upon them. Chummery — A particularly hospitable freehold. Cozen — To cheat someone or steal something. Fancypants — A nickname for sidhe or any self-absorbed noble.

Foredoom — When a use of Soothsay prophesies very bad news. Jimp — To create a faerie token or charm. Mew — A commoner freehold, typically controlled by a motley. Mux —TO reaSy screw up something; to add chaos and disorganization to things.

These words are seldom used by younger exiles, but are still fashionable vernacular among the older members. Burgess — A mortal; sometimes used to refer to commoners.

Crepusc — The period at the end of any faerie festival when activities have begun to die down, but the night is not yet over. It is said to be a particularly mystical time, when the perceptive will discover many secrets. Clarion — A call to war made by a noble to his vassals.

Covey — A group of changelings united by an oathbond. Dan — Fate; one's destiny and karma. Draocht — Cantrips and other changeling magic. Driabhar — A treasure, usually one of great power. Entrant — A worthy rival, one assumed to merit prolonged struggle and respect.

Gosling — A childling changeling or very young faerie. Fychell — 1 A chesslike game played by nobles. Fuidir — The vassals to whom one owes fealty. These are the words most frequently used by commoners, and have been picked up the wilder exiles even those of the noble houses. They tend to be somewhat crude and abrupt, and carry with them a certain disregard for tradition and rank.

Many of these terms are very ancient, others are quite new, but all of them are quite in vogue among wilder nobles. During the Interregnum many commoners formed or joined circuses in order to escape the stupefying Banality of mortal society, and much vulgar argot originates from that culture. Churl — A vassal; insulting if used to describe a noble.



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