# Changeling Cheatsheet
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[Changeling the Dreaming](https://drive.google.com/file/d/0B3GIqgMhlrpIS3NjbG5pcUlLTFU/view)

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##### Required Reading!
| Page Number | Section Title                 | Why is it required? |
|:-------:|:----------------------------------|:--------------------|
| Page 26 | Arcadia and the Dreaming          | Explanation of what the Dreaming is & introduction to Banality.  |
| Page 27 | Changelings                       | Explanation of the difference between a Changeling & a pure Fae. |
| Page 33 | The Importance of Intent          | Explains some of the wibbly-wobbly physics of changeling.        |
| Page 41 | The Nature of the Fae             | Explains fae miens and mortal seemings                           |
| Page 42 | The Crysalis & The Dream Dance    | Explains what happens when a fae is reborn.                      |
| Page 44 | Banality & Glamour                | Explains two of the most important elements of CtD rules.        |
| Page 48 | Seemings                          | Explanations of the three age categories of changelings,         |
| Page 49 | Kiths                             | Quick description of the 12 (13) different kiths.                |
| Page 50 | The Houses                        | Quick description of the 13 Noble Houses of the Fae.             |

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##### Recommended Reading
| Page Number | Section Title                 | Why is it recommended? |
|:-------:|:----------------------------------|:--------------------|
| Page 14 | Prelude - Both Sides of the Coin  | Initial Scene setting... Look and feel.                          |
| Page 27 | Lexicon                           | Important words & definitions.                                   |
| Page 47 | Mortal Seeming & Fae Miens        | More in depth explanation than on page 41.                       |
| Page 51 | Places of Glamour                 | Explains locations where changelings can harvest glamour.        |

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### Supplementary Reading / Watching / Playing
The following is a list of material that is universally Changeling-related. Beyond this, though, anything from a well-worn collection of fairy tales to Cosmos (either version) to a book about geology can be inspirational for this game, if it’s something that sparks awe and wonder in you. If it’s something that reminds you of what it was like to be young. Yes, even that. If it’s inspirational material for you, that’s really all that matters.  

For material that particularly suits the themes and setting of Changeling, literature that might help includes the entire body of work of Neil Gaiman, especially Stardust and Neverwhere, the latter of which features a hidden London where urban legends and fairy tales are real, and an average man’s attempt to make sense of the world that has drawn him in. Faerie Tale by Raymond Feist, Jonathan Strange and Mr Norrell by Susanna Clarke, and The Phantom Tollbooth by Norton Juster involve faerie strangeness invading on a plain, banal life. For games involving the Kinain, or that skew further into urban fantasy, the October Daye series by Seanan McGuire is indispensable.

If you’d prefer movies, The Dark Crystal (dir. Jim Henson & Frank Oz, 1982), Labyrinth (dir. Jim Henson, 1986), The Neverending Story (dir. Wolfgang Peterson, 1984), The Secret of Roan Inish (dir. John Sayles, 1994), and Pan’s Labyrinth (dir. Guillermo del Toro, 2006) feature children of varying involvement in the world we know setting out on fantasy adventures. Anything directed by Hayao Miyazaki fits, in particular Princess Mononoke (1997), which is about a clash between spirits trying to hold on to the last bits of magic in a rapidly-modernizing world.

Television shows that examine the concept of fairy tales existing alongside humans are particularly common, the highlights of which are Grimm, Once Upon a Time, and Lost Girl. For a less literal take on Changeling’s themes, the Japanese show Hikonin Sentai Akibaranger is about social outcasts turning their dreams and obsessions into power. The Akibarangers fight enemies to defend Akihabara, Tokyo’s electronics district and a fandom mecca, from forces that would replace it with something more plain and “acceptable.” 

Finally, video games that grapple with the contrast of fantasy clashing with “reality” include Final Fantasy Tactics Advance and The Longest Journey. While they don’t necessarily fit the theme of Changeling, games like Ico, Shadow of the Colossus, and NiGHTS Into Dreams are excellent inspiration for the visuals and feel of the stranger parts of the Dreaming.

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### Boggans
***Appearance:*** Boggans tend to be short and plump with large noses, and are distinctly earthy in appearance. They often have thick, bushy hair with matching eyebrows that hover over small, bright eyes. They have large, calloused hands with long, nimble fingers. Their skin is usually tanned, and darkens and wrinkles with age. Despite their somewhat stout appearance, they move with a spritely gait. Whether tightening a screw or tamping a pipe, their hands are constantly in motion. If left with nothing in their hands they fidget and instinctively seek out something that needs to be fixed.

#### Birthrights
***Craftwork*** — Boggans enjoy nothing more than good, honest work. Their reputation for being consummate craftspeople  is well earned. While unobserved, boggans can accomplish any task involving physical labor or craftsmanship in one third of the time. Other boggans can be present, but they cannot be observed by anyone else. Boggans can never botch a Craft roll. 

***Social Dynamics*** — Boggans are keen observers of social interactions, and their inherently unobtrusive nature allows them  to witness things that might otherwise remain hidden. A success- ful Perception + Empathy (or Subterfuge) roll allows a boggan to  puzzle out a group’s social dynamics. The difficulty can range from 5 (for a small dinner party) to 9 (for a ducal freehold). This might result in lower difficulties on future Social rolls or additional pieces of information that the player would find useful. 

#### Frailty
***Call of the Needy*** — Boggans are inherently helpful, and cannot resist offering aid when it is needed. When they encounter someone who is legitimately in need of help, the player must make a Willpower roll (difficulty 8) to resist helping them in some way. This does not apply to a sworn enemy. 

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### Clurichaun
***Appearance:*** While certainly taller than the tiny leprechauns of Irish folktales, clurichaun tend towards shorter stature, rarely topping 5’ 5”. Clurichaun are stocky and compact, with a solid build hinting at their strength and reliability. Their delicately-pointed ears are less noticeable than those of the sidhe. Clurichaun typically have red or russet hair, regardless of their skin tone, and bright, twinkling eyes with upturned corners, typically blue, green, or light hazel in color.

Clurichaun walk with a spring in their step, and often wear conspiratorial smiles that make others feel like they’re all sharing a joke. They frequently sport a black eye, busted knuckles, or other evidence of one of their friendly little scuffles. 

The little green coats and buckled shoes of cartoon leprechauns don’t usually crop up in their wardrobes, but clurichaun do trend toward shades of green in their clothing choices, as well as grays and browns that allow them to blend in with natural surroundings. Clurichaun demonstrate practicality in their dress, with a preference towards the functional and durable. They prefer clothing that lets them move
freely and comfortably, with nothing encumbering to slow them down. Crafting aprons, work coveralls, jeans, and sturdy shoes all find their place in the clurichaun wardrobe, and they usually carry a small first aid kit, or at least a few plastic bandages and a tube of ointment.

#### Birthrights
***Twinkling of an Eye*** — Now you see them, now you don’t. Look away for only a moment, and a clurichaun can disappear into her surroundings, completely undetectable. Unless the clurichaun is bound with iron, she can vanish in a blink, even from someone’s physical grasp, reappearing within the same area but out of her observer/captor’s line of sight. If someone is physically touching the clurichaun, or she is tied up or otherwise restrained, disappearing costs one point of Glamour. 

***Fighting Words*** —After only a few moments, a clurichaun can get a read on a person or group, knowing exactly what to say to provoke a  fight. Clurichaun view fighting as an ice breaker and a form of rough-and-tumble bonding. The clurichaun can prod anyone into throwing the first punch, which the target can resist through a Willpower roll (difficulty 8). This birthright can be used to incite a fight between the
clurichaun and the target, or between the target and another person.

#### Frailty
***Hoard*** — For clurichaun, collecting isn’t a mere hobby, but a consuming obsession. They must spend time with their collection frequently to satisfy this aspect of their nature, an easier task for a clurichaun with a smaller, more portable collection than for one whose hoard is large or unwieldy. Spending more than a week away from her collection triggers Banality.

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### Eshu
***Appearance:*** Eshu’s millennia of travel means they can possess nearly any racial or ethnic heritage, but their strongest mortal ties lie within the black, Arab, Persian, and Indian communities. They tend to have dark skin, with black or dark brunette hair, worn loose and natural or braided, twisted, or locked into intricate styles. They are typically tall, with long, graceful limbs, and have dark eyes that hint at the wisdom within. Eshu change their dress as they travel, either to blend in or make a statement, but are always carefully clothed in flattering, well-maintained styles.

#### Birthrights
***Serendipity*** — Eshu somehow always end up in the right place at the right time. The path she follows to arrive at this destination is equally fortuitous, winding her way through adventures and important meetings. When faced with a crossroad, she always knows which way to go. Her internal compass guides her where she needs to be, never bringing her to a terminus until the time is right. Eshu can never become lost under normal circumstances. 

If the eshu becomes lost through magical means, the player can spend a point of Glamour to reorient the eshu on her physical (and often figurative) path. 

***Talecraft*** — Stories are the heart of the eshu, and as such, they gain something tangible when they learn a fantastical new tale or perform their own feats worthy of legend. Eshu gain an additional experience point from each adventure that yields such a tale, such as finding their way through a winding and dangerous  labyrinth or coaxing a secret from a secretive countess.Eshu never botch rolls involving Empathy or Performance. 

#### Frailty 
***Recklessness*** — Eshu can’t resist a gamble or a dare, not if the payout is a new story for their repertoire. Their curiosity and confidence in their ability sometimes leads them to take risks that a less adventurous kith might not take. Turning down a bet, dare, or call to adventure triggers Banality in eshu.  

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#### Nocker 
Technological beings, like dwarves and gremlins. The dream of technological creativity and creation of your dreams, but also the frustration which people feel when their dreams fail to meet up with reality.

Pooka - tricksters, shapechangers, animal spirits. The dream of a carefree and less controlled life, similar to that of animals which the pooka have affinities with.

Redcap - murderers and cannibals, monsters, hobgoblins. Formed from the bottomless hunger which people felt in the depth of winter and the desperation which people felt to fight their hunger.

Satyr - lovers and revellers, horned god, Pan. Formed from the deep passions and lusts of mortals

Sidhe - the nobility, Lords and Ladies, elves, the Shining Host. The dream of all that is noble and honourable in leaders, but also the arrogance of many leaders

Sluagh - keepers of secrets, bogeymen, shadows. The dream of all creepy-crawly which crawl about in the dark of the night, tap on the windows and can never be seen in the clear light

Troll - honour-bound warriors, titans, giants. The dream of the honorable and chivalric warrior.

Nunnehi - This comprises 13 individual kiths, based on Native American geographies, tribes, lore, and archetypes; include the May-may-gway-shi, Rock Giants, Water Babies, Nanehi and Kachina among others.

Thallain - Introduced in the Shadow Court book, these were dark reflections of the standard kith who had their origins in nightmares and were bent on malice and destruction. They had escaped into the mortal world along with the other members of the Shadow Court, and often pretended to be "normal" Changelings; include the Beasties (resembling Pookas), Boggarts (resembling Boggans), Bogies (resembling Sluagh), Ogres (resembling Trolls) and Goblins (resembling Nockers).

The Menehune - Similar to the Nunnehi, the Menehune are a race of their own existing only in Hawaii; they have their own Kiths which reflect their social roles.

The Inanimae - a series of 6 kiths, five of which are based on the classical elements (with earth split into rock and wood) and one based on human creations; their equivalent of the Court system is based on whether they are occur naturally or have been crafted somehow by humans.

Piskies - childish tricksters, imps, pixies.

Selkies - Sea and seal spirits, skin changers.

Gillhe Dhu - tree spirits of Britain, dryads, the Green Man. (See also dryad.)

Kinain - technically not a fae kith themselves, these are humans with enough fae blood to work with glamour in the way changelings do.

Adhene - the Dark-kin that were released from their confines in the Dreaming after the destruction of the Ravnos Antediluvian. Many are allied with the Fomorians.

Spriggan - child thieves

River Hags - Closely related to Redcaps, but able to breathe water. Connected to some sort of river; cannot leave area of said river for more than a week without starting to die.

Oba - The little known nobility of the Eshu. Bound to land they rule over. Have perfect, regal features and glowing orbs for eyes.