Changeling
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Contents - Including both Descriptive Commentary and Recommendations for Readings of Particular Value.

1 Index and Main Page
- This is where It Begins. Access to general introduction, history, et cetera. The welcome. Recommended.
2 Introduction
- This page points the way to the assorted views of Kithain Culture and History, with directions to the Introductory explanations for players and audience both New and Old.
3 Guide to Changeling Culture
- An examination of Changeling Culture both for those New to the Venue, and for those Familiar. This looks at some of the Hows and the Whys of the story. Strongly Recommended.
4 A Lexicon and Glossary
- This should assist those unfamiliar with some of the Terms of Kithain Society and of the Venue. Divided into sections, such as General Kithain Society, Kithain Politics, et cetera. Strongly Recommended.
5 Kithain
- Descriptions and examinations of the Various Bloodlines of the Kithain, their Stereotypes and their Common Grounds.
6 Houses
- Similarly Treated are the various Houses of the returned Sidhe of Arcadia, their Outlooks, their Politics.
7 Chrysalis
- An experience common to All Kithain, the Chrysalis is that moment in which they discover that they Are Not Human. This page looks at that experience, as well as the beginnings of Life Amongst the Fae. Strongly Recommended.
8 History
- This first part of our Histories looks at the History of the World, from the Mythic Age to the Resurgence of the Sidhe. Many Kithain are Familiar with this Knowledge. Strongly Recommended.
9 Resurgence
- A closer examination of the Return of the Five Seelie Houses of Arcadia to Earth, the great events of Nineteen Hundred Sixty-Nine, and the trigger for the Accordance War. The Sidhe return with Glory and with War. Recommended.
10 Escheat
- There are few Laws which bind the Kithain, and These are They. The Escheat is held by near all Kithain, Bound by oath and Bound by Honour. These are laws older than the Empire of the Turtle itself. Recommended.
11 Appearances
- What does one Kithain see when she looks at Another? How does one Costume for the Shining Host? When does one See Chimerae? These Questions and others Similar are answered here.
12 Dates of Note
- These are the Celebrations held by Kithain on Earth to mark the Turning of the Year. Pageantry and the Game find their Memoriam on these days. Recommended.
13 Politics
- Noble and Commoner, all are pieces upon the Board, all play The Game. Largely Feudal, the Kithain live lives in Kingdoms and Baronies, striving ever each to imporove their Station. This is the Great Game, the Pageant which acts out the Tale of the Kithain, the Great Myths of the Fae embodied in the Lives of Changelings everywhere. Recommended.
14 The Courts
- The Game is less a conflict of Noble and Commoner, but more that of the Twin Courts. Winter and Summer, each holds sway in the Heart and Soul, but only one may Bind. Each Kithain holds to One of these Courts, and it may be Seen in Every Breath, in Every Beat, in Every Step. Without Court, one is Nothing. Highly Recommended.

37 Cantrips
- The Magic and Sorcery of the Kithain, these spells and enchantments are the embodiment of pure Glamour. Yet every magic has its Price; sorcery demands certain Acts of Ritual be performed before it will follow the Sorcerer's Will. These "Bunks" are manifold, and some examples are listed here, along with Cantrip Casting Made Easy, an educational tract for players of the Shining Host.
38 Treasures
- An assortment of Treasures, Powerful and Incidental, being Items of Magic. Many Kithain have access to these Glamourous Possessions, and listed here are some of the more Common Phylae of Kithain Treasure. Incredible what may be found amongst the stalls and barkers and detritus of the Goblin Market. Nocker Craft deserves its own note - and thus see also the Bes Din below (p. 121).
39 Chimerae
- Chimerae are those Creatures, Places, and Treasures which have no Reality save that of Dream, living only in the Faith and Belief of the Kithain. This page examines these Chimerical Companions and Items, what they are, how they are Created.
40 Oaths and Oathkeeping
- Legend states that the Faerie Folk are bound by Promises as if by Chains. Kithain are Creatures of Legend, and the Oaths they swear affect their very Being. Recommended.
41 Injury and Iron
- While the concept of Injury is a simple one (this explains many of the Sources and Results of Injury which can occur to a Changeling Character in our Story), this page also examines the Bane of Cold Iron. Horseshoes, Nails, or even Ancient Weapons of this Brutal metal can Tear the very Soul from a Fae. Its proximity is Painful, and Death by Cold Iron will destroy a Faerie Soul for ever, never to be reborn.
42 Villainy Most Foul
- Every tale needs Villains, and this page looks at their Role in the Story, as well as how to Play a Villain, should you so Choose, Suitable for the Venue. Villains in the Shining Host are Legendary Nemeses, and not all Villains Lose in the End. Strongly Recommended.
43 Experience
- As the Tale progresses, the Heros and the Villains will Develop, their Characters will Deepen, and they will Learn New Things. This process is examined, and its Mechanics explained.

61 Stage and Settings
- An examination of those Locations of the Dream City and the Autumn City of import to our Tales. Recommended.
62 Dramatis Personae
- These are the Characters of Note in our Story, those Seen upon the Stage. Heroes, Villains, all to be found here, should their Interests stand within this Demesne. Recommended.
64 Queen Laurel
- The Empire of the Turtle comprises several Kingdoms within its Boundaries, and the Kings and Queens of these Demesnes hold their Fealty to David Ardry. Our own Barony rests within the Kingdom of Northern Ice, and Laurel ap Fiona is our Queen.
65 The History of this Place
- The former Barony of Shining Waters has a History both Long and Short. For a great Span of time, no Kithain could Dwell Here. This Terrible Curse was Lifted through the Actions of one Noble Hero. A longer Explanation is carried Herein. Recommended.
66 Collected Papers of the Barony of Shining Waters
- Through Diligent Effort, a continued History of this Barony since the Tragic Events of Baron August's Abdication have been Gathered into a Semblance of a Whole, from the Assorted Papers and Missives of various Citizens of this Barony.
67 Free Holds, Trods and Raths
- There are places where Glamour is Strong, Hidden Hearths where the Kithain gather to Remember Lost Arcadia, and to wind the Pageant of the Game throughout the Year. Castles spun of Dreams, Caverns lost beneath the Mountains, Faerie Rings in Sylvan Glades. Free Holds the Kithain call these, and several such are found even in the Urban Darkness which is the Barony of Shining Waters. Silver Paths, too, run through the Dreaming World, allowing the Kithain safe Passage from Dream to Dream, so long as they Stray not Off The Path. These are Trods or Raths, and they date from a time before even the Kithain. Long thought Lost, many Trods have begun to reappear since the Return of the Sidhe (see History, p. 8), although the Trods to Far Arcadia are Sealed against this Autumn World, never to be reopened.

75 Updates
- Listing the Most Recent Updates and Changes to the Site as a Whole, this is a Very Useful Resource for Frequent Visitors. Recommended.
76 The "Venue Sheet"
- A description for Players in the Game, Actors in our Tale, to learn the Intent and the Setting of this Story. Here are the Contacts needed, Restrictions upon Characters to be Introduced, the Ease with which one might Visit From Away.
77 The Golden Rules
- These are the Essence of what marks the Method of the Telling of this Tale. Our Collective of Actors bears always These in Mind. Strongly Recommended.
78 The Code of Conduct
- the Camarilla Organization of which this Shining Host Troupe is a Part, holds these Rules to be its Code of Conduct. These Supplement and Addend to the Golden Rules noted Above. These are The Law for our Actors. Strongly Recommended.
79 Contacts
- For those who would Know their StoryTeller, the Bard for this Tale, or who would find those sould who Coordinate the Real World Efforts that this Venue's Events might Happen, this Page lists them, and means by which to Contact them. In addition, other Web Sites of Note can be found here, of Interest to those Involved in Playing the Shining Host.
80 Mailing Lists
- Through the Magic of this Difference Engine at which you Sit, many Players within the Shining Host may allow their Characters to Interact with others Meshed in Tales Across The Globe. These "Lists" allow such Characters to Meet and Inform.
82 Special Character Approval is explained, and a walk-through is available on the same page for STs and Players alike.

100 Boggan
- This page (not yet extent) Examined one of the Many Kith which make up the whole of the Fae. The Boggan are one of the most Underestimated of the Bloodlines of the Kithain.
105 Clurichaun
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110 Eshu
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115 Ghille Dhu
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120 Nocker
- the Craftsmen and Artists of the Fae, nockers are often Much Misunderstood.
121 Nocker
- the patent registry of the Bes Din is quite extensive.
122 Nocker
- a look at Steampunk and theme and mood from the bowels of Doktor Fyne's Laboratory.
125 Pooka
- These Tricksters and Nature Spirits are Skinchangers, holding affinity both to Humans and to Animals.
126 Pooka Again
- More depth and Distinction added to this Animist Kith.
130 Redcap
- The embodiment of Hunger and Violence, this Darkling Winter Kith holds the Memory of the Nightmare Ages.
135 Satyr
- Passion Embodied, the Satyr live the Sub-Conscious Desires of Humanity.
140 Selkie
- Neither of the Overland nor of the Undersea, these Seal Skinchangers walk ever the Shoreline of Life, seeking Friendship wherever it can be Found.
145 Sidhe
- These Returned Nobility are the Pure Embodiment of Leadership and Grandeur, but have Lost their History and Memory, needing to begin again in a World which does not Accept their Presence. The Sidhe also embody two of the Primary Themes of the Shining Host - Alienation and Hope. Recommended.
146 Sidhe
- A Treatise on this Noble Breed in Aid of Players seeking to Take such a Role in the Great Game. Recommended for those playing Sidhe.
150 Sluagh
- Whispers in the Dark, Shadows at Midnight, the Sluagh are Night-Terrors and Haunters, Darkling Magics bubbled up from Deep Underground.
155 Troll
- Mountains and Honour, these are the Meaning of the Troll Kith. Their Strength is that of the Earth Itself, but their Honour is their Life's Blood, without it they Perish.
160 Dreamers and Mortal Man
- Essential to Life amongst the Fae is an understanding of how these Creatures of Dreams from Another Time and Another World interact with those Human amongst whom they Hide their Lives.
170 Murdhuacha
- Deep beneath the sea live the FirstBorn, the Sea-Dreamt, older than mankind, ancient, cold, and deep.

i Contents
- This Very Page.
ii Omissions and Corrections
- The Author of the Shining Host has Published these Corrections to that Volume, being largely an Assortment of words Omitted from that Text.
iii Bibliography
- A List of other Works of Interest, and where they may be Found.
iv A Treatise on the Playing of Roles within the Tale
- Twin Articles on How to Play one of the Kithain, how to Act upon our Stage, and Why.
vi The Halifax Explosion
- This event perhaps more than Any Other has affected the History of this City, and thus also of this Barony within our Story. Fictionally within out story, this event 'rhymed' itself again in 2004, visiting great destruction upon the northern end of the Autumn City. This information was assembled by the Maritime Museum of the Atlantic in Halifax, Nova Scotia, on the factual explosion in 1917. Go for a Visit, and Learn. Recommended.
vii Oak Island
- An examination of the Elusive "Treasure" on Oak Island, a site of Local Interest.
viii Also Oak Island
- A less Reasonable Treatise on the Connections Between Oak Island and the Templars, and the Holy Grail.
ix Piracy and Privateering
- A notable part of Our Maritime History.
x Cantrip Cards
- A Useful Artifice for Players in this Game to assist them in the Casting of Cantrips.
xi In The News
- A Periodical Article from a Prominent Local News Source, venturing to Explicate this Adventure Entertainment from an Outsider's Viewpoint.
xii Portrait Gallery
- Images and Portraiture of All Sorts, giving Eye to the tale, and feature to the name.
xiii Portrait Gallery
- Yet further Images and Explication to the Eye of the Marvels to be Seen in this Barony.
xiv Portrait Gallery
- A third page of Photography and Imagery.
xv Portrait Gallery
- A fourth page of Photography and Imagery!
xx The Camarilla Organization in Canada
- The hosts of our tale, with information valuable to players and narrators alike, as well as those unfamiliar with who and what we are and do. Recommended.

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Most of the stuff on this page is copyright by White Wolf Publishing Inc. Used without express permission, and without any intent to challenge their rights to the material. Much of the artwork is copyright T. Diterlizzi. You should visit his gallery and support this fine artist. The purpose of this site is to provide support for a Live Action troupe who create improvisational stories through Changeling:the Dreaming.