Turning Wheel
Changelings are as much mortal as they are fae, and they are subject to the ravages of time just like any other creature of human flesh. A changeling is born into the world with a mortal life, grows up, ages and eventually dies. Her fae nature is passed on to her next life to start the cycle all over again. This is the fate of the exiles from Arcadia, to be caught up in the cycle of life, death and rebirth over and over again. Each time the wheel turns, a changeling moves from one life to the next, hopefully gaining some wisdom along the way.
The exceptions to this cycle are the sidhe nobles exiled from Arcadia. Once their spirits pass from this life no one knows what becomes of them. Death remains a dark mystery for the nobility, and it is a passage that all of them fear in their heart of hearts.
Spring
- told by Heironymus Borogrove, Boggan mentor
"Gather 'round, you young ones. Today we speak not of histories long dead, but of you, proud and alive! Histories living and growing even as we watch.
"Children are our strongest connection to the Dreaming, and to ourselves. It is your innocence in this lifetime, and your wisdom from the ages past which make you precious. Yes, even you, Mumpoker Riddling Gwydion. True, you are young, true you may act like Children. Of course! You are Childlings yet, and that is to be expected, accepted, and celebrated. Still, it is important to remember that you are far, far older than this single lifetime and this single body. Your fae soul might remember the Mythic Age, or beyond! You might hold a dozen mortal lifetimes locked behind the Mists of Memory, just waiting for you to remember them.
"Now, I see that look on your faces. You cannot remember those many lives for just this reason: you cannot remember. It is just so simple as that. With the fresh start a new Life gives you, your innocence cannot let you remember all that has passed. Certainly, there are those like Mumpoker here whose Rememberance carries back to the many lifetimes before, giving them surprisingly adult insights and thoughts now and again, but by and large most of you have returned to the simple pleasures of childhood, freed by the Mists of Memory. Unburdened by bitterness, experience, and Banality, you must sieze this opportunity to view the world afresh. Take our Curse and make it a Blessing.
"Although your greatest gift is your fresh touch with Glamour, your lack of experience with Banality, most of you lack also the experience to make full use of your talents. Sure and you might have vague memories of many lifetimes within your fae soul, but your childling seeming makes them hard to recall. Don't strain yourself, Fidgit! Your'e pulling a face, and it might well stay there! Your memories are like to remain near-forgotten Dreams, or games of playing at Princesses and Knights, and you'll need to learn a great deal yet about Changeling society, and how to conduct yourself at Court!
"So listen up. Mumpoker!!
"Now, no matter how old you think that you are - and six may seem a great deal of time to some of you - you're still children, and other Kithain will see you as such. No matter you were once the great hero who faced down a Dragon and rescued the Lord of Balmoral's Throne, still you're "too young" to play the Most Dangerous Games. You'll not be making the hardest decisions at Court, nor raising or razing Kingdoms. You're our touch of Glamour, as I said earlier, so likely the Grumps in particular will wish to protect you from the worst of this Autumn World for as long as they can. You may have your Great Adventures, but well best be home in time for soup and tea.
"Now, I'm your mentor, your guardian. The four of you have been placed in my Fosterage. You remember that Dream Dance, what the Duke called your "Chrysalis"? Well, after such a thing, each new Kithain, Childling or Grump or Wilder, is placed as Fledge to a mentor. For Grumps and other grown-ups, this doesn't usually last long. The faster you learn the ways of Kithain society, the sooner you're done. Yes, Mumpoker, that means you'll likely be out from my care soon. Sooner rather than later, if you don't behave.
"Now, where was I... Oh yes.
"Once you've learned all you need to know, you get your name. Yes, I told you yesterday about Saining. It's good to see that some of you remember. Most fledges, in addition to learning their True Names, will also take on "use names" - just to prevent the wrong sort of person from getting hold of their Name. Names have power, you'll hear the sidhe say, and it's true. Now. There's enough for this morning.
"Who'd like some Hot Chocolate...?"
Togail an Ainm
The Togail is the sidhe name for theritual of the changing of seemings. As the kithain age, they pass from one seeming to the next, mortal years adding their wintery weight to the kithain soul. The ritual of the Togail an Ainm is both a celebration of the kithain's life and accomplishments, and a sombre reflection upon the loss of innocence and the inevitable advance of Winter.
When a changeling kenns or recognizes his advancing age, he will invite his close friends and kithain family (his mentors, fledges, and adoptive motley) to gather at a chosen place - usually the local noble's freehold, a semi-private and yet quite public celebration. Sometimes, a changeling will enchant and bring his mortal friends and family - at night, when they will awake in the morning remembering only a strange dream.
Any noble hosting the celebration will call that kithain to appear before the court and formally announce to the gathered assembly that he is moving on to the next part of his life. Often, the celebrant gives away many of his possessions from that age of his life to those gathered, to symbolize this progression.
It is then customary for the local noble to grant a changeling a special boon on her Togail, and any sidhe noble will not hesitate to offer. It is an old and honoured tradition which the sidhe take very seriously indeed.
Anything may be asked, which lies within that nobles immediate power, although the greedy should watch their words carefully. A request will be judged by all present as to its worthiness, and that judgement will reflect upon the asker.
Common requests include forgiveness for past wrongs, or social advancement, or the right to a quest. Some changelings are even known to have undertaken great travels to appear before a certain noble on their Togail, in hopes of asking a boon from them. The Togail an Ainm is also a time for contemplating and renewing oaths, or usung the Togail Boon to get out of an oath already sworn.
Summer
If childlings are a changeling's time of innocence and play, then wilders represent the time of action. Wilders always seem to be doing something, unable to sit still and always on the lookout for a new challenge or opportunity. These changelings are the wild growth of Summer, the leaping and dancing of a flame. They also hold the passion of fire that stirs within their hearts, and wilders are the changelings most given to romantic liaisons and wild, tragic affains that become the subject of song and story.
Infused with the energy and vitality of their youth, wilders have passed from the true innocence of childlings into a place where they know it all. They've learned from the mistakes and successes of their childhood, and now they're ready to take on the world with their vision and drive. The grumps just shake their heads, and grumble at the wilders' belief in their own infallibility. They know that these striplings all have to learn for themselves that things can't always be accomplished with nothing more than a ready hand and a willing heart.
Wilders are considered by most of changeling society (which is to say, themselves) to be the movers and shakers of Kithain courts and of changeling nobility. They are full of the energy and vigor that makes dynamic leaders, and many wilder nobles are quite effective and influential. However, they rarely have the kind of patience and tact required for the Great Game of Politics. They may be very successful generals and heroic figureheads. Some even have a knack for diplomacy and the intricacies of court intrigue, but most prefer the "fun" parts of being a leader over the mundane tasks of day-to-day rulership.
One of the things wilders are best at is making war. Most of the great warriors and soldiers of the Accordance War were wilders at the time, and they are generally considered the best warriors of the Kithain. Most childlings do not have the skill or killer instinct to make them capable warriors, and fewer still have the authority needed to lead others in battle. Some grumps are amazingly skilled, but few can risk the encroaching Banality that derives from bashing someone's head in or cleaving him in twain with a sword. Fortunately, wars are rare. The only great war in kithain memory was the Accordance War, or the wars of the Resurgence, more than 20 years ago. There are legends of a war in Arcadia, but little is known apart from rumour and speculation.
Autumn
Very few changelings survive the cold and banal world long enough to become grumps. Perhaps only one in 20 make it this far with their fae miens and their memories of Glamour and the Dreaming intact. This makes grumps the rarest of changelings, and gives them the respect of the Kithain.
Grumps are often also objects of some humour and sympathy on the part of the other changelings, because one doesn't make it to being a grump without showing some scars from it. Grumps are the most cynical and banal of changelings (although that's not saying much), their youthful vigour and innocence worn down by the passing of years and their experiences.
Grumps are also the real movers and shakers in changeling politics, culture and society. They protect the ancient knowledge and see that it is passed on and kept alive, if only because no one else can. They are the real power in the Game of Kithain Politics, and their intrigues can become incredibly ornate.
Grumps are the guardians of changeling culture and ritual. They have learned both the form and the deepest meaning that goes with those rituals. They have gained an appreciation for the formalities of changeling culture that wilders and childlings cannot quite understand. This makes grumps well-suited to be the guardians of changeling cultural traditions.
As the older members of the community, grumps have a duty to remind other changelings about the traditions of the Escheat, the celebrations and honourings of the Wheel of the Year, the customs regarding Saining, fostering, change and death.
This is one reason why court seers are often grumps in charge of rituals like the Saining and the Togain an Ainm.
The thing that grumps most fear, even more than mortal death, is the Forgetting. Grumps accumulate Banality just as they do grey hairs and little aches and pains. As they grow older, they become more and more in danger of forgetting their fae natures entirely, and living only in their mortal seemings for the rest of their lives. Rather than fall into mundanity and Forgetting, many older grumps take great risks and undertake quests like they may have done in their youth to reduce their Banality and perhaps recapture a spark of their youthful spirits. Others immerse themselves in the Game of noble politics and intrigue, hoping to stave off the near-inevitable.