Changeling
There are many Kith who keep the Dreaming alive in the Empire of Concordia. Any of those Kith can easily be found at the barony of Shining Waters.
Boggans
Industrious, earthy and true, boggans are the glue that keeps kithain society together. Ever ready to lend a hand and a sympathetic ear, boggans are wise enough to realize that even the mightiest heroes need a place to sleep, a bite to eat and the occasional parcel of goods to set them on their way. They are more than happy to oblige.
Not that a boggan could not find his way through goblin tunnels in the dark, or play word-games with a dragon, or find the One Ring, or save the day. Such is, admittedly, out of character for them.
Boggans claim they were the result of mortals wishing they had extra hands to help around the house, or just a helper who worked quickly and didn't complain too much. Tireless workers who hold by a store of common sense and household wisdom, boggans see themselves as the force that makes the larger achievements of the kiathain possible, taking as much pride in a simple well-kept cottage as a sidhe lord might have over an entire chimerical manor. It's all a question of scale, and boggans have suited their own more to their stature. As the hearth-keepers and tavern owners of the kithain, their reputation for gossip almost rivals that of their craftswork.
Preferring comfort over fashion, boggan choose clothes that are often subdued when compared to those of other kith (although a boggan with a hand for sewing can rival the finest sidhe designers). In their fae mein, boggans tend to be short, with large, calloused hands, twinkling eyes, and large noses. They tend toward plumpness, with bushy hair and eyebrows.
Eshu
Explorers and entrepreneurs, dashing heroes and dastardly villains - eshu are never the supporting cast. These restless African and Romany fae embody the spirit of adventure, and as such can be found nearly everywhere in the world, pursuing quests and telling tales of their previous travels. Fae royalty in their homelands, eshu have since adapted to their involvement in Kithain society and the return of the sidhe with both humour and outrage. Ferw of their European or American brethren recognize their titles, and so the eshu take a loose view of title and nobility. Besides, it is hard to be a ruler on the open road anyway, and an eshu will take that freedom over a stuffy post anytime. Natural advocates of freedom and fierce individualists, eshu would no sooner lay claim over another than they would be held themselves. Eshu also have a deep love of tradition and custom, and abide by a wayfarer's code of sorts, which demands that they respect the customs of their host and refuse no other traveler aid any more than they would wish for themselves. When slighted past the point of their considerable politeness, eshu make formidable enemies, and one will go to great creative lengths to take revenge upon the one who insulted her.
Eshu view life as a herioc tale in which they are central characters, which makes them very intimately aware of their "audience". Eshu can become very cross if interrupted or denied a dramatic entrance. Dignity and poise is almost as important to them as their freedom, and an eshu always takes pains to apear on top of things.
Eshu tend to find jobs as entertainers, gamblers, dilettants, reporters - any trade that lets them indulge their thirst for travel and story. Although once primarily of African, Arabic and even Gypsy origin, eshu of all races now walk the roads of the Earth; an eshu's fae form is tall and graceful, with fathomless eyes. Eshu chimerical clothing favours colourful, Arabesque flowing garb with sashes and adornments, or African tribal finery.
Ghille Dhu
Mortal legends abound with stories of nymphs and green men, Fair Folk who protected glens and wild places. While all changelings savour the magic of the wilderness and seek t preserve it, there are few who can match the ghille dhu in maintaining the ways of the wild. Although the circumstances of the modern world have made these fae more scarce as time goes by, that has strengthened the resolve of those who stay bound to the earth still. Even the dedication of the trolls is put to the test when compared to the passion with which these strange and beautiful fae devote themselves to their chosen lands. Though once they held accords with the trolls, sidhe, pooka, and even some Prodigal skinchangers to maintain the wild, nearly all of those old pacts now stand forgotten, and many of the Western kith are not even aware of this kith's existence.
Ghille Dhu avoid any profession that takes them to cities for long periods of time, and have a deathly fear of Banality; the rapid aging of their faerie selves makes them fear chimerical death more than almost anything else. In their fae forms, ghille dhu have green skin, which goes from bright to medium to greenish-brown as they advance in seemings. Ghille Dhu are often adorned with plants: flowers as childlings, vines and grasses as wilders, and leaves and mosses as grumps.
Nockers
The embodiment of creative inspiration brought to frenzied life, nockers are the builders and crafters of the faerie world, the artisans who shape palaces out of dreams and forge weapons out of hopes. Unlike the boggans, however, whom they jeer at for choosing quantity over quality, nockers focus on tasks large in both ambition and material. They are known for building some of the most spectacular landmarks and heirlooms for the Dreaming - as well as some of the most spectacular failures in engineering history. For, like it or not, even the greatest nocker invention carries some kind of defect, large or small, that mars any chance of its ever being perfect (at least in the eyes of its creator). This curse, the other kith say, is the reason that nockers of often the most abrasive companions this side of a redcap, and the source of the streams of insults that greet even the most intimate visitor to a nocker's workshop. The nockers, for their part, claim that language is just one more invention yet to be perfected, and until then they can do whatever they bloody well like with it, thank you very much!
Whether or not the other kith appreciate it, nockers are the builders and makers of the enchanted world. While boggans may cook and fashion smaller items, nockers are responsible for nearly all work when it comes to chimerical construction on the large scale, and especially for more complicated and more intricate crafts. Although they often disparage the work they are currently doing (and most machines work for them more out of fear than respect), nockers love being praised, and constantly strive to build better and grander inventions. Even well respected nockers are on the low end of court invitation lists, but for their part most nockers don't put much measure into politics anyway - it's their craft that really matters, and little else.
Nocker mein has pale skin with reddened cheeks and noses that make them look drunk, and pointed ears. Their hair is light - often translucent white, and their skin tends to be tough and gnarled, making even wilders look fairly old before their time. Nockers are some of the most casual dressers of the Kithain, and have been known to wear their street clothes and tool belts to all manner of court functions. In their mortal seeming, nockers flock to professions where they can spend most of their time tinkering and building and away from people: engineering, architecture, computer sciences, art, and all manner of service/repair professions appeal to them.
Pooka
One of the most diverse kith, the pooka are notoriously difficult to understand. Notorious liars and pranksters on the surface, these shapechangers appear often to be the jesters and comic relief of kithain society. Pookas are also the spirits of a time long lost, when Humans and Animals lived both in nature, and humans sought wisdom from Nature. Joyful or mysterious on the outside, most Pooka are torn with despair on the inside, mournful over the loss of so much of the natural world, and the demise of human innocence before its time.
Every pooka can change into one animal, and while the shape adopted is most commonly nonthreatening and mammal (cats, dogs deer, foxes, et cetera), tales of avian, amphibian, aquatic, and even insect pooka are not unheard of. Pooka tales of the kind who can change into large predators and even legendary creatures are generally regarded as just that - stories. After all, no one believes a pooka. They are legendarily deceitful and misleading.
Redcaps
Savage fae who date back to the first mortal nightmares of things lurking in the night, redcaps are said to have been spawned from the same emotions as the sluagh. Where the underfolk became synonymous with lurking fear and intellectual terror, the redcaps became partnered with raw visceral horror and physical menace. Although by no means stupid, redcaps have never been ones for subtlety, and find the social intricacies of modern mortal and fae societies to be useless, preferring the more easily quantifiable standards of strength and skill at arms. Honour is not unknown to them, but mercy generally is, and even the best Seelie redcaps are rough knights who offend their Lords at table as mightily as they serve them upon the field. To their credit, redcaps give grudging respect to any who could play their games with them without getting sqeamish, and they ask for no more quarter than they give. Their few Seelie make as steadfast friends as their Unseelie make bulldog enemies, and the Kithain who earns the friendship of a redcap has made a friend for life. So far, few outsiders have taken the kith up on either offer, which suits the clannish redcaps just fine.
Most often, redcaps find employment in rough, physical trades in their mortal seemings, such as bouncers, boxers, motorcycle gang members and professional bodyguards. They tend to be build stocky and powerful, with grey skin, bloodshot eyes and rubbery wrinkled faces. Rites of passage involving body piercing and tattooing are extremely common for wilders and grumps of this kith, and the current fashion for leather and metal suits their taste perfectly. In battle, redcaps fight quickly, savagely, and dirty if necessary, using tactics and weapons that play to their image as brutal, inhuman warriors as much as possible.
Satyrs
If there is wisdom in madness, then the Satyrs are the smartest of the fae. Wild and passionate, they speak in riddles and satisfy their every lust with abandon. To no-one's surprise, Satyrs are the most athletic, if not the strongest, Western kith. Whether it's stamina for partying, tolerance for drinking, or speed for running away, Satyrs have definite physical advantages over their kin. Despite appearances, life is not a constant party for Satyrs. Most also enjoy solitude and scholasticism and take a loyal interest in their friends' well-being. They make good confidants and excellent debaters - mental contests are as entertaining as physical to most of them. Satyrs prize knowledge for its own sake, however, many Satyrs eventually burst out from their closet intellect to embark upon the carnal sprees for which they're best known. More often than not, they'll drag their more intellectual friends along for the ride. The goats have an eye for beauty and a soft spot for precious things. Though not materialistic, most Satyrs love to collect things (and people) to play with. A Seelie Satyr may try to understand her jilted lover, but she'll never truly understand the reason for his pain. When the song of Pan is playing, anything can happen. Vanity is another hallmark of this kith. Despite the obvious differences in appearance, they have much in common with some sidhe. An insulted Satyr may well demand restitution, one way or another.
Selkies
Selkies are fae neither of Overwater nor the Undersea, but of the constantly shifting shoreline. They are also caught between two forms, seal and human, never precisely one or the other. Selkies are creatures of contradiction, at once playful and practical, shy and outspoken. They are also highly sexual, but practice neither the lusty promiscuousness of the satyr nor the courtly romance of the sidhe. A selkie's appeal is both sensual and romantic, and once one chooses a mate, he will stay with her only, until called away by the sea. Unlike pookas, selkies are skinchangers. When one takes on a human shape, he physically puts aside his sealskin. Selkie skins, like all fae things, have mortal Seemings, appearing as everything from sealskin belts to fur stoles to greatcoats to even wetsuits. A selkie's skin contains his Glamour, as well as his fae essence. If a selkie's skin is lost, stolen, or taken by force, he can use no fae magics until he regains it. If the selkie's skin is destroyed, the selkie's fae self will die - and the mortal might as well. When a selkie dies, her Glamour - and her skin - are passed on to another human with selkie blood running in his veins. Selkies give favour to kinain with a love of the sea, who then in turn become Kithain. The new selkie soon learns the trick of changing his skin, as well as how to work the Glamour which is his birthright.
Sidhe
Exiled nobility in a Banal world, the sidhe recall as yesterday a time when they held undisputed sway over the Dreaming. Once they were known and feared as the Good Folk, and their whim enchanted and terrified mortals for millennia. Now the tales are forgotten, the gates to home are closed, and the songs seem to have vanished overnight. For sidhe, the age of wonder has died while they weren't looking, between one blink and the next. With no memory of the past six hundred years, they must mourn the passing of a history they cannot recall, and deny the immediacy of an even older history which is all that they remember. Though they fear death and Banality like few faeries ever could, they stare back into the face of oblivion and sneer. Other kithain generally consider the sidhe to be cold an arrogant, and they are right. The triumph of the sidhe, however, is their refusal to lie down and die. They are every inch nobility, as beautiful and terrible as any dream could be, and pursue a return to the Age of Myth with a fanatical devotion. Their return in 1969 was performed as though they had never left, and they fought a war to claim what they "knew" was theirs by right. Some are benevolant rulers, others are tyrants. All are the embodiment of nobility. Whatever they choose to do, sidhe always do it with grace, refinement, and Legend. Many seem detached, but those few commoners close to them know that the blessing and curse of the sidhe is to live closer to the Dreaming world than most faeries ever will. For the sidhe, the Age of Myth was yesterday. This walking dream-state gives most sidhe a glazed and unfocused air. Bards' songs say that the eldest sidhe live in the past, present, and future all at once. They are outside of time, and history has abandoned them. Banality is also a deadly curse, and the sidhe suffer from it more than do any other Kithain. Death is likewise a terror, for sidhe are not reborn as other faeries are. Death and Banality both weigh constantly on the sidhe, and many resent the Arcadians for locking them out of Paradise. Not that they remember being locked out; and that loss of memory is worse still. Even with these dooms upon them, these kithain inspire a supernatural awe, even in changelings with superior strength or skill. The very presence of a sidhe in her fae mein captures the hearts of mortals and colours the Dreaming about her. An angry sidhe is a terrible thing. Even redcaps hesitate to attack a raging highborn knight. They are leaders by nature, and inspiring by action. All sidhe are expert hands at drama and Romance. They live a legend, heroes and villains alike. They are nobles writ large, even if the letters are fading from view.
Sluagh
Snakelike and profane, these kithain are the outcasts of the faerie world, the nameless disposessed whose burrows honeycomb the depths. All fear their clammy touch, and with good reason. Sluagh are the slinking nightmares which bring terror unseen. Sluagh, of course, enjoy the effect they have on outsiders. There is a power and a grim humour in another's disgust. These fae are unsettlingly polite, but boggan rumours hint at secret rituals and wild carnage at hidden revels deep beneath the earth. Surface changelings call sluagh "Underfolk" and speak of them in whispers behind their hands. Tales claim the kith originated in Russia long ago, as faeries who lived under mountains and in mortal hearths. Now, however, they live out of sight in the cracks of the world, hidden until they choose to visit their cousins for inexplicable reasons. On occasion, a sluagh will openly visit the surface courts, cultivate friendships and even enter into oathbonds with "outsiders". This only causes more confusion amongst topsiders, which may even be the sluagh's sole purpose in doing it. Like the boggans, the Underfolk collect dirty secrets, and sometimes sell them to interested parties. Secrets are not their only tender: broken toys, strange knickknacks, and ancient mysteries are common trade items for the underfolk. The lost, broken, or forgotten are their meat and drink. Sluagh are known only to speak in whispers - indeed they cannot speak any louder. Social interactions often irritate them if they're forced to participate. Like many fae, sluagh are often contrary - any order given them is likely to be ignored out of sheer spite. To sluagh, revelation is joy; the more unsettling the revelation, the greater the joy. They seem to use other changelings as social guinea pigs, toying with their expectations and studying their relationships. Perhaps this stems from simple curiosity. Then again, perhaps they have a more sinister motive....
Trolls
Duty, strength, and honour are the hallmarks of the troll. Warriors without peer, these changelings revere old ways of plain speaking and simple truth. Ally or enemy, you will get honesty from a troll. Honour is not merely a concept with them, it is a way of being. Seelie trolls, often called "giants", have a nordic look about them; they are ruggedly proud and often handsome. Unseelie, often called "ogres", resemble massive cave-men, hairy and coarse-featured. All trolls have rumbling voices and great strength and size. They do not need to speak loudly to be obeyed. Most trolls view their great strength as a duty in itself - they are infinitely patient with the "lesser" kith. If a trolls' patience finally does break, however, the avalanche of carnage can be difficult to stop. Ancient legends call trolls the first noble kith. When the sidhe appeared, the legends say, a great war began. The trolls lost, and honourably swore fealty to the new rulers, an oath that binds many to this day. Even sidhe knights dread the possibility of a troll-led insurrection.

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