Changeling
Encyclopaedia Arcadiana

A different existence calls for a new vocabulary. Below are some of the more commonly used terms from The Shining Host.

Generalis
Arcadia
The original homeland of the Fae; the home of all faeries within the Dreaming, lost to them when the roads between the two worlds closed.
Arts
The ways of shaping Glamour to affect the world around you.
Augmen
The tendancy for changelings, as they enter deeper and deeper into the Dreaming, to closer and closer resemble their Arcadian kith. As they go farther into the Dreaming, more of their true fae nature comes forth.
Autumn, the
The modern age, where Glamour is rare, and the fae must hide from the rest of the world, trying to survive in a world that does not believe in magic.
Autumn Realm
The mundane world, where changelings live their mortal lives and suffer the plague called Banality. Also called the Waking World and the Flesh Realms.
Banal Shiver
The seed of Banality (q.v.) that haunts the souls of all changelings, forever barring them from Arcadia.
Banality
Mortal disbelief, it affect Changelings and their Glamour (q.v.).
Bedlam
A kind of madness which falls upon Changelings which stray too far from the mortal world. It is a danger not only to the sufferer, but to others as well.
Bunk
The price which Glamour exacts in exchange for its power. All things come with a price.
Burgess
A mortal; sometimes used to refer to commoners.
Cantrip
A spell created with Glamour, through use of a combination of Arts and Realms. When creating a Cantrip, Glamour will demand that the Changeling perform a Bunk of some kind.
Champion
A warrior chosen by one of higher rank to fight in his or her 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 a mortal form in order to hide from the world and thus survive. This mortal form is called the Seeming.
Chicanery
The Art of clouding the minds of others.
Childling
A recently awoken faerie soul, although also usually young in mortal form as well. Childling interests usually last until around puberty. Childlings are known for their innocence an daffinity 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 may be entities in their own right.
Chrysalis
Awakening into one's Changeling nature. Often this event causes a burst of Glamour, and creates a number of Chimerae, attracting the attention of Changelings for miles around.
Churl
A vassal to a liege; insulting if used to describe a noble.
Clarion
A call to war made by a noble to his vassals.
Codger
A Grump, an old changeling.
Commoner
Any Changeling who is not of the Sidhe Kith. Changelings live in a feudal society.
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.
Dan
Fate; one's destiny or karma.
Dauntain
Human faerie-hunters, deeply twisted by Banality. They are usually Changeling who, due to some trauma in their past, have refused their faerie natures, and seek to destroy the "daemons" which plague them.
Dream Lords
The sidhe.
Dream Realms
The Dreaming in its somewhat benign state, where the dangers are balanced by the wonders to be found.
Dreaming, the
The collective dreams of humanity. Changelings can travel in these realms both to seek adventure, and to gather the raw dreamstuff that makes up Chimerae.
Dreamrealms
The lands comprising the lost Arcadia, and other realms which make up the far Dreaming.
Enchant
To imbue a mortal with the power to see Chimera and other Glamourous things.
Escheat
The highest faerie laws. Both the Seelie and the Unseelie Couts follow the Escheat in some form or another.
Fading path
Term for the path followed by those fae which left the Realms alongside the departing Tuatha de Danaan.
Fae, Faerie
A being indiginous to the Dreaming (although not always a current resident thereof - for instance, Changelings are Fae which have been trapped on Earth).
Fathom
A deep-seeking, protracted use of the Art Soothsay. Also called the "Taghairm."
Fionn Sidhe
Fair sidhe, Arcadian sidhe.
Fior
A contest, the point of which is to determine justice.
Firchlis, the
Waves of change that ripple through the Dreaming and randomly alter landscapes or even the weather.
Five, the
The five noble Seelie Houses of the sidhe, who returned during the Resurgence.
Fledge
A newly awakened Changeling of any age.
Flesh Realm, The
The mundane world, where changelings live their mortal lives and suffer the plague called Banality. Also called the Waking World, and the World of Flesh.
Fomorians
A brutal and powerful race of misshapen monsters. Traditional enemies of the Tuatha de Danaan and the sidhe.
Foredoom
When a use of Soothsay prophesies very bad news.
Freehold
A place that is infused with Glamour. Important to all Changelings, Freeholds are proof against Banality -- for a time.
Gallain
"The Outsiders" - those who, such as Werewolves, may be Kithain but whose origins, customs, and magical ways are not understood.
Glamour
The living force of the Dreaming; Changeling magic.
Grump
A Changeling of elder years, usually beginning around the age of 25. Very few Changelings reach this age -- most succumb to Banality and forget about the Fae long before.
Hue and Cry
A hunt called out against the darkest criminals, or the call to all Changelings in the area to come and defend a Freehold.
Impulse
The three main political persuasions of Seelie Concordian sidhe life (Traditionalists, Reformers, and Modernists).
Kenning
A skill possessed by all changelings to a greater or lesser degree, allowing them to see or sense things Of The Dreaming, such as other Kithain, Magic, Freeholds, et cetera.
Kin
Human relatives of a Changeling who do not posess Faerie blood. Most will be completely unaware of Faeries and the Dreaming.
Kinain
Himan kinfolk of a Changeling who have a touch of Faerie blood themselves, and who often possess strange magical "gifts" because of it.
Kith
All the Changelings of a kind. One's Kith determines the nature of one's Faerie guise and soul. For example, trolls are one kith, and sidhe are another.
Kithain
Changelings' self-referential term. All Changelings are Kithain, no matter what Kith they actually are.
Knarl
A special magical knot that serves as a type of ward; often used in Weaver Ward (Sovereign) cantrips.
Legerdemain
The Art of sleight-of-hand and illusion.
Liege
One's sworn Noble sovereign, whether knight, baron, count, duke, or king. Changelings largely live under a feudal system.
Long Winter, the
The prophesied eradication of all Glamour in this world.
Lost Ones
Faeries (mostly sidhe) who disappeared into their Freeholds during the Shattering and remained there, slipping into Bedlam rather than undergo the Changeling Way.
Mists, the
The tendancy for mortals and Banality-laden Changelings to forget the effects of Glamour and the existence of the Fae after a very short time. The Mists help to protect Changelings from being discovered, but it also prevents Changelings from remembering anything about Arcadia.
Mongrel
A changeling who grew up apart from other fae and without a patron or guardian of any sort. Mongrels are prime candidates for Bedlam.
Morphean Oracles
Kithain soothsayers who specialize in predictions about the Dreaming. The best belong to House Scathach and control much of its destiny.
Motley
A family or gang of Commoners.
Mythic Realm, The
The Dreaming (q.v.), also the World of Myth.
Naming
The Art of Saining and of True Names.
Nertmar Sidhe
Powerful sidhe.
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.
Paths of Balor
One-way Trods (q.v.), different in colour and texture from the Silver Paths. They lead to other realms, shadow and spirit worlds where one can sometimes encounter werewolves, human sorcerers, or even the souls of the dead. Most are found only in the Deep Dreaming.
Primal
The Art of the eldest nature magics.
Realm
The five aspects of the world with which Changelings have an affinity, and which they can affect with their Arts. The Realms are Actor (mortal humans), Nature, Fae (magic and things of the Dreaming), Prop (crafted items of all sorts), Scene (places, locations, and areas).
Retainers
Any servants of a liege. Also called Retinue.
Retinue
Any servants of a liege. Also called Retainers.
Retrorse
To revert to one's mortal Seeming.
Reune
A noble rendezvous, often a secret negotiation.
Romantic
A changeling who gives free reign to his feelings of love, over and above all other considerations.
Romanticists
A changeling who pursues romance as a calling or vocation. Sometimes, one who belongs to a Romanticist organization or "secret" society.
Romantic Legacies
The psychological attributes that define a changeling's romantic personality.
Saining
"The Naming." A ritual performed on a newly awakened Changeling to determine his proper Kith, true name, and title. Since Changelings are reincarnated over and over again, each time they re-awaken, their true self must be rediscovered. Not all Changelings remember their past lives, however.
Seeming
The mortal form into which a Changeling is born, and which serves to hide them from the Banality of the world. As they age and gain Banality, the Seeming changes from Childling to Wilder to Grump.
Silver Ban
The ban enacted by the Tuatha de Danaan that banished the servants of the Fomorians from the Autumn World, also called the Flesh Realm, and keeps them from walking the Silver Path of the Trods.
Silver Path
"Trods" - a path of silver that guides and protects changelings on a journey through the Dreaming.
Sons of Adam, Daughters of Eve
Humans, an Arcadian term.
Soothsay
The Art of determining Fate or "Dan."
Sorcerer, Sorceress
Changelings who have mastered at least one Art (advanced) and excelled at another (full intermediate).
Sovereign
The Art of rulership and leadership, known primarily only by the sidhe.
Tara-Nar
The great Freehold castle of the High King, David ap Ardry ap Gwydion. Beneath it is the Well of Fire, from which the hearthfires of all Freeholds (q.v.) are lit.
Tessarakonta
Remembered by very few changelings except through the legendry of the sidhe, it is known to changelings as "The War of the Trees," and was the last great conflict between the Tuatha de Danaan and the Fomorians.
Treasure
A magical item of some sort, imbued with Glamour. Some Treasures can be qute powerful.
Trods
Magical gateways and Faerie roads. Some lead to other Freeholds, others lead into the Dreaming itself. They are opened only at prescribed times, and with much ritual.
Twilight Time
The Interregnum, the Arcadian term.
Uasal sidhe
High sidhe.
Vassal
The sworn servant of a Liege.
Vellum
A specially preserved chimerical hide on which Changeling scribes write things to be kept from mortal eyes.
Voile
Chimerical clothing, garb, and jewelry.
Wayfare
The Art of travel and of movement.
Wilder
A Changeling of adolescent years, usually from age 13 to age 25. Known for their wild undertakings and loose tempers (although neither is always true), Wilders are the most common Changelings.
Yearning
The Yearning is the utter longing for lost Arcadia that often overcomes Grumps as Banality encroaches upon them.

Politicalis
Accordance War
The conflict resulting from the sidhe's return to North America in 1969; there are many parallel conflicts across the globe, but the Accordance War is perhaps longest and bloodiest. It ends with the Treaty of Accord, and the formation of Concordia, also called the Empire of the Turtle.
Aghlabib
The Maghreb, northern Africa.
Bard
A court's storyteller and record keeper.
Caliburn
The mystical sword, said to have been carried by Arthur, which is now carried by the High King of Concordia.
Caliphate of Cedars
The Levant, the eastern Mediterranean.
Chancellor
The right hand of their lords, chancellors govern fiefdoms when their lords are away.
Concordia
The mortal lands of North and Central America, also called the Empire of the Turtle, ruled by a High King.
Conservative
Commoner political viewpoint that advocates continued sidhe rule; tey are generally against ennobling commoners except in extraordinary circumstances. Similar to sidhe Traditionalists.
Empire of the Caucasus
The mortal lands of Turkey and the Black Sea basin.
Empire of the Turtle
The mortal lands of North and Central America, also called Concordia, after the Treaty of Accord.
Five Years War
The conflict taking place in Europe after the Resurgence; comperable to the Accordance War, the War of Ivy, and the '69.
Galacian Confederation
Southern, central, and eastern Europe; a commoner center of power.
Herald
Common messengers, diplomats and courtiers for a given noble. Also responsible for summoning up commoner levies when fiefdoms are endangered.
Hibernia
The mortal land of Ireland.
Isles of the Wandering Dream
The mortal lands of Australia and New Zealand.
Isle of Snowflakes
The mortal land of Iceland.
Isle of the Mighty
The mortal lands of England (Albion), Scotland (Caledonia), and Wales (Cymru).
Jester
Not a prankster, but rather jesters entertain the nobility and usher in Glamour during festivals, and also snoop out Banal threats to the fiefdom and destroy them.
Lios Alfar
Faeries of light; the Seelie Court; term used frequently in Dalarna and Jutland.
Kingdom of Dalarna
The mortal lands of Norway and Sweden.
Kingdom of Golden Threads
The mortal lands of Belgium and Luxembourg.
Kingdom of Flowers
The mortal land of the Netherlands.
Kingdom of Iberia
The mortal lands of Spain and Portugal.
Kingdom of Jutland
The mortal land of Denmark; the king uses the title of the Jarl of Jutland.
Kingdom of Neustria
The mortal land of France, staunchly sidhe Traditionalist.
Kingdom of Northern Ice
The mortal land of Canada, and one of several kingdoms which make up the Empire of the Turtle.
Moderate
Commoner political viewpoint that supports continued sidhe rule with strong advisory councils of commoners. They also support awarding titles to deserving commoners. Similar to sidhe Modernists.
Modernist
Sidhe political Impulse that advocates acceptance and embrace of the modern world rather than clinging to the old.
Noble
A sidhe; commoners with title are called titled or ennobled commoners.
Nubia
Northeast Africa.
Radical
Commoner political viewpoint supporting full equality and joint rule between sidhe and commoners. Similar to sidhe Modernists, but more outspoken in their beliefs.
Reeve
Reeves organize the commoners of a noble's fiefdom; the act as advocates for the commoners in court and act as intermediary between the lord and her commoners.
Reformist
Sidhe political impulse that desires constitutional monarchy.
Restorationist
Commoner term for sidhe during the Accordance War.
Royalist
Commoners who fought alongside the sidhe during the Accordance War.
Scribe
Scribes record chimerical history in great volumes made of the hides of griffins and boars. They prevent events from being lost to the Mists.
Seer
Skilled enchanters and advisors to the lord of a Freehold. One of several olf terms for a seer is Gruagagh.
Steward
Stewards organize and govern a lord's assets and fiefdom's resources.
Sultanate of Hejaz
The mortal lands of the Arabian peninsula.
Svart Alfar
Faeries of darkness; the Unseelie Court; term used frequently in Jutland and Dalarna.
Thane
Commoner warrior who is loyal to his or her lord.
Traditionalist
Sidhe political impulse believing inherently in sidhe leadership; note that some number of trolls also follow this Impulse.
Troubadour
Musician and performer for a court.
War of Ivy
The British version of the Accordance War.

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