Changeling

This page gives examples of Treasures and some Chimerae. Hopefully, they will give you an idea of some of the Treasures you could give to your own character. Note that level 4 treasures are at least as "important" as your character itself, and a level five treasure is much more important than any PC - in effect it is a Non-Player Character of its own. For Nocker Treasures, see below.

Inner Spinners * Sluagh Treasure {level one}. Creepy, crawly, dark and dank, the Inner Spinners are instruments of revenge and torture. For all intents and purposes, the Inner Spinners are tiny chimerical arachnids, done up in black laquer and clockwork. When placed in the house or sleeping quarters of their intended victim, the Spinners go to work. Once the target is safely dozing, the Spinners scuttle over to him and proceed to crawl into his ears, nose, and mouth. There they spin chimerical webs so thick and sticky that he may suffocate, choke, or go temporarily deaf. More than one changeling has gone mad after awaking to discover that he had a mouthful of spiders. All that is required to activate a set of these miniature monstrosities is a single hair belonging to the intended target, which must be tied around the leg of the largest of the spinners.
Coiming Crest * Sidhe Treasure (level one). This miniature shield is completely unadorned. If held by a sidhe for a full day, however, a crest identifying the holder's heritage, House, and legendary status will appear on the front. Thus the sidhe's true name can be discovered. This item is often used during the naming ceremony for a sidhe.
Highland Blade * Troll Treasure (level two). These enchanted blades are growing increasingly rare, for the means of their construction are either lost, or the nockers aren't talking. Most common among them are claymores, 'though other edged varients exist. So long as the weilder possesses even one point of Glamour, he will not suffer any ill effects on account of terrain. The blades themselves can store from one to three points of Glamour within; so long as they are empowered by even one point of Glamour, they will neither dull nor break, except by magical means. Damage and concealability are by weapon type.
Distilled Fear * Sluagh Treasure (level three). In several tribes around the world, it is believed that if one consumed the fear of another you would gain strength and power for a short while. The sluagh have been tapping into fear for quite some time and have been able to create a unique liquor that can either make you stronger or cause you curl up in a fetal position for awhile. Distilled Fear also has other unique properties. It seems that Sluagh and Redcaps have an easier time handling the stuff than do other kiths and mortals have an even worse time handling Distilled Fear. All that is required to activate Distilled Fear is a willpower test (versus 5 traits for Sluagh and Redcaps, 6 for other Kithain or the Gallain, and 7 for creatures not of the Dreaming). If successful, the imbiber in question gains an additional Physical Trait ("Fearless") for a scene. Failure results in the imbiber gaining an appropriate phobia for a scene.

Baker's Stone * Boggan Treasure (level one). Bakers' Stones can come in any shape, colour and size, although most are round and made from brown clay. When any kind of organic material is placed on the stone, it magically transforms into plain but edible cakes. In the Dreaming and other places rich in Glamour, the cakes become richer and fancier, with icing, currant, and fruit toppings. Most stones produce three to five cakes a day, depending upon the size of the stone. Each cake can sustain one changeling for the entire day.
Bane Dagger * (level three). This nasty weapon was rare until the Accordance War; it is designed for Assassination, and as such has been pronounced officially proscribed. Naturally, enterprising Unseelie nockers have taken advantage of this to raise their prices. The dagger has a small compartment in the hilt. When a part of the intended victim is placed in the compartment (a strand of hair, or a drop of blood), the blade becomes attuned to that person, and can never be reattuned. When attacked with the blade, that target is considered three traits down, and such attacks do an extra level of damage. Attacks against anyone else are made as a normal weapon. Once the target has been chimerically killed, the blade begins to corrode, disappearing in less than an hour. These weapons are only made as daggers (they are for assassination, after all).
Wordspider * Sluagh Treasure (level five). Long before hackers proclaimed that information wants to be free, the sluagh decided that there should be no secrets kept from them. Hence they created the Wordspider, a chimerical, mechanical, methodical breaker of codes and discoverer of secrets. Small enough to fit into the average sluagh's palm, the Wordspider looks as if it were spun from green and gold glass. Its mandibles, however, are unusually long, and careful observation notes wiry protusions from each "foot". When set upon a page containing any sort of code, hidden text, or chimerical confusion of the true words contained within, the Wordspider (fueled by a point of Glamour) goes instantly to work. To onservers, it will appear to be cutting, manipulating, and otherwise reordering the very letters and ink of the page, devouring the text in bite sized morsels, only to regurgitate it in some new order. The Wordspider is spitting out the actual words of the missive. No code, no spell, no Art, no hidden ink can protect a written secret from the all-seeing eye of the Wordspider.
Thor's Tarnhelm * Troll Treasure (level five). This huge helmet protects its wearer against chimerical physical damage of any sort, save that inflicted by chimerical hammers or clubs. The Tarnhelm is deeply (some say malevolently) intelligent, and has its own history, friends and enemies. Over time it will begin to infect its wearer with its own agenda, consuming her mind and will. It knows a great deal of lore and history and will often motivate reluctant "hosts" by luring them with stories of hidden treasures and uncompleted quests.

The Bes Din
Basically, the Bes Din is the Nocker patent office. Most non-Nockers have little to do with this organization (unless one of their requests falls on the Bes Din's list of proscribed technology). Every region that has Nockers has a local Bes Din representative of some sort, all of whom report to the main office in Nova Scotia. They make sure that Nockers don't steal the inventions of another, and control the sale of certain weapon technologies to other kith.
Patent Office

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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.