BOGGAN-Known for service, gossip is their art. Renown for crafts. Essentially homebodies. Take care of home to best of ability. Own home very comfortable, usually rural areas. Fear indebtedness. Refuse payment/be insulted. Compassion for those needing help. Usually short with tendency toward plump. Hands thick, calloused, skin darkens/wrinkles with age. Very honest. Unseelie sell secrets(still don't lie). Work for any showing appreciation for work. If quality questioned, will go into rage. When mad, creatively profane. Work for others not commanded by them. Status measured by people helped. Avoid oaths. Childlings good at mischief, hand-eye coordination crafts. Wilders set off for adventure. Grumps settle in permanent home to work on, advisors/mentors to nobility, artisans. Affinity: Actor. Birthrights: Craftwork unobserved: accomplish physical labor in 1/3 time. Can't botch Crafts roll; Social Dynamics roll Perception+ Empathy/Subterfuge(dif on group complexity) to figure group's makeup. Frailty: faced with needy person, roll Willpower to not help.
ESHU-Travelers, lorespinning. Travel searching for new stories, adventures, experiences. Dignity everything, go without food if will damage. Almost any other means to get by. Any who trick them rewarded even if hated. Any who give them new experiences, are considered friends. Not necessarily dishonest, not afraid to take advantage if need be. Live life to fullest. Often salesmen, lawyers, gamblers. Most have dark complexions, black hair, blue or black eyes. Fae tall, muscular, with long limbs, features. Dress varies, most prefer tied scarves, silks. Childlings attentive, polite, full of questions/observations. Wilders often caught up in own stories. Grumps usually settle down, hold bard court. Affinity: Scene. Birthrights: Spirit's Pathways: always take most interesting route possible; Talecraft: can't botch Performance/Empathy roll. Frailty: can't resist challenge, gamble, quest if appears to be any way to accept, still come out alive.
NUNNEHI-These are the Changelings native to the Americas. There are several types, but until the release of the Players Guide, there is sparse information on them. The 3 types listed in Rage Across Appalachia are only given token mention(not as detailed for caracter creation). The first are the Nanehi. Their seemings are that of a typical American Indian of a given tribe. As Kith, they appear as the idealized version of their tribe. Their ability is to change their size and appearance. The second are the Yunwi Amai'yine'hi. They are like the Pooka, except they change into aquatic animals. The final group is the Yunwi Tsundsi'. They are the equivalent of the Boggans. They are very fond of children and their ability is to conceal themselves completely.
NOCKERS-Perfectionist artisans, quickly pick preferrence, seek perfection. Most build things, some on beings. Prized advisers/artisans, but in social situations barely tolerated. Sarcastic, rude, crass. Loyalty unquestionable, slight craft is to court death. In love, nothing wouldn't do for other(even die). Thick, reddish skin, pointy ears, knotty digits. Face pasty, red nose/cheeks. Translucent white hair, beady, ratlike eyes. Tiny rows of pointed teeth. Clothing complexity second only Sidhe. Childlings small/twisted, rather destroy machines than fix. Wilders get kicks from cars, computers. Age darkens, hair turns white. Grumps have wrinkled skin, almost permanent scowls. Affinity: Props. Birthrights: Chimera Creation: create simple, nonliving chimera. Need place to work. can't use electricity, radiation, active chemical reactions. Roll Intelligence+Crafts(dif/success by complexity). Fix-It-All: fix mechanical device on Intelligence+Craft(dif on complexity). Can't botch Crafts /Security rolls. Frailty: try perfection, never obtain. Always some trivial/unfixable flaw.
POOKA-Prankster shapeshifters. Believe in having good time above all else. Live in absolute terror of Banality. Overcome by depression for days at time. Always trying to drive away sadness through pranks/jokes. Mean no harm, just fun/general chaos. Shapeshift into animal (usually domesticated, but all types). Some of animal features follow them into seemings. Flamboyant, devious, lazy, manic, goofy. Insulted by truth, prefer things more interesting to watch fun(don't wish real injury). Very loyal to friends, courageous in battle. Very sorry if pranks cause real pain. Sense of romance as grand as sense of humor. Almost guaranteed good time. Cute with animal features. Childlings too cute, adults want to cuddle/feed them candy. Wilders are class clowns. Bestial nature more obvious. Grumps differ little from Wilders. Most settle as jesters, set elaborate pranks taking years to accomplish. Commonly actors, clowns, stand-up comedians. City types hang at universities, circuses. Affinity: Nature. Birthrights: Shapechanging: when alone may change into animal(1 Glamour) or back. Any animal. Confidant: during conversation, roll Manipulation+Subterfuge/Empathy(dif Target Willpower) subject spills guts. 1 truthful answer/success. Can't botch Empathy/Subterfuge. Frailty: People may trust, no 1 believes. Can't tell complete truth unless roll Willpower(dif 8) to tell nothing but truth.
REDCAP-Most hideous, vile, intimidating and hungry fae. Accomplish what Trolls do by sheer bad attitude. Great bodyguards/warriors if gain loyalty. Even few Seelie fight dirty. In combat, none know meaning of fair. Few are stupid, less are clever. Unless authority beats/flatters, they rebel against. Appetite known for vast quantity. Stocky build, gray, mottled skin, thick, bandy legs, horrid bloodshot eyes, skeletal noses, rubbery wrinkled faces, ghoulish mouths, yellowed, crooked, flat teeth. Childlings bully more sadistic than deadly. Wilders gangsters, vandals, malcontents. Many body pierce. Grumps hold younger in line by force, although Seelie treasured warriors like barbarian knights. Prefer cities. Affinity: Nature. Birthrights: Dark Appetite: eat anything they get teeth around(if humans can't digest spend 1 Glamour). Bully Browbeat: intimidate anything. -1 Intimidation dif. Frailty: None likes. +2 Social roll dif.
SATYR-Wild, passionate, satisfy desires with abandon. Known for intelligence, wisdom, reckless abandon, no restraint, endless stamina. Most athletic of fae. Enjoy solitude, scholasticism, helping friends just as much as parties. Though not materialistic, collect things to play with. Dangerous for people as feelings remain mystery to them. May try to understand others feelings, never truly do. Temperamental, only friends that last long are other Satyrs. Lean, furry, long hair, rarely shave, furry legs, cloven hooves, small horns on top of heads. Few clothes worn are durable, easily removed. Music is passion; most are musicians. Childlings have 4 nubs for horns. Sing/play beautifully, drown out any mortal's voice. Wilders lecherous and rambunctious. Males have 6 in. horns(females smaller), Grumps wise, often sad, best years behind them. Male horns are large, impressive. Affinity: Fae. Birthrights: Gift of Pan: sing/ play, roll Charisma+Empathy/Performance, stir changelings/mortals to carnal passions. Any fail Willpower(dif 7) succumb. Lowers local Banality by point/2 each. Physical Prowess: +1 Stamina, even above 5. Kith: run 25'+3x Dexterity. Can't botch Athletics. Frailty: Mood swings(esp when drunk). +2 Dif of Willpower to maintain self-control.
SIDHE-Exiled nobility, still recall when held control over Dreaming. Mistrusted because of not only way they rule, how often flip between courts. Do all with grace, refinement. More deeply connected to Dreaming than othes. Gives them glazed/unfocused air. Fear Banality more than any. Reincarnate only if given wake(then as commoner). No matter how well try to cloak selves, some sign of birthright always shows. Nearly impossible to make look foolish by manners/graces. Masters of romance, subterfuge. Many quest to find way to return to Arcadia. All resemble humans of unearthly beauty. Carry hint of sadness even when laugh. Tall, lean, pointed ears, angular features, commanding gaze. Fierce, regal, eyes odd colors: violet, silver. Rarely wear any but finest clothing. Hold influential positions in society. Childlings spoiled. Wilders proud, spirited, indulging every whim, assume knightly honors later. Grumps sadly regal. Many want to be young. Affinity: none. Birthrights: Awe and Beauty: radiate power by presence, very attractive. +2 Appearance(even above 5), stand out in crowd. -2 Social Dif by impassioned Sidhe. Any trying to attack when angry roll Willpower(dif 6). Noble Bearing: Cantrip that make them look foolish fail. Can't botch Etiquette. Frailty: Banality affects at +1, each point earned=2. Prone to depressions lasting weeks; overcome by changing Legacies back and forth.
SLUAGH-Information gatherers living in tunnels catacombing cities. Very little is known about them, rumored they practice evil rites in solitude. What little is known about them is confused even more by those visiting surface. Cultivate friends, enter oathbonds, act as other Kith when do. Thought that most are Unseelie, but rarely take either side. Social interaction painful to them, can't speak above whisper. Go out of their way to aid/protect those who are nice to them. Others in tunnels will be beset by bands from shadows. Pale, grosteque, oddly compelling. Fae forms lack teeth, small, tired, mysterious eyes. Carry vague odor of decay in either guise. Favor archaic clothing, usually black. Territorial, rule sewers, crawl spaces, access corridors of world. Childlings resemble drowned rats(true street urchins). Wilders are pranksters, guardians, dark, hollow eyes, elongated limbs, fingers/toes. Grumps papery peeling skin, stooped, crooked. Affinity: Prop. Birthrights: Squirm: dislocate joints, squirm. Escape bonds/imprisonment, contort with ease on Dexterity+Athletics(dif on complexity). Iron negates. Sharpened Senses: -2 Perception dif(min 3). Perception+Alertness(dif 7) sees through illusion. Can't botch Stealth/Alertness. Aversion to light/loud sounds. Sense overload raise dif 2+. Frailty: can't speak above whisper, agoraphobic, dislike social situations. +2 Social dif.
TROLLS-Most honorable fae. Plain speaking, believe in simple truths. Most consider them naive. They consider trust, dedication to be measures of worth. Honor is their life. Rumbling voices, great strength/size(don't need to speak loudly to be obeyed). Most consider using strength without just cause unworthy(saved many Eshu, Pookas, Satyrs). When patience breaks, fly into monstrous rage until calmed. Not stupid, but trust others. Called first noble Kith, claimed they lost war to Sidhe, swore allegiance. Noble, civilized, ardent romantics. Prefer simple lifestyle. Unseelie are slobs; Seelie are neat. Messy home is sign that Unseelie Legacy dominates. Large, 7-9' tall, thick bones, weightlifter muscles. Seelie have noble air, Nordic look. Slaty blue skin, thick black hair, icy blue/pale green eyes. Powerful jaws, wolflike teeth, small ridged horns on heads. Childlings don't remain young long, encouraged to assume honorable age. Wilders in prime, often remain this way decades/centuries. Grumps slower/ stronger than other. Favor wilderness, notoriously honest. Affinity: Fae. Birthrights: Titan's Power: Wilders:+1 Strength(above 5)/Bruised Health Level. Grumps, gain another Strength/Health Level, +1 Dexterity dif. Can't botch Athletics/Alertness. Stubbornness: service to cause, +2 Willpower dice. Frailty: Renege on sworn oath/contract becomes sickly, loses Titan's Power. Only atone for lapse regains strength/durability.
KITH COMPILATION
BY ALPHABETICAL ORDER
FOR CHANGELING: THE DREAMING
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