DENIZENS


The Denizens, also called "Dark-kin" and "Adhene", are ancient enemies of the Kithain. During the final great war between the Tuatha de Danaan and the fomorians, the Denizens served as generals for the fomorians while the Kithain were allied with the Tuatha. After this war, called the "Tessarakonta" or "The War of Trees", the fomorians were all imprisoned and the Denizens were punished by being banned from the Silver Paths and exiled to the Tenebrous Realms of the Dreaming (areas of the Dreaming off the Silver Paths).

Three adhene: the aonides, the keremet and the moirę were not involved in the conflict and were spared this punishment. Many of them have lived in the Autumn World for some time. For the others, the Autumn World was out of reach until only recently.

Events chronicled in Time of Thin Blood for Vampire: the Masquerade led to a great cataclysm in India. This explosion, described as a "spirit nuke", destroyed the Antedeluvian, Ravnos (an ancient vampire) and its aftershocks were felt all through the spirit worlds, including the Dreaming.

Nightmare trods, long unused, became available for use again, and the long exiled adhene had access to the Autumn World where their old enemies had been living for centuries. It is also rumored that the blast loosened the formorians from their centuries old imprisonment.

The Denizens are not changelings. When they come to the Autumn World they have no physical body and no Banality. They are able to possess human bodies through a variety of means, or go without a physical form, which accrues Banality faster but has its own advantages. Some Denizens employ an Art called The Autumn Way to better deal with the world of humanity.

Each Denizen has three "Aria", which determine which Legacy is dominant, what their current Tempers (Glamour and Willpower) are, determines much of their personality and even alters their fae mien to some extent. These three Aria can change at any time, and the Denizen's attitudes and demeanor along with them. The "Dioniae" is the Aria that deals with primal urges and gratification of the Denizen's desires. The "Araminae" is the most human aspect and is the most rational and practical. The "Apolliae" is the Aria that focuses on higher ideals and senses of honor and duty. Which of these aspects is dominant at the time can vastly change the nature of the Denizen.

Denizens use Kithain Arts, but have a few known mostly to them alone. See Exclusive Arts for more.

The Denizens are detailed in Denizens of the Dreaming. Additional information on the Dreaming and the fomorians can be found in Dreams and Nightmares.

ADHENE OF THE DENIZENS


Acheri (AW-chair-ee): The acheri are the bringers of disease, spreaders of both physical and spiritual corruption. While the name comes from the mythology of India, the acheri have many names in many different legends. They can create Plague Nervosa (chimera that manifest as a type of disease), and have bonuses in tempting a person from the path of virtue. They all have a vice they are addicted to, and are unable to use their Birthrights against anyone wearing red. In Dioniae Aria the acheri exudes spiritual corruption. In Araminae they have physical signs of disease that negatively impacts their appearance. In Apolliae aspect, the acheri is covered by their shadow, making them a black silhouette with white or red eyes.

Aonides (AO-nids): Avatars of the Greek muses, the aonides are great artists and lovers, but can also be equally cruel. The aonides may freely walk the Silver Paths, being exempt from the Silver Ban. They are all masters of subtle manipulation, possessed of great charm. They are also able to steal Glamour from someone they have successfully seduced. They all have a specialty in some sort of art or creative occupation and cannot admit that anyone surpasses their ability in their chosen area of expertise. If they hear of someone that rivals their ability, they will challenge the other to a contest, and are typically very sore losers. Aonides tend to be attractive and are human looking, even in their fae mien. Their appearance is unaffected by their Aria.

Fir-bholg (FEAR-bolg): The beast men of ancient Ireland, the fir-bholg once ruled, and had even defeated the fomorians. They remember the time of their greatness, but times have changed and the mighty have fallen. The fir-bholg are able to bring changes about them, though they don't have direct control over these changes. Some of these effects can be quite dramatic, and with extra Glamour expenditure can even affect the Autumn World. Fir-bholg all have an unnatural hunger for some particular sort of unprepared food, and will die if they go long enough without consuming it. Additionally, all fir-bholg require mortals to make sacrifices to them, of people, animals or valuable possessions, or their ability to gather Glamour in the Autumn World is weakened. The fir-bholg are tall and fearsome looking, with great antlers that spread out from their foreheads.

Fuath (FOO-auth): The fuaths are avenging spirits of nature, connected to animals. Like satyrs they have animal attributes, but do not shape shift into that form like pooka can. Protectors of nature, fuaths attitudes toward humans varies, but they are sure to be opposed to those who do not show nature the proper respect. Fuaths are able to speak to all things of nature in the Dreaming, but only to animals in the Autumn World. They are swift, durable and dangerous, always having some manner of natural weaponry like claws, hooves or horns. They have a tendency to frenzy in battle or when sufficiently angered. The fuaths have features of a sort of animal, varying from Denizen to Denizen, though these physical animal traits are subdued in Araminae aspect.

Keremet (KARE-e-met): The keremet are mortals brought into the Dreaming at the moment of their death. No longer mortal, and not quite wraith, the keremet go about their enigmatic purposes with emotionless detachment. They frequently travel to the Shadowlands, and are able to see and communicate with the spirits of the deceased. They did not take part in the Tessarakonta, and may walk the Silver Paths. They feel no pain or pleasure, need not eat or breathe and are immune to disease. There is a special oath, the Pact of Dagda, which can cause the keremet to lose some of their powers if it is broken. The keremet are emotionally dead creatures, and cannot really muse Glamour from mortals, and have additional problems relating to anyone socially. The keremet look fully alive only in their Dioniae Aria, looking quite unhealthy in Araminae and corpselike in Apolliae Arias.

Moirę (MWOR-ay): Avatars of the Fates, the moirę consider themselves guardians of humanity, avengers of the innocent and punishers of the guilty. They stood by and watched the War of Trees, and were exempt from the Silver Ban along with the keremet and the aonides. The moirę are able to see a person's fate by looking at them, and Fate will curse those who keep a moirę from their duties. The moirę are susceptible to superstitions that bring bad luck, and must take care to avoid such things. The moirę have three aspects: maiden, mother and crone (though the author has said elsewhere that there may be male moirae) and this aspect changes with their Aria, though which form goes with which Aria is different for different moirę.

Naraka (NAU-ra-KAH): Chidren of the Hindu goddess of destruction, the naraka cannot remember anything before the blast that slew Ravnos. They are nihilistic but also curious, and almost desperate to regain a sense of identity by understanding the dreams that spawned them. The naraka are able to breathe fire, and may also grow multiple arms to assist them in close combat. Their greatest weakness is music, and naraka must dance if they hear it, though they may resist the impulse in some situations. They may only possess the body of someone of the Hindu faith. The naraka's skin goes from deep brown to dark purple depending on what Aria is dominant.

Some additional material for Denizens of the Dreaming has been made available by the author. See Additional Denizens Material and Denizens FAQ.

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