1. When does the game take place? Every other Saturday evening at 9 PM EST. It usually runs until about 12 AM EST.
2. Where is the game set? This campaign is set in Hibernia (Ireland to the mortals), mostly in the Kingdom of Munster ruled by Queen Nuala of House Eiluned.
3. What kiths are allowed? Any published kiths are acceptable, including clurichauns, ghille dhu, merfolk, piskies, river hags and selkies, but excluding hsien, Menehune and Nunnehi since they don't fit into Hibernia very well. Thallain are acceptable (at your own risk) including spriggans and murdhuacha. Denizens are also acceptable. I may also restrict kiths if I have at least two of them already.
4. May I play a non-changeling? Mortal kinain are fine. I may allow a werecreature or a mage if there is room (the game currently has a mage character).
5. What Arts are acceptable? Any character may take Chicanery, Dream-Craft, Legerdemain, Metamorphosis, Primal, Pyretics, Soothsay, Sovereign, and Wayfare. Chronos may be taken if the character is sidhe. Contempt and Delusion may be taken by Thallain or members of the Shadow Court (at least one dot of the Prestige Background is required). Infusion may be taken by nockers and goblins. Boggans, boggarts and members of House Dougal may take Infusion at up to 2 dots. Naming may not be taken by beginning characters, but can be learned with sufficient skill in other Arts. Spirit Link is virtually unknown in Hibernia, but a character with sufficient Spirit Lore may possibly learn it. Eshu may take Talecraft. Inanimae may take any Sliver or Inanimae Realms, but only mannikins may have Kithain Arts and Realms. Aphrodisia, Kryos, and Skycraft may be taken by merfolk, murdhuacha and selkies; other Kithain may learn these Arts but will require a teacher. The Autumn Way, Discord and Oneiromancy may be taken by Denizen characters; Kithain may learn these Arts if they have a teacher.
6. How will Nightmares work on the Palace? The Palace diceroll script makes it impossible to distinguish one die from another, so Nightmares will manifest when the caster botches a cantrip, the level being determined by the number of Nightmares the character has accumulated.
7. How will specialties work? The Palace diceroll script automatically rerolls tens, so a specialty will simply add 1 to the dice pool when applicable.
8. May I play an Inanimae? Yes. There are a few clarifications to make. The "Natural Husk" Merit will reduce the difficulty of Husk checks by 3. On page 66 it says that Wilder and Grump Inanimae may learn Kithain Arts as well as any mannikins. Later, on page 86, it indicates that only mannikins may learn Arts. This game will go with the latter ruling, as well as the rule that Kithain may not learn Slivers.
9. May I play a chimera? With the guidelines found in The Bygone Bestiary chimerical characters will be considered, with some modifications: chimera should start with a base Glamour of 5 and a base Willpower of 1. Glamour may be bought with Freebie points for 2 points per dot, Willpower may be bought for 3 points per dot (exactly the reverse of normal changeling characters). In cases where Redes and Special Advantages do the same thing, use the cost and system for the Special Advantage instead of the Rede. Chimerical characters will not have a Banality Trait, and do not gain Banality as changelings do, but Banality can harm them. If Banality is directly focused on a chimerical character, it will be rolled as damage on them. The chimera may soak this damage with a Glamour roll.
10. Are there any special "house rules" I should know about? There are a couple of things that have come up on occasion, though I'm largely a "by the book" kind of Storyteller. Check out the exceptions here.
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Introduction to Changeling
Noble Houses
Arts & Realms
Exclusive Arts
Autumn People & Dauntain
Denizens
Additional Denizens Material
Denizens FAQ
Hsien
Inanimae
Menehune
Nunnehi
Thallain
Rules Additions and Errata
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