Chapter Four:

By Darkness Ruled

The Fomorian Armies

 

The Elite Adhene; what’s in a name?

The Adhene, the Denizens, the Dark-kin, are not a single species. In fact, they are many, and could as well be called “The Legions”, as Adhene is thought by most scholars to be a Kithain term borrowed from the Manx word that just means ‘themselves’.
How many Adhene kiths are there? This is unknown, and honest scholars just shrug and say ‘That’s not known’. But there are Adhene and there are Adhene, as there are Kithain and there are Kithain, as the proverb goes. Of the Adhene known to the Western Kithain, a number of kiths were singled as ‘In league with the enemy’, that is, in league with the Elder Darks.
Those the Kithain came to know as the highest-esteemed servants of the Fomorian Dream are those who are labelled ‘The Elite Adhene”, also called the Gillean, from the Gaelic word for ‘man-servant’. The Gillean kiths held high esteem in the eyes of the Fomorians, but their loyalty towards the Ancient Darks only won them a place alongside their masters in the Tenebrous Realms, the ancient prisons the Arcadians crafted for their enemies after the War of the Trees.
It is widely accepted that there were once seven Gillean kiths, but that only six of them remain. The seventh kith, the Dwergar that once fought alongside the Jotunns, perished to the last fae during the War of the Trees and the skirmishes that happened afterwards, and no trace of them seems to remain, except in the Treasures and legends of their masters. Of the fabled kith that once was known to the Trolls, the Lords of the Mound, almost nothing is known with certainty, but it is rumoured that they also held once the post of Gille to the Fomorians.
The names and affiliations of the remaining Gillean are as follows:


The Ankou, oath-bound to the Black Court, who are fae spirits of death and the dead, and who thrived in Brittany and other Breton lands.


The Baobhan-Sidhe, vampiric fae from the British Isles, who are oath-bound to the Fomorian Dream as whole, and serve all the Courts and none.


The Ia-Salkat, the Devil’s Soldiers, oath-bound to the Red Court, who are fae spirits of fight and conflict, and of revelry and joy.


The Graea, the Grey Sisters, oath-bound to the Titans, who are fae spirits of senility and old age, and of the inexorable weight of Wyrd.


The Kelpies and their cousins the Eich-Uisge, oath-bound to the Green Court, fae spirits of the shore, who dwelled in bogs, lakes and estuaries before they were caught in the nets of the Fomorians.


The Morozko, oath-bound to the White Court, who are fae spirits of the Russian winters and the Russian cold.

What do they gain serving the Fomorian Dream? What is the prize they have paid?
The answer is not easy; the Gillean are the honoured servants of the Fomorians, those that were most usually rewarded with the title of Fomorkin and admitted into the family trees of the Princes of Nightmare. In the Golden Days of the Fomorian Dream, the Morozko and the Baobhan-Sidhe mingled with the Flatha in their palaces and castles, whereas the Ankou and the Ia-Salkat fought alongside their Black and Red overlords. The Kelpies brought the Green Fomorians news from the inland realms, and the Graea counselled the Titans, advising them and reading for them the whirls and gyres of time and fate.
But in doing so, they singled themselves as the hands of the Fomorians and were targeted for imprisonment and death during the War. And many times, as the Princes of Nightmare fell to the swords of the Kithain knights, the Gillean found themselves perplexed and unable to act. They had put a lot of themselves in their oaths of loyalty, and found them chains of adamant when their lords fell. And these chains keep having power over them, still now.

Bound to Nightmare:
“Bound to Nightmare” is a Boon/Flaw all members of the Elite Adhene possess, except those who are Forsworn. Being Bound to Nightmare is similar to the effect of the Oath of Fealty, but more severe. Oath-bound Gillean have a -3 difficulty to resist the effects of any kind of mental domination, except those of the Court they are bound to. They hold their own rank in Fomorian Households, so they lord over the Thallain and the other Adhene races and even over ‘Guests’ (see chapter 5 for more information on Fomorian social ranks). Finally, Adhene Bound to Nightmare gain a temporary Glamour point each hour they are in presence of a Fomorian of their bound Court (like the Black Fomorian's Birthright 'Paragon of Nightmare') (These two effects are cumulative, so Bound Ankou gain two Glamour points each hour they are in the presence of a Black Fomorian)

However, they have a +3 difficulty to resist the orders of their overlords and doing so strips them of three points of Willpower. Even worse, even the lowliest Flaith may strike Forsworn one of the Gillean if she has disobeyed a direct order and has not redeemed herself in a lunar month’s time.
A Forsworn Gille is for a hard ride indeed. If she remains in Fomorian society, she falls to the bottom of the social ladder, and becomes a ‘Servant’. Everyone feels free to punish and kick her around, even other Servants. Forsworn Gille tend to be killed if they fall among Thallain and are unable or unwilling to adopt a submissive position.
Only a Fomorian of Journeyman or higher social rank, with the title of knight or higher, can redeem a Forsworn Gille.

In addition to the Background: Title, which measures the actual degree of political power and leverage held by a Fomorian, Fomorian society defines six social ranks, into which everyone falls, and a special one, for visitors.
These ranks are:
Servant: All non-Fomorians are servants, according to Fomorian law. This means they have no rights under the Dlíthe, and can be abused, maimed, exploited or killed at whim. The status of ‘servant’ can only be imposed on a Fomorian if he or she is guilty of breaking the Dlíthe, and is a punishment not thrown around lightly, because a servant can only become a Freeman if released by a Fomorian holding a title of knight or higher (rank 3 or higher in the Title Background). Even non-Fomorians can become freemen through this grace, but this is a very uncommon event. In Fomorian Freeholds, Servants suffer a +3 to the difficulty of all Social rolls against Fomorians of any other Social Rank.

Guest: Those non-Fomorians housed as guests in a Fomorian freehold or household get the social rank of ‘Guest’. Guests are expected to know and respect the Dlíthe, to not fraternize with servants, and to respect Journeymen, Experts and Masters. Even someone with the requirements to be an Expert will always be a ‘Guest’ in the eyes of traditional-minded Fomorian, unless he or she swears the Oath of Kinship (see chapter 4: New Oaths). A Guest gets a -1 to the difficulty of Social rolls against Servants, +1 against Freemen and +2 against Journeymen, Experts and Masters.

Gille: A Gille is an honoured servant, a member of the Elite Adhene. A Gille gets a -2 to the difficulty of all Social rolls against Servants, a -1 against Guests, and a +2 against Freemen, Journeymen, Experts and Masters.

Freeman: Young or inexperienced Fomorians are Freemen. The rank of Freeman has no special requirements, and gives no special privileges. Freemen have full rights under the Dlíthe. Freemen get a -1 to the difficulty of all Social rolls against Servants, a +1 to the difficulty of all Social rolls against Journeymen, and a +2 against Experts and Masters.

Journeyman: A Journeyman is a moderately experienced Fomorian. Journeymen must have rank 3 in at least one Ability or Art, and a total of twenty dots in six other different Abilities. Journeymen gain a -2 to the difficulty of all Social rolls against Servants, -1 to the difficulty of all Social rolls against Freemen, and +1 against Experts and Masters.

Expert: An Expert is a fairly experienced Fomorian. Experts must have rank 4 in at least one Ability or Art, and a total of thirty dots in eight other different Abilities or Arts. Experts gain a -3 to the difficulty of all Social rolls against Servants, -2 against Freemen, -1 against Journeymen, and +1 against Masters.

Master: Masters are the intellectual leaders of Fomorian society. Masters must have rank 5 in at least one Ability or Art, and a total of forty dots in ten other different Abilities or Arts. Masters gain a -1 to the difficulty of all Social rolls against Experts, -2 against Journeymen, -3 against Freemen, and -4 against Servants.

 

The Thallain and the Flatha:

Deeply inside, the Flatha loathe the Thallain. They understand the advantage of using the bastard children of Arcadia as cannon-fodder and shock troops, but the virtues and values highly held by the Thallain are disgusting, if not directly antagonistic, to most Flatha. This does not cause many problems in the battle fields, where Thallain are supposed to take orders and Flatha are used to be obeyed without hesitation, but can be troublesome afterwards, when prisoners are counted and spoils of battle shared. Thallain tend to resent the attitudes of Flatha, and Flatha tend not to mingle too much with Bogies, Boggarts and the like. However, both groups are apparently able, so far, to cooperate when it comes to slay the enemies of the Fomorian Dream.

Aithu:

            Although the most recently returned of the Thallain, they have been the most active in the interest of their new masters. Bound in a pocket realm of the Dreaming for war against the Eshu, these Thallain owe allegiance to those who set them free. The Red Court understands well the fine art of morale, and has employed these dark souls to spread lies amongst the young commoners. Without a doubt, these Thallain are the most responsible for adding Kithain to the ranks of the Fomorian Dream. By using their birthrights to entrance a subject for attention, they subtly weave lies around crocodile tears and self inflicted bruises. No few commoners have seen the ‘innocent Eshu’ act and point fingers squarely at the Sidhe. To make matters worse, the more the Sidhe deny the propaganda, the more fuel is added to the fire. While this has lead more to a swell of conflicts between commoner and noble, a few have turned their backs altogether on the Kingdom of Concordia. Thus the ranks of foot soldiers swell, and the Red Court basks in a victory that guarantees bloodshed amongst the ranks of the enemy.

            When the time for words is over, most of these Thallain shall be used in ambush parties, travelling in packs and using the Entrancement birthright, a tactic that has been their nature for quite some time. Surprised scouts have had little success in running away from these hunting packs, helping the Fomorians concentrate on building bigger plans, and less about worrying they will fall into the light of day.

Beasties: 

What havoc is planned with the Beasties!  An Ogre Hag lieutenant has come up with a brilliant plan to dig tunnels under plains of battle in the Dreaming, using tunneling devices built by goblins.  There have been a few cave-ins, but that is to be expected from the source of the equipment.  These tunnels were inspired by Asian warfare, when tactics included underground troops.  Placing beasties in hiding holes just big enough to fit in, the Thallain can change into nightmare form unseen.  The Beasties believe that they can cause huge amounts of devastation with ambushes and well placed terror.  In fact, the Fomorians have different thoughts on their placement.  They plan to have the Beasties used in the middle of formed ranks of the Fae, knowing full well the terrible urge to turn against them that the Seelie have.  By taking apart their ranks, the Fae will fall under the heels of the Fomorian Dream.  The loss of these Thallain will be well worth the victory.  Those few that survive may even find more than a few friends in the Warrior Cúrimí.  After all, killers are easy to find, but killers that are experienced and durable should be watched closely indeed.

Until then, Beasties are doing a great job creating confusion in a rather UN-Pooka like fashion.  They are telling the truth.  Bluntly honest to a fault in fact.  Given information by their new allies, the Beasties are now digging up old skeletons in the closets of everyone.  Now the already strained ties of commoner and noble, even kith versus kith.  With the way of life returning to a fractured state of isolated freeholds, the Beasties howling packs of blood thirsty nightmares are on the prowl to wipe them out completely.

Bogies:

Almost as a whole the Bogies have left the relative shelter of the Shadow Court for the employment of the Dark Courts.  Now they are used to assassinate key figures that might otherwise cause problems.  Using the poisons concocted by the White Court, they slip in unseen do take out would-be leaders in the upcoming confrontation.  Rumors persists of the White Court developing a toxin that no longer increases the banality of a successful assassin, but neither they or the Bogies are talking much about it.  It is lucky for the Bogies that both of their birthrights hide the actions of the silent kills, as even video cameras hold little to no information as to the murderers true identity.  Bogies delight in the new found freedom they have to cut out whatever remains they wish to eat after the job is finished.  The unique tastes of the Bogies have led them to make somewhat of a deal with another group of Thallain.  Once the Dreamers stolen by the Spriggans are used up by the Leanhaun, they are given to the Bogies, to be ritually killed and devoured.  The Bogies may not be able to say "Quid Pro Quo", but they do understand its meaning.

Boggarts:

If there is one group that knows how to take advantage of the flaws of humans, it is the Boggarts.  The Great Courts lack insight into the inner most motivations of the Autumn World, so they have employed the Boggarts for their insight into the needs of human greed.  It is unfortunate that Boggarts do not understand the finer points of "higher" emotions of the mortal world, but neither do the Fomorians, so they have little to fear of being replaced. The White Court in particular, and the Scholars both have a vested interest in how these Thallain interact with the mortal world.  Scholars are learning more about corporate structure by the day, while the White Fomorians gain great insight by the emotion of greed itself.

In fact, since taking advantage of money earning humans is the province of Boggarts, they are mostly responsible for financing mortal gains for the Fomorians.  By crippling certain business, societies like the Golden Sickle can be dealt a telling blow.  When these societies suffer, the Dark Dream flourishes.

The boggarts have made some mergers with subsidiaries of Pentex, bringing a new threat into the battle field.  The Boggarts know they have few skills to show in the ways of combat prowess, but a division of Pentex Fomor should keep up the slack and give them another chance to cook the books. However, both the Green Fomorians and the Black Fomorians are suspicious of the motives behind Pentex’s help.

On the main battlefield, Boggarts have little to offer in the ways of martial technique.  As it is, the Great Courts are actually reluctant in considering them fodder for the sword as of yet, if only due to the fact there is more suitable Thallain for the chore.  Theirs is the boardroom, not the war-room.  Still, when called upon, their ability to raise stable and defendable strongholds are uncanny.  It will be a tactic used frequently in the wars to come.  It is too bad they skim from the top, but no one said war wasn't profitable for those who know the right people.

Goblins:

Of all the Thallain, Goblins have the most straight forward jobs in the Army.  Theirs is to build, and to wreck, a task they have been breeding for al their lives.  If one thinks this means they have been given free reign over their experiments, one hasn't ever dealt with the goblins before.  War machines are of the utmost importance, and the Red Court has very specific details on how they want the litter of the Tuatha splayed out on the battlefield.  In addition, the other courts have asked for torture devices, or assassination "gifts" to be sent to strategic Fae in the Kingdom of Concordia.  The Black Court has requested some self contained underwater breathing apparatus to help them keep closer ties to their servants under the waves, the Murdhuacha.

Once the machines for the great wars are built, goblins are to infiltrate Nocker freeholds, spreading mayhem with their gremlin paws.  The ability to malfunction anything they touch can be quite a boon, and most Nockers will blame inherent design flaws and restart a whole project from the beginning.  These setbacks will make a huge difference in leveling the playing field.  Lastly, they have been sent to help out the Beasties in a bold ambush plan in the making.  See the Beasties for more on this plan.

Murdhuacha:

The last few years have been a quite drastic change for the Murdhuacha.  Once they had control over large portions of the great Sea.  Then came the Coldness, and with it an uneasy truce between them and their counterparts, the Merfolk.  Both parties realized that they must go to the surface world for help.  It was unfortunate for the Murdhuacha, however, that the return of the remaining Sidhe houses happened close to the same time as headway was being made.  House Beaumayn declared the Murdhuacha ‘Thallain’ on the spot and began to hunt them, even cutting them off from the Rorqual, the Glamour-enriched whales that fed all the Seas children.

Now they have found new allies, in the form of the Fomorian Dream.  The Green Court has sheltered them from the brunt of the Beaumayn Sidhe’s attacks, in return for the loyalty of the Thallain.  The Green Court is careful about what they do with these Thallain, as they know that there are fewer allies for them in the form of Thallain for them then other Courts.  As such, they have used them only to waylay ships that transport vital secrets or cargo.  By stealing weapons from the enemy, the Green Court has armed their own allies.

In addition, the Murdhuacha have found another solution to their cut supply of Glamour, in the form of the Black Court. Some Black Court scholars have sought the shelter of the Sea so that they make the upcoming war plans.  The Murdhuacha now supply them with the Fomorians needs, and in return bask in the dark aura of the Black Fomorians.  At first these Thallain were more than a little annoyed at the change of status they had been dealt, but now they are beginning to realize their place next to the power of the Great Courts.  Either that, or they have started to become complacent to the demanding words of the Black courts members.

It is worth noting that this current set up has left the Green Court in a state that one could note as displeased, if they could feel such a thing.  After all, they consider the Murdhuacha under their domain, and rightfully so.  The recent deals with the Black Court have begun to strain, and now the Green Court has begun to reconsider the whole arrangement.  If it gets to the point they consider it more than an annoyance, well, keep in mind accidents happen.  Especially to those who count on Goblin devices to breathe underwater....

Ogres:

Ogres have two major jobs in the Fomorian Army.  The first and foremost is quite obvious.  They are the front line in any advance in the war to come.  Wielding great swords and axes, these beasts will shed first blood, and cause much distress.  The plan is to have them tie up their strong cousins, the Trolls, so that only the Sidhe will represent much challenge to the Army of the Dark.  Even those as stupid as Ogres know it is futile to try and form ranks with these chaotic Thallain however.  To make up for that loss, they have been given large sweeping weapons, in hopes to cause more divisions in the straight and synchronized lines of the changelings.

Before the war begins anew, however, the ogres are to have a different purpose.  Working with the Aithu, only they can tell with any certainty how much effect their propaganda has on the general populace of the Fae.  Ogres can tell who has turned Unseelie, and by how far they have fallen into the darkness.  Also, Ogres are now kept in instigator groups to sweep through the ranks for Seelie spies.  Even one caught is a huge boon the the Fomorians, who don’t wish to let their impending war-plans come to the light too soon to fruition.

Ogre Hags, the most cunning of the Thallain, have been given the task of overseeing the Thallain armies, under the direction of the Great Courts of course.   Most plans have been implemented almost immediately, as the Fomorians are eager to further the chaos that has overtaken the Empire of the Turtle.  It remains to be seen what will become of the Ogre hags once the war is over, and the Thallain ranks have been depleted, but for now they are a surprisingly valuable resource.

Spriggans:

Spriggans actually enjoy a place of need in the Fomorians’ plans, who put up with the attitudes of these Thallain for the abilities they offer.  First and foremost, they guard both minor outposts and are within the ranks of those who guard, under the watchful gaze of the Éideagha, the Great Fomorians still bound in slumber.  They know the price of failure, and that only fuels their unshakable will in such tasks.  Secondly, they are required to help "recruit" new young Dreamers for those of House Leanhaun who joined the courts ranks.  The noble house is vital for most Fomorians to understand the dreams and feelings of the Autumn world, and as such keeping them free to provide such information falls mostly on the shoulders of these Thallain.  Of course, the Spriggan are only to happy to help grab young prodigies away from their homes, parks and schools.

Lastly, the Spriggans are to be used to keep ranks of archers occupied and even longer ranged machinery broken down. By employing the Sturm and Drag birthright in key places, hail and rain can be devastating to movement of troops and their ability to fight a war at long distances.  This suits those of the Fomorian armies fine, as they prefer to be close up when they spill blood.

Ankou

(an-KOO)

Ankou…The Ankou are, of all the Adhene, the ones who bound themselves in service to the Black Court of the Fomorians. Grim and silent, but having a spooky sense of humor unfound in their close relatives, the Keremet, the Ankou are Fae spirits of death. Most common in Britanny, Ireland and Wales, Ankou used to travel country roads; sometimes riding hearses, sometimes simple chariots, sometimes just horses. Anywhere the Ankou traveled, death soon appeared. They knocked on a door, and next night, one of the members of the family would depart for the afterlife.

Before the War of Trees, the Ankou served as corpse-takers and morticians; death was only temporary in the Dreaming, but on Earth, the services of these Adhene were essential, if one didn’t want one’s realm to be filled with rotting, decaying corpses. Being not of particular martial bent, and lacking the scruples and honor the Keremet are so proud of, the Ankou were ideally suited to the service of the Black Fomorians. The silent, humorless lords of the Black Court were unused to the services of such Adhene and Thallain as Fhir-Bolg and Boggies, and their personality repelled fae such as the Redcaps. So they took the Ankou under their wings when the death fairies first appeared, in the depths of the Dreaming, birthed near the places where the Black Paths of Balor touched the lands of dream and nightmare.

The Ankou, like poisonous flowers, bloomed under the care and leadership of the Black Fomorians. The Ankou slowly drifted from corpse-gatherers to watchers and sentinels, and came to be regarded as birds of bad fortune, and harbingers of death. But they always kept their association with the Grim Reaper, the dead, and the underworld. Ankou took to carry a scythe all times, and soon they began to appear in the dreams of mortals as embodiments of the final crossing, death.

And then it came the War of Trees… . Ankou followed the Fomorian armies, picking up the corpses of both Fomorian and Arcadian troops, and the former they brought back to the camp, the latter they sold to the armies of the Tuathans, undermining their enemies’ morals. When the Fomorians were defeated, and the Courts chained, the Ankou retreated into the lands that once had belonged to a House of the Sidhe destroyed during the war, House Hafgan. There, the death fairies stood against the armies of Arcadia, but it was useless. They, like their masters, were defeated, and imprisoned in the Nightmare realms. Some managed to escape the nets of the Sidhe and their troops but, in the end and mostly, Ankou disappeared from the Dreaming and the Autumn Realm for centuries. Only the stories and tales, whispered at nightfall, remained… until the Second Resurgence.

Appearance: Ankou were shaped by rural beliefs and superstitions, and they haven’t been able to remove a certain rugged, un-kept look. Most of them wear work-clothes and baggy pants, and some even use straw hats. They no longer ride chariots or hearses, except in the depths of the countryside, but in cities they tend to prefer black, stylish cars, and are no above robbing vehicles from funeral homes. They still bred and ride black, savage horses and emaciated, fire-hoofed Nightmares, and tend to carry their scythes with them at all times. 

Lifestyle: Ankou are pragmatic beings with a grim sense of humor. They like gallows’ humor and spooky music, and enjoy riding, hunting, and playing the hurdy-gurdy, a traditional string instrument that was very popular in Europe between the 12th and 18th centuries. However, they are said to like drinking tears, lapping them from corpses and sleepers, a belief which is the root of their association with moths. Ankou have slowly come to enjoy the company of their peers, good food and fun, and have become used to the imprisonment of the Black Fomorians, something that can become a problem in the coming future… 

Ariá:

In all their Ariá, unlike the Keremet, Ankou are skeletal. Their skin is so thin and tensed over their bones that it’s almost non-existent. They lack noses, and their lips have receded, showing their teeth. Their hair is wispy and thin. Additionally, all known Ankou appear to be male. It seems that Ankou can only procreate with human women, as apparently there are no female Ankou.

Dionidae: In the Dionidae Ariá, Ankou are scary and aggressive. Their obsession with death and the dead becomes almost palpable, and their mere presence reduces the strength of the Shroud (the barrier between Earth and the Shadowlands) in one or two points, according to the force of their spirit (as a rule of thumb, Ankou with 7+ Glamour scores should reduce the strength of the Shroud in two points). The voice of Dionidae Ankou is raspy, menacing and harsh, and they gain a –1 to the difficulty of all Intimidation rolls. This Ariá is the most common for Ankou found in the Autumn World.

Araminae: In the Araminae Ariá, the fey nature of Ankou is tempered by reason and caution. Ankou in this Ariá are patient, thoughtful, and inclined to pact and use diplomacy instead of going directly for the throat of their opponents. They are treacherous, however, and tend to care only for their own interest, and those of their warren. The Araminae Ariá is the most common for Ankou encountered in the Near Dreaming.

Apolliae: In the Apolliae Ariá, the Ankou’s obsession with death and the Underworld is intensified (like in the Dionidae Ariá), but Apolliae Ankou are scholarly, distant and uninvolved with their matter of research, so they do not affect the strength of the Shroud with their presence. Their voices grow deep and velvety, and they gain a –1 to the difficulty of all Intimidation rolls. The Apolliae Ariá is the most common for Ankou encountered in the Deep Dreaming.

Affinity: Fae or Time

Birthrights:

·         Eyes of the dead: Ankou are attuned to death and dead energies, and just by force of will may look at the lands of the dead, the Shadowlands. They have to spend a point of Glamour, and roll Willpower (5). They may look simultaneously at both realms, the Shadowlands and the land of the living, but this is distracting, and imposes a +1 difficulty to all actions. Additionally, they suffer no vision penalties in partial or total darkness.

·         I see you: Ankou can turn their heads 360º in both directions. As a result, they have circular fields of vision. This, coupled with their extremely acute hearing, makes them almost impossible to surprise. Ankou get a –1 difficulty to all Alertness and Kenning rolls, and cannot botch them. 

·        Reaping the Dying: Ankou are proficient at the horrid act of Reaping (see DoD, page 36), and gain three additional points of Glamour from the death of a Dreamer. Additionally, several Ankou can gather around the deathbed, and share the Glamour gained through Reaping.

Frailties

·         Horrid as Sin: In their human seemings, Ankou cannot have more than 2 points in Appearance. In their fae mien, their effective Appearance Trait is 0, and they fail all Appearance rolls.

·         Hated by the Sun: Lugh, the Sun, hates and loathes Ankou; under direct sunlight, Ankou cannot Call upon the Wyrd, and have a +1 difficulty to all rolls.

·         By the Silver Banned: Like most Adhene, Ankou cannot use trods protected by the Silver Road, unless invited to do so by a Kithain. (see DoD for further rules on this Frailty)

 

            Stereotypes:  

Acheri: Bearers of plague, these false doctors are children of a blight in the land. Invite them to have free reign over the lands of your rivals.

Aonids: Allies only by chance, they come from realms of the Dreaming we don’t care about. Ignore them.

Baobhan Sidhe: Ah, des Belles Dames Sans Mercy…

Fuaths: Ah, this is truly what nature is: blood, and rage, and fury.

Ia Salkat: Our masters don’t trust them, and neither do we.

Kelpie: These dastardly fae are good only when it come to seduce maidens and children.

Keremet: Those who walks the paths of the dead follow roads close to our own. Listen always to their advice, and let them pursue their own interests.

Moiræ: Do not dare slave or jail the servants of Fate; treat them well, and they will give you truth.

Morozko: The cold ones hide their secrets well, deep inside their icy bodies…

Naraka: Who are them, who say they come from lands as beautiful and terrible as ours?

Changelings: The servants of the Tuatha de Danaan have enjoyed free reign for a long time. Things are going to change, oh yes…

Humankind: They fear us, and yet we wear shapes similar to them. They pray to their dead, fearful of their return. And right fearful they are…


Baobhan Sidhe

(Baobhan ShEE)

Baobhan Sidhe… these cruel, yet fascinating, Adhene oath-bounded themselves to the Fomorian Dream as a whole, and so are servants of all the Fomorian Courts, and of none. A particularly insidious and hatred kith, the Baobhan Sidhe, also called the Baobhan Sith, the Adhene Sidhe, or just the Baobhan, in order to difference them from the nobles of the Kithain, have made glamorous an act of parasitism. Because a vampire is nothing but a parasite, and the Baobhan Sidhe are vampires, fey creatures that suck blood from the living not to stave death, but to satisfy their jaded souls and warm their spirits, denying the winter that creeps into their souls, day by day. Kin by blood to those that one day would become the founders of Sidhe noble Houses such as Ailil, Eiluned and Leanhaun, the Baobhan Sidhe doubted not a second about giving their alliance to the Fomorians, because they knew that their thirst for blood repelled the Tuatha de Danaan and most other fey. So they threw all their strength behind the Fomorian Courts, and fell when the Fomorians lost the War of Trees.

Alas, the shedding of tears, the weeping, the cringing of teeth… the Baobhan Sidhe submitted to the victors, and waited for the axe to fall on their necks, giving them the relief of death. But the axe never fell; the De Danaan were cruel, thinking of themselves as merciful, and threw the Baobhan Sidhe into the Tenebrous Realms, imprisoned with their Fomorian masters and all those Adhene that had served the Fomorian Dream. The horror of living in the Tenebrous Realms, imprisoned with creatures which the Baobhan Sidhe had always considered to be beneath their notice, like the Fhir-Bolg and the Fuaths, was something so humiliating for these vampire fey that, the moment the gates opened, the Baobhan Sidhe rushed out of the prisons so fast that it would have been difficult to say whether they had ever dwelt there. Their ability to impersonate Sidhe helped them a lot, until the news of their appearance were carried across Concordia by some Eshu bound to the service of House Balor. All in all, it’s Balor’s duty to keep the trods free of danger, and Balor Sidhe have always had something of a rivalry with Baobhan Sidhe, the Balor having Fomorian blood and the Baobhan having served right at the feet of the Elder Darks.

Since them, some Sidhe nobles across the world have offered quite substantial rewards on Baobhan Sidhe’s heads, oblivious to the Banality caused by the death of fey beings. Not many bounty hunters have accepted the offer, but Baobhan Sidhe are careful, and have learned very soon to hide their true identities. The similarity between Sidhe and Baobhan Sidhe has had the unexpected effect of deepening the chasm of mistrust between nobles and commoners, because Baobhan Sidhe have been known to stole House attires from their rightful owners and used them to impersonate minor ranking Sidhe nobles. Even in disgrace, the Baobhan Sidhe serve the Fomorian Dream causing mistrust and paranoia among the Kithain’s ranks.

Baobhan Sidhe can make their victims return as undead abominations called Tràillean, but oddly enough, they are unable to force this fate upon active Dreamers and Kinain. However, many dreamers drank to death by Baobhan Sidhe return as Keremet; it seems like being killed by a dream causes the Dreaming to notice them, and turn them into Adhene…

Appearance: Baobhan Sidhe look like Sidhe out of a Goth phantasmagoric masquerade. They are tall, pallid, with pointed ears and pointed teeth, retractable fangs, blood-red tongues, and raven-black hair. They love black attire with silver lining, which makes them specially adept at impersonating Ailil Sidhe, immaculate white silk and crimson-blood velvet. They are equally at home in leather as in velvet, and would be able to look sexy in the most chaste clothes imaginable. There’s something predatory in them, something sickly sweet and tempting, something that reeks of the desire to bind one’s self to the whims of a parasite. Both male and female Baobhan Sidhe smell of danger, and most people are unable to escape their lures, even after having seen the trap, ready to spring on them. 

Lifestyle: Baobhan Sidhe live off others. They think that working for a living is beneath them, so they drift to the rich and jaded as moths to the flame, and clinch to them like only true parasites can do. If actually forced to work, they usually end in the adult entertainment industry, as call-girls and call-boys who are actually able to hold the reins of their customers. They cultivate hosts like some cultivate flowers, caring and nurturing their ‘friends’ with a devotion some would call love, when actually it’s just greedy self-interest. They are careful and temperate in their appetites, and rarely kill those unlucky enough to receive their affections, but accidents have been known to happen.  

Ariá: The Ariá of the Baobhan Sidhe reflect their inner turmoil, and they change quite visibly as their personality changes.

Dionidae: Baobhan Sidhe hate this Ariá, because it strips them of their masks, and reveals them as the parasites they are. Baobhan Sidhe in the Dionidae Ariá are gaunt, wiry, and constantly hungry. Their Appearance becomes zero, their sunken eyes and fluid-dripping maws giving them a nightmarish image. They are strong, however, and gain a +2 to Strength.

Araminae: In the Araminae Ariá, Baobhan Sidhe are tempered, what they call tainted, by humane emotions such as compassion and mercy. Their hunger feels sated, and their inner darkness, appeased, lays silent. In the Araminae Ariá Baobhan Sidhe are shy, subtle creatures that drift around human beings trying to understand why they feel so attracted to, and at the same time, so repelled by, their feelings and lifestyles.

Apolliae: In the Apolliae Ariá, Baobhan Sidhe are most dangerous. This is their preferred Ariá, the one in which they shine in their assumed role of glamorous parasites. They gain +1 to Charisma and +1 to Manipulation, but their spirits become hungry, and they lose one Glamour point every twenty-four hours.

Affinity: Actor or Prop.

Birthrights:

·         Unearthly Beauty: Baobhan Sidhe gain two dots of Appearance, even if this would take them over five. They cannot botch Empathy or Subterfuge rolls.

·         Vampirism: Baobhan Sidhe drink blood from their victims, using retractable fangs that make +1 aggravated damage. Once the fangs have pierced the skin, the Baobhan Sidhe begins to drink. The bite is slightly narcotic, and victims have to roll Willpower (6), or lay helpless while the Baobhan sates himself. Each turn, the Baobhan Sidhe causes one health level of damage to her victim, and regains one Glamour point. Baobhan Sidhe can spend Glamour gotten from drinking blood in order to heal their bodies (one point of Glamour heals one health level), but can’t improve their physical attributes, or do all other things that true vampires, the undead, can do.

·         Enthrallment: Baobhan Sidhe may spend Glamour as they drink their victims to death, to make them return as undead parodies of humanity. The system is similar to Enchanting, but instead of a temporary point of Glamour, the Baobhan Sidhe must spend one permanent point of Glamour, and only one.

Tràillean: Slaves of Servants

The Tràillean are blood drained parodies of Enchanted Mortals used by the Baobhan as slaves. In order to create one of the Tràillean, one of the Baobhan must simply murder their mortal victim by drinking down the blood and imbue the newly dead human with a spark of Dark Glamour (much like the Kindred Embrace). This glamour returns the body to an animated form, an undead mockery of the person it once was. The newly created Tràill will obey its master unwaveringly until decomposition renders the body immobile. To mortals, a Tràillean in the early stages of decomposition will appear almost normal. For several days after death, a Tràillean will look much like one of the true undead or Baobhan. In the later stages of decomposition however, the sight of a magically animated corpse will cause the mists to overcome the mortal. It is possible, however, for their Baobhan masters to forestall the hideous effects of decomposition. Much how Kindred masters grant their Ghouls vitae in order to sustain their immortal existence, so too can the Baobhan. Therefore, when one of these Dark Sidhe creates such a creature, the Tràill is considered by most to be an investment, something not to be wasted as Glamour is a valuable commodity. If the Tràill ‘s Baobhan master is destroyed, it is gains it’s freedom, whatever that means for a creature destined to fall apart without a continuous source of Glamour. Recently, frightening tales have reached Kithain and Baobhan ears of maddened corpses descending on a freehold in far off lands, tearing the holding apart as if in search of something. Survivors recall that the corpses tore the flesh from the bones of fallen victims and comrades alike, feeding from the energy. It is said that these had at one time been the slaves of a powerful Baobhan Prince, this prince had been defeated and his slaves fled into the night. In their desperation not to die, they search out new Glamour sources…

System: By donating one additional point of Glamour every three days, the body will remain in a kind of stasis. Tràillean are preternaturally strong, as strong as their masters in the Dionidae Ariá (All Tràillean receive a +2 Strength upon creation). After nine days (unless imbued with additional glamour), the Tràillean’s body begins to decompose. The Tràillean looses one dot in Dexterity every three days starting on the ninth (9 days -1, 12 days -2, 15 days -3 ect). Tràillean are able to use any ability they had in life at a +2 difficulty (their minds are no longer their own, their free will taken by the Baobhan). Unknown to their masters, the Tràillean can gain Glamour on their own (though most Tràill never discover this either). By consuming the flesh of a creature of Dreams, a mortal Dreamer or a Prodigal of unusually low Banality (Traditionalist Magi, Malkavian and Kiasyd Vampires, Uktena Werewolves ect) the Tràill regains a point of Glamour per health level consumed. It should be noted that only Dark Glamour (Glamour gained from their masters, Balor Blood Dross [see Pour L’Amour et Liberte: The Book of Houses 2] and the Glamour gained from consuming the flesh of Dreams) can sustain these creatures. While enthralled, the Tràillean act as lobotomized zombies, shambling about doing their master’s bidding. In the unlikely event a Tràill gains its freedom, the creature’s mission changes from one of servitude to survival. Baser instincts kick in and their need for Glamour overrides their morality. Yes, the fog that their masters had over their minds is lifted, but a new and bloody addiction sets in. The few that can resist the urge (rarest of the rare as free Tràill are nearly unheard of) are tragic creatures indeed.

 

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Frailties

·         Right through the Heart: If a Baobhan Sidhe is staked through the heart with a rosewood stake, she turns to dust immediately. If the Baobhan Sidhe is inside a human being, the human being is instantly killed. The Baobhan Sidhe doesn’t die, however, and can be brought back from the pile of dust by the sacrifice of any sentient fae being. Kithain childling are particularly sought for this purpose; if a Baobhan Sidhe is revived with the blood of a Kithain childling, it immediately gains one permanent points of Glamour.

·         Dwellers in Darkness: Baobhan Sidhe are only active at night. If touched by the light of the sun, they turn to Phantom Form immediately and become wispy and fleeting as mist; if possessing a body, they are immediately expelled. While in mist form, the Baobhan Sidhe is helpless and cannot do anything but float back to the shadows; however, it can be attacked with Arts, Realms, and Treasures. As soon as the Baobhan Sidhe is not under sunlight, it resumes his former appearance, and can act again normally.

·         By the Silver Banned: Like most Adhene, Baobhan Sidhe cannot use trods protected by the Silver Road, unless invited to do so by a Kithain. (see DoD for further rules on this Frailty)

            Stereotypes:  

Acheri: Yes, yes, good doctor… please come in, and share your wisdom with us…

Ankou: The children of the night, what rustic music they made.

Aonids: Kill the Muses. They are no use.

Fuaths: Their blood tastes funny, yes.

Kelpie: These unrefined, uncouth brutes should be gilded.

Keremet: Oh, how worthless their existence appears to be…

Ia Salkat: These toy soldiers are good to have around… as bodyguards.

Moiræ: The servants of fate betrayed the trust of their masters, and are worthless now.

Morozko: The cold ones are not as cold when you crawl under their blankets.

Naraka: They are beautiful and bloodthirsty, these new pawns in the board. I like them.

Changelings: Let me see… they are servile, cowardly, bad-mannered, infantile, uncouth, treacherous, upstarts and boring. Yes, these are the virtues the Tuatha de Danaan sought in their servants.

Humankind: How nice they are, these children of Eve. We will drink them to death, and they will die thanking us.

Ia Salkat

(ia salKAT)

Ia Salkat… their very name became a curse… The Ia Salkat, the ‘Devil’s Soldiers’ of Mari folklore, are some of the oldest servants of the Red Fomorians. These fey beings come from so far away, that most Western fae don’t have a clue about their roots in mortal dreams. The Ia Salkat like that; they like being exotic and unknown, and enjoy the aura of mystery that surrounds them. They are not so foreign as the Naraka; all in all, House Varich and the Morozko remember them. But the Ia Salkat come from beyond Russia; they come from the dreams of a culture hidden in the shores of the Volga: the Mari folk, formerly known as the Cheremis. Beings similar to the Ia Salkat are known in the West as Ignis Fatuus, Irrlichter, or Will Of The Wisps, but the Ia Salkat look at these Chimera, and smile with contempt. They are not as they are.

They are a folk, a proud folk, not some fleeting figments of dream.

The Ia Salkat were recruited by the Red Court centuries ago, well before the War of Trees; the Red Court was unlucky finding servants and allies, unlike the other Fomorian Courts, and it sought far, far from the shores of the Emerald Island, beyond the forests of Russia, and found the Ia Salkat in the shores of the Volga. And an alliance was born; despite their different origins, the Red Fomorians and the Ia Salkat had many things in common: their pride, their love for battle, their reverence for the cycles of nature. Images of Red Fomorians and their Ia Salkat lieutenants passed into the folklore of the Mari people; when Christianity was forced on them, it was very easy for the Church to associate ‘Fomorian’, a word the Courts very rarely use, with ‘Devil’. The legend of the Devil’s Soldiers had been born.

Ia Salkat rode westwards with the Red Fomorians, and adopted some of the western names give to beings like them: Will-Of-The-Wisps, for instance. But soon they discovered that they were unlike the western Irrlichter, so they kept using their own name, in order to strengthen their unity as a people. Shrouded in green flames, a fact that was condemned by the Black Fomorians as a bad augury, the Ia Salkat stood proudly besides their Red Court overlords. The Red Fomorians stood up to the Black Fomorians, and kept the solitary, stout, proud Ia Salkat as servants and allies. And the Devil’s Soldiers stood by the Fomorians when the children of Dànu won the War of Trees; their payment for their loyalty was imprisonment and exile, bound into the Nightmare Realms with the other Adhene. With the loyal ones, such as the Fhir Bolg and the Morozko, and with the fickle ones.

Appearance: Ia Salkat’s features are Finno-Ugrian, their faces serious and grim. Both male and female Ia Salkat exist, but females are uncommon. Their preferred weapons are swords and guns, so they are rarely seen without one of each, close at hand. Like the Mari folk, they like gaudy clothes, but their violent passions and taste for adventure lend them a rugged, rural look. Ia Salkat are of strong bones and hardy constitution, but their voices are musical and soft, something that makes for an odd combination. Both males and females tend to have scars, in their faces and elsewhere, due to the kith’s penchant for fencing and other games and sports of physical skill.

Lifestyle: Ia Salkat are, among themselves, a gracious people with a flair for dancing, singing and instrument playing. They enjoy and practice regularly activities such as fishing, hunting, trekking, and mountaineering. In rural communities, they tend to mingle with mortals, because Ia Salkat are not prone to think of themselves as very different from mortal folk, and are not above holding jobs such as cowboy, farmer, ranger, game-keeper or hunter. They are greedy and miserly, however, and can be cruel when it comes to spending money.

Ariá: Ia Salkat do not change a lot physically between Ariá, but their temperaments change greatly.

Dionidae: Salkat in Dionidae Ariá are free and wild, like the will-of-the-wisps they resemble so much. They like drinking and eating, and may get quite extrovert in their revels and parties. Their taste for partying is only equaled by their zest for fighting, and Salkat in this Ariá are prone to starting fights at the whim of a hat. Ia Salkat in the Dionidae Ariá enjoy burning things, and forget their somewhat miserly attitudes, even if they are still money-conscious. The penalty from their Miserly and Greedy Frailty becomes a –1 die to all dice pools. They gain +1 to Charisma, but lose 1 dot of Perception.

Araminae: In the Araminae Ariá, Ia Salkat are serious and silent folk. Their greed makes them wary of people, and their generosity and uninhibited attitude vanish. They keep track of each spent coin and pawn of dross, and can rival Boggarts in their minute accounting. Ia Salkat in this Ariá tend to mingle with people, and are usually able to pass easily off as mortals. Despite being miserly, they are fairly balanced and rational, and people tend to think of them as simple, practical people.

Apolliae: A Ia Salkat’s essence is built around three things: money, fighting, and loyalty. In the Apolliae Ariá, they are unquestioningly obedient, always ready to fight their enemies, and obsessed with money. More than greedy, they are inhumanly devoted to money. Losing money, or spending money needlessly can even cause them physical pain, and their Miserly and Greedy Frailty becomes worse (the penalty becomes –3 dice to all dice pools) They grow gaunt, thin and wiry, and their fingers become long and painfully thin. They are always on the lookout for thieves, and gain +1 to Perception, while losing 1 dot of Charisma.

Affinity: Prop or Scene.

Birthrights:

·         An Eye for Money: Ia Salkat can immediately detect false coins, fake paintings, and all kinds of forgeries. To do so, they just need to study the piece during one minute, then roll Perception + Alertness (6), or Perception + Kenning (6) for fey goods. Ia Salkat usually explain this Birthright as ‘I have a pricking in my fingers…”

·         Immolation: Ia Salkat can surround themselves with green flames, at the cost of one Glamour point, causing anyone touching them as many dice of fire damage as their permanent Glamour. Inmolation last for one scene; Ia Salkat and all their carried equipment become immune to fire for the duration of this Birthright, but they cannot control their own flames.

·         Military Training: Despite being exiled from the Autumn World for centuries, Ia Salkat have managed to keep in touch with advances in military technology, and may buy the Drive, Firearms and Security abilities without restriction, and without the need to buy the Evanescent Merit. Additionally, they cannot botch Firearms and Melee rolls.

Frailties

·         Miserly and Greedy: Ia Salkat must carry in their pockets some amount of money, no matter how little, at all times. If they are deprived of all the money in their pockets, they become angry, restless and very agitated, and lose 2 dice from all dice pools. Ia Salkat will never willingly spend the last coin in their pockets, even in a life-threatening situation, and will do anything to prevent such an event, theft being the obvious possibility.

·         Ostracism: Because their flames are green, but they serve the Red Fomorians, Ia Salkat have always been seen as birds of bad omen by Black Fomorians, something which hurts them socially. They suffer a +2 to all Social difficulties with White, Green and Black Fomorians, and with Eideágha.

·         By the Silver Banned: Like most Adhene, Ia Salkat cannot use trods protected by the Silver Road, unless invited to do so by a Kithain. (see DoD for further rules on this Frailty)

            Stereotypes:  

Acheri: We serve war, they serve plague. They are ok, but keep them away from me.

Aonides: Aonides are good after a battle, and that’s all.

Ankou: They resent us, because the dead no longer fight. Only the living fight and bleed.

Fuaths: Fuaths are not suited to war; they fight well, but they are not soldiers.

Kelpies: These are good partners for a brawl, but not good in the battlefield.

Keremet: Creepy and uninteresting.

Moiræ: My destiny? My destiny is here, in the blade of this sword and the point of this gun.

Morozko: They are good warriors… have you never heard of General Winter?

Naraka: While they fight one-on-one, we are used to fight as units.

Changelings: Ah, how much I long for the blood of the Kithain on my blade…

Humankind: They need our protection; they don’t understand the world is filled with things a lot darker than us.

Kelpies

(KEL-pees)

Kelpies… the Green Court of the Fomorians wanted, since times immemorial, to extend the reach of its tentacles up the rivers, into the places where land-dwelling fey scurried to escape the snares of the nightmare lords of the waters. Unable to left their watery lairs, the Green Fomorians sought deep in the Dreaming mires, swamps and bogs, and finally caught in their nets the Kelpies who, after much grinding of teeth and shedding of tears, agreed to become oath-bound servants to the Green Court. Such could have been the fate of the Selkies, if they had existed in such dark times, and the Selkies have always felt a kind of kinship towards the Kelpies, because they are, as the Selkies’ themselves, fey beings of the shore, neither of land nor of water.

Kelpies share a distant kinship with other kiths such as Fuaths, Pooka and Satyrs. Like them, Kelpie are fey of human appearance with animal attributes; like the Pooka, Kelpie are shapeshifters, but unlike them, Kelpie are limited to change between human shape and horse shape. Inside water, however, the hooves of the Kelpie are webbed, and their forelegs become a powerful, muscular tail; under the surface, Kelpie are highly graceful and mighty creatures, and their appearance is beguiling and charming. But such awe-inspiring grace is dangerously seductive because, unlike most Pooka, most Kelpie are vicious killers who enjoy tearing the flesh from their victims… live.

During the War of Trees, Kelpies acted as spies and saboteurs for the Green Court of the Fomorians. It was rare for fey to fall prey to their wiles, because natives to the Dreaming know better than to ride an unknown horse, no matter how peaceful its looks may be, so their abilities were usually directed against human servants of the Children of Dànu. Despite their odious habits and cannibalistic tendencies, Kelpies can be incredibly charming and friendly, and many felt prey to their lures and snares.

Kelpies are dangerous, specially to children and childlings, and are pretty much disliked by most fey. Unlike River Hags, who also stalk bogs and rivers, Kelpies are beautiful and attractive, and children confronting them are usually tempted to forget their parents’ advice about not talking to strangers and not riding unfamiliar animals. The results tend to be tragic; some Kelpies have been known to throw the children into a pool or river, running away neighing and laughing, but most of them rode into the water, drown the children, and devoured his or her flesh. Next morning, the afflicted parents would find a human liver floating in the water, a sure proof of the presence of a Kelpie in the area, because the legends say that liver flesh is poisonous to Kelpies and Eich Uisges, which are a sub-kith of Kelpies.

Appearance: There’s no point in denying it: Kelpies are beautiful. Kelpies lack the serene beauty of the Sidhe, but they combine the rugged, savage charm of the Satyrs with the luscious charm of the Aonides. Their hair is always wet (word to the wise), and they tend to cover it with a hat, cap or similar, and they smell of foam and kelps. Most Kelpie look Scottish, Welsh or Irish, with some traces of Briton or Frisian blood. Kelpie women are uncommon, but they do exist.   

Lifestyle: Kelpies are actually a dual fey species, the Kelpies proper and the Eich Uisge (sg. Each Uisge), the main difference being one of habitat: Kelpies live in rivers and lakes, whereas Eich Uisge live in bogs, lochs, and estuaries. Both can take horse shape, both are very good swimmers and both like flesh. Another difference, one that can mean death or escape for the unfortunate victim, lays in the skin: the skin of Kelpies feels human, whereas the skin of Eich Uisge is sticky and viscous.

Kelpies are free-spirited, some would say lazy, and they love sunbathing, surfing, swimming, and generally, lazing around. They love mingling with Pooka and Selkies, and spoiling the fun for everyone. It’s possible to gain a Kelpie’s friendship and respect, but very difficult, because they are savage, unrestrained and wildly unstable.

Ariá:

Kelpie do not change a big deal physically when switching Ariá, but their temperaments do.

Dionidae: In the Dionidae Ariá, Kelpie are primal, wild and uncontrollable. They are almost hyperactive, if that word could be applied to fey beings. They run, trash, swim, jump, and frolic around, messing with everything and everyone. Kelpie are most dangerous in this Ariá; they see most other beings, including humans, as food or playthings, and can be very, very cruel while appearing to be very, very charming and kind.

Araminae: In the Araminae Ariá, the Kelpie’s animal nature is tempered by human feelings and reason. Kelpie in the Araminae Ariá are still dangerous, however, because their human reasoning may make them malicious and sadistic. Treated with caution, however, Kelpie can be fun to be around; a would-be-victim willing to share in the fun of the Kelpie may be able to survive the ride into water.

Apolliae: In the Apolliae Ariá, Kelpie let their higher impulses come to the front. They warm unwary children of the danger of playing near rivers and bogs, and may even agree to be ridden by sympathetic fey or human beings. Apolliae Kelpie tend to spend most of the time in their horse shape, grazing around, enjoying the sun and generally having a good time.

Affinity: Actor or Nature

Birthrights:

·         Shape-shift: At will, spending a Glamour point, Kelpies can become horses. They get a normal horse’s Physical Attributes (or retain their own, whichever are higher), and keep their Social and Mental Attributes. Inside water, Kelpie get webbed hooves and a muscular tail, that gives them a +1 Strength and a –1 to all swimming difficulties. Like Pooka, Kelpies have to be alone to shape-shift, but, unlike Pooka’s, all their equipment and clothes are shifted to the Dreaming while they are in horse form.

·         Impish Charm: Kelpies gain +1 to Appearance and +1 to Charisma, even if it brings them above the maximum of five. Kelpie cannot botch Seduction and Persuasion rolls. Kelpies can charm and seduce people even in horse shape.

·         Sticky fur: Eich Uisge get this Birthright instead of Impish Charm. The Each Uisge’s skin becomes gooey and sticky, in horse form, at will; anyone touching it (e.g. ridding on the Each Uisge’s back) becomes stuck. Freeing one’s self from the tar-like goo requires a contested Strength roll against the Each Uisge’s Glamour.

·         Amphibious: Kelpies can breath both water and air indefinitely.

Frailties

·         Cannibalistic: Kelpie must eat human, horse, or fey flesh at least once a month. If they fail to do so, they become sick, and suffer a -1 to all rolls for each day they are unable to eat such flesh. When their biggest dice pool is reduced to 0, they die of starvation. 

·         Ban: Liver Flesh: Liver flesh is highly toxic to Kelpies, and eating it can kill them. Liver flesh acts as cold iron inside a Kelpie’s innards, causing a point of damage per turn, until it’s vomited or the Kelpie dies. Kelpie can detect liver flesh with a Perception + Alertness (7) roll, and become immediately sick and nauseous until they can move away from the offending flesh.

·         By the Silver Banned: Like most Adhene, Kelpies cannot use trods protected by the Silver Road, unless invited to do so by a Kithain. (see DoD for further rules on this Frailty)

Stereotypes:        

Acheri: They are fun to have around, but please, keep their hands away from me…

Aonides: Hey, babe, would you ride in my back?

Ankou: Something on them smells rotten.

Baobhan Sidhe: They seem to be nice, but they are monsters.

Fuaths: The Fuath are almost as savage and wild as we are.

Ia Salkat: Pick their pockets, look at the sparks flying around.

Keremet: These boors are no fun; who brought them to the party?

Moiræ: I have something for you, ladies, inside my pocket…

Morozko: I wonder if they are so cold as they appear to be…

Naraka: Who?

Changelings: Stop playing with your food, lads! Eat the humans, they are so funny when they scream…

Humankind: Yeah, yeah, I like to seduce lads and lasses, that’s right…


Morozko

(maROZka)

Morozko… The Morozko are the oldest servants of the White Court of the Fomorians. They are fae spirits of winter, snow, ice and frost, who were birthed in the coldest valleys of the Dreaming, far from any warm climates, and have never got used to high temperatures. They have always fought the Russian house of Sidhe, House Varich, and claim to be responsible for the curse that damned the haughty, prideful Sidhe of House Varich to a life bereft of true love. In the most common version of the tale, Varich, the son of the Sun, is tricked by a Sluagh sorceress into accepting a maiden made of ice as his true love. When the trick is finally discovered, the capacity for love is struck from the heart of the young prince.

The Morozko tell another version of the tale; they say that some Sidhe once kidnapped a young Morozko maiden, one whose beauty had dazzled and enthralled the mind of the young prince of the Russian Sidhe, Varich son of the Sun. The Sidhe, knowing that the Morozko were Adhene unprotected by the Escheat, and had been allies of the Fomorians for a long time, paid no attention to the protests of the young maiden’s parents, and took her away to a lonely castle, where prince Varich raped her once and once again for days. Finally, one day, the castle was besieged by the maiden’s kinsmen, who assaulted the fortress, killed most of the young prince’s henchmen, cursed him, and hanged the maiden in front of his very eyes, leaving him in shock, and cursed to live lonely forever.

Despite being banned from the Autumn World due to the restrictions imposed on them by the Tuatha de Danaan, the Morozko were able to survive in the minds and dreams of rural Russia thanks to their strong presence in faerie tales that served to educate children about the dangers of staying outside in the cold. More than a fair share of Morozko managed to become Evanescent, and escaped the ban imposed on all Adhene by the Children of Dánu.

Morozko are much more familiar with human values and feelings that their masters, the White Fomorians. In fact, it’s very difficult to categorize Morozko as evil or cruel. They, like all Adhene races bounded in service to the Fomorian Courts, are barbaric and primitive, used to a more primal world, the world that existed before the War of the Trees. But, unlike other Adhene, the Morozko are able to empathize with humans, and will be kind and sympathetic to those able to behave respectfully towards them.

Appearance: Morozko males and females look fairly human, with Russian features; the hair of the males is always white, but the hair of the females can be yellow as the sun, or black as the purest coal. Morozko males are strong and hairy, and most of them display big white beards and moustaches that make them look somewhat like Santa Clauses. Morozko females’ skin is white as fresh fallen snow, with the slightest touch of blue, and their lips are full red as ripe cherries. Their body temperature never rises above 0º Celcius, so Morozko tend to wear heavy coats, colorful and richly embroidered, and gloves at all times. Morozko dislike spring and summer, and feel uncomfortable during autumn. Only during winter they shine, like flowers carved from ice; beautiful, but deadly. 

Lifestyle: Morozko are tradition-bound being who respect values thought as old-fashioned by many people, such as respect for the elderly, family solidarity, and discretion in all things. These values make them look secretive and unworthy of trust, and in a sense, they are. In some ways, Morozko are akin to Boggans, something that is unwise to mention in front of members of either kith. Morozko’s cold attitudes and solemn faces hide warm hearts and hot temperaments, and many Arcadians have died confronting the Morozko, guilty of underestimating their passions. Since the Resurgence, Morozko have attached themselves to Slavic families, both inside and outside the homeland, and have become again the preferred servants of the White Fomorians, who usually feel overwhelmed by the torrent of emotions humans tend to exhibit.

Ariá:

Morozko do not change a great deal physically between Ariá, but their temperaments change abruptly.

Dionidae: In the Dionidae Ariá, Morozko are primal and cruel like the coldest winds of winter. Their beards get frosted, their skin turns frozen blue, and their lips turn black. They are slow to act, but inexorable. They hate spring and summer with a passion, and wish the world to be frozen forever. Their blood flows sluggishly, so Morozko in the Dionidae Ariá are somewhat oblivious to pain; as a result, all their damage penalties are reduced by one.

Araminae: In the Araminae Ariá, the Morozko’s nature is tempered by human feelings such as compassion and love. This is the emotional state shown by the Morozko in the Russian’s traditional faery tale, Old Man Frost. The Morozko look more human in this Ariá, and are difficult to identify as a dream beings, so anyone trying to recognize them as dream beings suffers a +1 difficulty. Morozko in this Ariá are known to have fallen in love with human beings and even Kithain. 

Apolliae: In the Apolliae Ariá, the Morozko become embodiments of the ideal of winter. They are cold but nurturing, as fresh snow just fallen on the fields, covering the seeds to endure their future survival. The gentleness of the Morozko in the Apolliae Ariá can be dangerous, however, because they tend to see all warm-blooded beings as unfit to survive the coming Winter, and may decide to kill them in order to save them from suffering.

Affinity: Actor or Nature

Birthrights:

·         Children of Winter: Morozko are completely immune to cold and magical cold. They feel perfectly fine and can act normally, even in temperatures close to 0 degrees Kelvin. They can share this Birthright spending a Glamour point for each person affected, but to gain such protection, people have to be able to answer ‘I’m warm, thank you’ ,three times, to the Morozko’s question: ‘Are you warm, my dear?’. This requires three Stamina rolls, with a difficulty determined by the Storyteller, according to the actual temperature.

·         Touch of Ice: Morozko’s body temperature never rises above 0º Celsius, and they can cause damage with a simple touch. Anyone touched or touching the bare skin of a Morozko (this includes being kissed by one), suffers the Morozko’s Glamour score in cold damage dice, soaked normally. Plants touched by Morozko tend to die, water freezes, etc…

·         Of the Forests of Russia: All Morozko can speak and write Russian, so they gain a free dot in Linguistics, reflecting their strong ties to Russian dreams. Additionally, they cannot botch Survival rolls in forests.

Frailties

·         Children of Winter: Morozko suffer double damage from fire and magical fire. They can learn Arts such as Pyretics, but Morozko skilled in the use of fire suffer the distrust of their kinsmen.

·         Vulnerable to Flattery: Morozko are proud and vain, and can be tricked appealing to their vanity. When flattered, Morozko suffer a -1 to their Wits scores.

·         By the Silver Banned: Like most Adhene, Morozko cannot use trods protected by the Silver Road, unless invited to do so by a Kithain. (see DoD for further rules on this Frailty)

Stereotypes:        

Acheri: We don’t like illnesses, not at all. Enough cold can kill the strongest bacteria.

Aonids: They are pretty and nice enough, but come from lands so hot…

Ankou: These servants of death, there’s something sick about them…

Baobhan Sidhe: Be careful of their wiles.

Fuaths: We like the Fuath: savage and nurturing, like Mother Nature.

Kelpie: These cannibals should be carefully watched.

Keremet: Shadows of death, brought to dreams…

Ia Salkat: Our masters don’t trust them, but we do.

Moiræ: Respect fate; it pays.

Naraka: Who are these warriors from distant lands?

Changelings: Winter is coming, little Kithain… Are your shelters strong enough?

Humankind: They try to keep nature out, with their heaters and air conditioners. Outside their buildings, we are waiting.

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