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Post by Lorekeeper on Dec 14, 2009 3:57:03 GMT -8
CTD WW7008 The Hidden Dreamers... Enchanted, The - WW 7008 Changeling the Dreaming 104 pages Author : Stephen Kenson Publisher : White Wolf Publishing ISBN : 978-1-56504-714-3 Rule System : World of Darkness Campaign : Changeling the Dreaming Product ID : WW7008 Sometimes mortals, fortunate or unfortunate, are chosen by the Dreaming to be a part of the world of enchantment. Some bear fae blood, though they are not changelings, and some are brought in under the spell of Glamour. However they come to the Dreaming, these people will never be the same. The Gift of EnchantmentThis book offers a wealth of information on how changelings interact with the rest of the world - from mortals to supernaturals. Here are uncovered the secret alliances of the fae and the Prodigals as well as their ties with mortals and the magi. The Enchanted includes: This book can be downloaded here for a small cost: rpg.drivethrustuff.com/product_info.php?products_id=288&it=1==================== I will be using this book to outline Fae Enchantments so that those in the community who have not studied Changeling the Dreaming can understand the mechanics should you choose to participate in this RP with the Fae. I have received many requests for this information daily recently so I think it should be put in one spot for reference other than the Freehold of Roses Forums. These are the rules used by the Freehold of Roses, anyone coming to me for explanations will receive this information.
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Post by Lorekeeper on Dec 14, 2009 3:57:52 GMT -8
Starting on page 20 in chapter 2 the following information can be found:Why Enchant MortalsMost Kithain enchant mortals simply because tehy can, because they desire the mortals to experience or understand the Dreaming, or they are looking to inspire the mortals with a vision of the Dreaming and perhaps stave off the encroachment of Banality for a moment. Enchanting also has its practical uses in getting mortal aid and convincing mortals that the changeling is not crazy (or at least convincing them that they're all crazy...). It also has its fun side where mortals get to have a day or two of fantastic experience, and the changeling gets to have fun, and maybe even add something to the Glamour of the world. - For Fun Much of the time the only reason for enchanting a mortal is the simple desire for fun be it done in the guise of a celebration like Mardi Gras, where Banality does not have as strong a grip on the mortals present.
Satyrs and party loving Kithain are known to enchant mortals for the same of giving them and themselves a good time. Satyrs often take mortal lovers or "flings" who are enchanted for a night or two of wild abandon, then left with what seem to be pleasant daydreams or fantasies that seem unusually vivid when recalled.
Sometimes the enchantment is at a mortal's expense to make him the subject of a prank or practical joke, or for the look on his face when he sees the chimerical giant purple dragon lurking in his basement for the first time. Pooka are particularly fond of enchanting mortals from time to time for this sort of thing, playing elaborate pranks on them that are later forgotten or misremembered once the enchantment wears off.
Unseelie have a more sinister version of this kind of prank, enchanting hapless mortals in order to terrify or play "games" with them. The truly unfortunate are subject to more elaborate "entertainments" like the Wild Hunt, in which a party of Unseelie (usually Sidhe) and their chimerical hounds harry an enchanted mortal through the streets or lonely country side. The pack tears the mortal to pieces if it catches him, causing the mists to plunge him into a coma from which he later awakens, believing the whole experience to have been a nightmare. - For Help Enchantment does have a more practical use. Mortals are unable to perceive or interact with the realm of the Fae unless they are enchanted; Banality and the Mists shield their senses from the true nature of things around them. Enchantment allows Kithain to effect a mortal with their cantrips and chimerical items and weapons. Once enchanted a mortal can be effected by the healing cantrips used by the Fae; or conversely be engaged combat on the Fae's terms.
This might be to the mortals benefit if he is in need of the Kithain's help, or if a changeling needs mortal help and must convince him what they are talking about is real. Mortal allies sometimes need to be convinced of the truth of what the changeling says simply so they won't think their friend is mad or imagining things. Authority figures are often enchanted to gain their trust or help. - For Inspiration Bringing a mortal into the world of the Kithain can also help accomplish a goal near and dear to the heart of every changeling; inspiring the mortal, which in turn slows the progress of Banality, staving off the inevitability of Winter. By enchanting mortals, Kithain give them the gift of inspiration, a brief return to the sense of childlike innocence and wonder where dragons lurked in every dark cave and magic was everywhere. This inspiration is hoped will help to increase the Glamour in the world and loosen Banality's grip.
The most common mortals to be enchanted this way are Dreamers that the changeling patronizes as a muse, so that the dreamer can create new things that generate more Glamour in the world and allow the Dreaming to survive. A mortal Dreamer may or may not know about her faerie muse, depending on the relationship between the changeling and the Dreamer. Methods of EnchantmentThere are two ways that changelings may enchant mortals. One is through the gift of a token invested with Glamour that allows the mortal to see the world of the Kithain for some time. The other (considered the quick and dirty way) is to overpower the mortal's Banality with some of the changeling's own Glamour. It works for a shorter period of time than tokens, but usually long enough to suit the enchanter' immediate purposes. - Tokens Tokens are physical gifts infused with Glamour used to bring about enchantment. They might be anything from food to jewelry to a macaroni duck covered in glitter. Some tokens are more effective than others, especially if the changeling had a hand in making the token personally or if it is something especially near and dear to the changeling or the mortal to be enchanted. A mortal is more likely to accept such a gift than something the changeling picked up at random.
The token is prepared by the Kithain by infusing it with some of his own temporary Glamour. The creation of a token takes time depending on what it is. Tokens such as food or handicrafts must be prepared by the changeling herself, and take time depending on the changelings skills. Not all tokens are crafted, other items can work equally well, like a ring or a baseball; the hitch is it must be an item the Kithain can freely give the mortal, items that are stolen for instance do not make suitable tokens.
Once the token is infused with the Kithain's Glamour it needs to be given to the mortal and be freely accepted, although the mortal does not need to know the true nature of the gift. While mortals can not be enchanted for long against their will they can be enchanted without their knowledge; changelings have many many ways to trick a mortal into enchantment. The simple act of tossing the token to an mortal while calling out "heads up" or "catch" is a means of having a token accepted, including picking up the token if it is missed or dropped. As long as the mortal recieves the gift and willingly accepts it, the enchantment takes place. Gifts that are "planted" or forced upon a mortal are not gifts, and violate the spirit of enchantment for any mortal not living in a Freehold.
A general guideline: food would be consumed and pass out of a mortal withing 12 - 24 hours we've played that when this happens the enchantment fades. Perishable tokens such as a plant or bouquet of flowers, a candle that is burned etc.; once the item no longer exists it is believed the enchantment fades. Keepsake tokens that can be re-infused have a duration of one moon or 28 days, so need to be re-infused once a month to maintain the enchantment. - Forced Enchantment A changeling can also briefly enchant a mortal by using Glamour to overcome the mortal's Banality. This requires only the expenditure of a point of temporary Glamour and a roll of the changeling's Glamour against the difficulty of the mortal's Banlity. If the person is carrying or wearing anything made of cold iron on her person, the difficulty is increased by 1. A single success is enough to enchant the mortal. This is usually done when there isn't time to prepare a token, when the mortal needs to be enchanted immediately, or when a mortal needs to be enchanted against her will. It is usually done so the mortal can be more easily affected with cantrips (Fae magic spells) or chimera (items or beings made totally of glamour).
Example: Sage has a Glamour pool of 5, a normal mortal has a Banality rating of 7, Sage would roll 5 ten sided dice and hope to get at least one to be a 7 or higher. Each 7 or higher counts as a success. If Sage rolls a 1 that's a botch and will be subtracted from any successes, if she rolls a 10 she gets an extra roll to add to her successes. If Sage rolls a botch and has no successes to cancel it out, Sage can not attempt to enchanted the mortal again for a duration established by the Storyteller. Success or failure, the point of Glamour it costs to enchant the mortal is lost.
Forced enchantment lasts for a fairly short time, usually about an hour, although the time can vary from one mortal to another, depending on her Banality and personality. As with most things Glamourous, the time is rarely consistent. For general purposes it can be assumed the enchantment lasts the duration of the scene.
Forced Enchantment can come as quite a shock to a mortal, especially if she is suddenly confronted by a hostile Kithain wielding chimerical weapons or a chimera like dragons, or griffins. Even under more pleasant circumstances, being pulled into the world of the Fae can be a shocking experience for a mortal, more so if the mortal has a high banality rating. Changelings prefer not to use forced enchantment on mortals the like and trust for fear of harming them with the sudden shock to their senses. Kinds of Enchantment- Retinues The most common of the enchanted are the Retinues of the Kithain. Many Kithain, particularly nobles, maintain enchanted mortal servants for themselves. So long as the mortal remains inside a freehold their enchantment is upheld and no further Glamour is needed to maintain the enchantment. Leaving the Freehold allows the Glamour in the enchanted's token to begin to wane and fade, requiring it to be re-infused regularly. Those that remain within a Freehold run the risk of becoming Dream Struck (see effects of enchantment). - Muses Changeling muses and their dreamers have a special relationship among their enchanted. Changelings are strongly drawn to artistic and creative people as Founts of Glamour, and work with them to encourage their talents and expression, acting as muses and inspirations. Within some rare humans, perhaps one in a hundred, is the spark of Glamour, the connection to the Dreaming that allows them to truly create something new. There are however risks, enchantment can over time effect the Dreamers mind and spirit, the risk of madness, or the chance the Dreamer may become more concerned with the act of creating Glamour than expressing the Glamour in the human spirit; this can lead to drab creations or a commercialism of the Dreamers creativity. - Mortal Love Love for a mortal is the most dangerous and tragic of changeling love stories. Unless mortal lovers are enchanted, they can never know their changeling lovers for what they truly are. Their Fae nature separates changelings from their mortal partners they are part of a world that most mortals simply cannot understand and cannot long be part of. The conflict this raises in both Kithain and the mortal is the subject of many great tragedies among the Fae.
Some changelings decide to enchant their mortal lovers so that they can experience the world of the Fae for themselves, as well as their lovers true natures. This often ends in disaster, with the mortal shocked or repulsed at the true mein of her lover, or driven to madness by the revelation of the Fae world. No changeling enchants a mortal beloved without serious considerations of these dangers.
Sometimes an enchanted mortal lover gladly accepts the truth about the changeling beloved. Even then the relationship is strained and tested by the demands that are placed on both partners. The mortal cannot long recall the truth before the Mists take over and render the experience little more than a dream. The changeling must spend more and more time in mortal society to be with her love, away from teh protection of the Freehold. Bringing the enchanted mortal lover to the Freehold risks them being Dream Struck, or suffering the madness that can effect the enchanted. Most rare are stories of changelings who feel love so great for their mortal partners that they willing give up their Fae natures in order to live together with them in the mundane world. Effects of Enchantment- Inspiration - Madness Loosing Enchantment- Banality - Glamour Runs Out - Token is Lost or Destroyed
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Post by Lorekeeper on Dec 19, 2009 4:10:25 GMT -8
Updated
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