Designers | 1st edition: Mark Rein·Hagen, Sam Chupp, Ian Lemke, Joshua Gabriel Timbrook 2nd edition: Ian Lemke, Jackie Cassada, Brian Campbell, Richard Dansky, Chris Howard, Angel Leigh McCoy, Neil Mick, Nicky Rea |
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Publishers | White Wolf Publishing |
Publication |
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Genres | Personal fantasy |
Systems | Storyteller System |
Series | World of Darkness |
ISBN | 1-56504-700-1 (1st edition)
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Changeling: The Dreaming is a tabletop role-playing game originally published by White Wolf Publishing in July 1995, and is part of the World of Darkness series. Player characters are changelings, fae souls reborn into human bodies, a practice begun by the fae to protect themselves as magic vanished from the world. White Wolf Publishing released a second edition in 1997, and Onyx Path Publishing released a 20th Anniversary Edition in 2017.
The game explores the balance between imagination and practicality, and the struggle of art and beauty against the dark, mysterious "Gothic-Punk" World of Darkness. Changeling draws primarily from Gaelic mythology, particularly stories of the sidhe and Tuatha Dé Danann, but also uses mythology and folklore from various other cultures including Native American nations, Greece, India and Yoruba mythology of Africa.
The fae are creatures of dreams, drawing magical power and their very existence from "Glamour", the dreams of mankind. Glamour created and maintains a separate realm of imagination known as the Dreaming, from which the fae originally came to the mortal world. During the Iron Age and the subsequent rise of rational thought and science, glamour became less common in the real world, and the opposing force of banality could injure or kill the fae. In response, the fae nobility (the sidhe) withdrew to Arcadia, their home deep in the Dreaming, and the commoner fae developed "the Changeling Way Ritual" and metamorphosed into changelings. Eventually banality became so strong that the Dreaming was sundered from reality. This time period is known as the Shattering and it is associated with the time of the Black Plague. It was at this time that the Changeling Way ritual was created allowing fae spirits to inhabit human bodies alongside the human host's soul. For many years commoner changelings lived amongst mortals and made their way as best they could in a world where glamour was fading, this was the Interregnum. Then came the Resurgence, man landed on the moon and belief and dreams broke open the doors to Arcadia. Some sidhe were able to return by inhabiting existing human bodies. With the return of the sidhe and their desire to once again rule all changelings, the Accordance War broke out. Commoners and nobles fought for control of the freeholds and glamour until a peace accord was reached by the new High King David.
Traditionally, a changeling is a fairy child substituted for a human baby, but Changeling: The Dreaming uses a very different interpretation. In the game, a changeling is a fae soul born into a human body. Early in the human's life, usually before puberty, they undergo the "Chrysalis", a magical awakening of the fae soul which previously lay dormant. Once through the Chrysalis, the Changeling exists simultaneously in both the "real" world and in the "chimerical" reality of the fae, where creative ideas and imagination have substance. (The metaphysical aspects of this are the complex concepts present in the game.) The human soul becomes joined with/cohabits alongside the fae soul.
As well as the usual roleplaying traits representing their skills and abilities, Changeling characters are further defined by their ties to the Dreaming. Each Changeling has Seelie and Unseelie aspects of their being, one of which dominates a given Changeling. The courts do not easily map onto human ideas of good and evil, but instead represent a host of philosophies - light and shadow, law and freedom, duty and passion. In days past rule would be divided between the courts, the Seelie court ruling in the summer months from Beltaine to Samhain, and the Unseelie court in winter from Samhain to Beltaine, but now an uneasy truce exists and each court rules its own regions. Each Changeling has two legacies, one for each court, which represent how the dual nature of their fae soul is expressed.
Each Changeling is also a member of a "kith". Somewhat like different species of fairy, a Changeling's kith indicates the kind of dreams which birthed their soul in the Dreaming. The kiths are based on fairy archetypes from various sources, and while the most common kiths are drawn largely from Irish mythology, many others also exist. The descriptions below touch on only a few of the types of stories or traditional fairies which correlate to each Kith.
Each Changeling also falls into a certain seeming which is related to their age. The seemings include Childlings, which are the youngest group between the ages of three and thirteen; Wilders, which are between the ages of thirteen and twenty-five; and Grumps, which include any older changelings though they rarely make it very long before becoming undone. As Changelings age and pass through the various seemings they lose some of their glamour, which is the stuff changeling magic is made of. They also gain Banality, a force created by mortal disbelief.
The Seelie have a reputation as the guardians of fae traditions. They are the peacekeepers, protectors of the weak, and uphold the ideals of chivalry. Most Seelie seek the reunion between the mortal world and the dreaming, and would like to return to the time before the realms became divided.
Where the Seelie dedicate themselves to preserving the traditions of the fae, the Unseelie style themselves as mockers of those traditions. They stand for the principles of constant change and impulsive action. They have a reputation for fostering war and madness, despising those weaker than themselves, and valuing freedom and wildness over any chivalric code. The Unseelie see themselves as radical visionaries, bringing about vital change and transformation through whatever means necessary, including violence. Most members of the Unseelie court believe that the Dreaming has abandoned them, and therefore, that they owe no special loyalty to it or to their lost home of Arcadia.
In the Changeling: the Dreaming 20th Anniversary publication, Piskies, Selkies, and Clurichaun were added. The Sidhe were divided into two different Kiths: Autumn Sidhe and Arcadian Sidhe.
Found in the book Land of Eight Million Dreams (by James A. Moore) these are the closest equivalent to kithain native to the realms of central and western Asia. More so than any other of the gallain, the hsien are not like standard changelings. They use an entirely different system of magic much closer to that of Mage: The Ascension . The closest analogue mythologically are the Hsien or Shinma, small gods who were once the servants of greater spirits and who now must secretly answer the prayers of the faithful. Rather than their souls being born into human bodies, Hsien appropriate the bodies and mortal personalities of the recently deceased, usually hiding the fact that they died at all. They are organised into ten "kwannon-jin", kith-like divisions which include the noble Kamuii and the commoner Hirayanu.
Introduced in the Blood-Dimmed Tides World of Darkness sourcebook: Merfolk (Tritons, mermaids, mermen, the ocean's nobles and seducers) and Murdhuacha (pronounced me-ROO-cha; Nucks, Merrow, sea monsters). These two Kiths both begin life as Nereids (Mer children, or the "larval" stage) yet attain maturity by merging with an Apsara, a sea creature ritually bonded with the Nereid to form roughly half of the changeling's new body (usually the body's lower half and the extremities). Nereids whose Apsarae are bony fishes, sharks, cetaceans or even oceanic reptiles evolve into merfolk; Nereids who bond with crustaceans, jellyfish, squids, octopuses, worms or other oceanic invertebrates become murdhuacha. The two Kiths are traditionally mortal enemies, but the rising tides of Banality and the human defilement of the oceans have forced merfolk and murduacha into an unsteady truce.
Changeling: The Dreaming was originally published by White Wolf Publishing in July 1995. [1] A second edition was released on August 7, 1997, premiering at the Gen Con gaming convention in Milwaukee. [2] [3] Changeling: The Dreaming 20th Anniversary Edition was released on September 13, 2017, by Onyx Path Publishing [4] – a company formed by ex-White Wolf Publishing staff. [5]
A Player's Guide supplement for Changeling: The Dreaming was released in 1996, adding additional abilities, legacies, flaws and merits not included in the base game's rulebook, material relating to the Autumn People which had been left out of the rulebook due to printing errors, and new information on the game world. [6]
Time of Judgment , published in early 2004, included a chapter on the end of the world from a Changeling's perspective, and was the last official published material for the game.
Dark Ages: Fae is a World of Darkness: Dark Ages game with strong links to Changeling.
In August 2006, White Wolf published Promethean: The Created , which included an advertisement for a 2007 version of Changeling, confirming the rumors that Changelings would appear in the Chronicles of Darkness setting (then known as the "new" World of Darkness).
In April 2007, White Wolf unveiled the new "Changeling" line, Changeling: The Lost , and updated their site periodically with information about the new game. The game approaches changeling legends more traditionally: the characters are actual humans who were stolen by the Fae, taken to Arcadia as slaves, and finally escaped back to Earth. Their magical nature is the result of changes wrought upon them in the world of the Faerie. The types of changelings lack any direct connection to a particular culture's legends. The Fae are purely antagonists, while Courts are determined by the four seasons, and the spiritual and past life dimensions have been discarded.
Changeling: The Lost was released on August 16, 2007.
Review scores | |
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Source | Rating |
Arcane | 6/10 [7] |
Backstab | 8/10 [8] |
Lucya Szachnowski of Arcane magazine called the game bland compared to White Wolf's other games, felt it failed to create an atmosphere of its own, and criticized the developers' decision to have most fae emigrate to America as it removed the option to have stories set in "the homelands of the brothers Grimm or Hans Christian Andersen". Szachnowski appreciated the use of cantrip cards and the option to play with or without them, but criticized the game's rules for lacking depth, commenting that if the game "had been the first Storyteller game I doubt it would have sold as well as Vampire". [7]
Changeling: The Dreaming was the sixth highest selling role-playing game in France in the August – September 1996 period. [9]
A fairy is a type of mythical being or legendary creature, generally described as anthropomorphic, found in the folklore of multiple European cultures, a form of spirit, often with metaphysical, supernatural, or preternatural qualities.
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A Stroke of Midnight is the fourth novel in the Merry Gentry series by Laurell K. Hamilton.
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Changeling: The Lost is the fifth supplementary role-playing game line published by White Wolf Publishing. It uses the Storytelling System for rules and is set in the Chronicles of Darkness setting. Changeling is the second limited game published by White Wolf after Promethean: The Created, but in April 2008 it was announced that because of the success of the line it would be an extended limited series not limited to five books. Since then, three full hard-cover books were published: Equinox Road, Dancers in the Dusk, and Swords at Dawn. Goblin Markets, available only on PDF, was also created. This was followed by the setting book Victorian Lost.
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