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Around the World: One of Eight Million Dreams

An alternative setting or additional material for Asia chronicles

As the month is winding closer to its end, this'll probably be the last thread I'll be posting. A look
at Asia and just One of those Eight Million Dreams and the things that could be. I'm not going to
post lots of data as this is the ongoing product of a few years work but enough to give a taste, the
Introduction & edited down Lexicon which in its entirety is compiled from all the Middle
Kingdom books and new unique terms from my own setting, Chapter One: History of the
Akiyume then at weekend I'll add a condensed look at the kith from Chapter Two: Children of
the Dreaming leaving out Chapter Three and the Appendix. The geography and realms of the
Dreaming in my setting are mentioned in one of the other Around the World threads - The Atlas
Guide. There you'll find the locations of this alternative dreamscape.

Like it or not, take it or leave it, One of Eight Million Dreams. An optional Asia setting.

Introduction

Of all the lands and strange kingdoms in the world, the east is the strangest and most elusive to
westerners. A realm of ancient enchantment and mystery, civilisations that achieved great
wonders while most of the world, remained in its infancy barely scratching its potential. In the
west many held a belief in a world beyond ours, a world beyond an invisible shroud, a realm of
enchantments and enchanted creatures where the spirits of the land were very much alive and
heard our calls, in the east it was more than a belief, it was a known fact to many. Superstition
and ancient ritual kept beliefs alive, on one hand it strengthened the enchanted worlds and its
denizens while forming boundaries and limitations, rules of conduct and etiquette with the other.

Welcome to Asia, the Middle Kingdom and the Land of Eight Million Dreams. It is a strange
complex and alien world that baffles outsiders yet beneath its many layers of form and formality
lays a simpler world that was once at harmony with the many facets of the world within its
borders and those beyond the perceptions of mortal eyes. The Middle Kingdom is a dynamic
place, a gauntlet of ancient traditions and ritual yet reaching out to seize tomorrow with its other
hand creating an ever widening chasm between the two where the shadows stir and slip into the
night. People of the Middle Kingdom have long known of things, which lurk between the many
curtains of the world, for the most part they strive to honour spirits while trying to continue daily
rituals. They turn a blind eye to most of the wandering spirits, not from ignorance but politeness
and fear for they do not want to disturb the spirits nor be embroiled in their restless existences.

Ideas on how to use this fanbook


Akiyume is nothing more than a possible addition to an eastern Changeling or Middle Kingdom
chronicle, a chance to use alternate creations, different Kithain – the Akiyume and different
Thallian – the Kuraiyume, based on real spirits and fair folk of Asian mythology as opposed to
using the Shinma and Hsien previously presented in the Kindred of the East: Year of the Lotus,
Changeling book - Land of Eight Million Dreams.

Mood
Lands of etiquette and lore, rituals and beliefs harbouring many dark secrets and its own phobias,
some lands see all spirits as equal, no good or bad as those are choices we make and actions we
do which define us all. Other lands are more superstitious and fearful of those that shift between
the realms, the Middle Kingdom is a paradox of visionary achievements and futuristic dreams as
well as archaic, unbending and grounded in yesterday. Vast landscapes untouched by mortal
man, ancient ruins and cities trapped in medieval grandeur while elsewhere technology reshaped
the land, towers of mirrored glass and polished steel, silver and gold, reach to the heavens.

The most populous place on earth, diverse in its people and its customs, poverty and slums as
well as great wealth and futuristic decadence, culture and old beliefs millennia old side by side
with genius that leads the world in cutting edge technology and the inventions of tomorrow’s
tomorrow. These are the lands of dreamers, diverse and rich to the denizens of the dreaming.

Theme
Strange, unsettling, beautiful, these are the lands where epic quests and the greatest adventures
held the heavens in the sky, turned back the seasons and trod the paths between the Yomi worlds
and the Yellow Springs. Kingdoms brimming with natural marvels and stunning beauty, lands of
sorrow and sadness, hope and vision. Cities trapped in the past and the coils of defiant Bygones
while others form the dreams and shape the world of tomorrow. Spirits walk the land, living
among the dreamers, dark lurkers and mysterious denizens dwell in the slums and hidden worlds
shying away from the bright lights and flickering neon of the modern cities while mercurial
dreams and sly spirits bask in the wonders and marvels carved out by the dreamers. Many cannot
walk these new streets, it pains them so while others are not hindered or hurt but thrive in the
new world rising from the old. Slowly but surely the division that separates the Courts is
widening and the sides, which were drawn long ago, are growing more defined. Ancient feuds
span countless incarnations and tension hangs over the horizon as the Wheel of Ages turns ever
closer to the next Age and to the looming Winter.

Fairy tales aren’t just fairy tales they’re the lore and myths of those who tread among us; fairy
tales are their history, our way of remembering lessons learned and the heroes of forgotten
history, a time when they and us had grand adventures during a more innocent time.

The Akiyume and the Middle Kingdom


The people of the Autumn Dream, as the wheel moves on so do those inhabitants of The Middle
Kingdom including the changelings within. There is a philosophy and belief the world revolves
in cycles, ages of man; this is known as the Wheel of Ages and the Great Cycle of Being. Like
seasons upon the world making leaves wither and die for new buds to grow.. the wheel moves
on. The changelings or Akiyume as they are currently known reflects them and the world they
inhabit for without one there can be no other, even though neither is compatible. The world is a
disposable modern realm where life is cheap and recycled goods litter the streets with the
homeless and desperate but wandering these streets are those who (to some, mentally ill and
delusional) see ancient wonders, mythic beasts, & worlds long gone. Their erratic travels are the
quests of legend!

Long ago the Akiyume went by another name in a world more inline with the world they see but
back then they also touched the heavens and moulded the earth. Alas that was long ago, before
the wheel turned..

Lexicon - small extract

Age of Darkness – The Fifth Age of the Great Cycle, the time period extending roughly from
first contact with the West to the present nights.

Age of Sorrow – The coming Sixth Age of the Great Cycle, the lowest point of the Great Cycle
and prophesied to be the darkest hour. The time of the Apocalypse, the end days, the time of
judgement, Gehenna, Winter. Believed to be an age of anarchy, cleansed by a Demon Emperor
and chaos unbound, a necessary age of balance but will herald the utter destruction of the Middle
Kingdom.

Aki no yume hito bito – Autumn Dream people, the archaic term or Old Form now virtually
used (see Akiyume).

Akiyume - Autumn Dream. Changelings unique to the East, unlike western changelings they
make no distinction between Kithain or Gallain even though there clearly are Akiyume which
can be seen to be so, the Eastern dream children do not label themselves into two separate groups
or classifications.

Akuma – “Devil”; a Japanese-derived epithet for those Kuei-jin who serve the Yama Kings.

Akumuyume – The Adhene, Denizens of the Dreaming and the Lords of Nightmares.

Ba Xian – “Ten Thousand Dreams”; Tuatha De Danaan, the mysterious progenitors of the Fae.

Capecia: The Clockwork City aka The Automation City – The domain of the Mannikin, a
sprawling neo modern and steampunk metropolis, a city which never sleeps or stops, a vast
glamour engine and the heart of the Inanimate Empire.

Chapshin – The Korean name for supernatural creatures in the Middle Kingdom, ghosts, faeries
ect.. Chap meaning “various” or “miscellaneous” shin meaning “spirits”, in Korea they do not
believe there are clearly defined good or bad creatures, all are equal and all are capable of great
kindness and generosity or malicious cruelty and vengeful actions.

Clockwork Court – A diverse Mannikin collective and clearly split, on one side are the older
clockworks of the bulky automata circa 1600 - 1900 and the other side who are the younger
robots made of tiny, sophisticated technology. Its ruling body includes the Alberti, the Automata,
the Capeks, the Copelli, and the Rotwangs.

Court of the Dragon – The Unseelie Court.

Court of the Phoenix – The Seelie Court.

Effigy – Inanimae from the automaton city Capecia, a realm in the Dreaming; equivalent to
Mannikin in the west.

Kowaku - Glamour.

Kurai no yume hito bito - Dark Dream People, the archaic term or Old Form now virtually used
(see Kuraiyume).

Kuraiyume - Dark Dream. The Thallain of the East, known in some regions and provinces as
the Hakujouyumi.

Land of Unfulfilled Dreams – The mundane world.

Leyak – Indonesian term for supernatural entities (see Shen).

Lingzhi – A breach of the mists located in China, the mythic faerie herb, a plant, which holds the
properties of the dreaming and bestows miraculous healing and resistance against numerous
ailments. Supposedly once granted immortality before the Shattering.

Penglai Shan - Island of the Immortals. The mythic home of the Akiyume, another interpretation
of Arcadia.

Shinmin – Korean name for changelings, derived from an archaic term for the spirit people
made of dreams recorded in ancient legends, folklore and myths of the Middle Kingdom.

Shinwa – Korean term for ancient gods, great spirits of creation who dwell in heavens and
realms beyond ours and are believed more or less rule over their creations; this would include the
mysterious Tuatha De Danaan.

Suku no yume hito bito - Empty Dream People, the archaic term or Old Form now virtually
used (see Sukuyume).

Sukuyume - Empty Dream. The Dauntain of the East, known in some regions and provinces as
the Karappoyumi.

Wheel of Ages – The eternal cycle of being, in which the earth suffers through eras of increasing
misery, until the end of the cycle is reached and the world begins to right itself toward paradise
once more.

Xuanpu – The enchanted realm in the Kunlun Mountains.

Chapter one: History of the Akiyume

Mythic Age
This was the Time of Legends, the golden age untold wonders and infinite possibilities, a time
when magic flowed through all things and all things were as one. Reality and dreams were
indistinguishable; the essence of glamour flowed through all things and shaped creation as
creation shaped the flow of glamour while reality took shape and form. The children of the
dreaming knew only of greater wonders and explored the lands far and wide and met the tribes of
man that dwelled in the mortal realm. The children of the dreaming were as shifting as the sands
and the movement of the waves, mercurial and silver, never static or constant but always
flowing, shifting. These were the Ba Xian, gods among men, the shining immortals who bent the
land to their will, froze waves with gestures and called to the winds to carry them aloft. There
was nothing they could not do. The minds of mortals swayed to their desires as the elements too
bent to their will, mortals dreamed and with the help of the Ba Xian forged great legends and did
great deeds but then mortals feared the dreams and gradually rose up to protect themselves. In
time the Golden Age of Legends began to wane, slowly what was once indistinguishable
eventually parted and the world of dreams separated from the mortal realm as the Sundering
began.

The Sundering
What was given could not be taken away, mortals continued to dream. The Ba Xian watched
from Penglai Shan and walked the dreaming, as mortals changed and learned of the world and
how it bent to their will as they slowly harnessed it properties, ripples echoed the upon shores of
the dreaming. The world of the Ba Xian and its children the Akiyume, shuddered, dreamers
began to influence the fabric of the dreaming. Mortals moved beyond simple dwellings and
simple dreams, tools barely changed but their achievements grew and were soon etched in stone,
great castles were over shadowed by greater dreams and provinces fell to kingdoms, kingdoms
united to become empires and empires shaped the world. Mortals fought mortals and blood
flowed over blood, man made good of his terrible dreams, emperors sought the Ba Xian and
craved their immortality, the Ba Xian stepped back and turned away.

The Shattering
The final strands between the dreaming and the mortal realm fell apart, the entrance to Penglai
Shan suddenly closed and faded away, its echo which had ebbed and waned like an apparition
finally vanishing from the mortal realm. The children of the dreaming found themselves alone
and lost without the Ba Xian. Anarchy spread across the dreaming as gate after gate collapsed,
dragon lines erupted and nests tore apart as parts of the dreaming devoured itself, the Akiyume
desperate to find havens desperate to get home, scattered. The Great Phoenix stirred and awoke
from her ancient slumber, rising from the great lake of unformed glamour; the Great Phoenix
rose and spread her wings to save them all. Her cry rang out across the dreaming, the Great
Phoenix was no more, the glamour faded, her feathers scattered to the corners of the dreamscape
and when her burning image was gone, the children of the dreaming found themselves alive,
alone but exiled from Penglai Shan, the heart of creation.

As for the world of man, it was on its knees, the western world had been brought face to face
with the threat of extinction by plagues, over 75 million fell to disease, a third of the world’s
population gone. As the influx of dead souls overwhelmed the Yellow Springs and caused a
cataclysm, waves of destruction tore through the world of the spirits as the death and loss of so
many dreamers from the world had in turn effected the dreaming.

The Interregnum
A new age began to slowly take form, in the west, mankind’s aspirations seized the Land of
Unfulfilled Dreams, past achievements would be surpassed on a whole new scale, the world
would never be the same again. As time passed, these aspirations spread east, greed and
treachery betrayed the old order. Honeyed whispers from the west achievement what their
warriors and faiths never could, the age of past empires and kingdoms fell.

As the winds of change swept the lands, the noble spirit and timeless traditions refused to fall as
easy, as man adapted to the new order rising from that which had barely changed over millennia,
the Akiyume adapted too. The world was a blur with changes here and changes there, yet the
hearts and dreams continued to beat to the same drum of yesteryear, some things could not be
erased so easily.

With joys came sorrows, little victories overshadowed by terrifying losses. The Lands of
Unfulfilled Dreams would know of sorrow unlike any other it had ever known. Aspirations led
some to madness, one Great War led to another, bigger more frightening war, man had done well
and kept his promise, he had learned how to bring suffering and spread death to millions upon
millions. People reeled from the horror as the Akiyume too were shocked, many of their number
had begun to face a violation of the dreaming, what had been a sickness which struck rarely was
now like a cancer growing without restraint, the Sukuyume finally appeared in great number.
These hollow dreamers waged their perverted own war, neither of one world but trapped
between both, they were of single vision and unified in their twisted view. Beyond the fringes of
the dreaming in its chaotic formless coils, shadows stirred and began to waken. In time the world
began to heal its wounds, the Akiyume had much to do, much to rebuild and heroes to grieve, the
remaining Sukuyume scattered.

The Shadowed Resurgence: Return of the exiled Akumuyume


As former glories slowly began to be recaptured, kingdoms rebuilt, the depths of dreaming began
to release the shadows entombed there long ago. As in all things it is the young which rise and
stir first to shake off their slumber to run free while their groggy elders remain behind. Half
awake yet reluctant to fully move, reluctant to spend their energies forcing themselves from their
prisons, the elders waited and left their children to weaken the bonds for them.
Metal birds set the forest aflame and made the water burn across the Nibbana and the Khmer
Kingdom, shadows slithered into the darkness and fed on the despair. Old scars upon the Isle of
the Dawning Sun proved spawning grounds for the shadows to slip free, and fed they did to
infiltrate the darkness growing there. Across the ocean the Empire of the Red Chrysanthemum
and the Land of the Morning Calm faced its own iron grip, the shadows rose and found it
welcoming their hungers. A darkness began to permeate the Lands of the Eight Million Dreams.

The long exiled creatures began to show their face, some were harmless or at least only mildly
offensive and as brash as some Kuraiyume but all in all mostly harmless. These harmless
creatures sought refuge, wishing nothing more than sanctuary and asylum. Betrayed by kin of
their own, the rest of these former exiles would let nothing stand in their way, not their kin and
not their enemies. This world they had been kept from was a paradise which held all manner of
degradation and perversity, they would revel in its sickness and the world would learn the
Akumuyume were free once more.

The Discordance War


Confrontations sprang up across the Lands, Akiyume allied with Kuraiyume and refuge seeking
Akumuyume fought against the twisted Akumuyume allied with opportunistic Kuraiyume,
shadows fell and new shadows rose. Territory was held but the status quo reeled, it was the first
and last war. The shadows had tested the waters and then retreated, scattering underground to
leave those behind questioning. In their prison, the ancient shadows, the Lords of Nightmare
smiled, their time was coming. The Wheel was turning ever closer towards a new Age, from
Darkness to the Age of Sorrow.

The Present
The Lands of the Eight Million Dreams live in mixed times of prosperity and despair, kingdoms
are in flux. The world of dreamers shifts at an alarming rate, reforging itself and reshaping the
land, the rich grow in number and grow in fortunes while the poor remain poor and multiply
alarmingly. As once the mortal realm, the Land of Unfulfilled Dreams, had separated from the
Dreaming, it now divides itself. While that which had been timeless for so long, now laid
splintered. One foot in the past, the other, already changed by the Interregnum, now leapt further
forward striding alone into tomorrow.

The Courts of the Akiyume are locked in a stalemate of action and apathy, conspiracies and
whispers question alliances and allegiances. Shadows grow in power for there is no limit to
despair and their masters stand upon the threshold ready to plunge all into chaos. These are the
final days of the Fifth Age.

Akiyume (Kithain/Gallain)

Dwenbe

You only ever see these as old wrinkly kith, like an opposite to the Zashiki Warashi who always
seem youthful. Less interested in the home itself and more caring to the community, they adore
children (and pretty young ladies) and are pretty much part of the glue which keeps a local area
alive and instills the heart of those around with a pinch of hope.

Fu Sang Kuo

Desended from the Uldra who went east from the Isle of Snowflakes, they have carved a legend
across Russia, Siberia and China. Tales of cannibalism and ghoulish children are theirs, they are
survivors pure and simple, like nature they have no obvious alignment to seelie or unseelie, they
simply are.

Pretas

Withered deformed wretches, like redcaps who hunger, these tormented souls have been
reshaped by the suffering of generations and embody the sacrifices and hardhsips of the people
to become haunted souls by the hunger they can never sate. Nurishment turns to ash and dust,
they devour the lore of their surroundings and the community they have adopted and dispence
their own justice like the mythic Killmoulis did long ago.

Rokurokubi

One of the mysterious kith with an origin shrouded in lost myth, tied to the Whisperers and Yomi
but no one really knows what is true. They dont look like other Akiyume or western Kith, they
seem like normal dreamers from the Land of Unfulfilled Dreams and not special in any way until
their necks extend and grow. They are the most playful and sweet of creatures, curious and
appear to be most pleasant.. if a little disturbing.

Tanuki

Shapeshifting pranksters, similiar to pooka but as well as having the raccon dog totem and feral
form, they can also take the forms of inanimate objects for a period of time. Not the brightest
button at times and for all their mischief they can be suckered as much as they love to fool
others. Mostly harmless but legendry pests who can string along some of the greatest hoaxes, this
of course doesnt make them the most popular of people.

Tennyo

The oldest of legends speaks of the angelic maidens who come from a place of unknown dreams
and absolutely pleasure and peace. It is said they are the purest souls, ambassadors of the devine,
whose power is contained in their angelic robes and that they can awaken the world, reshape it
and make it remember. Beauty to make western sidhe weap and truly noble, kind and self
sacrificing.

Tokkaebi

Scary and fearsome musclebound brutes with firey hair and a vicious horn(s) to go with those
brutal jagged teeth an tusks.. yet for all the trouser soiling first impressions, these guys are just
one of the gang. Sure bad people get their karmic fate but good people just get the break they
deserve when they meet these rough diamonds, they drink too much and smoke too much and
generally enjoy themselves.. loudly. You could never want a better best friend then to have a
goblin for a friend.

Yosei

The Children of the Phoenix are like the selkie of the west, their power resides in an item and
that item passes along through the ages and the many hands of those it enchants. The Yosei are
bird maidens, their forms are as varied as the those who are chosen. They lead uncluttered lives
and move from place to place, they prey of those who prey on others and use the guile and
seductive charms of the swan or peacock to sway their prey, others who are more predatory like
the hawks and kestrals are not always so kind.

Zashiki Warashi

Spirits of the home and hearth, childlike in appearance and devoted to the homes they adopt.
They are traditionalists and shy away from modernism, similar to boggans in the way they are
generous and caring to that which brings them pleasure and to what they care for. Those who
seem disheveled reflect the despair of their home and its state of disrepair. Those whose fortunes
are blessed become restoration specialists and seek to preserve the old ways and dwellings of
yesteryear.

Kuraiyume (Thallain)

Chanak (Dwenbe)

They are everything wrong which makes their kin so desirable and treasured. Chanak are petty,
vindictive, self absorbed and destructive. Plain ol cruel and mean and seek to erode the heart of
cummunities and generally bring as much misery and misfortune to others as possible.

Gaki (Pretas)

Forged from the same despair and torment as their kin but unlike the Pretas the Gaki were
consumed by the torment and found pleasure in the depravity. No excess is beyond exploration,
they are infested with diseases or mishapen and more withered than their kin yet found solice in
amplifying their flaws. What they know is used against others for their own benefit not for a
noble cause or to seek justice but purely self motivation. Cowardly and without honour but
dangerous as they are elusive.

Nukekubi (Rokurokubi)

As all things tarnish and corrupt they excel at being sick twisted fiends. Their kin are playful and
delight in the game but Nukekubi see only the game, the art they have taken to the ultimate
extreme and revel in the perverse delight of destroying the lives of others. The prey are lucky if
they live to tell the tale as more often then not, the game is fatal. Unlike their kin, their necks do
not extend. Their heads completely detach.

Inanimae concepts

Glomes in the MiddleKingdom

Mount Fuji and the spiritual stone gardens of Japan.

The sacred mountains of the great Chinese rivers and its blessed coastal regions.

Deified monuments, mythic retreats from folklore

The spine of the dragon supporting Indonesia.

Kubera in the MiddleKingdom

People whisper their secrets (thoughts, desires and dreams) into hollows carved into trees then
fill the hollow with mud, sealing away their secrets dreams.

The world of the miniature dream, Bonsai.

Ondines in the MiddleKingdom

The great lakes, oceans and sacred pools.

Former guardians of chronomancy, tellers of time in the ancient water clocks.

Parosemes in the MiddleKingdom

The slipstreams of the Chinese deserts.

The forests and valleys of China, plains of Mongolia.

Solimonds in the MiddleKingdom

The deserts of China and the volcanoes across Asia.

The sweltering domains of Burma and its valley of 5,000 temples.

Mannikins in the MiddleKingdom

see recent Mannikin thread for plenty of those

Yosei
Children of the Phoenix
History : The Yosei of Japan are an aspect of one Gallain which has woven myths across Asia
and Europe, as diverse as the myths they’ve left behind are the many forms their sisters take. In
Japan they are the elegant swans and cranes, in China they are the beautiful Peacock-Maidens,
Pakistan have the Dove Maidens and across the Middle East and Europe Bird Maidens assume
forms of kestrels, hawks and even sparrows.

There is an old tale which whispers of a time of wonder long gone, a golden age. As the world
grew darker and the wonder waned, a great phoenix rose and spread her wings to protect her
dream kin as many fled the growing shadows, which threatened to engulf their world. The great
phoenix cried out as the ancient gates slammed closed, she thrashed her wings then faded away
leaving many refugees stranded. Scattered to the winds and the corners of the world blew the
feathers of the great phoenix; from which the Fae Miens of the Bird Maidens were created and
the Children of the Phoenix were born.

The Yosei and their sister kin are inheritors of a legacy which is passed on from host to host,
barers of hope who embody the spirit of reincarnation and freedom.

Every maiden possesses a Phoenix Feather, which appears as a shawl or cloak of feathers, which
houses a maiden’s Fae Mien. Like the western Selkies this removable skin is imbued with
glamour which others have tried to claim and use for their own desires, to steal part of the
Phoenix Feather in order to ground a maiden or claim some of her power has made maidens
wary and instinctively protective of their gift.

As the Ghille Dhu are tied to the ebb and flow of the seasons, all Maidens experience a cycle
resembling the mythic resurrection and rebirth of their matriarch the phoenix. During a
hatchling’s life she will hear the phoenix and the “Cry of Ash”, this song beckons the hatchling
to nest down and slumber only to arise like the great phoenix herself. When the hatchling throws
off her bonds and surrenders to the dream, this symbolic rebirth strengthens the bond between
Fae Mien and host and she will arise for the first time in her Animal Form, fully transformed into
the bird of her Fae Mien.

Instinctively all maidens know they will hear the phoenix once more before the journey between
host and Fae Mien draws to a close, when she hears the “Cry of Fire”, a symbolic resurrection
begins and signals the end of the journey between Fae Mien and host. Whether she has either
received a mortal wound or has reached the end of her grump years, the maiden is temporarily
renewed to her prime for her swan song and final act.

Appearance : The Children of the Phoenix in all their guises have, like the Kwannon jin, two
forms. These maidens in their Wani Form have feathered arms; some even display feathered hair
and cowls of silken plumage but non-are as majestic as the shimmering multicoloured peacock
plumes found in the courts and kingdoms across China. Within their first year a Hatchling loses
her chimerical down and soon begins to display her plumage as her feathers spread to distinguish
her Fae mien.
Once every hatchling has shed her final chimerical down and the form of her Fae Mien is
apparent, swan, dove, peacock etc, the symbiotic relationship between the removable Fae Mien
and its host has begun and will last until her grump years and the final swan song. It is this stage
when all Children of the Phoenix experience the ability to access their Animal Form, following
the “Cry of Ash”.

Maidens come in all shapes, colours and sizes like the birds they become, no physical changes
aside from the growth of feathers. Their beauty deepens but most develop quirks and
mannerisms associated from their time as maidens, erratic eye movements and penetrating gazes
of predatory birds, poise and grace of the swan or crane.

Lifestyle : Maidens by default tend not to be materialistic, preferring an uncluttered life so they
can move on with minimal effort. As sensual and attractive as many Satyrs, Maidens can be as
uninhibited as they can be shy and reserved. The plight of the suffering, the abused and those
who prey upon the weak become targets to be swayed or seduced by the guile and grace of the
swan or peacock or the prey of more predatory and territorial Maidens who manifest aspects of
the kestrel or hawk.

* Hatchlings see the world of enchantment for many years as if it were the first time, they
embody childlike wonderment and carry this joy in their hearts throughout their lives. Hatchling
years are a source of constant adventure and grand discovery of the world and the beginning of
their self-discovery, the greatest adventure of all.

* Wilders ride the slipstreams of the dreaming, free of the limitations that comes with youth,
bold and no longer bound by the inhibitions of childhood.

* Grumps have experienced a great deal before surrendering to their swan song years, still
graceful and perhaps garnered a little wisdom of sister owl but understanding of the fleeting time
left to them. Like the matriarch phoenix, every grump awaits their final act when they will arise
renewed with the vigour of their wilder years to accomplish one last deed before the mantle is
passed on to the next hatchling where the cycle of enchantment begins anew.

Affinity : Nature

Birthrights

Flight of the Phoenix : The feathered plumage covering the arms of a Maiden grants them the
gift of flight and the ability to soar the skies, unlike Winged: (2 point Flaw/4 point Merit) found
in Changeling The Dreaming page 164. The birthright does not require the presence of other
Kithain.

Frailties
Phoenix Feather : Born from a feather of the great phoenix, the precious feather skin which
houses a maiden’s Fae Mien can appear in many forms. Disguised as a gown of flowing feathers,
a silken shawl of exotic plumage or cloak, it is infused with glamour and never far the maiden. It
is her only link to the world of enchantment, her Fae Mien and her life as a maiden, without it
she will be undone. If the Phoenix Feather is ever lost then the Yosei is unable to continue until
reunited with her possession. Should the Phoenix Feather be destroyed then her Fae self is
destroyed forever and the remaining mortal host must make a Stamina roll difficulty 8 or lapse
into a coma; a botch indicates that the character dies.

Peculiarities
Children of the Phoenix are skinchangers. A Maiden can change from human seeming to
manifest her bird aspect whenever she wears her feather skin, the Phoenix Feather, and makes a
conscious desire to take to the air or assume the bird shape of her Animal Form. This change is
automatic and requires no expenditure of Glamour. The connection between host and skin is so
strong she can sense its presence with a Wits + Kenning roll (difficulty 7) and can sense if it has
been touched or damaged.

Quote : “Let go, release your fears and be free. Do not be scared, I will catch you.”

“I have never known such cruelty as your wickedness grew to legend, now, it is time I showed
you how insignificant and powerless you truly are.”

Tennyo
Moon Children

History : Steeped in the myths of the Middle Kingdom is perhaps one of the most elusive and
mysterious Gallain of Japan and almost as old as the Kwannon jin themselves, the breathtakingly
beautiful Tennyo - the Moon Children. The Tennyo are exclusively female and like the western
Selkies who are bound by their removable skin which houses their Fae mien, the Tennyo’s
ability to weave the Arts and Realms resides in her “Hagoromo”, her angelic robes.

The Kithain and Kwannon jin both have their opinions about the Tennyo and their origins,
dreams of heaven? Or dreams of heaven’s ambassadors? Truth has been lost to the mists of time
as the wheel has turned, if the Tennyo remember, then it is their closely guarded secret and as
precious to them as their angelic robes.

The Tennyo are said to descend from the heavens and walk among man, they revel in the beauty
of nature and the wonders of the natural world and thrive on what they find. Groves of cherry
blossoms seem to bloom and flourish in their presence, forests of bamboo thrive and swell, even
the simple beauty of a cloudless sky and the soft breeze of fresh air are enhanced in the company
of the Moon Children.

It is this gift which is also their curse, besides their beauty which surpasses even that of the
western Sidhe, Kithain, Shen and man alike have tried to ground and covet them. Throughout
their history many tricksters have hounded the Tennyo, obsessed by their beauty and their
presence, many have attempted to father children with them in order to bind them by family or
seize and hide the “Hagoromo” for without the angelic robes a Tennyo can no longer use
glamour for her Arts or access her Realms until her robes are recovered.

Appearance : The Tennyo are simply stunning, so beautiful, many claim they are angels or
goddesses. Soon after reincarnating in their host, like a slipped seeming the effects of the Fae
mien begin and as she matures will physically grow more beautiful as time passes. Virtually all
Tennyo posses an otherworldly quality which is hard to conceal and why mortal hearts over the
centuries have fallen for them and in return have grounded the hearts of many Tennyo who have
surrendered their wanderlust and power for love until it has withered and died like their mortal
beloved.

Breathtaking beauty comes in many forms but nearly all Moon Children wear their silken hair
long, the simple pleasure of their hair, scarves, ribbons or flowing dress swaying to the whims of
a summer’s breeze. Grass beneath their toes, warm sand and the rhythmic kiss of the tide, the
soft caress of the wind over bare skin whether it is tanned legs or golden shoulders, the Tennyo
revel in the things people have taken for granted and no longer appreciate.

Lifestyle : Moon Children appear without warning drawn to those pure of heart to help finish
unfulfilled dreams. Glamour gained is spent selflessly on the world around them; renovation of a
temple and its grounds, reawakening the spirit of nature and rekindling the dormant beauty of
something lost. Once a garden or temple grounds blooms once more then the Tennyo’s work is
done and will tie up her affairs then move on again to answer the call of her heart.

* Childlings are curious and have their fair share of moments when they are insightful beyond
their years. Helpful and charming and oh so adorable, it can be said they are any parents dream
and kindness incarnate.

* Wilders hear the yearning within and no longer resist it’s call, adventurous and bold yet at
times still a little innocent to the world around them. Maturing in body and ability, these are their
golden years when great accomplishments are achieved and hearts are won in those they meet.
The greatest time and most dangerous.

* Grumps are the seasoned spirits, hearts heavy by romantic encounters, which have withered
by the passage of time, yet continue to answer the heart’s yearning. Childlings and Wilders can
learn much from their beautiful elder sisters, more efficient and seemingly able to work miracles
in the face of adversity. They are truly in their zone and at one with the wonders they weave and
the world around them.

Affinity : Nature
Birthrights

Green Fingers : Since childhood their little fingers have carefully tended the small pot of water
cress for that pre-school project, guided the growth of the tiny bonsai, lovingly encouraged the
ancestors tree in its autumn years. Like the Kachinas of the Nunnehi the Moon Children are
highly skilled in Plant Lore when it comes to the many diverse types of fauna and can call upon
the spirits within to remember, flourish, bloom and strive against any damage or ill treatment it
has sustained (difficulty 7). Should a Tennyo be separated from her Hagoromo then her
birthright allows her to continue the work she does until her angelic robes can be recovered.

Frailties

Trusting Heart : Kind hearted and innocence are the downfall of inexperienced Moon Children,
deceptive and manipulative people have been the thorn of these carefree spirits who revel in the
wonder of the world, sometimes oblivious as to how truly cruel and deceptive its inhabitants can
be; as a result all rolls against deception and manipulation suffer a –1 penalty but once fooled by
one person and exposed, that person will no longer have an advantage in the future unless they
can work their way into the Tennyo’s forgiveness.

Hagoromo : From the day she appeared something of her clothing whether it is her flowing
ornate dress or fluttering scarves, one item of her clothing will never be far from her. Disguised
perhaps but always close, the angelic robes are the chimerical strands said to be cut from the
tapestry of heaven and the link between glamour and her Fae mien. If the angelic robes are ever
lost then the Tennyo is no longer able access her Arts or Realms for weaving her glamour and
the world around her until she is reunited with her possession. A Stamina roll difficulty 8 is
required for her to continue or she will begin to slip into the effects of Bedlam within a month.

Quote : “Close your eyes and make a wish, now open them.. look, isn’t it beautiful?”

“Me? I guess you could say I just happened to be passing, would you like some help?”

Fu Sang Kuo
Winter Children

History : Descended from the Uldra that once made the long journey across the frozen paths and
rugged terrain of Europe edging ever further east following the great winters of times past. These
reincarnating spirits changed over time and grew resentful of mans betrayal so that now they are
more than weary of falling foul of trickery and betrayal as their ancestors and kin once did. What
grievous wounds were struck upon them has been lost in the mist of time and like many of the
dreaming their memories are fogged when it comes to the past. Within them all, like the
Redcap’s hunger, they recall something or possess an instinctive intuition not to be fooled lest
they too fall foul and be erased from the world.

One skill that has remained with them from their roots is the ability to prepare foods with which
they entice and disarm those they believe to have more hostile intentions. Being a good judge of
char is not always going to spare strangers and more often than not they will show little mercy
and happily feed anyone a meal laced with natural sedatives or relaxants rendering their prey
unconscious, defenceless, or paralysed. It is claimed some have a breath which can make one
sluggish and weary as if from overexposure to numbing cold, even drowsy and it is claimed that
others have a bite which can fell even the sturdiest of weather worn men; this of course may be
fiction and the bewildered ramblings of a delirious mind.

More than one expedition over the years has completely vanished, traumatised stragglers barely
returned or discoveries of one or more bodies (dead and alive) with digits, legs or multiple limbs
inhumanly ravaged, gnawed upon, even cleanly carved up or amputated and missing.

Having crossed Europe to all corners of Asia including the islands of Japan, they have left their
mark on the folklore of the countries they have touched. From delirious accounts of half frozen
travellers claiming to have seen children in the snowstorms to more disturbing tales that gave
birth to urban legends of cannibalism in China, Siberia, and the Soviet Union.

The habitat of these Fae depends on their location but more often then not their dwelling place is
within the honeycombed labyrinth passageways in the cold depths of ice sheets and down the
dangerous shafts. The perilous slopes and frigid wastes have been known to swallow many a
mountaineer when they’ve spontaneously erupted or caved in without notice and devoured their
prize. Caves or rock chasms make equally good homes but don’t quite have that same appeal as
their ice homes can be very beautiful and serene as they are shaped by time and the wanderings
of Fae.

Appearance : Like their cousins the Uldra, the Fu Sang Kuo resemble children. The Childlings
appear around 4 to 6 and the Wilders somewhere around the age of 10 and the Grumps seem no
older than 14 yet do not act the part of children. They are reserved and calm and seem at first to
be rather sedate and unbothered by those they encounter yet they watch and keenly observe any
and all they meet sizing up strangers with their big child-like eyes which conceals the predators
within. The Winter Children come across as a little distant and their lack of knowledge
concerning the world beyond the natures frozen wastes makes them a little curious. From time to
time during great winters some skirt the edges of villages and towns, when met by strangers their
clueless innocence and detachedness makes them a little creepy or lost.

Clothed in long gowns edged along the bottom, around the collar and wrists with thick fur trim,
the long gowns are mostly of white, light greys and soft blue-greys. Not many seem to own
shoes of any kind, those that do own handmade footwear sewn together from hide but oddly their
exposed hands and feet do not seem to suffer from the exposure. Nearly all of these elusive fae
resemble long raven haired girls as they have found this form the least threatening to strangers
and more than helpful for luring their prey into a false sense of security. Most wear their long
raven hair down as they prefer to feel the elements whip it around like their wild natures, unlike
their distant relatives whose long hair is nearly always worn up in elaborate braiding.

Lifestyle : It is a life running a double-edged curse, Winter Children are more than content with
their own company and nomad wanderings around their territory. They do have an inquisitive
side which more often than not, can be a fatal or mentally scaring experience for the unlucky
soul that makes their acquaintance. Another innate ability most of these Fae possess is an aura of
charm when it comes to befriending beasts especially those that hibernate and those braving the
cold. These wild survivors in particular have earned a compassionate soft spot within the hearts
of the Winter Children who seem to care deeply for the dwindling wildlife across the harsh
frozen snow swept areas and inhospitable domains they live within.

Seemings :

* Childlings are pale skinned little tundra urchins, many are unkempt and are not uncommon to
be found with chunks of matted hair entangled with compacted snow and bits of ice frozen to
their scalps from exploring fresh snow, newly opened ice tunnels and crevices.

* Wilders are the culmination of the years of curious Childling exploration, expert navigators
through treacherous terrain, even during impossible weather conditions. During these years a
Wilder’s skin begins to grow paler, many develop a white dappling from the years of exposure.

* Grumps begin to show their age, not literally as even an ageing Fu Sang Kuo still only
resembles a child in its early teens, her pale skin and lips turn a pale frosted blue. During her
final winters a Grump’s eyes slowly begin to change, another sign of their waning years, their
eyes seem paler as though going blind yet this is not so. It is in fact the “winter touch” upon them
which leaves its mark with an elaborate frosting slowly growing across their eyes until they go
white and the Grump eventually passes away.

Affinity : Nature

Birthrights

Winter Warmth
Exposure to the harsh bitter elements, sub zero wind chill, frost-bite and all the perils ordinary
mortals face have seemingly no effect upon the Winter Children. Naked feet and bare hands
never suffer, even in the most inhospitable surroundings where they prefer to dwell.

Sure Grip
Subterranean life spent in extreme conditions has the benefit of being able to scale unbelievably
treacherous ice sheets, underground frozen wind tunnels worn smooth as polished glass, and
even leviathonic stalactites of ice. Fu Sang Kuo suffer no penalties when moving across ice or
snow.

Frailties

-
Bewilderment
Cursed by their almost constant existence spent in isolation, detached and cut off from most
pockets of civilisation, human settlements beyond that of a large village is a thing of great
bewilderment. They do not gain Banality quicker than other children of the Dreaming (even
though exposure to the Autumn World is far less) but can be overwhelmed by the experience,
curiously enchanted, distracted or left timid and jittery – Willpower + Perception rolls can suffer
a –1 penalty.

Quote : Where did I come from?? Where did you come from?! I’ve watched you for days,
aimlessly wandering in that blizzard.. were you lost? I don’t think you look very well. You won’t
survive the night.. if it makes you feel better, your meat will feed my sisters over the winter.

Rokurokubi
Shadow Children

History : What has been forgotten or more probably what has been purposely withheld from all
forms of written documentation and accounts now remains as only an oral account among the
most trusted of Sluagh elders till a time comes when the knowledge is required. A tale which
maybe true although even this maybe a tale to conceal a darker secret for it is not unknown
among the Sluagh.. Back in the earliest of times when dreams walked the earth among men, no
boundaries held back wanderers; no borders contained the curious. Emissaries of the Sluagh
ventured forth across the young Kingdoms heading eastward to satiate their hunger to know all
there was to know. There in the farthest reaches of the east upon the shores of the little islands
that made Nippon a Sluagh left its child for it was unlike other childlings, it was not hollow, its
eyes not ringed with the touch of death nor gaunt and anaemic. How long its mother had been in
the strange far domain of the dreaming was unknown but the Sluagh childling was not what it
should have been. The childling grew and seasons passed, the hunger for knowledge was there in
the back of the fertile and curious mind and the birthright to make its body malleable and
squeeze through the most narrow of escape routes remained but even this was mutated. Its neck
could stretch and stretch until as thin as string which it found delightful and could eavesdrop
upon those behind even the tallest window or furthest corner.
Another possible truth, among those who hold the most secret of secrets, is that a Sluagh long
ago made a pact and a bargain was struck in exchange for specific knowledge pertaining to the
realm of the dead. In exchange for the valuable information a child was born to (or created by)
the Sluagh and left upon the islands of Nippon.. the progeny of that child are known as the
Rokurokubi. Lurkers and frighteners and eavesdroppers who have spread through the years
across the numerous islands now called Japan.

Or perhaps a kindred dream befriended the Sluagh and shared its secrets of the dead, in doing so,
a curse from Yomi befell the Rokurokubi leaving them forgetful of the underworld, the many
hells and the lore they once knew and became twisted, malleable dreams, like the Sluagh they
were so eager to befriend.

Of course the whole mythology of Sluagh may itself be simply fabrication, a convenient nugget
to spintales around, what is for certain, the Rokurokubi are far more kindly spirits with no
ulteriormotivation or desire to pursue the macabre.

Appearance : Their origin shrouded in mystery leaves no sign upon their Fae Mein, in fact,
these beings appear most normal and almost human aside from the curious dark eyes which seem
quickly drawn to distractions. All Rokurokubi have keen senses which constantly attracts their
attention to things others may not have noticed or maybe beyond their range to spot. From being
a young Childling all Rokurokubi develop the visually disturbing ability to elongate their necks
stretching them further and further until the neck itself is stretched to the point of being as thin as
string.

Grumps begin developing dark circles under their eyes and seem even more distant at times than
Wilders and Childlings, to an observer this maybe mistaken for deafness, age, even a
degenerative ailment affecting the mind. It has also been commented that there is something
uncomfortable by the presence of ageing Grumps, even when alone they do not seem to be.

Lifestyle : The majority of Rokurokubi harbour no real malevolence towards humans, they’re
tricksters who delight in nothing more than their strange and usual games but among them are
those who have been tainted by karmic forces as penance for their perverse and wicked misdeeds
in previous incarnations. For those Rokurokubi who relished in leading their prey to misery and
mutilation, these malicious creatures follow a darker calling and continue to spread their unique
destructive schemes upon those they find worthy. These fatal games are often elaborate and
cover many months, even several years, until their prey is broken and its life ruined; most
disturbing of all is many of these malicious Rokurokubi feast on the flesh and blood of their
prize once the game has ended.

* Childlings are as carefree, amusing and as erratic as kittens in a garden, their world is a place
of unlimited exploration and full of constant new discoveries. Until they become accustomed to
their new perspective of the world, a childling spends nearly every waking hour continuously
finding enchantment in the simplest of things.
* Wilders forge most of the playfulness of childling youth into a greater curiosity and lust for
the world and its secrets. A wilders eyes begin to darken and gleam and it is around this age the
discovery that people are not just fun to play tricks upon but hold their own secrets too.

* Grump Rokurokubi with blackened circles around their eyes mostly forgo the exploring of
earlier days and surround themselves in the trinkets and trappings of yesteryear. Their freeholds
contain as many mysteries as the grumps themselves contain the secrets and wisdom gained from
their travels. It is harder for them to ignore the whisperings and shifting of the dreaming as much
as it is to ignore the facets of a shimmering gem or falling blossom.

Affinity : Actor

Birthrights

Supple as the Willow. Like stretching wet noodles till they become as thin and fine, the neck of
the Rokurokubi is as supple as a squirming Sluagh with the ability to stretch and stretch many
times the length of their body until the neck is as thin as a cord of woven silk. Rokurokubi suffer
no penalties to curl over and around obstacles in order to see through an upstairs window or peer
around a corner several feet away.

Frailties

Curiosity of a cat. Heightened senses are gift and a curse to the Rokurokubi, yes they can truly
delight in fine craftsmanship and musicianship but the rustle of blowing leaves, buzzing fly or
glint of shiny baubles quickly draws there attention. The Rokurokubi’s frailty has the advantages
of the Sluagh birthright Sharpened Senses but unlike the Sluagh they can botch. Such
distractions are hard to ignore as well as spoil the full enjoyment of simple pleasures and a
penalty of –1 always inhibits any audio/visual observational challenges as well as Willpower
rolls to keep focused on any prolonged task. Rokurokubi are prone to over stimulation and are
dazzled, deafened or temporarily blinded longer than other Kithain.

Quote : "Don't be frightened I meant you no harm. Come, play with me."

"You’d be surprised what I know about you. Do you like games? Play my game and I'll tell you
everything."

Nukekubi
Shadow Hatchlings

History : Whatever the real origins of their kith are, the Nukekubi have no fascination with
discovering the truth what so ever, they simply don’t care. Where the Rukurokubi came from is
of no interest, the Nukekubi simply are, and that is all that matters to them. Somewhere down the
line, lost in the mists of history, a joke was taken too far but unlike their more passive brethren
who intend no real harm; a more sinister dream was born.

Not content merely eavesdropping or amusing themselves with amusing jokes, playful games
and simplistic trickery which may or may not leave lasting impressions upon their chosen
playmates. Something twisted within certain beings found a perverse delight and sickening
comfort in taking jokes to the extreme and torturing souls far beyond anything any sane mind
would consider amusing. In fact many Nukekubi push a joke to fatal extremes.

They say childling are very observant and cunning, it’s true, these are the years that define where
a Nukekubi will go as they mature. They learn quickly and find ways to be exempt from blame
whenever possible, through understanding the rules which curb all things, they begin to see how
they will grow to exploit them. For centuries it was believed they were decapitated Wraiths
which had embodied through the Shroud, a myth some superstitious people continue to believe
and a legend the Nukekubi kept alive to enhance and their cloud their reputation and existence.
Like many thallain and kithain relationships there is an unspoken animosity towards their
progenitors, among Nukekubi this manifests in a desire to lead their more pleasant brethren
astray. Among some Nukekubi it is held as an exquisite prize to have shown a Rokurokuki the
true nature of the game and returned it to its proper path as believed to be by the Nukekubi – a
game without rules, without limitations and where the balance of life and death holds no
meaning with regards limiting the destination and end game.

Appearance : Like the Rokurokubi, the Nukekubi have disturbingly bland and unsettlingly
normal Fae Miens, in fact, these beings all too human aside from those curious dark eyes which
always seem to be planning, glaring and quickly drawn to distractions. All Nukekubi have keen
senses which constantly attracts their attention to things others may not have noticed or maybe
beyond their range to spot. From being a young Childling all Nukekubi develop the visually
disturbing ability to detach their heads from their necks. Grumps begin developing dark circles
under their eyes and seem even more distant at times than Wilders and Childlings, to an observer
this maybe mistaken for deafness, age, even a degenerative ailment affecting the mind. It has
also been commented that there is something uncomfortable by the presence of ageing Grumps,
even when alone they do not seem to be.

During the final act of their most elaborate games and for those who have been most worthy of
their attentions, it is not unknown for the Nukkekubi to take their efforts to ever greater levels of
theatricality, as western Sluagh find perverse satisfaction in the fear factor, Nukkekubi embrace
the kabuki tradition of visual performance. Sporting painted features, distorted illusions of stern
and frightful facades, masks of judgement for the final act before they bring down the curtain on
their prey.

Lifestyle : The majority of Nukekubi have all but embraced an all out fair game policy on
anyone, whether human or child of dreams, there is no defence from becoming their target.
Unlike the Rokurokubi who offer harmless friendship and desire to be accepted, Nukekubi have
no such desires or demands to be held back. As far as karmic resonance goes – any act which
may or may not result in the grand design of punishment and enlightenment through a carrot and
donkey reward system is nothing more than an amusement. Nukekubi refuse to be held back in
this life, what follows afterwards is not their current concern and so act accordingly. Like some
tainted Rokurokubi who relish in leading their prey to misery and mutilation, these malicious
creatures follow an even darker calling and continue to spread their unique destructive schemes
upon those they have chosen worthy of the game. These fatal trials are often elaborate and cover
many months, even several years if the attention span is willing and the prey worth such an
investment. These games do not end until their prey is broken, its life ruined or more often than
not, in death. Like the few rogue Rokurokubi that enjoy dark pleasures, the Nukekubi too are
known to feast on the flesh and blood of their prize once the game has ended.

* Childlings are as carefree, amusing and as erratic as kittens in a garden yet already begin to
display that cold streak, a detachment from limitations and the boundaries most people find
acceptable. Their world is a place of unlimited exploration and full of constant new discoveries.
Until they become accustomed to their new perspective of this world, a childling spends nearly
every waking hour continuously pushing those boundaries, learning limitations then formulating
ways to go around them. Young Nukekubi begin to relish twisted enjoyment and find
enchantment in the simplest of pleasures.

* Wilders forge most of their cruel playfulness of childling youth into a greater curiosity and lust
for the world and its secrets. A wilders eyes begin to darken and gleam and it is around this age
that they discover that people are not just fun to play tricks upon but hold so many secrets too
which they can exploit in so many permutations and then discard like a cat nolonger interested in
the unmoving mouse it has enjoyed playing with.

* Grump Nukekubi with blackened circles around their eyes have given up their former lust for
exploration and instead dedicate themselves to the game, which has now become a dangerous
artform. Nukekubi surround themselves with trinkets and trophies from those they have invited
to play, the souls they have left broken, destroyed and the lives they have snuffed out in the
pursuit of their sickening trials. Their freeholds contain as many shocking discoveries as the
grumps themselves contain dark secrets and terrifying stories from their years. It is harder for
them to ignore the whisperings and shifting of the dreaming as much as it is to ignore the facets
of a shimmering gem or reflective light across the surface of spattered blood as it is a scent
which takes their mind back to relive a moment they have grown to cherish.

Affinity : Actor

Birthrights

Suspended Like The Lantern. It defies logic and explanation yet the Nukekubi have taken the
Rokurokuki birthright and perverted it. The supple extending neck which makes their brethren so
unique has been pushed to a new level, Nukekubi simply detach their heads completely. Bound
by the same laws and range as the Rokurokubi’s stretching neck yet able to function as a separate
entity. Nukekubi suffer no penalties to move over and around obstacles in order to see through
the shutters of an upstairs window or peer around a corner several feet away but have the
advantage of not having their stretched necks exposed.

Frailties
Curiosity of a cat. Heightened senses are a curse and a gift to the Nukekubi, yes they can hear
whispers on the wind and see the little details most people overlook but it’s the little things,
which have proven to be their Achilles Heel. Audio and visual sensory overload in the form of
too many things catching the eyes, lost in concentration and returning to the cacophony of the
busy world. The Nukekubi's frailty has the advantages of the Sluagh birthright Sharpened Senses
but unlike the Sluagh they can botch. Such distractions are hard to ignore as well as spoil the full
enjoyment of simple pleasures and a penalty of –1 always inhibits any audio/visual observational
challenges as well as Willpower rolls to keep focused on any prolonged task. Nukekubi are prone
to over stimulation and are dazzled, deafened or temporarily blinded longer than other Kithain.

Quote : "What? I thought you liked to play games.. it's not so funny now is it. Strange, I think
it’s funny."

"Ohhh I know all about you. I think its time someone taught you a lesson, one you'll never
forget.”

Zashiki-Warashi

History : It is said that once a Zashiki-Warashi inhabits a house, it brings the residence great
fortune; on the other hand, should a Zashiki-Warashi depart, the domain soon falls into a steep
decline. This aspect of the spirit is so ingrained in Japanese culture that corporations, seeking to
improve their fortunes, have actually constructed suburban lodges to accommodate these spirits.
This can be seen as futile, however, as Zashiki-Warashi are said to prefer older homes over new
office and lab spaces as they only inhabit buildings where people live.

To attract and maintain a Zashiki-Warashi in the home, it is said the spirit must be noticed,
appreciated and cared for properly, much in the manner one would raise a child, though too
much attention may drive it off. This Akiyume likes to know its presence is appreciated and its
existence reaffirmed but doesn’t pander to be fawned over and spoilt, as that can become deeply
insulting as well as distract those home-owners from their duties. As the Zashiki-Warashi is most
child-like in nature, it is prone to the same irresistible urges and innocent temptations all children
are prone to. Playing harmless pranks and occasionally causing mischief, when such events
occur, these are best dealt with speaking gently to the spirit and forgiving the mishap. In most
cases, however, the Zashiki-Warashi inhabits its own burrow, a concealed glamour nest within
the home (usually its favourite place within the chosen residence it has taken a shine to and
settled within), and will mostly only materialise when something happens, such as when the
inhabitants are placed in grave danger or some other serious issue threatens the home and its
residents.

Appearance : Due to the old perception that Zashiki-Warashi were children or women, all
Zashiki-Warashi appear to be much younger or smaller than their age would normally allow.
Additionally, their bodies tend to take on a childlike slimness which would almost look
androgynous were it not for their hair but that isn’t always a foolproof way of identifying the sex
of a Zashiki-Warashi with a passing glance. That is the distinguishing mark that identifies
genders, for male Zashiki-Warashi almost always have shorter hair that never reaches their
shoulders, while females have long hair that just barely misses the ground. Their hair is so long
that they can easily lay upon it or curl up on their hair, which is what they do when resting,
snuggle down to sleep in their cosy burrow nests.

Lifestyle : With their close ties to a community, or home, or region, Zashiki-Warashi are often
very interested in community programs, restoration and environmental efforts. However there
are many that take up housecleaning as a career and end up working as urban hygienists and
domestic helpers, maids and butlers in order to gain access to places they have either coveted for
a very long time or know of the residences and feel it is their right to be a part of its life; after all,
even places have feelings too and demand as much care as living breathing souls. Many
wealthier Zashiki-Warashi that have been rewarded for their services or have done well for
themselves, have become Feng Shui or "Office Energy Experts", hiring cleaners or other
Zashiki-Warashi to tend their own homes while they are absent.

* Spring (Childling) Zashiki-Warashi resemble porcelain dolls in their appearance. Their clothes
are almost always the kimonos common of spring festivals and their hair shines as bright as their
eyes. Their skin however often matches the homes they adopt. A wealthy Zashiki-Warashi will
look regal, while a tenement dweller will look slummy and slightly unkempt like a charming
little urchin.

* Summer (Wilder) Zashiki-Warashi lose their innocent appearance and gain an almost
treasured quality that reminds one of a precious family heirloom. Although their clothes and hair
still shine brightly, they always seem to be sprinkled with what can best be described as 'museum
dust'. By this age they have grown connected to their chosen home by now and this manifests in
visual quirks upon their fae mein, their skin begins to reflect the history of their adopted home,
for instance, a wealthy Zashiki-Warashi whose home has seen a lot of spousal abuse, will have
dark and (disturbingly) cute bruise rings beneath their eyes.

* Autumn (Grump) Zashiki-Warashi do not even look as if they belong. Their clothes and hair
are bleached or yellowed by age and have long lost their brightness replaced by a knowing
sombre grey. Their skin now fully reflects their chosen home representing the present condition
in their features, the history in their hands, and the future along their muscles. Some Autumn
Zashiki-Warashi look very disturbing if tied to an apartment or hotel.

Affinity: Prop

Birthrights

Home Jeeves : By spending a willpower point, a Zashiki-Warashi may place herself in a


temporary sleep and find herself the next morning back at her chosen home. Unfortunately, this
power may not be used if she is being opposed by another Akiyume or Hsien, when destinies
become entwined there can be no simple solution.

Good Home leads to good fortune : While a Zashiki-Warashi has a home, a place she dwells
within and contentedly nests in and sleeps; she may reroll any failed roll. (But never more than
once per roll and never more times per session than their permanent Glamour rating).

Additionally, Zashiki-Warashi good fortune extends further. Zashiki-Warashi may never botch a
Seneschal roll and are always considered to have at least one dot.

Frailties

There's no Place like Home : Every Zashiki-Warashi is tied to a particular area, which can be
no larger than an apartment building, but no smaller than a child's playroom. These areas are
treated like a Freehold, but do not grant the normal glamour replenishment bonuses. Damage to
the area drains temporary glamour until it is repaired or replaced (I.E. a broken vase drains 1
point of glamour). If the area is completely destroyed, perhaps by fire, then the Zashiki is undone
unless she can save an important memento, which may be taken to a new home (which costs a
Glamour dot). Wise Zashiki-Warashi never speak of their homes.

Quote : "Welcome home. Touch nothing, break nothing, and sit only where I tell you."

Created by Tyren

Dwenbe

History : The Dwende are small, dwarf-like creatures that live near humans in the Philippines.
Before the Shattering Dwende were tiny creatures no bigger than a man’s finger. They lived
within small hills of dirt resembling termite mounds, and were very content with their lives. But
the coming of Banality, though prolonged compared to the Fae of Europe and the Americas,
completely disrupted their world. Even though the natives still believed in them, the effects on
the Dreaming were undeniable. In order to survive, the Dwende underwent a variation of the
Changeling Way ritual, bonding themselves to the native people. In doing so they lessened their
own Fae nature, growing in size accordingly. But the change in physical appearance did not alter
their personalities or nature.

These Fae are exclusively male, and can never be born into a female body. They resemble small,
wrinkled old men in their Fae mien, even as childlings. They tend to be solitary, though they can
enjoy small gatherings with each other or like-minded Fae.

Dwende enjoy living with human company nearby, as long as humans are respectful of them.
They are mischievous and often curmudgeons, but for the most part are harmless. Children are
an obvious favourite of theirs, often singling them out to play small ticks or games with. They
also are drawn to attractive girls and women, giving them special attention. This can run the
gamut from whistling and lecherous comments, to true flattery and admiration. They are
generally considered good neighbours that people can count on.

Similar to Boggans, Dwende have a great skill with crafts, especially pottery. They enjoy making
music and singing, and will usually be doing so as they work. When in a good mood, they are
quite pleasant to deal with. However, when they feel insulted or disrespected, they can be quite
vengeful. They are known to sneak into homes, making noise and knocking things over. If
someone really makes them upset, they may bring a curse of sickness on the offender.

Dwende are a contemplative, quiet Fae. It is not uncommon to find one of these Fae sitting in
deep contemplative thought in their living rooms. They pass time with games involving pebble
balls, and will sometimes climb trees at night to stare at the stars. The only things that can
generally break this thoughtful nature are if someone offends or insults them. In those
circumstances they become mean and vindictive.

Appearance : Dwende are always male, and will never be born into a female body. When fully
grown, they only reach about three feet tall in their Fae mien. Their human forms are often
similarly dwarf-like, though not always to this degree. The human mien is normally around five
feet tall. As childlings their skin is slightly rough and wrinkled. The wrinkles deepen and grow
more numerous as they age, and a grump looks like a dried, shrivelled prune. Once past puberty
they start to grow beards, taking great pride in allowing them to grow long and full. Their joints
are all noticeably thick and knobby, though this does not affect their agility or mobility in any
way. All Dwende make their own basket hats, woven from grass or fruit peelings. When among
themselves and away from human eyes, they will wear little save these hats and a blue or purple
loincloth.

Lifestyle : Dwende prefer to live in caves beneath the ground. However, since they became
changelings, they often live near or among humans. The Dwende spend much of their time
caring for their homes, of which they are quite proud. Sometimes they will be found in small
family groups living in the same house or cave. Though they no longer actually live in termite
mounds, they will usually keep a small dirt hill near their home as a reminder of their past.

* Childlings are somewhat mischievous, and are skilled at pranking even at a young age. They
are usually cheerful, trying to draw other children into singing and dancing games. Their love of
female beauty is limited to schoolyard crushes, fawning after the older girls and their babysitters.

* Wilders seem to have aged suddenly, taking on the slightly grumpy attitude common to the
kith. At this age they are starting to put more time into their crafts and homes, but still retain
some of the youthful vigor they once had. Their musical activities become more solitary, and
they start to enjoy lengthy discussions and debates.

* Grumps are what most people think of when they picture the Dwende. They are true
curmudgeons, feeling offended for the smallest slight and gleefully taking their revenge. They
are at their quietest in this seeming, willing to spend hours sitting in a comfortable chair thinking
about their life and home.

Affinity : Actor

Birthrights

Blighted Curse : Whenever they are offended by something, the Dwende are known for causing
someone to become sick or even die. The Dwende chooses whether they want the person to have
a debilitating illness or a fatal one. Causing sickness that merely discomforts or incapacitates the
victim (such as a twisted mouth, swollen body part, etc.) requires a Glamour roll at a difficulty of
the victim’s Banality. Success means that the person suffers a +1 Difficulty to all social or
physical rolls (due to the appearance and effects of the illness). A fatal disease requires the same
roll, plus a point of Glamour. The victim must make a Stamina roll, Difficulty 8, once per day or
loose one Health Level. When they have lost all Health Levels, they then begin to loose Stamina
(one dot per day). When their Stamina is gone, they die. The only way to cure any of these
diseases is to properly atone to the Dwende who caused it. No other forms of therapy will have
any affect on the curse. The Dwende who cast it can remove it at any time, but will usually only
do so if the victim is truly sorry and has made the appropriate gestures of repentance.

Blessed Meal : The Dwende are excellent potters and craftsmen. One of their gifts is to make
dishes that retain some of their own Glamour. By making a successful Dexterity + Crafts roll and
spending a point of Glamour, the Dwende can choose to make special dinnerware. Any meal that
is eaten off this plate is blessed, and the person who eats the food gains an extra success on any
rolls until the next sunrise or sunset. Once a meal is eaten, the magic is used, and the plate
becomes normal. Dwende will not casually make or grant these plates, and only give them to
people with whom they are on favourable terms. Dwende cannot gain benefit from these plates,
whether they or a kithmate makes them.

Dwende can also never botch a Crafts roll.

Frailties

Vengeance is Mine : Dwende find themselves very easily offended, especially as they age.
When someone angers them, insults them, or simply doesn’t give them the proper respect, they
will retaliate. This is an innate compulsion, and one, which they cannot fight against. When they
find themselves in this situation, the Dwende must somehow take vengeance against the person
who offended them. This may be something as mild as knocking over a favourite vase, to
actually causing serious illness.

Quote : “How dare you talk to your elder that way, young man! You need to learn a lesson in
respect. And I’m just the person to teach it to you.”

Created by Swordsman
Tokkaebi

History: The Tokkaebi (Tokebisi, Tokebi) are a Kith of mischievous wood sprites or goblin-like
creatures appearing in traditional Korean fairy tales, which has a friendlier and more comical
image than other ghosts or demons. Counted among the Yōkai breed of Obake (obakemono), the
Tokkaebi are usually frightening and disturbing when first met, being very different from what
the average person is used to. However the more rural settlements were prepared and ready for
such encounters through countless morality tales and saw the Fae creatures more as humorous
sprites. Many simple folk who met the Tokkaebi found them scary but not horrible, and
understood their place in nature. They were seen as beneficent rather than cruel or violent, unlike
other supernatural entities, because they rewarded like for like. Those who were good people had
nothing to fear from the Goblins.

Not quite monsters or ghosts, but magical beings with a frightening nature, these goblins with
grotesque looks and questionable habits share many human habits and enjoy eating, drinking,
singing and pursuing beautiful women. They are free and they have untamed spirits, enjoying an
instinctive existence with their surroundings. They possess magical abilities that could be used to
bring ruin or fortune to humans. As such, the Tokkaebi were seen beings who rewarded the good
and the kind and who taught the selfish the error of their ways. The Koreans culture has such a
soft spot for the Tokkaebi that the local phrase for a Flea market is a Tokkaebi or Goblin Market.
In addition, the supporters of Korea’s national baseball team have taken to calling themselves the
‘Paran Tokkaebi’ or Blue Goblins. The name is in emulation of the Red Devils, Korea's national
football team supporters' club.

As a Dream born Fae, the Tokkaebi inhabit a simple and rural landscape in the general
consciousness of the Asian people. It isn’t that they are simple-minded or that they lack wits, but
that they prefer a less complicated life. They were born from the Dreams judgement and moral
certainty, from the beliefs of pious believers early in Korea’s history. They represent the morally
of the simple peasantry, often in opposition to the more worldly and complicated ideas of the
scholars or nobility. To a people who had no doubt of what was wrong and what was right, the
Tokkaebi appear as a reminder of their simple wisdom.

They always preferred to live on the edges of civilisation, in lonely woods or beyond the day to
day travel of villages. Even now they have been forced to become Changelings and gain a closer
relationship with mortals, most Tokkaebi prefer not to do so any more than is necessary. Lonely
shepherds, remote farmers, fishermen or wilderness types are the chosen companions of the Kith
and thus many of them reincarnate into rural and out of the way communities. When they find
themselves born into a more Urban setting, they quickly gravitate to other outsider or loner
groups such as criminals or the priesthood. Many Tokkaebi Changelings find themselves drawn
to careers or calling connected with judgement or punishment such as the local magistrates or
rural police forces.

Lifestyle: Tokkaebi have only recently ventured out into the rest of Asia, having been brought
there by the accident of mortal birth. Since undergoing the Changeling way, many Tokkaebi
chrysalise far away from the rural backwoods they once enjoyed. Though just a dozen or so
years ago, many Japanese had negative perceptions of Korea, now they can't seem to get enough
of all things Korean, and interest in the country's culture has never been stronger. This
fascination has led to a small community of Zainichi (Korean residents in Japan) Tokkaebi who
have entered the world at large alongside their kinain. Such Goblins are feeling their way without
the guidance of past experience and as such risk loss to Banality or lack of experience. Those
who can survive in such an unnatural setting often find a place in the mortal society and again
look for a career in the judicial system somehow.

Goblins are said to give " Hope and Fortune ". Although these creatures loved mischief and
playing mean tricks on bad people, they also rewarded good people with wealth and blessings.
Wherever they find themselves they have a strong belief that fate brings people deserving of
their attention to them and that there is no such thing as an accident. To them, what they do is not
interference but simply seeing to their appointed task. The Tokkaebi have a strong belief in this
synchronicity and will always take note of accidental meetings and odd coincidence, believing
this is the method by which their next victim or beneficiary is introduced to them.

Appearance: Most Tokkaebi were depicted with a pair of horns or a single horn growing from
the top of the head with large, often bulbous noses, or even pig like snouts. Their wide,
manically grinning mouths are full of fangs and they have short tusks poking from the side of
their jaws. In traditional art they are often seen carrying a magical, spiked club. The Tokkaebi’s
ferocious appearance is not an extension of their true souls, and has more to do with artists and
storytellers fear of the unknown. In their mortal seeming they nearly always go some way to
counter their fearsome visage and will dress conservatively as a habit.

* Childlings are portly and somewhat feral looking, the young Tokkaebi are a paradoxical lesson
in extremes. They are perhaps the most adventurous members of their Kith and often wander too
far, scaring their parents as much as they once scared lonely travellers who chanced upon them.
Full of mischief, the Childers tend to play jokes on others rather than inflicting any true
misfortunes.

* Wilders in the modern age, where the Tokkaebi have taken on the guise of humanity, Wilders
seek their place in the world. Their tusks tend to appear around this time and what were small
nubs become full horns.

* Grumps of the Tokkaebi are frightening to behold, with great horns and terrible tusks. Their
fang filled mouths have already led to a ponderous turn of phrase as they struggle to speak with
mouths built less for communication and more for causing humans to flee.

Affinity: Actor

Birhtright
Sense Motive “Goblins are these mystical symbols in Korea. They are in ugly bright colours.
The meaning of the goblin is that they help poor, normal people and they punish the rich people.
There are lots of goblin stories in Korea."

Tokkaebi have an instinctual and natural sense for a person’s over all morality. They can tell a
bad person from a good one; at least in so much as traditional Korean morally paints them. Those
who have come to them seeking their help for selfish reasons almost glow with it, while those
who are less self-serving but far from kindly merely smell a little off. It is up to the Storyteller in
each case to put his or her mind in the peasant mindset and make a judgement about the target
based on that pure and uncomplicated morality.

Fortunes Favoured

The Tokkaebi are able to bring good or bad luck to others, often through their unique
understanding or the Art of Soothsay. They can never botch an Intelligence roll; the Attribute
associated with that Art. Even Tokkaebi not yet skilled with the Art of Soothsay find that they
can, with a great deal of effort (expenditure of a point of Willpower) affect the general Luck of
others in small degrees. With that expenditure the Tokkaebi may roll her Temporary Glamour
once per scene and use her successes as a modifier, plus or minus, on any other person.

Frailty

By Destiny Called

Call it curiosity or superstition, but the Tokkaebi are great believers in coincidence. They can
never ignore those who cross their path accidentally, or seemingly with purpose because they
feel that fate has created such a meeting. The lady who drops her purse so her address is
revealed, wrong numbers, broken down cars on the side of the road, the Tokkaebi takes them all
as hints that this is a person they should be involved with. If they are good people, the Tokkaebi
will aid them, if they are less deserving then it is time to teach them a lesson.

In addition, the Tokkaebi’s fearsome Chimerical appearance will always put them at a –1 social
modifier when meeting those unused to their Kith for the first time.

Quote: “You are a good person my friend, never doubt that! How do I know? I know because
we met and that is what fate decreed. Because you do what you do for others without expecting
reward, I have come to reward you. That is how fate works, and so perhaps we ought to check
that Lotto ticket again?”

Created by Spikey
Tanuki

History : Perhaps one of the most well known and infamous of all the Akiyume, their
reputations as pests and tricksters surpasses that of the western Pooka kith and has left a legacy
through Asian mythology and folklore which to this day strikes a cord in dreamers. Not as cruel
as the tricksters among the D’Jinn who have preyed on the people of the middle east but far more
playful than their western cousins, Tanuki simply cannot help themselves and wherever they go,
trouble and mischief is sure to follow.

While the Rokurokubi innocently toy with people and Nukekubi weave their deadly schemes, the
Tanuki are shapechangers with a passion for irresistible and bizarre pranks. The forms they take
are only limited by their imaginations, inanimate objects are wonderful for jokes and assuming
the forms of talking kettles and singing instruments is an old favourite they never tire of. The
animal guises they love to assume are those of badgers and racoons, these animal spirits are close
to the nature of these Akiyume as the Tanuki are glamour scavengers who can forage out
glamour from even the most dull of dreamers and squeeze out a little wonder here an there
before moving onto bigger an brighter prizes.

Why they do the things they do simply boggle the mind but they have a wonderful time doing it,
legendary Tanuki have preyed on merchants and their greed over the centuries and made many
fools with their cheeky tricks. Priests have been fooled in believing the whispers of “enchanted”
kettles, which supposedly contain revered souls of reincarnated monks, oblivious to the fact they
were really Tanuki tricksters. Princesses and Emperors have been the targets of Tanuki and their
outrageous scams, trickery and tall tales. One Tanuki was even married into a royal dynasty after
masquerading as a concubine and becoming pregnant with the Emperor’s heir while also posing
as the Emperor himself in order to bed the Emperor’s beautiful lover who ended up having the
Tanuki’s child. Its such pranks and tricks which have earned them their reputation as pests.
Being so unpredictable, no one really knows how far things will go.

The misfits of the Akiyume, perhaps a little dim at times too but essentially the heart of the
family when it comes to spreading amusement. Tanuki mean no harm and are the fools of the
dreaming whose eyes sparkle, whiskers fan and twitch, and hearts quicken with the thrill of
spreading playful anarchy or chaotic fun. While they cannot help run amok they also have a
weakness for shiny things; they love a little gold and silver, have a weakness for polished jade
trinkets and even find being challenged almost as alluring as treasures. Its not unknown for
Tanuki to be bribed when they have obviously won, posing a victorious trickster with a new
challenge can sometimes save you from having to marry a Tanuki or have them as a lodger for a
year, which is among the prices they have been known to claim after fooling people in the past.
For all their tricks, cunning and guile, Tanuki are a little gullible too.

If you’re looking for a loyal friend then look no further, yes they’re unpredictable tricksters and
yes they have been widely feared and yes they can be more than annoying at times but deep
down, you’ll never find a more loyal companion. Maybe that’s the animal spirit but Tanuki are
warm-hearted no matter how many flaws they have, sometimes they are self absorbed and prone
to vanity but they remember things about people as well as being keen observers too. What they
can miss in details they more than make up for with exceptional insight and empathy, providing
they’re paying attention. While they aren’t the most intimidating of foes and freely admit to
preferring the safety of numbers should serious trouble arise, it isn’t wise to corner a Tanuki.

Appearance : To the untrained eye its hard to know at a glance that you are among Tanuki due
to the fact they are masters of reinvention and unsurpassed shapechangers but there are little
hints, long sharpened fingernails and perhaps a little too much mascara is the best way to
describe their flaws. In their natural guise Tanuki have slightly darkened hooked fingernails,
extended fangs which are hard to miss when then smile, darkened shadowy tones around their
eyes as if wearing a little too much eyeshadow and smudged mascara from the night before and
slightly pointed ears; typically like a racoon or badger in many ways. Its not unknown for male,
even some female Tanuki, to even have whiskery sideburns and fine dark fur growing on their
ears or fingers especially among those who spend a lot of time answering their animal spirits and
wandering the dreaming in animal form.

One thing all Tanuki have in common is a love for splendid garments and finery, they are
packrats by nature and build little hoards of trinkets which they bury in safe places scattered
across the dreaming, hoards they like to visit and admire their precious things as well as return to
should they be in need of items to barter with or trade for greater things. Most Tanuki also have
an unabashed self image, whether it is to display their virility for the purposes of seeking a mate
in the same way creatures of nature flaunt themselves, or it is an obsessive vanity, their mien
usually embellishes some characteristic - from a full figure to more lithe sensuality, overly
engorged endowments to excessively buxom and quite an eyeful.

Lifestyle : Tanuki are an agreeable sort, easy going and adventurous. Long ago they loved to
roam the kingdoms and provinces, sometimes they had little choice after causing utter chaos or
becoming a little too infamous, the wandering lifestyle answered the urges of curiosity and
brought them in contact with many more situations and people to play with. In these modern
times Tanuki are spoiled indeed, cities so large and containing so many dreamers, its hardly
worth leaving town; after all, there are more people than they can count and more hiding places
to disappear in than ever before.

There are urbanised Tanuki who are more than happy to fleece tourists and content to be the
local tricksters of vast cities while the rural Tanuki adore their freedom and roam the
countryside. Villages and little towns become hotspots of rural Tanuki when their travels and
paths intersect; even whole families of wandering rogues are not unknown.

* Childlings appear as wild urchins, even dressed smartly their feral spirit is an obvious trait
especially when they do things other children don’t, mannerisms more common with animals and
pets; the way they sniff things, the way they crane their heads to watch and listen and those sharp
glances. Childings are mimics, magpies and copycats, curious and adventure seekers, their habits
and observations will stand them well over the years as they learn from mistakes and successes,
which will shape their adolescence.
* Wilders and whatever they learned begin to break the mould and strike out from the small
games of childhood into far more daring ideas, grander and bolder with every passing year. By
now their fangs are gleaming and at their sharpest, visual traits of the spirits manifest and among
their peers, these are the years to become legends among the Tanuki and be talked about for
years to come. For the dreamers and the dreaming, it’s the season for anything to happen and
when the Tanuki compete to mark their name.

* Grumps hold the prestigious positions of old dogs, legends and horders. Many retire from the
game but still retain the irresistible urge should the right mark present itself to them, after all it is
the nature of all Tanuki and even age cannot dim the spirit completely nor remove the impulse of
the fool to play a joke. These “old dogs” sport darkened paws and blackened nails, darker rings
around their shinier eyes, any fur they grew with have grown thicker and spread, many “old
dogs” also are overwhelmed by the animal spirits in their late years and wonderfully eccentric,
slaves to habit and odd behaviour.

Affinity : Prop

Birthrights

Shapechange Like their western cousins Tanuki have the ability assume an animal form, they
also have the ability to transform into nearly any inanimate object imaginable or masquerade as
someone else. For 1 point of glamour a Tanuki can reweave its fae mien to become something or
someone else for a period of time equal to the number of successes from a glamour roll.

Trickster Tanuki are at times dim witted and slow, even gullible but always cunning and cheeky
rogues who seems to have a knack for worming people around their fingers and playful paws
prizing things out of them which they are usually reluctant to part with or do. All Tanuki receive
an extra dot of manipulation, even if this raises it above 5.

Frailties

Magpie Jinx Tanuki heed the spirit of the wild within but have also been flawed by the self-
same spirit which has made them elusive tricksters and at times fools. The lure of shiny pretty
things, valuable items, and even at times a good drink. A willpower roll is required to resist
temptation but Tanuki always do so with a –1 penalty, it’s the nature of the beast and hard to
overcome.

Quote : “Oh come now, you haven’t heard of the Peony of Silvered Petals? No? Well, the gods
must love you because I know exactly how to get there. How’s that for luck!”

Kitsune
History : It’s a tale as long as your arm, a Kitsune might say.. but they would say that for they
cannot help themselves. Long, long ago, before the worlds of beasts and dreams and men and
spirit turned their back on each other, when all things were one; a gathering took place.. Laughter
beneath the stars and tall tales told. These were the Courts of the Tricksters gathered by the light
of the full moon and the warmth of companionship. From far and wide they came and shared
their stories, all but one was content, she was the Kitsune, the wandering fox and long in tooth
far beyond her autumn years and reluctant to surrender to the final journey for she still had a
trick or two and the desire to play. And so it was she called upon her friends and a debt owed.
“Let me travel the road of dreams” said the Kitsune, “let me wander one last adventure before
the great sleep takes me for all times.” Her companions agreed. So it was the Kitsune left by the
light of the moon and sprang along the moonlit path with her companions, oblivious was she that
by the warmth of those huddled at the gathering, the body of the Kitsune laid curled as if asleep.
Far and wide did their grand adventures lead them, through enchanted realms beyond
imagination. Yet when the Kitsune was asked if she were ready, if she had enjoyed her one last
great adventure.. she only smiled and grinned for her sly request and her ambition had been
realised, no longer a humble spirit but now a thing of glamour and dream.

And so it was the wandering fox tricked her way into the Dreamscape and her ambition did not
end there, the mischievous spirit embraced the wonders, travelled far and wide for she was now a
tireless thing of dreams. She sought to repay her companions and learned all she could of this
wondrous glamour.. and in doing so became wise and learned in the ways of faerie arts. Alas the
nature of the Kitsune once more shone through good intentions and the tales of the Kitsune
began to spread, for she was an ingenious trickster and cunning sorceress. She could sell a
freehold back to its owner; she could encourage secrets to slip free so she might learn yet more.
She was as cheeky as she was brilliantly gifted, well skilled in the Arts and the Realms, perhaps
to rival even a western shining lord .. and so it was that the Akiyume could not deny her into
their lands for she made herself one of their brightest stars.

Lifestyle : For all its skill, a Kitsune cannot resist bending rules. Like Pooka suspending the
fabric of information, manipulating facts with playful glee; this Asian fae has ingrained issues it
cannot fight against too less it be undone and fall foul of straying from its nature, the Kitsune not
only sells tall tales but may also wear many guises in its endeavours. Sorcerous and devious,
consummate masters of reweaving truths, playful as they can be ruthless, once they set their
heart upon something.. Kitsune cannot be deterred until the gauntlet has been run, for better or
worse. Bound by their own laws and codes of conduct like superstitious peasants once were. The
Challenge - the thing at the heart of all Kitsune, is their overwhelming drive, the thing that
encompasses their codes of conduct and the goal. Almost all Kitsune covet a vice too, for some it
is the hoarding of shiny trinkets, a fondness of sweet treats, to best someone hailed as something
flawless or incorruptible, to pry upon the vanity of others or their greed, or the heart of someone
that has captured their imagination. Kitsune are passionate, tricksters, sorcerers. Most of all, fun..
depending on your point of view of course, as sometimes they can leave disaster in their wake.

Appearance : In their truest form Kitsune appear as tall erect foxes walking on their hind legs,
with a warm red fur covering their bodies. Dark little pointed nails, furry snouts, shiny black
noses and whiskers.. pointed ears and bushy long red tails tipped with white fur. Many of these
fox-faeries even possess small paw-like hands and tiny feet. Kitsune adore traditional clothing,
many treat themselves to the most resplendent kimono embroidered lavishly with all manner of
beautiful designs. Their seemings manifest pointed ears over time and more pronounced teeth,
hair may take that tell tale red sheen in the light, and a habit of keeping immaculately groomed.

* Childlings are simply the most adorable curious little creatures, sometimes shy among other
Akiyume, with a fascination with chimerical familiars and enchanted paraphernalia. Childling
Kitsune find themselves drawn to the most interesting patterns of glamour imprinted upon a
thing, it is the nature of Kitsune and her growing affinity with glamour. The patterns she sees
cannot be understood but she is aware of their complexity and nature.

* Wilder already show the first signs of outrageous scheming having gone beyond the
cheekiness of youth. Now they befriend the shy, develop their incorrigible pranks with those they
cherish, a great compliment .. it’s everyone else that need be concerned when the true fireworks
begin. They may even have acquired a minor enchanted item or permanent chimerical
companion by now.

* Grumps are reputed to have great mystical power, in spite of this they still enjoy playful
tricks. As their summer years give way to autumn of grump, their mien begins to sprout more
tails reflecting their maturity: nine tails being the most splendid, most learned and wise of all
Kitsune to have. A grumps home, her sanctum, might hold a wealth of lost treasures, valued
kimono countless generations old, scrolls of lore, books of interest written on strips of wood,
minor trinkets, chimera, and glamour wisps; things in jars and objects of wondrous curiosity.
Most grumps have quite a hoard, even if it’s only a select few items, each and everyone will be
prized by the Kitsune.

Affinity: Fae

Birthrights

Ancient Power : Since the first Kitsune carved her own life in the Dreamscape and tirelessly
followed the trails of glamour, studying it, learning all she could of it. She has left her children a
grand legacy, all Kitsune get an extra dot of glamour at character creation reflecting their
potential as masters of enchantment.

Mystical Consonance : Not only are the descendants of Kitsune tied closely with glamour, all
Kitsune get an extra die in all Pyretics and Chicanery rolls for they have used those Arts to such
wonders and advantage that they seem to have a gift for manipulating the fabric of the
Dreamscape. It is only an additional dice not a level of mastery or access to things beyond her
understanding, she may still botch but that chance is slightly less and failure more harsh.

Frailty
Insubstantial Vitality : For some reason, for all their intimacy with the Dreamscape, Kitsune
surrendered her once mortal remains in the Land of Unfulfilled Dreams.. and so all Kitsune
suffer minus one die with all stamina rolls, especially those relating to soaking damage. They
may have potential for growth in harnessing glamour but physically; a Kitsune is a fragile
creature.

Quote : “Yes.. I would seek the best sorcerer in town too, you made the correct choice seeking
me out”.

“The Buddhist Temple? That one over there? Oh.. haven’t you heard, they’re building an
apartment block there. You wouldn’t like to a place a deposit on a luxury apartment would
you?”.

Pretas
Hollow Children

History : Once upon a time they were a more primal dream and in essence very much like the
hungry darkness which stalks the western kingdoms and proclaimed to be the first dream but the
Pretas were shaped and forged slowly over time by the dreams of man until in the end they could
not return to what they once were. What that was, they do not speak of to outsiders or it is true,
they really do not remember after being subject to the influences of mortal dreams for such a
long, long time.

Originally the Pretas dwelled in the vast wastelands of China where it was difficult to find food
and drink without investing in livestock and travelling in nomadic tribes as pack families,
interdependent upon one another for survival and protection from the hostile forces which
roamed the no mans lands many avoided as they were harsh and lawless places. Rural Pretas
living in the wilderness are usually buried within several layers of weather worn ragged clothing
to protect themselves from the freezing burn of sunlight during winter and the burn of the full
moon during nocturnal wanderings of summer nights when it is easier to travel in more sedate
temperatures than under the raging heat of a summer day. During the final centuries of the
Shattering, and increasingly more since the Resurgence, Pretas have begun appearing in
urbanised cities and the vast metropoli which seem to be spreading and appearing from nowhere
within a few years over what was once farmland. These urban Pretas skirt the outskirts and last
vestiges of poverty that cling to cities, while great advances modernise society and aim to enrich
the quality of life, the sacrifice results in relocation of thousands of peasants and country
labourers. Many growing cities hide vast shanty towns beyond the facades of steel and glass,
many old neighbourhoods fall to urban decay and become the refuge of the poor and homeless.
These places have now fallen to the Pretas where they live among the less fortunate.

As the former empire makes bold steps forward, almost striding in its leaps forwards, it has
known great suffering and hardships. Built on sacrifice and spurred on by great dreams that has
unified warring provinces, brought about a more cohesive language from the vast diversity there
once was, and united its people. Every great dream and ambition is stained by the price it pays on
the journey, survival reveals inner strengths and eventually the price brings reward. Being one of
the most vast empires and most populous, food and famine are paramount concerns. The Pretas
embody the hunger of this great nation and the suffering of its great people, even today the Pretas
suffer in agony and never know what it is not to feel hunger or a meal that, even for a short
while, satiates their torment. Cursed with little mouths and slender throats, many find little
nourishment in their meals, food withers before their eyes and petrifies or simply burst into
flames as they eat it or is consumed by fires burning within them, bringing them little comfort in
the meals they eat.

Pretas despise obscene decadence and loathe lavish banquets given when only so few are in
attendance; such displays are taken as great insults to these kith. While such displays impress
others and flaunt ones status, it doesn’t sit well with the Pretas who know what it is to hunger
like the poor, of the sacrifices the people have made for the sake of progress and of a dream
beyond the grasp of one single person, a dream that needs the many and not the one to be
achieved. When the Akiyume gather, the Pretas are reluctant to attend but do so out of obligation
and curiosity, their paths have met with great kindness among certain Akiyume and for that they
feel indebted to honour those who have shown them kindness and respect. They have little
tolerance for decadence as much as they have little tolerance for those who pity them, Pretas do
not like to be looked down upon and have great pride. All they ask is for respect, they can be
valuable assets to the Akiyume as they are networked into the hidden neighbourhoods and
forgotten quarters of the cities. This great knowledge they build from the people around them is
useless to anyone once they are rubbed up the wrong way and then they can be as immovable as
the rock in the wind.

Appearance : The Pretas are a disturbing sight to behold and take some getting used to, if
indeed that is ever fully possible. Deformed and emaciated, the mortal seeming always appears
to be in need of a good meal and slightly undernourished, the fae mien is a shocking sight to
those who have never met them before. Their skin resembles a shrivelled husk, sometimes
covered in wrinkles other times pulled tight over their sunken features like mummified faeries.
Spidery thin limbs which resemble little more than mere skin and bone extend from their bodies,
their hands are bony and sinuous while their necks are gaunt and elongated, thin and wiry like
their arms and legs yet their bodies have painfully bloated stomachs and enormously distended
bellies.

Most Pretas are born with physical flaws or suffer from weak immune systems so that any
diseases encountered in youth, more often than not, usually leave tell tale signatures and scars or
some damaging legacy to manifest as physical or cosmetic flaws. Many develop a stoop or
pained shuffle by their elder years as if over time they have become parodies of themselves, what
flaws they have as childling grow more and more amplified throughout their lives so that many
of the ancients can be identified at a distance just by knowing their unique characteristics. A
grotesque metaphor of the insatiable hunger that can never be appeased.

Lifestyle : Perhaps the most closely tied kith of the Akiyume to the mortal world and the people,
collectively they embody their sacrifice and hardships they have endured and continue to endure
but those who have been drawn or born in the urban jungles; these members of the Pretas truly
embrace their surroundings and develop an encyclopaedic knowledge of the world around them.
Once upon a time the sole purpose of this was to locate and punish the decadent who cared very
little for the suffering around them and of an empire whose people have known cannibalism in
order to survive. Those who dined like little emperors and discarded great feasts rather than share
have come to regret their actions, like the mythic Killmoulis, the Pretas dispensed their own
justice upon these decadent souls and where reason failed, wrath succeeded.

The Pretas are more reserved now than they used to be but every now and then strange urban
tales do spring up from time to time. With whispers of things that have happened to certain
people, hushed urban tales hint at a continuing shadow world of Pretas action and judgement
secretly being undertaken. The urbanised Pretas survive as jack of all trades or if lucky find a
niche and do all they can to be the best at what it is they do, either way their role is one that
brings them in contact with the community from whom they listen and learn and build up their
lore of who and what is around them and where they need to go to get whatever it is they or
others need.

* Childlings appear as scruffy little urchins, almost always sporting untrained and unkempt hair
that defies everything and happily grows in crazy tufts at all manner of wild angles. Sickly
looking little creatures with little pot bellies that you half expect to keel over while playing or
constantly hack and wheeze yet for all their withered appearance they seem as sprightly as other
childlings but probably don’t have as many friends.

* Wilders are coming into their own by this age and already have begun to look terminally sick
or half dead, the puppy fat of youth, what little there was, is gone and now the wilder is a stringy,
wiry kith with well pronounced spidery limbs. Any physical or cosmetic damage suffered in
youth has now began to manifest itself as quirks.

* Grumps the bloated stomach of wilder youth has groan to pained extremes, quirks now
deforming characteristics. The Pretas now looks deceased and exists in a petrified fae mien,
grumps really do look extreme and resemble mummified faeries.

Affinity : Actor

Birthrights

Insatiable Hunger Much like the never-ending Dark Hunger known to those stalking the
western kingdoms, Insatiable Hunger brings little comfort or nourishment to the Pretas. Bodies
make it hard to consume food and liquids, the hunger always requires more sustenance then is
possible to satiate it. While they will never know respite from this empty feeling nor rarely enjoy
a delicacy as most food either withers or turns to ash, liquids sour or dwindle in volume, the only
bonus this grants is a strange immunity to toxins and poisons which normally require a person to
consume them in order to take effect. Any kind of impurity inherent in food or drink that would
poison someone, including deliberately poisoned food, all Pretas are immune.

Frailties

Curse of Flesh All Pretas suffer a permanent +1 difficulty against them in Social rolls unless it
is Intimidation, which is when their ghoulish appearance acts as a +1 bonus and not a hindrance.
Their torment never seems to end though; heat and cold compound their suffering. Warm
summer evenings during the full moon blisters their flesh and burns like unprotected skin
suffering sun burn and during the winter when snow covers the ground and a chill nips the air,
sunlight cracks their skin and covers it in blemishes like over frozen food suffering freezer burn.
All physical acts in these conditions suffer an increased difficulty of +1, no chimerical damage is
taken at first but a Pretas will not willingly wish to endure such pain that it hinders their actions,
those who remain will begin to take very real damage within 1 or 2 hours and go from Bruised to
Injured in half as much time. Beyond this point, all Pretas will suffer mental difficulties too.

Quote : “The time has arrived for you to reign in your appetites and heed my council, or face
mine, unleashed.”

Gaki
Hollow Fiends

History : Once upon a time they were a more primal dream whose essence was shaped and
forged slowly over time by the dreams and despair of man until in the end they could not return
to what they once were. What that was, the Pretas turned into the Gaki, tormented hungry souls
driven to darker depravities as their minds sank to lower and lower depths leaving many
unhinged and questionably sane. Ethics and morality meant very little anymore to these withered
souls; their fall from the Akiyume and subsequent rebirth as Kuraiyume has left them prone to
the haunting whispers of the Akumuyume, the Adhene, who grow stronger and stronger as their
reach from their yomi realm of living nightmares extends further and further over time.

Originally the Gaki dwelled as simple Pretas wandering the vast wastelands of China barely
living on what scraps of food and drink they could forage, scattered nomadic tribes were easy
prey to the roaming warchiefs and vicious bandits. Centuries passed and threats changed from
lawlessness to the might of imperial law, Gaki adapted and followed the fevered dreams of man
and dreams of survival quickly infiltrating cities long before many Pretas manifested there. New
permutations of despair resided in these strongholds of man, these only added to the nuances and
twists that the Gaki embraced long ago. What mockery they faced only fed them and hardened
their resolve to breed more stubborn generations and twisted kin who revelled in everything that
the Pretas felt pain from. The downtrodden that toiled hard while in poverty would only ache the
hearts of Pretas, to Gaki, their suffering was a banquet and the decadent an inspiration to inflict
only cruelty. The Gaki begun to believe that the weak were there to be dominated by the strong
and that flaws were not something to hide but to display.

Like their Akiyume counterparts, these Kuraiyume suffer from the freezing burn of sunlight
during winter and the burn of the full moon at night too but have grown slightly resistant to the
pain it causes and have adapted a tolerance allowing them to endure longer period of time in
exposure. Since the final centuries of the Shattering the Gaki spread and scattered across Asia,
since the Resurgence the rural Gaki is all but a thing of the past and almost extinct, the few that
remain wandering the wastelands of Asia have mutated into fearsome monstrosities.

The legends of diseased spirits across the islands of Japan are mostly due to these creatures and
claimed the mocking name they were given as their own and take a perverse pleasure in being
known as the Gaki. They truly have degenerated into repugnant beings, their hunger and
unending torment has spawned vices and tastes which are nothing more than the madness of
souls in agony. This is probably why the Akumuyume have targeted them and have never
relented their obsessive pursuit of this Kuraiyume, some even believe this torture has driven the
Gaki to worse extremes over time. Inhuman appetites among Gaki are nothing new and their foul
palettes have been known to quench their thirsts drinking blood, to feast on the flesh of corpses
and eat human faeces.

Where Pretas had empathy for the suffering and despised obscene decadence the Gaki grew
cruel, spiteful and jealous, preferring to spread humiliation and brute force without restraint or a
drive to dispense justice. It would be an injustice to claim the Gaki are stupid in comparison to
the Pretas who learn and plan before confrontation and know their homesteads and its secrets for
their advantage. Gaki are a dangerous nuisance at best and a fatal nightmare at worst, they do not
like anything to stand between them and what they covet. Those who they find offensive and
whose dreams are beyond the grasp of a Gaki will find their attentions aimed at ruining their
lives. They love nothing more than to destroy others who strive to attain things which the Gaki
cannot and will use all their power to break what has offended them, altering their appearance to
forms more terrifying, using illusions to prey on fears or just directly assaulting loved ones and
manipulating others, exposing them as weak assets and breakable pawns.

Appearance : Where the Pretas are a disturbing sight to behold, the Gaki are mortifying and
take delight in that. Many Gaki enhance their deformities and emaciated shrivelled mortal
seeming by exploring physical mutilation, body modification and extreme piercings. From an
undernourished seeming to a shocking mien, which resembles the dead more than the living.
Sunken eyes in darkened pits like haunted mummified faeries defying the grave. Spindly spidery
thin limbs, grasping long fingers like bony twigs and horrifically bloated guts covered in lesions
and scars as the flesh itself barely copes to fight against tearing open. Many Gaki are covered in
sores and blemishes as if suffering from dermatological infestations but it’s the mien crying out
as their torment and spite festers and spews back ever more deforming diseased looking
mutations.

Nearly all Gaki are born physically flawed or bare some disfigurement from childhood either
from a narrow escape with death and sever illness ravaging a malnourished immune system or a
brush with danger that was almost fatal and left them with scars, handicapped and with body
parts withered, missing or damaged beyond salvage. The older Gaki become the more bitter and
twisted they become as if in a never ending loop that only serves to make them more monstrous
over time. If the Pretas were a grotesque metaphor of the insatiable hunger that can never be
appeased then the Gaki are truly nauseating and abhorrent.

Lifestyle : There is nothing noble wrapped in the rags of poverty about these Kuraiyume, most
find the urban jungles nothing more than a feeding ground to plunder and to satiate what
perversions are currently their vice. Where the Pretas net work and listen, trying to integrate
themselves into communities and find a place in the world they inhabit; the Gaki pillage it and
move through it and its underbelly, what they learn is not gained from hard work and empathy
but luck, intimidation and brute force. They don’t develop an encyclopaedic knowledge of the
world around them but what they do know is more than enough to make them elusive and their
prey concerned.

If anything the Gaki are worse now than they ever were before, there is little finesse to most of
their schemes and they seem to be relying more and more on fear factor, being brutal and savage.
This pattern has become so common that when they do show great forethought and execution
that it reminds other of how dangerous they truly are.

* Childlings are horrid little abominations with nothing to redeem them at all, they are cruel and
sickening little wretches worthy of the old saying “you should have been drowned at birth”. Of
all Kuraiyume, these are the worst and most untrustworthy, perhaps even wicked. Other
childlings are not really safe among them, those who befriend them will regret forming such
friendships and be left mentally scarred for the rest of their lives, providing they are lucky to
survive beyond childhood and knowing Gaki childlings.. tragedy and suffering cannot be far
behind.

* Wilders have found their niche in life, what sick cruel things amuse them as childlings,
becomes the stable diet of youth. By now they have a ravaged appearance and barely resemble
anything that could pass for being normal, natural or alive. They are hideous, ugly and foul.

* Grumps are festering creatures with the appearance of decomposing remains, their mien
writhes in chimerical vermin and parasites like a parody of scurrying spiders or agitated flies.
These little things are extensions of the Gaki, which usually infest their dwelling places too.

Affinity : Actor

Birthrights

Unsavoury Banquet
The Gaki are granted the same immunity and curse as the Pretas birthright Insatiable Hunger.
Food and liquids sour and spoil, the hunger always requires more sustenance then is possible to
satiate it. Being perverse Kuraiyume the Gaki have often turned their bitter souls and vile habits
to an advantage, their birthright grants them immunity from fatal infection and the ability to
digest the most unsavoury of snacks, no matter how inedible. Rotting meat, dead flesh, blood,
faeces, urine; their ravenous dining habits are more vile and offensive than outsiders dare
imagine.

Frailties

Unhallowed Frame
All Gaki suffer a permanent +1 difficulty against them in Social rolls unless it is Intimidation,
which their monstrous appearance acts as a +2 bonus and not a hindrance. Their tormented flesh
is prone to heat and cold, like the Pretas, which compounds their suffering. Warm summer
evenings during the full moon blisters their flesh and burns like unprotected sun burnt skin,
during winter when snow covers the ground and a chill nips the air, sunlight cracks their skin and
covers it in blemishes like frozen food suffering freezer burn. All physical acts in these
conditions suffer and increased difficulty of +1, no chimerical damage is taken at first as Gaki
have grown tolerant to pain can endure hindrances to their actions, those who remain will begin
to take very real damage within 2 or 3 hours and go directly from Hurt to Injured in half as much
time. Any Gaki mad enough to stay in these situations bypass Bruised for their stubbornness and
insistence, such is their curse. Beyond Hurt and Injured, all Gaki will suffer mental difficulties
too and degenerate at an alarming rate as all Mental faculties drop by 1 per hour until they are
out of danger and away from the torment, losing half their Intelligence automatically make them
retreat or flee and seek refuge, and WP roll against such desires suffer +2 difficulty and require a
minimum of 2 successes.

Quote : “Hurt you? I haven’t even begun to show you what pain is.. let me show you what it’s
really like to suffer.”

Kuraiyume Thallain
Tase (Zashiki Warashi)

They are the damp eating at the timbers, the stain that spreads across the plaster, the blemish on
the ceiling that grows and returns no matter how many times you paint over it. Spirits of home
and hearth strive to cherish that which they find precious, to spread their passion and enrich the
lives of others.. the Tase have had their fingers burned, their hearts ringed with thorned briars of
anguish. Cruel, some times petty, capricious, woe be to those they embellish with generosity,
their gifts are two edged and do not end well.

Tase

( Tah-zhee )

History : It is said that once an unfortunate soul attracts the wrong elements, it is easier to move
on try to begin again then it is to exorcise the source of disharmony. Tase inhabit homes and
brings the residence great misfortune; on the other hand, should a Tase depart, there is a chance
to repair what has been allowed to fall into ruin. The folklore that has seeped through from the
Celestial Throne of the Silver Lotus into the mortal lands of Myanmar (Burma) – has, like in
many places throughout Asia, become part of everyday life, from boons to spat curses.
Superstitions are still remembered, in some countries, everyday life is even hostage to beliefs.
The Tase are opportunistic fae, perhaps even lazy to some extent. They are drawn to easy
pickings, eager to seize the easy prize and prey on those they think can be intimidated and
exploited with minimal effort. With one foot in the door, Tase can soon make themselves right at
home.

Tase used to dwell in the fringes of society long ago but became drawn to large settlements, as
large settlements soon began to have impoverished neighbourhoods. It is said the spirit must be
noticed, a tangible air of desperation must be manifest, and the signs of hard times already
showing.. for the Tase to consider a location for its new hovel. Long ago desperate souls and
disrepair were used to lure Tase. This Kuraiyume likes to see its presence intimidate the weak to
the point of acceptance, to latch onto lost souls and sip from their well springs of despair, to
relish the squalor of its hovel and the beauty of decay but doesn’t pander to be overly
acknowledged and spoilt or encourage overly emotional ties, as deep down it knows all good
things come to an end.. but it is a hard line to maintain and a struggle for most. As the Tase in
spirit is almost like an ambassador of decay rolling up and settling in, it is prone to the loss of its
luxury, man only tolerates urban decay so long before renewal and redevelopment inevitably
come along.. not that man wishes to build anew, man is driven by the value of things and
somethings, when left long enough, become highly profitable. In most cases, Tase inhabits a
dream hovel, a concealed glamour nest within the home (usually its favourite place within the
chosen residence it has taken a shine to and settled within), and will materialise when something
happens, such as when the inhabitants are placed in grave danger or some other serious issue
threatens the home and its residents.

(Many believe the Tase are able to influence the residents of their homes, introduce the seeds of
apathy that lead to a lack of pride in the home and the beginnings of a once clean home to
become filthy, and that filth to start a spiral downwards from which many never claw back from.
Of course, there has never been any to proof to prove this theory).

In some cases Tase are so hardened in their first years, they become hit and run opportunists,
predators that never stay long in the same locale. They see an opportunity, move to secure it, get
fat on what they can milk from it, then move on.. even if its not completely picked clean.. most
move on regardless. They are few in number when compered to their brethren who dig in and
settle a while, but they exist in a purer state of being, living their lives adrift on the slipstreams of
the dreaming, unfettered like their brethren, free to flit from one infestation to another.

Appearance : You’ve seen the long term homeless. You’ve seen how poverty erodes the
unfortunate. Sickly, dirty, infested, unkempt. The Tase blend in and don’t stand out in the crowd.
In fact it is very hard to distinguish them among the less fortunate masses. They seem to be able
to hold off most infections, enough to keep from getting seriously ill from a single infection. In
darkness, light can – not always, reflect in their eyes with a golden cat-like gleam. They are
slight of frame, slim, lean, but appearances of weakness are deceptive with regards their physical
strength, Tase do not bulk out with muscle, yet they can grow to be considerably strong with age.

Lifestyle : What they love is a community on the rocks, the homes within ripe for the picking,
Tase are keen to seek out the tumours in communities, finding the broken and the lost and then
slipping in and encouraging nature to take its course. Poverty provides numerous locations for
hovels, abandoned buildings, run down dwellings, shanty towns - if there are residents within,
then all the sweeter the pickings. Tase like to ravage and prey on those within their hovels, they
feel it is their right to feed on the damaged souls of those who attracted them into their homes.
Despair, hopelessness, broken hearts, palatable offerings and juicy treats on the dining table.
Homes fall further into disrepair while occupants are milked of all they can give, slipping further
and further away until barely functioning in a dream-like zombified state.
* Spores (Childling) Tase resemble sickly dishevelled children in their appearance. Their
clothes, what few they have, never seem to fit right and usually seem in need of repair and a
wash. Their hair is dull and scruffy, eyes look tired and more often than not – ringed by
discoloured sockets

* Rots (Wilder) Tase mature into tough youths, hardened by the world they dwell in and their
lifestyles. By this age they have grown accustomed to their chosen hovel by now and this
manifests in visual quirks upon their fae mein, their unkempt appearance by this point has
claimed a few missing teeth or lead to a few calluses and minor deformities.. for instance, a
wealthy Tase whose hovel is home to abusive violent people, of desperate addicts, the Tase
might have dark welts upon its flesh and develop a sickly sweet odour.

* Blights (Grump) Tase look bloated with decay, pot-bellied, greasy and sweaty, leeringly
confident and eerily part of the ruined hovels they call home.. that they almost seem to blend in
or vanish into the filth they’ve encouraged. Their clothes and hair are scavenged and layered or
toughed and encrusted by age. Their skin can be dark and covered in blotches to rancid tans
stained and scarred like a twisted reflection of their chosen hovel. Some Tase with the larger
hovels, and the few who have taken to lives of hit and run decay, look very disturbing, even mad.

Affinity: Prop

Birthrights

Burrowing Maggot : By spending a willpower point, a Tase may force herself in a temporary
sleep, from which she will be leave her location in a most spectacular way and find herself the
next morning back at her chosen home. Unfortunately, this power may not be used if she is being
opposed by another Akiyume or Hsien, when destinies become entwined there can be no simple
solution.

Undeniable Entropy : Somethings cannot change, even the worst things can be depended on to
eventually come to pass. While a Tase has a place to call home, a hovel she dwells within and
contentedly nests in and sleeps; she may reroll any failed roll. (But never more than once per roll
and never more times per session than their permanent Glamour rating).

A Tase can also replenish temporary glamour drawing out crumbs from nothing by accelerating
decay in an item already showing signs of rot or rust. With a touch the item will break down and
crumble to pieces, releasing a token sum of temporary glamour equal to half the Tase’s stamina –
round down. (This can only be done once a scene, treat as Ravaging diff 6, failed roll cannot
botch)

Frailties
Life from Decay : Every Tase invests and draws from its chosen dwelling, it’s relished the time
as things have fallen into ruin. Their dwellings can be no larger than an apartment building, but
no smaller than a small shack. These areas are treated like a Freehold, but do not grant the
normal glamour replenishment bonuses. Restoration to the area drains temporary glamour until
these new initiatives can be halted (I.E. replastering walls, or new roof, or planned extension
drains 1 point of glamour). If the site of its hovel is completely destroyed, perhaps bulldozed,
then the Tase is undone unless she can save a rotten memento, which may be taken to a new
home (which costs a Glamour dot). Wise Tase should never become too confidant in their
residences as they are instruments of their own eventual homelessness, alas most grow smug and
wallow in their hovels, oblivious and reluctant to accept this small truth.

Quote : “No. I like it here.. in fact, I think it will be you who’ll be leaving. This is my home
now.”

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