White Wolf Wiki

Enchantment is the practice of infusing a mortal with Glamour so they can interact with the Dreaming.

Overview: Why Enchant Mortals?


It is often expedient, useful, or necessary for one of the Kithain to bring mortals or other supernaturals into their world and sometimes for less-than-savory reasons. This process is called Enchantment.

Why enchant mortals? "Because we can!" Most Kithain enchant mortals simply because they can, because they desire the mortals to experience or understand the Dreaming, or because they are looking to inspire the mortals with a vision of the Dreaming and perhaps stave off the encroachment of Banality for a moment.

Enchanting also has its practical uses in getting mortal aid and convincing mortals that the changeling is not crazy (or at least convincing them that they're all crazy...) It also has its fun side where mortals get to have a day or two of fantastic experience, and the changeling gets to have fun, and maybe even add something to the Glamour of the world.

For Fun


Much of the time, the only reason for enchanting a mortal is the simple desire for fun, to give the mortal a glimpse of the world of the Kithain, and let everyone have a good time. This is often done under the guise of a celebration like Mardi Gras or some similar wild party where Banality does not have as strong a grip on the mortals present. Any unusual experiences will later be fogged over by the Mists and remembered only as a strange dream, bad trip, or lost weekend for most of the participants. What is "fun" depends on the Kithain performing the enchantment, though. Satyrs and party-loving Kithain are known to enchant mortals for the sake of a good time for all. A pooka may love to see the look on a mortal's face when they see the dragon in their basement for the first time. The Unseelie idea of fun may be much darker, up to and including a Wild Hunt.

For Help

Enchantment does have a more practical use. Mortals are unable to perceive or interact with the realm of the fae unless they are enchanted; Banality and the Mists shield their senses from the true nature of things around them. Sometimes the Kithain bring a mortal into their world so they can deal with the mortal on their own terms. This allows the Kithain to use there chimerical weapons and items on the mortal as well as more easily effect them with cantrips.

This may be to the mortal's benefit if they are in need of some help from the Kithain, or if the changeling needs mortal help help and must convince them that what they are talking about is real. Childlings often enchant their parents, guardians, or other adults in order to gain their cooperation, and some older grumps under the care of their mortal children do the same. Mortal allies sometimes need to be convinced of the truth of what the changeling says simply so they won't think their friend is mad and imagining things.

Authority figures are sometimes enchanted as well to gain their trust or help. Unfortunately, some particularly banal individuals disbelieve in the faerie realm even when they are able to see it with their own eyes, chalking it up to some kind of hallucination, drug, or other cause. In cases like this, enchantment may hurt a changeling's case more than help it.

Mortals can also be enchanted so that they are more easily effected by cantrips and chimera. This might be to help the mortal with Primal cantrips or useful chimera or treasures. More likely, it is so that the changeling can combat hostile mortals on more equal terms. An adult who thinks a childlike is helpless before them is in for a surprise when the Glamour falls upon them and they see instead a troll warrior or sidhe knight wielding a shining sword with a fire-breathing dragon backing them up. (There are limitations to this as discussed below.)

Planting the Seed

Bringing a mortal into the world of the Kithain can help accomplish a goal near and dear to the heart of every changeling: inspiring the mortal, which in turn slows the progress of Banality, staving off the inevitable Winter. By enchanting mortals, Kithain give them the gift of inspiration, a brief return to the sense of childlike innocence and wonder where dragons lurked in every dark cave and magic was everywhere. Even though the Mists eventually cloud the mortal's memory, a small spark of the experience lingers like a wonderful dream, and is sometimes enough to encourage the mortal to see life a little differently. Kithain call this practice "planting the seeds of Spring," and hope it will help to increase the Glamour in the world and loosen Banality's grip.

The most common mortals to be enchanted this way are Dreamers that the changeling patronizes as a muse, so that the dreamers can create new things that generate more Glamour in the world and allow the Dreaming to survive. Enchanting and inspiring mortals to a vision of the Dreaming can be a quest for a changeling looking to reduce their own Banality and regain some faith in the coming of Spring and the power of Glamour.

A mortal Dreamer may or may not know about their faerie muse, depending on the relationship between the the two.

Methods of Enchantment

There are two ways that changelings may enchant mortals. One is through the gift of a Token invested with Glamour that allows the mortal to see the world of the Kithain for some time. The other (considered the quick and dirty way) is to overcome the mortal's Banality with some of the changeling's own Glamour. It works for a shorter time than token, but usually long enough to suit the enchanter's immediate purposes.


For more information, see the article Token (CTD).

Forced Enchantment

A changeling and briefly enchant a mortal by using Glamour to overcome the mortal's Banality. This requires only the expenditure of a point of temporary Glamour and a roll of the changeling's Glamour score against a difficulty of the mortal's Banality. If a mortal is carrying or wearing anything made of Cold Iron on their person, the difficulty to forcibly enchant them is +1. A single success is enough to enchant the mortal. Kithain use this method of enchantment when a mortal has to be enchanted immediately and there is no time to prepare a token, or when a mortal must be enchanted against their will, usually so they can be more easily affected with cantrips or chimera.

A forced enchantment lasts a fairly short time, usually about an hour, although the time can vary from one mortal to another depending on their Banality and personality. As with many things Glamourous, the time is rarely consistent. For most purposes, the Storyteller can assume the enchantment lasts for the duration of the scene that it takes place in and perhaps longer as the story demands. One of the reasons changelings prefer not to use forced enchantment is the fact that it provides so little return for their investment of Glamour. The mortal's Banality quickly reasserts itself, and the Mists cover their memories of the enchanted experience.

Forced enchantment can come as quite a shock to a mortal, especially if they are suddenly confronted by hostile Kithain wielding chimerical weapons or chimera like dragons and griffins. Even under pleasant circumstances, being pulled suddenly into the world of the fae can be a shocking experience for a mortal, especially one with high Banality. Changeling's prefer not house forced enchantment on mortals they like and trust for fear of harming them with a sudden shock to the senses.

Effects of Enchantment

For all intents and purposes, an enchanted mortal can interact with the world of the fae just like Kithain. Simply seeing a changeling's fae mien can be quite an experience for the newly-enchanted. Add in the chimerical natures of buildings and landscapes, any chimera the changeling is carrying, and a few curious chimerical creatures, and it's no wonder that shock overwhelms many mortals. Depending on where and when the mortal is enchanted, the scene that might appear as a fantasy version of the mundane world, or an even more nightmarish rendering of the already dark Gothic-Punk reality. A mortal's first experience of being enchanted will color their future opinions of enchantment and the Kithain, depending on how much they recall of the whole experience when the enchantment ends.

Enchanted mortals can be affected by cantrips without any need for the caster to overcome their inherent Banality, which has already been done by the enchantment itself. This can be a benefit in the case of cantrips like Heather Balm or Oakenshield, or it can be quite dangerous if the changeling intends to ensnare the mortal's heart or transform them into something else. Unseelie (and even a few Seelie) changelings can use Haunted Heart and Captive Heart to make the enchanted their slaves, especially if they bring the mortal into a freehold where the duration of the enchantment is suspended. Such people simply disappear and return years later looking not a day older and with fuddled memories of what actually happened to them.

Enchanted mortals are all but helpless against cantrips, which makes enchantment so fearsome to hunters and those who oppose the Kithain. They fear it as much as (or more than) death, since they know that becoming enchanted means falling under the sway of their enemies. Some changelings simply toy with an enchanted hunter, leading them astray and tormenting them with pranks before letting them stumble out into the Mists. Others, particularly the Unseelie, are not so kind to hunters they enchant. They prefer to terrify their enemies with nightmare visions, sending them screaming into madness, or kill them outright. Redcaps are especially effective at seeing that the bodies of such unfortunates are never found.

The Experience of Enchantment

The result of enchantment is unpredictable at best. It's impossible to tell how any given mortal will react to experiencing the world of the Kithain for the first time. Some see their dreams brought to vivid life, while others find only horrors or weird hallucinations that challenge their beliefs in mundane reality. Changelings are advised to "cultivate" carefully before planting their seeds of Spring, but in the end, even they can never really tell what's going to happen. It is enough to make some changelings at least a little cautious about enchanting their friends and loved ones for the first time.

Enchantment can be a good trip or a bad trip, but it's always a trip. Some are inspired by their experience, and some are driven mad. Being exposed to the Dreaming in certainly never a dull ride. Only the most Banal mortals can react to being enchanted with disregard, and even they may find themselves somewhat shaken by the experience.

Of those mortals who are aware of the existence of changelings, many see enchantment as a threat. The rationalists among the Autumn People consider enchantment to be some kind of delusion created through hypnosis or some kind of chemical. They, like Ebenezer Scrooge, doubt the evidence of their own senses, and attribute enchanted experiences as "a bit of bad beef, a blot of mustard, a crumb of cheese, ,a fragment of an underdone potato," or something else they can understand, rather than admit that faeries exist.

Changeling hunters who believe all Kithain to be threats to humanity consider enchantment to be an attack, a means for changelings to gain control of a helpless mortals senses and drag them into there own shadowy realm. These hunters avoid contact with any potential tokens with considerable paranoia, and will either attack or flee from changelings who forcibly enchant them.


Many mortals find the experience of being enchanted awakens their imagination and fires them with the power of Glamour. They feel refreshed, renewed, and inspired by the experience to create new things. The crushing weight of Banality is lessened on them, for at least a little while.

Enchantment can be used to "jump start" a mortal's efforts to create and produce a Reverie. It is somewhat like priming a pump, in which a changeling invests a bit of Glamour to enchant the mortal in hope of a greater return of Glamour wen the enchantment helps inspire the Dreamer. If a Dreamer is enchanted, they may make an appropriate Attribute + Ability role (difficulty 6) to determine when they will feel inspired to create again.

Of course, regularly enchanting a mortal produced potential problems of its own. Changeling muses may find Dreamers they frequently enchant in danger of becoming Dream-Struck or slipping into madness from their experiences with the fae world.



Some mortals are driven mad by the experience of being enchanted. Their banal minds simply cannot deal with the Dreaming, and they snap. This is generally judged by the amount of Banality the mortal possesses; the more banal the mortal is, the more likely that enchantment is a threat to their sanity. Some Unseelie enjoy driving mortals mad; other fae are more careful about who they enchant since there is always some risk.

As always, the Storyteller has final say on which mortals are driven mad by the experience of being enchanted. As a general rule, such madness is fairly rare, and happens only to the most banal of mortals. Whenever a mortal is enchanted, the Storyteller should roll the mortal's Banality against a difficulty of 10. Each success causes the mortal to experience one level of Bedlam. One success, results in the first threshold of Bedlam, two in the second, and three successes push the mortal over the third threshold into total madness.

Worse yet, the effects of this madness are cumulative. A mortal enchanted once again gains one success on the Banality roll, causing them to slide over the first threshold of Bedlam. If they are enchanted at a later date and scores two successes on the Banality roll, they are pushed over the edge into madness.

The unsettling effects of this madness wear off over time as the mortal's memory becomes obscured by the Mists (See the Mists Chart). A mortal with a fairly low Banality will get over the mind-wrenching experience more quickly than someone with a high Banality, who might require years to recover fully from the experience.

Different Kinds of Enchanted

The enchanted come in as many different varieties as regular people. Changelings choose mortals as companions and friends, and almost any person can be enchanted, depending on their level of Banality. Even people in traditionally banal roles (lawyers, psychiatrists, and such) can be enchanted if they have an open mind.

The enchanted also serve many different roles for changelings. They can be servants, helpers, contacts, lovers, protectors, guardians, inspiration, or infatuation. Some changelings become very attached to mortals they have enchanted, while others may prefer to "enchant 'em and leave 'em." Some Kithain work, live, and play with mortals, while others retreat from them into their freeholds. Mortals represent the dangers of Banality and forgetting, but also the chance to recover a lost one and put them in touch with the Dreaming once again.


The most common of the enchanted are the retinues of the Kithain. Many Kithain, particularly the nobles, maintain enchanted mortal servants for themselves. Since the Accordance War, most commoners have been unwilling to blindly serve the nobles, so sidhe exiled on Earth make do with human servants to make their courts and retinues. Commoners have taken to imitating nobles on occasion by having retinues. Others simply desire to have the help of a few humans and reward them with the gift of enchantment, welcoming them into their homes as friends and family rather than servants.

Sidhe often have fairly large retinues, sometimes as many as several dozen enchanted mortals to maintain the great holdings and courts that the nobles demand as befits their stations. Many of these mortals are chosen from those that the sidhe encounters in their daily life, mortals who are sympathetic to the Kithain and will be loyal to their sidhe liege. Sometimes a sidhe (Seelie or Unseelie) is simply taken with a mortal they encounter and quickly enchants them and spellbinds them to serve on their retinue. Such people disappear without a trace, although wise sidhe make use of cantrips to fake the mortal's death and dissuade investigation by the authorities.

Enchanting such a large group of mortals requires a great deal of Glamour, which is why most noble retinues live within the bounds of the noble's freehold or that of the noble's liege. In the freehold, the enchantment upon the retinue remains permanent and requires no further Glamour from the noble to maintain it. Unfortunately, this means that the members of the retinue leave the freehold rarely, if ever, since the enchantment might be broken and cause them to wander away, their memories of service shrouded by the Mists. Nobles prefer to use kinain or changeling servants to perform errands outside of the freehold for them, since they are less likely to fall victim to the Mists while they are away.

Of course, keeping enchanted mortals in a freehold continuously is an invitation for them to become Dream-Struck. Longtime servants may either be sent away for a time to recover their wits, or be ejected from the freehold if they can no longer be of use to their patrons. The Unseelie in particular are known for such cavalier treatment of their mortal servants; after all, there are always more mortals.

Former mortal servants have recollections of going to a party, or taking a walk in a lonely place, falling asleep, and having a marvelous dream of the faerie court and all its doings. When they awaken, they discover that days, months, sometimes even years have passed by in what seems to have only been a few days for them. The rest of the world has gone on while the mortal seems not to have aged or changed at all since they disappeared. Human doctors and therapists are baffled by the appearances and memories of these "Rip van Winkle" cases, and the Dauntain keep a close eye on such mysterious reappearances as a possible sign of changeling activity.

Commoners have different views on retinues. Most prefer to surround themselves with small circles of friends as opposed to servants. Seelie commoners might enchant a few mortal friends or allies from time to time to enlist their aid or to offer them help or insight. They may even have some enchanted mortals living with them in a freehold, but this is generally quite rare, since space in freeholds is limited and is usually taken up by the nobility and their retinues. Seelie commoners also tend to be more cautious about the dangers of members of the retinues becoming Dream-struck, and rarely keep them enchanted for very long.

Unseelie commoner consider mortals nothing more than toys or nuisances. They might enchant a mortal for a night of fun or torment, but they rarely bother with mortal servants. An Unseelie might take an interest in a particular mortal and decide to enslave them for a time before dumping them back on the street, but most can't be bothered with mortals as anything other than prey.

The Mused


Changeling muses and their Dreamers have a special relationship among the enchanted. Changelings are strongly drawn to artistic and creative people as founts of Glamour, and work with them to encourage their talents and expression, acting as muses and inspirations. Within some rare humans, perhaps one in a hundred, is the spark of Glamour, the connection to the Dreaming that allows them to truly create something new.

Enchantment is actually a fairly rare tool for muses, because it requires an expenditure of Glamour in the first place, and because the experience of being enchanted can sometimes overwhelm the creative mind. Most muses prefer to operate behind the scenes and inspire through example and their personal relationship with the Dreamer rather than such comparatively crude methods as enchantment.

Of course, there are those changelings who think that Glamour is made to be used, and that "you have to spend some to make some." Even these, though, must take into account the potential effects that enchantment has on the mind and spirit of a Dreamer. The risk of madness is very real, even among open-minded mortals such as Dreamers, and a changeling who really cares about a Dreamer enchants with great care.

The other danger of enchanting a Dreamer too often is the confusion between the source and the creation. Many Dreamers who learn about the nature of Glamour and the Dreaming become obsessed with the idea of creating Glamour. They value their special ability to create that which is wondrous and new so much that they ultimately focus more on the idea of creating Glamour than art. Ironically, this means that whatever they create is drab and commercial: their idea of what is Glamourous rather than an expression of the true Glamour in the human spirit. The Storyteller can use this factor as a means of keeping changelings from too often "priming the pump" of a dreamer through enchantment. Consider a Dreamer who falls victim to this syndrome the same as one alienated by a botched inspiration roll.

Mortal Lovers

Love for a mortal is the most dangerous and tragic of changeling love stories. Unless mortal lovers are enchanted, they can never know their changeling loves for what they truly are. Their fae nature separates changelings form their mortal partners; they are part of a world that most mortals simply cannot understand and cannot long be part of. The conflict this raises in both the Kithain and the mortal is the subject of many great tragedies among the fae.

Some changelings decide to enchant their mortal lovers so that they can experience the world of the fae for themselves, as well as their lovers' true natures. This often ends in disaster, with the mortal shocked or repulsed at the true mien of their lover, or driven to madness by the revelation of the fae world. No changeling enchants a mortal beloved without serious consideration of these dangers.

Sometimes an enchanted mortal lover gladly accepts the truth about the changeling beloved. Even then, the relationship is strained and tested by the demands that are placed on both partners. The mortal cannot long recall the truth before the Mists take over and render the experience little more than a dream. The changeling must spend more and more time in mortal society to be with their love, away from the protection of a freehold.

Bringing an enchanted mortal lover into a freehold would seem to be an ideal solution, allowing the enchantment to continue forever and the lovers to live together happily, but it rarely works out so neatly. The mortal still risks the possibility of becoming Dream-Struck, a hollow shell of the person the changeling loved, and few Kithain can bear to see their lovers suffer such a fate. Mortals also find themselves pining for the life and the world they left behind, torn between their loves and the with to belong. Many ultimately choose to leave and return to the world where they belong, forcing the couple to part.

Some rare couples manage to find a happy balance between the mundane and fae worlds, but these are few and far between. The Mists often come between such couples, and the changeling must struggle with a partner who must often be distant and apart from the world of the fae.

Most rare of all are the stories of changelings who feel a love so great for their human partners that they willingly give up their fae natures in order to live together with them in the mundane world. The changeling willingly passes their fae mien on through the Dreaming to another and becomes mortal forever after. These sacrifices make up some of the greatest love balls and stories of the Kithain, and a fae spirit marked by such a great and noble sacrifice is said to be forever changed by it in its later lives.


A number of fae are known for making mortals (both kinain and ordinary humans) into enchanted slaves. Unseelie are the worst purveyors of this, although a few Seelie have indulged in the practice as well. The victims are taken into the freeholds until they are completely Dream-Struck, whereupon they are dumped back into the world to be robbed of their memories by the Mists. The entire effect is one of years passing in a single, terrible night.

Unfortunately, a few of these people try to discover the truth of what happened to them. The truth does hurt, though, and this leads them to become hunters. This in turn has led some Unseelie to advocate killing mortal slaves when they are "uses up" and too Dream-Struck to be useful, so that they cannot turn against their former masters.

Although slaving is not specifically spoken of in the Escheat, many changelings feel that it is a violation of the mortal Right to Dream, since being spellbound in a freehold limits a mortal's vistas considerably. Others argue that it puts mortals more in touch with their own inner Dreaming, but since this produces no Glamour, it is a somewhat hollow argument. Generally, open slavery is not tolerated in the sidhe courts (especially the Seelie), but it is difficult at times to tell if a mortal retainer is in a noble's service by their one free will or due to enchantment.

Some changeling motleys have taken it upon themselves to liberate mortal slaves from the control of their masters. As long as the changelings protect the Dreaming and see that the liberated mortals do not turn against the Kithain, this practice is politely overlooked by the nobility, since the slavers do not wish to expose themselves, and the other lords and ladies silently approve of the liberators' activities.

Mortals & Glamour

Effects of Enchantment

The enchanted being enters fully into the world of the Fae. They can see and interact with Chimera and take damage from chimerical weapons. They can also be harmed by chimerical creatures the same as the Kithain.

Ending Enchantment

When the period of enchantment is over, the mortal ceases to be able to interact with the Dreaming and falls unconscious for a time determined by the Mists. These unconscious mortals seem to be in a coma and tend to remember very little of what occurred while enchanted.

Using Glamour

Enchanted mortals generally can't learn Arts or cast Cantrips; their Glamour is only borrowed. They can, however, use their own Banality to defend themselves from Fae magics but each time they do they lose a point of their imbued Glamour.

Staying in Freeholds

Staying in a Freehold has a peculiar effect on the Enchanted. The time limit on their enchantment is suspended while in these Glamour-rich places. Also, like changelings, they do not age while in the boundaries of said freehold. As long as they do not stay for long periods of time this is hardly noticeable to others. If they stay for years then people may begin to notice. The Mists may then make the mortal think that years have passed in days.

Kinain & Glamour

With their faerie blood, Kinain can be more easily enchanted than mortals for longer periods of time, even against their wills. This presents certain advantages for both changelings and the kinain such that kinain are very commonly enchanted.

Much of the time, these enchanted kinain are valued servants, retainers, and even champions of a Kithain household or motley. Those with some faerie heritage acclimate more easily to the fae realm, and are usually less shocked by the experience than other mortals. Their ability to remain enchanted for longer periods of time outside of a freehold makes them preferred mortal agents operate outside the bounds of a faerie holding for any length of time. This gives the kinain more mobility and freedom than other mortal servants, who either remain in a freehold until they become Dream-Struck or else are simply enchanted for a few days and then enveloped in the Mists once again.

There are some kinain who are not so fortunate to become valued companions or retainers. The kinain's susceptibility to being enchanted is often used by unscrupulous changelings to acquire slaves and servants without the need for tricking a mortal into accepting a token for enchantment purposes. These kinain are forcibly enchanted by changelings, spellbound through the use of cantrips (which are also more effective on enchanted kinain) and brought into the bounds of a freehold to become the servants of their new faerie masters. Most of these unfortunates rarely leave the freehold, although they are sometimes used for short errands outside, since it takes considerable time for the enchantment to wear off.

Enchanted kinain have the most potential of all the enchanted to learn about changeling society and the powers of Glamour. Kinain can even learn Arts and Realms if they can find a teacher, using their own limited Glamour and any they can acquire from Kithain or sources like dross to perform their own magic. There are Kithain ballads and stories of kinain slaves sneaking into the libraries of the Unseelie masters and learning the magic necessary to escape. Such feats are rare, but kinain skilled in the use of Glamour do exist, and changelings respect their power and ability.

Enchanted Beasts

Humans aren't the only mortal creatures that can be enchanted. Ordinary animals can also be invested with some of a changeling's Glamour; many of the faerie beasts of legend, like the Cu Sith or the faerie cows of the Dun Hills, were in truth enchanted animals.

To enchant an animal, the changeling must have that animal's trust to some degree. The most common token used to enchant animals is food, since even suspicious beasts will usually accept a gift of food if it is presented properly. Other tokens include enchanted collars and even animal clothing like doggie sweaters that have been invested with Glamour.

A beast that is enchanted gains all the benefits of a mortal human being enchanted; they can see and interact with a changeling's fae mien as well as any chimera, and they are more easily affected by cantrips. Childlings often enchant their family pets as companions or helpers, and can even speak with them through the use of the Primal Art. Such creatures are very loyal friends, and many a family dog has protected its young master from a hostile chimera while under enchantment.

Animal minds are not affected by enchantment like human minds are. Beasts live in a non rational world so the experience is not as frightening or disorienting for them. They have no risk of madness from being enchanted, and there are legends that suggest that a beast enchanted often enough can even develop a fae nature of its own, becoming a kind of animal changeling, a true faerie beast with considerable intelligence and wisdom. Such beasts become boon companions and advisors of the Kithain who "awakened" them.

Supernaturals & Glamour

Generally speaking, the Kithain avoid contact with the other supernatural inhabitants of the World of Darkness. Many of these supernaturals can see or sense a changeling's true nature, and some even prey on changelings and their freeholds. Many Kithain believe they are unable to confront other supernaturals directly, though an angry troll protecting their charge is nothing to scoff at. Most prefer to use the powers of Glamour and the Mists to conceal their presence from others and operate from behind the scenes, avoiding direct contact and confrontation. Enchantment is used with care, since revealing Kithain existence to the other denizens of the world takes a terrible risk, even after the Mists (which affects the other supernaturals just like mortals) move in.


Changelings prefer to avoid the Children of Lilith when they can, using their cantrips and the Mists to conceal themselves right under the bloodsuckers' very noses at times. Some sluagh and members of the Unseelie Court are said to traffic with vampires such as the Nosferatu from time to time, but always on the fae folk's terms. Such contact usually involves the exchange of secrets and gossip about the mortal world, since the Kithain have no interest in the intricate maneuverings of the Jyhad.

Changeling blood has an interesting affect on vampires who drink it. Because Kithain blood carries some of the Glamour, drinking the blood acts as a kind of token to enchant the vampires who drink it. Each blood point drained enchants the vampire for one hour, with all the benefits therein.

This experience can come as quite a shock to the unprepared vampire, and they risk madness much like enchanted mortals. The vampire must make a Courage roll against a difficulty of 3 + the umber of Blood Points taken. Failure indicates that the vampire enters the second threshold of Bedlam. A botch indicates that the vampire enters the third threshold of Bedlam and gains a derangement to boot.

The one exception to the limited interaction between the vampires and the Kithain are the Malkavians. The Malkavians are all insane by nature, making them very close to the source of Glamour and the Dreaming. With their madness comes insight into the nature of the fae and their world, and Malkavians themselves can prove to be a source of Glamour.

Some changelings, particularly the Unseelie, patronize certain Malkavians as muses, encouraging the vampires to spread their madness through more and more creative pranks. A changeling muse can inspire a Malkavian to such heights that a Reverie can be achieved and the changeling can gather Glamour from the prank. Malkavians are also immune to the Bedlam-inducing properties of changeling blood. In many ways, Malkavians exist in a permanent state od Bedlam, so the madness of the Dreaming does not disturb them.

Intentional enchantment of vampires is rare among changelings. Even Malkavians are not often enchanted because the Kithain prefer to conceal their existences and true abilities. Muses work behind the scenes with their Malkavian protégés, and protect themselves with the veil of the vampires' madness; anything that the Malkavians tell others about their "faerie friends" will likely be considered a creative delusion at best.


Of all the other supernaturals, the Kithain have the most contact with their Prodigal cousins, the Garou. Most of the Changing Folk are too occupied with their own battles to concern themselves with the affairs of the fae, and most changelings prefer to avoid being drawn into the werewolves' endless war, but there still exist ancient ties between the two peoples that can be called upon in time of need. The Fianna tribe in particular honors their ancient bonds of trust with the fae, and many of the Gifts concern interacting with them.

In general, Gifts that affect spirits also affect chimera, provided the Garou is able to se or sense the chimera, either with a Gift or through being enchanted. This makes Garou warriors and shamans quite effective against chimerical foes.

Garou are also easier to chant than mortals, much like kinain are. Changelings can enchant any Garou they can see with a simple expenditure of Glamour, and the enchantment lasts twice as long (two day per point of temporary Glamour used). Their Prodigal fae natures and experience with the spirit world make Garou immune to the dangers of Bedlam or becoming Dream-struck. Even Garou unfamiliar with the fae are used to the idea of visions and spirits, so these come as no shock to them.

Although some Kithain look down on the Prodigals, there can be no doubt of the Garou's reputation as fierce and honorable warriors, and Garou allies are often welcome in freeholds. The Fianna in particular often know the local changelings and their freeholds, and may sometimes call upon them for aid. In the same way, the changeling liege of the area may request members of the Fianna to aid the Kithain as needed. Neither side calls upon such favors lightly, but the bonds of honor and mutual protection are regularly renewed in the courts of the Kithain and the caerns of the Garou.


Although Tradition mages fight against Banality in their own way, the Kithain prefer to avoid all mysticks as much as possible. Mages are usually power-hungry, and their conflicts are far more complex than any changeling wants to become involved in.

The Technocracy especially is the very essence of Banality and most technomancers are so banal that changelings avoid them at all costs. This is wise, considering that the Technocracy is interested in acquiring more information about the fae, most likely by allowing the Progenitors to dissect a few of them for study.

Mages can be enchanted in the same way as other mortals, but the power of their magic allows them to attempt to resist with a successful Willpower roll (difficulty 7). The mage must gain one success for each point of Glamour spent to enchant them.

Mages can use the Spirit and Prime spheres to interact with things of Glamour and chimera. Most mages consider chimera just another kind of spirit and sources of Glamour as means of gaining Quintessence. Freeholds are carefully hidden from mages for fear of Quintessence raids, and even a well-trusted mage is not shown the location of a freehold lightly. Doing so is considered a serious violation of the Right of Safe Haven and the protection of the freehold.

For the most part, changelings avoid enchanting mages; such people are simply too powerful, too inquisitive, and too dangerous. Some few changelings seek to become muses to certain mages in hopes that their insights into the nature of reality can bring about a steady flow of Glamour, but such changelings play a dangerous game of having their own secrets pried from them by the mysticks.


Most fae have nothing to do with the Restless Dead. Wraiths are not of the mortal world and not subject to the powers of enchantment or Glamour. By the same token, wraiths usually have very little to do with changelings. There are a few exceptions involving changeling/wraith cooperation, though.

Some members of the Unseelie are said to have dealings with ghosts and spirits; these wraiths are often unfortunates drawn into the web of the Unseelie or, more commonly, Spectres. The Sluagh have the ability to see and speak with any wraiths in their immediate area by spending a point of temporary Glamour. Wraiths and sluagh have a great deal to talk about, usually exchanging information for assistance, such as running certain errands best accomplished by the living, or having the wraith spy in the places where not even a sluagh can squirm. It is said that some very powerful sluagh can even bind wraiths to do their bidding, but such things are considered only rumor (particularly by the amused sluagh).

The Enchanted in Freeholds

Life in a freehold can allow an enchanted mortal to remain that way effectively forever, although most mortals rarely last so long in the fae world. Mortals brought to dwell in a freehold with their changeling patron are especially favored, for they do not age while in the confines of the freehold.

Some mortals have lived in freeholds for a very long time and would hardly recognize the outside world. Others as eventually returned to the world many years later with little or no memory of what happened to them courtesy of the Mists, a mystery that baffles many health professionals treating the former enchanted and fuels the fire for faerie hunters who believe that the kith prey on humankind.

Because space in many freeholds is limited, mortal residents are not too common. Usually they are the servants and retinues of the important sidhe nobles of the freehold along with a handful of well-liked mortal advisors, allies, or champions.

Fortunately, enchanted humans do not draw any Glamour from the wellspring of the freehold, so they represent a minimal drain on resources. This allows more mortals to dwell there than would ever be allowed for Kithain. The larger and more important the freehold, the larger the pool of enchanted servants and helpers in residence. The sidhe insist om maintaining a certain standard of living for themselves if at all possible.

An enchanted mortal who has dwelt in a freehold for any length of time learns a fair amount about Kithain society, the customs of court, and even some of the intricacies of court politics and gossip. According to the sluagh, there is no better source of court gossip than the wagging tongues of the court’s human servants (unless they have been spellbound not to speak of what they hear, but there are always ways around that).

Most humans living in a freehold are happy with their lot. Many were rescued from unpleasant or banal lives in their own world, and brought into the world of the fae by their changeling patrons. Some still long for the world they left behind, but most consider themselves better off than their fellow humans by being closer to the Dreaming.

Other enchanted find themselves in a freehold at the whim of a changeling master who has spellbound the to serve as slaves. These folk (when allowed to have a thought of their own) are unhappy with their captivity and desire escape or revenge against their masters. The Unseelie are very careful to keep control of their mortal slaves to prevent them from rising up against them.

Officially, the royal courts of Concordia do not allow enslavement of mortals by edict of High King David. However, the practice continues in the shadows and is overlooked by the sidhe nobles of both Courts so long as it remains discreet and does not threaten the safety of the freehold.

Becoming Dream-struck

The main reason a mortal leaves a freehold (other than their changeling patron becoming bored with them) is when they become Dream-struck. The nature of the Dreaming can eventually overwhelm mortal or kinain minds when they are exposed to it for too long.

For more on this unfortunate state, see the article Dream-Struck.

Waking from the Dream


Most people are only enchanted for a short time before the Glamour wears off and Banality exerts its hold over them once more. The Mists cause most such mortals to forget the details of their experience and recall their enchantment as a dream.

Children’s Banality is low enough to completely recall their interactions with the fae. Many children with changeling friends continue to have adventures that their parents believe are only stories or games. Some even have chimerical “imaginary friends” that no adults can see or interact with. As children grow older, they believe less and less in such things and their Banality increases, causing childhood memories of a world of magic and fantasy to become blurred until even they believe that what they recall is nothing more than make-believe.

Very open-minded adults (Banality of 5 or 6) retain vague memories of their enchantments, but are uncertain if the experience was real. They will find no support for any of their memories among most other people they encounter, causing most such mortals to keep silent about their experiences to avoid ridicule or persecution.

The kinain have a special connection to the Dreaming and the world of the fae through their Faerie Blood. Kinain should subtract their level of Faerie Blood Background from their Banality for the purposes of determining the effects of the Mists. Kinain recall more of their experiences with the fae, which makes them valuable friends and allies.

The more Banality a mortal possesses, the less they recall about the experience of being enchanted. The most banal people recall nothing of their experience with the fae, leaving great gaps in their memory or vague dreams at best. Some mortals may seek some kind of therapy or treatment for these dreams, and usually find them pushed aside and forgotten altogether eventually.

This can cause complications if a mortal knows a changeling in both her fae and mortal seemings. A human friend of a changeling can have seen their fae mien, but recall nothing of the experience. It will most likely be chalked up as some weird dream that their friend was actually a faerie. They may even mention it to their changeling friend in passing (unaware, of course, of their truth of their words).

This saddens some changelings who have enjoyed the company of an enchanted mortal to know that they cannot recall the wonder of the fae realm. It also means that revealing the truth of the Dreaming to a mortal is usually a temporary matter unless that mortal is brought into a freehold where they can remain enchanted.

If the mortal is enchanted again, they recall all of their previous experiences with the fae; the memories burst back into their consciousness. Adults may find themselves recalling encounters with changelings and chimera from their childhood that they had forgotten. More banal people find the memories somewhat hazy, but they are able to recall what occurred to them the last time they were enchanted. Some changelings use cantrips to permanently erase or alter the memories of enchanted mortals to ensure they will not recall them (or not recall them correctly) the next time they are enchanted.

A mortal who has been enchanted more than once may gain a slight decrease in Banality, allowing them to be more easily enchanted in the future and to recall more about their fae experiences. However, Banality is also the shield that protects mortals from becoming Dream-struck, and they run the risk of becoming trapped in their inner Dreaming if they are enchanted too often, which then limits their ability to be enchanted in the future until they can no longer tolerate the touch of the Dreaming. For this reason, changelings take care not to enchant mortal friends too often.

Views on Enchantment

Enchantment is something of an issue for many Kithain. It is an ability that can and has been abused in the past, and can be dangerous to both changelings and the mortals they enchant. Some look on mortals as puppets and playthings, while others feel that enchantment is intended to share the wonder and truth of the Dreaming with as many people as possible. Uses and abuses of enchantment and the enchanted are supposed to be controlled by the nobles, but there is no real way to effectively police the ability. Many changelings give the nobles’ proclamations lip service and little else (although some elements don’t give such edicts even that much).



These boggans see everybody as having good in them, at least a little, and most people just needing a chance to open themselves up to things. All it takes is a kind word or thoughtful gift. Some people have more trouble than that. They need a boost to see that there is still Glamour in the world for them. They need the gift of enchantment the most. It is the greatest gift the fae can give to mortals because it gives them a part of the Dream and opens their eyes to see the fae.

Boggans see their kinain as a source of strength, something to be valued like a good, solid home. They aren’t as in touch with Glamour as the fae, so they need their help all the more. There is no crueler fate than to have the potential to touch the Dreaming and not have that potential set free because of selfishness or the shortsightedness of others.


These boggans see mortals as being unready to deal with reality, being totally unequipped for it. So many go mad when they see things as they really are that it’s not worth the effort. Even the kinain. Some might think they’re ready but they have no idea what awaits them. It’s better to reserve the Glamour for those who really need it, to keep the hearthfires warm during the cold days ahead. They enchant the mortals they must and leave the rest be.



Seelie eshu travel far and wide and meet many of their kinfolk. This family ranges in all of the colors and shades of the rainbow, some good, some bad, others indifferent, and they all have their own stories. If the tale is a good one, the eshu might weave Glamour into it and offer it to a kinain as a gift, if only for a little while.

Showing a mortal the endless vistas of the Dreaming in all its wonder is perhaps the greatest gift of Uhuru that can be given. With a simple token of their travels, an eshu can open the eyes of a mortal to all the many marvels there are to be seen. Some mortals are not ready to live out in the light, though; they are blinded by its radiance and must take shelter in the shadows of the Mists. But little by little, they can be shown the truth, even if only for a moment.


Unseelie eshu see enchantment as a game so old that it lacks sport anymore. Humans are easily tricked into stepping into the fae world where the fae hold all the cards. Once they take that step, they are the eshu’s to do with as they please and it’s a simple matter to befuddle them or spellbind them or convince them of anything. Best of all, once it’s all done, they recall little of what happened. But many of these eshu prefer to make their marks the old-fashioned way. If, though, anyone is looking for some sport or a quick score, enchantment is a great thing.

Their kinain are nothing more than another tie to hold an eshu down. They don’t bother with such things, although they have encountered many kinain on their travels. Their ties to the eshu mean that they sometimes have a better sense of the fae, but most of the time it means that they are easier to trick with a simple spell or story. They hunger for any touch of Glamour, and most of them are willing to deal with anyone who they think can provide it.



Seelie nockers find humans mysterious and have little use for them one way or the other. They can at least appreciate good craftsmanship… most of them anyway. They can also take a good insult (unlike some noble tight-asses). A few can be worth getting involved with but need to be watched because you never know what they’ll do next.

Kinain can be pretty clever when it suits them, though not as clever as a nocker. They occasionally have a good idea, but most have no eye for quality. But every now and then, one is worth listening to. The rest need to be taught to stay out of the way.


Unseelie nockers think mortals wouldn’t know how to find their own asses with both hands in broad daylight and find their kinain (half-bloods) a bigger waste of space than the satyrs. Enchanting them doesn’t make them any smarter, either. The only thing they’re good for is heavy lifting around the shop from time to time, but even then, they need to be watched to make sure they don’t screw things up. Nockers have better things to do than babysit some mortal who wants to play faerie for a while.



Seelie pooka find enchanting mortals to be some of the best fun of all. There’s nothing like seeing the light of Glamour in a person’s eyes when the look at the world as if seeing it for the first time. It captures the essence of mortals the pooka love best; the child in everyone. It’s even better when it’s a surprise!

Lots of mortals want to be like the pooka and have more fun with Glamour than a kid with a new toy. Of course, some mortals are real sticks-in-the-mud who wouldn’t know Glamour if it came up and shook their hand. These folks need a lesson in lightening up and having fun even more! The pooka play pranks on them and teach them a sense of humor. If a mortal already has a sense of humor, pooka love to make friends with them and enlist them in the next prank.


Unseelie pooka don’t know why they bother investing Glamour in humans at all. Most wouldn’t know wonder if it came up and bit them. These pooka know because they’ve done it many times and the mortals never get the significance of it. Enchanting mortals usually just freaks them out, but that can occasionally be just what the pooka ordered. Other times it just makes things worse. They’d rather not waste the Glamour if they don’t have to, though sometimes it’s worth it to get them to stop whining.

Most Kinain need a swift kick in the pants to show them what they’ve got and how not to waste it. Some can’t handle the truth which is to bad. The rest will thank the pooka in the long run for yanking them out of their mundane rat-traps and showing them what’s really out there, that the world is wild and wonderful and not safe at all. Pooka show their kin what’s really going on and give them a chance to join in instead of sleeping their lives away.



Seelie redcaps (the few there are) don’t bother mortals and the mortals don’t bother them. Who has time to screw around enchanting saps except when they’re being too boneheaded to deal with any other way?


Unseelie redcaps see mortals as fresh meet. If they’re looking for a good time, they’ll join up with a sidhe’s Wild Hunt. There’s nothing like chasing some mortal loser through the woods or the streets while they try to tell themselves it’s not real. There’s some good sport with a human who walks through redcap turf alone late at night, too. Once they’re enchanted, let the good times roll!

The kinain make a real tasty meal, either as a feast or for picking at as a snack for weeks. They don’t have protection from being pulled into the Dreaming the way mortals do. No token needed, just throw in some Glamour, season with a few nightmares, and the redcap has a meal. Some say the kinain are almost too easy, that a steady diet of easy food can make you lazy and rot your instincts, but they sure are good when a monster needs something quick and easy.



Seelie satyrs love partying with mortals but adding enchantment to the mix, letting them really lose their mundane inhibitions is even better. The Gift of Pan brings everyone closer to the Dreaming and holds back Banality, at least for a night, giving mortals a taste of what they’re missing. Enchantment is one of the finest gifts to give to a beloved so that they can see the fabulous wonders of the world.

Kinain can be some of the best companionship you can find. They’re often eager to experience things and they have a mortal quality that is compelling in its way. Sadly, like other mortals they’re only good for a twirl and not the dance, since keeping them enchanted and away from their drab, mundane existence can be tiresome. They’re good people to party with when there’s a shortage of fae around.


Unseelie satyrs see enchantment as their finest art. It brings mortals to them in droves. They thirst for Glamour in the desert of Banality and the satyrs provide it… for a little while at least. After that taste, they can never go back to their simple lives without thinking and dreaming about what was given. It always brings them back for more, whether they want to or not.

Kinain are useful as fronts for setting up the very best parties to be found. The know all the different ways to contact mortals who bury their deep, dark desires, and bring them together to release them in a celebration of wild abandon. A kinain who knows how to serve is valuable; worth a bit of the Glamour the satyr gets from such an occasion. It just takes a touch of power to remind them who’s really in charge of the revels. There’s nothing like a proud mortal begging for what only a satyr can give and having them willingly give their Glamour for a few hours of pleasure.



Seelie sidhe view enchantment as the gift of Glamour that they give to mortals to help them understand the sidhe. It fans the small spark of the Dreaming into glowing embers within the heart of humanity to sustain all in the coming Winter. Worthy humans can come and bask in the warmth of sidhe hearthfires for a time and regain some of what they have lost. It is the sidhe’s duty to see that the Dreaming is not extinguished and they can do that by warming the cold hearts of some of the humans they meet.

Kinain are more mortal than fae (poor things) and it’s important to remember that. Most have no knowledge of what or who they are. They are like fire, a force that can be useful and illuminating on one hand, but which can burn one who gets careless enough to think the fire is their friend simply because it does their bidding. Some kinfolk have the mettle to be part of fae society, but they are a transient part, simply passing through in a dream before returning to their mortal lives.


Unseelie sidhe find that enchantment allows them to impart some spark of interest in the dull dishwater of humanity. It makes them useful and docile servants and make a chase or hunt for human prey at least somewhat interesting by giving them a chance to know what they face. More importantly, enchantment is power. It reminds humanity of the power of Glamour and the power the sidhe have over them. Few mortals can face the fae mien of a sidhe and not quake in fear. Once reminded of their place, they can make themselves useful.

Kinain are like mortals, though with a few traits that make them useful. They are easier to enchant and less susceptible to the dangers of the Dreaming that afflict normal mortals. It allows them to serve the sidhe longer when required, and makes them more suitable to travel between the worlds when a fae servant won’t do. Their mortal nature insulates them from Banality, making them perfect catspaws for handling banal matters safely. And if one is taken by Banality, there are always more.




Seelie sluagh believe that enchantment shows mortals the world as it truly is. Most aren’t ready for the gift, preferring to wrap themselves in comfortable Banality rather than risk the truth of Glamour.

Kinain live on the edge of fae society just like the sluagh do but are mostly unaware of their nature and role in the greater web of things. Many of them benefit from being shown what’s hiding behind the curtain of mundanity but some can’t bear the sight.

Enchantment shows mortals the truth, and truth is the only coin of value in the world. Sluagh try to make sure they get something equally valuable in return. Kinain often pass on secrets they learn, experience of the mundane world that are overlooked by the Kithain but can still be useful. Including kinain allows the sluagh to cast their web that much further.


The Mists are a veil that conceals and protects mortals from the unpleasantness of the world, like a mask over a deformed face. Take the mask away and see how mortals react when the creatures under the basement stairs stir and whisper, or when the monster in the closet wakes and shuffles through the house at night. Some mortals have been driven mad by such things, but maybe madness is just another kind of insight. This is the gift the Unseelie sluagh offer, a few drops of pretty poison. If the mortal is wise, they’ll politely decline.

The Unseelie see their kinain as outcasts and oddkin. It’s no wonder some join forces with the Autumn People or the Dauntain to hunt the fae since they cannot be them. This is the key to understanding the kinain. Do they wish to be fae? Enchantment will bind them as surely as the chains of addiction. Are they jealous of the fae? Do they hate and fear them for who they are? Then they are like a poisoned dagger to be used against an enemy. Learn their secrets and use them to learn others’.



Seelie trolls find that some mortals can be stalwart companions in time of need. Some humans can enter the world of the fae and face them on their own terms. They are allies of worth and enemies to be respected. Enchantment should not be used lightly, but it allows trolls to face mortal foes that are deserving on the field of honor and to deal with others like the churls they are before the Mists cloud their minds again. It is unfortunate that not all Kithain choose wisely when picking mortals to enchant. This is bad for both changelings and humans.

Kinain are children of Danu like any other. Their treatment by some Kithain is shameful and they should receive the protection of the Escheat as much as anyone with fae blood in their veins. Even more so since they don’t have the advantage of fae power and insight. If torment comes from the Dreaming, the fae only drive their cousins into the arms of Banality. If the fae chase their kin into the depths of Winter, what hope is there for anyone?


Unseelie trolls see mortals as soft, weak things, unworthy to have their blood stain a sword, though many have received that privilege. Even their strongest is no match for a troll. They are cowering creatures even less useful than a pooka. They should remain the enchanted servants of the sidhe and others and be grateful for that. While some fae might want to protect and nurture them while they hunt and destroy the fae with their Banality, Unseelie trolls would rather have a war with only one victor, and that won’t be the mortals.

House Views


The members of this most practical house tend to look upon kinain with some sympathy. The sidhe of House Dougal are themselves all physically handicapped in some way that they must overcome through their own cleverness and craft, and they see kinain as having similar troubles: limited by their mortal natures, but capable of overcoming such limitations through cleverness and skill. The members of the house are also fascinated by the mortal facility for working with machines and metal, and many Dougal nobles have been known to become patrons or muses of mortal artisans who make machines and mechanisms that fascinate them. Even in courts that are often unkind to mortals, a Dougal steward or clerk may show them kindness, even on the sly.


Members of the so-called “House of Secrets” look on the enchanted as useful tools and sources of information. Kinain and humans are sometimes enchanted and spellbound to provide information to nobles of the house, but more often they are cleverly manipulated without their knowledge. House Eiluned sidhe prefer to conceal their existence from mortals unless the situation dictates otherwise, and many kinain and human spies serve the house without any knowledge of the fae or the Dreaming whatsoever. Those enchanted privileged enough to learn the well-guarded secret of the house’s existence are usually the personal protégés or agents of one of its nobles. Many of the kinain in the service of House Eiluned remain so in order to gain Glamour from the nobles of the house. Eiluned offers the kinain magical secrets and power in exchange for the information and service they value.


The pleasure-seeking sidhe of House Fiona become muses to mortal dreamers who offer them some enjoyment through the creation of their art, particularly charming musicians, actors, and other performers who are filled with the same kind of passion and fire that the Fiona live for. These relationships sometimes go quite far, and the Fiona often enchant their most favored kinain and human dreamers to bring them into their freeholds and into changeling society, sometimes simply to shock others at court and provoke an interesting response.

Ever agitators for change, the Fiona are vocal supporters of the rights of the kinain in faerie society and seeing that they receive the protections of the Escheat. This passion toward the protection of kinain is more often played out in specific cases rather than a movement to see the benefits of changeling society extended to all kinain. The nobles of House Fiona are simply to scattered and diverse in their interests to be united around such a long-term goal. Their interest usually extends only as far as their current paramour, protégé, or conquest.

House Fiona has been known to employ kinain as messengers and agents in the mortal world when necessary, but the most important missions and communications are still entrusted only to changelings.


The noble warriors of House Gwydion view mortals as poor souls to be protected, not equals of any kind. Kinain are sometimes taken on as squires or helpers by the nobles of Gwydion, but they rarely ever rise to any great station in their courts or houses, and are treated with polite condescension. The sidhe of House Gwydion are convinced of the superiority of the fae in general and themselves in particular. They hold no grudge against mortals, but consider them and “half-mortals” (kinain) to be beneath them.

The one area in which Gwydion nobles respect some mortals is in combat. If one of the enchanted proves to be a worthy and honorable combatant (a rare combination in modern times), a noble may take a liking to them and bring them into the house as a squire or even a knight. Some Gwydion sidhe are fond of testing mortals in chimerical duels and jousts in this manner to determine their worthiness, but few are up to the challenge.


The exiled and discredited House Liam is the most accepting of kinain into their ranks. The scholars and sages of Liam believe that the kinain have a unique perspective on the nature of both mortality and the Dreaming, one that many Kithain have lost touch with living and hiding in their freeholds. The Liam often use enchantment to bring kinain and human allies into the house to gather information and act as their companions and aides in the mortal world. Its alliance with helpful kinain has given House Liam much of its knowledge, influence, and ability in mortal society, and the house has in exchange provided much of their information that kinain have about their heritage (sometimes to the displeasure of the other houses).

Glamour in Combat

There are two other ways to effect the enenchanted with chimerical reality: the Enchanted Stroke and the Dolorous Blow.

Enchanted Stroke


By spending both a point of Glamour and Willpower, a fae can use a weapon to enchant someone. The target suffers no damage but will probably be startled to be suddenly facing the fae mien of the attacker. Only chimerical weapons can be used for the Enchanted Strike; Treasures may not be used.

Dolorous Blow

One of the Kithain can make a chimerical object, usually a weapon, real to any one being by spending a point of Willpower. The effect lasts only a turn or until the object is removed from their sight, whichever comes first, and the Mists quickly take effect. Some Unseelie ravagers use this effect to kill the mortal, causing all sorts of confusion to bystanders.


  1. CTD. Changeling: The Dreaming Second Edition, pp. 210-211, 245.
  2. CTD. The Enchanted, pp. 17-18.