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=== For Fun ===
 
=== For Fun ===
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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 (CTD)|Wild Hunt]].
   
 
=== For Help ===
 
=== For Help ===

Revision as of 17:00, 26 October 2020

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

Planting the Seed

Methods of Enchantment

Tokens

Forced Enchantment

Effects of Enchantment

The Experience of Enchantment

Inspiration

Madness

Different Kinds of Enchanted

Retinues

The Mused

Mortal Lovers

Slaves

Kinain & Glamour

Kinain are easier to enchant than mortals, requiring only an investiture of Glamour to awaken their faerie heritage. Tokens are not necessary to enchant them. They also remain enchanted longer than banal mortals.

To enchant a kinain, a changeling need only end a point of temporary Glamour and overcome the kinain's Banality by rolling their Glamour against a difficulty equal to the kinain's Banality minus their level of Faerie Blood (minimum difficulty of 2). Only one success is needed for the kinain to become enchanted. The changeling can perform this effect on any kinain that they can see or touch, and the kinain does not have to be willing or even aware of the enchantment attempt.

Once enchanted, kinain are aware of the Dreaming and able to interact with it normally, just like enchanted mortals. They can see and interact with chimera and take damage from chimerical attacks. They can also see the fae mien of Kithain. Most kinain find the transition into the fae realm easier than mortals; blood calls to blood, and kinain often find the world of the Kithain to be the dream-realm that they have longed for all their lives.

How long a kinain remains enchanted depends on their Banality and the amount of Faerie Blood they have. The base time is seven days, plus a number of days equal to the kinain's Faerie Blood Background and minus a number of days equal to their Banality, with a minimum of one day. This means that it is generally easier to enchant kinain for longer periods of time than other mortals, particularly if the changeling has a source of Glamour to regularly renew the enchantment. Once the enchantment fades, the kinain's mind is clouded by the Mists much like any other mortal's and they may forget much of their fae experiences.

Enchanted kinain who get a chance to experience the world of the Kithain are often overcome with wonder, while some others are crushed by the truth of the reality they cannot reach on their own. Many become fascinated, even addicted to experiencing the fae world, and will do whatever they can to remain enchanted. For many this means swearing loyalty to a changeling liege or patron who can continue to supply them with Glamour, provide them a place within a freehold, or both. Living in a freehold is not without its dangers for kinain, though.

Since kinain can be enchanted against their will, they are vulnerable to being enchanted by hostile changelings, especially Unseelie, who may use hapless kinain as puppets or toys in their dangerous games.

Mortals & Glamour

Effects of Enchantment

Enchanted

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.

Kinain

The exception to mortals using Glamour is with the Kinain; mortals who posses faerie blood. Some of these special mortals do posses a limited amount of Glamour of their own but have problems replenishing it; it must be recharged by one of the Kithain. Some have been even known to learn a few cantrips taught to them by their faerie kin.

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.

Supernaturals & Glamour

Vampires, Werewolves, Wraiths, and Mages must all be enchanted just like mortals to see and interact with the Dreaming. However, some of them have the ability to "enchant" themselves through their own abilities. Among these are certain mages who know the fae, Sandmen wraiths, and perhaps some of the Fera. The above effects of Glamour on mortals hold true for supernaturals though the Mists may or may not affect them at all or only in part. Wraiths must manifest on this side of the Shroud to be enchanted. Vampires may become enchanted by drinking fae blood but it often has unforeseen consequences and can lead to addiction.

Enchanted Beasts

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.

References

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