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.

Tokens

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.

Inspiration

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.

Madness

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.

Retinues

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.

Slaves

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

Enchanted.png

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.

Vampires

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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.

Werewolves

Mages

Wraiths

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.
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