The Dreaming
The reality for the Fae is divided into the following layers:
Autumn World - The place where normal people and Prodigals live, this is where a Changeling spends most of his time. While a Changeling can still see where the Dreaming overlaps the Autumn World in some places, everyone else cannot. Here cantrips that effect the Autumn World require a Glamour to cast unless they are affecting a chimerical target (like a chimera that no one else can see).
Near Dreaming - WHERE DID THE DESC. GO?
Near Dreaming Rules:
- You are up one trait on casting any and all cantrips while in the Near Dreaming.
- All things Chimerical are considered to be Wyrd while in the Dreaming; thus, all Chimerical damage is real damage and will remain as real damage when the character leaves the Dreaming.
- Death in the Dreaming, for a Changeling, is treated as "real" death, not Chimerical death.
- Death in the Dreaming for mortals and Prodigals instantly forces the "killed" character into the most appropriate Umbra. (ie, Penumbra, Deep Umbra, etc).
- Banality begins to bleed away in the Dreaming: for every day spent in the Dreaming, a Changeling loses one temporary Banality (up to a maximum of nine). After that, the effects become slow enough that PCs will only notice the change if they are shelved and spend a substantial amount of time there. This requires substantial discussion with STs.
Far Dreaming: Here dreams are primal essence, and fae begin to change. Traveling to the Far Dreaming is dangerous and often takes months and years to return from. This is the place where ancient enemies and forgotten dreams stay. Gremayre 4 or Dreaming Lore 2 is required to know of the Far Dreaming's existence. Chimerical death here is permanent.
Far Dreaming Rules:
- All Near Dreaming Rules are still in effect.
- All cantrips are considered Wyrd, but no Cantrips require Glamour to cast (although Glamour may still be spent to ignore a bunk, etc).
- You are up an additional two traits on Cantrips (for a total of +3).
- Temporary Glamour replenishes itself at a rate of one per hour as long as you remain in the Far Dreaming.
Deep Dreaming: None has traveled to the Deep and returned that is known of. The Deep is where the dream begins, ends, and merges with other realms. Some say that the way to the land of the dead and past the umbra exists beyond the deep. Others say you’re a fool for even thinking about going there. Gremayre 5 or Dreaming Lore 3 is required to know about the Deep Dreaming's existence.
As for rules…. well, when you get there, you'll find out.
Augmen in the Dreaming
From Dreams and Nightmares; read the sections on Far and Deep Dreaming Augmen for information on behavior and appearance modifications that all kiths undergo in addition to the statistical differences.
Boggans
Far Dreaming: If unobserved, Craftwork works in one-sixth the time instead of one-third. If observed, it still functions at one-third. Social Dynamics also doubles in power, giving Boggans two Empathetic traits instead of one. Call of the Needy requires spending a Willpower to resist.
Eshu
Far Dreaming: Spirit Pathways can now allow Eshu to know when danger is near, and let them find the nearest Trod. Talecraft, when used, actually generates chimera that act out the story being told, although they disappear once the story has finished. Recklessness means an Eshu cannot resist any challenge without spending a Willpower.
Nockers
Far Dreaming: Forge Chimera's Static Difficulty is cut in half. Fix-It requires no challenge: it merely succeeds. Flaws's potency also increases: items created in the Far Dreaming will have two of their negative trait instead of one.
Pooka
Far Dreaming: Shapechanging doesn't require a Pooka to be alone: they may perform it in front of witnesses. The Pooka can change the size of his animal form from 1/3 to 3x the normal dimensions. Confidant's Subterfuge and Ingratiating traits double. Lies begins to impact the Pooka's perceptions: they no longer believe that anything anyone tells them is true; everything must be a lie.
Redcaps
Far Dreaming: Dark Appetite's augmen increase means that Redcap mouths can now stretch to immense dimensions, allowing them to swallow things much larger than what they could manage in the Autumn Realms. It also causes them to hunger for fresh meat - so much that if a day passes without a "fix", the Redcap must succeed at a static willpower challenge difficulty six to avoid taking a bite from the nearest source of fresh meat. Bully Browbeat puts Redcaps up four traits on Intimidation-challenges instead of two. Bad Attitude's negative traits double.
Satyrs
Far Dreaming: Gift of Pan no longer requires that the Satyr sing or play a musical instrument: they may stir the desires of others just by thinking about it, although others may resist with a static Willpower challenge against eight traits. Physical Prowess now grants two Athletic traits, and the frailty Passion's Curse now puts Satyrs down four traits to resist temptations of any kind, and six if the Satyr is intoxicated; supernatural powers still recieve only one free retest.
Sidhe
Far Dreaming: Awe and Beauty increases tremendously; they benefit from two Gorgeous and Dignified traits instead of the normal one each, even if this takes them above normal maximums for social traits. Noble Bearing's increase means that any cantrip that would make the sidhe look foolish not only fails, but immediately backfires and affects the caster instead. Banality's Curse has no effect in the Far Dreaming; instead, Sidhe suffer from Empathic Blindness: All sidhe are down two traits on any Empathy challenge regarding commoners, and have trouble understanding the wants and needs of commoners, and will always treat them as less-than-equal; all social rolls that would require this understanding are also down two traits.
Sluagh
Far Dreaming: Squirm allows Sluagh to move their bodies into physically impossible shapes. No known restraint can keep a Sluagh in the Far Dreaming, and no door can keep them out save those with magical properties. No rolls are required to slip out of non-magical bonds. Sluagh bones cannot be broken here. Sharpened Senses also increase, allowing Sluagh to see things invisible with a perception challenge, and Sluagh are up four traits on all perception and alertness challenges. Whispers silences Sluagh altogether: they cannot be heard except by other Sluagh, and must communicate otherwise.
Trolls
Far Dreaming: Titan's Power grants an additional Brawny and Stalwart trait, and two free Bruised Health levels; Grumps gain double this. Strength of Duty grants an additional Willpower beyond what it normally gives; Bond of Duty causes Trolls under an oath to become slightly paranoid, and start losing sleep; the normal effects also apply.





