Noble Houses


This webpage contains the labels for the noble fae Houses’ Boons and Flaws, and reasserts (and occasionally clarifies or alters via House Rules) the systems.

House Aesin

Boons

Spirit of the North:
The fierce nobles of House Aesin have long held a healthy connection to the beasts of the forests. They can speak to such wild animals as if they were people. Doing so requires an Intelligence+Empathy roll (difficulty of the fae’s Banality+3); each success grants one turn of conversation.

Hero’s Yore: Any changeling Oathed into this highly noble House is granted excelling skill in their abilities. The character may assign 2 free points to any one or two Abilities.

Flaws

Lineage of the Gods:
The fae of House Aesin hold themselves above all other fae. Few Aesin even deem to look at a commoner changeling, nevermind speak to her. All Social rolls with non-nobles are made at +3 difficulty.

House Ailil

Boons

Machiavellian Mind:
Ailil nobles are expert political manipulators. All rolls involving Manipulation are made at -1 difficulty. Members of this House can never botch Subterfuge or Politics rolls.

Flaws

Pride of the Prince:
Ailil come from the line of kings. Due to their own complacent belief in their fitness to rule, they are vulnerable. They take on tasks others would shy away from, overly self-assured just by virtue of their own cunning and talent. They must also make Willpower rolls (difficulty 8) in non-combat situations to ever admit they are wrong, even when it’s obvious. If forced to back down from a situation (like a battle they know they cannot win), the sting to their ego inflicts a +1 difficulty to all Social rolls until they gain some sort of victory that restores their self-confidence. This often takes the form of abusing underlings who can’t fight back.

House Balor

Boons

Winter Blood:
Due to the Fomorian blood in their veins, members of House Balor are resistant to the effects of cold iron. Though it still causes them discomfort, Balor can function normally even when in contact with the accursed metal, and lose no temporary Glamour points from its touch. Thus, many Balor carry and wield cold iron weapons with vicious glee. However, the weapon can be turned on its wielder! Balor fae slain by cold iron weapons still die to the soul.

Flaws

Cost of Shadows:
A downside of their dark lineage, Balor all bear a unique deformity of some sort. This can be physical or psychological. No matter of treatment can cure or alleviate the curse. As a secondary aspect of this flaw, Balor fae can never have a Willpower score above 6.

House Beaumayn

Boons

Oracles of the Dream:
The Beaumayn are natural seers and prophets. They are often gifted with visions of the future. While these visions come randomly (at the Storyteller’s discretion), some Beaumayn can induce their visions. This requires a point of Willpower and a Glamour roll (difficulty 11, minus Remembrance). All Beaumayn begin with one free point of Remembrance, too.

Flaws

Enemy:
The Beaumayn long opposed the machinations and foul play of the Shadow Court. As a result, the Thallain and their ilk have grown to hate and ken for the “despicable” seers’ presence. Such dark fae can sense the presence of a Beaumayn noble with a Perception+Kenning roll (difficulty 7).

Legacy of Judgement: The Beaumayn House once passed brutal judgement upon their enemies long ago. Many fae were murdered by cold iron, “purified” by these fae. They were later punished and the Eiluned enacted a ritual to bring the Mists of their existence upon the memories of all fae. While few changelings now will remember the Beaumayn, those that do will likely react with hatred and disgust (save the Fiona and Liam, who stood in the Beaumayn’s defense) -- +2 difficulty to all Social rolls with fae who do remember.

House Bukura

Boons

Iron Fist:
Members of House Bukura embrace both their faith and a strong, forceful rule. This translates to a –1 difficulty on Intimidation rolls; Intimidation rolls can never be botched when used in lieu of Leadership.

Rule of the Faithful: They also receive a –2 difficulty on Reverie rolls when they have the very rare opportunity to harvest Glamour from a person of True Faith.

Flaws

One God:
Most Kithain have an innate dislike of the Bukura, and these nobles suffer a +1 difficulty on all rolls (except Intimidation) when dealing with other fae. The few non-Bukura who maintain non-pagan religious beliefs do not engender this penalty. Certain Prodigals were involved in bloody feuds with House Bukura before the Shattering, and may remember their old enemies.

House Daireann

Boons

Vengeance’s Thrill:
The Daireann do not forgive or forget. When they embark on a mission of revenge, they are fearsome opponents indeed. They gain -1 difficulty on all rolls to summon the Dragon’s Ire.

Fearless Blades: Daireann will never flee a combat, unless their ranking leader gives them an order to retreat.

Flaws

Loose Lips:
Daireann are traditionally open-mouthed about things they shouldn’t be. Many legends account the demise of Cu Chulainn to the Daireann spilling the beans. Whenever around anyone with whom the noble is friendly -- even someone just buying her a drink at the bar -- her tongue may get too loose. Secrets begin to slip in the course of discussion and bragging. To stop this from happening, the changeling must score 3 successes on a Willpower roll (difficulty depends on the nature of the secret about to be spouted).

House Dougal

Boons

Will of Steel:
Dougal are strong-willed and renowned for their ability to pour Glamour into everything they do. Once per story, a member of this House can convert a portion of her temporary Glamour points into temporary Willpower points (up to her permanent Willpower score). This must be done during some sort of physical exertion: working, exercising, or participating in combat.

Flaws

Heritage of Hephaetus:
Due to their legacy as technological artisans, inventors, and smithies, the Dreaming has effected a curse to balance their renowned boons. All Dougal suffer from some sort of physical deformity. This is usually something that can be corrected through cunningly crafted smithwork: a mechanical leg for a club foot, an intricate eyepiece for poor vision, and so on. These handicaps are present, though not always visible, even in their mortal seemings.

House Eiluned

Boons

Sorcerous Might:
All Eiluned have an impressive talent for magic. All cantrips that a Eiluned noble casts receive an automatic, additional success.

Flaws

Wizard’s Whim:
Eiluned fae have an overwhelming curiousity and are attracted to mysteries and conspiracy. The changeling must spent a point of Willpower to avoid meddling in a mystery or becoming involved in a plot.

Treacherous Reputation: Some Eiluned develop a treacherous streak. When they get involved in schemes, they often become Unseelie briefly to form dark alliances, then turn back to Seelie to prove their innocence. Many Kithain distrust Eiluned, and the difficulties of Eiluned’s Social rolls are increased by 1. Not all Eiluned are this treacherous, but enough are that the entire House bears this notoriety.

House Fiona

Boons

Dauntless:
Fiona are virtually immune to fear. They are renowned for their great courage. Though they understand fear, it does not control them, even in the face of death. Any attempt, natural or magical, to generate fear in Fiona automatically fails. Only threats to a lover’s life can frighten a Fiona, and such tactics succeed very well.

Flaws

Dangerous Passion:
The Fiona have an overpowering attraction to danger. Even if the object of their pleasure is safe, they can find a way to make it dangerous. This is especially true of their romantic trysts, which are usually epic and almost always tragic. Creatures of pure ethereal beauty, they tend to fall in love with outlaws, strangers, wanderers, mortals, and other “unacceptable” types. Often such loves become true and complete passions that cannot be denied. Some Fiona overcome this Flaw, but only by becoming hateful toward all romance. The most tortured become obsessed with preventing it from occuring to anyone they know.

House Gwydion

Boons

Best Policy:
With a succesful Perception+Kenning roll, members of House Gwydion can tell if someone is telling the truth (difficulty is the subject’s Willpower). For some reason, likely due to an ancient pact, the Eiluned are immune to this ability.

Flaws

Noble Temper:
The Gwydion’s nobility is also their curse. Although they are great warriors, they are prone to great rages. Whenever they reach the Wounded Health Level (whether from chimerical or physical damage), or when their honor is insulted, they must make a Willpower roll (difficulty 5). If failed, the Gwydion flies into a berserk rage and attacks anyone nearby, ally or enemy. While berserk, the fae ignores all Wound penalties until they reach Incapacitated.

House Keshalyi

Boons

Blessing of Roma:
These fae only suffer Banality’s Curse if they linger in the same place (town, city, et cetera) for more than a month at a time.

Wandering Soul: Keshalyi also gain one automatic success on any Wayfare cantrip, provided they use some element of Romani lore or trappings in the Bunk.

Flaws

No Home:
If one of these fae lingers too long in a place, not only do she begin to suffer Banality’s Curse (even for a non-Sidhe), no form of Epiphany will yield Glamour for the changeling.

Curse of the Blood: Other nobles only nominally trust or even consider the Keshalyi to be noble. They suffer a +1 difficulty on Social rolls with other nobles.

House Leanhaun

Boons

Blooming Rose:
Leanhaun fae are among the most alluring changelings alive. All receive an extra dot of Charisma, even if it brings the score above 5. Additionally, all Seduction rolls are made at -1 difficulty, and they can never botch such a roll.

Flaws

Wilting Petals:
Leanhaun have a terrible curse. They begin to age unnaturally if they do not engage in Rhapsody at least twice a year. Members of the House traditionally does so on Beltane and Samhain Eves. For every week after missing a Rhapsody date, the fae ages one year. (This is a change from White Wolf’s rules. Once a week or even once a month is ridiculous and outlandish.)

House Liam

Boons

Earthly Abode:
Liam find it easier to affect the mortals with Glamour from whom they felt such compassion. The difficult to affect any mortal (whether casting a cantrip or Enchanting) is always lowered by 1.

Flaws

Winds of Winter:
Because of their close associations with mortals, Liam begin play with one additional point of permanent Banality.

Oathbroken: House Liam bears a curse of Oathbreaking. No other changeling will honor their oathbonds, hospitality, or justice. The Liam are frequently the targets of discrimination.

House Lorelei

Boons

Shark’s Terror:
Lorelei warriors are devastating in combat. They can unleash a flurry of punishment upon their foes. Each character gains +1 Brawl, Melee, or Dodge; this bonus doubles in the water, even if it takes the Trait above 5.

Flaws

Hunger of the Predator:
No matter how docile a Lorelei Mer may appear, they are prone to furious frenzy at the smell of blood. She must gain 3 successes on a Willpower roll (difficulty 5) when she smells blood. If this roll fails, she flies into a maniacal frenzy for the next 5 turns, attacking anything and anyone in sight.

House Melusine

Boons

Spawn of C’et:
Melusine merfolk are in touch with the society of “landwalkers”. They can purchase “forbidden” Abilities -- Streetwise, Drive, Firearms, and Computer -- without restriction.

Flaws

Man’s Breath:
Melusine must breathe air. They must surface every 6 hours for at least one turn, or begin to drown at the normal rate.

House Scathach

Boons

Exile’s Blessing:
The greatest benefit the Scathach gained by staying behind is their resistance and adaptation to the banal world. Like commoners, they do not suffer as much from banality as other sidhe do. The Banality’s Curse Frailty does not apply to Scathach.

Stoic Might: Scathach are silent and efficient warriors. They rarely make any sound, even in battle. (This causes great consternation in their foes.) They receive +1 die to all Brawl/Martial Arts and Melee rolls. Additionally, they make all Stealth rolls at -1 difficulty.

Flaws

Insatiable Blade:
Scathach exhibit a strange, bloodthirsty madness once they engage in a fight. Though they do not attack friends or innocent bystanders, the Scathach have great difficulty leaving a battle until either they or their enemies are defeated. A Willpower roll (difficulty 7, 3 successes) is needed to retreat.

Common Masque: The Scathach are looked down upon by most other fae. They’re considered only half-noble at best. So all Social rolls with other sidhe (except House Fiona and Liam) are made at +2 difficulty. Furthermore, due to an ancient blood pact, the use of Sovereign is completely forbidden. The Dreaming fully enforces this ban. (Note: more recent Changeling supplements developed two distinct Scathach Houses, one that stayed and one that left for the Dreaming with the other sidhe. I do not use that information nor the Boon and Flaw alterations.)

House Syrinx

Boons

Vatea’s Presence:
Syrinx fae are more regal than other mer and can even command the creatures of the sea to recognize their sovereignty to some degree. The mer may roll Charisma+Survival (difficulty 7) to exert this influence. She may control one larger creature or one school of smaller fishes for each success rolled. This Boon cannot influence supernatural denizens of the sea such as other merfolk, Rorqual, and the Rokea.

Flaws

Children of the Sea:
More than any other mer, Syrinx are connected to the sea. They need the water. A Syrinx loses one Willpower point for every day that she does not spend at least one hour immersed in natural seawater. Lost Willpower can only be recovered by spending several hours at a time submerged. Syrinx never stray far from the ocean.

House Tyche

Boons

Eye of Fate:
Nobles of House Tyche can affect fortune on a small, occasional scale. Once per Story (month), a Tyche can invoke this luck. This takes the form of affecting a dice roll. He can cancel a single “1” (botch) from any roll he or another person makes. Alternatively, he can invoke a curse, adding a “1” to any single roll of his choice. This blessing or curse can be invoked after the subject has made a roll. This is a limited effect of Glamour. Any further meddling of luck must be made with Soothsay.

Fortune's Yield: As a matter of course, all Tyche nobles begin with at least one level of Resources (this is considered a free bonus).

Flaws

Divine Whimsy:
Due to the mercurial nature of the fae, and with this House’s mythical connection to capricious Greek deities amplifying this attitude, no Tyche can stand an insult. Any perceived mistreatment or slight must be answered in kind. The Tyche suffers a +1 difficulty to all rolls until he defends his honor (whether the insult was imagined or intended or not).

House Undine

Boons

Love of the Land:
Because they have more frequent interaction with folk of the land, Undine find it easier to affect mortals with Glamour. The difficulty to affect any mortal (whether casting a cantrip or enchanting) is always lowered by one.

Flaws

Wishing Well:
Undine Merfolk are tied to freshwater locales. They can endure saltwater or prolonged periods on dry land, but only for one day per point of Willpower. Afterward, they gain one point of temporarily Banality per day of estrangement from any large body of freshwater. (“Large” qualifies as any body of water in which the mer can be immersed fully in his fae mien.) Man-made reservoirs are sufficient for a dip but scarcely comfortable (most are concrete tubs of Banality).

House Varich

Boons

Clear Sight:
Like the biting chill of the winter, Varich possess razor-keen awareness. This insight especially holds true to observing others practicing the battle-ways with which Varich are so well-acquainted. A Varich who is able to observe a subject fight, dance, or engage in a similar activity for at least 3 turns gains a -2 difficulty to all rolls in opposition to that person for the rest of the scene. If this is done on three separate occasions, the Varich also gets an extra die in opposed rolls.

Flaws

Cold Heart:
The Varich are unfamiliar with love. Passion and lust are not alien to these nobles, but no Varich can ever swear an Oath of True Hearts or any oath of similar quality.

Relentless Winter: The Varich are tireless competitors. No Varich can turn down any challenge. If the Varich does so, she begins to lose Willpower and strength until she fades away. For everyday she refuses (or is unable) to answer a challenge, she loses a point of Willpower. After all Willpower is gone, she loses one point of Strength a day. When her Strength drops to 1, she loses Stamina at a rate of one point per week. Once Stamina reaches 1, the Varich is Undone.


Other Changelings


It seems rather unfair that Gallain don't get to join noble Houses of their own, and garner various Boons even at the cost of various Flaws. It gives the Kithain nobility a potent advantage, for their Boons as well as Flaws are backed up by the Dreaming and are as permanent as the changeling's loyalty to his House.

But remember, Nunnehi and all Gallain like them have another advantage. Unlike almost all fae, the Nunnehi commune with spirits beyond the Dreaming. Spirits of the Umbra, as werewolves call it, often ally with Nunnehi in Totem bonds. Such unions grant their own set of Boons and Flaws. And Nunnehi aren't even limited by birthright to gain a Totem patron, as most Kithain must be (hence why most nobles are sidhe).

Hsien are another matter. Although they form Courts, which can be compared to Houses, even the Yu Courts aren't completely ennobled in nature. Hsien Courts are based more on philosophy than authority. They are communities of like-minded hsien, not bonds of magic and legacy. On the other hand, hsien cannot attract Totem patrons like Nunnehi can. However, the element-bound changelings of the East have great community with elemental spirits. Such spirits are essentially "Umbrood", like the Nunnehi Totems. However, such spirits often willingly serve hsien (particularly the "noble" kamuii), especially those of the same element. Of course, the hsien can also summon or expel elementals with Level 2 Wu Tan. So the hsien have a distinct advantage right there. Provided they help out the elemental spirits in some way, they can gain great, free-willed allies. They don't need "House Boons" to even the odds against changeling competitors.

Click on the link below for a closer examination of the Title Background.