The essence of the dreaming. Think of it as distilled imagination of humanity.
Uses of Glamour:
- Enchanting Humans: Character challenge of the Changeling's Glamour vs. the Human's banality. Changing must also invest a trait of glamour for every day of the Human's enchantment. Duration, however, is indefinite as long as they remain in a Free Hold.
- Cantrips - most cantrips require spending glamour
- Chimerical Items - Many of the more powerful chimerical items require Glamour to activate
Gaining Glamour:
- Ravaging: Know the human victim, touch them, static challenge for each point of glamour you wish to gain. Failure means you gain a point of permanent banality. The Human victim cannot dream or create for a number of days equal to the glamour ravaged again until the can dream again.
- Reverie: Inspire a dreamer to create a masterpiece. This could take a very long time, or very short time. The greater the masterpiece, the greater the glamour gained. The muse receives an amount of glamour equal to the number of days invested in its creation, however, a static glamour challenge must be performed. Failure indicates that no glamour is gained.
- Rapture: Create a piece of the dreaming. The Changeling by getting in touch with their own imagination and mortal self, can gain access to the dreaming. Create a piece of art, and do a static glamour challenge for each point of glamour to be gained. Failure indicates that no glamour is gained, and a temporary trait of banality is gained instead. Further, should the Changeling gain 5 temporary traits of glamour in this instance, they also gain a permanent point of glamour.
- Dream Stones: Natural objects with rare beauty. 1 to 3 traits of glamour.
- Mementos: Items associated with a person or event of great inspirational importance. Potentially the most powerful, can have up to and over 10 traits of glamour.
- Treasures: Items that perform cantrips are legendary. Destroying a permanent treasure just to extract its glamour is earns the destroyer a temporary banality trait.
- Chimera: By killing a chimera, one may gain glamour. The amount is based on the power of the chimera. It may be used to replenish one's own glamour, but the Chimera's flesh must be eaten. There may also be side-effects.
- Founts: Certain secret places in the world have a direct connection to the dreaming. Glamour bubbles up from a natural feature, like a spring. The amount of dross gained by ingesting this glamour-laden water, though no more than 10 at one time. The fount must rest a full turning after having been used.
- Sanctuary: Spending a night in a freehold provides 1 glamour trait. A freehold can only support a number of changelings equal to twice it's size. Further, the character must dream their to gain the glamour. The changeling with the recognized claim of the freehold may also decide how the glamour is distributed.
- Dross: Glamour sometimes becomes trapped in physical form. It is more mundane, and less vibrant form of glamour. It cannot be used to replenish one's own glamour, but maybe destroyed to release the glamour immediately... so may be used for a cantrip. Kenning can also determine how much glamour is in a dross, so changelings often use it as a monetary system.
The extent the mundane world has infected your soul. If your permanent banality traits exceed your permanent Glamour and Willpower combined at the end of a story, you revert to your mortal seeming and begin to forget that you are Kithain. Adult humans have a typical banality of 7, while children, lunatics and drunks have banalities under 5.
Cantrip Defense: Banality traits may be used to defend against a cantrip by disbelieving in things of glamour. However, if successful you gain an additional temporary banality trait.
Chimerical creatures take damage just from being near someone with a lot of banality. For every minute spent near someone with a banality higher than the chimerical creature has glamour, they must win a simple test or take a health level of damage that cannot be healed until leaving the the area of banality. For every ten feet of distance, the level of banality is considered one less.
Gaining Banality:
Resisting a cantrip: 1 temporary trait.
Failing to enchant a mortal: 1 temporary trait.
Whenever a storyteller thinks your being too mundane: 1 temporary trait.
Destroying treasures and some chimera: Variable.
Killing another Kithain (actual death, not just the chimerical aspect): 2 temporary traits.
Whenever temporary banality exceeds 10: 1 permanent trait
Being a Rules Lawyer: 1 temporary trait.
Having to take an argument to the storyteller: 1 temporary trait.
Taking the game too seriously: 1 temporary trait.Losing Banality
When you gain a glamour trait, you can opt to remove a banality trait instead.
You may have a storyteller assign you a nightmare instead of banality.
Quests:
Great deeds: Swear to perform some fantastic task.
Inspiring someone to greatness: The changeling is forbidden to interfere directly, they may only inspire.
Bring a mortal into the Dreaming: Generally a human with a high banality must be successfully enchanted.
The Mists: They separate the fae from the mundane, clouding the minds of mortals so that they do not remember their encounters with faeries. Also, when Changelings revert to their seemings from chimerical or death or banality, they are also effected by this lethe.
Banality Coma Memory 1 1 hour Total Recall 2 6 hours Startling Clarity 3 12 hours Clear Memory 4 1 day Slightly Confused 5 3 days Uncertainty 6 1 week Haze 7 2 weeks Flashbacks 8 1 month Dreamlike Quality 9 4 months Distant Dream 10 1 year Complete blank