Chapter Four: Trinkets and Toys

Optional Rules for Boggans and Augmen

When entering into the far realms of the Dreaming, boggans start becoming even shorter then normal. It is not unknown for a boggan in the Deep Dreaming to be a scant three feet tall. However, while their stature diminishes, their strength and stamina do not. In fact, boggans experiencing augmen seem almost tireless and can easily go for days at a time without rest. In the Deep Dreaming, a boggan only needs a total of about twelve hours of sleep out of every week.

Boggans also become more hirsute in the far realms of the Dreaming. Females and some younger males develop a glossy sheen of soft fur all over their bodies; while most males and some grump females become positively shaggy. Most males are known to sprout large tufty beards and mustaches that can easily grow all the way down to their toes. Whether it be another aspect of augmen or a side affect of their newfound hairiness, boggans also start developing an aversion to clothing as they get deeper into the Dreaming. Even in very cold conditions a boggan with augmen feels uncomfortable wearing anything but the most light and loose fitting of clothing.

Like nockers, boggans in the Dreaming also feel compelled to keep busy, be it building things, tidying up, or simply trying to be useful wherever possible. Boggans are either underfoot or at hand at all times. However, they are also more secretive about their endeavors. They may sulk or even deny it if their works are acknowledged or praised. They do, however, seek recompense and may help themselves to larger shares of group supplies when no one is looking. Of course, their constant working usually more then makes up for the small compensation they seek.

Craftwork

In the Far Dreaming a boggan can complete any physical task in one-sixth the time it would normally take, even when being observed. Watching a boggan set to a task in the Deep Dreaming reminds one how a single boggan used to be able to do the work of an entire army or more before the Sundering. A boggan can complete tasks one-twelfth of the time it would take normally and additionally will go without food or sleep until a project is finished. It takes an expenditure of willpower for a boggan to take even a short break from his task and an expenditure of a willpower point plus a diff. 8 willpower roll for a boggan to be able to abandon a project.

Social Dynamics

In the Far Dreaming no roll is required for a boggan to discern the patterns underlying small groups or simple social functions and the difficulty never goes higher then a six for the most complex and convoluted of social situations. In the Deep Dreaming a boggan can instantly glean any information about the social dynamics of any given group, its underlying motivations, and possible future actions. In the Dreaming, a boggan can use this power to inspire a group to acts of greatness or keep them from falling apart. Contrarily, a boggan can tear apart the most tightly bonded motleys by knowing where the weak links are and what buttons to press.

Call of the Needy

Even in the Far Dreaming a boggan can never avoid an honest plea for help or turn away from someone in need. Fortunately, the boggan birthrights are frequently useful in both figuring out how to best aid someone and quickly accomplishing the task. In the Deep Dreaming a boggan will shut out any other concerns and immediately do everything within his power to aid someone he perceives to be in peril. Not even unfinished tasks, threats to his own life, or pleas to stop giving assistance can deter a boggan from doing everything that he can to aid someone who he has decided needs help. With their swift workmanship and singlemindedness a boggan can quickly turn a solution into a new and sometimes bigger problem. For example, should a boggan meet a homeless individual suffering from the elements within the Deep Dreaming the boggan may take it upon himself to build a home for the person. Before the boggan can be stopped, a section of forest has been cleared to build a home that the individual might not want or even be able to use.

New Abilities

Gossiping:

The ability to gossip is very important for boggans. Not only is it a primary source of information and entertainment, itís also a means of making friends. If one doesnít have a good ear for the art of rumor-mongering, though, one can easily make enemies by telling the wrong gossip to the wrong people.

A successful roll of Perception + Gossiping can help to pick out either a good source of gossip or a useful listener.

Youíre not bad at listening to what others have to say.

You can usually pick out the juiciest or most useful bits of information.

You could write the society section of your local newspaper.

You have more news than CNN.

Even the sluagh have a hard time keeping secrets from you.

Specialties: Secrets, Local News, Scandal, Information Passing, Eavesdropping.

Seneschal:

A seneschal is someone who is responsible for managing and maintaining a home, property, or organization. This can include bookkeeping, managing workers, hosting visitors, and anything that falls under general upkeep. Both of the boggan birthrights make boggans well suited for seneschal duties and their practice of maintaining some sort of homestead gives them ample opportunity to be official or unofficial seneschals of some sort. Seneschal is an actual title that a noble gives to the one responsible for running their freehold; it is a title given to more boggans then any of the other commoner kiths.

The seneschal ability can be used for smoothly hosting events, general maintenance, and evaluating how well another household is operating.

You can generally keep a small homestead running smoothly.

Youíre great at managing money and can easily entertain guests now and then.

You can run a large freehold almost single-handedly.

You could hold the seneschal title in the hold of a duke or king.

You could keep a home running smoothly during a blackout when all of the local sidhe and redcaps arrived for dinner unexpectedly.

Specialties: Nobles, Commoners, Seelie, Unseelie, Freeholds, Accounting, Hosting, Kitchens, Managing

New Background

Warren:

For information on what a warren is and how it functions see chapter three.

The warren background represents a warren that the character is a member of; the number of points allocated indicate the size and efficiency of the warren. Points in Warren represent specific boggans that can be called upon to help complete difficult or time consuming tasks. A warren and its members also have their own agendas and needs, though. Any member of a warren is expected to attend most of the warren meetings or functions and may be called upon to assist any other member of the warren.

Only a few members, meets infrequently. Examples: A monthly bridge club or a local food drive

A small group that meets with some regularity. Examples: A weekly gaming group or a quilting circle

A medium sized group that meets often. Examples: A lifestyle advocacy group or a hot-rod collectorsí club

A large group capable of taking on most tasks. Examples: a mobile soup kitchen or a group of Habitat for Humanity workers

A dedicated organization that can move mountains. Examples: A workerís commune or a national lobbyistís organization

Treasures:

Warm Blanket

(1 Point Treasure)

This is a handmade blanket or quilt that has been given small charms for comfort and warmth. Anyone under or within the blanket is kept warm and comfortable, despite outside conditions.

Salve of Fireís Blessing

(1 Point Treasure)

This is a small jar of a clay-colored, odd-smelling ointment. One pointís worth holds enough for one application. The salve can protect its wearer from fire for up to eight hours, provided it is not washed or rubbed off. This can only be gotten from one of the domovye, although there is a thriving nocker trade in the stuff.

Spoon Full of Sugar

(1-3 Point Treasure)

Many boggans are required to make something as part of their naming ceremony, and a spoon has become the most common item. It is a symbol of their ties to hearth, home, and hard work. The spoon can be made of wood or metal, so long as the boggan makes it with his own hands. They can be small teaspoons, large cooking spoons, or intricate Welsh love spoons. A bogganís mentor directs his charge and helps him work a traditional charm into this first creation of the new changeling. The same charm is used by most boggans, but its effectiveness varies on the skill of the crafters. As a one point treasure, the spoon makes everything that it is a vessel for taste sweet and delicious when put in ones mouth on the spoon. This is useful for covering up the taste of cod-liver oil or even a pungent poison. At two points, the spoon might be able to give a pleasant taste to an entire mixture that had been stirred with the spoon. At three points, the spoon can not only make food taste better it can make food that it has touched healthier, even to the point of making it cleansed of some poisons.

Pot of First Helpings

(2 Point Treasure)

Usually appearing in the form of a large cauldron or stew pot, this useful treasure can be used to feed an entire army. Once a meal has been cooked in the Pot of First Helpings, the pot cannot be emptied by anyone taking their first helping of the food within the pot. So a large gathering can all receive a single bowl of food, but when someone seeks second or third helpings, the pot behaves like an ordinary container.

Warding Light

(2-3 Point Treasure)

After these magical candles are lit, anyone who had not already been within their area of light cannot enter into their light. A three point Warding Light has the additional ability to put anyone who is not fae to sleep (anyone within the candleís light or scent who does not fall under the fae realm must roll willpower difficulty 7 to avoid instantly falling asleep). There are a few instances of Warding Lights having been made from oil or kerosene lamps.

Knocking Stick

(3 Point Treasure)

The secret of the Knocking Sticks is one of the best-kept secrets of boggan society. These innocent looking sticks, canes, or shillelaghs can be used to open any door, window, chest, or cabinet regardless of locks or bolts. A simple knock or light rapping with the stick will open nearly anything that isnít somehow magically sealed or made of cold iron. The sticks were originally devised to let boggans sneak into the homes where they would secretly work during the night. Ever since the Shattering, the remaining Knocking Sticks have been more frequently used for more unsavory purposes.

Work Gloves

(4 Point Treasure)

Also known as a Bogganís Best Friend, the Work Gloves effectively serve as a second pair of hands. These increasingly rare treasures appear as well-worn leather work gloves and can animate themselves to work alongside the boggan for which they are made. So long as the gloves remain within eyeshot of the boggan they can be directed to perform any task that the boggan could normally perform with his hands. The gloves work with the same attributes and abilities of the boggan and at the same rate of speed. The gloves can also be made to attack an opponent, again with the same attributes and abilities of the boggan. It is a difficulty of 8 to hit the gloves on an attack, they are considered to have 2 dice for soaking purposes, and have two health levels.

The Tools of War

(5 Point Treasure)

When the Germanic peasants were attempting to resist the might of Caesarís armies in the first century B.C. a group of boggans seeking to protect their dreamers put blood oaths into their weapons and tools and went out to fight the Roman armies alongside their human charges. The Tools were simple weapons or working tools that became powerful implements of war. It is believed that there had once been six such weapons, but only four are still known to exist. They are a short sword, a hammer, a hatchet, and a sickle. In the hands of anyone but a boggan, they are difficulty seven to use and do strength + 3 damage. For a boggan they are difficulty five to wield and do strength + 3 aggravated damage or instant crippling damage to any limb that is successfully struck.

The Nameless Shield

(Legendary Treasure)

This mighty treasure dates back to the War of Trees and is rumored to be the very first item crafted by a boggan. The story tells of a nameless boggan who quickly fashioned a simple wooden shield in order to fend off the blows of a band of ogres attacking a settlement of early humans. Ever since, there have been stories of the shieldís appearance at any battle where a small force has bested an overwhelmingly larger one. At first the glance, the Nameless Shield looks like a simple round wooded shield, somewhat similar to those used by the Vikings. On closer inspection, one can make out ancient runes from a forgotten language.

When carried into battle, it grants its bearer an immunity to blows (any attempt to hit the shieldís bearer automatically fail). Furthermore, all those in the bearerís forces are at a +2 difficulty to hit and have two temporary points of willpower. Its greatest power, though, comes from its protection of homes and even kingdoms. Any building that contains the Nameless Shield cannot be breached or invaded, and anyone who acts in defense of the kingdom that holds it gains one temporary point of willpower.

The current location of the shield is unknown. It is said to have the power to appear to those most in need of its powers. Its last confirmed location was Britain during World War II.

Merits And Flaws:

Teddy Bear

(1 Point Flaw)

Something about you screams harmless. Any attempt to intimidate is at +2 difficulty. This can sometimes be a benefit, as people ignore you. People arenít fools however, and even teddy bears with swords will be dealt with quickly as threats.

Night Worker

(2 Point Merit)

You have found that you prefer to work during the nighttime. Perhaps there are fewer distractions then. Whatever the reason, you have discovered that once you have set yourself to a task, you are capable of working all night long without ever growing weary. However, should you attempt this feat for more then two days in a row, you will fall into a stupor at daybreak and be unable to be woken until the following day.

Nimble Fingers

(2 Point Merit)

All boggans are sure of hand, but you're even more so. All difficulties involving fine motor skills are at Ė2 difficulty. This could involve anything from threading needles to picking locks.

Aversion to Clothing

(3 Point Flaw)

Like the brownies in the old stories, you canít stand to wear clothes. Itís not that youíre a nudist or an exhibitionist; itís just that after you wear clothing of any sort for long enough, your fae mien starts slipping away from you. Your fae mien is extra hirsute so you rarely get cold without clothing, but try explaining that to the local Duke, or better yet, the mortal authorities. While not wearing clothes, your appearance rating drops by one to those with enchanted sight and the difficulty for all social roles when in plain sight of others is increased by two, unless you are dealing with nudists. While wearing clothes you feel uncomfortable and ill at ease; for every week that you spend wearing clothes without being naked for at least one full day you gain a point of temporary banality.

Bean Counter

(3 Point Flaw)

Most boggans consider a gift given freely to have no strings attached. Not you. From simple to extravagant, you're a bean counter. You must still answer the call of the needy, but there will always be a reckoning. A prepared meal may deserve a small thanks, or a home cleaned a modest tip. When not given, you must make a willpower roll (difficulty 6 and up, depending on the favor done) or spend the next day rearranging your schedule to make the ungrateful one regret it. A failure makes a simple pranking in order, where as a botch results in nastiness most would not predict in a normally pleasant-mannered kith.

Trusted

(3 Point Merit)

You have the absolute trust of the locals, be they noble or commoner. This means easy access to stores of treasures or dross and to balefires. You are also considered to have the benefits of the merit Reputation. Of course, if the trust is abused too much it will disappear.

Chivalrous Heart

(4 Point Merit)

Maybe one of your previous incarnations was knightly, or perhaps you just have an overwhelming sense of duty to those in need, but when defending those who physically need your help, you are at Ė2 difficulty on all roles.

Doormat

(5 Point Flaw)

Both fae and mortals think of you as a doormat and constantly take advantage your goodwill and generosity. Unfortunately, you have started to think of yourself this way as well. You must make a willpower roll to refuse any request made of you; difficulty depends on the nature of the request.

Hidden Strength/Hidden Stamina

(6 Point Merit)

In days of old some boggans were able to perform great feats of strength or endurance despite their diminutive size. You have somehow retained a small portion of that ability. You may have an additional dot in either strength or stamina although you donít necessarily look as though you have the musculature to match.

The Domovye

There have been many different kiths spawned from the Dreaming that are of close relation to boggans. Although most of those kiths have been lost forever to the ravages of banality, there are a few that weíre still aware of. The yunwi tsundsi and surems of the Nunnehi and the hana of the Menehune are a few of our distant relations that can still be found in the Autumn World. Another is the domovye, a secretive kith rarely found outside of Russia or the Ukraine. In the time before the Shattering, the domovye used to attach themselves to certain families and then live under their floorboards, or (more popularly) inside their stoves, where the domovye felt warm and comfortable. Nowadays the domovye usually have to settle for a warm bed and some heavy blankets- but that hasnít deterred them from serving and protecting their families.

The domovye do still serve their families. Long before the Shattering, each and every domovoi was mystically tied to a certain bloodline. Those ties call to them still.

Legend tells of a Princess called Elena the Fair, daughter of the Mountain King. On a moonless night in the depths of Winter she was abducted from her fatherís home by a horrendous five-headed dragon and taken to its dark home below the Black Sea. The story of the princessís abduction quickly spread throughout the land. Many brave knights and noble princes died in their attempts to rescue Elena the Fair. A poor farm boy named Ivan with visions of glory set off to slay the dragon and rescue the princess, believing that his stout heart and fatherís sword were all that he needed.

Over the course of his long journey, he came to an underground kingdom of strange little men. The name and location of this kingdom, along with the name of its inhabitants, has been lost over the ages. The little people agreed to help Ivan, for they too lived in fear of the terrible dragon. They gave Ivan a magic salve that would protect him from the dragonís flames, and saw him off to the shores of the Black Sea. However, the little people secretly coveted the riches of the Mountain King, and plotted against Ivan. With the magical salve Ivan was able to defeat the fearsome dragon. After the battle he took the dragonís five tongues as trophies and freed the princess from the dragonís dungeon. With the dragon slain and the princess rescued, Ivan rested on the shores of the Black Sea before he began his journey back to the home of the Mountain king.

While Ivan slept, though, the deceitful little people took the dragonís five heads and Elena the Fair for themselves. They whisked themselves, the Princess Elena, and the dragon heads to the hall of the Mountain King. There they claimed it had been they who slew the dragon and offered the dragonís heads as proof. Impressed with their supposed courage the Mountain King began heaping riches upon riches on the little people. But Elena the Fair would not be silent in the face of the little peopleís treachery. She calmly stepped forward and asked them where the dragonís tongues were. Unable to explain this mystery the little people were seized by the kingís men and thrown in cells. The king sent riders out who found Ivan and brought him to the palace.

Ivan and Elena were married and the Mountain King, undoubtedly a Tuatha De Danaan, decided to punish the greedy little people. He took them and used powerful magic to alter their true names and henceforth declared that they were to be called the domovye (from dom, the Russian word for house). Their punishment would be to serve as protectors in Ivanís new house, and in the homes of his descendants. For a wedding gift, the Mountain King gave Ivan and Elena an enormous palace where all of the domovye could live, protect, and serve those they had betrayed. Ivan became a king of men and ruled well and long. He also had many children, who had children of their own, who had more children, and so on down through the generations.

In a surprisingly short amount of time the entire kith was split following different branches of Ivanís family tree. Today, Ivan and Elenaís descendants are all over Russia and the Ukraine, and a few have immigrated to the U.S. In fact, nearly everyone in Russia carries at least a small part of Ivanís blood by this time. In some families, though, the bloodline is stronger and more direct, and there are only so many domovye to go around.

Lifestyles and Binding Oaths

A domovoi typically undergoes chrysalis when he encounters someone who is the direct descendant of one of the families watched over by his kind from before the Shattering. If this personís family is already watched over by a domovoi then that domovoi will serve as the mentor of the new one and eventually direct him towards a family that he will swear oath to. If there is no domovoi already attached then traditionally the fledgling domovoi will swear oath to the descendant he met at chrysalis. The oath binds the domovoi to a specific person and his family; that is, all who are blood or marital relations to the oath recipient and dwell within the same residence. For example, if a wealthy woman is the recipient of the oath and she lives with her husband, two children, her husbandís mother, and a live-in maid then the oath covers everyone except for the maid. If the children should grow up and move away, then the domovoi is no longer under any obligation to them.

In order to ensure the safety of his family, a domovoi will attempt to find a means of employment that keeps him close to his sworn family. Popular occupations include apartment building supers (which has the added advantage of being able to sleep next to a boiler), local police officers, family doctors, gang leaders, nannies, and local business operators. It is also not unheard of for a domovoi to use his talents to secretly bring wealth to his protectorate. In the same manner as is traditional with boggans, a seelie domovoi might secretly labor through the night ala ďelves and the shoe makerĒ, while an unseelie domovoi might secretly work to ruin any potential financial rivals. Increasing the wealth of the protectorate has two advantages to a domovoi. One is that with more money, the protectorate will be more likely to afford adequate food, shelter, security, and medical care. The other is that with enough money the protectorate might be able to afford a live-in maid, cook, nanny, nurse, or valet, any one of which would make a superb occupation for a devoted domovoi.

Since Elena the Fair was the child of a Tuatha, there is a certain amount of faerie blood that can be found in her descendants, even today. It is not uncommon for a domovoi to take advantage of this and attempt to keep his protectorate enchanted and aware of his service. However, glamour is scant the world over and in the bleak Russian lands of harsh winters, hungry wolves, and economic devastation, few domovye can glean enough glamour to keep humans, even kinain, enchanted.

In lifestyle and temperament, most domovye are very similar to boggans. They appreciate good honest labor and tend towards the comforts of home over the adventure of the road. Like boggans, they tend to prefer solitude while working, but otherwise enjoy companionship. A perfect evening for most domovye would be coming home after a long day of work to sit around a hot fire and listen to wild stories and ridiculous riddles while drinking vodka and enjoying a warm meal. Unfortunatly a domovoi is under the sway of his oath and sometimes must leave friends and loved ones behind as he endeavors to fulfill the obligations of his oath.

A Friend of Fire

When the domovye were still the people who lived beneath the earth, their blood ran cold with the winter snows that ran off the mountains every spring. In order to fight their constant chills, they learned to make an elixir of their own saliva that would allow them to sit in bonfires and to sleep in streams of magma. This was how they had been able to protect Ivan from the dragonís fire so long ago. As mentioned earlier, a domovoi usually lived in the stove or fireplace and it was his duty to keep the home fires well tended. When a domovoiís family moved to a new home, it was the domovoiís job to carry a lit coal from the old fireplace to the new one. It was also not unknown for a domovoi to burn down the house of a family that they thought to be particularly ungracious or wicked. The domovoi always made sure that the family was safe- but his oath covered them, but not their property.

Appearance

The domovye are similar to boggans in appearance; short and usually pudgy with large noses and tufty hair. While their clothing shies away from the ďrustic EnglishĒ look employed by many boggans, it does tend towards simplicity and utilitarianism. One difference is that even as wilders their hair starts going grey, by the time that a domovoi has reached grumphood all of his hair has turned steel grey in color. All male domovye of age grow long bristly beards, to not have one is the brand of an outsider or oathbreaker.

Birthrights and Frailties

All domovye posses the Craftwork birthright just as boggans do. However, domovye do not posses the Social Dynamics birthright. Instead they posses the birthright Fireís Blessing.

Fireís Blessing

Born of the frozen mountains the domovye have learned to embrace the warmth of fire without suffering deadly burns. All domovye can make an elixir out of a mixture of dirt and their own spittle that can protect anyone from being hurt by direct contact with open flame. A single domovoi can make enough elixir to cover his own body mass in a single day. Once coated an individual is protected from burns for about eight hours, unless the coating is washed off.

Domovye are not required to heed the Call of the Needy. Instead, they must follow Ivanís Blood.

Ivanís Blood

Once a year and a day has passed after the saining of a domovoi, he must bind himself to one of Ivanís bloodline or risk losing his connection to the fae world. For every cycle of the moon that passes after the allotted amount of time without having taken the oath a domovoi gains a permanent point of banality.

The Oath

As I swear that I am truly [true name], child of the frozen mountains. And that thou [name of recipient] are a child of Ivan and Elena. I swear upon the Dreaming and the throne of the Mountain King to protect and honor you and all of your house to the best that I am able. I do this to make amends for my transgressions against your father, may he rise again and smite me should I fail in my service to you.

Role-Playing a Domovoi

You are bound to protect another person, or even a whole house full of other people, and you might have to structure your whole life around that. Keep any eye out for trouble, but remember not to abuse your protectorate. Your mentor once told you of a domovoi who went too far in trying to keep his ďfamilyĒ safe and locked them all up in the cellar. Another domovoi in the same town looked in on him later only to find that he had somehow been beheaded.

At least, thatís the story that your mentor told you. In your own experience, no one rose up to smite you after little Sukey fell and skinned her knee or when grandmama died in an auto accident. However, you feel certain that you might have saved yourself from smiting when you chased away a burglar one night and again during that bad winter when you kept bringing your family food and firewood.

You are not physically bound to them; nothing prevents you from picking up your bags and seeing the world- you had just better hope that while you are gone nothing happens to them that you could have prevented.