<?xml version="1.0"?>
<?xml-stylesheet type="text/css" href="http://dreaming.desertrosedomain.com/skins/common/feed.css?303"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>http://dreaming.desertrosedomain.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Chrissy</id>
		<title>Changling the Dreaming Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://dreaming.desertrosedomain.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Chrissy"/>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Special:Contributions/Chrissy"/>
		<updated>2026-05-05T18:03:13Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.18.1</generator>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Nyan</id>
		<title>Nyan</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Nyan"/>
				<updated>2014-03-05T00:06:37Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: Created page with &amp;quot;*Nicknames: *Thallain:   The nyan take the shape of cats. They are very passionate and sensual creatures that particularly adore humans. The nyan are experts at having a g...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Nicknames:&lt;br /&gt;
*[[Thallain]]: &lt;br /&gt;
&lt;br /&gt;
The nyan take the shape of cats. They are very passionate and sensual creatures that particularly adore humans. The nyan are experts at having a good time, and attracting friends and lovers. Unfortunately the nyan tend to seek pleasure to the exclusion of all else, and they will often be neglectful of their other duties. Most nyan are very attractive. In wani form they have a tail, claws, and cat ears. They possess very keen senses and are very agile in their wani forms, as well. Nyan are allied with the Fire element.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
== Organization ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
== Relation to other Supernaturals==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Lexicon]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=War_of_Making</id>
		<title>War of Making</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=War_of_Making"/>
				<updated>2014-03-05T00:02:01Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: Created page with &amp;quot;The War of Making was the conflict between the Slow Empires of the Inanimae short times before the Shattering. It began when the other Inanimae accused the [...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The War of Making was the conflict between the [[Phyla|Slow Empires]] of the [[Inanimae]] short times before the [[Shattering]]. It began when the other Inanimae accused the [[Solimonds]] of giving humanity the gift of fire, which enabled the mortals to subdue other Inanimae and gave them control over the other elements. Many anchors of the Inanimae were krofted and formed by humanity during this time and often, this altered their complete personality and let them fight their former brethren.&lt;br /&gt;
&lt;br /&gt;
When the shattering struck, many Inanimae slipped into [[slumber]], unable to continue their war efforts until the [[Resurgence]], when the War of Making continued in some fashion in the [[Accordance War]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Lexicon]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Phyla</id>
		<title>Phyla</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Phyla"/>
				<updated>2014-03-04T23:57:22Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: Created page with &amp;quot;The '''Slow Empires''' describe the Courts of the Inanimae. The Slow Empires are less a matter of gross political power and more a matter of the symmetry of the mystic bod...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Slow Empires''' describe the Courts of the [[Inanimae]]. The Slow Empires are less a matter of gross political power and more a matter of the symmetry of the mystic body of the [[Dreaming]] itself, thus classifying them according to their influence in the [[Autumn World]] is pretty senseless. The [[War of Making]] was a major conflict between the various Empires that was sparked when humanity learned to use fire to tame the other elements.&lt;br /&gt;
&lt;br /&gt;
Scholars classify six Slow Empires:&lt;br /&gt;
&lt;br /&gt;
* The Empire of Stones (home of the [[Glomes]])&lt;br /&gt;
&lt;br /&gt;
* The Empire of Seeds (home of the [[Kuberas]])&lt;br /&gt;
&lt;br /&gt;
* The Empire of Flames (home of the [[Solimonds]]) &lt;br /&gt;
&lt;br /&gt;
* The Empire of Tears (home of the [[Ondines]])&lt;br /&gt;
&lt;br /&gt;
* The Empire of Skies (home of the [[Parosemes]])&lt;br /&gt;
&lt;br /&gt;
* The Empire of Dolls (home of the [[Mannikins]])&lt;br /&gt;
&lt;br /&gt;
[[Category:Lexicon]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Inanimae</id>
		<title>Inanimae</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Inanimae"/>
				<updated>2014-03-04T23:55:56Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: /* Phyla */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Inanimae''' are immortal [[fae]]rie spirits that bind themselves to inanimate things rather than human bodies. Most Inanimae are linked to a certain element: air, earth, fire, water, and plant life. The newest breed of Inanimae link themselves to non-living representations of humanity, like dolls, puppets and mannequins. All Inanimae are divided into different phyla, like kiths, and specialize in a particular &amp;quot;Sliver&amp;quot;, the Inanimae version of Arts.&lt;br /&gt;
&lt;br /&gt;
All Inanimae have an &amp;quot;Anchor&amp;quot;, like a rock or a tree, and they are protected from [[Banality]] while they remain within it. Those who still have natural Anchors are called &amp;quot;Gladelings&amp;quot;, those whose Anchors have been altered by mortal (or other) hands are called &amp;quot;Krofted&amp;quot;. The [[Gladelings]] and the [[Krofted]] have differing views, much as the Seelie and Unseelie of the [[Kithain]]. &lt;br /&gt;
&lt;br /&gt;
In order to leave their Anchors (the inanimate thing to which they are tied) an Inanimae must cloak their dreamform in a semblance of a mortal body, called a &amp;quot;Husk&amp;quot;, or else succumb to Banality. Some Inanimae become quite skilled at crafting these Husks, and some have only barely recognizeable human features in their Husks.&lt;br /&gt;
&lt;br /&gt;
Many of them are still sleeping and their Seeming (named Jeu) indicate how long an Inanimae has been awake in the mundane world. Some of the Grumps would probably remember the [[Court]]s of the Dark Ages, when they were divided between the four seasons. During the Dark Ages, they were more varied, but they are now divided between 5 [[Phyla]]:&lt;br /&gt;
&lt;br /&gt;
==Phyla==&lt;br /&gt;
===[[Glomes]]===&lt;br /&gt;
&lt;br /&gt;
The Empire of Stones &lt;br /&gt;
&lt;br /&gt;
===[[Kuberas]]=== &lt;br /&gt;
&lt;br /&gt;
The Empire of Seeds &lt;br /&gt;
&lt;br /&gt;
===[[Mannikins]]=== &lt;br /&gt;
&lt;br /&gt;
The Empire of Dolls &lt;br /&gt;
&lt;br /&gt;
===[[Ondines]]=== &lt;br /&gt;
&lt;br /&gt;
The Empire of Tears &lt;br /&gt;
&lt;br /&gt;
===[[Parosemes]]=== &lt;br /&gt;
&lt;br /&gt;
The Empire of Skies &lt;br /&gt;
&lt;br /&gt;
===[[Solimonds]]=== &lt;br /&gt;
&lt;br /&gt;
The Empire of Flames &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Other Dreamers]]&lt;br /&gt;
[[Category:Lexicon]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Kinain</id>
		<title>Kinain</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Kinain"/>
				<updated>2014-03-04T23:50:20Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: Created page with &amp;quot;A '''Kinain''' is a mortal that possesses faerie blood, but is not a full Changeling. Some Kinain are marked with unusual traits by their Faerie Blood t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Kinain''' is a [[mortal]] that possesses [[faerie]] blood, but is not a full [[Changeling|Changeling]]. Some Kinain are marked with unusual traits by their Faerie Blood that depend on their heritage ( a descendant of a [[satyr]] is hairy and social, while a descendant of a [[Boggans|Boggan]] is short and usually works with his hands). Many also have strange abilities also known as [[Fae Gift]]s, some of which can be controlled and others that are wild and unpredictable. Some go through life completely unaware of their fae natures, and others are taken by the [[Kithain]] into [[motley]]s and [[freehold]]s through [[enchantment]], making them a valuable part of the Changeling community. Their fae-like nature makes them also competent sources of [[Glamour|Glamour]], something that some Changelings exploit by [[Ravaging|ravaging]] them.&lt;br /&gt;
&lt;br /&gt;
Kinain are usually born of a Changeling and a mortal or two Changelings. About 15-20% of those with one Changeling parent are Changelings themselves, while about 40-50% of the children of two Changeling parents are Changelings as well. The rest are Kinain. It is also possible for [[Faerie]] Blood to skip a generation or two so that parents who are fully mortal (but still faerie kin) can have a Kinain or (more rarely) Changeling child. From changelings, Kinain differ in so far that they lack a [[mien|mien]] and only possess a mortal half (although they too, possess a [[Seelie]] and an [[Unseelie]] [[Legacy|Legacy]]). One advantage of this is that Kinain are immun to the pains of [[Cold Iron]] or [[Bedlam]], but instead always carry the danger of becoming [[Dream-struck]].&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Inanimae</id>
		<title>Inanimae</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Inanimae"/>
				<updated>2014-03-04T23:48:42Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Inanimae''' are immortal [[fae]]rie spirits that bind themselves to inanimate things rather than human bodies. Most Inanimae are linked to a certain element: air, earth, fire, water, and plant life. The newest breed of Inanimae link themselves to non-living representations of humanity, like dolls, puppets and mannequins. All Inanimae are divided into different phyla, like kiths, and specialize in a particular &amp;quot;Sliver&amp;quot;, the Inanimae version of Arts.&lt;br /&gt;
&lt;br /&gt;
All Inanimae have an &amp;quot;Anchor&amp;quot;, like a rock or a tree, and they are protected from [[Banality]] while they remain within it. Those who still have natural Anchors are called &amp;quot;Gladelings&amp;quot;, those whose Anchors have been altered by mortal (or other) hands are called &amp;quot;Krofted&amp;quot;. The [[Gladelings]] and the [[Krofted]] have differing views, much as the Seelie and Unseelie of the [[Kithain]]. &lt;br /&gt;
&lt;br /&gt;
In order to leave their Anchors (the inanimate thing to which they are tied) an Inanimae must cloak their dreamform in a semblance of a mortal body, called a &amp;quot;Husk&amp;quot;, or else succumb to Banality. Some Inanimae become quite skilled at crafting these Husks, and some have only barely recognizeable human features in their Husks.&lt;br /&gt;
&lt;br /&gt;
Many of them are still sleeping and their Seeming (named Jeu) indicate how long an Inanimae has been awake in the mundane world. Some of the Grumps would probably remember the [[Court]]s of the Dark Ages, when they were divided between the four seasons. During the Dark Ages, they were more varied, but they are now divided between 5 [[Phyla]]:&lt;br /&gt;
&lt;br /&gt;
==Phyla==&lt;br /&gt;
===[[Glomes]]=== &lt;br /&gt;
&lt;br /&gt;
===[[Kuberas]]=== &lt;br /&gt;
&lt;br /&gt;
===[[Ondines]]=== &lt;br /&gt;
&lt;br /&gt;
===[[Parosemes]]=== &lt;br /&gt;
&lt;br /&gt;
===[[Solimonds]]=== &lt;br /&gt;
&lt;br /&gt;
===[[Mannikins]]=== &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Other Dreamers]]&lt;br /&gt;
[[Category:Lexicon]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Inanimae</id>
		<title>Inanimae</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Inanimae"/>
				<updated>2014-03-04T23:32:41Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: /* Mannikins */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Inanimae''' are immortal [[fae]]rie spirits that bind themselves to inanimate things rather than human bodies. Most Inanimae are linked to a certain element: air, earth, fire, water, and plant life. The newest breed of Inanimae link themselves to non-living representations of humanity, like dolls, puppets and mannequins. All Inanimae are divided into different phyla, like kiths, and specialize in a particular &amp;quot;Sliver&amp;quot;, the Inanimae version of Arts.&lt;br /&gt;
All Inanimae have an &amp;quot;Anchor&amp;quot;, like a rock or a tree, and they are protected from [[Banality]] while they remain within it. Those who still have natural Anchors are called &amp;quot;Gladelings&amp;quot;, those whose Anchors have been altered by mortal (or other) hands are called &amp;quot;Krofted&amp;quot;. The Gladelings and the Krofted have differing views, much as the Seelie and Unseelie of the [[Kithain]]. &lt;br /&gt;
In order to leave their Anchors (the inanimate thing to which they are tied) an Inanimae must cloak their dreamform in a semblance of a mortal body, called a &amp;quot;Husk&amp;quot;, or else succumb to Banality. Some Inanimae become quite skilled at crafting these Husks, and some have only barely recognizeable human features in their Husks.&lt;br /&gt;
&lt;br /&gt;
Many of them are still sleeping and their Seeming (named Jeu) indicate how long an Inanimae has been awake in the mundane world. Some of the Grumps would probably remember the [[Court]]s of the Dark Ages, when they were divided between the four seasons. During the Dark Ages, they were more varied, but they are now divided between 5 Phyla:&lt;br /&gt;
&lt;br /&gt;
==Phyla==&lt;br /&gt;
===[[Glomes]]=== &lt;br /&gt;
&lt;br /&gt;
===[[Kuberas]]=== &lt;br /&gt;
&lt;br /&gt;
===[[Ondines]]=== &lt;br /&gt;
&lt;br /&gt;
===[[Parosemes]]=== &lt;br /&gt;
&lt;br /&gt;
===[[Solimonds]]=== &lt;br /&gt;
&lt;br /&gt;
===[[Mannikins]]=== &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Other Dreamers]]&lt;br /&gt;
[[Category:Lexicon]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Eshu</id>
		<title>Eshu</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Eshu"/>
				<updated>2014-03-04T23:28:34Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: /* Appearance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Nickname:&lt;br /&gt;
*[[Thallain]]: [[Aithu]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Eshu.png|200px|center]]&lt;br /&gt;
&lt;br /&gt;
The wind at my back, a tale upon my lips, and a hearty stack of bills in my pocket! Now that's the good life!&lt;br /&gt;
— Carolan Walks-far, eshu storyteller&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Explorers and entrepreneurs, dashing heroes and dastardly villains - eshu are never the supporting cast. These restless African [[fae]] embody the spirit of adventure, and as such can be found nearly anywhere in the world, pursuing quests and telling tales of their previous travels. [[Fae]] royalty in their homelands, eshu have since adapted to their involvement in [[Kithain]] society and the return of the [[sidhe]] with both humor and outrage. Few of their European or Amercian brethren recognize their titles, and so that eshu take a loose view of title and nobility. Besides, it's hard to be a ruler on the open road anyway, and an eshu will take that freedom over some stuffy post anytime. Natural advocates of freedom and fierce individualists, eshu would no sooner lay claim over another than they would be held themselves. Eshu also have a deep love of tradition and custom, and abide by a wayfarer's code of sorts, which demands they respect the customs of their host and refuse no other traveler aid any more than they would wish for themselves. When slighted past the point of their considerable politeness, eshu make formidable enemies, and one will go to great and creative lengths to take revenge on the one who insulted her.&lt;br /&gt;
&lt;br /&gt;
Although not hams in the way of [[pooka]] and [[satyr]]s, eshu are still consummate entertainers. They view life as a heroic movie or wonderful tale in which they are central characters, which make them very intimately aware of their 'audience.' Eshu can become very cross if often interrupted or denied a dramatic entrance. Dignity and poise is almost as important to them as their freedom, and an eshu always take pains to appear on top of things.&lt;br /&gt;
&lt;br /&gt;
Eshu tend to find jobs as entertainers, gamblers, dilettantes, reporters - any trade that lets them indulge their thirst for travel. Although once primarily of African, Arabic and even Gypsy origin, eshu of all races now walk the roads of the earth; an eshu's [[fae]] form is tall and graceful, with deep skin tones and fathomless eyes. Eshu chimerical clothing tends to favor colorful Arabian-style flowing garb with sashes and adornments, or African tribal finery.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
One of the more ancient of all the changeling races, the eshu came into existence in the savannas and deserts of Africa. Thousands of years ago, Bantu, Masai and Somali tribes called them Eshu. These native peoples believed that the Eshu ran with the leopard, climbed with the monkey and swam with the crocodile. Because the tribes lived a nomadic lifestyle, migrating with the seasons and the animals, so did the Eshu, an attribute they have never lost.&lt;br /&gt;
&lt;br /&gt;
The Arabs who migrated into Africa in the Middle Ages had an enormous impact on the Eshu. They initiated the change to the modem name, &amp;quot;Eshu.&amp;quot; Over the centuries, Arab beliefs turned them from playful sprites into powerful, honor-bound warrior [[fae]] who protected the land and anyone who traveled across it, especially traders. By the 16th century, the Arabs had established many trade routes in and around the coast of Africa. Thus, the eshu evolved into the serious, nomadic, trade-loving changelings known today.&lt;br /&gt;
&lt;br /&gt;
Over time, a more sedentary society developed in Africa, and these people began to look down upon and fear the nomads. Those who roamed acquired a reputation for thieving and running scams. This reputation extended to the eshu as well. They became known for their ability to outwit others, especially when money was involved.&lt;br /&gt;
&lt;br /&gt;
==Attitude==&lt;br /&gt;
&lt;br /&gt;
The eshu tend to approach life as if it were an epic movie and they are the main characters. Many take their roles to heart, dressing the part and playing to the audience. Some play the gallant knight riding in to save the day on his white charger. Others prefer a more subtle approach, stepping in as the silent hero who never stays long enough for people to thank him. Still others take the part of the dastardly villain, wicked yet witty to the end.&lt;br /&gt;
&lt;br /&gt;
An eshu can become quite irritated if her entrance is spoiled or her plans are thwarted, and she despises an anticlimactic ending. Throughout her life, the eshu may play many roles, whatever feels right at the moment. In the end, the wealth of the tale is all that matters. Keep in mind, however, that the eshu does not act it — she lives it.&lt;br /&gt;
&lt;br /&gt;
Despite their tribal origins, the eshu have cultured, polished manners. They believe strongly in social tradition and rituals. With open  inquisitiveness, they study other cultures, often adopting their host's customs in his presence. This endears them to many different people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
Although the eshu come in all colors, the majority tend to have dark skin and African or Arabic features. Their dark eyes can seem shadowed and mysterious, or bright and piercing. They wear their dark hair in a variety of ways; some even shave their heads as did their ancestors.&lt;br /&gt;
In their faerie guises, the eshu stand taller than most other changelings. They often resemble Arab sheiks or nomads, wrapped in brightly colored silk and satin. Some also dress in the garb of African tribesmen, mostly naked, wearing split skirts made of animal skin with another hide or a broad red scarf thrown over one shoulder and tucked in at the waist. The [[Unseelie]] eshu tend to favor the more flashy dress of silks and satins.&lt;br /&gt;
&lt;br /&gt;
[[Birthrights]]&lt;br /&gt;
&lt;br /&gt;
*Spirit Pathways&lt;br /&gt;
&lt;br /&gt;
Founded in the ancient belief that nomads can read the wind as if it were an open hook and use unexplainable means to find their way, the eshu's uncanny sense of direction continues to baffle other changeling races. An eshu will always arrive at her destination eventually, even though the route may not be the safest or most direct. She may not even know where she is heading. Her destiny guides her. Each eshu believes that if she follows her heart, it will lead her down the correct path.&lt;br /&gt;
&lt;br /&gt;
Her destiny will take her to the right people at the right times, cause her to find or lose items at the right moment, or put her where she is supposed to be when relevant meetings or incidents are occurring. Because of this, the eshu is much more likely to stumble into an inobvious clue that will guide her toward fulfilling her role in life.&lt;br /&gt;
&lt;br /&gt;
This ability is not restricted to locational, physical destinations. It has a much more metaphysical bent to it. Some would call it intuition; others would call it magic. Whereas most others have learned to ignore or fight the path which has been set for them, the eshu let go and follow it with incredible trust.&lt;br /&gt;
&lt;br /&gt;
*[[Tale Craft]]&lt;br /&gt;
&lt;br /&gt;
The passing of knowledge among Africans has long been an oral tradition. Stories handed down from father to son taught lessons of morality, culture and skills, as well as merely entertaining. Ancient African legends speak of the Eshu visiting villages in the guise of old men and telling grand tales beside the ceremonial fires. The Eshu were said to use their stories to charm whole tribes while the tribe's enemies sneaked up on them.&lt;br /&gt;
&lt;br /&gt;
The legend went two ways, however. It was believed that good tales worked against the Eshu as well. The means to capturing the wealth of an Eshu lay in weaving a tale so intriguing that the faerie would feel obligated to pay the storyteller. Many tribespeople would share tales around die fire in the hope that when they awoke, a gift from the Eshu would await them next to their mats.&lt;br /&gt;
&lt;br /&gt;
Over the ages, the eshu have become master storytellers, and they have never outgrown their adoration of it. They use stories in the same way the peoples of Africa did: to keep in touch, to educate and to entertain. Even more importantly, though, they use their storytelling as a means to fight back the Banality that would overtake the world. Their love of stories, both as tellers and as listeners, has remained their greatest talent and their greatest Achilles' heel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Frailties]]&lt;br /&gt;
&lt;br /&gt;
*Recklessness&lt;br /&gt;
&lt;br /&gt;
The eshu have so much faith in their own destiny that when an opportunity arises, they rarely pass it by, even if the odds seem outrageously against them. Other changeling races would see this as recklessness; the eshu merely see it as another act in the play. To an outsider, the eshu's view of destiny and their philosophy of freedom may seem to conflict. To an eshu, it makes perfect sense. The destiny that guides their lives can be denied. If it is, then the eshu believe they will be doomed. The path dictated by destiny will never be an entirely safe path. The eshu know and accept this. They view challenges as they would any other path that destiny has set before them, and feel that to&lt;br /&gt;
avoid one out of simple fear or cowardice steers them from their true path and damns them to a life of directionless wandering.&lt;br /&gt;
&lt;br /&gt;
== Organization ==&lt;br /&gt;
&lt;br /&gt;
A strong oral heritage ties the eshu together. They gather often to share tales of their own and others' adventures and misadventures. Similar to youth hostels, these special eshu [[freeholds]] have been established throughout the world. An open invitation to all eshu is well-known. Few pass up the opportunity to stop in and get their fix of great stories, when in the neighborhood. Many [[grumps]] eventually retire to these places, glad for the reliability of an appreciative audience that is renewed nightly. One such [[freehold]] exists in nearly every major city of the world; however, the one in Barcelona, Spain, has become renowned as the largest and most visited of them all.&lt;br /&gt;
&lt;br /&gt;
These [[freehold]]s also serve to keep the roaming eshu in contact and up to date on their friends' activities. Messages come in the form of stories passed along from mouth to mouth. Although not time-efficient, this serves as an effective way for independent spirits to keep in touch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Social Dynamics&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[:Category:Houses|Houses]],&lt;br /&gt;
&lt;br /&gt;
* [[:Category:Courts|Courts]]&lt;br /&gt;
&lt;br /&gt;
Originally nearly all the eshu followed the precepts of the [[Seelie]] [[fae]]. The majority still do. A disturbing trend has begun, however, in which some eshu have twisted the meaning of Uhuru into a more selfish concept.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
** [[Seelie Court]]&lt;br /&gt;
&lt;br /&gt;
[[Seelie]] Eshu&lt;br /&gt;
&lt;br /&gt;
Two tenets separate the [[Seelie]] and the [[Unseelie]] eshu. Foremost, the [[Seelie]] revere love and honor. The two greatest gifts that an eshu can give are his love and his word. He gives neither lightly, for each is a bond which diminishes somewhat his freedom. &lt;br /&gt;
&lt;br /&gt;
Despite the eshu's reputation for being scam artists, the [[Seelie]] eshu would never use outright lies or false love as tools for their ruses. They believe that to do so diminishes the value of the real thing. Of course, exaggeration is not really lying, and even [[Seelie]] eshu have few qualms about stating only part of the truth if it suits their purposes.&lt;br /&gt;
&lt;br /&gt;
Secondly, [[Seelie]] eshu will rarely enslave another. To them, this constitutes the worst crime imaginable. They will often go out of their way to avoid doing so, even if it delays the successful outcome of their quest.&lt;br /&gt;
&lt;br /&gt;
** [[Unseelie Court]]&lt;br /&gt;
&lt;br /&gt;
[[Unseelie]] Eshu &lt;br /&gt;
&lt;br /&gt;
There exists a fine line between the [[Seelie]] and [[Unseelie]] eshu. Although both embrace the principle of freedom, the [[Unseelie]] do so at the expense of others. They cling to a darker, less noble aspect of the concept of freedom, autonomy without responsibility. They choose to ignore the effects their choices have on others, bogged firmly in the belief that whatever is right for them, even if it harms another, cannot be wrong.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
*Beliefs&lt;br /&gt;
&lt;br /&gt;
The eshu uphold a number of beliefs and customs that have been part of their heritage for centuries.&lt;br /&gt;
&lt;br /&gt;
*Uhuru&lt;br /&gt;
&lt;br /&gt;
The African word Uhuru, meaning &amp;quot;freedom,&amp;quot; serves as a battle cry and a personal code for all eshu. The eshu value freedom above all else. Anything an eshu gives, he must give of his own free will. He does not bow to coercion. To be trapped or forced to act in a certain manner disgraces the eshu; no worse situation exists. For the eshu, freedom is a matter of pride and dignity.&lt;br /&gt;
&lt;br /&gt;
For this reason, few eshu ever stay with the same person or people their entire lives. The [[Oath of Truehearts]] remains one of the most sacred [[oaths]] an eshu may take, for to take such a vow would be to give his very freedom into the hands of another. When an eshu feels he must move on, he will. Furthermore, the eshu believe that to settle down equates to giving in to [[Banality]]. Only through constant movement can one continue to renew one's self.&lt;br /&gt;
&lt;br /&gt;
Many people perceive the eshu as self-serving and fickle. Quite to the contrary, the eshu feel that they would be committing a disservice if&lt;br /&gt;
they were to remain in a place where they no longer belonged. They have a saying that in order to be true to others, you must first be true to yourself.&lt;br /&gt;
&lt;br /&gt;
*Destiny&lt;br /&gt;
&lt;br /&gt;
The eshu concept of destiny walks hand in hand with their treasured Uhuru. It accounts for their spontaneity and their blind faith. They believe that if an eshu is allowed to pursue her own path, she will always end up at the right place, both literally and metaphorically. Perhaps this explains their aversion to being forced or trapped into actions they would otherwise not chcxKe. In the mind of the eshu, to be&lt;br /&gt;
forcibly driven from the path is to be damned.&lt;br /&gt;
&lt;br /&gt;
*Traditions&lt;br /&gt;
&lt;br /&gt;
Being several thousand years old can carry with it certain baggage. In the case of the eshu, this burden comes in the form of many traditions&lt;br /&gt;
which have been handed down from generation to generation. The eshu would rather lose face than forget or neglect one.&lt;br /&gt;
&lt;br /&gt;
**The Greeting&lt;br /&gt;
&lt;br /&gt;
When two eshu meet for the first time, each one spits in or licks his own hand before performing a handshake. This tradition has its roots among the native peoples of Africa, who believe that spitting on a person serves as a promise that you will not place a purse on them. To the eshu today, it serves merely as an offer of friendship. No handshake will take place if one of the two refuses to spit. The eshu do not impose this tradition on other races.&lt;br /&gt;
&lt;br /&gt;
**Animals&lt;br /&gt;
&lt;br /&gt;
Most eshu abhor the practice of killing animals merely for sport. If they have to slaughter a rabbit or sheep for food, they will strangle it rather than spilling its blood. This tradition has its foundation in the belief that to waste any part of an animal is wrong. Eshu will drink the animal's blood as well as eat its flesh. They never kill an animal larger than they and their companions can eat in one sitting.&lt;br /&gt;
&lt;br /&gt;
**Trees&lt;br /&gt;
&lt;br /&gt;
The eshu will never break a limb from a tree without first asking permission of the tree spirit. They also have a small ritual that they perform whenever they cut down a tree. First, the eshu cuts a small branch from it, after asking permission, and lay the branch at the base of another tree. Once she has felled the tree, she must pour beer on the stump and say, &amp;quot;I give this beer as a gift to the Engai (spirit), if one lives here, and ask him to go to another tree.&amp;quot; This ritual relieves the eshu of any curse which may come as the result of harming the tree spirit. The rest of the beer is then drunk by those present. Trees in Africa are sacred, perhaps because of their scarcity in many regions.&lt;br /&gt;
&lt;br /&gt;
**Curses&lt;br /&gt;
&lt;br /&gt;
The eshu believe very strongly in curses, including those incurred through [[geasa]] or [[Bans]]. They feel that each individual has the power to curse another, either by their actions or by spoken word. This has proven to he one of their greatest weaknesses, and one which an educated enemy can use to best them. An enemy may merely speak a curse upon an eshu, and the eshu's own power of belief will make the curse&lt;br /&gt;
come true. Those who would curse an eshu, however, should take care, for most eshu will go to extreme lengths to kill the offender.&lt;br /&gt;
&lt;br /&gt;
==Referrence==&lt;br /&gt;
&lt;br /&gt;
*Changelings Player Guide pg. 65&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Kiths]]&lt;br /&gt;
[[Category:Lexicon]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Category:Seemings</id>
		<title>Category:Seemings</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Category:Seemings"/>
				<updated>2014-03-04T23:22:43Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The physical form that a [[Changeling]] (see Changeling: The Dreaming) is born with, as opposed to the [[Fae Mein]] that the Changeling gains after going through their [[Chrysalis]]. Seeming is the term commonly used to refer to the apparent age of [[Changeling]].&lt;br /&gt;
For Changelings there are three different Seemings that cover a particular age group and whiles different groups of changelings ([[Nunnehi|Nunnehi]], [[Menehune|Menehune]], [[Mer|Merfolk]] and [[Ghillie Dhu|Gillhe Dhu]].) have different names for these Seemings, they all relegate the amount of willpower, [[Glamour]] and [[Banality]] they start out with; along with certain personality traits and physical features.&lt;br /&gt;
&lt;br /&gt;
==[[Childling]]==&lt;br /&gt;
&lt;br /&gt;
*[[Childling]]s start out with Five [[Glamour]], One [[Banality]] and One Willpower. Younglings start out with Six [[Glamour]], One [[Banality]], and One Willpower. [[Kinain]] [[Childling]]s start out with Four [[Glamour]], Two [[Banality]], and One Willpower.&lt;br /&gt;
&lt;br /&gt;
==[[Wilders]]==&lt;br /&gt;
&lt;br /&gt;
*[[Wilders]] start out with four [[glamour]], have three [[banality]], and two Willpower. Braves start out with Five [[Glamour]], Three [[Banality]] and Two willpower. [[Kinain]] [[Wilders]] start out with Three [[Glamour]], Four [[Banality]] and Three Willpower.&lt;br /&gt;
&lt;br /&gt;
==[[Grumps]]==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Grumps start out with only Three [[Glamour]], Five [[Banality]], and Five Willpower. Elders start out with Four [[Glamour]], Five [[Banality]] and Five Willpower.  [[Kinain]] [[Grumps]] begin with Two [[Glamour]], Six [[Banality]], and Five Willpower.&lt;br /&gt;
&lt;br /&gt;
==What about other things?==&lt;br /&gt;
&lt;br /&gt;
There are other things tied to the Dreaming, and yes they do have something that works similar to Seemings. However it differs in every circumstance.&lt;br /&gt;
&lt;br /&gt;
[[Inanimae|Inanimae]]: Whiles they call it &amp;quot;Jeu&amp;quot;, the meaning is the same. The only difference is that this term refers to how long they have been awake and not their apparent age and addition of Slivers. Oddly enough, [[glamour]] seems to go up the longer an [[Inanimae]] is active.&lt;br /&gt;
&lt;br /&gt;
*[[Childling]]s begin with Three [[Glamour]], Five [[Banality]], Two Willpower and have a starting number of Three Slivers.&lt;br /&gt;
&lt;br /&gt;
*[[Wilders]] have Six [[Glamour]], Four [[Banality]], Three Willpower and Three Slivers.&lt;br /&gt;
&lt;br /&gt;
*[[Grumps]] start out with Six [[Glamour]], Six [[Banality]], Five Willpower, and Four Slivers.&lt;br /&gt;
&lt;br /&gt;
[[Adhene|Adhene]]: These creatures do not have the concepts of age like all the other creatures of the dreaming. Thus they do not have something equivocal to [[Childling]], [[Wilders|Wilder]] and [[Grumps|Grump]].&lt;br /&gt;
&lt;br /&gt;
They have instead Aria, a trio of behaviors and forms particular to their particular race. These states are complex, subtle and, to the changelings eyes, alien and unfathomable. What Aria they are in all depends on a great deal of factors. However one Aria will play dominate whiles the other two squabble over who is secondary. This of course is dependent on circumstances.&lt;br /&gt;
&lt;br /&gt;
=====The Three Aria=====&lt;br /&gt;
&lt;br /&gt;
'''The Dioniae''': This part is the Id, the part of the psyche dealing with the base desires, it is often aggressive, and impulsive. This form isn't Unseelie, there isn't any formalized code, but many outsiders view it as such. When it is viewed at all that is.&lt;br /&gt;
&lt;br /&gt;
Starting [[Glamour]] and Willpower is Four and Two respectively.&lt;br /&gt;
&lt;br /&gt;
'''The Araminae''': This is the rational everyday mind, the Ego. The Araminae tries to control the Dioniae and represents constructive energies. It approaches a &amp;quot;rational&amp;quot; without being Banal.&lt;br /&gt;
&lt;br /&gt;
Starting [[Glamour]] and Willpower is Two and Four.&lt;br /&gt;
&lt;br /&gt;
'''The Apolliae''': The Super Ego, the higher self, the conscience. Or what loosely resembles one, this part includes what some would deem as &amp;quot;[[seelie]]&amp;quot; instincts, such as a code of honor or a personal code of ethics. This of course may not even approach what some would deem human and may involve killing the few to save the many..&lt;br /&gt;
&lt;br /&gt;
Starting [[Glamour]] and Willpower is Three.&lt;br /&gt;
&lt;br /&gt;
:More information on Seemings can be found in Changeling the Dreaming First and Second Edition.[[Changeling: The Dreaming]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Lexicon]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Green_Court</id>
		<title>Green Court</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Green_Court"/>
				<updated>2014-03-04T16:30:57Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: /* References */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Green Court''' of the [[Fomorian]]s is the oldest court, well above the [[Red Court]] and the [[White Court]]. They are worshipped by cults among the adhene, whose priests claim the dreams of this court fashioned the entirety of the [[Dreaming]].&lt;br /&gt;
&lt;br /&gt;
They were undefeated during the [[War of Trees]] and it is whispered that the [[Tuatha De Danaan]] had to exile themselves as part of the price for ending the war. Until the [[Endless Winter]], the Green Court rested in its timeless self-imposed slumber beneath the [[Sea of Silver]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* Denizens of the Dreaming page 89&lt;br /&gt;
&lt;br /&gt;
[[Category:Courts]]&lt;br /&gt;
[[Category:Lexicon]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Green_Court</id>
		<title>Green Court</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Green_Court"/>
				<updated>2014-03-04T16:30:17Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: Created page with &amp;quot;The '''Green Court''' of the Fomorians is the oldest court, well above the Red Court and the White Court. They are worshipped by cults among the adhene, whose prie...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Green Court''' of the [[Fomorian]]s is the oldest court, well above the [[Red Court]] and the [[White Court]]. They are worshipped by cults among the adhene, whose priests claim the dreams of this court fashioned the entirety of the [[Dreaming]].&lt;br /&gt;
&lt;br /&gt;
They were undefeated during the [[War of Trees]] and it is whispered that the [[Tuatha De Danaan]] had to exile themselves as part of the price for ending the war. Until the [[Endless Winter]], the Green Court rested in its timeless self-imposed slumber beneath the [[Sea of Silver]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* Denizens of the Dreaming page 89&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Category:Courts</id>
		<title>Category:Courts</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Category:Courts"/>
				<updated>2014-03-04T16:29:34Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[Seelie Court]]==&lt;br /&gt;
&lt;br /&gt;
==[[Unseelie Court]]==&lt;br /&gt;
&lt;br /&gt;
==[[Shadow Court]]==&lt;br /&gt;
&lt;br /&gt;
==[[Green Court]]==&lt;br /&gt;
&lt;br /&gt;
Red Court&lt;br /&gt;
&lt;br /&gt;
White Court&lt;br /&gt;
&lt;br /&gt;
[[Category:Lexicon]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Webcraft</id>
		<title>Webcraft</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Webcraft"/>
				<updated>2014-03-04T16:23:49Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: /* References */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Webcraft''' is one of the [[Weaver]]'s dirtiest tricks, an Agenda of the [[Dauntain]] that directly calls upon her power to order and conform. Only the Dauntain practice this or any Agenda; if any [[Kithain]] attempts to learn it, the amount of [[Banality]] that having it opens them up to will quickly cause their condition to deteriorate.&lt;br /&gt;
&lt;br /&gt;
Although the Agenda of Webcraft was originally presented in [[The Autumn People]], its actual game mechanics were accidentally omitted from that book. Errata for The Autumn People, including the mechanics of Webcraft, are presented in full in the [[Changeling Players Guide]].&lt;br /&gt;
&lt;br /&gt;
== Agendas ==&lt;br /&gt;
* {{dot|1}} '''Weave Web''' - Hardens a mortal substance, making it substantially stronger and more durable, but also plainer and more normal.&lt;br /&gt;
* {{dot|2}} '''Overwhelming Wincing''' - Become crushingly boring, to the point that those who have to listen to you suffer from headaches.&lt;br /&gt;
* {{dot|3}} '''Warp Will''' - Sends an entire area into a boring stupor, sapping their inspiration and making them mentally weary.&lt;br /&gt;
* {{dot|4}} '''Wend Your Way''' - Causes something to become so boring that others will completely ignore it, producing a form of conditional invisibility.&lt;br /&gt;
* {{dot|5}} '''Cry &amp;quot;Woof&amp;quot;''' - Summons a [[spirit|spirit]] of the Weaver, allowing it to work its will upon those around them, even against the wishes of the Dauntain who summoned it.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* The Autumn People page 82&lt;br /&gt;
* Changeling: The Dreaming Player's Guide page 187&lt;br /&gt;
&lt;br /&gt;
[[Category:Arts]]&lt;br /&gt;
[[Category:Lexicon]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Webcraft</id>
		<title>Webcraft</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Webcraft"/>
				<updated>2014-03-04T16:23:02Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: Created page with &amp;quot;'''Webcraft''' is one of the Weaver's dirtiest tricks, an Agenda of the Dauntain that directly calls upon her power to order and conform. Only the Dauntain practice th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Webcraft''' is one of the [[Weaver]]'s dirtiest tricks, an Agenda of the [[Dauntain]] that directly calls upon her power to order and conform. Only the Dauntain practice this or any Agenda; if any [[Kithain]] attempts to learn it, the amount of [[Banality]] that having it opens them up to will quickly cause their condition to deteriorate.&lt;br /&gt;
&lt;br /&gt;
Although the Agenda of Webcraft was originally presented in [[The Autumn People]], its actual game mechanics were accidentally omitted from that book. Errata for The Autumn People, including the mechanics of Webcraft, are presented in full in the [[Changeling Players Guide]].&lt;br /&gt;
&lt;br /&gt;
== Agendas ==&lt;br /&gt;
* {{dot|1}} '''Weave Web''' - Hardens a mortal substance, making it substantially stronger and more durable, but also plainer and more normal.&lt;br /&gt;
* {{dot|2}} '''Overwhelming Wincing''' - Become crushingly boring, to the point that those who have to listen to you suffer from headaches.&lt;br /&gt;
* {{dot|3}} '''Warp Will''' - Sends an entire area into a boring stupor, sapping their inspiration and making them mentally weary.&lt;br /&gt;
* {{dot|4}} '''Wend Your Way''' - Causes something to become so boring that others will completely ignore it, producing a form of conditional invisibility.&lt;br /&gt;
* {{dot|5}} '''Cry &amp;quot;Woof&amp;quot;''' - Summons a [[spirit|spirit]] of the Weaver, allowing it to work its will upon those around them, even against the wishes of the Dauntain who summoned it.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* The Autumn People page 82&lt;br /&gt;
* Changeling: The Dreaming Player's Guide page 187&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Burnout</id>
		<title>Burnout</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Burnout"/>
				<updated>2014-03-04T16:21:33Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: Created page with &amp;quot;One of the basic needs of a changeling is to inspire humanity. '''Burnout''' turns this concept on its head, being the Dauntain Agenda of suppressing true artistic express...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of the basic needs of a changeling is to inspire humanity. '''Burnout''' turns this concept on its head, being the [[Dauntain]] Agenda of suppressing true artistic expression, and replacing it with false inspiration. Only the Dauntain practice this or any Agenda; if any Kithain attempts to learn it, the amount of [[Banality]] that having it opens them up to will quickly cause their condition to deteriorate.&lt;br /&gt;
&lt;br /&gt;
== Agendas ==&lt;br /&gt;
* {{dot|1}} '''Mindblock''' - Blocks out one topic or skill that a subject ordinarily would think about quite often.&lt;br /&gt;
* {{dot|2}} '''Heartbind''' - Prevents a positive emotion from being felt, even one as complex and sanctified as True Love.&lt;br /&gt;
* {{dot|3}} '''Obsession''' - Implants the idea that a certain activity, as dull as it may be, is something that is important for the subject to pursue.&lt;br /&gt;
* {{dot|4}} '''Acquisition''' - Requires the subject to collect, making him go out of his way to find as many samples of a certain mundane object as he can.&lt;br /&gt;
* {{dot|5}} '''Geek Out''' - Permanently saddles the subject with a boring hobby, making it difficult for him to socialize with others from his boring interests.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* The Autumn People page 80-81&lt;br /&gt;
&lt;br /&gt;
[[Category:Arts]]&lt;br /&gt;
[[Category:Lexicon]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Category:Arts</id>
		<title>Category:Arts</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Category:Arts"/>
				<updated>2014-03-04T16:20:36Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: /* Dark and Forbidden Arts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every [[Cantrip]] is comprised of two parts, the [[Realm]], and the '''Art'''. Arts describe the effect of each individual cantrip. Unlike other supernatural powers, such as [[Discipline (VTM)|Disciplines]], the method by which many Arts are performed is spread freely among the Kithain, causing very few direct relationships between [[Kith]] and Arts.&lt;br /&gt;
&lt;br /&gt;
== Common Arts ==&lt;br /&gt;
These Arts are known to the commoners, and are simple to learn, requiring little difficulty to learn or find a tutor.&lt;br /&gt;
&lt;br /&gt;
*[[Chicanery]], the Art of illusion and fooling the senses.&lt;br /&gt;
*[[Legerdemain]], the Art of copying and manipulating objects.&lt;br /&gt;
*[[Primal]], the Art of elemental control and understanding.&lt;br /&gt;
*[[Soothsay]], the Art of prediction and fortune telling.&lt;br /&gt;
*[[Wayfare]], the Art of movement and athletic stunts.&lt;br /&gt;
&lt;br /&gt;
== Rare Arts ==&lt;br /&gt;
These Arts are more obscure than the Common Arts, but provided a changeling knew where to look, they could still be learned with little difficulty.&lt;br /&gt;
&lt;br /&gt;
*[[Aphrodesia]], the Art of false passions practiced by the [[Satyr]]s and the [[Mer|Merfolk]].&lt;br /&gt;
*[[Kryos]], the Art of cold and ice feared to be connected with the time of Winter.&lt;br /&gt;
*[[Metamorphosis]], the commoner Art of changing shape, size, and appearance.&lt;br /&gt;
*[[Pyretics]], the dangerous Art of heat and flame manipulation.&lt;br /&gt;
*[[Skycraft]], the Art of wind, storms, and weather control known to sea-dwelling kith.&lt;br /&gt;
*[[Spirit Link]], the Art of connecting with the spirit world known to the [[Nunnehi]].&lt;br /&gt;
&lt;br /&gt;
== Noble Arts ==&lt;br /&gt;
These Arts are those of the noble [[Houses]], naturally connecting them with the [[Sidhe]]. Other kiths typically learn of them by obtaining titles within one of the Houses.&lt;br /&gt;
&lt;br /&gt;
*[[Chronos]], the Art of time control, serving as a development upon the Realm of [[Time|Time]].&lt;br /&gt;
*[[Dream-Craft]], the Art of shaping things within the Dreaming.&lt;br /&gt;
*[[Naming]], the Art of words and the power of True Names.&lt;br /&gt;
*[[Sovereign]], the Art of controlling the commoners and lesser nobles.&lt;br /&gt;
&lt;br /&gt;
== Inanimae Slivers ==&lt;br /&gt;
The [[Inanimae]] have a different system of Arts entirely, that they refer to as [[Sliver]]s. These Slivers are concerned primarily with controlling elements, though some have effects based on concepts associated with those elements. Unlike Arts, each Sliver grants an additional power, more minor than a Cantrip, to every Inanimae with at least one level of it.&lt;br /&gt;
*[[Aquis]], the Art of water and its recuperative properties, practiced by the Ondines.&lt;br /&gt;
*[[Petros]], the Art of earth and physical prowess, practiced by the Glomes.&lt;br /&gt;
*[[Pyros]], the Art of fire and passion, practiced by the Solimonds.&lt;br /&gt;
*[[Stratus]], the Art of wind and uninhibited speed, practiced by the Parosemes.&lt;br /&gt;
*[[Verdage]], the Art of trees and communication, practiced by the Kuberas.&lt;br /&gt;
&lt;br /&gt;
== Kith Arts ==&lt;br /&gt;
Though the Sidhe are the most famous example, other kiths also developed Arts that they either have not shared with others, or other kiths show little interest in learning these Arts.&lt;br /&gt;
&lt;br /&gt;
*[[Infusion]], the Art of forging and rebuilding [[chimera]], known to the [[Nocker]]s.&lt;br /&gt;
*[[Tale Craft]], the Art of beautiful and enchanting stories, told by the [[Eshu]].&lt;br /&gt;
&lt;br /&gt;
== Dark and Forbidden Arts ==&lt;br /&gt;
Several Arts exist that do not have a place in changeling society, because of their association with the [[Unseelie Court]], the [[Shadow Court]], or something darker still.&lt;br /&gt;
&lt;br /&gt;
*[[Autumn Way]], a forbidden Art that creates a backdoor into the material world from the Dreaming.&lt;br /&gt;
*[[Burnout]]&lt;br /&gt;
*[[Contempt]], the Art of anger and destruction, practiced by the [[Shadow Court]].&lt;br /&gt;
*[[Delusion]], the dark mirror of Chicanery, practiced by the [[Shadow Court]].&lt;br /&gt;
*[[Discord]], the Art of chaos and madness, exploited by the [[Adhene]].&lt;br /&gt;
*[[Oneiromancy]], the Art of dream-reading and mind-bending, allowed only among the [[Adhene]].&lt;br /&gt;
*[[Stultify]]&lt;br /&gt;
*[[Webcraft]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Stultify</id>
		<title>Stultify</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Stultify"/>
				<updated>2014-03-04T16:18:44Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: Created page with &amp;quot;'''Stultify''' is the Dauntain Agenda of changing worldviews, replacing the childlike mindset of changelings and those who associate with them with one that is worldweary ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Stultify''' is the [[Dauntain]] Agenda of changing worldviews, replacing the childlike mindset of changelings and those who associate with them with one that is worldweary and task-oriented. Only the Dauntain practice this or any Agenda; if any Kithain attempts to learn it, the amount of [[Banality]] that having it opens them up to will quickly cause their condition to deteriorate.&lt;br /&gt;
&lt;br /&gt;
== Agendas ==&lt;br /&gt;
* {{dot|1}} '''Rosetint''' - Changes a memory so that something which previously seemed awful to the subject instead becomes something they enjoy.&lt;br /&gt;
* {{dot|2}} '''Dull Impulse''' - Forces a target to perform a dull task, and will keep doing it over and over until the Agenda expires.&lt;br /&gt;
* {{dot|3}} '''Proselytize''' - An expansion of Dull Impulse, in which the actor will continually attempt to convince others to help him perform his simple task.&lt;br /&gt;
* {{dot|4}} '''Procedural Addiction''' - Slows down a target's actions substantially, by requiring them to think about what they're doing every step of the way.&lt;br /&gt;
* {{dot|5}} '''Micro-Management''' - Hides Procedural Addiction deep within a target's mind, causing everyone they teach to suffer from the same problem when they try to enact those procedures.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* The Autumn People page 81-82&lt;br /&gt;
&lt;br /&gt;
[[Category:Arts]]&lt;br /&gt;
[[Category:Lexicon]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Category:Arts</id>
		<title>Category:Arts</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Category:Arts"/>
				<updated>2014-03-04T16:17:53Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: /* Dark and Forbidden Arts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every [[Cantrip]] is comprised of two parts, the [[Realm]], and the '''Art'''. Arts describe the effect of each individual cantrip. Unlike other supernatural powers, such as [[Discipline (VTM)|Disciplines]], the method by which many Arts are performed is spread freely among the Kithain, causing very few direct relationships between [[Kith]] and Arts.&lt;br /&gt;
&lt;br /&gt;
== Common Arts ==&lt;br /&gt;
These Arts are known to the commoners, and are simple to learn, requiring little difficulty to learn or find a tutor.&lt;br /&gt;
&lt;br /&gt;
*[[Chicanery]], the Art of illusion and fooling the senses.&lt;br /&gt;
*[[Legerdemain]], the Art of copying and manipulating objects.&lt;br /&gt;
*[[Primal]], the Art of elemental control and understanding.&lt;br /&gt;
*[[Soothsay]], the Art of prediction and fortune telling.&lt;br /&gt;
*[[Wayfare]], the Art of movement and athletic stunts.&lt;br /&gt;
&lt;br /&gt;
== Rare Arts ==&lt;br /&gt;
These Arts are more obscure than the Common Arts, but provided a changeling knew where to look, they could still be learned with little difficulty.&lt;br /&gt;
&lt;br /&gt;
*[[Aphrodesia]], the Art of false passions practiced by the [[Satyr]]s and the [[Mer|Merfolk]].&lt;br /&gt;
*[[Kryos]], the Art of cold and ice feared to be connected with the time of Winter.&lt;br /&gt;
*[[Metamorphosis]], the commoner Art of changing shape, size, and appearance.&lt;br /&gt;
*[[Pyretics]], the dangerous Art of heat and flame manipulation.&lt;br /&gt;
*[[Skycraft]], the Art of wind, storms, and weather control known to sea-dwelling kith.&lt;br /&gt;
*[[Spirit Link]], the Art of connecting with the spirit world known to the [[Nunnehi]].&lt;br /&gt;
&lt;br /&gt;
== Noble Arts ==&lt;br /&gt;
These Arts are those of the noble [[Houses]], naturally connecting them with the [[Sidhe]]. Other kiths typically learn of them by obtaining titles within one of the Houses.&lt;br /&gt;
&lt;br /&gt;
*[[Chronos]], the Art of time control, serving as a development upon the Realm of [[Time|Time]].&lt;br /&gt;
*[[Dream-Craft]], the Art of shaping things within the Dreaming.&lt;br /&gt;
*[[Naming]], the Art of words and the power of True Names.&lt;br /&gt;
*[[Sovereign]], the Art of controlling the commoners and lesser nobles.&lt;br /&gt;
&lt;br /&gt;
== Inanimae Slivers ==&lt;br /&gt;
The [[Inanimae]] have a different system of Arts entirely, that they refer to as [[Sliver]]s. These Slivers are concerned primarily with controlling elements, though some have effects based on concepts associated with those elements. Unlike Arts, each Sliver grants an additional power, more minor than a Cantrip, to every Inanimae with at least one level of it.&lt;br /&gt;
*[[Aquis]], the Art of water and its recuperative properties, practiced by the Ondines.&lt;br /&gt;
*[[Petros]], the Art of earth and physical prowess, practiced by the Glomes.&lt;br /&gt;
*[[Pyros]], the Art of fire and passion, practiced by the Solimonds.&lt;br /&gt;
*[[Stratus]], the Art of wind and uninhibited speed, practiced by the Parosemes.&lt;br /&gt;
*[[Verdage]], the Art of trees and communication, practiced by the Kuberas.&lt;br /&gt;
&lt;br /&gt;
== Kith Arts ==&lt;br /&gt;
Though the Sidhe are the most famous example, other kiths also developed Arts that they either have not shared with others, or other kiths show little interest in learning these Arts.&lt;br /&gt;
&lt;br /&gt;
*[[Infusion]], the Art of forging and rebuilding [[chimera]], known to the [[Nocker]]s.&lt;br /&gt;
*[[Tale Craft]], the Art of beautiful and enchanting stories, told by the [[Eshu]].&lt;br /&gt;
&lt;br /&gt;
== Dark and Forbidden Arts ==&lt;br /&gt;
Several Arts exist that do not have a place in changeling society, because of their association with the [[Unseelie Court]], the [[Shadow Court]], or something darker still.&lt;br /&gt;
&lt;br /&gt;
*[[Autumn Way]], a forbidden Art that creates a backdoor into the material world from the Dreaming.&lt;br /&gt;
*[[Contempt]], the Art of anger and destruction, practiced by the [[Shadow Court]].&lt;br /&gt;
*[[Delusion]], the dark mirror of Chicanery, practiced by the [[Shadow Court]].&lt;br /&gt;
*[[Discord]], the Art of chaos and madness, exploited by the [[Adhene]].&lt;br /&gt;
*[[Oneiromancy]], the Art of dream-reading and mind-bending, allowed only among the [[Adhene]].&lt;br /&gt;
*[[Stultify]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Oneiromancy</id>
		<title>Oneiromancy</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Oneiromancy"/>
				<updated>2014-03-04T16:16:26Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Oneiromancy''' is the [[Art|Art]] of blurring fantasy and reality, sleeping and waking, [[Dreaming]] and the normal world. Those who possess it can deal great damage to [[Changeling|Changeling]] society from afar, and are seen as anathema by other changelings. Oneiromancy is completely forbidden among the [[Kithain]]. Only the Dark-kin, the [[Adhene]] practice it, and few even among their number dare to.&lt;br /&gt;
&lt;br /&gt;
== Cantrips ==&lt;br /&gt;
* {{dot|1}} '''Oneirodynia''' - Sends a dream into a target's mind. The caster can specify a word or two, but the content will take on a life of its own from there.&lt;br /&gt;
* {{dot|2}} '''Oneirocritia''' - See what a target is dreaming, though in the broken and confused nature most dreams are presented in.&lt;br /&gt;
* {{dot|3}} '''Oneirataxia''' - Blur the lines between a subject's waking and sleeping lives, by causing them to encounter their dreams as harmless shadows while awake.&lt;br /&gt;
* {{dot|4}} '''Syncope''' - Enter a dream directly, allowing the caster and the target to interact with one another while inside.&lt;br /&gt;
* {{dot|5}} '''Expiation''' - Transforms a target into a living dream, causing them to, at least temporarily, leave their mortal life behind and act as a [[chimera|chimera]].&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* '''Denizens of the Dreaming''', page(s) 76-77&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Arts]]&lt;br /&gt;
[[Category:Lexicon]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Discord</id>
		<title>Discord</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Discord"/>
				<updated>2014-03-04T16:15:11Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Discord''' is an Art of maddening and damaging illusions, designed to turn the tide of war, completely ignoring the rules of fair and gentlemanly combat. Though its primary purpose is for fighting, a clever Denizen could find uses for its techniques in other physical pursuits. The [[Adhene|Dark-kin]] are the primary users of Discord, and are so deeply entrenched in it that some fear they learn it in their sleep. Few others ever pick up the Art, and to do so they would suffer grave consequences from Kithain society. &lt;br /&gt;
&lt;br /&gt;
== Cantrips ==&lt;br /&gt;
* {{dot|1}} '''House of Mirrors''' - Creates a number of false copies of the individual, making it difficult for the opponent to tell which is truly her opponent.&lt;br /&gt;
* {{dot|2}} '''Hermes' Fleetness''' - Improves speed and reflexes, allowing for dodges and movement to be done with greater ease.&lt;br /&gt;
* {{dot|3}} '''Armilustra''' - Enchants an object temporarily to do vastly more damage, making it as damaging as cold iron.&lt;br /&gt;
* {{dot|4}} '''Whirling Dervish''' - Speeds attacks substantially, allowing them to be more likely to land a blow.&lt;br /&gt;
* {{dot|5}} '''Life and Limb''' - Allows the caster to focus in on the most susceptible parts of another's anatomy, resulting in great damage, and possibly limb loss.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* '''Denizens of the Dreaming''', page(s) 74-75&lt;br /&gt;
&lt;br /&gt;
[[Category:Arts]]&lt;br /&gt;
[[Category:Lexicon]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Delusion</id>
		<title>Delusion</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Delusion"/>
				<updated>2014-03-04T16:13:53Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Delusion''' is the deceptive magical power of memory manipulation, practiced by evoking the power of the [[Mists]]. Those who practice it tend to think that they are doing the world a favor, by helping it rationalize the existence of creatures so strange as the Fae. Delusion is one of the Arts of the [[Shadow Court]]; it is rarely practiced in other Courts, as the more common Art of [[Chicanery]] is used instead.&lt;br /&gt;
&lt;br /&gt;
== Cantrips ==&lt;br /&gt;
* {{dot|1}} '''Innocence''' - Protects the user from attempts to divine information about them, making them seem innocent of crimes they committed.&lt;br /&gt;
* {{dot|2}} '''Façade''' - Changes shape into another person, including masking one's kith for another, or appearing as an item of scenery.&lt;br /&gt;
* {{dot|3}} '''The Mists of Memory''' - Removes a memory from a person's mind, or cause one specific moment to stand out and occlude others.&lt;br /&gt;
* {{dot|4}} '''The Depths of Will''' - Convinces a subject to do some sort of task, that they will have no memory of doing once it is complete.&lt;br /&gt;
* {{dot|5}} '''The Darkest Heart''' - Use emotion as a controlling force, causing a person to believe things about himself that may never have been true.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* '''The Shadow Court''', page(s) 82-85&lt;br /&gt;
&lt;br /&gt;
[[Category:Arts]]&lt;br /&gt;
[[Category:Lexicon]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Contempt</id>
		<title>Contempt</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Contempt"/>
				<updated>2014-03-04T16:11:17Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Contempt''' is the dark, [[Unseelie]] antithesis of [[Sovereign]]. Rather than being an Art of control and nobility, it is an Art of undermining those in authority, and making them seem foolish. Just as Sovereign is a noble Art, Contempt counters that by being a commoner Art. It is most commonly known by the [[Shadow Court]], though those in the [[Unseelie Court]] are also capable of learning it.&lt;br /&gt;
&lt;br /&gt;
== Cantrips ==&lt;br /&gt;
* {{dot|1}} '''Mockery''' - Changes the etiquette in a given Court, either producing random lawlessness that puts all on equal authority, or allows the voices of Unseelie nobles to rise to the top.&lt;br /&gt;
* {{dot|2}} '''Disobedience''' - Produces a willful disregard for rules and commands, changing a subject's actions, and making them temporarily immune to all forms of command.&lt;br /&gt;
* {{dot|3}} '''Insolence''' - Causes a group to riot and rise against something, especially something that sticks out as strangely notable and beautiful.&lt;br /&gt;
* {{dot|4}} '''Devil's Advocate''' - Changes an opinion, allowing someone to be convinced of something that they otherwise would have great difficulty believing.&lt;br /&gt;
* {{dot|5}} '''Condemnation''' - A complicated ceremony that's true purpose is well hidden, allowing the user to name new members of the Shadow Court, cancel previous Oaths, and teach the Arts of Contempt and [[Delusion]].&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* '''The Shadow Court''', page(s) 79-82&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Arts]]&lt;br /&gt;
[[Category:Lexicon]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Autumn_Way</id>
		<title>Autumn Way</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Autumn_Way"/>
				<updated>2014-03-04T16:10:10Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Autumn Way''' sounds like it should be one of the most evil Arts known to the Fae, but it is actually relatively benign in nature. It provides a backdoor into the mortal world from the Dreaming, often shielding its user from the [[Banality]] of that world in the process. While no group has explicitly banned the use of the Autumn Way, the Kithain often have little need for its techniques, as it does things that are of fairly limited usefulness to them. To some of the purer manifestations of the Dreaming, and to the groups who have been banned from free travel within its borders, such as the [[Adhene]], it becomes vastly more useful.&lt;br /&gt;
&lt;br /&gt;
== Cantrips ==&lt;br /&gt;
* {{dot|1}} '''Insufflation (Complex Possession)''' - Enters the body of a non-supernatural individual for days at a time, using him as a means of interacting with others in his world.&lt;br /&gt;
* {{dot|2}} '''Manifestation''' - Temporarily grow a full body within the Autumn World, effectively granting all the benefits of being dual-bodied that changelings obtain.&lt;br /&gt;
* {{dot|3}} '''Zeitgeist''' - Easily slip into the culture of wherever you manifest or insufflate, crossing language barriers and absurd gaffs of etiquette.&lt;br /&gt;
* {{dot|4}} '''Dagda's Boon''' - Shows the location of the Silver Path, the path that guides fae throughout the Dreaming, even if the Silver Path is forbidden to your kind, and protects the user from being detected while on it.&lt;br /&gt;
* {{dot|5}} '''Reality's Horror''' - Causes someone in the Autumn World to clearly see aspects of the Dreaming, and, more troublingly, be able to be harmed or affected by what he sees.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* '''Denizens of the Dreaming''', page(s) 73-74&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Arts]]&lt;br /&gt;
[[Category:Lexicon]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Infusion</id>
		<title>Infusion</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Infusion"/>
				<updated>2014-03-04T16:08:48Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Infusion''' is the Art that assists [[Nocker]]s in creating all of their wonderful clockwork and chimerical items. It involves the connection of &amp;quot;FUBARS&amp;quot; and other chimerical entities into physical or chimerical forms. With a few rare exceptions, only the Nockers use Infusion. Though other kiths potentially could learn it, most do not see the appeal in learning such a strange and specialized Art.&lt;br /&gt;
&lt;br /&gt;
== Cantrips ==&lt;br /&gt;
* {{dot|1}} '''Harden''' - Prepares a wild chimera by turning it into a crafted chimera, allowing further applications of Infusion to be used on it.&lt;br /&gt;
* {{dot|2}} '''Toughen''' - Adds durability to chimerical materials, including other changelings, granting resistance both to damage and [[Banality]]'s undoing.&lt;br /&gt;
* {{dot|3}} '''FUBAR Generation''' - Creates and enslaves a FUBAR, a chimerical creature that can serve as a Glamour battery.&lt;br /&gt;
* {{dot|4}} '''Animantis''' - Produces a golem, a mechanical servant that will serve the Nocker and aid him in his work.&lt;br /&gt;
* {{dot|5}} '''Gilgul''' - A terribly dangerous cantrip that, if successful, adds sentient thought to a chimera or animantis, and possibly even a true soul.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* '''Kithbook: Nockers''', page(s) 56-58&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Arts]]&lt;br /&gt;
[[Category:Lexicon]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Time</id>
		<title>Time</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Time"/>
				<updated>2014-03-04T16:07:53Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: Created page with &amp;quot;== Time == Time is the control of when your cantrips will happen or how long they will last. Mastery of space dictates the length your spells may last or how long you can set ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Time ==&lt;br /&gt;
Time is the control of when your cantrips will happen or how long they will last. Mastery of space dictates the length your spells may last or how long you can set a &amp;quot;trigger&amp;quot; upon them. &lt;br /&gt;
&lt;br /&gt;
* {{dot|1}} '''That Instant''' - Up to one turn.&lt;br /&gt;
* {{dot|2}} '''Just a Moment''' - Up to three turns/30 seconds.&lt;br /&gt;
* {{dot|3}} '''One Mighty Minute''' - Up to 10 turns/1 minute.&lt;br /&gt;
* {{dot|4}} '''Nice Siesta''' - Up to 1 scene/hour (whichever comes first)&lt;br /&gt;
* {{dot|5}} '''What Was I Saying?''' - Up to 1 week.&lt;br /&gt;
&lt;br /&gt;
[[Category:Realms]]&lt;br /&gt;
[[Category:Lexicon]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Aquis</id>
		<title>Aquis</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Aquis"/>
				<updated>2014-03-04T16:06:20Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Aquis''' is the Sliver of Water, controlling the movement of water through the atmosphere, as well as reflecting water's association with empathy and medicine. All [[Inanimae]] who know Aquis are capable of breathing underwater, and automatically know how to swim. Aquis is primarily practiced by the Ondines, but the Glomes and Kuberas also have affinity for it.&lt;br /&gt;
&lt;br /&gt;
== Cantrips ==&lt;br /&gt;
* {{dot|1}} '''Aura Perception''' - Learn various qualities of a person, such as emotional state and honesty, from their aura.&lt;br /&gt;
* {{dot|2}} '''Hold''' - Halts the motion of an object in flight before it reaches the caster.&lt;br /&gt;
* {{dot|3}} '''Tempus Fugit''' - Allows an object to move at an incredibly fast speed.&lt;br /&gt;
* {{dot|4}} '''Friction''' - Heat or chill the water within an object, to the point of boiling it or freezing it into ice.&lt;br /&gt;
* {{dot|5}} '''Healing Waters''' - Fixes an object or heals a person by pouring water over the wound.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* '''Inanimae: The Secret Way''', page(s) 82-83&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Arts]]&lt;br /&gt;
[[Category:Lexicon]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Dream-Craft</id>
		<title>Dream-Craft</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Dream-Craft"/>
				<updated>2014-03-04T16:05:06Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Dream-Craft''' is the [[Art|Art]] of manipulating the raw stuff that the [[Dreaming]] is made of. This art allows [[Sidhe]] to change the physical forms within the Dreaming, which can affect the way that [[freehold|freeholds]] and other sanctuaries of the Dreaming look. It can also affect [[voile]], the [[chimerical]] clothing that [[changeling|changelings]] wear while in the Dreaming. Though Dream-Craft is sometimes considered the exclusive property of the Sidhe, many [[commoner]]s have excelled in its practice.&lt;br /&gt;
&lt;br /&gt;
== Cantrips ==&lt;br /&gt;
* {{dot|1}} '''Find Silver Path''' - Shows the location of the [[Silver Path]], the path that guides fae throughout the Dreaming, and grants information about who or what is currently upon it.&lt;br /&gt;
* {{dot|2}} '''Determinism''' - Shows what is on the other end of a [[trod]], a mysterious path of the Dreaming upon which space and time are heavily distorted.&lt;br /&gt;
* {{dot|3}} '''Homestead''' - Fixes a point of the Dreaming so that, instead of ever-changing at the whims of the [[Wyld|Wyld]], it will remain as the caster intended it.&lt;br /&gt;
* {{dot|4}} '''Attunement''' - Ties a changeling to a person, place, or thing, making it so that whatever happens to it, the changeling will be the first to know.&lt;br /&gt;
* {{dot|5}} '''Dream Weaving''' - Produces a [[chimera|chimera]], similar to the [[Legerdemain|Phantom Shadows]] [[cantrip]], but, while that chimera is temporary, this chimera is permanent - so long as it never leaves the Dreaming.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* '''Nobles: The Shining Host''', page(s) 75-78&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Arts]]&lt;br /&gt;
[[Category:Lexicon]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Wayfare</id>
		<title>Wayfare</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Wayfare"/>
				<updated>2014-03-04T16:03:21Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: /* References */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Art of '''Wayfare''' deals with a changeling's ability to move through space. This involves bouncing and covering far distances, speeding forward on feet that move impossibly fast, and even teleporting from one place to another. The [[Eshu]] have a deep connection with this Art, though as it is a common Art, any can learn it. In some holds, the nobility has come to fear the power of Wayfare, and may act to make it somewhat harder to come by.&lt;br /&gt;
&lt;br /&gt;
== Cantrips ==&lt;br /&gt;
* {{dot|1}} '''Hopscotch''' - Produce an impossible leap, either up or down, and suffer no damage from the resulting collision.&lt;br /&gt;
* {{dot|2}} '''Quicksilver''' - Allows an object to move at an incredibly fast speed.&lt;br /&gt;
* {{dot|3}} '''Portal Passage''' - Creates a temporary opening through any barrier, allowing it to be moved through.&lt;br /&gt;
* {{dot|4}} '''Wind Runner''' - Allows a target to fly, taking to the sky as if they had wings.&lt;br /&gt;
* {{dot|5}} '''Flicker Flash''' - Instantly disappear, and reappear somewhere else in the world, or in the Dreaming (though, it is usually unwise to use it to cross between the two).&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* '''Changeling: The Dreaming Core Rulebook''', page(s) 186-188&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Arts]]&lt;br /&gt;
[[Category:Lexicon]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Verdage</id>
		<title>Verdage</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Verdage"/>
				<updated>2014-03-04T16:02:49Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: /* References */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Verdage''', one of the two Slivers of Earth, governs life and organic matter, especially that which comprises plants. All [[Inanimae]] who know Verdage are capable of immediately identifying plant life they see. Verdage is primarily practiced by the Kuberas, but the Glomes and Solimonds also have affinity for it.&lt;br /&gt;
&lt;br /&gt;
== Cantrips ==&lt;br /&gt;
* {{dot|1}} '''Solarium''' - Produces a change in the size, health, or shape of a living plant.&lt;br /&gt;
* {{dot|2}} '''Babel''' - Allows the user to speak with any object as if it possesses human intelligence.&lt;br /&gt;
* {{dot|3}} '''Coalesce''' - Transforms plant matter into any object desired.&lt;br /&gt;
* {{dot|4}} '''Web of Life''' - By examining one aspect of an interconnected ecosystem, aspects of its future can be determined.&lt;br /&gt;
* {{dot|5}} '''Mold''' - Transforms one type of living matter to another, without killing it in the process.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* '''Inanimae: The Secret Way''', page(s) 80-81&lt;br /&gt;
&lt;br /&gt;
[[Category:Arts]]&lt;br /&gt;
[[Category:Lexicon]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Verdage</id>
		<title>Verdage</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Verdage"/>
				<updated>2014-03-04T16:02:31Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Verdage''', one of the two Slivers of Earth, governs life and organic matter, especially that which comprises plants. All [[Inanimae]] who know Verdage are capable of immediately identifying plant life they see. Verdage is primarily practiced by the Kuberas, but the Glomes and Solimonds also have affinity for it.&lt;br /&gt;
&lt;br /&gt;
== Cantrips ==&lt;br /&gt;
* {{dot|1}} '''Solarium''' - Produces a change in the size, health, or shape of a living plant.&lt;br /&gt;
* {{dot|2}} '''Babel''' - Allows the user to speak with any object as if it possesses human intelligence.&lt;br /&gt;
* {{dot|3}} '''Coalesce''' - Transforms plant matter into any object desired.&lt;br /&gt;
* {{dot|4}} '''Web of Life''' - By examining one aspect of an interconnected ecosystem, aspects of its future can be determined.&lt;br /&gt;
* {{dot|5}} '''Mold''' - Transforms one type of living matter to another, without killing it in the process.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [[CTD]]: '''Inanimae: The Secret Way''', page(s) 80-81&lt;br /&gt;
&lt;br /&gt;
[[Category:Arts]]&lt;br /&gt;
[[Category:Lexicon]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Tale_Craft</id>
		<title>Tale Craft</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Tale_Craft"/>
				<updated>2014-03-04T16:00:49Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Tale Craft''' is the [[Eshu]] [[Arts]] of telling wondrous stories, by means of providing special effects, reading the crowd, and manipulating their emotions. The [[Bunk]] for a Tale Craft [[cantrip]] is, with few exceptions, a story, whether spoken or sung. Tale Craft was developed by the Eshu for their own use, though they are willing to teach it to a number of [[kith|kiths]] who share their passion for entertaining. Only one kith is forbidden from learning it; any [[Sidhe]] who learns Tale Craft must be punished, as will the one who taught it to him.&lt;br /&gt;
&lt;br /&gt;
== Cantrips ==&lt;br /&gt;
* {{dot|1}} '''Agemo's Blessing''' - Reads the emotions of an entire crowd at once, in order to determine how best to proceed with entertaining them.&lt;br /&gt;
* {{dot|2}} '''Flickering Firelight''' - Shapes a small chimerical illusion into something spoken of in the story, providing set pieces with which to tell the tale.&lt;br /&gt;
* {{dot|3}} '''Murmur in the Crowd''' - Instills an emotion within the crowd, increasing the appeal of the Eshu's story, as well as providing a reason for them to tell it.&lt;br /&gt;
* {{dot|4}} '''Sticks and Stones''' - Turns words into a temporary shelter, protecting the talecrafter from damage, so long as they keep telling their tale without pause.&lt;br /&gt;
* {{dot|5}} '''Moment of Truth''' - Produces a temporary [[chimera (CTD)|chimera]] that appears in the form of what the user desires it to, with some limitation.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* '''Kithbook: Eshu''', page(s) 89-91&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Arts]]&lt;br /&gt;
[[Category:Lexicon]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Stratus</id>
		<title>Stratus</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Stratus"/>
				<updated>2014-03-04T15:58:53Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Stratus''' is the Sliver of Air, misdirecting both through blindingly fast movements and by producing misty illusions. All [[Inanimae]] who know Stratus can feel weather patterns coming from miles away. Stratus is primarily practiced by the Parosemes, but the Ondines also have affinity for it.&lt;br /&gt;
&lt;br /&gt;
== Cantrips ==&lt;br /&gt;
* {{dot|1}} '''Marathon''' - Reduces travel time, yet paradoxically the user does not appear to go faster.&lt;br /&gt;
* {{dot|2}} '''Conceal/Confuse''' - Produces a simple, static illusion fooling one or two senses.&lt;br /&gt;
* {{dot|3}} '''Flight''' - Allows a target to fly, taking to the sky as if they had wings.&lt;br /&gt;
* {{dot|4}} '''Illusion''' - Produces a more complex illusion capable of fooling many distinct senses.&lt;br /&gt;
* {{dot|5}} '''Phantasm''' - Produces powerful, living illusions that act as Chimerae in their own right.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* '''Inanimae: The Secret Way''', page(s) 83-84&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Arts]]&lt;br /&gt;
[[Category:Lexicon]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Sovereign</id>
		<title>Sovereign</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Sovereign"/>
				<updated>2014-03-04T15:58:00Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Sovereign''' is the Art of controlling commoners and noble majesty. It is one of the most political Arts commonly practiced by the Kithain, and exists largely to ensure the maintenance of their political structures. Commoner changelings find this Art exploitative, an unfair trick for keeping the high classes high, and the low classes low. For many years, Sovereign has been the Art that the [[Sidhe]] use to exercise their nobility; therefore, it is rare to see it in the hands of other kiths. The connection between nobles and Sovereign is built into the Art; it is almost useless in the hands of a commoner, but breathtakingly powerful in the hands of a King or Queen.&lt;br /&gt;
&lt;br /&gt;
== Cantrips ==&lt;br /&gt;
* {{dot|1}} '''Protocol''' - Brings a magically ensured Court into session, preventing commoners from disrupting the proceedings.&lt;br /&gt;
* {{dot|2}} '''Dictum''' - Specifies a request to the subject of the cantrip, which they must fulfill to the best of their ability, unless it is too dangerous.&lt;br /&gt;
* {{dot|3}} '''Grandeur''' - Take on a mantle of pure beauty and grace, making it nearly impossible for others to try to contradict your desires.&lt;br /&gt;
* {{dot|4}} '''Weaver Ward''' - Block off a doorway or narrow passage, making it impossible for a specified group of objects to pass through.&lt;br /&gt;
* {{dot|5}} '''Geas''' or '''Ban''' - Produces an Oath, either requiring a person to fulfill an action (''Geas''), or abstain from doing a certain action (''Ban''); breakers of this Oath will suffer some curse as a result.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* '''Changeling: The Dreaming Core Rulebook''', page(s) 183-186&lt;br /&gt;
&lt;br /&gt;
[[Category:Arts]]&lt;br /&gt;
[[Category:Lexicon]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Pyros</id>
		<title>Pyros</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Pyros"/>
				<updated>2014-03-04T15:56:31Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Pyros''' is the Sliver of Fire, producing heat and spontaneous combustion, as well as symbolically affecting hot-blooded passion. All [[Inanimae]] who know Pyros can spark a tiny flame without the need for matches or equipment. Pyros is primarily practiced by the Solimonds, but the Parosemes also have affinity for it.&lt;br /&gt;
&lt;br /&gt;
== Cantrips ==&lt;br /&gt;
* {{dot|1}} '''Flame''' - Produces a flame varying in size from a tiny candle to a great bonfire.&lt;br /&gt;
* {{dot|2}} '''Tortured Heart''' - Pulls at the heart to edit the intensity of an existing emotion.&lt;br /&gt;
* {{dot|3}} '''Ares' Fist''' - Channels divine strength to improve prowess in hand-to-hand combat.&lt;br /&gt;
* {{dot|4}} '''Strings of the Soul''' - Creates an emotion from nothing, and implants it into the target.&lt;br /&gt;
* {{dot|5}} '''Inferno''' - Allows full control of a fire, shaping and bending it to the user's will.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* '''Inanimae: The Secret Way''', page(s) 85-86&lt;br /&gt;
&lt;br /&gt;
[[Category:Arts]]&lt;br /&gt;
[[Category:Lexicon]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Petros</id>
		<title>Petros</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Petros"/>
				<updated>2014-03-04T15:50:04Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Petros''', one of the two Slivers of Earth, governs shaping stone and imbuing the caster with the physical properties of solid rock. All [[Inanimae]] who know Petros can climb up a rocky surface with little difficulty. Petros is primarily practiced by the Glomes, but the Solimonds and Kuberas also have affinity for it.&lt;br /&gt;
&lt;br /&gt;
== Cantrips ==&lt;br /&gt;
* {{dot|1}} '''Living Rock''' - Shapes earth, changing its shape or composition.&lt;br /&gt;
* {{dot|2}} '''Stoneskin''' - Coats an object in protective stone, helping them to protect themselves against damage.&lt;br /&gt;
* {{dot|3}} '''Ironarm''' - Grants additional strength to a subject, granting them the ability to move heavy stones.&lt;br /&gt;
* {{dot|4}} '''Stasis''' - Slows down a target, causing them to barely move at all.&lt;br /&gt;
* {{dot|5}} '''Quake''' - Splits apart the earth, damaging people and things in the area.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* '''Inanimae: The Secret Way''', page(s) 78-79&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Arts]]&lt;br /&gt;
[[Category:Lexicon]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Naming</id>
		<title>Naming</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Naming"/>
				<updated>2014-03-04T15:48:57Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Naming''' is the [[Arts]] of [[True Name]]s and the power of words. It is one of the most insidious Arts known to the [[Kithain]], as while its low levels are deceptively non-threatening, a master of Naming can easily cause irreparable damage. Overly frivolous uses of Naming are not taken lightly by the [[noble|nobility]], who swiftly bring justice to those who subvert its effects. Naming is one of the rarest Arts in [[changeling|changeling]] society, as its practice is restricted by the [[Crystal Circle]]. Long ago, the Art was developed by the [[Eshu]], but limitations and bans have led its practice to be almost exclusive to the [[Sidhe]] - a slight that the Eshu are not kind to forgive.&lt;br /&gt;
&lt;br /&gt;
== Cantrips ==&lt;br /&gt;
* {{dot|1}} '''Seek 'n' Spell''' - Whether you understand the language or not, or even if the contents are magically locked, it becomes possible to read any text.&lt;br /&gt;
* {{dot|2}} '''Rune''' - Inscribes a word of power onto an object, allowing it to be far more effective for a specific task.&lt;br /&gt;
* {{dot|3}} '''Runic Circle''' - Produces a circle of protective words, that provides resistance against supernatural forces that attempt to breach the circle.&lt;br /&gt;
* {{dot|4}} '''Saining''' - Recalls the ritual of the True Name that is used when a Kithain first goes through [[Chrysalis (CTD)|Chrysalis]], showing the user that individual's True Name.&lt;br /&gt;
* {{dot|5}} '''Reweaving''' - Once the True Name is known, this cantrip permits the caster to edit that Name, and in doing so edits core traits of what that person or object is.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* '''Changeling: The Dreaming Player's Guide''', page(s) 171-174&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Arts]]&lt;br /&gt;
[[Category:Lexicon]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Naming</id>
		<title>Naming</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Naming"/>
				<updated>2014-03-04T15:48:36Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Naming''' is the [[Category:Arts]] of [[True Name]]s and the power of words. It is one of the most insidious Arts known to the [[Kithain]], as while its low levels are deceptively non-threatening, a master of Naming can easily cause irreparable damage. Overly frivolous uses of Naming are not taken lightly by the [[noble|nobility]], who swiftly bring justice to those who subvert its effects. Naming is one of the rarest Arts in [[changeling|changeling]] society, as its practice is restricted by the [[Crystal Circle]]. Long ago, the Art was developed by the [[Eshu]], but limitations and bans have led its practice to be almost exclusive to the [[Sidhe]] - a slight that the Eshu are not kind to forgive.&lt;br /&gt;
&lt;br /&gt;
== Cantrips ==&lt;br /&gt;
* {{dot|1}} '''Seek 'n' Spell''' - Whether you understand the language or not, or even if the contents are magically locked, it becomes possible to read any text.&lt;br /&gt;
* {{dot|2}} '''Rune''' - Inscribes a word of power onto an object, allowing it to be far more effective for a specific task.&lt;br /&gt;
* {{dot|3}} '''Runic Circle''' - Produces a circle of protective words, that provides resistance against supernatural forces that attempt to breach the circle.&lt;br /&gt;
* {{dot|4}} '''Saining''' - Recalls the ritual of the True Name that is used when a Kithain first goes through [[Chrysalis (CTD)|Chrysalis]], showing the user that individual's True Name.&lt;br /&gt;
* {{dot|5}} '''Reweaving''' - Once the True Name is known, this cantrip permits the caster to edit that Name, and in doing so edits core traits of what that person or object is.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* '''Changeling: The Dreaming Player's Guide''', page(s) 171-174&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Arts]]&lt;br /&gt;
[[Category:Lexicon]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Chronos</id>
		<title>Chronos</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Chronos"/>
				<updated>2014-03-04T15:46:18Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Chronos''' is the Art of temporal manipulation. Unlike the methods of altering time known to other supernaturals, Chronos is fairly indirect, and almost never goes in linear order - instead, it is an Art of being disjunct from the proper order of time, causing its practitioners to be difficult to affect with Time magic, and lose sight of how time should operate. Chronos is the exclusive Art of the [[Sidhe]], much more so than any other noble Art; not only is it extremely difficult for commoners to learn it, they have a greater difficulty forming its cantrips.&lt;br /&gt;
&lt;br /&gt;
== Cantrips ==&lt;br /&gt;
* {{dot|1}} '''Wyrd''' - Causes another to lose sight of the proper order of time, being unable to tell which events occurred before or after others.&lt;br /&gt;
* {{dot|2}} '''Backward Glance''' - Glance something that happened in the past, aiding in recall of images seen before, and providing new images that weren't seen at the time.&lt;br /&gt;
* {{dot|3}} '''Dream Time''' - Changes the speed of time in an area or for a person, either causing it to go far faster than it normally should, or slow to a crawl.&lt;br /&gt;
* {{dot|4}} '''Permanence''' - Extends the duration of an Art cast by another, allowing it to last substantially longer than what the result originally mandated.&lt;br /&gt;
* {{dot|5}} '''Reversal of Fortune''' - An extremely complex and expensive Art that allows the user to reverse the last few minutes, and make new choices.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* '''Nobles: The Shining Host''', page(s) 78-80&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Arts]]&lt;br /&gt;
[[Category:Lexicon]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Spirit_Link</id>
		<title>Spirit Link</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Spirit_Link"/>
				<updated>2014-03-04T15:45:09Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Spirit Link''' is an Art that speaks to the relationship between [[Spirit|spirits]] and the Dreaming, known only to the spiritually aware [[Nunnehi]]. Knowing this Art changes a changeling's life substantially, allowing them to know and interact with another world. It is rare for one of the Kithain to ever be taught of it; a notable exception are those who have been adopted by the Nunnehi as one of their own.&lt;br /&gt;
&lt;br /&gt;
== Cantrips ==&lt;br /&gt;
* {{dot|1}} '''World Sight''' - See into other worlds, especially the world of the spirits, or the world of the dead.&lt;br /&gt;
* {{dot|2}} '''Ancestor Speech''' - Speak to one's ancestors or the things they have left behind, in order to learn what they knew and receive objective counsel.&lt;br /&gt;
* {{dot|3}} '''Vision Quest''' - Contacts spirits of wisdom and guidance, allowing them to show the user a substantial portion of the future, revealing hints and highlighting potential consequences.&lt;br /&gt;
* {{dot|4}} '''Placate''' - Instills peace within a spirit or ghost, keeping at bay and preventing them from lashing out against those around them for a long time.&lt;br /&gt;
* {{dot|5}} '''Ghost Dance''' - Control ghosts or spirits, compelling them in subtle ways, or going so far as to raise an entire army of them to attack the enemy.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* '''Changeling: The Dreaming Player's Guide''', page(s) 174-177&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Arts]]&lt;br /&gt;
[[Category:Lexicon]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Skycraft</id>
		<title>Skycraft</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Skycraft"/>
				<updated>2014-03-04T15:43:52Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Skycraft''' is an Art of wind and weather, feared and respected by sailors, who know just how dangerous an unexpected storm can be to their livelihood. Certain areas are protected from the effects of Skycraft, most notably underwater zones. No kith is known to have any strong links to Skycraft, though the scattered groups that know of it are often unwilling to share the secrets of its practice.&lt;br /&gt;
&lt;br /&gt;
== Cantrips ==&lt;br /&gt;
* {{dot|1}} '''Thunderclap''' - Produces a strike of lightning that, while dealing no damage, can knock down or deafen enemies with a bolt of sound.&lt;br /&gt;
* {{dot|2}} '''Compass Winds''' - Directs the wind in a certain direction, creating a gale force that can easily propel a ship through the water.&lt;br /&gt;
* {{dot|3}} '''Dark Sky''' - Fills the sky with fog and dark clouds, cloaking those within it and making it difficult for any to see.&lt;br /&gt;
* {{dot|4}} '''Stormcraft''' - Produces a powerful storm of wind, rain, and thunder that, while powerful and dangerous, may be beyond the control of its maker.&lt;br /&gt;
* {{dot|5}} '''Call Lightning''' - The perfection of the power first seen in Thunderclap, this cantrip pulls down a bolt of lightning - but this time, it deals a significant amount of damage.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* '''Blood Dimmed Tides''', page(s) 80-82&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Arts]]&lt;br /&gt;
[[Category:Lexicon]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Pyretics</id>
		<title>Pyretics</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Pyretics"/>
				<updated>2014-03-04T15:42:00Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Pyretics''' is the art of manipulating real and chimerical fire. In addition to lighting things on fire, Pyretics can also tap into the less destructive aspects of fire, lighting the way and revealing the unseen. No kith claims Pyretics for their own, though the first practitioners of it were taught by the Solimonds, the fire-elemental [[Inanimae]].&lt;br /&gt;
&lt;br /&gt;
== Cantrips ==&lt;br /&gt;
* {{dot|1}} '''Will-O'-the-Wisp''' - Produces a ball of false flame, that guides its creator on an indirect path to a desired object or person.&lt;br /&gt;
* {{dot|2}} '''Willow Light''' - Creates a bright glow for several hours, making an object luminous and hard to ignore.&lt;br /&gt;
* {{dot|3}} '''Prometheus Fist''' - Surrounds an object in a flame that does not burn the object itself, but anything the object touches will catch on fire as normal.&lt;br /&gt;
* {{dot|4}} '''Burn and Boil''' - Lights an object on fire, in a way that does harm the object itself; this fire will consume the object and cannot be controlled, just as standard fire.&lt;br /&gt;
* {{dot|5}} '''Star Body''' - Transforms an object into pure fire, causing no change to its intrinsic properties, but giving it the glow and chance to ignite objects of fire.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* '''Changeling: The Dreaming Player's Guide''', page(s) 169-170&lt;br /&gt;
&lt;br /&gt;
[[Category:Arts]]&lt;br /&gt;
[[Category:Lexicon]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Metamorphosis</id>
		<title>Metamorphosis</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Metamorphosis"/>
				<updated>2014-03-04T15:40:48Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Metamorphosis''' is the Art of changing the shape of living beings. It differs notably from [[Primal]] in this in that, while Primal relates to shaping the unliving, Metamorphosis shapes the living. Through it, one fae can easily become whatever she wants, if only for a short time. Metamorphosis is a commoner Art, not due to any specific conspiracy, but because the commoners had more need to blend in with mortals for survival than the nobility in their white towers.&lt;br /&gt;
&lt;br /&gt;
== Cantrips ==&lt;br /&gt;
* {{dot|1}} '''Hidden Form''' - Camouflages a subject, making it nearly impossibly for them to be detected by the eye. Differs from [[Chicanery|Veiled Eyes]] in that this is true invisibility, but affects sight only.&lt;br /&gt;
* {{dot|2}} '''Impersonate''' - Changes shape into another person, including masking one's kith for another.&lt;br /&gt;
* {{dot|3}} '''Go Ask Alice''' - Allows for changes in size, making people and objects larger than life, or fantastically small.&lt;br /&gt;
* {{dot|4}} '''Merlin's Lessons''' - A change in shape more dramatic than that of Impersonate, allowing for change into an animal; when combined with Go Ask Alice, that animal can be of any size.&lt;br /&gt;
* {{dot|5}} '''Mythic Transformation''' - Transforms fae into a creature not of this world, complete with their powers, provided the user can stave off the crushing grip of [[Banality]] that comes with that power.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* '''The Fool's Luck: The Way of the Commoner''', page(s) 76-77&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Arts]]&lt;br /&gt;
[[Category:Lexicon]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Kryos</id>
		<title>Kryos</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Kryos"/>
				<updated>2014-03-04T15:39:39Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Kryos''' is the Art of cold and ice. Unlike other elemental arts known to the changelings, the powers of Kryos are fairly literal, causing actual coldness, rather than metaphorical chills. Some fear that this Art is closely connected to [[Banality]], given its immobilizing and paralyzing nature. Water surrounds the [[Mer|Merfolk]], which naturally led them to develop an Art to convert it into ice. Of the land-dwelling kiths, the [[Troll]]s most respect and have desire to practice Kryos.&lt;br /&gt;
&lt;br /&gt;
== Cantrips ==&lt;br /&gt;
* {{dot|1}} '''Cold Shock''' - Cools down a room or a person, rarely doing any true damage, but making those who feel it uncomfortable from the temperature.&lt;br /&gt;
* {{dot|2}} '''Gelid Rime''' - Coats a small area in a thin layer of ice, preventing anyone it is placed on from moving that part of their body.&lt;br /&gt;
* {{dot|3}} '''Frost Facsimile''' - Produces an item from solid ice, which may be flimsy like common ice, or, if well crafted, as strong as metal.&lt;br /&gt;
* {{dot|4}} '''Crystal Prison''' - Encases something in a solid block of ice, rapidly cooling them down, and possibly suffocating them if they are a living being.&lt;br /&gt;
* {{dot|5}} '''Coldheart''' - Completely freezes a subject, causing them to become cold, unconscious, and prone to shattering; awakening from this state is difficult, especially before the cantrip's time is up.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* '''Blood Dimmed Tides''', page(s) 77-80&lt;br /&gt;
&lt;br /&gt;
[[Category:Arts]]&lt;br /&gt;
[[Category:Lexicon]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Infusion</id>
		<title>Infusion</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Infusion"/>
				<updated>2014-03-04T15:39:18Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Arts]]&lt;br /&gt;
[[Category:Lexicon]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Dream-Craft</id>
		<title>Dream-Craft</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Dream-Craft"/>
				<updated>2014-03-04T15:39:01Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Arts]]&lt;br /&gt;
[[Category:Lexicon]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Chronos</id>
		<title>Chronos</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Chronos"/>
				<updated>2014-03-04T15:38:31Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Arts]]&lt;br /&gt;
[[Category:Lexicon]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Autumn_Way</id>
		<title>Autumn Way</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Autumn_Way"/>
				<updated>2014-03-04T15:38:05Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Arts]]&lt;br /&gt;
[[Category:Lexicon]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Aquis</id>
		<title>Aquis</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Aquis"/>
				<updated>2014-03-04T15:37:46Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Arts]]&lt;br /&gt;
[[Category:Lexicon]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Aphrodesia</id>
		<title>Aphrodesia</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Aphrodesia"/>
				<updated>2014-03-04T15:37:27Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: /* References */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Aphrodesia''' is the Art of seduction.  The fae version of &amp;quot;Love Potion Number 9&amp;quot;, ranging anywhere from a decent attraction to the subject willing to kill themselves for the object of their affection. The [[Mer|Merfolk]] invented Aphrodesia, but they are no longer the most famous wielders of the power; since the Middle Ages, it has been very closely associated with the passionate [[Satyr]]s, who liken the Art to their ''Song of Pan'' birthright.&lt;br /&gt;
&lt;br /&gt;
== Cantrips ==&lt;br /&gt;
* {{dot|1}} '''Fancy''' - Creates a good first impression, giving someone a notion that they like a specific object that they have never seen before.&lt;br /&gt;
* {{dot|2}} '''Yearn''' - Changes a person's train of thought, leading them to the conclusion that they desire a certain person, place, or thing at some time in the future.&lt;br /&gt;
* {{dot|3}} '''Covet''' - Causes obsession, leading a person to pine over and need someone or something he previously may not have had interest in.&lt;br /&gt;
* {{dot|4}} '''Crave''' - Creates an irrational desire for the object of affection, leading the subject to do almost anything to obtain it, short of endangering himself.&lt;br /&gt;
* {{dot|5}} '''Need''' - The most terrifying and least subtle form of this Art, at this level a short-lived need is created, but one so strong that anyone, even the subject or the object of her desires, can be sacrificed to fulfill it.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* '''Blood Dimmed Tides''', page(s) 76-77&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Arts]]&lt;br /&gt;
[[Category:Lexicon]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Soothsay</id>
		<title>Soothsay</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Soothsay"/>
				<updated>2014-03-04T15:37:03Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: /* References */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Soothsay''' represents the [[changeling]]'s ability to see into the future. Depending on the [[Category:Realms]] used in conjunction, the changeling may be able to learn information about a person, place, or item. Though Soothsay is a common [[Category:Arts]], those who practice it can sometimes enjoy a status greater than that of the average commoner, as it is an Art that comes naturally only to the most clever and contemplative of Kithain.&lt;br /&gt;
&lt;br /&gt;
== Cantrips ==&lt;br /&gt;
* {{dot|1}} '''Omen''' - The most basic form of prophecy, this [[cantrip]] grants a momentary flash of insight about an object's ultimate fate.&lt;br /&gt;
* {{dot|2}} '''Fair Is Foul''' and '''Foul is Fair''' - Meddles in the affairs of fate slightly, granting a little good luck to an ally, or a tiny bit of bad luck to the enemy.&lt;br /&gt;
* {{dot|3}} '''Tattletale''' - See the world from the perspective of an item that the user has encountered in the past, or knows the True Name of.&lt;br /&gt;
* {{dot|4}} '''Augury''' - Determines an event that will occur in the future; no matter what happens, that event will occur, though the truth behind how it happens may be terribly unexpected.&lt;br /&gt;
* {{dot|5}} '''Fate Fire''' - A strange and complicated cantrip, this speeds up the ravages of karma, causing whatever is coming to someone, good or bad, to catch up to them much faster than expected.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* '''Changeling: The Dreaming Core Rulebook''', page(s) 180-183&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Arts]]&lt;br /&gt;
[[Category:Lexicon]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	<entry>
		<id>http://dreaming.desertrosedomain.com/index.php?title=Primal</id>
		<title>Primal</title>
		<link rel="alternate" type="text/html" href="http://dreaming.desertrosedomain.com/index.php?title=Primal"/>
				<updated>2014-03-04T15:36:39Z</updated>
		
		<summary type="html">&lt;p&gt;Chrissy: /* References */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Primal''' allows a [[changeling]] to manipulate the forces of nature, from summoning the elements to communing with inanimate objects. It also gives power over the body, allowing a fae to harden his skin like tree bark, heal injuries, rip flesh apart and even shapeshift. Primal was first taught to the [[Kithain]] by the [[Inanimae]], though the modern version of the Art is very different from Inanimae [[Sliver]]s. The Art remains a common Art, associated with the simple and honest.&lt;br /&gt;
&lt;br /&gt;
== Cantrips ==&lt;br /&gt;
* {{dot|1}} '''Willow Whisper''' - Talk to objects, whether or not they possess the mouth to speak or the mind to think.&lt;br /&gt;
* {{dot|2}} '''Eldritch Prime''' - Create a pure manifestation of one of the most basic elements: fire, water, earth, air, or wood.&lt;br /&gt;
* {{dot|3}} '''Oakenshield''' - Coats an object in protective bark, helping them to protect themselves against damage.&lt;br /&gt;
* {{dot|4}} '''Heather Balm''' or '''Holly Strike''' - Fixes an object or heals a person (''Heather Balm''); damages an object or person to the same degree they could be healed (''Holly Strike'').&lt;br /&gt;
* {{dot|5}} '''Elder-Form''' - Take on the shape of an elemental object, gaining its properties if it exists, or simply its appearance if it does not.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* '''Changeling: The Dreaming Core Rulebook''', page(s) 178-180&lt;br /&gt;
&lt;br /&gt;
[[Category:Arts]]&lt;br /&gt;
[[Category:Lexicon]]&lt;/div&gt;</summary>
		<author><name>Chrissy</name></author>	</entry>

	</feed>