Changeling the Podcast
Joshua HIllerup and Pooka Gar
Changeling the Podcast is a weekly exploration of the roleplaying game Changeling the Dreaming. Episodes range from readthroughs of books, to interviews with people relevant to Changeling, to deep dives into various topics. We are two fans of the game who are excited to share our love for Changeling with you all.
Episodes
Mentioned books
Apr 5, 2022 • 1h 45min
episode 3 – 1st edition corebook
This is the first of our deep dives into the individual books for Changeling, so naturally, we're starting at the beginning, with the First Edition corebook. Released in July 1995, it was the last of the original lineup of five games for the World of Darkness. We go through each section of the book in detail, discuss it both in the context of its original release and the more recent editions, and talk about various themes and ideas that the text summons up. (Because the book is just short of 300 pages, this is also our longest episode by a wide margin... for now.)
art
Briefly, here are two examples of the full-page spreads that make up the book's prologue:
Given how the World of Darkness books are kind of grim and gritty, printed in black and white, the use of these photographs as both diegetic texts (the pages contain information about the game setting, written by one of the metaplot characters to another) and an aesthetic choice (note the signed photograph of Dr. Julian Bashir, emphasizing the 90s-ness of these pages) creates a marked contrast to the other lines. That's Changeling—starting off with a bang.
As for the other art in the book: some of the most iconic pieces are the diTerlizzi kith portraits used at the start of each chapter, which eventually became the covers for the kithbooks. But then there are things like a somewhat cartoonish satyr and sidhe (possibly) about to have a tryst. Sublime to puzzling and everything in between.
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star trek
Speaking of Dr. Bashir, some thoughts from Pooka that got cut from the episode...
To me, there are some interesting parallels between the editions of Changeling and the Star Trek franchise. In the same way that the Original Series had its grognards from 20 or so years before the Next Generation came out, 1st edition Changeling is already set against a backdrop of a 20-year-old metaplot: the Resurgence and Accordance War. The characters, as a new generation of Kithain, are still positioned against that inherited history, which defines so much of the setting.
Then you get 2nd edition, which complicates and develops the setting, moving away from the general-backdrop setting to a specific metaplot arc: the disappearance of High King David. Like Deep Space Nine (or Voyager, I suppose), following hard on the heels of TNG, there is a single continuous story arc that structures everything in the game for that era. And after a gap of several years without any active shows, C20 has come back to heavily re-invent the game—as Discovery, Picard, and Lower Decks have done, creating an entirely new audience (and potentially a new set of grognards, for those who are now 20+ years out from TNG, DS9, and Voyager).
I don't know that the "edition wars" of Changeling get quite as vicious as the flame wars Trekkies sometimes engage in, but it's interesting to think about. This is going to stick in my brain like a piece of taffy on an August day.
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cantrip cards
Briefly, here's how the cantrip system worked in 1st edition:
You have bought cantrip cards in packs of 10 and/or photocopied the template at the end of the corebook and filled them in. These are divided into individual levels of Arts and Realms, Bunks, Nightmares, and Treasures. They are also collectible, with over 160 different illustrated cards.The Art and Realm cards go into your hand, and correspond to the dots in each you've bought and listed on your character sheet. A number of Bunks equal to the total number of dots in Arts you have get shuffled into a deck.You cast a cantrip by choosing the appropriate Art and Realm from your hand and placing them in front of you, then drawing a Bunk card. (You can spend Glamour to draw additional ones.) Each Bunk involves performing a specific action, and limits the number of successes you can gain on your cantrip roll.The actual cantrip roll is determined by the Attribute associated with the Art + the Ability associated with the level of the Realm you have, against a difficulty of the target's Banality. Failing the roll gives you a temporary point of Banality or puts a Nightmare card into your Bunk deck; botching gives you a permanent point of Banality. But, if the Bunk card matches the Art of the cantrip, you get a bonus success.All the cards except one are returned to where they came from; Arts and Realms go back in your hand, Bunks get shuffled into the deck. You can only regain all your cards after a "deep, satisfying and prolonged rest"—the book specifies that this occurs between stories, i.e., only after several game sessions—or by engaging in Reverie or Rapture (not Ravaging), which refreshes a number equal to the Glamour you gained...
Beyond this, there are additional rules about how oathmates can share and trade cantrip cards, successes being automatically determined by the Bunk card when they're used in a freehold/on an enchanted being or chimera, changelings invoking Banality to resist a cantrip... and remember, you should be out there, buying packs of cards to shore up your deck! If it's not already apparent why this system didn't make it past the corebook (and indeed, the corebook itself has an alternate dice system), we're not sure how much clearer we can make it. But vestiges of it continue to pop up throughout 1st edition books, so we have to deal with it.
As game props, they can be fun. As a necessary part of the already-complicated system of cantrip casting, they are punitive, confusing, and frustrating, so... best left out altogether, probably.
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There's plenty to love about 1st edition, and the corebook does a nice job of setting up themes and moods, foregrounding storytelling over mechanics, and introducing a number of concepts that are helpful for getting into the spirit of the game (and in a few cases, never appear again). As introductory books go, it's a friendly and colorful one on the surface—but still with plenty of depth and complication underneath.
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Your Hosts
Josh Hillerup (he/him) believes in the saving power of disco.
Pooka G (any pronoun/they) smells vaguely of fresh caramel and stale dreams.
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"What else is a story but a dream that has been shared with the world?" —Joanne M. Harris, Honeycomb
(psst! email us at podcast@changelingthepodcast.com if you want)
Mar 28, 2022 • 53min
episode 2 – the fae before changeling
In this episode, we discuss some of the conceptions of the fae in the World of Darkness before Changeling came out (and indeed, before it was even certain that it would). Behold some snippets of faerie lore from eons past, by which we mean the early 90s:
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From the 1st Edition Vampire Storyteller Handbook (1992):
Older Cainites remember a time when Faeries ran free on this planet, going where they liked, doing whatever they would. Now Faeries are as rare as honest politicians (well, maybe not that rare). Those same Cainites who remember those long ago times speak of a great cataclysm which split our realm from Arcadia, the birthplace of the fey races.
Some Faeries live here permanently, making their homes in out-of-the-way places where humans are unlikely to bother them. Others manage to sneak their way into our realm for their own purposes. Some of these get trapped here and quickly wither away and die. Some come to steal children to take back to Arcadia with them and some have been discovered living for years as humans.
No Kindred claims to understand why Faeries come to steal children. The most popular theories have to do with the nature of Arcadia as a place of magic wholly lacking in reality. Some believe the Faeries need the children to provide an anchor of true creativity for their actions, for otherwise they would be caught in eternal loops of their own actions, unable to break old patterns.
The few Kindred that have ventured into Arcadia have never returned. Most believe them to be deceased, while others think they have joined with the Unseelie court of Arcadia, doing battle with the noble Seelie. Some also believe the Tremere actively support the Unseelie, but then everyone believes the worst of that Clan.
Faerie powers vary widely. Illusions and insight, entropy and energy, levity and levitation all seem to exist side by side. Even the results of drinking Faerie blood are not constant. Sometimes the Kindred will be filled with great power and other times the drinker will become lost in a land of hallucinations. Sometimes it acts as poison and other times as water.
Faerie Kidnapper from the Storyteller's Handbook:
Quote: "Hee hee hee. You mean you really don't know how you got here? Hee hee hee."
Concept: The Faerie Kidnapper has come to our reality in hopes of capturing the characters. Whether he needs them as warriors in a great battle, prizes in a scavenger hunt or attractions at a new zoo, he will hunt them and his other prey down and bring them back to Arcadia with him.
An expert at illusion and deception, the Faerie Kidnapper will bring his targets back with him by hook or by crook. He will use promises, lies, mind control or brute force to accomplish his goals. He has specific requirements regarding anyone he will bring back to Arcadia (they must be bound, willing, laughing or whatever), but once they meet the requirement they will find themselves in a new realm.
Roleplaying Hints: Your type of logic is quite foreign to anyone you are likely to meet on this plane, just as theirs is likely to be alien to you. Laugh at totally inappropriate events, burst into tears for no apparent reasons and completely befuddle your targets.
Nature: Deviant
Demeanor: Jester
Physical: Strength 3, Dexterity 5, Stamina 4
Social: Charisma 2, Manipulation 5, Appearance 4
Mental: Perception 3, Intelligence 2, Wits 4
Talents: Acting 4, Alertness 3, Brawl 4, Dodge 5, Subterfuge 3
Skills: Melee 3, Music 5, Security 3, Stealth 5
Knowledges: Linguistics 2, Occult 4, Faerie Lore 4
Disciplines: Auspex 4, Celerity 2, Chimerstry 5, Obfuscate 3, Presence 2, Protean 5
Virtues: Conscience 0, Self-Control 0, Courage 2
Humanity: 0
Willpower: 9
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A few useful bits for Kindred from the Vampire Player's Guide 2nd edition (early 1993):
Faerie Affinity: (2 pt Merit)
Your presence does not frighten faeries; indeed, it attracts them, and you are naturally attuned to their ways. You are able, unlike most Kindred, to enter Arcadia, the mystical kingdom of the faeries, provided you find an entrance.
Faerie Lore
You possess information pertaining to the Seelie and Unseelie faeries, and know something of their great kingdom: Arcadia. Because Kindred are unable to travel to this realm, most of your knowledge is hearsay, and thus difficult to verify.
* Novice: Your knowledge is largely speculation and hearsay.
* * Practiced: You know some relevant facts.
* * * Competent: You possess a general knowledge of their ways.
* * * * Expert: You possess expansive knowledge.
* * * * * Master: You think you know the secrets of these creatures.
Possessed by: Faeries, Lupines, Occultists, Vampires, Magi, Witch-Hunters
Specialties: Enchanting Music, Faerie Food, Somniare, Atlantium, Antrum, Caelum, Barathrum, Tartarus
Spirit Thaumaturgy
* * Spirit Eyes ("The Sight"): This power is very similar to Aura Perception, but the character perceives spirits instead of auras. He sees them in the forms they take: i.e. fox spirits, faerie plant spirits, etc. This power enables the Thaumaturgist to see ghosts.
System: The vampire must roll Perception + Occult (difficulty of the target's Willpower). The more successes he scores, the more information is revealed. The character may speak with the spirits once he sees them.
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The footnote given at the end of the book for this passage states, "Faerie Lore dictates that the Arcadians are "too good for Hell, not good enough for Heaven." This may be Caine's way of expressing this middle state. Kindred who discover the Fey may do well to listen to their Father's words in this matter. Of all the fragments of the Chronicle of Secrets, it was this fragment that I found to be the most elusive, perhaps because it carries a good measure of truth about the Sidhe."
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The original Clanbook: Malkavian (spring 1993) has the following power:
Visit Faerieland (Level Seven Obfuscate Discipline)
The Malkavian can utterly disappear from the area and appear in Faerieland. From Faerieland, she can go anywhere on Earth she wishes to go. But, first, she has to pass the Faerie Keepers, who dislike capricious use of their land. They question the Malkavian about her purpose, and if they don't like her story, they push her back into the world she left, near the time she left it. The keepers are willing to listen to bargains, especially if the Malkavian will Prank the entity of the Keepers' choice.
(who knew it was so easy for them to get there?)
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There are more references scattered throughout the early books of these lines, but we discuss these at length in the episode. Let us know if you find some other choice, pre-summer 1995 bits! (Note: all material here is (c) by White Wolf, and is only reproduced for discussion under the terms of Fair Use. Also, all of it is astonishingly out of date and not really useful for your game at this point.)
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Your Hosts
Josh Hillerup recently petitioned the Canadian government to adopt the Tim Horton's maple-glazed boston cream doughnut as the official door snack for all state functions.
Pooka G (any pronoun/they) can do a yoga headstand but doesn't really enjoy it.
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"The future belongs to those who believe in the beauty of their dreams." —Eleanor Roosevelt
(psst! email us at podcast@changelingthepodcast.com if you want)

Mar 22, 2022 • 28min
episode 1 – intro to changeling: the dreaming
If you haven't played Changeling before, we welcome you to listen through our little primer here. We give an overview of the game's history, what we see as the moods and themes, a summary of changelings' in-game origins, and a glossary of useful terms. And just for shiggles, here are those same terms, alphabetized, for your eyeballs' pleasure:
Arcadia: mythical homeland paradise of the changelings deep in the Dreaming, from which many of those on Earth were banished or kept awayArts and Realms: groups of related magical effects (Arts) and related targets (Realms) that comprise fae magicThe Autumn World: Earth, or its fleshier side at leastBanality: the force of sameness, conformity, disbelief, dullness, apathy, and stasis that changelings struggle againstCantrip: a fae "spell", often created by a changeling using Glamour and drawing on the power of the DreamingChimera/Chimerical reality: dreams given form, and sometimes a life of their own, populating our world at a level of perception that only the fae and their friends interact with (usually)Concordia: the federation of changeling kingdoms that cover Canada, the United States, and MexicoThe Dreaming: the fluid and chaotic realm created from human dreams (and from which human dreams arise), which changelings can enter and exploreFreehold: a changeling hang-out where they can be themselves and recover their strengthGallain: catch-all term used by Kithain for all kiths that are unfamiliar to themGlamour: the force of dream/nightmare, creativity, wonderment, emotion/passion, inspiration, and belief that keeps the fae soul vibrantKith: a "family" of changelings, derived from a particular set of dreams; there are many of theseKithain: catch-all term for the nine (in older editions) or thirteen (in the newest edition) kiths that are most common in ConcordiaMien: a changeling's chimerical appearance that shows their fae nature, coterminous with their human body, which other fae can seeThe Mists: mysterious force that clouds the minds of those moving between the Dreaming and the Autumn World, and hides the fae from mortal memoryNobles and Commoners: a class distinction amongst fae that is reinforced by the power of the Dreaming; source of much political dramaSeeming: the life stage of a changeling, who moves between childling (youthful, energetic), wilder (coming of age, passionate), and grump (mature, thoughtful)The Sundering and The Shattering: historical eras when the Dreaming slowly started separating from Earth as humans' belief in the fae eroded, leading to the definitive moment (14th century, in Europe) when the fae were forced to either abandon Earth or take on human flesh (the Changeling Way) to surviveTrod: paths lacing the landscape of the Dreaming, occasionally connecting to portals in the Autumn World
(Host note: we totally didn't mention "freehold" in the episode, but it's an important one!)
Your Hosts
Josh Hillerup believes that the secret to the universe is [REDACTED].
Pooka G (any pronoun/they) once snorted a blue Pixy Stik, just to see what it was like. (It was unpleasant.)
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"Stories of imagination tend to upset those without one." —Terry Pratchett
(psst! email us at podcast@changelingthepodcast.com if you want)

Mar 21, 2022 • 24min
episode 0
Greets and welcomes! So, if you're here, you were either looking for Changeling: the Podcast, or you weren't. If it's the former, success! If it's the latter, we hope you'll stick around and peruse for a bit, at least! This is our first podcast and first attempt at show notes (eek); let's see how this goes.
But anyway, this is a podcast about Changeling: the Dreaming, a TTRPG (tabletop roleplaying game) first produced by White Wolf in the 1990s/early 2000s, then Onyx Path in the late 2010s, and currently dormant until its next incarnation. It's about faerie souls in human bodies trying to make it in a bleaker version of our modern world (a.k.a. the World of Darkness), trying to keep wonder, adventure, magic, dreams, and nightmares alive in spite of the slow erosion of belief. We'll be tracing the history of the game from its earliest days to its ever-tenuous present, with deep dives into the sourcebooks, discussions about Topics of Import, interviews with other fans/figures in the Changeling-verse, and whatever else we can come up with. Come for the Glamour, stay for the vibes.
This episode is mostly us talking about ourselves, our love of the game (and other games), and various tidbits to whet your appetite for future episodes. It was as much a mic test as anything else; we'll forgive you if you skip it. But then you might never know mysterious factoids about our origins...!
Your Hosts
Josh Hillerup is a long-time gamer, LARPer and Changeling aficionado based out of Canada…
Pooka G (any pronoun/they) started with RPGs by sneaking a look at the D&D red box one afternoon and making a character before anyone could stop them. They discovered Changeling as a young teen, joined some Internet forums on the subject, and it was all downhill from there. When not writing homebrew supplements, turning up for a session now and then, or ranting about games on Discord, they devour anything and everything to do with language like some kind of lexical redcap, and skulk the dimly-lit corners of Northeastern U.S. bookstores and alleyways like some kind of typical sluagh.
Shout-Outs
This podcast was pretty directly inspired by a few others, so credit where credit's due:
Mage: the Podcast - conversations about Mage: the Ascension, the other WoD game near and dear to our heartsWerewolf: the Podcast - deep learnings about Werewolf: the Apocalypse; do you see the common title thread here?Walking Away from Arcadia - a much-beloved Changeling podcast of wit and wonderThe Story Told - reviews and broad discussions of the ever-widening tabletop universe in generalOP Cast - deep dives into the Trinity Continuum, another shared game universe from Onyx Path
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“The world is full of painful stories. Sometimes it seems as though there aren't any other kind and yet I found myself thinking how beautiful that glint of water was through the trees.“
—Octavia Butler, Parable of the Sower
(psst! email us at podcast@changelingthepodcast.com if you want)


