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Changeling - Players Guide.pdf

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purified herself, the Nunnehi then places herself in the presence<br />

of a physical representation of her totem. A tribal elder or mentor<br />

(usually one with the same totem or whose totem is also physically<br />

manifested in the chosen location) then crosses into the<br />

spirit world, taking the aspirant with her. Once there, the<br />

Nunnehi seeking contact must sing to the totem to draw it to her.<br />

Totem alliance is "purchased" through the Background<br />

Trait: Totem. Nunnehi gain the following advantages from a<br />

totem alliance:<br />

•A Nunnehi's alliance with a totem is necessary for her<br />

to be able to enter the spirit world; without it, she cannot<br />

enter the Upper World, no matter her Arts or Realms.<br />

•A Nunnehi gains certain adj ustments to her Advantages<br />

and/or Abilities, depending on the totem she allies with (see<br />

the write-up for the particular totem in the Spirits section).<br />

• The totem is a relationship with a higher spirit,<br />

practiced through stewardship of the totem's material children<br />

(fir trees for the Fir totem, granite outcrops and rocks for<br />

the Granite totem, etc.). By forming a relationship with a<br />

totem, the Nunnehi has opened a line of communication<br />

with that spirit. The totem may tell the Nunnehi important<br />

information, suggest courses of action to her, guide her on a<br />

vision quest, and on occasion, may even imbue its Nunnehi<br />

ally with Medicine (see the section on Blessing, above).<br />

Entering the<br />

Spirit World<br />

All living things are tied together with a common navel cord.<br />

—Sioux saying<br />

According to native belief, there is not one world, hut<br />

three. Surrounding, penetrating and overlaying the physical<br />

world are two spirit realms. Native Americans refer to these<br />

as the Upper, Middle and Lower Worlds. The Middle World<br />

is the world of Mankind where all people dwell. It is the world<br />

the Creator made for the enjoyment of all, humans and<br />

animals alike. Apart from, but still a part of the Middle World<br />

are the Upper and Lower Worlds.<br />

The Upper World is the realm of spirits, where totems,<br />

guardians and messengers have their homes. Each rock, plant,<br />

tree and animal has a spirit associated with it, and these spirits<br />

reside in the Upper World watching over and guiding those in<br />

the Middle World. The Upper World is a place similar to the<br />

Middle World, but far more natural and imbued with potent<br />

energies. Most things in the Upper World take their shape from<br />

those on the physical plane, but appear more pure than their<br />

physical counterparts. The Upper World is like a spiritual<br />

reflection of the Earth, where everything is revealed for its true<br />

nature. In the Upper World, the living spirit of a tree can be seen<br />

and spoken with in a way that is usually not possible in the<br />

Middle or physical World. Movement through the Upper<br />

World is accomplished in the same manner as the Middle<br />

World: by foot, swimming or riding. The difference is that<br />

thought is the key to movement. Walking, running or swimming<br />

occurs at the speed of thought, with the Nunnehi moving<br />

from one area to another as fast as she can envision herself<br />

actually traversing the distance. Riding requires that the<br />

Nunnehi contact a willing spirit and persuade it to carry her.<br />

The Lower World is the world of the dead. Things there are<br />

said to be similar to their physical counterparts, but gray and<br />

faded. The earth is ash, there are no colors, sounds are muted, and<br />

smells and tastes nonexistent. Among the native tribes, death is<br />

not viewed as unnatural or the end, but as part of life's cycle, a<br />

necessary change that allows those who have lived out their<br />

allotted span to move on and gives others the room to live. Native<br />

Americans honor the dead, but they fear the retribution of angry<br />

ghosts should they not be properly honored and laid to rest.<br />

Travel to the<br />

Upper World<br />

Though they are cut off from the Higher Hunting Grounds,<br />

the Nunnehi are much valued as messengers and go-betweens<br />

because they are able to enter or interact with these spirit<br />

realms. Nunnehi may enter the Upper World in the presence<br />

of their totem material. Thus, some places are off-limits for<br />

Nunnehi due to the lack of availability of their totem's material<br />

form. The level of spirituality of the chosen spot has a great<br />

effect on the success or failure of the Nunnehi's attempt to enter<br />

the spirit world. The spirituality of a place changes according to<br />

the relative purity of the chosen source. For example, Nunnehi<br />

who have located a city park and who wish to enter the spirit<br />

world in that relatively "wild" spot, may find that the local<br />

examples of their totem spirit contain too many impurities from<br />

city pollutants to enable them to enter the Upper World.<br />

System: Nunnehi must have at least one dot in both the<br />

Wayfare Art and the Nature Realm, since those forms of fae<br />

magic govern the powers of movement and natural settings.<br />

While it is possible for the Nunnehi to enter the spirit world with<br />

only one dot each of Wayfare and Nature, doing so increases the<br />

difficulty level by two. Those Nunnehi who are proficient at<br />

"crossing over" have Wayfare 3 or higher (Portal Passage) and<br />

Nature 2 (Verdant Forest). The Nunnehi simply "walks into" her<br />

totem material — by stepping in a river, plunging into a thicket<br />

of mountain laurel, or disappearing into a giant oak, for example.<br />

A Bunk must be performed, but the number of successes is<br />

not automatic; the player must roll dice to see if his character<br />

succeeds or not. Thus, the Nunnehi rolls Wits (for Wayfare) +<br />

Mythlore (for Nature). The difficulty for this passage is determined<br />

by the spirituality of the area. The spirituality of a place<br />

is expressed by the amount of Banality present in that area. A<br />

very spiritual place, such as a pristine forest, would have a low<br />

Banality rating. The surrounding Banality must be overcome for<br />

the Nunnehi to successfully enter the spirit world at that place.

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