Arcane reviews of Arcadia

Arcane, a British magazine focussing on role-playing games (with a good coverage of other games popular in the 1990s) reviewed The Wyld Hunt in issue #11 (October 1996). Click on the images below for a bigger version.

They briefly reviewed King Ironheart’s Madness in issue #17 (March 1997):

Both sets were also announced earlier in the magazine. See here for The Wyld Hunt (Arcane 7), and here for King Ironheart’s Madness (Arcane 15).



Character Profile: Sylvia, Human Female

Human, female — Sylvia

Might: 2, Savvy: 2, Resolve: 2




Ability: Brilliant Strategy (Resolve, Seelie, 3), Deductive Reasoning (Resolve, Seelie, 1)

Advantage: Fealty to House Liam (1), Sea Worthy (2)

Art: Dreaming (1)

Treasure: Glamour Dust (2)


Weakness: Indecisive (Resolve, Seelie, 2), Weak Knees (resolve weakness, 3)

Enemy: Sidhe (1)

Sylvia is ordinary in every respect: not greatly athletic or strong, not particularly beautiful, not exceptionally intelligent. You would not notice her in a crowd, and would likely never have heard anything special about her, and she is fully aware of that. Whatever she is now, she keeps reminding herself, she is because of her own hard work and perseverance.

She is a thoughtful person, who will always think before she acts. She is patient, and not one quick to judge. If she can, she’ll avoid conflict. She is not quick to intervene in others’ affairs, but if she does, she’ll try to mediate and find a middle ground. Her thoughtfulness also leads to her biggest weakness: she can be terribly indecisive, seeing both the good and bad in all the options that present themselves to her. She is very introvert, and does not make friends easy, but those that she does have are close. Honour and justice are immensely important to her. She is, proudly, a woman of her word—sometimes to a fault—and there are few crimes as great to her as cruelty, nor anything more hurtful than breaking trust.

She remembers but little of her life before Arcadia—mostly fragments of emotions ungrounded in person or place. But one image recurs in her dreams: the waves of the wide ocean. She dreams often of sailing on the rough ocean, exhilarated and free, dancing, as it were, with the undulating waters around her. When she first caught glimpse of the Tsu Ocean, east of Ardenmore, like everything else in this strange land it seemed so radically new to her, and yet, unlike any other place she’s seen, also so very familiar.

Though she remembers but little about her life in the real world, she often wishes she could forget much of her life in the Dreaming. Especially those first days! She arrived in Arcadia utterly lost: she had no idea where she was, no idea who she was. Those first days were terrifying, and the wonders of this world that was so new to her did nothing to alleviate that fear–quite the contrary. This world was too bright, too careless, too glamorous to someone so afflicted by confusion, fear, and doubt. What made this all the more difficult is that she was at that point not aware of the extraordinary power she had over the Dreaming. She’d fall asleep in one place, and wake up in another, a place that corresponded to her dreams. She wouldn’t have been the first human in Arcadia to lose her mind.

She never talks of those days, so what exactly happened, and how she came to be taken in by Lady Hester of House Dougal, is a mystery. Lady Hester took her in and cared for her. She helped her understand the nature of Arcadia, and taught her how to control Glamour, and thereby she helped her to control her special power–the power that only humans have over Arcadia. Though she never became a member of that or any other House, as a protégé of Hester, she became rather well known and enjoyed unique privileges.

At first she was relieved to have found some home in this strange new world. But her happiness was very short lived. It was hard to turn a blind eye to the way nobles treated commoners, of the unashamed exploitation that occurred even in the Seelie Houses. One day she realised the only reason they treated her better, was because of her power over Arcadia through her dreams. These Sidhe’s interest in her was really an interest in her ability to control and shape the Dreaming.

She met Lord Regolant of House Liam on the road crossing the Splendour River. It seemed a chance encounter, though later she learned Regolant had long been searching out humans, and had likely been keeping an eye on her for a good while before they met. She too had, of course, heard of him and his House. It was spoken of with great contempt among the nobles she had come to know: this was a House of oathbreakers,

exiled among nobility, traitors to the fae. Lord Regolant in particular was despised by the other Sidhe. He was one of a handful Liam nobles who had managed to stay in Arcadia after the House was exiled, by setting up his court in the Marsh of Grey Filth, an area no sane noble would want to travel near to. Worse, even, was what Regolant’s exiled court had become: though once one of the proud Seelie Houses, it now embraced a wild rabble of despicable Redcaps, criminals, and other exiles from Ardenmore society. Whatever former glory might have once been associated with this House had certainly vanished by now.

That should all have made her incredibly wary of Lord Regolant, and she was indeed cautious if not dismissive when they met. She did not trust him, but they spent the better part of the day together, travelling in the same direction, and as they talked, she was surprised to find in him a noble who actually cared about <em>her</em>. His compassion for her plight was mixed with an anger towards the Sidhe in general, for having created a situation that forced humans into Arcadia against their will. When they parted ways, late in the afternoon, she did not think they’d ever meet again. By this point she had decided the nobility of Ardenmore were not to be trusted, and that she should remove herself from their company, whatever the benefits they might have brought to her so far.

But they did meet again, and she also met other members of House Liam. As she gradually learned, Regolant’s House was not totally shunned by every noble in Ardenmore. In recent years, more and more cog soldiers marched into the marsh where Regolant had made his home, and Lord Gamine relied, secretly, on him in fending off those attacks from Middlemarch. Though Regolant himself rarely travelled to Eidolon, he often sent envoys (of the more respectable kind), and worked with Gamine for the welfare of Ardenmore.

When she made the decision to join Regolant she can’t remember. In retrospect it seemed like she could do little else. It just seemed the natural thing to do. Her aversion of nobility continues to this day, but this House seemed so different from all other Houses she encountered. In his unusual rabble of misfits she had expected to find traitors and villains of the worst kind, but instead she found kithain of true nobility: truly honourable, compassionate, and righteous. Even the motley of Unseelie that had aligned themselves with this House fought and quarrelled, in their own wild ways, for a noble cause. Lord Regolant ruled the House with a firm but tolerant hand. He was forgiving, but would also not hesitate to expel someone—Seelie or Unseelie—when they threatened to destroy the refuge he had created.

When she moved to Irondew, she had expected to do nothing more than live there for some time, while figuring out what to do next. She certainly had not dreamed of becoming a full member of House Liam herself. But Regolant saw in her thoughtfulness and diplomatic nature the potential of a leader, and, without pressure, encouraged her to consider to become more, to swear fealty to House Liam and thereby help him in his mission.

Her joining this exiled House and turning her back on the favours bestowed to her by her former noble allies caused a real stir in all the courts of Ardenmore. In their eyes, by this act, she had only confirmed the vile nature of this House, and she incurred the wrath of all the Sidhe. This was something she had anticipated, and had discussed at length with Regolant before she swore her oaths. She looks now at this with some irony: she, who has always despised treachery, is now a member of the “House of traitors”!

What she had not anticipated, however, was the reaction she got from her new House: the Redcaps at Irondew in particular made her life immensely tough. Though they did occasionally beat her, the fight was mostly psychological @ (though they also did eat her few belongings). Lord Regolant and other senior members of House Liam turned mostly a blind eye, and she realised this was a test of her loyalty, of her resolve. Though she did consider leaving at one point, she persevered, and after about a year, the hazing stopped. Only very recently she has been fully admitted to House Liam. She is a noble now, but only very rarely uses the title–a title that, in most circles, brings her more harm than good. The title is inconsequential to her: she swore fealty to the House because they fight for a cause she believes in, and as a way to repay the kindness she has been shown by Regolant. House Liam shows Arcadia what its world could be like: just, compassionate, honourable, if slightly anarchic.

Character Profile: Vitali, Male Sidhe

In preparation for a new campaign I’ve been preparing, I’ve asked all the players to create a profile of their character and send them to me. I thought it might be of interest to others too, so I’ll post them all here.

The campaign will be set in Ardenmore, and we’ve decided to use only The Wyld Hunt cards to create the characters. We decided on the following rules: Characters have 5 default points for Merits. Each character needs 2 Abilities, at least 1 Advantage, and at least 1 Art. Each character needs at least one Flaw (of more than 1 point). No Allies are allowed. And, most importantly of all, whatever cards are chosen need to work together, to create a realistic character with certain strengths and weaknesses. Each player was also asked to provide a background story that explains the Merits and Flaws that were chosen, but that also left some things unsaid.

So, without further ado, here is the first profile.

Sidhe, Male — Vitali

Might: 2, Savvy: 3, Resolve: 2

Noble–You are a member of the nobility. This privilege can never be revoked.




Ability: Commanding Presence (Savvy, Seelie, 2 points), Vengeful (Resolve, Unseelie, 2)

Advantage: Cityboy (2)

Treasure: Bag of Gold (x2, 1)

Art: Dictum (Sovereign, 2)


Weakness: Dishonest (Savvy, Unseelie, 1)

Enemy: Sophia’s Hatred (3)

How should I describe Vitali? He is a spoiled, selfish, spiteful, vain, and untrustworthy noble brat. He is probably also one of of the most charming persons you’ll ever meet.

Vitali grew up at in the city of Eidolon, and only went out of town a few times, and each time against his will: once for a wedding of his cousin, held in a fancy “magical” pavillion some knockers built for the festivities in Goldenreach Fields; and several times in the autumn to Oceanius, where his family went on holiday each year. But he did not like what he saw: too many commoners, too much poverty and misery. So he has stayed for most of his life in Eidolon. He knows the place well, and feels at home there, especially at the court of Gamine.

Vitali is a common presence at all the main social events in Eidolon, and people like to have him around. Especially if they are visitors to Eidolon and don’t know him well. He is charming, and you feel glamourous just by being in his presence. But the nobility of Eidolon are getting a little tired of his antics, especially after what happened when Lady Sophia last visited the capital. What happened? No one quite knows. Or, at least, no one dares to talk about it. Some think he insulted her betrothed, Lord Gamine. Others speculate Vitali got too drunk and tried to rape her. Others think she is just a stuck up bitch who probably made all of it up to discredit Vitali because he ignored her clumsy advances. Whatever the reason, Lady Sophia now hates him, ardently, and Lord Gamine’s patience with him has worn very thin.

He is born in wealth, and likes to flaunt it. Money often gets commoners to do the proper thing. If wealth doesn’t work, his skill in the Art of Sovereign helps him to impose his will on the idiot commoners that serve the court.

In the rare case that he has done you a favour, you’ll know about it, because he’ll constantly remind you of it. If you’ve wronged him, you’ll know it even more. He is not someone who forgives, nor does he forget. Except when he owes you something, and especially so if you are a commoner. Then he forgets. Or he doesn’t even notice. It is hard to tell sometimes. But chances are you won’t mind too much, as long as he favours you. Because he is charming and a pleasure to be around, and that charisma does a good job of hiding his unpleasant traits, sometimes long enough for you to forget what he really is like.


Scrye magazine often published articles about collectible card games that were written by the game’s creators. Often these are not very exciting–sometimes they are little more than an excerpt from the rule book–but they certainly were a good way to get good publicity for the game you created!

Scrye #17 (November 1996) included a full map of Ardenmore with a brief article describing some of its prominent sites written by Mike Tinney, one of the creators of Arcadia. The text of the article is mostly based on the League cards themselves, and thus does not provide any information players themselves would not already possess, but this was the first time, I believe, that players were shown what the entire kingdom of Ardenmore looked like, when all the Leagues were put together. (Click on each image for a bigger version.)



Fealty to House Liam — Card Notes

– You have a noble title and are entitled to the privileges therein.
– You recover 2 times the listed Rest at any House Liam-held Castle.

House Liam, one of the five Seelie noble Houses in the World of Darkness, is by far the most controversial of them all. It is a House of the exiled, and (at least in the eyes of most Kithain) a House of oathbreakers. The trouble started with the founder of the House, Lord Liam himself. The history of Liam’s exile from the ranks of nobility is troubled and complex. Those interested can read the details in Noblesse Oblige: The Book of Houses. The Changeling handbook summarises it like this (page 110):

The quietest (and some say the wisest) of all the house founders, Lord Liam was exiled to Earth for his eloquent defense of mortal folk. Centuries ago, the earliest Kithain held a great contempt for humans. Many saw them as the cause of rapidly spreading Banality, and some argued that revenge against them would remove this curse from the world. For many years, Liam stood alone against those who argued for retribution against humans. The outrage against Lord Liam was so great that all who supported him were condemned by the High Lords of Arcadia, and his followers were exiled to Earth.

Members of House Liam don’t see humans as perfect—far from it. They do, however, believe that humanity has earned the right to exist undisturbed. They fiercely despise Ravaging and Banality; their peaceful demeanors can turn wrathful when they encounter such.

All this happened long ago, at the end of the sixth century AD. House Liam remained in exile on Earth, guarding their few remaining freeholds or, in some cases, even remaining fully in the world of men. Some fled back to the Dreaming.

During the Resurgence, House Liam was again exiled from Arcadia. Nobless Oblige (page 114):

House Liam’s return to Earth was no choice at all; members of the house of oathbreakers were expelled with dispatch. There are many tales of those who attempted to stay in Arcadia—most of which end in violence—enough to justify resentment against any other house. The expulsion of House Liam was swift, direct and harsh.

As this card shows, however, not all members of House Liam were expelled from Arcadia, and, as we will see below, there is indeed still a stronghold of Liam in Ardenmore. But its members are still reviled by most nobles, and they continue to be seen as traitors. Though Sidhe of this House will still be respected as Sidhe, other members of the House are normally not given that same respect. The few territories they still claim in Arcadia are barren, desolate, grim places—like the Marsh of Grey Filth—that other Houses gladly avoid.

Members of House Liam do not advertise their allegiance. Though it is not a small House by any means, it lives mostly in secrecy, and its members roam the world, often serving as sages, loremasters and storytellers who remember the earliest fae societies (Changeling, page 110).

Though House Liam readily accepts commoners, there are very few commoners who belong to House Liam. This is mostly because of two reasons: it is not easy to meet the high standards expected of the members of this House, but very few commoners also desire to belong to a House with such a troubled reputation. Perhaps as a result of its exiled statues, House Liam expects its members to uphold their oaths of fealty strictly. If anyone—noble or commoner—wishes to join the House, they have to convince an assembly of the entire House to accept them. The candidate’s past actions are scrutinised, their motives questioned, and their character examined. Few make it beyond this step. The few that do are conditionally accepted into House Liam. They will have to live with the House for a year before they make their final oath, the Oath of Union, and are free to change their mind at any time before the year is over. It is not unusual that younger members of the House haze these petitioners, and test their resolve. If they stick to it, they can then swear fealty to the House of Liam and will from then on be considered members of the House. The candidate takes the Oath of Union while naked, standing before the witness of the House with eyes closed. If she is convinced of the candidate’s sincerity, she will clothe him in simple white robes, and accept him into the House. Because it is so rare that someone joins Liam, members who do choose to belong to the House are often seen as more honorable than those who are merely born into it.

Whether by birth or not, membership to a House is sworn with oaths, and as I have discussed here, oaths are never taken lightly. The Oath of Union captures well the weight of this commitment:

I come naked before you, unbound by ties of blood and honor,
Unbound by doubts or hesitations. I stand unadorned before you.
I humbly ask that House Liam clothe me, in the manner of the house;
In the manner that is fitting. I pray that you grant me this boon.
I swear I will accept the burdens of House Liam, as they are no burdens;
It is not hardship to protect. I swar that I will take them up with joy.
I hope that I will wither if I fail it, as a rose without water;
As a life without meaning: For my life is united with the house.

After this oath, members of the House—whether by birth or by acceptance—take a second oath, the Oath of Duty:

May the light of the Sun burn my skin,
May the light of the Moon bring me fear,
May the food of the Earth bring me hunger,
May the waters of Life parch my throat
Should I forgo the compas of my journey,
Should I neglect the care of the Dreaming,
Should I be blind to the needs of my charges,
Should I ignore the purity of my duty.

Apart from Sidhe, of course, the most common kith in House of Liam are Boggans, Pooka, and Eshu, though a few Sluaghs and even the odd Redcap have been known to join the House.

As these oaths illustrate, House Liam has very high standards of morality and duty and nobles of other Houses recognise this, even if they do not wish to declare so publicly. Many sidhe admit (in private) that the individuals of the house are usually of pure heart and honest mind (Noblesse Oblige page 116).

Liam is overwhelmingly Seelie, and the official House Liam position… is that the Unseelie Court is completely unwelcome within the house. Those found to be of that court are stripped immediately of any title they hold and drummed out of the house, or worse. (ibid., page 116) In practice, though, things are more complicated, and there are some Unseelie members of the House, even if they are very few—far fewer than would be found in any other Seelie House.

There is but one Liam-held Castle in Arcadia: Irondew Keep, the home of Lord Regolant. This border fort stands east of the Grey River, in the dank Marsh of Grey Filth, in a nomansland between Ardenmore and Middlemarch . It is an unusual stronghold for House Liam: Here, an army of Unseelie goblins and Redcaps obeys the orders of Lord Regolant, a House Liam Seelie noble. It is a haven for misfits, who all abide (to some extent) to the rule of Lord Regolant, and are united in their fight against the madness of King Ironheart, whose mechanical troops regularly invade their land.

Since Lord Regolant does support Lord Gamine of Ardenmore, Irondew Keep is Ardenmore’s first line of defence against the armies of Middlemarch, and in the events between The Wyld Hunt and King Ironheart’s Madness, Irondew is the first stronghold to be sacked by Ironheart’s Cog troops. The ruins of the once great if controversial house become then the staging ground for future assaults on Ardenmore.

The blazon of House Liam

In Changeling: The Dreaming, there is little said about the specific nature and position of House Liam in Arcadia after the Resurgence. Indeed, it is suggested that the entire House was exiled. But many members of House Liam on Earth have visions of what their House is like in the heart of the Dreaming. Noblesse Oblige: The Book of Houses describes it as follows (page 114):

There is a persistent dream that has come to many members of the house: A number of House Liam knights led by King Liam battle their way through opposing forces to bring a group of mortals into Arcadia with them. This small band, under the cover of night and concealing magics, journey to a distant corner of Arcadia where they establish a city, away from prying eyes.

In the dream, this city is a shining monument to the ideals of House Liam. King Liam and his mortals find joy in companionship and in living in cooperation. This union demonstrates the value of truth between faeries and mortal-kind. He rules there, or so the dreams have it, even to this day.

However, the book is quick to add, this tale is as ridiculous from the first word to the last. One can hardly imagine what effects a community of mortal worshippers would have on the purity of Arcadia. And, even if by some miracle such a city could exist, all in Arcadia would surely feel the strangeness of it. It is nearly impossible to believe that no mortals from that city would have been returned to Earth upon the Resurgence. The tale cannot be true.

Nevertheless, since the Resurgence humans do exist in Arcadia, and, since the Dreaming depends on the dreams and imagination of mortals, they have an unusual power over the land. Given House Liam’s long interest in humans, it is rather likely that at least some of these humans have been taken into the protection of Liam, if not into its very House.

Whiselkane’s Lane — Card Notes

Near the juncture of the Eastern Coast and Arden roads, a graybeard Satyr named Whiselkane watches and waits in the forest. Although flighty and distrustful, the elderly bard knows a great many things.

And now, a brief note on the age of the Kithain, disguised as a “Card Note”.

Kithain are grouped in three age categories: Childlings, Wilders, and Grumps or Greybeards.

Childlings are those between the age of 3 and 13. As children, they have the freedom to play, and revel in the glamorous world of Arcadia. They are not all innocent and naive, though, and can be vicious. They are not given much importance in fae society, and are not involved in the affairs of the adults, but they are protected. As the Changeling book states (page 86): Childlings enjoy a certain degree of privilege in Kithain society. They’re nurtured, taught and encouraged. Because they’re learning, they’re often forgiven for their misdoings. Inexperience, however, shuts them out from many adult activities. The solution is to live in a dream of their own. In their own private reality, playtime never ends.

Wilders are the adolescents, those between the age of 13 and 25. They have the vigour, enthusiasm, ambition, and recklessness of youth. It is not uncommon for Wilders to be in positions of great authority and power in fae society. Says the Changeling handbook (page 86): Living on the edge, wilders follow ambitions that propel them into positions of responsibility without authority. Rebelling out of desperation is the natural response. … Wilders live lives filled with constant energy and motion. Chaos and adventure fuels their very essence.

Finally, the Grumps or Greybeards are those above 25. “Greybeard” is the term they prefer for themselves, but “grump” is what they are generally called by Wilders, because they see them as cynical persons who have lost their idealism. Though Greybeards can indeed be bitter, grumpy old men and woman, they often also have the advantage of accumulated wisdom and experience. Since Wilders rarely care for anything that they have not directly experience, Greybeards are the keepers of lore and tradition, and hope that at least some Wilders will carry those on. Though Wilders often occupy prominent positions at the courts of Arcadia, the Greybeards often exert their influence more subtly, behind the scenes—an influence that is not to be understimated.

Of the three, Greybeards are the only category named in Arcadia. There is mention of Greybeards (or “Graybeards”, as it is spelled here) in two Leagues. Whiselkane’s Lane, pictured above, which is named after a graybeard Satyr named Whiselkane who lives here. And at The Eastern Coastal Road, pictured below, a graybeard Knocker lives near here and sells a hundred kites a year.

Sandman — Card Notes

One of the restless dead, a wraith, has blundered its way into Arcadia, the land of the Dreaming. The wraith is a Sandman, and it attempts to haunt your dreams, depriving you of any rest and taxing your spirit. Discard this Waylay when it’s defeated.

This is another instance of a crossover with one of the settings of the World of Darkness. Wraith: The Oblivion was the least popular of the World of Darkness lines, and, ironically, the shortest lived. Wraith was launched in 1994—a year before Changeling—and ended in 1999. Wraiths are the spirits of the dead who are still bound to something of this world and can therefore not “transcend” or leave for the hereafter. They are trapped in the Underworld until they come to peace with their death, and roam there restlessly, trying to resist the pull of Oblivion. Not a very cheery setting for a role playing game!

Wraiths feed on raw emotion or Pathos, which gives them their spiritual arts or powers (Arcanoi). Wraith society is divided into 13 Guilds, each of which excels one of these arts of the dead. The Sandmen—one of the 13 Guilds of the Wraith—are Wraith who excel at the creative use of Phantasm, the art that manipulates dreams and creates illusions. They are the dramaturgists and actors of the Wraith world, who offer entertainment in the grim cities of the dead. The Wraith handbook (page 156) describes the Sandmen like this:

Charged with artistic fervor and a love for the dramatic, the Sandmen sculpted stages of dreamstuff and performed great works in the theatres of sleep. Deathlords and Anacreons bartered for their services, and the arts of Phantasm granted considerable prestige. […] Phantasm was more than a job to them, it was a labor of love. Even today, wandering troupes of Sandmen bring their shows to Necropoli across the world, recounting tales and rumors because they love nothing better. Sandmen clothe themselves in gossamer, a faintly incandescent material borrowed from dreams. They are also distinguishable by their often over-dramatic mannerisms and bearing.

Of all the Wraith, the Sandmen are most closely linked with the fae. The Sandmen Guildbook spends considerable time on their relationship (page 37-38). I quote a few passages from that here:

Though seeming so similar in origin, vampires and wraiths share few characteristics. The opposite question arises among those who know of changelings (fae inhabiting the Earth): What do Sandmen not have in common with changelings? Both exist in a world spun from the gossamer silk of dreams. Both live for their imaginations and dread the mundane. And both enjoy sharing their inspiration and artistic appreciation with others of like mind. However, most changelings whom we encounter fear us immensely—to them we are the terrifying stuff of legends, creeping out of the afterlife from our so-called Dream Pits to haunt the changelings and their kind. A silly, but understandable myth. […]
Changelings and Sandmen are often drawn to one another by their shared interest in the imaginative capacity of dreams. Amusingly, some Seelie fae speculate that we are but a by-product of their Unseelie kin; that we are but chimera created by twisted fae imaginations. They believe that, like ours, the Unseelie power over dreams is a dark one, often twisting mortal imagination toward change and madness, away from tradition and inhibition.

To the Sandmen, the fae offer both peril and pleasurable prospects. As the Guildbook continues (page 58):

I mention all this to give my warning context: Beware the fae, so seductive to such as we! By nature we are drawn to illusion, dynamism, unspeakable beauty and mysterious allure—all the things that changelings represent. So potent is their dreaming that we, who are more susceptible than most, become lost in their fae “reality”. Sandmen slipping into their dreams (an easier process than entering those of mortals, but far more dangerous) have reported sighting their chimera (their term for mythical monsters) following them long after the changeling awakened.
Horror stories of this sort abound: Regis Finbane, the well-known Sandman actor, is said to have entered a changeling’s dream one night twenty years ago and never returned. Others who have tried to steal changelings’ souls have disappeared as well. Some say that our lost Guild brothers have become monsters in these changelings’s dreams, but no one knows for sure.

On the other hand, dangerous as they are, these fae exude almost impossible amounts of imagination and can be valuable allies in the quest for drama. Changelings are said to produce Sands [the glittering dust harvested from dreams, which Sandmen use for their craft] far richer and more various than any mortal can—and on a nightly basis. […] But you are well-advised to harvest changeling Sand carefully: just as harvesting leaves mortal dreamers listless the next day, harvesting Sand from changelings leaves them strangely weakened come morning. Prolonged harvesting can kill them—but, be sure, once they find out you’re harvesting them, you won’t continue for long.

Of all the Wraith, the Sandmen are thus the most dangerous to the fae. As a Sluagh explains (in the Changeling handbook, page 286):

There are ghosts out there who drink the dream right out of you. They’re called Sandmen, and once one sinks his claws into you, he’ll never let go until you’re drained dry. Ever have one of those mornings where you just don’t want to get out of bed, and you can’t remember your name unless it’s written on the bathroom mirror? That’s a sign a Sandman’s been at you.

Then again, if you can get a Sandman to be your friend, you’ve got it made. Think about it—you get to go make dreams! It’s hard to get started on that type of friendship, though. It’s one of those “You-got-your-chocolate-in-my-peanut-butter/You-swiped-the-creativity-that-fuels-my-existence” sort of things.

And now it turns out one of these has made its way into Arcadia—don’t ask me how!—and threatens to feed on the dreams of any fae it encounters. If you face this Waylay, you have to battle the Wraith with your willpower and pass a resolve test.

According to the Changeling handbook (page 286), a changeling who is affected by a Sandman loses Glamour “for every night of the wraith’s attention”. You could therefore argue that a Character who fails this Resolve test, should exhaust an Art if able, and may not unexhaust Arts until the Wraith is overcome again. The Character may try again each turn to overcome the Resolve test against the Wraith (which does not count as his encounter for that turn, and has no negative effect when failed). Or, if your Character is able to turn a Resolve test into a Savvy one, you could also try to convince the Wraith the dreams of another fae would be so much nicer than your own.

Glamour Dance — Card Notes

Glamour Dance

Sprites are attracted to Glamour in your area. They have come to siphon the Glamour energy. If you’re not careful, they’ll siphon your Glamour as well, but if you can join them, you may take part in their dance to gain Glamour.

If you fail a Savvy Test with the sprites, exhaust all of your Arts, and discard any Arts that were already exhausted. If you win a Savvy Test against the sprites, you may recover any Arts you have exhausted. Discard this Waylay when it’s defeated.

This is a Waylays from They Wyld Hunt I’m fond of, because unlike most Waylays this one is not an encounter you want to avoid, but one that you want to join in!

Glamour is what dreams are made of, and thus the very foundation of the Dreaming, at the heart of which lies Arcadia. It is “the living force of the Dreaming” (Changeling, page 8). Just as this world is made of matter, the world of the Dreaming is made of Glamour, and the deeper you travel into the Dreaming, the purer the Glamour. It is best described in the first edition of the Changeling handbook (page 56): The whole being of a changeling is suffused with a magical energy called Glamour. Glamour describes the mystical, elemental power of what exists on the Other Side, in the realms of fantasy and fancy. While chimera are the “physical” embodiments of dreams and imagination, Glamour is the “power source” that fuels and animates those chimera and the Dreaming as a whole. When a changeling draws upon Glamour, she draws upon the very energy of the Dreaming. That energy can be used to alter the Dreaming or change and modlfy material reality. Changelings can use Glamour to evoke their magical arts and cast their mischievous cantrips.

Or, this is how the second edition (page 151) describes it: The stuff of dreams, the magical clay, the energy of awe, the workings of wonder, the breeze that blows the cobwebs of disbelief from our eyes—Glamour is all of these things and more. The ability to live your dreams, to perceive the true and fantastic essence of the world, abides in Glamour. Everyone can create it, even normal humans. However, only the fae have the ability to give it form, to use it, and to wield its creations as a weapon.

The Arts work by shaping or manipulating Glamour, which is why you want to join in this Glamour Dance—the dance will restore your exhausted Arts by “replenishing” your Glamour. You’ll have to charm the sprites, asking them to let you join them, because you run the risk of losing your own Arts!

Sprites are “born of fancy and delight” (Changeling, page 278). They are not malicious by nature—at worst, they are just mischievous—but you could become an unfortunate collateral casualty of their magic dance.

Pre-order promo cards

Before the release of each Arcadia sets, White Wolf produced the pre-order promo cards pictured here, which were meant to create some excitement for each Arcadia release and give retailers an idea of how many boxes they should order—not a bad idea at a time when a new collectible card game was produced every month.

I can’t remember where the The Wyld Hunt pre-order cards were included. The King Ironheart’s Madness ones were included in The Wyld Hunt packs. Though a third set, The Lion’s Den, was planned, there were no pre-order cards for that set, as far as I know. They were not included in King Ironheart’s Madness packs, which perhaps suggests that the decision to not produce the final set had by then already been made.

Naga Guardians — Card Notes

The Naga are reclusive and untrusting of strangers. To gain their trust, you must use reason to make your case. If you fail, the Merit you exhaust must be an Art if possible. Discard this Waylay when it’s defeated.

The Naga are guardians of ancient secrets and masters of the Arts. The have chosen to live far from the other fae, in the far, desolate steppes of the south-east of Middlemarch, in the wastelands around the Ruins of Srissan—the remains of a civilization none but the Naga still remember. Naga culture is often misunderstood by outsiders, and, on the rare occasion that outsiders meet Naga, this has often led to great conflict. For the Naga are strong-willed and prone to aggression—it is certainly no coincidence that the Merit Naturally Aggressive in Arcadia depicts a Naga! Their poisonous weapons are universally feared—a simple scratch from them can, if untreated, kill even the strongest warrior.

As the Naga Character cards state: We are the ancient mysteries, the strangest magics. The forgotten places are ours to roam. Do not cross us, for our humor is likely beyond your understanding.

Nevertheless, time and again adventurers of Arcadia have sought out their help, because they know more of Arcadia than anyone else—not of the current happenings in Arcadia, though, but of its history: what every other kith has forgotten, the Naga guard. But, more importantly, they know Arcadia better than anyone else, because they have an unparalleled mastery over Glamour and the Arts, which shape the very land of Arcadia. Male Nagas are born with a proclivity to Pyretics, which lets them manipulate the power of fire, which is used in benign ways to create Will-o’-the-Wisp that let them scout out terrain but is also used in combat to deadly effects (to blind the opponent, to engulf her in flame, or even to create an ally of living flame). Female Nagas, on the other hand, master Imagery, an Art which lets them create new forms (and is thus unlike Chicanery, which works only by altering the perception of others). Compared to the innate powers of their male counterparts, Imagery may seem like a fairly benign Art, but those who have been targeted by this Art in combat certainly disagree!

A female Naga (from King Ironheart’s Madness)

It is especially because of their mastery of the Arts that others have sought out the Nagas. Some travel to Srissan in the hope of gaining some of their power, but the strange customs of the Nagas and their unpredictable temperament—unpredictable, at least, to those with little knowledge of their ways—have made this incredibly difficult. Some who have travelled to those wastelands have not returned, though no one quite knows why: the wastelands are certainly not the most hospitable regions of Middlemarch, and it is easy to perish even before finding Srissan, but there are also rumours that the Naga occasionally devour persons who have breached their codes. Others have indeed found Srissan, only to be expelled and gained the perpetual enmity of the Naga. But most travellers were just ignored, and ultimately left the Naga capital disillusioned, neither wiser nor more powerful. What drives people to Srissan, however, are the tales of the rare individual who has been accepted by the Naga as one of their own, and was rewarded with great power and treasure. Some, it is rumoured, have even been honoured by the Naga and received not just their loyalty but also their secrets, though many who have encountered the Naga think this to be a myth.

Whilst the Naga are secretive and prefer to keep to their own, a few individuals—such as the renowned Nyya, “Mistress of Secrets”—have formed allies with other fae and live among them. For their knowledge and mastery of the Arts they are immensely honoured: they are used to cancel Arts cast by others and the more powerful Naga can even “absorb” the Arts of others, giving them temporary mastery over them. These special abilities have made such lone Naga very desired, and they are frequently offered immense riches and great protection for their services, which gives them more comfort and power than they perhaps would have found in Naga society. The downside, however, is that even these Naga remain Naga, and are thus not easily convinced to join your cause.

A male Naga (from King Ironheart’s Madness)

However, the chances of encountering a Naga away from their homeland is rare, and when you do encounter one, as in this Waylay, it is almost certainly one who guards their home from the eyes of unwanted intruders. They will block your passage and though they could easily use force, they will try in various ways to dissuade you from travelling further. You must exhaust an Art when failing this Waylay, because that is where their power lies—if reasoning fails, they will strip you of your ability to use the Arts of Arcadia.

The Naga, mythical serpents of India, were introduced in King Ironheart’s Madness. There is no reference to them in The Wyld Hunt and were also not part of the Changeling world at the time, and, to the best of my knowledge, were never introduced in any later book.

They were, however, included (as Nagah) in the world of Werewolf, as one of the many “changing breeds”. They were there introduced in 2001 in the “breedbook” Nagah, and included in the 2001 The Players’ Guide to the Changing Breeds (see pages 121-129). These works could be useful to develop ideas for playing Naga Characters in Arcadia,  there are nevertheless important differences between the Naga of Arcadia and the Nagah of Werewolf. Like the Naga, the Nagah are secretive and prone to aggression, but they are a “changing breed”, shapeshifting weresnakes. They appear like humans and keep their Nagah identity secret—even many of the other changing breeds do not know of their continued existence. They now act mostly as assassins, but were created by Gaia with a very specific purpose. As stated in Nagah (page 14): When the world was young, the Nagah were given the task of watching the other Changing Breeds, to make certain that their cousins performed their jobs fairly and well. They had no need to reward those faithful to Gaia and their duties—those that did well found reward enough. But those who betrayed their duties, who abused the trust given them—these shapeshifters were the true targets of the Nagah. For the Nagah had been given venom—and their job was to punish. The Nagah were nearly driven to extinction by the Garou, as retaliation of the assassination of a Garou leader—and now rarely reveal themselves, trying to carry out their assigned mission in the greatest secret.

The Naga of Arcadia are clearly different—the last thing they probably want to do is to police everyone else! But I think of them in somewhat similar terms as the Nagah: they are the ancient guardians of Arcadia who have lost sight of their original purpose over the centuries—perhaps when their fertile, tropic lands turned into the dry, sterile wasteland it is now. Now they just hoard their unequalled insight in and knowledge of that world, using it to grow in power rather than for the benefit of the greater good.

Road to Skyeholme — Card Notes

This road leads through the Arborian Nation. It begins in the Kingdom of Night and ends in the High King’s palace in Skyeholm. With so much traffic, one never quite knows who one might meet.

Skyeholme (or Skyeholm, as it is sometimes spelled) is the mountain stronghold of High King Ardlanth, who brought peace to Arcadia and united its principal realms. This road was once one of the main thoroughfare’s of Arcadia, linking the Ardlanth’s court with that of his principal vassal, Middlemarch. It ran westwards from Middlemarch’s capital, and met the Grey River in the Kingdom of Night, but then ran towards the north, through the Arborian Nation—the realm of the tree-people, like the Willowtree and Oak-kin—to the mountain kingdom of Ardlanth.

But now the road is scarcely used. The Darkening has fallen over Skyeholme and has frozen the High King and all his subjects to stone. King Ironheart quickly took advantage of the ensuing political chaos. He has long had ambitions to rule the entirety of Arcadia, and built Mechopolis, his industrial capital city, to rival with the palace of Skyeholme. Seizing the opportunity, he sent his Cog troops to conquer the surrounding lands. His forces have already invaded Ardenmore, and he has already conquered the easternmost outposts of the Arborian Nation, destroying its woods to fuel his industries.

Few people still venture into Skyeholme. Rumours of the Darkening have reached Middlemarch and Ardenmore, but none that have since ventured into the High King’s realm have returned.

Skyeholme and its surrounding regions and the story of Ardlanth’s fate were to be the subject of the third Arcadia set, The Lion’s Den, which was never released. We will likely never know for certain what happened at the High King’s court, what the true nature of the Darkening is, or even what Skyeholme, the Kingdom of Night, and the rest of the Arborian nation is like.

One never quite knows who one might meet. How pregnant that phrase is now!

Tsu Ocean — Card Notes

The mighty Tsu Ocean has been receding for the last two hundred years. Each year, a little more of the coastline is exposed, and a few more dispossessed Tritons venture onto the mainland.

I bet the Ocean Leagues are the least used Leagues in Arcadia. They can only be placed next to a Border or another Ocean. They have a very high Enter and Leave Trial (some even require a Might Trial of 7 to enter or leave!), and they generally don’t let you recover anything if you fail the Trial. There is only one Quest that requires you to use them (The Flower Quest, which has you travel to Orchid Isle), but apart from that you never have to travel to the Ocean. And since they seem too difficult to use, why bother? These Leagues seem pointless.

What do we know about the Tsu Ocean? It lies to the east of Ardenmore and Middlemarch, and stretches “to the edge of Arcadia”. As two Tsu Ocean Leagues state, the Ocean has been receding gradually for two centuries, bringing every year more Mer and Tritons to the shores of Ardenmore and Middlemarch. It has been the site of several battles between King Ironheart and Lord Gamine, and in the southern parts Ironheart’s military vessels still scour the seas. Though the shores are relatively safe, the Ocean can be treacherous, and underneath its gentle surface strong currents drag the inexperienced swimmer far from land. The Tsu Ocean is particularly dangerous in the South, where seafarers try to steer clear of Ironheart’s patrolling cog troops—like his Cog Dreadnoughts, “gargantuan mechanical war-boats” which are quick to see anyone else cresting the waves to be threat, or the rarer, but not less dangerous, Cog Submarines, that might be easier to disarm than to destroy. My favourite, though, is the Cog Squid: “First you see the rainbow sheen of oil rippling on the water’s surface. Then your boat shifts under you as something huge displaces the water as it passes below. Finally, the clanking tentacles snake into the air around you, and you know you have a fight on your hands.” But the Ocean itself is also more merciless in the South: its waves have broken even mighty ships and carry the flotsam and jetsam of countless vessels. Only the most experienced—or the most foolish—sail far from the relative safety of Middlemarch’s coast.

So why would you venture out into the Ocean? It does indeed not seem worth the risk. Except, of course, if you are a Mer. Or a Triton. Or a Selkie. These three kith live in the Ocean. The Mer and Triton live under the Ocean’s surface. Mer build their coral cities on the Ocean’s floor, and that is also where the warrior tribes of the Tritons normally dwell. Both have surfaced more frequently in recent decades not just because of the receding shoreline, but also to fight against King Ironheart’s mindless pollution which is literally spilling into their realms. Selkies too have joined this fight. They are residents not of the deep see but of the “continually shifting shoreline” (The Toybox p. 127), and to save their kind have taken up the fight against Ironheart, who has been stealing the sealskin of Selkie’s and thereby enslaving them.

That there are 3 kith in Arcadia with ties to the Ocean is remarkable, given that they are very rare in Changeling: The Dreaming. Selkies were only introduced in a later source book on San Francisco, Immortal Eyes: The Toybox (see page 127), but almost as an afterthought. Mer(folk) were alluded to in some places, but not as character you’d play. There were no other Ocean kith in Changeling at the time that Arcadia was published. Mer characters were introduced in The Wyld Hunt and these aquatic characters figured also prominently on the artwork of many Merits and Flaws, signalling that the Ocean might play a prominent role in this world. The other two Ocean kith—Selkies and Triton—were introduced in King Ironheart’s Madness. Mer(folk) and Triton would not appear fully in the World of Darkness until 1999, when Blood-dimmed Tides was published. This sourcebook (useable for all World of Darkness lines) deals with the oceans, and introduces Merfolk (see page 59-70) as well as Heiké Crabs (page 56), which bear a striking resemblance to Tritons.

Of course, you do not need to play with any of these aquatic Kith to venture into the Ocean. These kith may be at home in the seas and be able to breathe under water, but the other kith are not prohibited from entering into the ocean either, even from visiting the fabled coral cities of the Mer. They can swim, of course, but they are more likely to take a boat, a ship, a dingy, or a raft and sail or row or float away. Some of the Waylays actually suggest this: see Capsized, for instance.


There are quite a few Ocean Waylays, actually—perhaps more so than one would initially suspect. In Arcadia’s ports you might bump into Buccaneer Colony or some Pirates or Slavers who wish to ship you off to Middlemarch’s Fack Tories,  or perhaps the Old Man of the Sea. The peaceful sea’s surface might suddenly turn into a swirling Whirlpool, “sucking you into the depths”, or you might have face a typhoon (see the Waylays Hurricane and Tornado, which can be played on Ocean Leagues). Along the shores of Middlemarch you are likely to sail into Polluted Water, at places where the sludge from his industrial sites is dumped into the sea. The creatures of the Ocean are no less scary. There are the Waterrunners, “large amphibians” who run on the water’s surface, and Water Elementals, who “have been known to attack boats and siphon their occupants down into the cold embrace of the deep waves.” There are Flocks of Harpies, who are the embodiment of stormy winds. And there are the vicious Rokeas or weresharks, who are luckily not all intent to kill you—some, like Dapper Rokea, even want you to work for them.

And then there is the Passing Kraken, which makes more sense when used in a full Ocean quest: “One of the two known Krakens in the Arcadian seas is swimming in this area, unaware of the disaster resulting from its passage. The water churns violently, and one of its tentacles smashes into you, upsetting your boat and leaving you to fight the monstrous undertow of the creature’s wake.” It does seem strange that such a giant creature would swim along Arcadia’s shallow shores, but if you are far at sea it seems more realistic to have one of these nonchalantly brush past you. (I do like that they gave it a Combat value of 89 just in case someone wanted to pick a fight with it!).

As I mentioned, Ironheart’s Cog Navy patrols in the South, but you will equally have to be wary of other troops. A Zip of Zeppelins might drift overhead. (You’d have to be really savvy to not be seen by them when you are in open waters! You’ll want to adjust the difficulty of this Test when using it in this setting.) Or you’ll be attacked from above by a swift Icarian Flying Skiff on their way to raid a coastal village.

There are quite a few common Waylays that can be played on Ocean Leagues, and they often have to be interpreted very differently than if they were played on land. Take Huntsman’s Snare: “You’ve triggered a huntsman’s snare. You’d best break free before the hunter returns.” As the illustration and name suggests this will generally be used on land when you are caught in a hunter’s trap, but it can be played on an Ocean League too, when you would be caught in a fisher’s net. Or take Lost! where you have become lost at sea, unable to determine where you are because there is no land in sight. Or Worn-out when you have become seasick or just sick of the sea. Each of these can be interpreted differently when set on the Ocean.

There are 5 different Tsu Ocean Leagues (3 in The Wyld Hunt, 2 in King Ironheart’s Madness), and a few special locations such as The City of Coral Ocean, the “last true home of the Mer” or The Graveyard of Ships, the site of an naval battle between Ardenmore and Middlemarch, and some important ports, such as The Shipyards and Oceanius. The Tsu Ocean Leagues are fairly common, and since they are so general they are also easily duplicated in your game. It is, therefore, not very difficult to build a significantly sized Ocean map, linking various islands and ports with each other and creating an adventure with a flavour unlike that of a normal Arcadia quest.

Arts of Arcadia

[This is the last in a series of post on the Arts in Arcadia. Read this post for context and the variant rules that are referred to below.]

In this post I list the Arts unique to Arcadia. (Or rather, they were unique to Arcadia at the time of publishing: a version of Skycraft was later included in Blood-Dimmed Tides.)

There are four such Arts: Imagery, Skycraft, Earthcraft, and The Human Art (the last two are names I made up, since they are never named). Skycraft and Earthcraft are unique to King Ironheart’s Madness. The Human Art is unique to The Wyld Hunt.


imageryImagery is the only Art unique to Arcadia that is actually named in the rules. This was already introduced in The Wyld Hunt, but only identified in the rules for King Ironheart’s Madness, since Naga Characters (which were introduced in that same set) can either start with extra Pyretics or Imagery Arts, depending on their gender. This, and “the Human Art” mentioned below, makes me think that the creators of Arcadia had plans to work more with the types of Arts in future sets as well.

Note: I do not have a copy of Chameleon, and I haven’t found any images of it online. I assume it is Imagery, but I haven’t been able to check this.

Mirror, Mirror *

You may spend a turn and consult your reflection for advice. Exhaust this Art and roll a die: 1 – You miss your next turn. 2 – The next Day you will move 1 League in the direction of your opponent’s choice. 3 – Your opponent can instantly relocate 1 of your Treasures to another League. He chooses the Treasure and the new League. 4 – You can skip 1 League the next Day. 5 – One of your Treasures of your choice is moved to your current League. 6 – You may take two Days in a row. (TWH)

Chameleon **

Exhaust this Art to adopt the mask of your surroundings. If another character or Waylay is in your League that Day, you may exhaust a Savvy Ability to hide. As long as you’re hiding you cannot be encountered by another character or a Waylay. Once you move to another League, this effect ends. (TWH)

Doppelganger ***

Exhaust this Art and a Might Ability to duplicate the opponent you’re facing. Your attributes are now the same as his. This effect lasts for 1 Test only. You may not use other Merits to affect the outcome of this Test. (TWH)

Red Herring ****

Exhaust to move one of your opponent’s Quest Treasures to another League. This must be played as your opponent is recovering the Treasure. (KIM)

Mirage *****

Exhaust as another character enters a League. That character must now pass a Might Trial difficulty 6 before they can enter that League. Mirage remains until the character succeeds or 3 Days pass, whichever comes first. (KIM)


skycraftSkycraft manipulates the weather, and particularly wet weather (rains, storms, etc.). These Arts are all targeting your opponent, and mostly attempt to detain him for some time. This Art is not named in Arcadia, but was later included in Blood-Dimmed Tides, where it is particularly associated with the oceans. It is described there as follows (page 80):

Since the dawn of time, mankind has made offerings to the gods before undergoing an aquatic journey of any sort. The changelings who know Skycraft protect it well, as they understand the power of this potent Art. Masters of Skycraft can control the storms that whip the seas into their frenzy, and through this, the lives of whoever may be travelling there.

The cantrips given in that book do not correspond to the Art cards of Arcadia, and the Arcadia version of Skycraft is not restricted to the oceans (see Flood). But you could make this an Art for Selkie and Mer.

There are only 3 such Arts, all in King Ironheart’s Madness  (and all are illustrated by the same artist, Andrew Kudelka). This is the least balanced set of Art cards: there are no 1, 2, or 3 point Skycraft Arts, and two 4 point Arts.


Flood ****

Exhaust to move your opponent 2 Leagues in the direction of your choice. The opponent may not be Waylaid on the new League until his next Day. (KIM)

Tempest ****

Exhaust to cause another character to miss his next 2 Days. That character may make a Might Trial difficulty 7 to attempt to negate this Art. If he passes he is unaffected. (KIM)

Storm Clouds *****

Exhaust to force another character to make a Resolve Trial difficulty 6 in order to leave their current League. Storm Clouds remain until the character succeeds or 3 Days pass, whichever comes first. (KIM)


earthcraftThis Art is not named in Arcadia and has no counterpart in Changeling. I have named it Earthcraft, parallel to Skycraft, since all these Arts manipulate the earth—such as moving Leagues or changing the nature of a League. All of these appear in King Ironheart’s Madness. There are no 1, or 2 point Arts of this type.


Side Track ***

Exhaust to move another character’s Base Camp to another location on the map for the duration of the Quest. The Base Camp may not be moved more than 3 Leagues in any direction, and must meet Terrain requirements as normal. (KIM)

Insight ****

Exhaust to ignore the Enter or Leave Trial on any one League. (KIM)

Earthquake ****

Exhaust to cause any one League to change its terrain type. Pick a new League card at random and replace the League you wish to change with it; Terrain requirements are ignored. Any Waylays or characters on the affected League remain there. (KIM)

Earthshape *****

Exhaust to move a League to another location on the map. The new location must meet normal terrain matching requirements. The League will remain there for 3 Days, then return to its original location. (KIM)

Schism ******

Exhaust to completely separate 1 League from the map. This League is put to the side, but is still in play. Roll a die to determine the number of days until the League rejoins the map, 1-3: 1 Day, 4-5: 2 Days, 6: 3 Days. If the character can fly, has a mount that can fly, or uses the Art Flicker Flash, he may Enter or Leave the separated League, or he may travel directly over the resulting gap in the map.

The Human Art

human-artAt the beginning of the Resurgence, when the barriers between this world and Arcadia were briefly down, Sidhe from Arcadia swapped places with human mortals (see here for more on this). These human residents of Arcadia—the “Arcadian Mortals”—gained some special powers that the fae themselves had never encountered. As explained in Dreams and Nightmares (page 59): From time to time, a changeling returns from a quest for Arcadia with tales of humans possessing incredible powers. Such stories are thought to refer to Arcadian mortals, the humans who traded places with the sidhe and developed powers to rival the abilities of true fae. Although no one can say for certain what these powers might be, clearly they would hve to be prodigious to allow mortals to hold their own against faeries in the homeland of the Kithain. As no changeling has been to Arcadia since the time of Resurgence, there’s no way to confirm or deny these rumors.

Well, in Arcadia these are first named. There are 3 Arts in The Wyld Hunt that can only be used by Human Characters (“Only Humans may take this Art” says each of these cards). I have no idea what this Art is called, and the three Arts are very different in nature, so it is difficult to give it a name other than the bland name “The Human Art”, but that is the best I can do for now 🙂 . If you have any information about this Art, please leave a comment! There are no Arts of this type in King Ironheart’s Madness.

Dreaming *

Only Humans may take this Art. You may exhaust this Art and spend a Day to move 3 Leagues in any direction. You are not affected by Terrain Trials on your destination League and you completely skip the first two Leagues. (TWH)

Creativity **

Only Humans may take this Art. You may exhaust this Art and 1 Savvy Ability to change any Waylay Test you’re facing to any other Test of your choice (a Combat Waylay can be changed to a Savvy Waylay, a Resolve Waylay to a Might Waylay, etc.) You may even change a Waylay into something it could not normally be. If you do this the rating for its new Attribute will be 1. (TWH)

Wanderlust ***

Only Humans may take this Art. Exhaust this Art and 1 Resolve Ability to move any 1 Waylay to any other League in play. Normal Terrain conditions no longer apply to the Waylay being moved. (TWH)