Changeling The Lost 2E Playtest Compilation v6
Changeling The Lost 2E Playtest Compilation v6
Changeling The Lost 2E Playtest Compilation v6
One day, eluding her keepers, the Princess escaped. Once outside,
the brightness blinded her and erased every trace of the past from her
memory. She forgot who she was and where she came from. Her body
suffered cold, sickness, and pain. Eventually, she died. However, her
father, the King, always knew that the Princess' soul would return,
perhaps in another body, in another place, at another time. And he
would wait for her, until he drew his last breath, until the world
stopped turning...
Pans Labyrinth
Welcome to being lost.
Thats a strange concept, introducing you to
Changeling: The Lost is a game of beautiful lies, and bittersweet truths. Changelings
were taken from their past lives, and replaced with nothingness, with trash. They
served monstrous, alien fae creatures, creatures who rebuilt them for a sole, selfish
purpose. Changelings then escaped, warping that changed visage, taking ownership of
what they were forced into.
Now, changelings walk in the same world as the rest of us, but they have to balance
living lies, and dealing with truths. When they look around, they see two worlds.
They see the fantastical at the same time as the mundane. Embracing either side
means eschewing and being eschewed by the other. Most walk the line, and make
hard choices on what to accept, and what to reject.
What do you tell your loved ones? Can you ever truly love someone who can never
see you for who you are, and whats happened to you? Do you seek out others who
have been through what you have? Do you reject them because theyre a constant
reminder of a time youd rather forget?
Every time you feel youve found the answers, youre lost again.
Diving Back In
Arcadia is a realm of wonder and dreams, a land of fairy tales and magic. Its also the
most terrifying place you can imagine. Even the beautiful things hurt, because they
simply are not compatible with the way your world is supposed to work. Arcadia can
be nightmare beyond description, sure. But Arcadia can also be like a beautiful corset,
but one thats just a little too tight, so it cuts into your skin and makes it hard to
breathe. Once youve escaped, why would you ever wade back into that hell?
First off, in the world of flesh and blood, your perceptions betray you. You see things
for the magic, for the wonder, for the strange. You also see them for the honest
reality. That car is simultaneously made of steel and fur. Its headlights are both a face
and an electrical system. Which is real? Does it really matter, if the car can both crash
into you, and eat you? Changelings deal with this dichotomy constantly, and have to
balance these perceptions. Rejecting reality and rejecting the fae both carry immense
danger, but both also come with great temptation. Wouldnt it be nice to shut off all
the strangeness? But then again, wouldnt it also be nice to live in a land of pure
imagination and adventure?
The thing is, no rational person should delve into the fae. In a vacuum, any reasonable
person should avoid everything fae when possible. Changeling: The Lost happens
when that becomes impossible. In Changeling, were telling stories about people who
have technically escaped the pain, but never fully get away. They have to explore the
things that hurt, lest they hurt forever again.
Changelings are on the run, theyre hiding. Changelings band together against the
outside forces of the fae. They also run headlong back into the Hedge, the barrier
between Arcadia and the flesh. The Hedge offers great rewards, but great risk. The
Hedge offers opportunities to avoid future captivity, while risking death and
dismemberment.
Getting On
Yes, changelings will explore that darkness time and again. But mostly, Changeling:
The Lost is about what you do now that youre free. Arcadia is about tales from times
past, its about folklore and legends and the strange. But youre not in Arcadia
anymore. Changeling stories are about the present, and the future. Theyre about
learning from the past, sure, but theyre really stories about rebuilding. Changelings
build majestic courts on the grand scale, and new lives, loves, friendships, jobs,
hobbies, and finding yourself in a whole new experience on the small scale.
There are of course hurdles. When taken to the fae realms, the dark powers leave
dopplegangers in your place. When you return, you might find a weird clone who has
inhabited your life for the past twenty years. What do you do? Do you try to solve
that? Do you walk away again? Now that youre returned, you wield unimaginable
fairy magic. It makes you powerful, sure, but it also guarantees youll never truly be
human. Do you eschew that or embrace it?
Kith
A Changeling's Kith is the purpose she was forced to serve by her Keeper. It changed her,
redefined her very existence to fit this role, and it stuck with her through her escape. There are,
quite frankly, a lot of Kiths to choose from. The full list can be found on pg. XX, with
descriptions and the supernatural abilities they grant.
A Changeling's Kith is defining, but it does not define her. An entire Motley of Changelings
could share the same Kith and be entirely different people, differentiated by their Seemings. A
Wizened Telluric is a living observatory and might constantly consult the stars with the
equipment attached to his body, while a Fairest Telluric simply leads a charmed life, taking the
actions that the constellations deem correct with an unwitting grace.
Seeming
While Kith represents what Arcadia did to you, Seeming represents what you did to Arcadia;
what you did to get out, to set yourself free, to get home. Were you tricky? Did you use brute
force? Throw away your humanity? Give in to raw emotion? All of these reflect on you and your
Kith, transforming you once more. Seeming determines, primarily, what facet of your Kith you
express, and which Contracts you find easiest to use.
The six available Seemings are Beast, Darkling, Elemental, Fairest, Ogre, and Wizened. More
information on Seemings can be found on p. XX.
Court
Courts are how Changelings unite, for support and protection, not just from the Huntsmen, but
from themselves. From the Courts your group created in Step Zero, select one for your
Changeling to pledge fealty and membership to or not. Not joining any Court can be quite
dangerous.
Wyrd
Wyrd represents the strange, narrative laws of Arcadia that your character can channel into the
World of Darkness. As it raises, your character becomes more Fae than human, but at the same
time gains more powerful Contracts and Wyrd-based abilities. The Wyrd trait starts at one, and
can be increased by spending Merit dots in Step Six, or with Experiences in-game.
Contracts
Contracts are the binding agreements made by the True Fae with reality. Fire burns in Arcadia,
for example, because the owner of that particular part of Faerie contracted to burn. Changelings,
as beings that are between Fae and human, can exploit clauses of these Contracts for their own
benefit. Select five dots worth of Contracts from p. XX. At least two dots have to be in Contracts
that feature your characters Seeming as a favored option. If you purchase a Contract with
affinity for your characters Seeming, you get that affinity effect for free. You cannot start play
with the affinity effects for other Seemings.
Clarity
Clarity represents a Changeling's connection to reality, and her ability to tell the difference from
it and Arcadia. As it lowers, she might dissociate and confuse the Fae and the flesh. Clarity starts
at seven.
Fetch
Every Changeling has a Fetch, a simulacrum of their old selves left behind so they would not be
missed. Most Changelings have to deal with their Fetch, one way or another. Like Step Zero, this
is not strictly speaking a part of character creation, but if your Storyteller intends to involve your
characters' Fetches in a game, it's best to come up with them early on, at least a concept for the
Storyteller to design around. Talk with your Storyteller about what sort of antagonism you'd like
to see from your doppelganger, and how it could tie into the chronicle. For more information on
Fetches, see p. XX.
Willpower
Willpower is your character's ability to push yourself forward, to go the extra mile when you
might otherwise fail, or when you absolutely cannot fail. A Changeling's Willpower rating is
equal to her Resolve + Composure.
Combat Traits
A Changeling's Defense rating is equal to the lower of her Wits or Dexterity, and her Athletics.
Unless a Kith or Merit changes it, her Size is 5. Her Health is equal to her Size + Stamina. Her
Speed is Size + Strength + Dexterity.
Aspirations
By now, you should have a good idea of what your character is like. Give her three Aspirations;
things she wants to do. One Aspiration should be a long-term goal, like Make peace with my
Fetch, or Kill my Keeper. The other two should be short-term goals, like Bring something
useful back from the Hedge or Make a friend.
For every Aspiration you complete, you get a Beat (see p. XX), so expect to accomplish your
Aspirations often. You'll have to come up with new ones to replace any you accomplish.
[QUICK REFERENCE]
Changeling Template
Seeming and Kith
Choose the Kith your Changeling was forced into during her durance, and the Seeming she
earned when she escaped.
See p. XX for a complete list of Kiths. Pick one that fits your character's durance.
Pair it with the Seeming that best represents how your character escaped.
Beast: You escaped using animal instinct. There's a bit of humanity you're not getting back, but
that was the price you paid for freedom. You're not quite human, but neither is anyone else.
Darkling: You were able to sneak out of Arcadia by embracing dark roads and ruthless choices.
Darkness is your ally, but you've been hiding so long you might not like who you are in the light.
Elemental: You gave in to the raw forces of nature, becoming less and more at the same time.
As part of the elements, you found escape, but surrendered something human along the way.
Fairest: When you realized what youd lost and what you still had, you chose not just to grasp it,
but to make use of the potential of others. You didnt just escape you learned how to cut a path.
Ogre: You suffered pain and burdens. You suffered whips and chains. You suffered in your
flesh until your flesh couldnt bear it. And what was left? Wouldnt break. You tore your own
way out
Wizened: You were taken for a task and did it well. You did it often. You did what you do,
despite an unruly unreality that unmade you piece by piece. Luckily, you know how to rebuild.
Court
Decide with your group what Courts exist in your city, then select one from those.
Contracts
Choose five dots of Contracts. While at least two dots must come from Contracts that share an
affinity with your characters Seeming, they can be any combination: Five one-dot Contracts,
three one-dot Contract and one two-dot Contract, or one five-dot contract. It is advised you look
for Contracts that have effects which favor your character's Seeming, but if they don't appeal to
you, don't feel required to do so beyond your affinity requirements.
Experience Costs
Attribute: 4 Experiences per dot
Merit: 1 Experience per dot
Skill Specialty: 1 Experience
Skill: 2 Experiences per dot
Wyrd: 5 Experiences per dot
Morality: 3 Experience per dot
Contract: 1 Experience per dot
Alternate Contract Affinity: 1 Experience
[END QUICKSTART]
Advancement
Changeling characters use two resources to track their advancement in their chronicle: Beats and
Experiences. Beats and Experiences are used to track the character's advancement in the story
and their development as characters, as well as any training they may undergo, or the evolution
of their Wyrd. Upon accumulating five Beats, they're changed into a single Experience, which
can be used to buy additional dots in various traits.
Beats
Beats can be considered units of drama, representations struggles, obstacles, and lessons your
character has overcome. Characters acquire Beats when they do one of the following:
Fulfilling an Aspiration. At the end of the game session, take a Beat and choose a new
Aspiration.
Resolving a Condition (see p. XX) grants a Beat.
The player can turn any failed roll can be turned into a dramatic failure, which grants a Beat.
This can only be done once per scene.
If your character takes lethal damage in her rightmost Health box, take a Beat.
Take a Beat at the end of any game session.
Storytellers can award Beats for exceptional roleplaying, tactics, or character development. If
this involves more than one character, all of them should get a Beat.
You can only receive a single Beat from a given source per scene, but not a given type. For
example, you might get two instances of the Spooked Condition. Since theyre the same
Condition, you can only gain one Beat from resolving them. However, if you resolve Spooked
and Guilty, that gives two Beats.
Experience Costs
Attribute: 4 Experiences per dot
Merit: 1 Experience per dot
Skill Specialty: 1 Experience
Skill: 2 Experiences per dot
Wyrd: 5 Experiences per dot
Morality: 3 Experience per dot
Contract: 1 Experience per dot
Alternate Contract Affinity: 1 Experience
Freehold Creation
Freeholdsareasvariedasthemythsandlegendsaroundtheworldthatinspiretheirmembers.
AschangelingsescapefromArcadiaandbandtogetherallovertheworldtheyhaveno
preconceivednotionsofwhatafreeholdisorhowitoperates.Createyourownfreeholdwith
courtsystemsthatarethematictoyourchoiceofsettingandthestoryyouwanttotellwithyour
players.
Step1:FoundingaFreehold'sStory
AttheheartofeveryfreeholdistheStory,somethingfamiliartothemortalsinthesetting:a
storytheyheardaschildren,anurbanlegend,oranoldmythpasseddownbywordofmouth
amongtheoldestmembersofthecommunity.TheStorytoldbythefreeholdandcourtsprotects
itsmembers,butitalsoconnectstherealworldtoArcadiaanditsarcanerulesbyestablishing
thoserulesinthemortalworldandinthefreeholders'favor.
ThestoryissomethingfamiliarliketheCelticmythsoftheseelieandunseelie,orseasonal
courts.OritmightbesomethingmoreregionallyspecificlikeBologna,Italy'sLostNation
freehold,inspiredbythefamousuniversity'shistoricaloriginsprotectingitsstudentsfromunjust
laws.
ConsiderthevariousaspectsoftheStoryandwhetheryoucanpullitapartenoughtoinspire
multiplecourts.Eachfreeholdhasatleasttwocourtsandgenerallynomorethanfive.Methods
ofdeterminingwhoreignsinthefreeholdvariesdependingonthestory,buteachcourtmust
haveadefinedtimeormeansoftakingthethrone.
TheIronHoldissetinwesternUpperMichigan.Itisanisolatedregion,hemmedinbythegreat
lakesandfarfromtheconcernsofthepoliticiansinLowerMichiganwhostrugglewithmore
seriousissuesincitieslikeDetroitandFlint.Insteadofgatheringallinonecity,itsmembers
tendtobescatteredthroughtheterritorywithsmallmotleysgatheringtogetherandclaiming
partsoftheareaastheirown.Theresbeautyintheenormousswathsofforestandthefrigid
waterofLakeSuperiorjuxtaposedagainstthesmallcommunitiesstrugglingtosurvive.IronOre
andcopperminingoncedominatedtheregion,butforestry,huntingandfishing,andtourism
keepthedecliningpopulationhangingon.
Thestruggletosurviveisastorythattheareasresidentsarealltoofamiliarwith,anditisthe
foundationoftheIronHoldsstory.Wintersareharsh,moneyistight,andthejobsaregone,but
thosethatremainaretoostubbornorunabletoleave.Likewisethechangelingsthatliveinthe
areaarefewinnumberbutareunwillingtocedetheirterritorytotheHuntsmenandmovetoa
safercitywithalargerfreehold.Theindustriesthathavekepttheregionalivemining,forestry,
hunting,andtourismformthebasisforthecourtsoftheIronHold.Anannualcontest,aWild
Hunt,determineswhichcourtwillruletheFreeholdforthenextyear.
Step2:BuildingtheBulwark
Freeholdsprotectthechangelingssworntothemviaaboonknownasthefreehold'sBulwark.
ThisisaspecificritualthatthefreeholdregularlyperformsinordertomaintaintheStoryand
keeptheTrueFaeatbay.Asabaseguideline,thesimplertheritualisthemorefrequently
freeholdsperformit.Bulwarksthatrequiresomesortofsacrificeortemptthecourtiersofthe
freeholdtonotfulfillitsrequirementsmayonlybeperformedafewtimesayear.Veryrarelywill
aBulwarkritualbeperformedonlyonceayearorlessandthentherequirementsforperforming
itwillbeexceptionallystrenuous.
TheseasonalcourtsdependupontheBulwarkoffreelypassingpowerfromonecourttothe
nextastheseasonschangetokeeptheTrueFaeconfusedandatadistance.Meanwhile,the
CourtsofScheherazadeinTorontotellatalethey'venevertoldbeforeeveryevening,andthe
talekeepstheTrueFaesatisfiedforonemoreday.AslongastheBulwarkstands,all
freeholdersaddtheirmantletotheirdefenseagainsttheTrueFae.
TheIronHoldlivesontheedgeofasurvivalandabadyearcouldsenditintoacollapse.In
ordertorepresenttheprecariousnatureofsurvivingyeartoyeartheHoldcombinesthe
Bulwarkritualwiththeritualforchoosingthefreeholdsnextmonarch.Onceayearthe
freeholdersgathertogetherandstageawildhuntwiththeopeningoftheregulardeerhunting
seasoninmidNovember.WhomeveristhefirsttokillaHuntsmanwinsthefreeholdscrown
andtomaintaintheBulwark,theHuntsmansremainsarerituallyburnedbeforetheseasons
conclusionattheendofthemonth.Mortalswhomissshootingabuckhaveonlytheirwounded
pridetocontendwithbutifthewildhuntisafailurethentheBulwarkbreaks,thefreeholdhasno
legitimatemonarchandtheTrueFaetakeparticularinterestinthefreeholdschangelings.
RebuildingaBrokenBulwark
WhenaBulwarkbreaks,thefreeholdcanrebuilditatthenexttimetheritualwouldnormallybe
performed.Itshouldneverbetakenlightlyordonetooeasily,eveniftheBulwarkritualoccurs
frequently.Themorequicklyandeasilytheritualis,thehardertheirenemieswillstrikewhenthe
opportunitypresentsitself.
Step3:IdealsandEmotions
Thecourtsthatmakeupthefreeholdeachembracedifferentaspectsofthefreeholds'storyin
ordertocontroltheirownlivesanddictatetherulesbywhichtheTrueFaeandHuntsmen
interactwiththem.Whilearoughbasisforthecourtswasalreadydeterminedwhenchoosing
theFreeholdsstoryinStep1,thisstepfleshesoutthecourts.Writeaquickpitchforeachcourt
thatgrabsyourplayersattention.
Determinehowmanycourtsmakeupyourfreeholdanddefinethecourts'ideals,themesand
placeinthestory.Chooseanemotionthatrelatestothecourt'sthemes,andconsiderhowthe
membersofthecourtmightinterprettheirdefiningemotionandtheme.Eachcourtshouldbe
flexibleenoughtoappealtoavarietyofcharacters.Forexample,thesummercourt'semotionis
wrathbutcourtiersmightcultivateitthroughcompetitivesportsorblockingsomeonefrom
passingonthefreewayaswellasstartingbarbrawls.
TheIronHoldscourtsarebasedonthemajorlocalindustries.TheyincludetheCourtof
Copper,theCourtofPine,theCourtoftheHart,andtheCourtofSnow.
TheCopperCourtisthetraditionalcourtofmining.ThoughtheminesinUpperMichiganhave
allshutdown,thecoppercourtlingersastheytrytoholdontothegloryofthepastbeforethe
boomtownsturnedtoghosttownsandtheywerethemostpowerfulcourtinthefreeholdsthat
sprangupintheminingtowns.Itisalsothecourtofcraftsmen,historians,oneiromancersand
warriorswhoaretraditionallyskilledinurbanandundergroundwarfare.Thecourt'semotionis
regret,regretforwhatcourtierslostwhenthem,lostpower,andtheharshcoststhatcopper
courtierswon'thesitatetopaytokeepthemselvesandthosetheycareaboutfree.
ThePineCourtisfoundedontheforestryindustry.Theyarecurrentlyoneofthestrongestand
mostpracticalcourtsinthefreehold.Whereothersdependonluck,fate,orlingeron
mighthavebeen,pinecourtiersarefiercelyindependentandforgetheirownpaths.Itisthe
courtofwoodsmen,politicians,andprofessionalduelists.Theiremotionisconfidence.With
planning,foresight,andfinelyhonedskillspinecourtierswilltakeonanychallenge.
TheHartCourtisthetraditionalcourtofhunters.Huntingisaseriousaffairinthelocal
community,wheretheschoolboardcancelsschoolthefirstweekofdeerseasonandbragging
aboutpastyearskillsoveracanofbeeristraditional.Thecourtputsagreatdealofstockin
traditionandmysticismaswellassportsmanship.Courtiersincludeoccultists,hedgeexplorers,
andsharpshootingmarksmenwhocanhitatargetwithanyrangedweaponintheirarsenal.
Theiremotionispatience.Itisntpassivityorresignation,butaformofpower.Bywatching,
waiting,andactingonlywhenthetimeisright,courtiersarefreefromfrustrationandineffectual
worry.
ThetourismindustryinspirestheCourtofSnow.Skiing,snowmobiling,icefishingtheyallbring
insportsmenfromacrossthemidwestandturntheincredibleamountsoflakeeffectsnowthe
areareceivesfromamiserableliabilityintoavaluableasset.TheSnowcourtbringstheircourt
emotionofoptimismtobearonwhateverproblemsthattheyface.Theytendtofocustheir
attentiononthemortalworldaroundthem,andcourtiersrunthegamutfromcommunityleaders,
criminals,andevencultleaders.
Step4:CreatingtheCourts
Onceyou'vedeterminedthebasicofeachcourtthenit'stimetorefinethedetailsofeach,and
addthesparkofmagicthatcallstoachangelingtopledgethemselvestothecourt.
Approaches
Thecourtstellaspecificpartofthefreehold'sstoryandindoingsotheycreateApproaches,a
deliberateopeningintheirdefensestoforcethehuntsmentofacethemontheirownterms.An
Approachisthecourt'sgreateststrengthandtheprimarymeansthattheyusetofightback
againsttheFae.WhenabidingbyanApproachintheirinteractionswithcourtiers,theHuntsmen
gainapointofYearning(seepg.XX)Forexample,anAutumncourtierintheseasonalcourts
fightsbackbyembracingtheoccultandmasteringcontractsandtheoneiros.AbidingAutumn's
Approach,aHuntsmanisnotlikelytochallengehertoaduelwithpistolsorambushherinthe
darkanddragheroffbyforce.Instead,theHuntsmanmaytormentherinherdreamsbefore
challenginghertoamysticalduel.
Approachesarenotalwaysexplicitlydefined.Increatingyourcourtsyoushouldcomeupwith
threeormoreapproachesthattheHuntsmencommonlyuseagainstacourttoserveas
examplesforyourplayers.ThesearetacticsthatHuntsmenhaveattemptedinthepastor
thingsthecharactersshouldbewaryof.
PersonalApproaches
Approachesarenotexclusivetocourts.Asacharactergrowsandestablishesherownpersonal
Story,shegainspersonalApproachesthatfurthernarrownarrowingthepossibleApproachesa
Huntsmancantakeagainsther.HuntsmenmustabidebyherpersonalApproachestogaina
pointofYearningbeforetheycantakeadvantageofcourtApproaches.PersonalApproaches
formasacharacterincreasesinmantle,takesaformaltitlewithinthefreeholdorcourt,orjoins
anentitlement.
UnionBuster:
Onehundredyearsago,vibrantworkersunionsdominatedtheminingindustry.
Thoughtheminesandunionsaregone,theHuntsmenstillhaveanopenApproachintheform
ofattackingthecourtiersalliances.AHuntsmangainsapointofYearningwhenitmanipulates
thecharactersemployertomakethechangelingslifemiserable,orbefriendstheirmortal
friendsandusegossiptoturnthoserelationshipsagainstthechangeling.
TheCraftsmansHammer:
CraftsmenintheCopperCourtareproudoftheirworkandwell
respectedfortheirskill,butitalsocreatesanApproach.AHuntsmangainsapointofYearning
whenturningachangelingscreationagainstthem.Thiscanbedonebywieldingoneofthe
charactersaxesinbattle,framingherbystealinghercustomizedpistolandleavingitatascene
ofacrimeorevensabotagingacarpentersworksohisclientswillsuehim.
MightHaveBeen:
Regretmaybetheemotionthecourthasclaimed,butifachangelingisnt
carefulitcanswallowherwholeanddestroyher.AHuntsmangainsapointofYearningwhen
theydanglethepossibilityofregainingsomethingthatwaslostinfrontoftheirtarget.Acourtier
whoregretsnotbeingtheretoseetheirchildgrowingupmightbeofferedthechancetohave
theHuntsmanshelpoustingtheirfetchandsmoothingthewaybackintotheirlivesinexchange
forbetrayingsomeoneelse.
TrappingsofNobility
Symbolsholdagreatdealofweightforchangelings,andeachcourtbuildsupdozensof
associationsandrepresentations.Thesesymbolsappearindreamsorauguries,spraypainted
onwallstomarkacourt'sterritory,orwornortattooedtomarkachangeling'smembership.
Symbolsalsoserveasalternativenamesforthecourtandinspiretitles,rituals,andthemantle
representationswithinacourtiersmien.
Considerthefollowing:
Whatcolorsrepresentthecourt?
Whatobjectssymbolizethecourt?Animals,naturalphenomena,plants,gemstones?
Arethereanymythologicalfiguresattachedtothecourt?Dothose figureshaveany
legendaryweaponsortoolsthatwouldbepopularinthecourt?
Whatstyleofclothingwouldcourtiersweartofreeholdgatherings?
Howostentatiousarecourtiersindisplayingtheheraldicsymbolsoftheircourt?
TheCopperCourtisalsoknownbyafewothernamesandtitlesincludingtheIronAxe,theRed
CourtandtheCourtoftheForge.Courtiersareproudandfrequentlydisplaymultiplesymbolsof
thecourtatanygiventime.Tattoosareapopularoption.Thecourtscolorsareanearthyred,
thecoloroftheironoreintheearth,metallictones,andverdigris.Commonsymbolsintheir
heraldryincludehammersandpickaxes,lightningbolts,yellowcanaries,bats,andpiecesof
nativecopper.
Rituals
Everycourthasitsownsetofrituals.TheseritualsarekeytomaintainingtheCourt'splacein
theStorythattheFreehold.Inmakingadealwiththeconceptandemotionthatthecourtis
foundedon,thecourtiersreceiveprotectionandpower.Therituals,celebrations,andsacrifices
theyperformonaregularbasisarethecourts'endofthebargain.Whendeterminingthe
variousrituals,keepinmindthattheymaybebasedonmortalholidays,howthecourtwas
founded,orsignificantvictoriesinthecourt'spast.Thematiceventsthatcometomindwhenyou
thinkofyourcourt'sconceptarealsosuitable.Acourt'sritualsarenotnecessarilyexclusively
courtwideholidayseither.Ancourtier'spersonaloblationsandtraditionsarejustasvalidand
importanttomaintainingthecourt'spower.Specifyatleastafewcourtwideritualsand
traditionsthatcanbeperformedbyindividuals.
NorrieHeritageFestival
LateinthesummertheCopperCourtsponsorsafestivalattheNorriemineinIronwood.The
entirefreeholdgatherstotradegoods,andmakedealswhiletheCoppercourtierssharethe
historyofthefreeholdbyretellingstoriesofpastWildHuntsandfamouscourtiersexploits.
Onceenoughalcoholhasbeenconsumedcourtierstrytooutdoeachotherwithdrunkenliving
historyperformances.Agoblinmarketusuallycomestotownfortheheritagefestival,which
addstotheexcitementaswellasthegoodsavailableandmanychangelingstakethe
opportunitytostockuponthingstheyneedbeforethesnowcomes.
CoronationNight
OnthenightoftheautumnalequinoxtheCopperCourtgatherstogetheratnightfall.The
locationchangeseachyearsometimesitsinatown,othertimestheruinsofanabandoned
andforgottenvillageintheforest,oraroundthedangerousabandonedmines.Atsunsetthe
courtgathersfordinnerandtogivethanksforsurvivinganotheryear.Thegamebeginsat
midnightwhentheForemangivesablastofahornandthegamefortheCopperCourtscrown
begins.Thereareonlythreerules:Nocourtiermayleavethedesignatedareauntilsunrise,only
nonlethalweaponsmaybeused,andwhomeverissittinginthecourtsthroneatsunrisewins
theWyrdsblessingandleadershipofthecourt.
Unbinding
Courtiersusetheirregretsandthepasttofueltheirdeterminationmovingforwardratherthan
lettingitchainthemdown.However,whenacourtierfindsherselflingeringwheresheshouldnt,
sheperformsaritualofunbinding.Thecourtieroccasionallyinvitesmotleymemberstobe
present,butitsaverypersonalmoment.Thechangelingmeditatesupontheirregret,then
seeksoutthesymbolsofitwithintheirdreamandremovesthemfromherself.
Titles
Handinhandwithritualscomethenobletitlesthecourtawardsitsmembers.Themost
importanttitleofthecourtisofcoursethecrownedmonarchthoughgatheredaroundthemare
anumberofotherimportantpositionswitharangeofmantlerequirements.Howmanytitlesand
howesoterictheyarewilldependonhowlargeandformalyourcourtis.Asmallcourtwithonly
adozenmembersmayonlyhonorthemonarch,hisprimaryadviser,andthebestmarksman
whoservesastheroyalguardwhilealargecourtmayalsograntformaltitlestoacourt
physician,scholar,knights,andtheirsquires.Titlesmayalsotakeamoremodernbent
dependingontheattitudesofthecourt,suchCEO,CFO,boardmember,andprojectmanager.
Takeintoaccounttitlesformembersofthebureaucracy,thosewithprominentsocialinfluence,
militantcourtiers.Courtsmayoftenhaveaspecificthemethatencouragesmemberstoexcelin
aparticulararea,buttheyshouldalsobebroadenoughtorespectthosewhointerprettheir
courtinotherways.
TheCopperCourt,andtheIronHoldingeneral,aredowntoearthfolk.Ingeneral,theirtitles
existforpracticalreasonsratherthanpoliticalaggrandizement.Also,theCoppercourtisthe
smallestofthecourtswithoutonly810membersacrossthearea.Whiletheyhonoredmore
titlesinthepast,todaytheyonlyhavetwo.
King/Queen:
Thecourtmaintainsatraditionalmonarchythoughthecourtmaintainssome
degreeofcontroloverwhotakesthethroneintheCoronationNightritual.Ittakeseithergreat
skill,astrongalliance,ortheWyrdsownlucktowin,andtheWyrdhasneverfailedtograntthe
crowntothewinneroftheritual.
Foreman:
Theforemanisthemonarchssecondincommandandtheonewhoperformsmost
ofthedirtyworkofmakingsurethedaytodayaffairsofthecourtareinorder.Themonarch
appointstheforemanthoughoftenaskilledforemanwillremaininofficeforseveralyears
beforeretiringsolongastheyhaventoffendedtherestofthecourtinthecourseoftheirduties.
Contracts
Eachcourthasthreecourtcontractsthatareconsideredincourt.FirstistheContractof
Talespinning,whichisuniversallyincourtforallcourts.SecondistheContractofEmotion,
specificallytiedtothecourt'semotion.Lastlyisacontractofyourchoicethatshouldbebased
uponthecorethemeandstoryofthecourt.Thiscanbeanycontractinthelist,oronethatis
customcreated.
Likeallcourts,theCooperCourthasaccessTalespinningandtheContractsofEmotion
(Regret).TheyalsoreceivetheContractsofXXatincourtcost.
Mantle
Mantlerepresentsachangeling'smysticalconnectionwiththeemotionsandidealsofacourt.
Thehighertherating,themoresheembodiesthatideal.Thisisnotasocialconstruct
dependentonotherindividuals'goodwill,butacharacterwithahighermantledoesgainthe
sometimesreluctantrespectoftheirpeersfortheircommitmenttothecourt.Acharacter'smien
reflectstheirmantle,whichincreasesinstrengthasthemeritgrows.Thishasnomechanical
effectbutitdoesidentifywhichcourtsheisamemberofaswellashowconnectedsheis.Each
dotaddsa+1bonustorelevantrollswithmembersoftheircourt.Characterswhoarenotsworn
toacourtcannotpurchaseitsmantle.
Eachcourthasspecificbenefitsforallofitsmembers.Whencreatingacourt,thestoryteller
mustchoosewhichbenefitstogiveeachlevelofthemerit.
Themantlemaymanifestasaminorwashofcolor,scentorflavorinthechangeling's
mien.
Benefitsmaybeaonedotmeritpertainingtothecourt'sideals,+1toaskill,ora1penaltytoa
specifictypeofrollmadeagainstthecourtier.
CourtiersgainadotoftheGoblinVowmeritrelatedtotheircourt.
Themantlemaynowoccasionallymanifestavisibleelement,plant,orothersymbolof
thecourtaroundthem,particularlywhenusingcourtcontractsorfeelingtheircourtemotion.
Courtiersmaytake9againinaskill,atwodotmerit,+2onskillsvs.specificsituations,or+1to
defense,initiative,speed,orarmor
CourtiersgainaPersonalApproachrelatedtohowtheyfulfilltheidealsandstoryofthe
court.HuntsmencannotgainYearningfromaCourtApproachunlesstheyfulfillthePersonal
Approachfirst.
Apureembodimentofthecourt,thecharacter'smantlefrequentlyflowsoutaroundthe
changelingandaffectsothersaroundher.Thisisadescriptiveandnotamechanicaleffect,and
onlysensedbythosewhocanseethecharacter'smien.
Benefitsmaybeathreedotmerit,rerollfailuresofaparticularskill,+1toHealthorWillpower,or
amajoradvantagenotreflectedingametraits.
CrownTheleaderofafreeholdhasaccesstoanadditionaladvantage.Monarchsmayapplythe
persistentCharmedconditiononasmanypeoplepersessionastheyhavedotsinmantle.
CopperMantle
Themantlemaymanifestasaflickerofmetalliccopperortheearthyscentofironorethrough
thechangelingsmien
Acharacterbecomesmoreawareofhersurroundings,subtractonediefromanambushmade
againstthecourtier.
CourtiersgainadotoftheGoblinVow(mines).
Acourtiersmantlemaycausehermientoturnmetallic,herfeetmayappearpermanently
stainedredwithironore,orthemusicofacanarymaybeheardaroundthechangeling.
Acharactergainsthe9againqualityoncraftingrolls.
CourtiersgainaPersonalApproachrelatedtohowtheyfulfilltheidealsandstoryofthe
court.HuntsmencannotgainYearningfromaCourtApproachunlesstheyfulfillthePersonal
Approachfirst.
Apersonalapproachisuniquetoeachcharacterbutathighlevelsofmantlethecharacter
embodiessomeidealofthecourt.AcharactermaychooseanApproachthathasalreadybeen
defined,suchastheCraftsmansHammerdescribedpreviously,ortheymaycreatetheirown
withapprovalfromtheStoryteller.
Themantleisevenstronger.Thesmellofhotmetalrollsoffthecharactersmantleand
everythingimmediatelyaroundhertakesonametallicsheen,andthosewhocomeclosemay
catchthescentofsomethingthattheyvelostandmiss.
Asanepitomeofthecoppercourt,yourwork,scholarship,anddedicationhaveprovidedyou
withagreatdealofinformation.GainthebenefitoftheLibrarymeritat3dotsonthesubjectof
yourchoice.Thismayrepresentinformationyouhaveresearchedyourself,orbooksandother
recordsentrustedtoyouforsafekeepingasarankingmemberofthecourt.
CourtlyConflicts
Somefreeholds,suchasthoseruledbytheSeasonalsystem,relyonthecontinuedexistence
ofcertaincourtstomaintaintheirBulwarkagainsttheTrueFae.However,otherfreeholdssuch
astheIronHoldshownherearemoreflexible.Courtsgrowandcollapseovertimeandaslong
asatleasttwocourtsexistandtheBulwarkstands,thefreeholdstillsurvives.Asageneral
guide,aCourtrequiresaminimumof10dotsofmantleheldbetweenitsmembers.Ifitfalls
belowthis,thecourtcollapsesandallbenefitsthatitsremainingmembersbenefitedfromfade
awayentirelyuntilenoughchangelingsgathertoreestablishit.Whilecourtsdonotnecessarily
relyoneachothertomaintainthefreeholdssecurity,conflictshavethepotentialtobecome
morebloodyaffairs.
Toronto,Canada
Torontoisayouthfulcity,proudoftheincrediblediversitypreservedinitsmanydistinct
neighborhoods.Itcelebratesapatchworkofculturesandindividualstoriesinsteadof
shoehorningeveryoneintoonevisionofCanadianculture.Immigrants,bothmortaland
changelingcomefromallovertheworldtobuildanewlifeandScheherazade'sFreehold
welcomesallLostwithstoriesoftheirownintothefold.
Scheherazade'sFreehold
Everyoneknowsthetalesofthe1,001Nights.Itsstoriesareregularlytranslated,abridged,and
expandedupon.Thestorieswithinitareculturaliconswithmoviesandbooksoftheirown.It
containspoetry,songs,fantasy,historicalfiction,crime,horror,andromance.Yetitisthe
frameworkofScheherazade'sownstorythatholdstheentirecollectiontogetherintoasingle
whole.
Thefreehold'sstorybeginsovertwohundredyearsagoinfarawayEsfahan,Persia.Itbegins
withafoolishShahwhoseprideshatteredhisfreehold'sBulwarkandbroughtadjinnandhis
huntsmendownuponthem.ScheherazadethecleverestandfairestoftheBrassCourtwent
outtofacethemalone.Asthestorygoes,shetoldthemataleandwhenthesunroseoffered
themhospitalitywithinherlamp.Eachnightshetoldthemanewstoryandeachdaytheyrest
withinthemagiclamp.
1,001nightspassedwith1,001talesbeingtold,andScheherazadegrewwearyanddidnot
wakeagainfromherrestwhenmorningcame.Thecourtsthathadgatheredaroundherand
swornloyaltyovertheyearsbecameafraidofwhatwouldhappenwhennightfellagainuntila
youngwizenedboysteppedforwardandtookupthelamp,declaringthathewasScheherazade
bornagaininspirit.Thatnighthetoldanewstory.Onethousandandonenightshavepassed
againandagain,andScheherazade'sFreeholdliveson.
Whetherthestoryistrueornotisthesubjectofdebatewithinthefreehold'scourts,buttheritual
oftellinganewstoryeachnightnotonethatanyScheherazadehasevertoldbeforeisthe
freehold'sBulwarkagainsttheTrueFae.TheweightofScheherazade'sresponsibilityisheavy,
buttherewardsfortakingonthesultana'scrownaregreataswell.Sheorhe,thoughthetitleis
alwaysstyledinthefeminineformisthesolerulerofthefreehold.Herwordislawandher
whimindulgedaslongasshecantellanewstoryeachnight.
ItisamonumentaltasktodocumentwhattalesScheherazadehastoldtomakesurethereare
noaccidentalrepeats,andtogathernewstoriesforthefuture.Becauseofthis,nomodern
Scheherazadehassurvivedlongwithoutthesupportofthecourts,whichactsasa
counterbalancetoanyunreasonablydictatorialwhims.Therehaveevenbeenperiodsinhistory
wherethecrownhaspassedtoanewmemberofthefreeholdeverynightuntilsomeonewithout
enoughpopularsupportagreedtotakeit.However,oncethefreeholdhasasultanawhohas
enoughsupportinthecourtstokeepthethronesheisjealouslyguarded.
Thecourtsofthefreeholdhaveshiftedovertime,risingandfallingwithshiftsincultureandthe
storiesthatthefreehold'smembersfeelareimportant.Today,courtswithrootsintheimmigrant
communitiesofTorontohavejoinedthefreeholdandbroughtwiththemnewstoriesfromall
cornersoftheworld.
Freehold History
BeforeScheherazade'sarrival,Torontohadlongbeeninstateofunhappyconfusion,opento
theHuntsmen'spredations.Withsomanyvariedculturesinthecity,changelingscouldrarely
gatherthenumberstoformcohesivecourtsmuchlessfreeholds.WhensmallFreeholdsdid
managetoform,theyoftenwenttowaragainstopposingmotleysinanattempttounifythecity
underthebanneroftheirculturalideals.
In1978Scheherazadehadapropheticdreamanightmarishvisionofthecomingrevolution
andthechaosthatwouldclaimherlife.Intheconfusionherfreeholdwouldfalltothe
Huntsmen,TrueFaewouldrideopenlyacrossIran,andthebloodshedoftheRevolutionwould
beworsebytenfold.Thenextnightshedreamedofafrozengroundwaitingforthewarmthof
springwherethefreeholdcouldbeplantedandthrive.ThatspringScheherazadearrived
throughthehedgeinTorontoaccompaniedbyherfiftycourtiersbelongingtothecourtsofBrass
andRuby,andsettledinalongthenorthsideofTorontoaroundYongeStreet.
Approaches
It'saTrap!:Brasscourtiersknowhowdangerousthehedgeisanddelveinanyways.Huntsmen
gainapointofYearningwhentheyarrangeforcourtierstofallintoatrapinthehedge.Thismay
beanambush,plantingaredherringtoderailtheirquest,oralteringatrodtoleadtheminto
dangerousterritory.
FoundationofSand:Noteveryone'sfaithisbuiltuponafirmfoundation.Huntsmengainapoint
ofYearningwhentheyattackandmanagetoshakeacourtier'sfaith.Itmightengagea
characterinadebate,oruseherfaithtomanipulateherbycreatingfalsesignsandevidence
onlytorevealthedeceptionatacriticalpoint.
Trappings of Nobility
TheBrassCourtisconservativeinitsdisplays.Itscolorsarebrassandblack.Theirprimary
symbolisthesimurgh,anenormousbirdsimilartoapeacockwiththeheadofadogandclaws
ofalion.Courtiershaveoccasionallybeenrescuedbythemysticalcreatureinthehedgeand
evenseeingoneisalwaysconsideredagoodomen.Othersymbolscommontothecourt's
heraldryincludelamps,thesunandcrescentmoon,thorns,feathers,andscimitars.
Titles
Vizier(Mantle5):Thehighesttitlewithinthecourt,theVizieractsasoneofScheherazades
closestadvisersandadvocatesfortheBrassCourtwithher.
Binbashi(Mantle4+):Themilitarycommanderofthecourt.Intimesofwar,theBinbashihasthe
rightofconscriptionoverallmembersofthecourt.WithScheherazadespermission,theright
mayextendovertheentirefreehold.DuringtimesofpeacetheBinbashiisresponsiblefor
maintainingthecourtsmartialpreparedness,huntingtheHuntsmen,anddefendingany
memberofthecourtwhencalledupon.
Hoja(Mantle3+):Arespectedteacherinthecourt.TraditionallyaHojatakesonseveral
studentstoteachinaspecializedareaknowledgewhetheritsasanmartialartsteacher,
religiousleader,oroccultistexploringthehedge.
Mulazim(Mantle2+):Arespectedmemberofthecourtwhohasformallygraduatedfroma
Hojastutelage.TheymayremainwiththeirHojaandcontinuetostudyorstrikeoutontheir
own,buttheyareconsideredtobepeers.
Softa(Mantle1+):AstudentofoneoftheHoja.
Sakka:Literallyawatercarrier,itsatitlegiventonewandprospectivemembersofthecourt
haventproventhemselvesyet.
Contracts
AffinitycontractsfortheCourtofBrassincludeContractsofTalespinning,ContractsofEmotion
(Faith),andXX[1]
Brass Mantle
CourtiersgainadotofEmpathy
CourtiersgainadotoftheGoblinVowmeritrelatedtothecourt.
Courtierstake+2onsurvivalwheninthehedge.
CourtiersgainaPersonalApproachrelatedtohowtheyfulfilltheidealsandstoryofthe
court.HuntsmencannotgainYearningfromaCourtApproachunlesstheyfulfillthePersonal
Approachfirst.
ACourtiersfaithstrengthensherwill.Gaina+1toWillpower.
Approaches
BetrayalfromWithin:Whenrecruitingmortals,someoneuntrustworthywillinevitablyslippast
anysafeguardsthatareinplace.HuntsmengainapointofYearningwhentheymanipulatea
mortalpledgedtoanIvoryCourtierintobreakingtheiroath.
AllthatGlistersisNotGold:Greedismanycourtiers'undoing,eveniftheyclaimmasteryoverit.
HuntsmengainapointofYearningwhentheyentrapanIvorycourtierthroughtheirgreed.
TrappingsofNobility
TheIvoryCourttailorstheirappearancetodisplaytheirwealthandsuccesswithintheirchosen
communities.Thecourt'scolorsarewhiteandgold,andthebullsymbolizesthecourtforboth
thestockmarkettrendaswellastheRomancultofMithras.Othercommonsymbolsinclude
elephants,thesun,hornsandtusks,ivoryrings,emeralds,quills,andthemace.
Titles
Babaji(Mantle5):TheWyrdappointedleaderoftheIvoryCourt,theBabajicoordinatesthe
courtiers'effortsinthemortalworld,ensuringthatnooneworkscrosspurposetooneanother.
Mitrae(Mantle4+):OneoftheleadersoftheCultofMitrawhogoesunmaskedamongthe
trustedcultists.
Zamindar(Mantle3,Status3inamortalorganization):Alordofthecourt,thezamindarhas
provenhimselftothecourtandbecomeinfluentialinasectorofthemortalworld.
Contracts
AffinitycontractsfortheCourtofIvoryincludeContractsofTalespinning,ContractsofEmotion
(Greed),andXX.
Ivory Mantle
Courtiersareadeptatsensingpeoplesmotives.Othersreceivea1penaltywhentryingto
deceivethem.
CourtiersgainadotoftheGoblinVowmeritrelatedtothecourt.
Courtiersgainthe9againqualitywhenusingPersuasion.
CourtiersgainaPersonalApproachrelatedtohowtheyfulfilltheidealsandstoryofthe
court.
YouvetheCultofMitraatyourbeckandcall.GainthreedotsinRetainersandonceastory
youmaycalluponfullmightofthecult.ThismaytaketheformofaResourcespurchase,a
ContactsorAlliesroll,orfivedotsofretainersforanight.
Approaches
MortalInfluence:WhenaJadecourtierfindsherselfinapositionofinfluenceinmortalaffairs,
HuntsmengainapointofYearningtoturntheserelationshipsagainstthechangelings.Alawyer
mayfindherselfaccusedofmisconductanddisbarredwhileafloristmightfindhergreenhouse
SWATedbypolicelookingfordrugs.
TheFall:Nothingbuildsprideandconfidencelikeawelllaidplan.Huntsmengainapointof
YearningwhendisruptingaplanmadebyaJadecourtier.
Trappings of Nobility
TheJadeCourt'sformalweartendstowardstraditionalculturaldress,beithanfu,dashiki,
hanbok,orsuitandtie.Colorsincludealwaysvividshadesofgreenandblue.Theirsymbolis
thedragon,bothChineseandEuropeanvariants,oftendisplayedentwinedtogether.Other
symbolsincludeascroll,hammer,brush,mirrors,balancedscales,andfish.
Titles
Huangdi:TheEmperoroftheJadeCourt,appointedbytheMandateofHeavenorWyrdover
thecourt.TheHuangdiexertshegemonyovertheothermonarchswithintheJadecourt.
Monarch(Wyrd4+):Theprecisetitlevaries,butamonarchleadsasignificantculturalminority
withinthecourt.Theirmembersansweronlytothem,andtheyansweronlytotheHuangdi.
Minister:Acourtesytitlegrantedtomembersofthecourtwhoworkforthecourtratherthan
focusingtheireffortsonthemortalworld.Mostofthesearelibrariansandresearchersandaid
allmembersofthefreehold.
QingLong:Namedfortheazuredragon,theguardianoftheEast,theQingLongarethe
warriorsofthecourtdedicatedtoprotectingthelibraryandfreeholdbystrengthofarms.
JadeEngineer:Thesecourtiersarepushingtheenvelopeofmixingmoderntechnologyandfae
magic.Theyaretheonesdigitizingthefreehold'slibraryandhedgespinningcomputersinto
existenceandtryingtobuildtheinternetoutintothehedgeitself.
Contracts
AffinitycontractsfortheCourtofJadeincludeContractsofTalespinning,ContractsofEmotion
(Pride),andXX.
Jade Mantle
Courtiersareincreasinglyconnectedtotheirchosenpathinlife.TakeadotofProfessional
Training.
CourtiersgainadotoftheGoblinVowmeritrelatedtothecourt.
TheirPrideistheirarmorandblowsshyawayfromstrikingthem.+1Armor
CourtiersgainaPersonalApproachrelatedtohowtheyfulfilltheidealsandstoryofthe
court.
Whileallfreeholdershaveaccesstothelibrary,Jadecourtiershaveaspecialaffinityfor
books,scrolls,andcomputerdatabases.Rerollfailuresonanyresearchroll.
Approaches
Checkmate:TheWildHuntisattemptingtoplaytheHuntsmen'sowngame.Hunstmengaina
pointofYearningwhentheyallowaSilvercourtiertolearnoneoftheirplotsonlytoturnit
aroundagainstthechangeling.
TemperTantrum:Inembracingwrath,somecourtiersfailtoalsocultivatepatienceandtheclear
sighttoapplyitappropriately.HuntsmengainapointofYearningwhentheydriveaSilver
courtierintoablindrage.
Trappings of Nobility
TheSilverCourtisostentatiousindisplayingthesymbolsofthecourt.Thefoundingmembers
alltattooedtheirnewlyswornallegianceincorporatingsymbolsoftheiroldcourtsintothenew,
andthetraditionhascontinued.Theircolorsaresilverandred.Otherheraldicsymbolsinclude
horses,wolves,foxes,HernastheleaderoftheWildHunt,thefullmoon,arrows,swords,
ghosts,andskulls.
Titles
King/Queen:TheSilverCourtmaintainsatraditionalmonarchyundertheScheherazade'srule,
theWyrdmarkingthechosenmonarchwithaslimsilvercoronetthatgrowsintotheirmien.
HuntMarshal(Mantle5):HuntMastersarethehighestrankingmembersofthecourt,andeach
choosesatargetandorganizestherestofthecourtaroundtheminpursuitofit.Somehunts
maytakeyearstoplayoutwithmuchofthetimespentgatheringinformation,buttheHunt
Mastermaintainsthechasenomatterhowlongittakes.
Jager(Mantle3):Anelitememberofthecourtwhospecializesininfantrystyleskillssuchas
sharpshooting,scouting,orguerrillatactics.
Arrows(Mantle3):Anelitememberofthecourt'scovertoperationsteam.Operativesare
generallyonlyknowntoeachother,andtheunitcontainscourtiersspecializinginsocialand
politicalaswellasparamilitaryactions.
SilverCavaliers(Mantle2):ThemartialcoreoftheWildHunt,theSilverKnightsarewelltrained
atworkingtogetherandcanprovidetheirownarmsandarmorwhencalleduponbytheHunt
Masters.
Contracts
AffinitycontractsfortheCourtofSilverincludeContractsofTalespinning,ContractsofEmotion
(Wrath),andXX.
Silver Mantle
CourtiersgainadotofIronStamina.
CourtiersgainadotoftheGoblinVowmeritrelatedtothecourt.
CourtiersgaintwodotsinXX
CourtiersgainaPersonalApproachrelatedtohowtheyfulfilltheidealsandstoryofthe
court.
Atrueleaderofthecourt,yourwrathandpassiontofightbackagainsttheHuntsmenisan
inspirationtoeveryonearoundher.GaintheInspiring()merit.
CN Tower
TheCNTowerisaniconofToronto'sskylinebothinthemortalworldandhedge.Rumorclaims
thattheHuntsmenhadahandinitsconstructiononbothsidesofthehedgeandthatifits
shadowtouchesyou,anyhuntsmenlookingforyouwillknowwhereyouare.There'sahedge
gateatthebaseofthetowerthoughchangelingsavoidit,andcharacterstryingtousethe
hedge'stowertohelpnavigatealwaysfindthemselveswalkingtowardsit.
Yonge Street
YongeStreetisthelifelineofToronto.Thelongstreetstretchesthroughtheheartofthecityand
everymajorintersectionmarksanew,uniqueneighborhood.Itconnectseverythingfromseedy
holeinthewallshopstotowersofglassandbrightlights.Whenthecityhasareasontogather
whetherincelebrationorprotest,theycomehere.YongeStreetcontinuesintothehedgeas
well.GateshereopenonamajortrodthatstartsattheKensingtonMarketandleadsstraight
intothedeephedge,perhapseventothegatesofArcadia.
CustomContract?
The Rest of Our Lives
Honshu, Japan
Tokyo is the seat of the single largest Changeling kingdom by population, beyond any
argument. The Yosei Kingdom (essentially "The Kingdom of the Rest of Our Lives")
spans all of Honshu, and boasts some twenty thousand of the Lost. Over half those exist
within the Tokyo metropolitan area, and a fourth around Osaka.
The Courts
The three extant Courts are named after the impossible tasks given to three of the five
suitors to Kaguya-Hime. As far as anyone knows, the relationship ends there. They may
have born more significance centuries ago, but have long since evolved. In ages past,
another two Courts stood in Honshu, but over time they merged with the three that persist
today.
The Court of the Fire Rat
The Court of the Fire Rat primarily believes in taking a proactive, powerful approach to
the Gentry, to the Huntsmen, and to all the frightening machinations of the fae. Their
emotion is defiance.
As an ideal, the Court of the Fire Rat believes that things are not okay in the present, and
things must change. Theyre agents of evolution, and even chaos is preferable to
complacency. Fire Rats tend toward creativity, many musicians and artists boast Fire Rat
membership. As well, political leftists, dissidents, anarchists, and malcontents tend
toward the Fire Rats.
As an Approach, the Court of the Fire Rat prohibits repeat performances. Attacking the
freehold in the same way twice simply does not work; one must try new things to oppose
the moon princess.
The Court of the Fire Rat has impromptu festivals and rituals, observing no scheduled
times and dates. Members gather spontaneously in block parties of sort, called
chokozetsu informally. While organization might suffer, this means meetings happen
frequently, as most members are rash to call parties for fear of growing apart. In essence,
everyones collaboration toward spontaneous parties is a sort of conformity in its own
right.
Unlike the other two Courts, the Fire Rats reject the idea of an ancestral home, and
instead diffuse to a fault. Technically, Tokyo is where the most Fire Rats live, but thats
simply a matter of population density and general acceptance of more brash ideas than
any formal homeland.
Contracts: Talespinning, Emotion (Defiance), Lashout
Fire Rat Mantle
Fire Rats gain the following Mantle advantages.
The Mantle manifests are a vibrant, lively, fiery demeanor. Gain +2 when seizing the
initiative and doing something unexpected.
Courtiers gain a dot of Goblin Vow (rebellion).
Courtiers gain two dots in Retainers, as they draw and inspire followers.
Refine the Court Approach.
Courtiers gain three dots in Fame, as their exploits become all but legendary.
THERES A NEW CONTRACT UNDER EACH COURT. YOU CAN
COMBINE THE THREE INTO A SINGLE SIDEBAR IF YOU WANT. OR
YOU CAN JUST DO THEM AS A STAT-STYLE BREAKOUT WHERE
THEY STAND.
The Bulwark
The ritual to uphold the freehold is relatively simple. Every member of the freehold must
be part of a Motley. Every Motley must give up a small offering of gold each month,
about a thumbnail's size shaving, or a ring. Regional leaders judge whether a given
offering is sufficient. The regional leaders collect these offerings, and give the combined
treasure to the new moon princess each year. This used to finance her office, and the
leadership council directly. In modern times, she has the gold melted and sold in bulk,
and her leadership council is expected to hold lucrative jobs in human society.
Positions of Power
The freehold recognizes the following positions, and afford them authority accordingly.
The Moon Princess
The Moon Princess is the single highest authority in the Yosei Kingdom. She maintains
the ultimate right of law. She can make any decree she wishes, and it becomes true. The
only exception is that she must abdicate the throne after a year of service. She must
choose another woman to sit above Honshu after her term ends, and her successor then
gains full authority in her stead. Some argue that her greatest power is in choosing her
successor, who in some cases gave back the throne after a year, starting a limited back-
and-forth between two princesses. Theres no formal rule to this effect, but every Moon
Princess in modern times has shed her Court membership before taking the throne.
She acts as the arbiter of the Yosei Self-Defense Force, and on occasion commands them
directly from the field of battle. Most Princesses only deal with the force through her
appointed generals, but each Princess rules differently.
Additionally, she appoints the Leadership Council. They largely remain in service from
one Princess to another, but she can relieve members and appoint new ones as she sees
fit.
Lastly, she appoints the Envoys to the Others, a diplomatic council which deals with the
other supernatural creatures across Honshu. They tend to work independently of her
office most of the time, only dealing with her, the Leadership Council, and the Yosei
Self-Defense Force when absolutely necessary.
Most of the Lost say she rules from atop Mt. Fuji. Thats not at all true. While most
Moon Princesses have traveled at least once to the top of the mountain, none in modern
history have actively maintained residence on the peak, largely on account of tourist
appeal. Instead, she maintains a relatively austere office in nearby Gotenba.
Technically, the Moon Princess stands above all, and can override any decision by lesser
authorities. In practice, she has only rarely done so.
The current Princess is Emi Hira, a Draconic Fairest from a farming community near
Maebashi, in Gunma Prefecture. Before taking the throne, she was a proud Fire Rat. She
gained her predecessors attention while working to organize the nearby Lost to stand as
a united front against a notorious rampaging Huntsman. Her passion, zeal, and
steadfastness in the face of danger awed the previous Princess, who took her under her
wing and groomed her for the next years throne. Emi is struggling with finding her own
replacements, thanks to particularly high standards and an unwillingness to compromise
on imperfect candidates.
The Leadership Council
The Leadership Council meets monthly at the Moon Princesss Gotenba office to discuss
matters of law, of security, and of general stability and prosperity. When a new Moon
Princess takes the throne, she inherits the previous Leadership Council. Most bring in a
handful of new councilors, and most relieve a handful as well. Some choose to maintain
existing councils. A few Princesses have eliminated and replaced the entire council upon
taking the throne. Generally, the Council operates by basic democratic vote. This has
changed from time to time, but has remained the accepted system for the better part of a
century.
Theres no hard rule about the size of the Council, but most Princesses maintain about a
dozen councilors, which see a solid distribution across Honshu. Currently, eight sit on the
Council, with four standing councilors, three of the Dragons Jewels and one Fire Rat,
who have maintained their positions across over twenty Princesses rules. Most who care
see them as unfair and disproportionately powered. Fire Rats see this is clear evidence of
oppression, whereas the Begging Bowls see it as a form of unacceptable stagnation, tying
them to times long gone and old answers to new problems. As one Fire Rat street poet put
it, half our voice has been saying the same things since before the Internet was in every
home, and those things dont matter now.
The primary official function of the Leadership Council is to listen and digest the
platforms and positions of regional leaders, then to communicate them to the Moon
Princess. This sort of gatekeeping behavior is often decried by politically active courtiers,
but limited direct access to the Moon Princess means its unlikely to change soon.
The Envoys To The Others
The Lost of Honshu have a rather unique office under the Moon Princess theyre called
the Envoys to the Others, and theyre a council of diplomats to many of the other
supernatural groups across Japan. As with the Leadership Council, the Moon Princess
appoints, fires, and organizes them as she sees fit. Unlike the Leadership Council, these
councilors typically remain in their positions for significant lengths of time, and always
number twelve in total.
Every one of the envoys is expected to maintain at least a nominally public persona, with
readily accessible contact information in case regional leaders or motleys have to reach
out on short notice. Beyond that, no given envoy has a specific responsibility to address a
given concern. Most will most of the time, but frivolous requests or requests from the
publicly shamed get ignored.
Each envoy employs multiple assistants who cover geographical territory, specific gangs
of monsters, or other aspects of the job. In rare emergency cases, envoys can conscript
other Lost to fill deputy roles. As Storyteller, consider these deputy roles for the players
characters if they seem to fit a possible avenue.
Touchstones
A Touchstone is something that helps keep your character in touch with the mortal world. It is both
anchor and lifeline to Clarity. The character's Touchstone may be the very reason she escaped Arcadia,
something important enough to her to cut through the Glamour that held her spellbound in her Keeper's
grasp. The Touchstone is something solid, a bastion of stability in a world oft beset by beautiful
madness.
Touchstones are almost always mortal in nature, or born of the mortal world. Most often they take the
form of a person, although they can be places and sometimes deeply-held ideologiesthere is no place
like home, after all. When threatened, a Touchstone gives your character motivation beyond her own
well-being. Their presence in her life gives her a reason to embrace Clarity and keeps her from slipping
into the selfish, narcissistic debauchery of the True Fae.
Players may declare any number of Touchstones, but gains no mechanical benefit from these (or
drawback) until she chooses the Touchstone Merit (see p. XX). See the Merit description for full details
on the benefits of a Touchstone. If the character has no Touchstones, instead take a -2 penalty to
detachment rolls.
Losing Touchstones should always be an important story consideration. If your character acts to defend
her Touchstone or her attachment to it, she regains a Willpower point as though she had just satisfied
her Archetype. If in the process she suffers serious harm or loss, she regains all spent Willpower,
instead.
When a character loses her last Touchstone, no matter the cause, she can either gain the Delusional
Condition immediately or lose a dot in Clarity.
Your character can gain new Touchstones by taking the Touchstone Merit (p. XX). You can also
replace a lost or dead Touchstone by gaining Clarity, playing through a story exploring the relationship
to the new Touchstone, or similar means. The character may in the meantime spend the Merit points on
other Merits (as per the Sanctity of Merits rule, p. XX).
Example Touchstones
The following list of examples is meant only to help you flesh out your character. Players should
personalize their Touchstones, and feel free to come up with their own using these as examples.
Storytellers should remember that Touchstones mark things important to their players' characters, and
should be treated thus in the story.
The Fetch
You see in him the life you should have. The one that was taken from you. He's blind to his own
hollowness, and so are the people you once called family. You want what he has, and now his dreams
are haunted by something he can't quite understand. Will you try to dispose of him and reclaim what's
rightfully yours? Or do you help him and those around him to live the normal life denied to you?
The Friend
Your friend has never stopped supporting you through all the bad times. He's been there with you
through it all, even when you took that sudden vacation without telling him. And now he knows
something is wrong, that things have changed, and there's something you're not telling him. He's the
one who reminds you of how things always were, but how can you stop him from asking the wrong
questions?
The Home
There's really no place quite like it. This is the one place you can feel safe, you can take off the mask
(so to speak) and be yourself. It's the place where you are in charge, and even the threat of the True Fae
seems less when inside these walls. Now you know its exits into the Hedge, and your magics sit upon
its foundation.
The Love
She was the last thing you thought of when the Gentry abducted you, and the first thing on your mind
when you returned. You clawed your way through the Thorns to return to her, but how can you explain
the things only you can see? How can you tell her that even a casual promise might bind you both in
the eyes of the Wyrd? And what do you do if she never knew you were gone?
The Occultist
She pretends to know more than she does, but what she does know can be quite dangerous. Maybe it's a
ritual or two, maybe it's enough knowledge to catch the attention of something from the Hedge. It's
your job to protect her from the entities she courts, but you find kinship in her curiosity over the magic
that has become commonplace in your life. And you know what dangers lie hidden in the shadows.
Kiths
Arcadiaisarealmofchaosandchange,andtoallowthemtosurvive,Keepersmusttransform
theircaptives.TheordinaryhumanstheGentrytaketoArcadiareturnwithinhumanforms
hiddenbehindtheirMasks.Thatformisthechangeling'skith.Onechangeling'sKeeper
transformshimintoaninhumanlyenthrallingmusicianwithdisturbinglylongfingersandthe
eyesofacat,whileanotherKeeperremakeshercaptiveintoaneverhungrymonsterwithvast
jawsfilledwithrazorsharpteeth.
ChangelingsgaintheirseemingwhentheyescapefromArcadia,buttheirKeepersdecideupon
theirkithswhentheyenter.WhilesomechangelingsmadedealswiththeGentryandchosethe
natureoftheirtransformation,manyhadlittleornochoiceinthematter.Instead,theGentry
whoabductedthemdecidedhowtheirnewcaptivecouldbestserveoramusethemand
transformedthechangelingaccordingtotheirwhims.Whatkithanychangelingbecameisa
combinationofthenatureofthenatureoftheGentry'srealm,theroletheGentrywishedthe
changelingtoplay,andinsomecases,thechangeling'swishes.Eveninthosecases,the
changelingneverquitegotwhatsheexpected.
Keepersalmostalwaystransformchangelingsintokithsthatfitintotheaestheticsoftheir
realms.Inarealmofsunscorchedsand,riversofburninglava,andelaboratecastlesmadeof
brass,kithsassociatedwithflame,metal,sand,anddesertcreaturesarecommon,whilekiths
associatedwithjunglesoricelikelydon'texist.Similarly,inavastcitymadeofcrystaland
platinum,whereelegantmechanicalmenandattractivehumanoidanimalsservewhiterobed
Gentry,mostchangelingarelivingstatuesoranimalistichumans,whileanimatesandstormsare
unlikelytoexist.
Fittingintoarealmisonlyoneaspectofachangeling'skith.TheGentryhaveplansforevery
individualtheyacquire.Theymakesomeintodrudgelikeservantsandtransformothersinto
livingartordeadlybodyguards.Achangeling'skithmayrevealwhattheirKeepermadethemdo
inArcadia,buttheGentryarefarfromunifiedintheirtasteoropinions.Gentryusedifferent
kithsforthesamepurposeandthesamekithfordifferentpurposes.OneKeeperonlyuses
metalfleshforbodyguards,anotheronlyusesdraconics,andathirdhasguardsbelongingto
halfadozendifferentkiths.
OccasionallyfadssweepthroughArcadia,wheremanyKeeperssuddenlywishtohavemore
membersofaspecifickith.ThesefadsandmattersoftasteleadtoKeepersoccasionallytrading
changelingsoroneKeepercreatingaspecifickithofchangelingsfordozensofGentryinreturn
forsomeotherreward.Also,kithsarenotstatic.LikeeverythingelsetheGentrypossessor
create,theystealtheinspirationforeverykithfrommortalmyths,dreams,andstories.Asmortal
mythsandstorieschange,theGentrydevisenewkithsandsomeolderonesfalloutoffashion.
Achangeling'skithdoesnotdefineherlifeoncesheescapesfromArcadia,butitdoesprovide
herwiththeabilitytoexcelatparticularsortsoftasks.Changelingshavestereotypesabout
membersofvariouskiths,andlikeallsuchgeneralizations,somearetruebutmostarenot.Law
abidinglurkersandfloweringswhodisliketheoutdoorsbothexistandarenotunique.Also,
whilemanychangelingsacceptoroccasionallyevenembracetheirnewbodiesandcapabilities,
othersrejecttheirformerKeepers'desiresandavoidanyactivitythatremindsthemtoomuchof
theirdutiesinArcadia.
Formanychangelings,themostdisturbingaspectsoftheirkithisthattheirKeeperclearlydid
notassignkithsatrandom.OneresultoftheGentry'slackofcreativityisthefactthatKeepers
cannottransformanychangelingintoakithwhichthepersonisnotinsomewaysuitedto.The
natureoftheconnectionbetweenachangelingandherkithcanbeasobviousasagloomy
musicianbeingtransformedintoanightsingerorassubtleastransformingsomeonewithstrong
passionsintoabrightone,butthisconnectionalwaysexists.However,thisdoesnotmeanthat
allchangelingswhobelongtothesamekithareparticularlysimilartooneanother.Beforeher
Durance,onegargantuanmighthavebeenanexceptionallylargepersonwhoenjoyedusing
hersizetointimidateothers,whileanothermighthavebeensomeoneofaverageheightwho
passionatelylongedtobetaller.Whenplayerschoosekithsfortheirchangelings,theyshould
alsodecideonareasonwhytheircharacter'sKeepertransformedherintoaparticularkith,but
thatreasonneednotbeobviousorlikeanyoneelse's.
TheprocessofaKeepertransformingsomeoneintoamemberofakithisasvariedasthekiths
themselves.SomeKeeperstransformchangelingswithawaveoftheirhandorgivethecaptive
foodanddrinkwhichcauseshertofallasleepandthenawakenforeverchanged.Other
Keepersinflictpainfulandsometimeshorrifictransformationsthatseemedtolastfordaysor
evenweeks.Regardlessofthemethod,theresultsofthetransformationarethesame.
Someonewhowaspreviouslyphysicallyhumanisnowvisiblychanged,atleasttothosewho
canseethroughtheirMask.
LimitsofTransformation
TheGentrycantransformchangelingsintoanalmostinfinitevarietyofforms,buteventheir
realitywarpingpowershavelimits.AlthoughtheycanassumeanypossibleforminArcadia,
whenchangelingsentertheHedge,returntothemortalworldorevenjourneytoadifferent
realmcontrolledbyanotheroftheGentry,theyreverttoaroughlyhumanoidform.TheGentry
canpermanentlytransformsomeoneintoahumanoidplantorevenintoalivingstatuemadeof
solidrubyandtheycanmakeachangelingsomewhatlargerorsmallerthannormal,butthey
cannotpermanentlytransformahumanintoacentipedeorevenacentaur.Alltransformations
intoradicallynonhumanformsareinherentlyunstableandifthechangelingescapesfrom
ArcadiaorleavestheportionofArcadiacontrolledbytheirKeeper,theirnaturalhumanoidform
reassertsitself.
WithintheirKeeper'srealm,achangelingwhoappearsasahumanshapedfireinthemortal
worldcouldhavebeenastationarypillarofflame,awanderingbonfire,orevenasingletongue
offlamethatwaspartofavastfieryplain.TheformthatanychangelinghadinArcadiamay
havebeenfarlesshumanthantheformthatchangelingtakeswhenhereturnstothemortal
world.
Onereasonthatmanychangelingshavesomuchdifficultyrememberingtheirexperiencesin
Arcadiaisthattheseexperiencessometimesinvolvedbodiesormodesexistencethatare
drasticallydifferentfromanyhumanexperience.Onceachangelingregainsamostlyhuman
form,shecannolongermakesenseofthememoriesofbeingariveroralivingbreeze.While
somechangelingswereservantsorwarriors,othersweresourcesforelectricalenergy,
decorativefountains,portionsofanimatesandstorms,orevenlivingsymphonies.Radically
inhumanformsarecommoninmanyportionsofArcadia,butwhileachangeling'skithdefines
whatsortofstrangeandutterlyinhumantransformationssheunderwent,theextentofsuch
transformationsvarieswidelybetweenchangelings.Onefireheartmayhavespentherentire
timeinArcadiaasaswiftmessengerwhoseformcloselyresemblesherMask,whileanother
mighthavebeenaroaringfireinahisKeeper'sgreathall,orthetinynightlightherKeeper
chattedwithbeforesleeping.
Kith&Durance
Whileachangeling'sphysicalformandtheroleassignedbyhisKeeperbothdependedtoa
largeextentuponhiskith,thenatureofhisDuranceoftendidnot.Onerazorhandmighthave
spentherDuranceasagladiator,forcedtokillotherchangelingstoavoidherownpainfuldeath,
whileanothermighthavebeenthepamperedandfiercelyloyalbodyguardofaGentryqueen
whotreatedmostofherchangelingsmoderatelywell.Eventwochangelingswhohadthesame
kithandexactlythesamedutiescouldhavevastlydifferentDurancesdependingupontheir
Keepers'whims.Whilemanychangelingsareinitiallydrawntootherswhosharethesamekith,
discussionsoftheirDurancesswiftlyrevealthatmostofthemhaddifferentandoftenhighly
idiosyncraticexperiences.
Kith,Seeming,andAppearance
Everytimeachangelinglooksdownathishandsorgazesintoamirror,heseeswhathewas
madeinto,alongwithvisibleevidenceofhowhisappearancechangedagainduetothechoices
hemadewhenescapingfromcaptivity.Bothachangeling'skithandherseemingdetermineher
appearance.Becauseachangelingbelongingtoanykithcanbecomeanyseeming,therange
ofpossibleappearancesformembersofanykithisquitelarge,especiallysincesex,race,build,
andapparentagealsoaffectachangeling'sappearance.
Despitethedifferencescausedbyachangeling'schoiceofseeming,allsixdifferentversionsof
asinglekithalsohavemanysimilarities.Regardlessoftheirseeming,palewraithsalwayshave
transparentskinandchangelingswhobelongtotherazorhandkithalwayshavesomesortof
naturalorartificialweaponattachedtotheirhands.However,thedetailsofappearancevary
significantlyfromoneseemingtoanother.Onerazorhand'sweaponmaybeajaggedspurof
livingbone,whileanothermighthaveabronzeorglassbladeweldedtoherwrist.
KithDescriptionsAndMechanics
Everykithprovidesthechangelingwithaspecificblessing.Theseblessingsconsistofeithera
generalbonustospecificactivitiesrelatedtothekith,amorepowerfulabilitywhichcanbeused
ifthecharacterexpendsGlamour,ormostoften,acombinationofbothcontinuousandGlamour
activatedabilities.
IfablessingprovidesaMerit,itignoresanynormalprerequisites,anddoescounttowardother
Meritprerequisites.Ifablessingprovidesarmor,itstackswithwornarmor,orarmorfromother
supernaturalsources.
Notallblessingsgivecleardescriptionsofwhyorhowtheywork.Forexample,draconicscan
spendGlamourtogainabonustoIntimidationrolls.Whendesigningyourcharacter,decide
howyourcharactermanifeststhatblessing.Doesshehavearoarlikethunder?Dohereyes
haveafrightening,serpentineappearance?
Kithblessingswhichaffectappearance,shape,andsizeaffecttheMeinbydefault.Acharacter
maychoosetohavetheseblessingsaffectherMaskaswell.
ModifyingKiths
InadditiontotheoptionofplayersandStorytellersworkingtogethertocreateentirelynewkiths,
theycanalsomodifyexistingones.Oneplayermightwishtoplayachangelingwitha
thunderbirdkiththatwasidenticaltotheifritkith,exceptthethunderbirdappearsbirdlikeand
hasabilitiesrelatedtoelectricityratherthanfire.Anothermightwishtoplayaphoenixkiththat
emphasizeshowswiftlyfirecanmoveandsopossessesthesameblessingasthelevinquick
kith.Themostimportantpartofmodifyingkithsinthisfashionistoworkouttheiressential
nature,whattheirKeepercreatedthemtodoandtheirappearance.Ifallofthesefactorswork
togethertocreateacoherentwhole,thenaddinganappropriateblessingthatissharedbyone
ofthekithsdescribedbelowisperfectlyfine.Also,playersarefreetochangethelisted
appearanceofakithbelongingtoaparticularseemingaslongastheirStorytellersagreethat
thenewdescriptionfitswiththemeaningandfeelofthekithandthechangeling'sseeming.
Thekithwriteupsbelowalsocontainthreeoroccasionallyfourbriefdescriptionsofthe
appearanceofamemberofthatkithwhoalsobelongstoaparticularseeming.Achangeling
belongingtoanykithcanalsopossessanyseemingthesedescriptionsaremerelythereto
illustratetherangeofappearanceeachkithcanhavewhenitiscombinedwithaparticular
seeming.
Airtouched
Heresyourkiteback,kid.Thattreewaseasiertoclimbthanitlooked.No,no.Dontyoutryto
goupthere,OK?
Kingdomsofglitteringicebuiltonimmenseclouds.Balconiescarvedintothefaceofatowering
mountain.Mansionswithstiltsthatdisappearintothefogunfathomablemilesbelow.The
changelingsthatbecomeairtouchedareasvariedastheloftyrealmsinwhichtheyspenttheir
durance.Floating,flying,orglidingwastheonlymethodoftravelpossible,andsotheirKeepers
changedthem.Somehadwingsgraftedtotheirflesh,somerodelightningboltsassteeds,and
someweremadelighterthanair,carriedbythewinditself.
Beast: Round,unblinkingeyes,asweepingcrestofwindruffledfeathers,andfingersthatend
inhookedtalons.
Fairest:Footfallsthatbarelytouchtheground,gentlyrustlingclothes,andamassofswirling
whitehair.
Ogre: Thickslabsofmuscle,skinthatglowssunsetred,andaconeofroilingsmokeinplace
oflegs.
Blessing: AddyourcharactersWyrdtoherInitiative.Shesuffersnodamagefromfallingunless
thefallisfromterminalvelocity.SpendapointofGlamourandyourcharactercanmultiplyher
jumpingheightanddistanceby1+herWyrd.
Antiquarian
th
ThisdaggerwasmadeinPersiaintheearly14 century,IbelieveitwasmadeinTabrizandthe
bladeismeteoriciron.Itwasalsousedtomurderanotherofourkind11daysago.
Somepeoplehaveanaturalaffinityformuseumsandhistorymanyseektomakeacareerof
this,othershavetheirvocationforceduponthembytheGentry.Likemostofherkind,the
antiquarianwascreatedtocareforherKeeper'scollections.Shewaschargedwithknowingthe
locationofeveryitem,fetchingitforherKeeper,andoftenexplainingittothem.
Beast:Withlargeeyes,slenderdexterouspaws,shortgreyfur,andlongwhiskers,this
changelinghasaratlikeappearance.
Elemental: Sheappearstobealivingstatuemadefromantiqueivoryandpolishedbrass.
Wizened: Hiseyeshavebuiltinjeweler'sloupsandhishandscontainpreciseclockwork
gears.Heisameldingofcenturiesoldtechnologyandgrey,slightlydustyflesh.
Blessing: SheautomaticallygainstheInformedCondition(p.XX)onallAcademicsor
Investigationrollsrelatingtoancientloreortobooksorartifactsthataremorethanacentury
old.IfshespendsapointofGlamour,shecanusethePsychometryMerit(seep.XX)without
spendingWillpower(orpurchasingtheMerit).Gainingimpressionsfromeventslessthana
weekoldimposesa3penaltyonherroll,whichdropsto2foreventslessthanamonthold,
and1foreventslessthanayearold.Oldereventsimposenopenalty.
Artist
Idon'tdocommissionsanymore.Idon'tcarehowmuchyouarewillingtooffer.ThesedaysI
makemyartforme.Ifyoulikewhatyouseehere,I'dloveforyoutobuyit,butnowmytimeand
myinspirationismyown.
ArtistspursuedorattemptedtopursuetheirartbeforetheirDurance,andoftentheireffortswere
whatdrewtheGentrytoothem.TheGentryprizeartists,butmanydonottreatthemwell,
commandingthemtocreatenewwonderswithoutceasing.Anartist'sDuranceusually
consistedofendlesstoilmakinghisartorarts.
Darkling:Amenacingandsomewhatinsectlikecreaturewithlargeeyesanddexterous
hands.
Ogre:Thisillformedmuscularbrutehasintelligentpenetratingeyes,fingersthatareas
dexterousastheyarestrong,andscarsmadebythetoolsofitstrade.
Wizened: Thiscreature'sbodyexiststobestperformitsfavoredformofart.Itsfingershave
additionaljointsanditsentirebodyisoptimizedfordrawing,woodworking,orwhateverotherart
ismostoftenperforms.
Blessing: WhenmakingaCraftsorExpressionrolltocreateanewworkofart(whichcanbe
anythingfromacaketoasymphony),theartistonlyrequires3successes(insteadof5)to
achieveanExceptionalSuccess.IfhespendsapointofGlamour,forthenextscenehealso
adds+3tohisrollstocreatethiswork.
Author
Iknowhesquietanddoesntweighinmuch,buthehashisopinions.Justbegladhekeeps
themtohimself,orelsewedallbejustdoingwhateverhewanted.Hesgotthiswayoftalking
thatwinstheheartandmind.Thatsadangerouspower,sobegladhedoesntturnitonus.
Despitehergrasponlanguageandstorytelling,anauthortendtobequietandreserved.She
wasforcedtowriteprose,tellstories,andcraftverbalimageryforherFaemaster.Sometimes,
anauthormighthavebeenhermastersonlyconnectionwithhumanlanguage,havingtoteach
wordsandmeaningstokeephimuptodate.Afterspendingsolongcreating,mostpreferto
simplyreadandabsorb.
Darkling:Heispaperyandthinwithwordsandinkstainsforminghisfeatures.
Wizened: Thechangelingismadeupofthepagesofherownprose,leatherandwooden
bindingsholdinghertogetheratherjoints.
Blessing: TheauthorcanneverfailanExpressionrolltotellorwriteastory.Sheautomatically
achievesonesuccessonsuchrolls,inadditiontotherollresults.Also,shecanreadand
interpretanythingwritteninamortallanguage.
Blightbent
Paramedicsaidyourlungswouldlooklikefriedscrappleifyouhadntgottenyourmaskon.Me?
NahImfine.YoudbesurprisedhowlongIcanholdmybreath.
NotalltherealmsofArcadiaareuntouched,primevalwilderness.Whetheratwistedreflectionof
urbanlandscapesorcorruptedfromthebileoftheirFaeowner,somearepollutedhellscapes
ofsulfuricclouds,corrosivesludge,andcontaminatedsoil.Blightbentsarethosechangelings
whosurvivedintheseconditions,breathingfoulairandeatingpoisonousfood,forcedto
becomelesserversionsoftheirtaintedmasters.
Darkling: Asootstainedwaistcoat,sizzlingfootsteps,andastovepipehatthatoccasionally
belchessmoke.
Elemental: Pittedchunksofconcreteandglobsofasphaltstrungtogetherwithrustedrebar.
Wizened: Skinlikeslickyellowplastic,amouthlikeaGigeresquerespirator,andnictitating
membranes.
Blessing: Thechangelingreducesthelevelofanymanmadeextremeenvironment(p.XX)and
theToxicityofanydrugorpoisonbyherWyrddots.SpendapointofGlamourtoproducea
cloudofcausticsmogwitharadiusinmetersequaltoyourcharactersStamina.Thecloud
eithercausesaconcealmentpenaltyordealslethaldamagewithaToxicityequaltothe
charactersWyrd.Thecloudlastsforascenewithoutoutsideintervention.
Bloodbrute
Laurasgreattohavearoundwhenthegoinggetstough.Youjusthavetowatchoutwhen
thingsarecalm,shegetsantsyandlooksforreasonstogetintoafight.Shesahandfulat
thosetimes,butIwouldnttradeherforallthechangelingsinthefreehold.
BloodsportisacommonpastimeamongsttheGentrywithchangelingspittedagainsteach
otherfortheamusementoftheFaeaudience.Thefightsarerarelystraightforward,butinstead
utilizerandomrulesandstipulationsatthewhimoftheGentry.Abloodbruteisthegrizzled
survivorofpitfightsandhorrifyinggamesofsurvivalofthefittest.Thebloodbrutehaslearnedto
controlhisfightingspiritandputittowardsagreatercause.
Beast: Sheisapredatoranimalriddledwithscarsandwearfromhertimeinthepits.
Darkling: Thechangelingistallandlonglimbed,litheandstrongwithpitchblackskinand
darkgreyscarsmarkingherbody.
Ogre: Hehasbitsofchain,barbedwire,andglassembeddedinhisthickhide.
Blessing: Abloodbruteisalwaysreadyforafight,andcanuseanythingasanimprovised
weaponwithoutsufferingthe1penaltytoherattackpool,nordoestheweaponsufferdamage
uponhits.Shecannotbeambushedbycombatants.Whileshemightsufferfromatraporother
threat,peopleintendingtoattackhercannevercatchheroffguard.Additionally,whenthe
charactermakesanunarmedattack,herfistsdeal0Lethaldamage.
Brewer
NeverletSaramixyouadrink.Thelasttimesheplayedbartenderforthefreehold,weallwoke
upthreedayslaterinaclearinginthehedgewithagangofgoblinscallingJoe,yourmajesty.
Thebreweristrainedintheartofalchemyandpotionmaking,supplyingbothintoxicating
substancesandpoisonsforthefreehold.Thechangelingwascreatedtobrewarcanetinctures
forhermaster.Notonlydidshemakebrewsandpotionsofunknownsubstances,butoftenshe
wasforcedtotestthepotencyandefficacyofherbrewsonherself.
Elemental: Thechangelingiscoatedinasheenofviscousfluid,herhairistintedthecolorof
driedvegetation,andhereyesareliquidbrown.
Ogre:TheOgrehasoverlargemusclesandhisskinismottledwithsoresandbruisesasthe
effectsofhisbrewtesting.
Wizened: Sheislargeandportlywithsomepieceofhertradeapermanentpartofherbody.
Maybehertorsoisacauldron,orherfingersareflattenedlikewoodenspoons.
Blessing: ThechangelingmayspendapointofGlamourwhiletouchinganyliquidtochangeit
eitherintoapotentalcoholorapoison.Ifitisanalcohol,itgainsaPotency(seep.XX)equalto
herWyrdplussuccessesrolledonaWits+Craftsroll.Ifitisapoison,itsPotencyishalfthat,
roundedup.
BrightOne
Itdoesappearsuddenlybrighterinhere,doesntit?
Twinklingeyes,radiantsmiles,glowingskinallsignsofthepassionandvitalitythatburnswithin
somepeople.AllofwhichdrewtheTrueFaetothesemortalslikegiantmothstoafragile
candleflame.InFaeriethatinnerlightwaspulledtothesurface,harnessedbythechangelings
Keeper.Hungfromceilings,installedinwallsconces,orsealedinglassdomes,theseLostwere
usedtoilluminateallmannerofFaedwellings.
Darkling:Anglerfishthingswithtranslucentskin,bioluminescentpatches,andlidless,glowing
eyes.
Elemental: Phosphorescentfiguresseeminglycarvedfrompolishedamber,warmivory,and
glisteningice.
Fairest:
Perfectlysculptedphysiqueswithglowing,oiledskin,halosoftiny,glimmeringstars,
andincandescentbrands.
Blessing: Thechangelingcanemitasoft,palelightthatextendsoutforthreemetersaround
her.Althoughthislightissuesfromandmoveswiththecharacter,observersunabletosee
throughtheMaskassumeitisambientlightfromsomeothernearbysource.Spendapointof
Glamourasareflexiveactiontoincreasethebrightnessofherlighttoablindingintensity.
AnyonewithaclearlineofsighttothecharactermustmakeaStamina+Composureroll
penalizedbythechangelingsWyrddots.AnyonefailingtherollgainstheBlindedTilt(p.XX)for
aslongashestillseesthebrightone.
Broadback
Weshouldstop.Youlooklikeyourereadytofallasleeponyourfeet.
SomeGentrycollectvaststoresofmaterialgoods.Whetherasbeastsofburdenpullingendless
wagontrains,orasporterswithwholehousesstrappedtotheirbacks,thechangelingsusedto
transportthesegoodsbecomebroadbacks.Drivenbeyondmortalexhaustiontheyploddedon,
tappingintoreservesofstrengthanddeterminationtocontinuetheirpointlessjourneys.Theyre
stubbornbastards.Theyhadtobe.
Beast:Chimericalamalgamationsofanimalsknownforbeingstubborn,rhinos,elephants,
goats,andcamels.
Ogre:Tireless,toweringbruteswhoignoreallinjurywhilemethodicallyclosinginontheirprey.
Wizened: Shrunkenbodiesstrappedintosmoking,clankingmetallicwalkingmachines.
Blessing: Thechangelingsuffersnopenaltiesduetofatigueandinjury.Thecharacteralso
addshisWyrdtohisDoorsinSocialManeuvering.SpendapointofGlamourasareflexive
actionduringasocialinteractiontoaddhisWyrdtoacontestedactiontoaResistancetrait.
Brollachan
You'dliketogetawaywouldn'tyou.Infact,you'ddoanythingtoescapefromme,butyoucan't.
I'mnotgoingtoreleaseyouuntilyoutellmeexactlywhatyoutoldtheHuntsmen.Tellme
everythingandyoucango.
Brollachanarecreaturesofunseenfear.InArcadia,theywereutterlyshapelessmassesof
darknessthatmostKeepersusethemasguards,soldiers,orinterrogators.Brollachanexcelat
understandingandinflictingfear.BeforeherDurance,abrollachanwasusuallyeithersomeone
whocouldbeterrifyingorsomeonewhohadbeenafraidformuchofherlifeandwas
determinedtolearntoturnthetablesonhertormentors.
Beast:Ashapelesspoolofdarknesswithglowingeyes.
Elemental: Astatuemadefromlivingdarknesswithglowingeyesandlonggraspingarms.
Ogre:Acrudelyshapednightblackcreaturewithlargehandsandglowingeyes.
Blessing: Shegains+2toallrollstoestablishagrapple,andgainsthe8againqualitytoall
Stealthrolls.IfshespendsapointofGlamouronceshehasgrappledsomeone,shecanmake
aPresence+Intimidation+Wyrdvs.Composure+Wyrdroll.Ifsuccessful,shecanchooseto
inflicteithertheInsensateTilt(seep.XX)ortheFrightenedCondition(p.XX)onthetarget.A
singletargetcanonlysufferfromoneoftheseatatime.
Chatelaine
Whileyourewithinthefreehold,Isuggestyoufollowallrulestothebestofyourability.Icannot
beheldresponsibleforthekindsoftroubleyoumayfindyourselfinifyoubreachprotocol.
Rulesareinplaceforareason,nottheleastofwhichissafety.Yoursafetyforthemostpart,
sinceenforcementofmannersismyutmostconcern.
Thechatelaineshaveareputationaswellmanneredandmeticulouslyneatchangelingswitha
preoccupationfororganization.Achatelainedoesnotbegrudgethisstereotypesinceitoften
givesheraplacewithinafreeholdandsheisnotonetoshyawayfromresponsibilities.The
TrueFaemaketheChatelaineasaservantorpersonalassistant,groomedforspecificand
exactingtasksaroundtheGentrysestate.ShymayhavespentherentireDuranceperforming
onetaskoverandoveragain,strivingforaperfectionthatwasjustoutofherreach.
Fairest:
TheFairestisbeautifulandtall,herfacemirroredtobetterreflecthermaster.
Ogre:
Thechangelingislargeandstrongoftenwithouteyes,ears,ortongue.
Wizened: Heisshortofstatureandeasytooverlook.
Blessing: Thechangelingcanneverfailarolltoexpresspropermannersandetiquette,and
addsonesuccessonsuchrolls.Additionally,shemayspendaGlamourtoaddherWyrdto
PresenceandManipulationrollsfortherestofthescene.Anysupernaturalpowerwhichwould
forceherintoasocialfauxpasautomaticallyfails.
Chimera
I'dhateyou,exceptyousimplyaren'tworthmytrouble.Youabductedme,butlookatthemess
youmadewhenyouattemptedtotransformme.Nowyoursupposedlywondrousmagicsnot
onlycan'tforcemetocomebacktoArcadiawithyou,theycan'tevenstopmefromhittingyou.
Thesechangelingsarepatchworkcreatures.Gentrywhoattempttocreatenewkithsby
randomlycombiningportionsofexistingonesdeliberatelycreatesome,butmostchimerasare
createdaccidentally,whenchangelingsbecomeinfusedwithtoomuchofArcadia'schangeable
natureandtheirbodiesalterinanuncontrolledfashion.Everychimera'sappearanceisdifferent,
oftenradicallyso.Despiteappearingtobepartiallyamemberofseveralkiths,achimeragains
noneoftheadvantagesofthesekiths,butbeingacompositecreaturehasitsownunique
benefits.
Elemental: Thisentityisformedofthreeormoreunrelatedmaterials,likeruby,ice,andbone.
Fairest:
Thechangeling'sdisparateelementsallcometogethertocreateanattractiveand
harmoniouswhole.
Wizened: Atleastthreedifferentcreaturesappeartohavebeengraftedtogetherinascarred
Frankensteinlikeassembly.
Blessing: Shegains+2toallsocialrollswheninteractingwithcreaturesfromtheHedge.Also,
oncepersceneshemayspendapointofGlamourtoapplytherotequalityonsinglerollto
resistorotherwiseavoidanyContractorothersupernaturaleffecttargetingher.
Chirurgeon
Senora,Iwon'ttakeyourmoney.ThisisafreeclinicandIdothisworkformyselfasmuchas
foryourdaughterandmyotherpatients.IhavedonethingsIamashamedofandIworkhereto
helprepayothersfortheillthatIoncedid.
SomeGentrycreateachirurgeontohealinjuredGentryorchangelings,butotherscreateone
sothathecaninturntransformordinarymortalsintochangelingsortoalterchangelingsthathis
Keeperwishestoremake.
Beast: Adisturbingcreaturewiththeeyes,mandiblesandmanyjointedarmslikeapraying
mantis.Alloftheseinsectilepartscloselyresemblesurgicaltools.
Darkling: Hehasaroundbodywithlonglimbsendinginmanylongfingersandtoes,allof
whichhavemanyscars.Eachofhisfingersendsinadifferentsurgicaltoolmadefromfingernail
orbone.
Fairest:Portionsofherskiniscoveredindecorativescarsthatresembletattoosandherlong
silverfingernailsconcealsurgicalinstrumentsthatretractlikeacat'sclaws.
Blessing: Whenperformingallformsofmedicineonpatients,achirurgeonneversuffers
penaltiesduetolackofpropertoolsandgainsthe8againqualitytoallMedicinerolls.Daily
visitsbyachirurgeondowngradewoundsinexactlythesamemannerasintensivecare
treatment(seep.XX).IfhespendsGlamourwhentreatingapatient,thepatientaddsthe
changeling'sWyrdtoallrollstorecoverfromdiseasesandhealsalltreatedwoundsfourtimes
fasterthannormal.
Coldscale
ThisindoororchidgardenismyfavoriteroomandIholdallofmymeetingshere.Yes,it's
expensivetokeepalloftheseplants,butthedealwearetalkingabouthelpspaythosebills.If
yougivethesecuritycontracttomyfirm,we'llmakeabsolutelycertainthatyourneighborhoodis
protectedfromallthreats,evenonesyoumightneversuspectorperhapsevenbelieve.
Keepersdwellinginrealmswherereptileswerethenormorinhotdryrealmswhereonlythe
toughestinhabitantscouldsurvivecreatedmostcoldscales.Bytheirnature,acoldscaleis
somewhatdistantandifshefeelsstrongemotions,sherarelyexpressthem.Beforeher
Durance,acoldscalewasusuallyanoutsider,notasmuchbecausepeoplerejectedher,but
becauseshechoosetokeepherdistancefromothers.
Darkling: Aserpentlikecreaturecoloredsothatitiseasilyoverlooked,butdisturbingtolook
upon.
Elemental: Areptilianfigurecarvedfromlivingjade.
Fairest:Asleekandelegantreptilianhumanoid,withsmallattractivelypatternedscales.
Ogre: Resemblingagilamonsterwithlargecrocodilelikescutes,thiscreatureappears
exceptionallytough.
Blessing: Herreptilianmetabolismallowshertoadd+3toherStaminaforresistinghunger,
thirst,poison,heat,orlackofair.Herscalesprovide1/1armor.Onceperscene,shecanspend
apointofGlamourtostrikewithincrediblespeed,gainingthehighestInitiativeforoneturn,
regardlessofherroll.Iftwocoldscalesusethispowerinthesameturn,usetheirnormal
Initiativevaluetodeterminewhogoesfirst.
Coyote
Thesoundoflaughterfilledtheroommarkinghisdefeat.Whathadstartedasasimplejobhad
turnedintoanutternightmareaseachnewdiscoveryleadtomoreandmoreenemiesfollowing
histrail.Allforthefavorofonegirl,someonewhopromisedhimallshewantedwasthe
satisfactionofknowinghehadsucceeded.Whoknewshehadsomanyenemiesforhimto
succeedagainst.
Knowntomanyastrickstersandmastermanipulators,everythingcomesatacostwhendealing
withacoyote.Createdbymasterswhoenjoyeddeeppoliticalintrigue,theCoyoteunderwenta
DurancethatpittedhiswitsagainstthoseofotherGentryalwaysforcedtofindanadvantageor
anupperhandtoanysituation.Suchhabitsarenoteasilyovercome.
Beast: Shemayhaveatailorclawsofacoyote,buttheyallhavetheheadofoneattachedto
ahumanbody.
Fairest: Thechangelingtakesonasleekappearanceofabipedalcoyotewithglisteningfur
andgleamingeyes.
Ogre: Thechangelinghastuftsoffurandhairoveranotherwisesmoothbody.
Blessing: Thechangelingisgreatatmakingfirstimpressions,leavingpeoplefeelinglikeshes
trustworthyandeasilymanipulated.WhenattemptingaSocialManeuver,thecoyotecharacter
alwaysstartsoneimpressionlevelhigherthansheotherwisewould(seep.XX).Additionally,
shegainsadotofSubterfuge,whichcanallowhertogooverhernormaldotlimitinthatSkill.
Cyclopean
Icanalmosttastetheemotioninthispiece.What?No!Imostcertainlydidnotjustlickthe
sculpture.
CyclopeanarethosechangelingstakentoArcadiatobecraftsmenandbuilders.Maimedor
deformedduringtheirlabors,usuallyaspunishmentforproducingworkthatfailedtomeet
exactingandeverchangingstandards,theywereforcedtocontinuetheircraft.Somereplaced
lostpiecesofthemselveswithtoolstokeepworkingwhileotherssimplylearnedtomakedowith
asinglearmoreye.
Darkling:Clackingsandals,awickerbasketcoveringadeformedhead,andchiseltipped
fingerspokingoutfromlongsleevedmonksrobes.
Ogre:Elephantinetusks,thecallousedhandsofastonemason,andagreat,roundeyeinthe
centerofamassiveskull.
Wizened: Aleatherapronhungwithtongsandfiles,lungslikebellows,andonehandreplaced
withaforgehammer.
Blessing: YourcharactergainsafreedotinCraftsandafreeSpecialtyinanartformthat
requiresphysicalstrength,suchaswoodcarving,blacksmithing,ormasonry.Shemayuse
StrengthinsteadofWitsorIntelligencewhencreatingorappraisingitems,andgainstheTaste
Merit(p.XX).SpendapointofGlamourtocraftanitemrelatedtoherSpecialtyasaninstant
actioninsteadofanextendedaction.Sheneedsaccesstopropertoolsandmaterialsasusual,
butgainsautomaticsuccessesequaltoherWyrd.
Dancer
Illmakesureeveryoneseyesareonme.Theyalwaysare,ofcourse,butImeanmorethan
usualthistime.
Thereisanundeniablebeautyinherentinallmotion.TheLostwhobecamedancersknowthis,
thoughlikeeverythinginFairies,thatknowledgewaspaidforinwaysbestforgotten.Some
performedonstagesofredhotbronzeorwhilewearingshoesofjaggedcrystalfortheir
Keepersentertainment.Othersservedinpalacesmadeofglitteringknives,theiragility
necessarytocarryoutevenbasicactions.
Beast:
Longlegsendinginthreetalentedtoes,animpossiblythinneck,andaflutteringtrain
ofemeraldandsapphirefeathers.
Elemental: Afranticallycavortingpillaroffire,asinuouslyundulatingcolumnofwater,agently
swayingtree,allvaguelyhumanoid.
Fairest:
Lithe,pliablelimbs,exaggeratedangularfeatures,andflowing,dancelikemovements
tomusiconlytheycanhear.
Blessing: AdancergainstherotequalityonallAthleticsandExpressionrollsrelatingto
dancing,andaddshisWyrdtoanyPersuasion,Socialize,orSubterfugerollswheremovement
wouldhelp.Whileperforming,allonlookersapplyhisWyrddotsasapenaltytotheirWits+
Composurerollstonoticeanythingotherthantheperformance.SpendapointofGlamourto
forceonlookerstomakeaComposureroll,withtheirWyrddotsasapenalty.Anyonefailingthe
rollgainstheObsession Condition(p.XX)relatedtohim.
Draconic
Getoutofthisneighborhood!IfIseeeitherofyouoranyofyourfriendsaroundhereorifyoutry
tosendtheHuntsmenafterus,I'llknowwhotoblame.IknowwhoyoutwoareandifanythingI
don'tlikehappens,Illcomeforyouboth.
TheGentrycreatedraconicstoinspirefearandawe.Thesereptilianbeastsaredestructive
creaturesofprimalterror.OneKeeperwhocreatedadraconicmighthavewishedowna
wondrouslyimpressivebeast,anothersoughtanimpressiveguardormilitarycommander.
BeforetheirDurance,manydraconicswereinterestedinpowerandallofthemwerefilledwith
confidence.Now,everydraconicisterrifyingandtough.
Beast:Ahorrifyingreptilianmonsterwiththickscalesandlongclaws.
Elemental: Adragonlikeelementalbeast,mostappeartobemadefromstone,metal,or
coloredglass.
Fairest:Withhisscalesandelaboratecrest,heistheessenceofterrifyingbeauty.
Wizened: Sheisclearlyahumanwhohasbeenremadeintoadragon,withhumaneyesand
theformsofhumanlimbsbeneathherscales.
Blessing: HisthickscalestransformthefirstWyrdpointsoflethaldamagehetakesinaturn
intobashingdamageandhecandolethaldamagewithhisunarmedattacks.Hecanspenda
pointofGlamourtoaddWyrdtoallIntimidationrollsforthescene.
Earthbones
Hesasstrongastheearthandasimmovable.Thatsnottosayhedoesnthavefeelings.Hes
probablythesoftestoneofusdeepdown,hejustdoesntknowhowtoshowitpastallthatrock
hardexterior.
Anearthbonessayslittleandenduresmuch.Hisrockybodyaffordshimbothstrengthofform
andspirit.Theearthbonesmighthavebeenmoldedfromclayorhewnfromstone,orhemay
havespentallhistimeinFaeriewithinacavetooclosetothesoil.Thechangelingmayhave
beenforcedtostandasasupportpillarforastructure,formasmallprivateislandforhismaster,
orsimplybethestonestatuegracingherhalls.
Elemental: Hisskinandhairisthecolorofrichsoil,andhisnailsandteethareformedfrom
hardstone.
Fairest:Thechangelingiscarvedcompletelyfromobsidianstonewithmossandlichen
servingashishair.
Ogre:TheOgresbodyisformedfromlargelumpsofmismatchedclaypressedtogetherand
heldinplacebyrodsofhardpackedearth.
Blessing: Theearthbonesisaspowerfulandindestructibleastheearthandstoneheisformed
from.ThecharacterappliesonehalfhisWyrd(roundedup)asarmor.WithapointofGlamour,
hecanalsotakehalfhisWyrdasballisticarmorforaturn.Thisarmorstackswithmundaneor
supernaturalarmors.
Farwalker
LongJohnsaysitllbefasterifwefollowhimacrosstheridgethere,atitslowestpoint.Yes,I
knowhedidntsayanything.Didntyoucatchhisgestures?
UnlikemanyotherLost,afarwalkersDurancewasnotoneofcaptivitybutofnearendless
solitudeandisolation.Spiritedawaytovastforests,windsweptmountains,orswelteringjungles,
thesechangelingsrarelysawanothersoulduringtheirtimeinFaerie.Constantlyonthemove,
whethertooutrununseenbuteverpresenthuntersorinavainattempttofindsomesortof
civilization,theyroamedtheruggedwildsofArcadiaalone.Withonlythesilenttreesandrocks
forcompany,someslowlyforgotthesoundofhumanspeechorthattheyhadeverevenhada
name.
Beast: Long,powerfullimbs,athickcoatofshaggyhair,andatreadassureasamountain
goat.
Fairest:Leafmatteddreadlocks,uncuredanimalhideclothing,andaraw,primalsexuality.
Ogre: Skinlikeoldleather,handscoveredinclimbingcalluses,andsilent,carefulfootfalls.
Blessing: Thechangelinggainsthe DirectionSenseMerit(p.XX).Thecharacteralsoreduces
theeffectivelevelofextremeenvironmentsbyherWyrddots,andaddsherWyrdtoher
Staminawhencalculatinghowlonguntilshestartstakingenvironmentaldamage(p.XX).
SpendapointofGlamourtoaddherWyrdtoanyAthleticsrolltotraverseruggedordangerous
terrain.
Fireheart
Irememberexistingasasingleflameinanendlessplainoffire.I'mhomeandfree,butI'mstill
drawntolargefires,Isupposethat'swhyIbecameanarsoninvestigator.
Afireheartisnotmerelyacreatureofflame,herthoughtsarealsoinhumanlyswiftbecausefire
alsoengulfedhermind.Keepersdwellingrealmsofflame,brass,andstonecreatedsome
fireheartstoserveasscholarsorhighlyattentiveandeffectiveservants.Otherfireheartsspent
theirDuranceasworksofartmadeoffireoraspartofawalloffiresurroundingandprotecting
theirKeeper'shome.
Beast: Aglowingphoenixlikecreaturewhereeachfeatherisaseparatetongueofdancing
flame.
Darkling: Patternsofflickeringgreenandblueflamescoverthecreature'shairlessskinlike
livingtattoos,anditseyesshinewithwickeddancingfiresofthesamecolor.
Wizened: Crystalbandsglowingwithflickeringinternalfirearegraftedtothecreature'sjoints.
Whenitbecomesemotional,firebrieflyengulfsitsheadorhandsbeforethecrystalssuppressit.
Blessing: Afireheartgainsa+2toInitiativeandwhenevershewishes,hertouchcanstartafire
likeamatch.ByspendingapointofGlamour,thechangelingcanperformanyextendedtask
thatismostlyorentirelymental,likecomposingaspeechorperformingresearchwithblinding
speed.Ifeachrollinanextendedtasknormallyrequiresanhourorless,shecanmakeoneroll
perturn.
Flowering
Takeoffyourshoesandjuststandhereforaminute.Isthereanythingbetterthanfeelingofsoil
betweenyourtoesandthesunonyourskin?
Warmedbythesunscaressandnourishedbytherainstears,thesechangelingswerethe
livingornamentationofcountlessgardensacrossArcadia.Plantedinsoilwheretheytookroot,
somefloweringwerelefttogrowwildinhiddenfaeriegroveswhileotherswerekeptinpots
underfluorescentlightsinsteaminggreenhouses.Allexperiencedlongperiodsofhappiness
andbliss,punctuatedbythesharp,metalkissoftheirKeeperspruningshears.
Darkling: Broad,flathandswithfingerslikeinterlockingteethandanirresistible,saccharine
reek.
Elemental: Cordedlimbsliketwistedstems,acascadeofcurlingfiddleheadsinplaceofhair,
andacalming,earthyscent.
Fairest:Pink,rosepetalskin,anintoxicatingperfume,andcruelthornstosnagtheunwary.
Blessing: WhenestablishingafirstimpressionduringSocialManeuveringthefloweringalways
moveshisimpressiononestepup(p.XX).SpendapointofGlamourtoaddhisWyrdtoany
Persuasion,Socialize,orSubterfugerollmadetoopenavictimsDoorsanexceptionalsuccess
onthisrollopensDoorsequaltohisWyrd,inadditiontothenormaleffectsofexceptional
success.
Gameplayer
ThatsthethirdtableIveseenherruntonight.Ithinkshemightbecountingcards,butifsheis,
thehousedoesntseemtobeabletocatchheronit.Istoppedplayingcasualgameslikechess
withheralongtimeago.AfterImakemyfirstmove,shetellsmehowthegameplaysoutand
shewins.Itkindoftakesthefunoutofit.
ForsomeTrueFae,everythingisagameplayedwithpiecesmadeofpeopleslivesand
actions.NomatterwhattypeofgametheGentryfavors,noneenjoylosing,sotheyspenda
greatdealoftimeamusingthemselveswithgamesandrulesthatensuretheirvictory.A
gameplayerwasmadetoeitherbeapartofaparticulargame,orwasforcedtoplaygamesfor
hermastersenjoyment,orboth.Shenotonlyenduredtheendlesshoursofbeingpartofa
game,butalsosufferedtheireofhermasterifhehappenedtoloseagame,evenifitwasnot
herfault.
Elemental: Heisawoodenorplasticgamepiece,withacrudehumanoidshape.
Fairest:Thechangelingisastoneormarblegamepiece,craftedwiththeabilitytomove
aboutonherown.
Wizened: Thecharactermayresembleacardoradeckofcardswithlegsandarms.
Blessing: Thechangelingisamasteratseeingpossibilities,workinglogicpuzzlesand
generallyreadingwhatotherpeoplemaydo.ShegainsadotofIntelligencewhichcantakeher
abovehernormalmaximumbasedonherWyrd.Whensolvingaproblemwithlogicorgame
theory,youmayspendapointofGlamourtobenefitfromtherotequalityonceperscene.
Gargantuan
Standback.Imgoingtoblockthehallway.
Aswithallthingsrelatedtohumanity,theTrueFaehavenoconceptof,norcareabout,human
scale.Palacesarebuilttoimmensedimensions,eachbrickthesizeofacityblock.The
changelingsstolenawaytothesetitanicrealmsneededtoberesizedtofittheirnew
surroundings.Somewerestretchedonmassiveracks,whileotherswereforcefeduntilthey
reachedanappropriatesize.Afewweresimplyluckyenoughtobetheheadofamassive
collectionofgrotesquelyfusedbodies.
Darkling:Somethingthatresemblesasolid,threedimensionalshadow,changingsizewith
eachnewfurtiveglance.
Ogre:Amassivebrute,seeminglyclothedinrocksandboulders,capableofswellingtoeven
moremonstrousproportions.
Wizened: Telescopingclockworklimbs,aninflatabletorso,andahuffingbellowscanister
strappedtoitsback.
Blessing: Thechangelingseemssomehowlargerthansheactuallyis.AddadotofPresence
thiscangoabovehernormallimitation.ShegainsthefourdotversionoftheHeavyWeapons
FightingStyleMerit(p.XX)butitonlyappliestoherunarmedBrawlattacks.Usehalfthe
changelingsWyrd(roundedup)astheweapondamagewhenusingthisMerit.Spendapointof
Glamourandaninstantactiontogrowstotitanicproportions,addinghalfherWyrddotstoher
Sizeforthescene.
Gravewright
Yes,thishouseisdefinitelyhaunted.Noamountofinsulationwillfixthatcooldraftorthenoises
youhearatnight.However,forasmallfee,Icansolvebothyourproblemsandtheproblemsof
yourunfortunatespectralvisitors.
TheGentrydonotunderstanddeath,butsomeoftheirmoredisturbingrealmshave
connectionstotheUnderworld.Gentrywithaninterestinthedeadcreategravewrightsas
emissariestotheUnderworld.OnegravewrightmayvisittheUnderworldandstay,perhaps
willingly,anothermightspendhisDurancedealingwithghostsandUnderworldcreaturesas
wellaswiththeGentry.
Darkling:Adryandskeletalcreaturethatlookslikeabodythathasbeenleftburiedinthe
sandforyears.
Fairest:Withperfectskinbearingahintofpearlgreycolor,acompletelackofbodyheat,and
neverahairoutofplace,helookslikeanespeciallylovelycinematicimageofavampire,
lackingonlythefangs.
Ogre:Alargecreaturewithskinlikewellagedrawhideandasomewhatcorpselike
appearance.
Blessing: Thegravewrightcansee,hear,andspeaktoanynearbyghostsinTwilight.In
addition,hecanspendapointofGlamourtoaddorremovetheAnchor,Open,Controlled,or
MaterializedCondition(seep.XX)toorfromaperson,location,orobject.AddingaCondition
requiresitsprerequisiteandremovingonecausesittoreverttoitsprerequisite.Removed
Conditionscannotberestoredbyanyonebutthesamegravewrightforoneweek.
Gremlin
Asheturnedthekeyintheignition,heheardthefamiliarroarofthecarsenginecomingtolife.
Thiswasfollowedquicklybythesoundoftheenginecatching,backfiring,andthenstallingout,
apuffofsmokeeruptingfromthehood.
TheGremlinisamischievousdabblerwhotendstolikepullingmeanpranksonothers.Sheis
smallandseemsharmless,whichletshergetintoalotoftrouble.AGremliniscreatedsolelyfor
theamusementofherTrueFaemasters.Thechangelingservedasacourtjesterandfool,
makingamockeryofguestsandcausingthempainandanguishinthenameofhermaster.If
shedidnotperformtowhateverstandardshermasterputtohereachday,shewastortured
untilsheperformedbetter.Nowshecanthelptakingadvantageofasituationtopullpranksand
actout.
Beast: Sheisananimalnormallyassociatedwithmischievousbehavior,suchasasquirrel,
weasel,orchimpanzee.
Ogre:Shessmallandhunchedwithuglygreenskinandwartsalloverherbody.
Wizened: Thechangelingismostlyhumanoidwithlongfingersandlongearsandbigbright
eyes.
Blessing: Thechangelingcancausepeopleoritemstofailatcriticalmoments.AsaReflexive
action,shecanbestowadicepenaltyequaltoherWyrdonavictimshecanseeasheattempts
anactionusinganycomplexmachine.Alternatively,shecantouchamachineandcause
StructuredamageequaltoherWyrd.AGremlincanonlyusethisBlessingonceascene.
Grey
Youreallyshouldbemorecarefulwhoyoushakehandswith.NowthatIknowallabouthow
youbetrayedthepreviousWinterQueenareyoumoreinterestedinagreeingtobackmy
candidacy?
ThiskithisrelativelynewandistheresultofKeepersenhancingchangelings'minds,oftenat
theexpenseoftheirbodies.Onewascreatedasawatchfuloverseerforotherchangelings,able
tospyonhercharges'thoughts,anotherhelpedhisKeeperlocatemortalstoabduct,andathird
wasacomponentofavastGentrycontrolledtelepathichivemind.BeforeherDurance,agrey
mayhavebeenanintellectualwhohadtroubleunderstandingothersandwasgrantedher
desireinastrangeandoftendisturbingfashion.Anothermighthavehadlatentpsychicgiftsthat
theGentryfounduseful.
Beast: Hergreyrubberyskinresemblesthatofadolphinorasquidandshehastheblack
featurelesseyesofashark.
Fairest:Attractivelyandrogynous,completelyhairless,withlargeeyes,andanelegantlylarge
head,thiscreaturelookslikeafashionmodelfromasciencefictionstory.
Wizened: Hisgreyhairlessskinhasbeenfittedsmallimplantsmadeofmetalandglowing
glass,especiallyaroundhisenlargedskull.
Blessing: ShegainstheEideticMemoryMerit(p.XX)andifshespendsapointofGlamour,
shecanusethe3dotTelepathyMerit(p.XX)ifshetouchessomeoneorlookintohiseyes.
UsingTelepathyinthisfashiondoesnotrequirespendingWillpower.
Gristlegrinder
Ihearyouneedabodydisposedof.Giveme,sayhalfanhour?Hey.Youwouldnthappento
haveaforkandknifehandy?Iseemtohaveleftmineathome.
GristlegrinderswerethosechangelingsforcedtoeattheirownduringtheirtimeinArcadia.
Whetherservedassteaming,pinkslicesongoldendinnerplatesorrippedrawfromthebones
ofwaywardtravelers,thefleshofotherfaeslowlybecametheirpreferredmeal.
Darkling: Impossiblywidemouthsfilledwithrecurredfangs,leadingdowntoelastic,
distendinggullets.
Fairest:Immaculatedinnerattire,impeccabletablemanners,andjawsthatunhingebehind
politelyshieldinghands.
Ogre: Railroadspiketusks,bonecrunchingmandibles,andtongueslikeserratedfilesfor
extractingmarrow.
Blessing: Shecanmakebiteattackswithoutneedingtograpple,andherteethcountasa
weaponthatdoeslethaldamageequaltohalfherWyrddots,roundeddown.Shecanalsoeat
atatrulyterrifyingspeed,devouringanumberofkilogramsoforganicmaterialequaltoher
Wyrddotseachminute.SpendapointofGlamouratleastfivekilograms,andshedowngrades
aleveloflethaldamagetobashing.
Hunterheart
Ivegothisgazenow.Aslongasyoudontmakeanysuddenmovements,helljuststandthere
likeadeercaughtintheheadlightsofatruck.
TheGentrydontneedonlyhumanoidservants,andhedgebeastslackacertainintelligence.
Thechangelingsthatbecamehunterheartsweretheguarddogs,trainedfalcons,andhunting
houndsoftheArcadianrealms.
Beast:Furandfeathers,teethandtalonsachimericalcombinationofpredatoryanimalsfrom
Dr.Moreausworstnightmares.
Elemental: Beartrapjaws,riflebarrelfingers,Ghilliesuitskinhungwithfishingluresthe
essenceofhuntinggivenform.
Wizened: Clawslashedtohandsandfeetwithsinew,mottledgreenandbrownskin,and
slittedeyesbeneathananimalskullheadpiece.
Blessing: ThechangelingmaydeallethaldamagewithherunarmedBrawlattacks.When
attackingaspecificbodypart,reducecalledshotpenaltiesbyherWyrd.Spendapointof
Glamourasareflexiveactionandlockeyeswithsomeonetofreezethatpersoninplaceor
causehimtofleeinterror.RollPresence+WyrdthetargetsResolveandapplythe Insensate
Frightened
Tilt(p.XX)orthe Condition(p.XX)ifsuccessful.
Ifrit
Doyourecognizeme?Iwasonly15whenyouturnedmyfamilyoutontothestreet,butI'm
oldernowandI'velearnedafewthings,includinghowtoburnyourlovelymansiondownaround
yourearsunlessyoubegformyforgiveness.I'dstartbegging,thehallbehindthatdooris
alreadyburning.Theonlywayoutisthroughme.
Keeperscreateifrittobeweaponsofterroranddestruction.Anifritembodiesfire'sdestructive
potentialandlikelyspenthisDuranceasahugefieryweapon,incineratingarmiesof
changelingsforhisKeeper.Someifritwereabductedbecausetheyhadatalentformaking
othersafraidothersdreamedoffindingawaytomakeothersfearthemandsomesimplyloved
fireandwishedtohelpitspreadandgrow.OnceinArcadia,theGentrymadethempowerful,in
afewcasessopowerfulthateventheirKeepersbegantofearthem.
Beast:Ajaggedbearlikecreaturemadeofsolidfirewithglowingeyesandlongburning
claws.
Elemental:Ananimatebonfirethatlooksreadytodevoureverythingaroundit.
Ogre:Flamesflickerjustaboveshinyhairlessskinmarkedbyburnscars.
Blessing: Hegainsthe8againqualitytoallIntimidationrolls.Hepossessesthethreedot
PsychokinesisMerit(p.XX)toaffectfire,butuseGlamourinsteadofWillpowertoactivateit.
Manipulatingfireinanobviousfashionalsoadds+2dicetoallofhisIntimidationrolls.
Illes
I'msorry,I'mbusytoday,butwecangooutlater,Ipromise.I'dlovetoseeyouryachtinthe
moonlight.
SomeGentrydwellindimcavernousrealmsandeveryonetheyabductbecomespartoftheir
lightlesskingdom.Theycreateillesasemissarieswhotraveltootherrealms.TheseKeepers
cannotforgeanyillusionsthatsurvivebrightlight,buttheiremissariesbecomebeingsof
wondrousbeautyatnightorawayfromthesun.Atthesetimes,anillescanpersuade,seduce,
orconotherswithgreatease.However,herbeautyvanishesatthetouchofsunlight.
Darkling:Awayfromsunlight,heappearsasanoblecreaturewithelegantlyexaggerated
featuresandlonglovelyfingers.Sunlightrevealshimtohaveanunpleasantlyratlikefaceand
disturbinglyspiderlikehands.
Fairest:Atnight,everyonelookingatherasseestheirperfectidealofbeauty.Insunlight,her
shiningskinbecomesadullgreyandshelooksperfectlyordinary.
Ogre:Insunlight,heisabrutishhulkingcreaturewhobecomesagorgeouslymuscledwonder
ofstrengthandpoweratnight.
Blessing: HecannottaketheStrikinglooksMerit(p.XX),butgainsdoublethenormalbenefit
(+4)ofhavingtwodotsofStrikingLooksbetweenthehoursofsunsetandsunriseorifheis
isolatedfromeventhemostindirectsunlight.IfhespendsapointofGlamourinthesesame
conditions,forthenextsceneheonlyrequire3successes(insteadof5)toachievean
ExceptionalSuccesswithanyrollinthatbenefitsfromhisappearance.
Jeweleyes
Youhurtmyfriend,hervoicewassteadyandcalm,despitetheexertion.Withagruntshe
heavedthemanacrosstheroom.Shestalkedtohislimpform,ignoringthebulletsslamming
intoherbodyashisgoonsfiredather.Sheputonefootonhisneckandpusheddownhard,
hearingasatisfyingsnapasshedidso.Shetookonelookaroundtheroomaseverythingwent
quiet,Whosnext?Sheaskedinthatsamedeadpantone.
Thejeweleyesisknownforhereventemperamentandstoicresolve.Sometimesother
changelingsmistakehercoolattitudeasaloofnessorapathy,butunderneaththecoolexterior
burnsafiercepassion.Ajeweleyesisforgedfromtheearthaslivinggemstones,forcedto
proveherworthtotheGentryinbattleringshopingtobeseenasthemostlovelyanddeadly
andgivenashortreprisetositondisplayinthecavernoushallsofhermastersabode.Forced
toalwaysfight,ajeweleyeshasahardtimerelatingtoothers.Yet,whenshefindsafriend,she
istruerthananyother.
Elemental: Elementaljeweleyesarehumanoidinshape,butarecomposedentirelyofa
crystallinestructure.
Fairest:Thechangelinghasjeweledpointsonhisbody,hisnails,eyes,andteethglitterwith
thelookofcutgems.
Ogre: TheOgreisacreatureformedfromuncutstones,thecolorandslightshimmerofthe
hiddengemsglintingatherjoints.
Blessing: Ajeweleyeisforgedinthepainofconstantbattle,andsheknowshowtotakeahit
andkeepongoing.ThechangelinggainsasingledotofStamina,whichcantakeheroverthe
normallevelallowedbyhisWyrd.Inaddition,thechangelinggainsanautomaticsuccesson
anyStaminarollstoendurefatigueorpain.ByspendingapointofGlamour,youcanreverse
anywoundpenaltiesshesuffers,andturnthemintodicebonusesforthescene.
Larcenist
Watchhishandsthere,didyouseeit?
Seewhat?
Hetookherringoffherhand.
Hedidnteventouchherhand,hewastouchingherwaist.
Thatswhathewantedyoutosee,thatswhathewantedhertosee.Ifyouwatchhishandsyou
canseeit,otherwiseitslikemagic.
Quickandnimblefingered,alarcenistcannothelptouching,takingfromorplantingitemson
everyonearoundhim.Smartchangelingskeepawidebertharoundalarcenist,feelinghis
penchantforthieverymeansheisdishonest,yetthatisoftenfurthestfromthetruth.The
larcenistsisfoundinthestrongholdsofgreedyandcovetousTrueFae.Heisforcedtotake,
steal,orpersuadeitemsfromherenemies.Hedoessounderstrictrulesofengagementhe
isnotallowedtooutrightlie,hecannotphysicallytouchthevictim,hecannotsethiseyesonthe
objectheisstealing,ormaybehehastoreplacetheobjectoncetaken.
Beast: Thecharacterhastheformofananimalthatstealsandhoards,suchasaferret,
magpie,orraccoon.
Darkling: Thechangelingiscompletelynondescriptwithneutralcoloredskin,hairandeyes,
easytodismissorforgeteverseeing.
Fairest:Shehaslongfingers,agracefulbody,andcaptivatingeyes.Sheusesherbeautiful
featurestodistracthertargetsfromwhatherhandsaredoing.
Blessing: Thechangelingonlyneeds3successestobenefitfromanexceptionalsuccesson
Larcenyrolls.Additionally,shemayspendapointofGlamourtoaddherWyrdtoSubterfuge
rollsforthescene.
Leechfinger
Idon'tliketobegrabbed,itremindsmeofeventsI'dratherforget.See,youdon'tlikebeing
grabbedeither,andIimagineyou'refeelingabitweak.I'llletyougothistime.IfIeverseeyou
pawinganotherwoman,I'llmakecertainyouneverdosoagain.
LeechfingersarepredatorsthatKeeperscreatetopreyuponotherchangelingsandhedge
beasts.SomeKeepersforgethemasoverseersorforcombat,othersusethemtodealwith
hedgebeastincursionsinanentertainingmanner.Aleechfingerdoesnotneedtofeedto
survive,butfindsstealinglifeverypleasurable.SomeKeepersmadeleechfingersfromhuman
predators,otherKeeperssoughtoutdesperateoramoralindividualsinpoorhealth.
Beast: Acreaturewithsmoothsquidlikeskin,andlongslendertentaclesinsteadofhair.Her
hands,arms,andtentaclesarecoveredinsmallfeedingsuckers.
Fairest:Atallbeautifulcreaturewithlongsomewhatanimatehair.Hishairisbrightred
immediatelyafterhefeedsandbecomespalerthelongerhegoeswithoutfeeding.
Wizened: Narrowtubesradiatingfromherheartrunalongthesurfaceoftheskinofherarms
andtorso.Thesetubesconnecttofineneedlesunderherfingernailsandinbandsaroundher
wrists.
Blessing: ByspendingoneormorepointsofGlamourandtouchingtheskinofahumanor
livingsupernaturalcreature,shecanstealHealth.EachpointofGlamourcausesthevictimone
pointoflethaldamage.Theleechfingercanusethisdamagetohealtwopointsofbashing
damageoronepointoflethaldamagetoherownbody.Shecanalsouseeachpointtoeither
downgradeonepointofaggravateddamagetolethaldamageortogiveherselfonedotofthe
HardyMerit(p.XX)forthenext24hours.ThiscanexceedthenormallimitationofHardy,
raisingittoapotentialfivedotsoryourcharactersWyrd,whicheverisgreater.
Levinquick
Yourdaughterisinthatcar,butIcangetherback.Inthistraffic,IcaneasilycatchthemandI'll
havehersafebeforethekidnappersnoticeshe'sgone.
TheGentrycreatelevinquickbytransformingachangeling'sbodyintolivingelectricityorbinding
lightingintoherflesh.SomeKeepersdwellinrealmsthatareeternallyfilledwithwildelectrical
stormsorwherelightningflowsacrossthegroundlikejaggedrivers.Otherssought
messengers,livingdecorations,orperformersmadefromarcingcurrent.BeforetheirDurance,
somelevinquickwerefascinatedbyelectricity,whileotherswerenervousorhighlyenergetic
individualswhowereinconstantmotion.RegardlessofwhyhisKeeperstransformedhim,a
levinquick'sbodyiscomposedmostlyorentirelyofelectricityandhebecomesaswiftinhuman
creature.Oncebackinthemortalworld,alevinquickusuallyhastroublewithbothpatienceand
stillness.
Darkling: Thecreature'shair,eyes,andclawsareallcomposedsolelyofelectricity,whilethe
restofitsbodyappearsgnarledandmenacing.
Elemental: Acreatureoflivinglightning,itsbodyappearstobemadeofpreciselycontrolled
electricarcs.
Ogre: Arcsofelectricitycontinuouslyrunalonghisbodyandanetworkoffinescarsarevisible
beneaththesearcs.
Blessing: Headds+1tohisInitiative,Defense,andSpeed.ForeachpointofGlamourhe
spends,theycanalsotripletheirSpeedandusetheirDefenseagainstfirearmsforoneturn.
SpendingadditionalGlamouraddsmoreturnsofthiseffectnotadditionalSpeed.
Lurker
You'veseenwhatIcando.PaymyfeeandI'llsneakintothepolicestationandremoveyour
phonefromtheevidencelocker.Ifyoulike,Icanevenreplaceitwithadifferentphone
containinglesstroublesomeemails.
Lurkerswerespecificallycreatedtobespies,sneaksandthieves.Gentryareoftenjealousof
eachother'spossessions,butalmostnonearewillingtoriskthemselvesattemptingtoacquire
them.Instead,Keeperslookforpettycriminals,stagemagicians,oreventeenswhohavehad
tolearntoavoidbeingnoticedandtransformthemintolurkers.
Beast:Thecolorandpatternsofherfeathersislikeajackdaw's,andherbirdclawhands
appearinhumanlydexterous.
Elemental:Aliving,looselyhumanoidshadowthatmovesinalmostcompletesilence.
Wizened: Extrafingersandjointshavebeengraftedontohishandsandwiresthathelpspeed
hisreactionsrunalongthesurfaceofhisarms.
Blessing: ShegainstheSleightofHandMerit(p.XX)andneversufferspenaltiestoLarceny
actionsforlackofpropertools.IfshespendsapointofGlamour,shecanaddherWyrdtoall
LarcenyandStealthrollsshemakesfortheremainderofthescene.
Maker
Icanhavethisdoneforyoulatertonight.Ifyouarewillingtowaituntiltomorrow,Icanthrowin
anobjectfileformakingitvia3dprinting.Thatway,ifyoueverneedanother,someonecan
printyouone.Icouldalsogetyousetupwitha3dprinterofyourownthey'rereallyalotof
funtoworkwith.
TheGentrycanstealandcopy,buttheycannotcreateanythingtrulyneworunique.However,
manydesirenewtoysandentertainmentsaboveallelse.Theycrafthumansintomakersso
theseindividualscanspendtheirdayscreatingtoysortrapstothwartrivalsandensnare
mortals.OthermakersspenttheirDurancemaintainingandrefashioningtheirKeeper'sexisting
toys.
Darkling:Thisgoblinlikechangelinghaslargeeyes,longslenderarms,andmorethana
dozenexceedinglylongfingers,eachofwhichhasfourormorejoints.
Elemental: Madeofmetalandtemperedglass,thechangelingappearstobeasculpturewith
beautifultoolsinsteadofhands,andnotatraceofwarm,weakflesh.
Fairest:
Thisbeautifullyhairlessandexceedinglyflexiblecreaturehasmorethanadozenlong
fourjointedfingers.
Blessing: TheMakergainsboththebenefitofthe8againruleandtheGoodTime
ManagementMerit(p.XX)onallComputer,Crafts,orSciencerollstodesign,build,modify,
repair,orunderstandanysortofdevice,mechanism,orsoftware.Inaddition,byspendingone
Glamour,hecanaddhisWyrdtoanysuchrollsduringthesamescene.
Manikin
Ifyouthinkyoucansneakpasttheguards,don'tworryaboutme.Oncewegetinthestoreroom,
yousetthefireandgetout.Whenthesmokebuildsup,I'llopenthedoorandfloodtheplace
withsmoke.Then,I'llgetthethreecaptivesoutintheconfusion,whileyouandJuliawait
outsidetotakecareoftheloyalists.
Keeperswhoeitherenjoyedplayingwithlivingdollsorwhoserealmshadnoplaceforliving
fleshandbloodtransformedmanikinsfromhumansintoartificialconstructs.Amanikin'snew
formismerelyanimitationofhumanity,butitalsolackmosthumanfrailties.
Fairest:Acreationofmetal,jewels,andperfectlycraftedjoints,thishumanoidfigureis
stunningandelegant.
Ogre: Thisterrifyingcreationisroughlyhumanoidandexceedinglyfunctional.Withinthelimits
ofthehumanoidform,littlecarewastakentomakeitappearbeautifulorevenparticularly
human.
Wizened: Althoughnotraceoffleshremains,it'sclearthatthisconstructofbrushed
aluminum,coloredwires,andadvancedcircuitswasmadebyreplacingportionsofahuman
bodyonepieceatatime.
Blessing: Sheadds+3toherStaminaforpurposesofresistingfatigue,hunger,thirst,orlackof
air.ByspendingapointofGlamour,themanikincanapplytherotequalitytoeitherasingle
physicalactionthatshehasactivelywatchedsomeoneelseperforminthelastsceneortoall
rollstoresistfatigue,hunger,thirst,orlackofairforthenextscene.
Metalflesh
No,reallyI'mfine.Thebeamjustgrazedme,althoughitdoeslooklikethefalldenteditabit.
Let'sgoremindthenewkidthatsafetystandardsarethereforareason.Noteveryoneisgoing
tobeasluckyasmewhensomeonedropsarolledsteelIbeamonthem.
SomeGentryusemetalfleshasguards,othersaslaborersorlivingart,butallofthemseekout
individualswhoarementallyandphysicaltough.TheirKeepersthenmakemetalfleshfar
tougher.Thesamedurabilitythatallowsmetalfleshtosurvivetheirtransformationoftenhelps
themescapefromArcadia.
Beast:Amonstrouscreaturewithbrassclawsandlargebronzescales.
Ogre:
Aroughlycarvedstatueoflivingbrass.
Wizened: Weldedandrivetedplatesofbronzefitaroundwhatwasonceahumanbody,but
whichmaynolongerexistbeneaththemetal.
Blessing: Hegains1/1armorandhisfistsandfeetareconsideredlethalweapons.By
spendingapointofGlamour,hisarmorbecomes4/4forthenextscene.
Minstrel
Aneeriecalmwashedovertheroomasthefirstfewcellonoteswashedoverthecrowd.Gentle
sighsofcontentmentfilledtheroomandallpreviousthoughtsofangeranddisappointment
werepushedoutoftheirheads,hermusicworkingitsmagic.
Musichasanabilitytoinvokeallkindsofemotionsfromjoyandhappinesstoangerand
sometimesfear.Songstellstoriesasmuchastheyentertain.Aminstrelslifewasdevotedto
musicboththeactofcreatingandperforming.Thechangelingmighthavebeencreatedasa
musicalinstrumentplayingsoftlyinthebackgroundduringeveningsinhermasterssalon.
AnothermighthavebeenforcedtocomposeandsingballadsrevolvingaroundtheGentry,each
newverseorlineforcedtoshowherinaglowinglight.
Beast:Thechangelinghastheplumageofasongbird,andhervoiceisclearandsweet.
Fairest:
Heishumanoidbuthasasingingvoicethatcouldrivalthemosttalentedopera
singers.
Wizened: Thechangelinglookslikepiecesofaninstrumentputtogetherandanimated.She
hasamixofwoodenandbrassmakingupherbodyandguitarstringsashair.
Blessing:ThechangelingcanneverfailonanExpressionroll.Shegainsoneautomatic
successonanyExpressionrolls.WhenusingExpressioninanattempttoharvestGlamour,she
achievesexceptionalsuccessonthreesuccessesinsteadoffive.
Mirrorskin
Officer,I'msogladtoseeyou,buthowdidyougetinhere?IjustcalledthepolicestationafterI
lockedtheburglarinthisroom.Wait,whereisshe?
Sir,thedoorwasopenwhenIgothere,shemusthaveescaped,Ishouldcheckoutsideforher.
Foryoursafety,Ineedtoaskyoutowaithere.
MirrorskinsarepremierdisguiseartistsandGentrymakefulluseofthisability.SomeKeepers
usemirrorskinsasspiesandinfiltrators,butatleastasmanyusethemforentertainment,
includingafewKeeperswhoonlyhaveasinglechangelingwhotheyordertotakeonthe
appearanceofdozensofdifferentindividuals,providingthemwiththeillusionofavastretinue.
MostmirrorskinswerenaturalmimicsbeforetheirDurance.Somewereactorsotherconartists
butallhadatleastsomeunderstandingofsteppingintoanother'sskin.
Darkling: Whennotdisguised,thechangelinglookspartiallyformed,withinhumanlyindistinct
featuresandpalegreyskin.
Fairest:Whennotdisguised,hisappearancebecomesagenerallyattractivemeldingofthe
featuresofeveryonearoundhim.Ifheiswithasingleperson,heappearspleasantlysimilarto
thatperson.
Ogre:Sheappearstohavebeenroughlysculptedfromwetclaythathasnotyetfullydried.
Blessing: Amirrorskinneversufferspenaltiesforlackofproperequipmentwhenmaking
disguiserollsandgainthe8againqualitytotheserolls.IfshespendsapointofGlamour,she
canmakeadisguiserollasareflexiveaction.AllofthesedisguisesaffectbothherMaskand
herMein,asthechangeisbothphysicalandsupernatural.Thismeansacharacterthatcan
piercesupernaturaldisguiseabilitieswillstillseethemirrorskinasphysicallychanged.
Moonborn
Lunacyisnotanafflictionsomuchasastate.Thinkofitlikewaterinabottlethathastoomuch
pressure,itscoldenoughtofreeze,butitdoesnthavethespacetoexpand.Openthatbottle
up,orevenmixthemoleculesandyouinitiatethechange.Potentialmyfriend,everyonehas
thepotentialforlunacy,youjustneedtoknowhowtomixthemoleculesproperly.
Themoonbornshiftmoodandpersonalitywiththewaxingandwaningofthemoon.Sheisoften
describedasmadduetothesecyclicmoodsandtheerraticbehaviorthataccompaniesthem.
Themoonborniscraftedofthemoon,setintotheskytomimicthenightfortheGentry.Her
Durancewassimple,yetnotatallpeaceful,asshewasforcedtoactoutsceneswitnessedby
thenightskyforherficklemaster.
Darkling: Thechangelingsskinappearspaleandtranslucent,likethecolorofthemoon.
Elemental: Moonlightexudesfromthecharacter,makingithardtodistinguishwhereshe
beingsandwherethelightends.
Fairest:Thechangelingissurroundedbymoonbeamsthatglistenandtricktheeye.
Blessing: Onceperday(24hours)themoonborncantouchanotherpersonandinflictherwith
theLunacyCondition(seep.XX).Ifthepersonheistouchingdoesnotwantthecontact,he
mustsucceedonatouchattacktoaffecthisvictim.ThisConditionlastsforasinglelunarcycle,
oruntilresolved.
Muse
Ithinkthatsafantasticidea.Youshoulddefinitelymakethatmixtape.Yourdayjobcanwait.
EventheomnipotentTrueFaeoccasionallylosetheirinspiration.Theirbizarrerealmsgofallow
andtheirnonsensicallaborslieunfinished.UntilthechangelingsthatbecomeMusesprovide
themwithinspiration,drawnoutbyhotkissesorcoldbladesifneedbe.
Elemental: Luminousfleshofcoalescentcreativepotential,stretchedlikecanvasoveraframe
builtfromcrystallizedinspiration.
Fairest:Abodybeggingtobesculpted,avoicethatsparkssymphonies,movementmeantto
becapturedindance,andeyesthatbringobsession.
Wizened: Paperywingsthatdropcurlsofparchment,silversharppennibfingertips,anda
smokybreaththatreeksofgenius.
Blessing: AddyourcharactersWyrdtoanyrollmadetouncover,embed,orchange
someonesgoals.WhenengaginginSocialManeuvering,removetwoDoorsratherthanoneif
presentingaclearpathastohowhellhelpthesubjectreachanAspiration.Spendapointof
Glamourtoforceamortalintofocusingononeoftheirdreams.RollPresence+Wyrdroll,with
thesubjectsResolveasapenaltyiftheyareresistant.Ifsuccessful,thesubjectgainsthe
Obsessed Condition(p.XX)relatedtoanAspirationofthesubjectschoice.OnanExceptional
success,themusenotonlyknowsthesubjectsAspirations,butchooseswhichthetarget
obsesseson.
Nightsinger
Yousir,intheback,Ibelieveyouyelled"rapsucks".Ididn'tcomeheretoperformvapidpop
musicandtonightisanopenmikenight.I'mgoingtobeuphereforthenext10minutes,
whetheryoulikeitornot.However,inhonorofyouI'llchangeupmystyleabitandplay
somethingthatmayteachyouathingortwo,ifitdoesn'tsendyourunningscreaming.
SomenightsingersspenttheirDuranceplayingfrightfulmelodiesinhauntedrealms.Others
accompaniedbandsofwarriors,usingtheirmusictodistract,weaken,orensorcelenemies.
BeforetheirDurance,nightsingerslovedmusic,andmostpreferreddisturbingsongsabout
despairorhappypopsongsaboutmassmurder.
Beast:Heresemblesahumanoidsongbird,butthecolorofhisfeathersisblackandhiseyes
arebloodred.
Darkling: Thisgoblinlikebeingappearscruelandattenuated,butherhandsarestrongand
cleverandhervoicebeautiful.
Fairest:Withhisstrongarms,exquisitevoiceandlongfingershe'salivingarchetypesofwhat
anattractivemusicianshouldlooklike,exceptforhisblackfeaturelesseyesandpointedteeth.
Blessing: Anightsingercanplaypowerfulhauntingmelodies.Hegainsthe8againqualitytoall
rollstoperformmusic.IfhespendsapointofGlamour,hecandrawlisteners'darkerfeelingto
thesurface.ThenightsingermakesaWits+Expressionroll,Resistedbylisteners'Composure.
Ifthenightsingerwins,hecanimposetheDeprived,Guilty,orShakenConditiononlisteners,or
otherConditionswithStorytellerdiscretion.Listenerscanonlybeaffectedbyoneofthese
Conditionsfromasinglenightsingeratatime.
Nix
Isn'tthatthemostamazingsunsetyou'veseeninyears?Let'sgooutsidetogetabetterlook.
There'snoone'saround,sotherewon'tbeaproblemifyouleaveyourcheckpointforaminute
ortwo,andtheviewissomuchbetteroutthere.
NixesareamphibiouscreaturescreatedbyGentrywholivedinaquaticrealms.Mostwere
forcedtodwellonsmallislandsorseashores,wheretheirKeepersorderedthemtolure
intruderstotheirdoomortotrapvisitorswithriddlesorbindingpromises.MostoftheirKeepers
livedinelaborateunderwatersplendorwhichtheirnixesrarelysaw,withtheexceptionofafew
nixesthattheirKeepersusedasstorytellers.BeforetheirDurance,themajorityofnixeswere
unassumingpeoplewhowerenotobviouslycharismatic,butweregiftedstorytellersorsales
people.
Darkling: Withtheeyesandscalesoffishandabeaklikeasquid,thiscreatureappears
strangeandsomewhatmenacing.
Elemental: Avaguelyfishlikehumanoidmadefromcloudy,opalescentwater
Ogre: Shehasthelongsharpteethofdeepseafish,aswellaspatchesofscalesonherhide.
Blessing: Anixcanbreathewateraseasilyasairandadds+2toallswimmingrolls.Ifshe
spendsapointofGlamourandspeaks,sheaddsherWyrdtoallPersuasionorvocal
ExpressionrollsforthesceneandlistenerssubtractthenixsWyrdfromallWits+Composure
rollstonoticeanythingexceptthechangeling.
Oni
Someoneheredoesntfitin.You!Youretheraisednail.
TheTrueFaearesticklersforrulesandetiquette.Fairytalesarefullofexamples,withthepoor
mortalswhobreaktheserules,knowinglyornot,puttosleepforacentury,turnedintotrees,or
worse.ButeveninArcadia,theGentryhaveneedofmakingsuretheirarbitraryandever
changingdecreesarefollowed.Thechangelingsthatbecomeoniaretheirenforcers.Through
rigoroustrainingandfrequentpunishmenttheylearnedtorootoutthosethatdidntfitin.
Beast:Curvinghorns,sharpfangs,theworstqualitiesoftigerandoxrolledintoonenasty
package.
Darkling:Robesthecolorofthunderclouds,ahoppinggait,andaheadthatrotatesinall
directions.
Ogre:Brightredorblueskin,ananimalskinloincloth,multipleeyes,andavoicelikea
thunderclap.
Blessing: TheonicaneasilyspotthosewhodontbelongandaddstheirWyrddotstoanyrolls
madetofindaspecificpersonamongacrowd.Healsoknowshowtoblendin,addinghisWyrd
toanyrollsmadetointeractorblendinwithgroupsbasedonidentity.SpendapointofGlamour
asareflexiveactiontoblanketanareaofuptoacityblockinhowlingwinds,drivingrain,and
deafeningthunder.Foroneturntheaffectedareabecomesanextremeenvironment(p.XX)
withalevelequaltohisWyrd.AdditionalturnsrequireadditionalGlamour.
Oracle
Unlesswedosomethingtostopthem,ateamofHuntsmenwillinfiltratetheKingoftheWest's
ascensionceremonyandtrytokidnaphim.Icanfindoutmorelater,butthataloneshouldbe
sufficienttoperhapsallowustopreventthisdisaster.
Oraclesarechangelingswhohavebecomeslightlyunstuckintime.TheirKeepersfindhumans
whoareluckyorwhohaveatalentforprophecyandenhancethisabilitysothattheOraclescan
providethemwithinformationaboutthefuture.SomeaccompanytheirKeepersasliving
warningsystems,whileotherspendtheirtimelockedawayandonlytakenouttodispense
propheciestotheirKeeperandherallies.
Beast: Thisravenlikecreaturehaslargeeyesfilledwithshiftingcolors.
Elemental: Acreaturemadefromlivingclockwork,withaclockdialforaface.
Wizened: Hehasathird,obviouslyinhumanorartificialeyeinthemiddleofhisforehead.
Blessing: Thecharacterregularlycatchesglimpsesofthenextsecondortwo.Hegains+5to
Initiative,+1toDefense,andgainsonefreesuccessonanyrollstodetectambushes(seep.
XX).IfhespendsapointofGlamour,hecanlookfurtherintothefutureandcanaskyesorno
questionsaboutthemostlikelyfutureofasingleperson,place,orobject,suchaswhethera
murderwilloccurinalocationintheday.Insecret,theStorytellerrollsthecharactersWits+
Occult.Foreachsuccess,shemustansweraquestioncorrectly.Shedoesnottelltheplayer
whenhersuccesseshaverunout.Theplayercanonlyaskaboutthefutureofasingletarget
onceperday.
Palewraith
No,youmissedmeagain.Youreyesareplayingtricksonyouthatcanhappenwhenyoustay
outtoolateandwandertoofarfromtherichneighborhoodswiththeirbrightstreetlights.Put
awaythatgun,it'snotdoingyouanygood.Ifyougivemethatpackage,I'llletyouleave.
Somepeoplenaturallyfadeintothebackground.Gentrywhoneedspiesorwishunseen
servantswhowillnotdisturbtheirelaboraterevelstransformtheseindividualsintopalewraiths.
Althoughlightdoesnotharmher,apalewraithisanocturnalcreatureofwhoismost
comfortableindimandshadowyenvironments.Sheisuncomfortablebeingthecenterof
attention.Evenifsheisnotshyorsociallyawkward,shehaslittleinterestinfame.Instead,she
findsiteasiertowatchfromtheshadows,asshedidinArcadia.
Beast:Acreaturewiththehugereflectiveeyesandtransparentskinofadeepseafish.
Elemental: Alivingstatueoftransparent,almostcolorlessglass.
Wizened: Clearlyartificialtransparentplasticskinstretchedoveroddlypaleorgansand
muscles.
Blessing: Indimlight,fog,orotherconditionswherecharacterssufferatleasta1penaltyto
rollsinvolvingvision,apalewraithonlyrequire3successes(insteadof5)toachievean
ExceptionalSuccessonanyStealthroll.IfshespendsapointofGlamourinthesesamelow
lightconditions,sheincreasesherDefenseby+2,andcanuseherDefenseagainstfirearms.
Theseeffectslastuntilsheentersawelllitarea,ortheendofthescene.
Playmate
Iwouldntcallhimselflessoraltruistic.Sure,hestheretohelp,buthegetsacertainsatisfaction
outofbeingtheonetoalwayshelp,theonetoalwaysmakethedifferencebetweensuccess
andfailure.Dontthinkhesdoingitforyou,becausehesnot,hedoesnthelpunlesshealso
hassomethingtogainfromyoursuccess.
Theconceptoffriendship,boredom,andentertainmentarecompletelylostontheTrueFae.
Onemayfeeltheseemotionsonsomebasiclevel,butneverforlong.IfeveraGentrydesiresa
companion,shesimplymakesone,andifevershegetsboredofsaidcompanion,shecastshim
aside.Aplaymatelivessuchalife,createdtofulfilladesireforbaseentertainmentforashort
time,forcedtointeractwithhismasteruntilshegrewbored.
Fairest:
Sheismadeoffineporcelain,herhairissilkenandhernailsandeyeslooklike
paintedglass.
Ogre:Thechangelingisbigandgreen,likeanoversizedarmyfigure.
Wizened: Heismadeupofpartsoftoydolls.Hisskinismadeofplasticandhishairiswoven
yarn.
Blessing: Theplaymatehasanabilitytoworkwellwithothers,despiteherdifferences.
Wheneverworkinginateam(seep.XX),sheaddsherWyrdtoalldicepools,whetherasa
supportingorprimaryactor.Additionally,ifshespendsapointofWillpower,shecanremovethe
penaltyforasupportingactorsfailure.
Polychromatic
Everycoloroftherainbow,everyemotionknowntoman.Lookingatoneofthemisalmost
painful,helloscillatesofast,itshardtotellwhathemightbethinking,itsevenhardertopredict
wherehellendup.
Generallyeasygoingandusuallysedate,thepolychromaticisviewedasenigmaticmemberof
changelingsociety.Heismarkedwithvibrantcolorsoftherainbowthatshiftsandchangeswith
hismood.Thepolychromaticwascreatedforthesolepurposeofdecoratingthehomeofhis
Gentrymaster.Hewasasculptureofrichcolorsthatchangeswithhismood.Hismasterwould
incite,cajole,tempt,andtaunthimtoelicitacolorresponsetogowiththedcor,orwhatever
elseshemightwantatthemoment.
Elemental: Thechangelingisacaricatureofherelementpaintedinbrightprimarycolors.
Fairest:Heisastunningrainbowofcolor.Hisskin,hairandeyestakingonthehueofhis
emotion,sometimesscintillatingcolorsacrosshisbodyintimesofturmoil.
Wizened: Eachdistinctpartofherbodyisaseparatecoloroftherainbow,alwaysfollowing
neatanddistinctlinesregardlessofthefactthatthecolorschangeataseemingwhim.
Blessing: Apolychromatichassteeledhimselfagainsthistorments,allowinghimtoaddhis
WyrdasabonusonallResolveandComposurerollstoresistemotionalmanipulationofany
kind.Thisbonusalsoappliestorollstoresistimpulsesorunwantedreactions.Thisappliesto
anysupernaturalabilitiesthatwouldcausetheseeffectsaswell.
Razorhand
Youmademeyougavememyshinyclawsandforcedmetokill.Nowthesesameclawsare
goingtotasteyourperfectblood.
AKeepercreatesarazorhandtobeakiller.SomeGentrywantedabodyguardwhocould
swiftlydispatchanythreat,othersdesiredanassassinabletoslayhisvictimswithasingleblow
butallwishedtocreateexceptionallydeadlychangelings.TheirKeepermadethechangeling's
bodyintoalivingweapon.Whilesomeembracepacifismaftertheirescape,inArcadia,their
Keepersforcedrazorhandstomurderdozensofchangelingsandtoalsoeliminatetheir
enemiesamongtheGentry.RegardlessoftheirSeeming,allrazorhandslookdeadlyandhave
blades,claws,orperhapsshardsofcrimsonglassattachedtotheirhandsorfingers.
Beast: Asleekandpredatorycarnivorewithshortfur,sharpfangs,andexceptionallylong
claws.
Darkling: Asharpfacedfurtivelookingindividualwithpointedteeth,exaggeratedfeatures,
andlongfingers.Eachhandhasasixthfingernormallykeptfoldedagainstthepalm.Thisfinger
isashiningbladeofpalebone.
Ogre: Astronganddeadlylookingbrutewithalargespursofsharpenedbonealongthe
edgesofeachofherhands.
Blessing: HernaturalweapondoesWyrd/2damage.Thiscauseslethaldamage,evento
creatureswhichnormallytakebashingdamagefromlethalwounds(likevampires).Ifshe
spendsapointofGlamour,arazorhandcanalsocausehernextsuccessfulattackwiththis
weapontoautomaticallyinflictoneofthefollowingTilts:ArmWrack,Blinded,Deafened,orLeg
Wrack.
Render
OnetimeIsawhercutthroughasteeldoorlikeitwaswarmbutter,withjustherhands.This
stuffwasntaluminumlikeyouseeonhouseseither,itwasthathighgrademilitarystuff.
Arenderiscapableofrippingatreeapartwithherbarehands,orjustaseasilypullingdowna
buildingorshatteringaretainingwall.Sheisnotjustbrutestrength,butemployswickedtalons
toaidherinherdestruction.Therenderiscreatedtodestroy,usuallybyGentrywhocantbe
botheredtocreateactualdevicessuchasawreckingballorbatteringram.Shefunctionsasa
dispensableshocktroopandwasrarelyexpectedtosurvivefirstcontactwithamission,andif
shedid,shehadtherewardofbeingemployedinnewanddangerousways.
Beast:Shelookslikealargegorillawithoverlydevelopedmusculararmsandlegsandlong
sharpnailsprotrudingfromherfingers.
Elemental: Thechangelingismadeofstonewithlargemetalbladesattheendsofherfingers.
Ogre:Thechangelinglookslikeanormalhuman,butherarmsarelargeandmuscularwith
longsharptalonsattheendsofherfingers.
Blessing: RendercharactersgaintheTouchoftheWorkmansWrathContractforfree,andshe
gainsthe8againqualitywhenrollingfortheContractsactivation.Also,sheignoresarmorin
anyunarmedorWeaponryattacksshemakes.
Riddleseeker
Youseekanswers?Dontweall?Mylifeisaconundrum,andIhaveyettofindananswer.Do
youthinkyoucansolvemyriddle?Iamlost,yetIcannotbefound.Iamtruth,butmyexistence
isalie.IamnothumanandIamnotother.WhoamI?
Otherchangelingsmayfindithardtorelatetoariddleseeker,findingherconstantlyprobingand
logicalpersonalitysomewhatcoldanddistant.Forariddleseeker,everythinghasalogical
explanation,everythingcanbedissectedandanalyzed,andeverythinghasasolution.The
riddleseekerswascreatedtomake,solve,orevenbeapartofpuzzlesforherTrueFaecaptor,
forcedtoconstantlypitherwitsagainstotherchangelingsortheirmasters.
Beast: Shehastheformofabeastknownforitsintelligence,maybeasnake,anowl,orafox.
Darkling: Heisformedfromariddle,maybeheisdarkness,andmaybeheislight,ormaybe
heissimplyaman,butwhateverformhetakes,heisthetrueanswertoariddle.
Wizened: Thechangelingismadeupofinterlockingpartsofapuzzle,herpiecesabletomove
orshiftatwill.
Blessing: AriddleseekergainsadotofWitswhichcanbringherabovehernormallimitbased
onherWyrd.Additionally,shegainsafreeSpecializationinInvestigationforRiddles,and
achievesexceptionalsuccessonthreesuccessesinsteadoffivewhenusingthatSpecialty.
Roteater
Nocluewhatthatismoldscovereduptheexpirationdate.Looksfinethough.Imeanitsstill
mostlysolid,right?
AlthoughtheGentryareimmortal,theirservants,slaves,andretainersarenot.Arcadiaknows
itsshareofbloodshedandviolence,andthechangelingswhobecameroteaterswereforcedto
disposeoftheresultingcorpses.Somewerechainedandkenneled,fedthescrapsandoffcuts
offailedsurgeries.OthersfollowedinthewakeofFaerieHuntingHosts,pickingoverwhatever
tattersoffleshremained.
Beast:Bonecrunchingjawsatopapowerfullycordedneck,astenchlikerottingmeat,and
deftfingersforpickingthroughrefuse.
Darkling: Glitteringbeetleshellsandflywings,patchesofpalefungiandmassesofwormsin
abodylikeclumpedsoil.
Wizened: Agutlikeacastironstove,flamesvisiblethroughgratelikeribs,internalfires
burningupanythingswallowed.
Blessing: TheroteatercangofordaysequaltoherWyrdwithoutfoodorwaterbefore
beginningtosufferdeprivation.Shesuffersnoilleffectsfromeatingfoodregardlessofits
condition,andcangetalongjustfineonweekoldcarrionorevenworse.ReducetheToxicity
ratingofanyingesteddrug,poison,ordiseasebyherWyrd.SpendapointofGlamourtoforage
asaninstantactioninsteadofanextendedactionasusual.AddadottoherStaminathiscan
gobeyondhernormallimits.
Runnerswift
Atthesoundofhisfootstepsgettingcloser,shedecidednottochanceitandtoinsteadrun.In
onebigleapingbound,shewasoutthedoorandacrossthestreet,easilyoutpacingher
pursuer.
ThehuntisjustasimportantasthekilltomanyGentry.Theycreatecreaturestooutrunthe
hunter,makingthehuntthatmuchmoreenjoyable.Arunnerswiftiscreatedasprey,constantly
infearofthebayingofthehoundsandcallofthehuntinghorn.WhilesuchaDurancecould
createfearfulandtimidchangelings,therunnerswiftisanythingbut.Emboldenedbyhis
constantfightforsurvivalandpittinghiswitsagainstthoseofthehunter,therunnerswifttends
tobeoutspokenandengaging,embracingdangeronhisownterms.
Beast:Thechangelingembodiesaswiftanimal,possiblyanantelopeorarabbit.
Elemental: Acreaturecomposedofmovingairorstreamingwater,rushingaboutatalltimes.
Wizened: Thechangelingappearsasanamalgamationofclockworkgearsandwheels
designedtomovefast,butisexceedinglyfragile.
Blessing: Thechangelingaddstwo,plusherWyrdtoherbaseSpeedthisisdoubledas
normalwhenthecharacterisrunning.Forexample,acharacterwithSpeed10whobecomesa
Wyrd4runnerswiftwouldhaveSpeed16,or32running.Additionally,anyoneattemptingto
trackorfollowthecharactersuffersherWyrdasapenaltytoalldicerollsinvolvedintheaction.
Sandharrowed
AssoonasI'mdonedrillingthisholeinthewall,I'min.Then,I'llgoaroundandopenthedoor
foryou.Don'tworryaboutguardsthey'llhaveahardtimedoinganythingtome.
SomeGentrycreatedsandharrowedtobespiesorguards,otherswantedstrangelivingart,but
allofthemsoughttoremakehumansintoparticularlystrangeandalienforms.InArcadia,some
ofthesechangelingsspenttheirexistenceaslivingsandstormsthatnevertooksolidformand
otherswereanimatesanddunesthatlayinwaitoutsidetheirKeeper'spalace,readytoengulf
intruders.
Fairest:Fromadistance,heappearstobeanordinarylookingpersonwithoddlyreflective
skin,butcloseobservationrevealshisfleshismadefrommillionsoftinycrystalsandshining
motesofdust.
Ogre: Abrutishfigurethatappearstohavebeenroughlycarvedfromsandstone.
Wizened: Acreaturemadeofshiftingsandstabilizedbynarrowglowingmetalandglass
bandsatitsmajorjoints.
Blessing: Hegains+2toallgrapplingrolls.IfhespendsoneGlamour,hecanbrieflybecome
lesssolid,slippingthroughanyopeninghecanfitthetipofhisfingerthough,oradding+2tohis
DefenseandusinghisDefenseagainstfirearms.EachpointofGlamourallowshimtobecome
lesssolidforoneturn.Whilelesssolid,hecannotuseweaponsortoolsandcannotperformany
physicalactionsexceptgrapplingormovement(orotherappropriateactions,atStoryteller
discretion)
Skitterskulk
WegotthecreepcorneredinthealleyaroundHowthehelldidhegetupthere?Youtelling
mehesomehowclimbedthatwall?
TheWildHuntsarealwaysinneedoffreshquarryandmanyLostspenttheirDurancetryingto
stayonestepaheadofterrible,inhumantrackers.Thosechangelingswhousedtheerratic,
alienterraintotheiradvantageweremadeintoskitterskulks.Scalingmountainsofjagged
crystalshards,crawlingthroughthicketsoftwistedplastictubing,scramblinguptowersof
gnarledrustedgirders,thesechangelingsforcedthemselvestonavigateobstaclesandhazards
eventheTrueFaeavoid.
Beast:Glitteringmultifacetedeyes,fingersthatbendintoomanyplaces,andfleshthathas
edgesatthejoints.
Fairest:Aframethatsalluringinitsgauntness,constantinjitterymotionthathintsatbarely
containednervousenergy.
Wizened: Shriveledlimbsbarelyvisiblebeneathaskirtcomposedofmillionsofspindlysilver
legs.
Blessing: TheskitterskulktriplesherDefensewhendodging(insteadofdoublingit),andadds
herWyrdtoanyreflexiveWits+Composurerollstoavoidbeingambushed.Shesuffersno
environmentalpenaltiesfromAthleticsrollsshecanclimbanysurface,nomatterhowsheer.
Skogsra
Doyounoticehowallofthosecrowsarelookingrightatyou,asisthatcoyoteoftoyourleft?
They'rewithme.Putawayyourgunormycrowswilleatyoureyesandthecoyoteandher
friendswillfinishyouoff.
Gentrycreatedskogsratodwellinwildernessareas,wheretheyservedasgamewardens,
scouts,sentries,orespeciallycleverpreyforGentryhunters.Gentrymakepeopleintoskogsra
byaddingelementsofwildernesscreatures.InArcadia,skogsraweresimultaneouslyservants
andwild,untamedcreatureswhowereoftendifficulttocontrol.BeforetheirDurance,many
skogsrarebelledagainstrulesandconventionalexpectations.
Beast:Awild,shaggycreaturewithhornsorantlersandlongunkemptfur
Fairest:
Anattractiveindividualwithseveralsubtleinhumantraitsliketheeyes,tail,orfeetof
awildanimal.
Ogre:Fromthefront,shelookslikesomeoneusedtolivingoutdoors,butotherwisenormal.
However,herbackishollowandlooksliketheinteriorofarottingtree.
Blessing: Askogsragainsthe8againqualitytoallStealthandSurvivalrolls.Inaddition,ifhe
spendsapointofGlamour,forthenextscenehecancommunicatewithanywildorferal
animals,andgivethemsimplecommandsthattheywillobey,unlessthecommandisobviously
suicidalortheanimalisalreadyundersupernaturalcontrol.Ifundersupernaturalcontrol,usea
ClashofWills(seep.XX)withtheskogsrasPresence+Wyrd.
Slewfoot
Itssimple,really.Iftheybothproduceafewnotesthatareflat,whilewalkingonthreelegsin
theevening,thenweshouldask this that
guardianwhat guardianwouldsayaboutwheretheir
owndoorleads.
EntertainmentinArcadiaisntallFaeriemasqueradeballsandWildHunts.Riddlegamesand
logicpuzzlesarepopularaswell,butinthenonsensicalworldoftheTrueFae,logicisas
changeableastheweather.ChangelingswhobecameSlewfeetamusedtheirKeeperby
answeringquixoticconundrumsandillogicalenigmas.Constantlyforcedtothinkoutsidethe
box,theywereconditionedtoinstantaneouslyunravelmetaphoricalandallegoricallanguage
andidentifypatternsinrandomelements.Thosethatdidntwererebuildandrewireduntilthey
performedtoexactingstandards.
Fairest:AFaerieknightingleamingplatinumarmor,bloodtricklingfromemptysocketsabove
perfectlychiseledcheekbones.
Ogre:ARomanesquefaceatopaleoninebody,shoulderscappedbyvestigialwings,and
talontippedscaledhands.
Wizened: Ashrunken,angularfigurewithconstantlytwitchingfingers,andtheanswersto
everythingwritteninminutescriptaroundtheiririses.
Blessing: ThecharactergainsthreedotsintheProfessionalTrainingMerit(p.XX)forthe
DetectiveProfession.SpendapointofGlamourwhenusingInvestigationtosolveamental
puzzleorexamineasceneforcluesasaninstantactioninsteadofanextendedaction.She
sufferspenaltiesiflackingpropertoolsandmaterialsasusual,butanysuccessfulrollis
consideredtohavesuccessesequaltothoserolled,orherWyrd,whicheverisgreater.
Smith
Iknowitlooksbad,butthere'sreallynotmuchwrongwithit.I'llhaveyourdeliveryvanworking
inacoupleofminutesyou'lldefinitelybeabletodeliverallthoseholidaymealsontime.
TheGentrycreatesmithstowork.ManyspenttheirentireDurancewithinadozenmetersof
theirforges.SomeGentrylookforpeoplewhoenjoymakingthingsandworkingwiththeirhands
andfashionthesepeopleintosmithswhoexisttocreateforbeingsdevoidofcreativity.Some
smithsspendtheirDuranceforgingweaponsandarmor,otherscreateexoticwonderslike
wingsthatallowthewearertoflyorchariotsthatcantravelacrossanyterrain,includingwater,
orevenclouds.
Fairest:Thisstrongandmuscularchangelinghasclearlybeenshapedbyhercraft,butin
waysthatmakeherappearbothpowerfulandwise.Herbronzefingernailsandshiningmetal
hairgivefurtherevidenceofherpast.
Ogre:Hisfleshbearsmarksthatmakeitappeartohavebeenforgedandhammeredinto
shape,andhishairispermanentlysingedandsmellsofsmokeandmetal.
Wizened: Herpowerfulcordedmusclesandstronghandsareaugmentedbymetalcables
runningalongherarmsandtoolsreplacesomeofherfingers.
Blessing: Hegains+3toallCraftrollsbuildingwithorrepairingobjects.Thisdoesnotapplyto
pureartobjectstheobjectmusthaveapracticalfunction.ByspendingapointofGlamour,he
canrepair,modify,orsabotageanyobjectwithinhumanspeed.Iftherepairoralterationwould
requireanextendedaction,hemakesrollsontheextendedtaskonceaturn.
Snowskin
Hegavethemananimpassivelook.Thoughhestoodagoodthreeinchesshorter,heheld
himselfwithanairofauthority.Idleavenowbeforethingsgetroughforyouhere.Thepower
ofcoldassuranceresonatedwithinhiswords,andthemanturnedandnearlyranoutofthe
building.
Withpallidskinandanauraofcoldthatseemstofollowhereverywhere,asnowskinfindsit
hardtorelatewithotherchangelings.Whileasnowskinisadeptatprojectingacooland
uncaringmaskwhennecessary,shestillhasenoughhumanitytofeelallmannerofemotions.A
snowskinsismadeoficeorsnow,craftedtoservewithinthecoldestplacesinArcadia.Shewas
aservantinanicepalaceinwhicheventhewarmthofhumanbreathmightdestabilizethe
structure.Shemighthavesimplybeenanicyornamentcreatedsimplytoserveanaesthetic
purpose.
Darkling:Herskinisdarkandcoveredinasheetofblackice,herhairandnailsarelong
icicles.
Elemental:Thechangelinglooksmostlyhumanoidwithpaleblueskinandfrostyblueeyes.
Fairest:
Sheismadeofglitteringice,translucentandbeautifulasitcatchesthelight.
Blessing: Asnowskinknowshowtomaskheremotionsandmakehervoicecarryachilling
terror.ShecanaddherWyrdtoSubterfugerollstohideherfeelings,andshegainsadotin
PresenceorManipulation(yourchoice)whichcanbringherabovehernormallimitbasedon
herWyrd.
Telluric
Thestarssuggestthatyourplanwillsucceed,butnoneoftheiranswersareeverperfectlyclear.
TheyalsosaythattheHuntsmanarecurrentlyoutsideofEli'sapartmentweneedtogetthere
now.
TheGentryunderstandthatwisdomcanbefoundinthestarsandaltersomehumanssothey
canmosteasilyaccessthisknowledge.BeforetheirDurancemostTelluricweredreamersand
mysticswholovedthenight.TheirKeepersusedmosttelluricsasseerswhoprovidedadvice
andspiedontheirenemies.
Beast:
Anowllikecreaturewithhugeeyesthatlooklikewindowsintoanightskyfilledwith
stars.
Elemental:Ahumanfigurewithskinlikeaperfectlycloudlessandmoonlessnightsky.Its
eyesarethetwobrighteststarsinitslivingfirmament.
Wizened:Itslargeeyeslooklikeswirlinggalaxiesandareobviousartificial,asarethethin
onyxplatesattachedtoitsskinwithshiningsilverrivets.
Blessing:Atelluriccanseethingsinthepatternsofthestarsthatothercannot.Onceanight
whengazingupatthesky,shecanusethe OmenSensitivity
Merit(p.XX)withnodrawback
andwithoutspendingWillpower.IfshespendsapointofGlamourandstaresupatthenightsky
Clairvoyance
foratleastoneminute,shecanusethe Merit(seep.XX)withoutneedingto
spendWillpower.
Thusser
Noma'am,Ihaven'tseenyourdiamondbraceletanywhere.WhenI'mperformingIgettoo
caughtinthemusictonoticemuchofanything,butsurelyyouwouldhavefeltsomeonetakingit
offyourwrist.Iexpectitfelloff.Haveyoucheckedlostandfound?
TheGentrycreatemostthusserstoentertain,butothersusedthemtodistractfellowGentryand
theirretainers,enablingthemtospyorstealfromrivals.Theycreatethussersfrommortalswho
arepassionateaboutmusic.MostthussersweremusiciansbeforetheirDuranceandthevast
majorityretaintheirloveofmusicevenafteryearsofforcedperformances.
Darkling: Histwistedbodyandpointedteethareatoddswiththegraceofhishandsandthe
beautyofhisvoice.
Elemental: Sheismadeoutofpartsfromherfavoredinstrument,carvedandinlaidwithcare.
Ogre:Althoughhisbodyandlegsappearscarredanduneven,hishandsandmouthare
strongandperfectlyformed.
Blessing: Thechangelinggainsa+2bonustoallrollstoperformmusic.Byspendingapointof
Glamourandperformingmusic,hecanenthralllistenersbyrollingWits+Expressionvs.
Resolve+Wyrd.Enthralledlistenerssubtractthechangeling'sWyrdfromallrollstonoticetheir
surroundingsandsufferfromtheInsensateTilt(p.XX)foraslongasthecharacterplaysmusic.
Whileenthrallinganaudience,thechangelingcannotperformanyPhysicalactionsexcept
moving.Ifthechangelingmoves,enthralledvictimsattempttofollowhim.Otheractions,suchas
furtherinfluencinglistenerswithSocialactionsarepossiblewithStorytellerdiscretion.
Troll
Jokeaboutmyeveningwalksifyouwant.Youllnoticethisistheonlyblockwithoutnightly
breakins.
ThelandscapeoftheFaerierealmsarefullofunseendangershiddensnarestocatchthe
unwaryorfoolish.Thechangelingswhobecametrollswereforcedtoexertsomecontrolover
thesenaturalhazards.Madetoguardanarea,whetheratreasurechamber,dankswamp,or
theclassicfaerietalebridge,thechangelingturnsthelanditselfagainstintruders.
Beast:Clovenhooves,curlinghorns,andapeltthatlookslikeapileoflawnclippings.
Elemental:Adiminutivehumanoidcollectionoflichenspeckledbouldersandmosscovered
treestumps.
Ogre:Lumpystonelikeskin,abackcoveredintoadstools,andjaggedrockshardsinplaceof
teeth.
Blessing: FastTalking
Thetrollgainsthethreedotversionofthe Merit(p.XX).Spendapoint
ofGlamourandwalktheperimeterofanareatocreateatemporary SafePlace Merit(p.XX).
TheleveloftheMeritisequaltohalfthechangelingsWyrd(roundup)andtheeffectlastsfor
24hoursfromcreationoruntilsheleaves,whicheverislonger.Theareacanmanifesttrapsthat
causelethaldamagetointrudersasperSafePlace,butwithoutneedingtopossessCrafts.
Thesetakenoextratimetosetupastheeffectjustenhancespotentialdangersinthearea,but
alwayscauselethaldamageandoftenmisjudgewhocountsasanintruder.
Truefriend
Idon'tcarehowmanyweaponsormonstersyouhavewithyou,meandminearen'tgoingtolet
youtakeanyoneelse.Gohomeanddon'tcomebacktoanyplaceweclaim.
SomeGentrywishtoapetheexperienceofhavingabelovedcompanion,othersseekto
motivatetheirchangelingsbyprovidingthemwithsuchacompanion.TheseGentryfindpeople
whoareespeciallyloyalandcaringandtransformthemintotruefriends.WhilemanyGentrywho
keepthesechangelingsattempttotreatthemrelativelywell,somewerelaterdiscarded,and
otherscaredmoreforfreedomthancomfort.BothinArcadiaandbackinthehumanworld,
truefriendsseekcompanionstheycantrustandcareabout.
Beast: Ablendingofapersonwithapowerfulbutloyalseemingcatordog
Fairest:Hisunnaturallysmooth,somewhatexaggeratedfeaturesandbrightlycoloredcatlike
eyesmakesthischangelingappearsbothfierceandkind.
Ogre: Alargehulkingapelikebrutewhoseemslikeshecouldbeamonstroussidekickfrom
anadventurestoryforchildren.
Blessing: Ifaddressingasmallgroupofindividualsshegenuinelycaresabout,shecanusethe
InspiringMerit(p.XX)onthem.Characterssuccessfullyinspiredcanrecoverapointofspent
Willpoweronceperchapter.IfshetouchessuchapersonandspendsapointofGlamour,then
bothsheandthepersonshetouchedgaintheSteadfastCondition(p.XX).Truefriends
automaticallyresistallpowersthatattempttocoerceorforcethembetrayanyonetheycare
about.TheymayhaveanumberofsuchlovedonesastheyhaveWyrddots.
Tunnelgrub
Gettingthroughistheeasypart.ItsholdingmybreathuntilIpopoutofthetoiletontheother
endthatsgoingtobetricky.
Lockedawayfromthelightandwarmthofthesun,tunnelgrubswerethosechangelingswho
spenttheirdurancebeneaththesurfaceoftheearth.Slinkingalongthroughechoingcaverns,
silentcrypts,orslimysewertunnels,theypulled,pushed,andslidtheirbodiesthroughthedank
Arcadianunderground.Thevastweightofearthpressingdownonthemstretchedthemout,
crushedthemflat,andmadethemmalleableenoughtowriggleandsquirmthroughthetiniestof
spaces.
Darkling: Maggotpaleskin,blindwhiteeyes,andamouthringedwithvibrationsensitive
tentacles.
Ogre: Avastbulkofrubberyfleshthatbendsandcontorts,flowingthroughcrackslikeblack
ooze.
Wizened: Ashrunken,coaldustcoveredfigure,withlong,draggingarmsandgrasping
fingers.
Blessing: Thetunnelgrubcandeformhisbodyintrulygrotesquewaysbendingbonesand
poppingjointsoutofplaceatwill.HisWyrdappliesasapenaltytoallrollstoestablishor
maintainagrappleonhim.SpendapointofGlamourtoreducehiseffectiveSizebyhisWyrd
untiltheendofthesceneforpurposesofsqueezingthroughnarrowgapsortightspaces.As
well,increasehisDexteritybyonedotthiscanexceedhisnormalmaximum.
Venombite
IdbackoffrightnowifIwereyou,asshole.Believememybiteissomuchworsethanmybark.
Arcadiaisfullofnoxious,toxicsubstances,andvenombitesarechangelingswhowerealtered
bythosepoisons,becominglethalasaresultoftheirdurance.Somelivedinarealmwherethe
veryairwaspoisonous,orgainedtheirabilityfrombeingforcefedtoxicsubstances.Otherswere
groomedbytheirKeeperstobeguardiansorbodyguards,theirvenomousnaturewrittenlarge
ontheirfleshinbrightlycoloredbands.Stillotherswereassassins,poisonbarbedtongues
readytodartforthinafatalkiss.
Beast:Abrightbluemaw,vividredonyellowstripes,andjointscoveredwithchitinousplates.
Elemental: Jagged,crystallinegrowths,limbscoveredintriggerhairs,andacrownoffloating,
translucenttentacles.
Fairest:Adustingoffinescales,verticallysliteyes,andaneedlefangedsmile.
Blessing: Thechangelinggainsboththeoneandtwodotversionofthe Grappling
Fighting
StyleMerit(p.XX)withoutneedingtomeettheprerequisites.Theyalsogainabonustoall
IntimidationandgrapplingactionsequaltotheirWyrddots.SpendapointofGlamourtodeliver
avenomousbitewhenusingadamagemoveaspartofagrapple(seep.XX).Ifsuccessful,the
venombitecauseslethaldamageandinjectsthevictimwithvenomwithaToxicityratingequal
toherWyrd.
Waterborn
Itsnotsafetoplayaroundthewatersedge,kid.NexttimeImightnotbearoundtograbyou.It
mightbesomethingelse.
Pitchblackoceansthathaveneverknownlight.Broad,swiftriversthathavenoend.Wide,
placidlakescoveringgreenfieldsofwaterweeds.Faeriehasitsbodiesofwater,strangeand
fantasticliketherestofArcadia.Thechangelingsthatbecamewaterbornspenttheirdurancein
theseaquaticrealms,servingstrange,waterloggedKeepers.
Elemental: Bonesofdriftwoodandriverstones,thickbraidsofkelpslappingwetlyagainstsea
foamflesh.
Fairest:Adampskinnedseanymph,withquaveringoildropeyesandasealpelthungfrom
theirshoulders.
Ogre: Scalygreenskin,catfishwhiskers,andlong,webbedfingersforsnatchingchildrenwho
venturetooclosetotheriversedge.
Blessing: Thewaterborncanbreathefreelyunderwater,andmovesatherfullSpeedwhen
swimming.ShealsoaddsherWyrdtoallrollstoestablishagrapple,orusethechoke
maneuver(seep.XX).Shegainsthe Psychometry Merit(p.XX),treatinganybodyofwater(or
akilometerindiameterperdotofWyrdforbiggerbodiesofwater)asifitwereasingleitem.
SpendGlamourinsteadofWillpowertoactivateit.
Whisperwisp
Ohsweetie.Coveringyourmouthwontwork,youknow.ItsnotlikeImreadingthosepretty
pinklipsofyours.
TheGentryarealwaysspyingoneachothergatheringinformationandstoringitawayforlater.
Notidbitistoosmall,noconversationisunimportant,andnopieceofgossipisuseless.The
changelingswhobecamewhisperwispswerethespiesandundercoveragentsofArcadia,sent
outtoobserve,eavesdrop,andreportback.
Darkling: Aperfectlyordinaryappearance,exceptforearsandmouththatdisappear,instantly
reappearingondistantobjectstoeavesdrop.
Elemental: Abodyoflightlyfrostedglass,nearlytransparent,surroundedbyacloudofbarely
audiblesusurrations.
Wizened: Ametalcollarwrappedaroundmouthandears,suturedtotheflesh,andcovered
withreceiverdials,wavingantenna,andcracklingspeakers.
Blessing: Thechangelinggainstherotequalityonallrollsmadetogatherinformationthrough
conversation,andhasperfectrecallofallconversationsoverheard.Awhisperwhispcanhearat
greatdistancesshecanhearupwithperfectclarityuptoacityblockawayforeachdotofWyrd
shepossesses.ByspendingaGlamour,shecanmakesomeoneelseabletohearherwhispers
atthesamedistance.Focusingonspecific,lightsoundsinaloud,congestedspacemayrequire
aWits+Investigationroll.
Witchtooth
Youngman,ifyoudon'tstoptryingtobreakintothatshop,youwillsoonregretyouractions...
My,isn'tthataloudalarm...
Officer,theyoungmanran,orratherstumbledthatway,Idoubtyou'llhavemuchtrouble
catchinghim.
Gentryseekingtocreateawitchtoothtypicallyfindpeoplewhoarefilledwithangeratthe
injusticeoftheirlivesandaninterestintheoccult.MostoftheseGentryusethechangelingasa
toolagainsttheirrivals.OtherGentryamusethemselvesbyorderingthewitchtoothtocurse
otherchangelings.InArcadia,awitchtoothisfearedbyotherchangelingsandsometimesby
everyoneGentryexceptherKeeper.
Darkling: Apredatoryfigurethatresemblesastereotypicalevilwitch,withgreenskinanda
longhookednose.
Fairest:Abeautifulandterrifyingfigurewhowouldappearutterlygorgeous,exceptforafew
smallfeatureslikefeaturelessblackeyesorsubtlypointedteeth.
Ogre:Agnarledwitch,whohashorns,clovenhooves,birdfeet,orsomeotherobviousanimal
feature.
Blessing: HisOccultrollsallgainthebenefitofthe8againrule.Ifhelookssomeoneintheeye
orpointsatthemandcursestheminawaythatthetargetcanclearlyperceive,thewitchtooth
canusetheThiefofFateMerit(p.XX)onthatperson.SpendingapointofGlamourwhenhe
usesthe+4WillpowerbonusgainedfromusingThiefofFate,causesthisrolltobecomean
exceptionalsuccessifherolls3ormoresuccesses.
Woodblood
No,Idon'tneedaninterventionorpeoplefromsocialservicescomingouttobotherme.Ilivein
thisforestbecauseIfinditfarmorecomfortablethananyhouseI'veeverbeenin.I'min
excellenthealthandIgetconsiderablymoreexercisethanyoudo.Ilikeyouandwanttostay
friends,butnotifyourefusetorespectmychoices.
Gentrycreatewoodbloodsbytransformingachangelingintoananimatetree.Thechangeling
requiressunandsoilmuchlikehumansrequirefoodandisnowattunedtothelandandthe
seasonsinadeepandfundamentalfashion.BeforetheirDurance,manywoodbloodswereavid
gardenersorhikers.OnceinArcadia,theirKeeperstransformedthemintosentries,decorative
woodlands,orresidentsofdangerousforestsfilledwithdeadlyanimateplants.
Beast:Awoodcoveredmonstersomewhatlikeabarkcoveredgorilla.
Darkling: Abushlikecreaturewithlonglimbsandacrouchinggait.
Elemental: Avaguelyhumanoidtreewithafacemadefromknotholesintheupperpartofits
trunk.
Blessing: AWoodbloodgainsthe8againqualitytoallStealthandSurvivalrollswhileonsoilor
othernaturalsurfaces.Iftouchinganyvegetation,includinganyplantastallandwideassheis
orevenonalawnatleastaswideassheistallinbothdimensions,anyrolltofindhersuffers
herWyrdasapenalty.Additionally,shecannotsuffertheKnockedDownTiltwhilestandingon
dirtorvegetation.
Woodwalker
Hetoldmeoncethathecantstandanythingoverhisheadthatblocksoutthesky.Saysit
makeshimfeellost,likehecantfindhisway.Iveneverseenhimgetlost,noteventhattime
wewereinthethickestpartoftheHedge.Hejustlookedaroundandupattheskyandwentina
direction,anhourlaterandwewerebackonawellworntrod.
Thewoodwalkerisawildanduntamedthing.Lefttoherowndevices,sheprefersasolitarylife
surroundedbywoodedareas,yetshecanbeconvincedtoliveinmorepopulatedurbansprawls
aslongasshecanstayonthestreets.TheGentrycreatethewoodwalkertotendtothewildest
placesofArcadia.Shemighthavesimplytrodpathstokeepthemusable,orwasforcedtoforge
newpathsorcutthroughdangerousovergrowth.
Darkling:
Thechangelingisthecolorofanightdappledforest,camouflagedwithdarkgreys
andgreens.
Elemental:Herskinishardandcallousedwithawoodentexture.Sheiscoveredwith
creepingvineslikethickunderbrush.
Wizened:Thechangelingismadeupofdifferentpartsofaforest,shehasbramblyarms,light
dappledhair,andthicktrunksforlegs.
Blessing: Thechangelingisneverhinderedbyhardtotraverseterrain,andneversuffersfrom
penaltiestoSpeedorDefenseduetoherenvironment,andgainsherWyrdasanInitiative
bonusanytimeheropponentsaresufferingpenaltiesduetoenvironmentalhindrance.
Additionally,shemayaddherWyrdtoSurvivalrolls.
Cleareyes
All the better to see you with. All the better to see
your friend, too. Or did you think the fog would be
enough? Is that Dove? Tell her I liked the other face
better. The one she was wearing at the coffee shop, not
the one from the park. What, you thought the eyes were
for show?
The cleareyes is a Keeper's spy and sentry. She had to adapt to the dark forests and musky bogs
where she is forced to hunt and survey. While all the cleareyes senses are powerful, she has a
sense in particular she can push to legendary heights: she might feel the vibration of a Keepers
whisper or follow the scent of fresh air to the end of a twisting labyrinth.
Beast: Oversized animal traits associated with the improved sense: a bloodhounds nose, a
bats massive ears, or the wide eyes of an owl.
Darkling: An exaggerated tongue in a too-small mouth, milky eyes with bright pink pupils,
and scalloped, tattered ears.
Ogre: Fee-fi-fo-fum! Ogre cleareyes have massive noses, huge mouths, and eyes like dinner
plates. Much of their weight is in the head, hands, and feet.
Blessing: Cleareyes gain the three-dot Trained Observer Merit (p. XX) and never suffer
situational penalties due to inhibited perception. Spend a point of Glamour to expand an already
impeccable sense to mythic proportions (seeing the distant sound waves from a fleeing intruder,
tasting gunpowder in the air of an hour-cold crime scene), making the next perception-based
action the rote quality. If shes done so, she cannot be ambushed or surprised in that scene.
Corpsegrinder
The Gentry are careless with human and changeling lives, and the result is often messy. A Keeper
might keep the corpsegrinder around just to keep the more accident-prone parts of their realms
tidy. She might be made for this purpose, or crawl wholly formed from the pits where the
Keepers throw their broken toys. The ghoulish corpsegrinder doesnt always eat the bloody
messes of her master, but she will always make them disappear.
Beast: The beaks and little black eyes of carrion birds, or grease-colored dog muzzles stained
by who-knows-what.
Darkling: Hollow-eyed, chittering things with stretched-thin skin and mouths of broken,
yellow teeth.
Fairest: Perfectly preserved mortician-masterpieces with powdery skin and rose-colored lips.
Ogre: Muscular monsters with sallow, hairless bodies and wounds that never heal.
Blessing: When a victim is denied his Defense and suffers from wound penalties, spend a
Glamour to deal a Killing Blow (p. XX). If a target is undead (zombies, vampires, etc), this costs
no Glamour and only requires the victim to be denied his Defense. The corpsegrinder only
suffers a Clarity breaking point from making Killing Blow in this manner if it violates her
Seeming Curse.
Shadowsoul
The shadowsoul is the almost-familiar figure in a photographs negative. Shes after-images that
remain when the light goes out in a crowded room. She was created by luminous Others whose
brilliance peeled the shadow from her body, or tenebrous Others who wove wriggling shades
between the living fibers of muscle. Shadowsouls are a kith of nighttime greyscales, whispered
names, and secretive eyes.
Elemental: They have very little form at all, with hard-to-see features swimming in a childs
black crayon approximation of a human being.
Darkling: Bright, yellow eyes set in silhouettes with indistinct edges and proportions just
askew from human.
Fairest: Stark black and white figures cast in cinema-perfect chiaroscuro. Film noir come to
life.
Ogre: Narrow and lanky-limbed creatures with monstrous shadows that rarely behave.
Blessing: The shadowsoul and anyone shes touching gain a bonus to Stealth and Subterfuge
dice pools equal to half her Wyrd (round up). Once per turn, she can spend one Glamour while
unseen to step from one shadow into another. Both the entry and exit shadow much be visible,
match or exceed the shadowsouls Size and be no farther away than she can run in a turn. Travel
is instantaneous. Shadowsouls never incur penalties due to darkness.
Soldier
To the Others, war is a pastime. They wage terrible games on themselves or imaginary foes, but
the Keepers are armchair players, at best. Its the pieces on the board that stand knee-deep in
bloody mud and fire gossamer bullets into their fellow captives. These deadly mock-battlefields
make soldiers out of drafted changelings. The horrors of war are the rules by which these
changelings are forced to play, and they are forced to play many parts if they want to keep their
own intact.
Elemental: Toy soldiers made up of the flotsam of war: barbed wire, shrapnel and blood. Its
hard to tell where weapon ends and changeling begins.
Fairest: Colorful anachronisms with gaudy, beautiful uniforms and weapons that gleam like
gold.
Wizened: Stocky and compact, chocablock with scars, powder burns and missing fingers.
Their weapons take on an antique verdigris in their hands.
Blessing: A soldiers is adaptable. She can ignore any Attribute or Skill prerequisites for Fighting
Style Merits. With a full nights sleep, she can exchange any dots in a Fighting Style Merit for
the same number of dots in other Fighting Style Merits. When another character uses a Fighting
Style, Spend a point of Glamour to know which. A soldier does not take Initiative penalties from
weapons, and reduces Defense penalties from armor by half her Wyrd, rounded up.
Swimmerskin
A swimmerskin is the quintessential merfolk of myth: curious, aloof and dangerous. Aquatic
Keepers -- and those Gentry interested in seeding their maritime buffets with life -- introduce
these changelings to the deep, cold pressures of faerie oceans and expect them to thrive.
Predators, alien fishermen, and intelligent, poisonous waters harry these prisoners constantly.
The ones that manage to flee generally do so at great personal cost. Too often, the swimmerskin
that escapes through the Hedge finds they can no longer walk on land.
Beast: Gnarly-limbed octopods with humanoid torsos and ink-black veins. Broad, sharp-tipped
beaks for mouths with human teeth carved from baleen. Legs only functional as elegant fishtails.
Gills that undulate when speaking.
Elemental: Shell-like protrusions at the joints and curly, coral reef tresses. Schools of
unidentifiable fish just beneath translucent blue skin. Rows of pale shark teeth.
Fairest: Exotic, tropic fins and a glittering patina of colorful scales. Unbearably beautiful
human faces, untouched by scale. Sea-shell clothing seamlessly adhered to curvaceous, eel-skin
bodies.
Wizened: Ghastly antique diving helmets huge, glass eyes. Brassy shoulder-blade propellers
with leathery ligaments stretched across narrow crankshafts. Skin like waxy canvas.
Blessing: The swimmerskin can breathe water as easily as air. By spending one Glamour and
touching their targets lips, she can impart that ability for a scene. She can remove this gift at any
time. When entirely submerged, the swimmerskin moves at double her normal Speed and does
not suffer from environmental exposure due to cold.
Miner
Far beneath Arcadias soil are tunnels deep and dark. By the light of crackling lanterns
changelings are forced to dig unknown minerals from those gloomy holes. The Durance of the
miner is labor-intensive, agonizing, and endless. They toil against stone that weeps, and their
yield is as grotesque as their quotas are large. When Gentry overseers crack their whips, they
expect inhuman work. What they get are inhuman workers.
Elemental: Smokey, wrought-iron things with cart-track ribs and furnace eyes.
Ogre: Granite grey cave-dwellers with mossy hair and stripes of green lichen.
Wizened: Squat, soot-caked sourpusses in disarrayed protective gear, unable to ever truly be
clean.
Blessing: Miners gain the three-dot Demolisher Merit (p. XX). Miners take no penalties from
wounds or fatigue. A miner standing on solid ground can spend a Glamour to create a tremor that
strikes everyone on the ground within three meters per dot of his Wyrd. Roll Strength + Wyrd,
affected characters contest with Stamina + Athletics. If the miner achieves more successes, he
inflicts the Earthquake Tilt (p. XX) on that target for one turn per success. The severity of the Tilt
is half the changelings Wyrd, rounded up.
Flamesiren
Flamesirens are the beauty and movement of fire given flesh. Theyre the flame that mesmerizes,
hypnotic and seductive. The Gentry kept them as the centerpieces of massive dining room tables,
or as dancers on truly exotic stages. Flamesirens are the ultimate in look-but-dont-touch, even so
far as their own as their own Keepers. More than one flamesiren has a tale of searing a captivated
Others hand, though few of those stories end well for the flamesiren.
Elemental: A red-orange conflagration with hints of a tantalizing figure inside.
Fairest: A luminous body too bright for most outfits to conceal, and hair like a luxurious
fireplace flame.
Wizened: An agile figure covered in an impossible spectrum of blue-white glittering sequins
and dramatic and bright, shifting bodypaint.
Blessing: The flamesiren gains two dots of the Striking Looks Merit (p. XX). This can go
beyond the normal two dot limit. Any time your character succeeds in a performance, you may
spend a point of Glamour to inflict an audience member with the Swooning Condition (p XX).
Anyone with the Swooning Condition who touches the flamesiren treats him as an Extreme
Environment (see p. XX) with level equal to half the flamesirens Wyrd, rounded up, for the
duration of exposure..
Lurkglider
The Gentry are known to keep lurkgliders on the embrasures of their castle battlements. They
hang from the rooftops of mile-high Gothic cathedrals, crouch in the shadows of mansion spires
and loom over the doorways of eerie hospitals. Some are so still their grotesquery goes unseen
for ages, others so beautiful even their Keepers forget theyre more than statues. These silent
sentries serve many purposes, but the line almost always falls between palatial guard and
fearsome ornament.
Darkling: Small, leathery-winged nightmares with shadows always a little too tall. Its hard
not to notice the intensity in otherwise empty eyes.
Fairest: Angelic statues of flawless, unbroken alabaster, or colorful glass figurines with
kaleidoscope wings.
Ogre: Burly, stone-textured gargoyles with heavy jaws and gorilla-like arms. They wear their
chipped, cracked skin with pride.
Wizened: Gangly, withered beings in dark hide cloaks. Their wings are made of well-greased
iron and taut canvas.
Blessing: Lurkgliders are still and silent. Subtract her Wyrd from dice pools to notice her while
shes still or falling. If she moves, speaks, or performs any action beside plummeting, the penalty
no longer applies. If she falls on a target who is denied their Defense, she can immediately
establish a grapple as if the action had the rote quality. The lurkglider can fall from almost any
height and take no damage, up to terminal velocity. Beyond that, she must spend a point of
Glamour to slow her descent to a safe speed.
Windwing
Windwings are most often found in the habitats of Keepers that dont bother dividing the land
and sky, or in realms with immeasurably tall features. These changelings are hollowed out by
their Keepers and stretched thin. A painful process, but nothing compared to being earthbound by
the transition through the Hedge. Some windwings regret escaping their masters, but few who
return find the skies of Arcadian as freeing as they remember.
Beast: Agile, feathered and narrow, with scaled feet and long noses or beaks. Graceful in a way
few things will ever manage to be.
Darkling: Leaf-nosed with red eyes and bat-like ears. They have teeth too large and claws at
the end of their wings.
Elemental: Transparent except for the clouds beneath their skin. Puffy and white when theyre
pleased, but grey and stormy when theyre not.
Blessing: The windwing can fly at twice his Speed for as many turns as he has dots in Stamina,
but must spend a turn without a movement action before he can fly again. Spend a Glamour to
increase the duration of his flight to a minute per Wyrd. During flight, he can use his Defense
against Firearms. The windwing can land and perch on anything capable of holding a small child,
regardless of his real weight.
Dearheart
Why dont you stay? Maybe lay down? I just put tea on.
Smell that? Its jasmine. Ill go get us a cup while you
tell me about your day. Did you ever find that Token you
were looking for? You can tell me. Secrets are safe
here.
It's hard to keep your secrets from the dearheart. His smile makes everyone feel special. His
touch is all warmth and comfort. He loves with abandon. The dearheart serves a Keeper as
liaison to more combative changelings or a means to reassure those captives too scared to
function. The dearheart is equal parts manipulator and companion. More often than not, the
Durance of a dearheart ends with another changeling standing between a spurned Keeper and the
grinning dearheart they've both come to desire.
Darkling: Shapely succubi and hard-bodied incubi, or the other way around. Often both at
once, or just this side of neither.
Fairest: Too perfect and symmetrical, with soulful eyes that distract from plastic, doll-like
features.
Wizened: Knowing, comfortable grins and features just a little different to everyone. They
smell of childhood summers and fresh baked bread.
Ogre: Towering, statuesque giants with smiles like movie stars and a drowsy embrace.
Blessing: Dearhearts gain the Sympathetic Merit (p. XX). A dearhearts touch reduces the
subjects Composure by half her Wyrd (rounded up), which affects any relevant traits such as
Willpower, or Doors. Spend a point of Glamour while touching to learn a subjects Virtue, Vice,
Needle, or Thread. Once shes done so, she may share one of her Aspirations with the target. He
must share one in response or spend a Willpower point. The same Aspiration may not be shared
twice.
Steepscrambler
Immense trees, surreal cityscapes, looming crags -- there are steepscramblers all over Faerie, so
long as there are heights. On spider feet and squirrel paws, they seek high places normally
inaccessible to those without flight. Most serve as messengers and laborers during their Durance,
though their talents are often put to more nefarious use. Steepscramblers loyal to the True Fae
bring their masters new victims from the cozy beds of the third-story bedrooms. Those
changelings who remember their kidnappers are often cursed to become them.
Beast: Gecko feet, chipmunk tails and leopards claws are all common.
Darkling: Many-limbed arachnids with spotted black chitin and sticky webs for hair.
Elemental: Springy humanoid gelatin with only passing regard for shape or gravity.
Wizened: Spindly mountaineers with clockwork climbing gear and sepia skin.
Blessing: Steepscramblers gain three dots in the Parkour Merit (p. XX), and add their Wyrd to
any Athletics rolls to climb, free-run, or fall safely. Spend one Glamour to carry something (or
someone) up to Size 6 without penalty. While climbing, the steepscrambler may use her
Dexterity to initiate, control, or escape a grapple in place of Strength.
Weisse Frau
Shhh. You must be calm Adlai. There are those who would
harm you rather than see you in my masters care. We just
need to wait a little bit. Close your eyes and remember
the song we practiced. Ill make sure no one follows.
The weisse frau are special among the captives of Faerie in that they often serve their Keepers'
interests on Earth. Their leashes are short, but when an Other needs to assure the safety of a
captive, there is no better choice than the weisse frau. These are compassionate changelings
whose desire to protect is twisted into a tool of the Gentry. Its when their Keepers push that
empathy too hard that they risk a weisse frau turning their considerable will against the masters
of the Hedge. And their wrath is fearsome to behold.
Beast: Luminous antlers beaded with silver dew drops. The build -- and teeth -- of a ferocious
mother bear.
Fairest: Gowns of icicle-gossamer with veils over faces that, like the La Llorona, can never
stop weeping.
Ogre: Broad, affectionate eyes set in the snarling face of a moonlit giant
Blessing: The weisse frau gains three dots in the Telekinesis Merit (p. 174) and pays Glamour or
Willpower to activate it. The cost is waved when Telekinesis is used to defend a child. Weisse
frau can benefit from the all-out attack option (see p. XX) when using Telekinesis.
Beasts
You hear that sound? Like an animal, wounded, god that gets the blood
going, doesnt it? Im just going to go check it out
Theyve got wild eyes and untamed hearts. Theyre reckless, passionate,
and dangerous. Theyre a wet dream made flesh when theyre turned on,
which is common, theyre walking nightmares when theyre angry, which
is also common. The Beast has reached inside, found her animal self, and
embraced her id. The animal inside of her kept her alive at the worst
times. Humanity has failed her, failed her when she was the most in
need, and so she rejected it.
Appearance: You will know a Beast by her gait, by her pose, by her
appetite, but most often, you will know a Beast by her eyes. To the
mundane eye, the Beast is wild and unkempt, or perfectly kept but with
the presence of the animal about her. No one says of the Beast, hes like
a shark. They say, he is a shark.
To the Changeling eye, the Beast has let the wildness inside out, and
remade himself from parts of the wild real and imagined. He may be
simply lion on two legs, proud and golden and beautiful. Or he may be
parts and pieces, a horn, a maw, dripping bird-talons and snake teeth.
Chimera-like Beasts may reflect a conflict between the Kith inflicted on
them and the animal soul they claimed for themselves at the time of their
escape.
The Escape: From one cage to another, the Beast has been pushed too
far. She already knows what it feels like to be without choices, to submit,
to lean on humanity and civility. After all, that way failed her as her
situation went from bad to worse in the hands of her Keeper. So she
makes a choice, she chooses to do something wild, something socially
unacceptable, something animalistic. She bites through flesh, claws
through soil, smears herself with shit and blood to escape the Huntsman
on her heels. She chooses to break a taboo, destroys her civility, and in
making that choice, she escapes. In making that choice, she becomes the
Beast, the frail captive she once was left behind, forgotten.
Character Creation: Beasts favor the physicality of life, and test her
capability at every turn. This is not to say that all Beasts are hulking
brutes or thoughtless thugs. Cunning can be tied to physicality; after all,
the brain is a part of the body. Instead of assuming Beasts are meaty,
brainless animals, create a character who is always testing her limits. A
fair scattering of Skills is likely as the character tires and bores of
everything the world has to offer. At some point, the Beast will find a
thing she wishes to focus on, some perceived limit in her capacity that
shell push and push and perfect. And so, a Beast only a few years out of
the Hedge may appear a jack-of-all-trades. A Beast with some time,
however, will look more like a creature of passion, hyper focused on the
thing she thinks is her pinnacle. Like a cat playing to perfect her hunting
skills, the Beast is relentless in improving this one aspect.
Concepts:
The brokers made of teeth and cunning. Hes figured out how to land the
big fish; hes a shark and hes always hungry.
Shes free, running like the wind at the first sign of danger, not out of
cowardice, but because nothing matters more than the freedom to run.
Hes got a drumbeat in his blood and every heavy step shakes the earth
under him and he will never, ever, forget the one that tried to poach him.
Darklings
IwillfollowyoutotheendoftheearthifImust,butplease,please,donteverturnyourbackto
me.
Darklings,shadowsofwhattheyoncewere,hoodedeyespeeringfromoutsidetheworld
lookingin.TheDarklingcarriesabrokenheart,eithertheirownorshardsofsomeoneelses.
Once,theychosetheshadowsoverthelightanditsavedthem,andthatsachoiceandresult,
theycannevertotallyshake.ADarklingisneverreallyamongfriends,aDarklingisalways
waitingforthelighttochasetheshadows,andthemselves,away.Therighteouspath,thegood
guywayofdoingthingslefthimtosufferhorrorsatthehandsofhisKeeper,andhewillnever
againlettherightwayofdoingthingsstophimfromdoingwhatneedstobedone.Darknessis
not,andneverhasbeenaboutgoodandevil,andtheDarklingisalivingembodimentofthat.
Appearance:
YouwillknowaDarklingbytheshadowsaboutthem.Youwillknowthembythe
waytheycrouchratherthansit,loomratherthanstand,andslinkratherthanwalk.Youwill
knowthembecausetheydisguisetheirface,withhairinhairintheireyesoramaskovertheir
mouthandnose.ADarklingisalwayshidden,orelse,hidingsomepartofhimselffromprying
andjudgmentaleyes.ToChangelingeyes,theDarklingisawispofhisformerself.Withlong
twitchingfingersandtendrilsofairthatdisappearintoshadows.Hemighthavespiderwebs
formathisjoints,ormothsinhisclothes.TheDarklingisnotespeciallyclosetodeath
inherently.Rather,theDarklingtendstotheforgottenplaces,theplaceswithnolight,andall
thosethingslongagoabandoned,perhapsbeforetheirtime.Sometimesthismeansaffectations
ofghostsandcemeteries.Sometimesitmeansabandonedtechnology,orforgottencultures.
Anythingthatwasleftbehind,astheDarklingoncewas.
Background:
BeforebeingdrawninbyaKeeper,manyDarklingwerepowerfullyloyalpeople.
Dedicatedtoajob,toafamily,toafriendorasecretlover.WhilefewDarklingswerewhatone
wouldcalluniversallyethical,aboutthethingtheywereloyal,theyweresteadfast.Oldschool
companymen,ordedicatedwiveswhostayedeventhroughalltheaffairs.Theybelievedinthe
thingstheybelievedin,andsteadfastclungtotheirideals,itmadethemstrong.Italsomade
thempushovers.Atsomepointalongtheway,thethingtheybelievedinmostbetrayedthem,
inaveryrealorpowerfullyimaginedway.ItwasthisfirstbetrayalthatsenttheDarklingtobe
fleeingtotheHedgeortheirKeepersarms.TheywalkedintotheHedge,alreadybleeding,and
morethanwolvescansmellthatkindofbloodintheair.
TheEscape:
Frequently,asitiswithmanyChangelings,theDarklingtobewasnotalonein
herDurance,withotherslikehersufferingalongside.Herturningpoint,then,iswhenshe
watchedaherowalkaway.WhenshewatchedanotherChanglingmakeachoiceescape,and
ineffectleftherbehind.Realorimagined,first,theDarklingfeltabandoned,andthen,she
decidedthatnoonewasgoingtosaveher.Andso,shedidwhatshehadtodotoescape.In
hermind,orinreality,thatmeantscrewingsomeoneelseover.Itmeantleavingsomeone
behind.Itmeanttakingadvantageofthesituationandmakingthehardchoicenottheright
choice.Andinthatdecision,sheletshadowsin,sheaccepteditinandabandonedthelightand
righteouspath.Shedecided,inthatkeymoment,thattherighteousarefoolsorliars,andshe
wouldbeneither.Butitbrokeherheartintoathousandshards,glintingintheshadowsaround
her.
CharacterCreation:
Darklings,aftertheirescape,cravetheabandonedandforgotten.This
maybeoutofasenseofsolidarityoroutofaguiltyconscious.Researchintothemacabre,the
forgotten,orpossibly,theobscure.IfaDarklingwasaviolinistinlife,hewillseekoutthemost
difficultpieces,notbecausetheyareachallenge,butbecausemostotherviolinistshave
abandonedthem.Butnotjustthat,butformanyDarklingsmakingtheseeminglyirrelevant
relevantisadrive.Thatforgottenmartialarts?Lookhowtrulyeffectiveitis,yourebrightfancy
kungfuisshit.Darklingspecialise,andthen,pulleveryshadowystringhecantomakethat
specialitymatter.
Blessing:
ClarityofAbandon.Therearejusttimeswhenthebestchoiceistheworstchoice.
AnytimeaDarklingisforcedtostepinandmakeabadchoiceforothercharacters,makethe
choicenooneelsecould,shegainsaasenseofherself.SheregainapointofClarityforfree.It
is,ofcourse,importantforaStorytellertomachinatethesesortsofsituationsaboutoncea
story,asmuchasitisaDarklingstendencytoseekoutthesesituationsforherself.
Curse:AShadesDistrust.ADarklinghasbeeninjuredinthepast,andbelievesshesinjured
otherstosurvive.ADarklingtrustedonce,alongtimeago,andanyoneaskinghertotrustmay
bepushinghertoohard.Trustinganyone,evenaDarklingsclosestallies,followingthem
blindly,causestheDarklingtosufferaClaritybreak.
Concepts
Shesathief,pureandsimple,stickingtobindspotsandskipsfromoneholeinsecuritytothe
next.Thethingis,shesneverstoleasinglethingthatwasinthehandsofitsrightfulowner.
Heskilled,morethanonce,intheserviceofhiscountry,anditfeelsliketheresalwaysblood
onhishands.Hesleepswelleverynight,though,becausehellputdownthebadguys,because
nooneelsewill.
Necromancy,demonology,fetishismandthehomunculuscrafting?Theyrelost,forbidden,but
why?Whatmakesthemevil,whatmakesthemdangerous,andwhousesthemdespitethe
taboo?Shemeanstofindout,andifshemustfightfirewithfire,shewill.
Elementals
We dont do, we just are!
Michael Alig
They appear to have skin, just like the rest of us, but thats just a sack, a
shape to hold in the storm. The Elemental is the coming storm, the
deluge, the forest fire, the one who leaves nothing in it his wake.
Sometimes, instead of being overt destruction, instead, the Elemental is a
sort of existential place where other people go missing. The saying goes
something like this, spend too long in the arms of an Elemental, means
dying of exposure. Thats not entirely true, of course, some people learn
to survive, and are, arguably, better for it. As for the Elemental himself?
Eh. Its all nature, after all.
Curse: Burning without Ego. To Escape, the Elemental needed release his
ego and become one with the force she choose to accept into herself. The
freedom to be without self often means forgetting that others are still tied
to tiny notions like me, and now. Therefore, whenever an Elemental is
confronted with the damage in her wake, and sees a good example that
not everyone is a raw force like she is, its a Clarity Break. Additionally,
Cold Iron, in its ability to make the etherial static, is particularly harmful
to the Elemental. Any time she is injured by cold iron, she suffers an
additional and specific Condition unique to her elemental nature. So, an
ice Elemental may choose that her character also becomes Lethargic
when hit by cold iron. An Elemental of wind might become Spooked after
a cold iron injury. This Condition should be picked at character creation,
but can be changed through play with Storyteller approval.
CONCEPTS
Hes a party monster, he came crashing into the party like a bolt, and the
airs just electric anytime hes there, rolling. The parties get more intense,
more excited, more extreme with every new party, and at this trajectory,
its only a matter of time before someone dies.
She spent her life holding it in, hiding what she knew herself to be, to
protect her friends and her family. Things are different now. Shell burn
them all with the bitter cold inside of her. Shell create her own world of
ice and snow where shes completely free, and who cares who freezes to
death in the process.
His voice crashes like waves against the shore, cool and crisp and
ageless. Hes not good enough for you, Laura, he tells his listener over
the radio, a thousand house wives listen in, swatting away their
husbands attention or anger. No one would blame you if you left, hell,
no court would convict you if you killed him, Laura. A pregnant pause.
Come down to the studio some time, Laura. Id like to talk to you some
time.
Iknewwhatmyjobwasitwastogooutandmeetthepeopleandlovethem.DianaofWales
TheFairestisabrilliant,shining,idealisation.Theyretoobrighttolookat,oramirrorthatreflectsbackto
youthewayyouwanttheworldtobe.TheFaireststruggles,everydayandnight,toliveuptotheirown
myth,tobethegreatherothattheyexpectedtobe.Theymadeachoicetotakeontheresponsibilitiesof
othersontotheirownshoulders,andsometimetheysucceed.WhenaFairestdoesfail,whenthecrown
fallsfromtheirbrow,itistofallinflames.AFairestmaynotbetheleader,butfatemakesthemaleadertime
andtimeagain.Whethertheyembracethat,orrunfromit.
Appearance
:YouwillknowtheFairestbythelinesinherbrow,theweightonhershoulders,andthehope
inhersmile.Whenshespeaks,itseasytobelieveher,andevenifshesdressedjustthesameaseveryone
aroundher,itsasifitsthemostperfectexpressionofwhatsexpected,fromthepooresttothewealthiest
company.Shedoesntputonaires,shesgenuine,orasgenuineasshecanbe,butmostpeoplewilldo
whatshesaidsolongasitsnottoounreasonablewithouteventhinkingaboutit.
TotheChangelingeye,hecanneverremovethesignofleadership,oftenintheformofasmallcrownor
militarydecoration.Whatevershedoes,theFairestdutyandresponsibilitypeekthrough,andsowhen
someoneisintrouble.Withoutconsideration,itstheFairestsfeettheywillthrowthemselvesdownon.
Fairestoftenhaveagloworilluminationaboutthem,sparkle,reflection,orlightfromwithinvaryingfrom
FairesttoFairest.
Background
:Before,manyFairestwerediamondsintherough,flowersthathadnotbloomed,orswords
neverdrawn.Wastedyouth,wastedlife,wastedtime.Minutes,hours,days,tickawayandmaybeshe
realises,ormaybeshedoesnt,butherlifeispassingbytickbytick.Shecouldhavestayedinschool,or
tookpianolessons,oraskedforthatraise,ordoneamillionthingsdifferentlytomakeherlifematter.But
shejust,didnt,andherpotentialbuiltandbuiltandrippedherupinside,fillingherstomachwithguiltofwhat
couldbeuntilitstartedtoconsumeher.Then,atrigger,apreventabletragedythatwouldnthavehappened
ifshedjustliveduptoherpotential.Thatswhensheknewwhatawasteithadallbeen,andeithersheflees
totheHedge,orsheacceptsawelltimedofferforchangeandgoestoherKeeperwillingly,ifnotwittingly.
TheEscape
:Once,hedbeapotentialwasted,now,inisDurance,hewasapotentialsuppressed.He
couldhavebeensomeone,hestillhadtime,buthemadeabadchoice,orhadshitluck.ButtheFairestto
beisalsokeenlyawarethatheisnotalonehere.Withhisownwastedpotentialstinginglikesaltintheeyes,
hecansee,know,sense,thatalltheotherswithhim,werewastedpotentialtoo.Itwasntjustabouthisown
failuretogrowanymore,itwasaboutotherslikehimwhowerebeingsmothered.Andso,theFairestmakes
achoice,tosacrificehimself,oratleast,riskhisownlifetoseepotentialblossom.Hewontleavealone,he
offersahandoutanddoeswhathecantohelpothersseetheycango,run,makeitbackhome.TheFairest
hasachangeofheart,andchangestheheartsandmindsofthosearoundhim,andinthatmoment,he
escapes.
CharacterCreation
:Fairestare,naturalleaders,andofcourserapidlyandeasilypickuptheskillstogo
withthat.Unlessheactivelyavoidsit,manyFairestshowaknackforpoliticsandlaw.ManyFairestaswell,
endupdevelopingspecificknowledgeofthelogistical,ifnotmysticalworkingsofOaths.Nooneisexactly
surewhy.
Blessing
:ClarityoftheCrown.Thetruthofleadershipisthis:sometimesitsnotaboutbeingright,itsabout
appearingright.Itsaboutappearingright,evenwhenthereisnorealrightorwrong.Itisntpretty,andits
certainlyaquickpathtocorruption,butitremainstrueregardless.Mostpeopleneedtobelead,andwhen
theyrescaredordesperate,theyrenaturallygoingtoturntotheFairest.Itstheeasychoice.Andsinceso
manyarenaturallygoingtoputthemselvesinthehandsoftheFairest,theFairesthastodosomething,
anything.AnytimeaFairestbluffs,blusters,orshootfromthehiponherwaythroughacallforleadership,
andfindherselfrevivedbyit.Onceperstory,aFairestcanfeelherwaythrough,andshegainsapointof
Clarityforfree.
Curse
:WeightoftheRighteous.Withmeasuredresponseandskill,orblindluckandhope,makingtheright
choicefeelsdamngood.Butsoonerorlater,failureweighsontheFairest,andthecrownonherheadgets
heavierandheavier.AnytimeaFairestmakesacallasaleader,andsomeonegetsseriouslyhurt
physicallyorotherwise,isaClarityBreak.
Concepts
TheysaysheturnedtheheartofaHuntsmanwhosoughttoseduceherbacktotheKeeper.Theysayshe
showedhimrealloveandchangedhisnature,andwhenhewascalledbacktohisKeeper,shewentinto
theHedgeafterhim.Isittrue?Whocansay,butshewearsagoldring,acontentsmile,andgentlybrushes
asideallsuitors.
Heleftthedistrictattorneysofficebecausehebelievedthatwasntwhererealjusticehappened.Nowhe
workswithlowincomefamiliesfacingforeclosure.Andbysuingbanksandbankers,movingfundsaround,
hesmakingaprettypennyoffitaswell.Seethatsrealjustice.Alotofpeopleintheneighbourhoodsare
askinghimtorunformayor.Notasking.Demanding.Andwhoishetoargue?
Amajorityofpeoplewillnevernoticehim,heblendsinalltheotherhomelessdrunksanddrifters.The
bottomofthebottom,livingintunnelsoverthecity.Theydontseethegleamingswordhewearswith
honourathisside.Itsbetterthatway.Itmakesiteasiertofindtheworstoftheworst,thescumthatkills
thosethatthecityhasforgotten.Hedefendsthedefenceless,withaswordofgoldandlight.The
princeprotectorofthesewers.
Ogres
What do you want to know? Names? Dates? Locations? What food was on their
breath? What color their eyes were? Want to know the last words they spoke?
Want to know which ones deserved it? Or better yet, the ones that didnt? Want
to know which ones begged?
Eliot Spencer, Leverage
Appearance: You will know the Ogre by the scowl on her face, the clench
of her fists, and the subtle sound of teeth grinding against teeth, or joints
popping in anticipation of violence. Not all Ogres are physical thugs,
throwing punches and beating up anything smaller. They may be small
and mean, or conduct their violence emotionally or verbally rather than
physically. They may even find a way to control the rage, directing it only
for some greater good they cling to.
To the Changeling, the Ogre takes up more space than it seems like she
should. The floor slopes toward her as if the weight of her potential
violence in inevitable, a slow slide. Joists in the ceiling bend to make
room for her head, if shes actually that tall or not. Shes not got skin, or
if she does, its softness is hidden behind a layer of something harder. It
might be patchy, or a complete shell, but by and large, any visible part of
the Ogre is hidden behind tough leather, stone, mud, scales, anything but
delicate human skin.
The Escape: An Ogre-to-be spends her Durance waiting. They know all
about abuse before the Hedge, and all thought its fantastic and horrific,
its just more of the same. He went in to the Hedge raw, skinless,
vulnerable, but theres no way hell stay that way. The Ogre-to-be bides
his time, building up his strength and his shields, sculpting muscle and a
new skin out of the violence and chaos around him. He doesnt just make
himself armour, he makes himself into armour. Eventually, when things
get hard, when the pain isnt just physical, he makes a choice. He reaches
into his chest and pulls out his own heart, replacing it with rock or clay so
that he becomes, he thinks, invulnerable. Liberated from the part of him
that can still hurt, he makes a break for it. Hed been watching, you see,
enduring, planning his escape, and now is the moment he goes. He
destroys everything in his wake, moving with such brutality and chaos
that he cant be stopped.
Character Creation: Its an easy mistake to assume that all Ogres are
combat focused meat-machines with their whole character build focused
on hitting and getting hit. Violence, and inflicting violence has nothing to
with fighting and combat. Some Ogres might, on the surface, eshew
fighting, leaning on pacifism and that kind of morality, or out of
cowardice. But the anger builds, regardless of intent, and so they
manipulate and abuse violently, or protect themselves with brutal social
rhetoric. Bullies happen in academics, the sciences, and anywhere there
are people. An Ogre can thrive in almost any field, so long as she
operates by brute force rather than finesse.
Curse: Hurt People Hurt People. Despite their outward appearance and
instance otherwise, Ogres do feel pain just like anyone else, and so, when
someone else can prove to an Ogre, or those around the Ogre, that
something is causing him real pain, its a Clarity breaking point. This
Clarity break only happens once per any specific source for the pain. So,
after some heavy conversation and a lot of beers, an ex boyfriend tells an
Ogre that his real problem is that he never forgive his parents for dying,
and its a Clarity break. Bringing up those dead parents again wont do it.
However, pointing out that hes broken his fist in a fight about the honor
of his dead mother, thats a new break.
CONCEPTS
Everyone told him someday, hed whoop his kids the way his daddy
always whooped him. He swore no. The night his wife told him she was
pregnant, something else went wrong. He didnt hit her, but he put his fist
in a wall, and that night, walked away. He walked into the Hedge. When
he broke out, he never went back. He sends her letters and money, but
never even asked what his babies name was. Better not to know.
No one ever hit her, or called her names, they just left her to herself, and
a child without love and support is a child abused. She turned her anger
inward, hate and violence saved for herself. When she hurt herself bad
enough to go to a hospital, she went to the Hedge instead. Shes whole
now, and understands better what was done to her, and when she broke
out, it was to get revenge.
You can cry for the mechanical man, for the machine girl, for the person
made by their own hands, but they wont cry for themselves. The
Wizened doesnt know to, or care to. Theyve found a way to cope and
live, and it works for them. Wizened are crafters, makers, creators,
endless invention embodied in a body or mind that is otherwise
incomplete. Theyre a jigsaw puzzle missing the edge pieces, and because
of it, or related to that, the puzzle can go on forever, adding more pieces,
moving pieces around, endlessly creating always building never complete.
The tinkerer is the toy with the Wizened, and the sculpture can be the
sculpture.
Appearance: Youll know the Wizened by his stiff joints and muttering.
He talks to himself about high concepts of his craft that you cant possibly
understand. He caries the aire of the dysfunctional genius who so very
close to solve a Millennial Prize Problem, but cant remember to tie his
shoes. She is a violinist so perfect in her performance that must be
reminded to stop practicing when her fingers start to bleed.
Background: Before the Durance, many Wizened already had their craft.
She had a skill or talent that drove her and made her unique and
different. She excelled in this particular field, and it made it stand out.
Maybe because of this, or simply connected to this, she has always had a
problem connecting with people. Among normal people with normal lives
she felt different, outside, and maybe even a little broken. There was
something everyone around her seemed to have, and she was missing.
Maybe it bothered her, maybe she didnt even know it exactly, but that
missing something is what they used to lure or trick her into the Hedge.
The Escape: The Durance isnt easy for anyone, but for the would-be
Wizened the change is just too much. In the hands of her Keeper, there is
no pattern, no safe routine to fall back to. No time to practice her craft or
rhyme and reason to escape too. Even if the Keeper brought the would-be
Wizened to perform her art, the very nature of the unreality means that
pattern, order, routine are impossible. This is a natural cruelty that makes
all other concerns seem secondary for the would-be Wizened who may
have a strong need for comfortable repetition. The reality of the place it
self breaks down the would-be Wizened, literally, they fall a part a piece
at a time, unable to handle the chaos. Fingers snap off, limbs wither and
drop away, her heart shrivels and a wind carries it off like ash pushed
away by bellows. But for the would-be Wizened, they have something
outside of themselves. As terrible as the chaos and the conditions are,
there is something inside the would-be Wizened that cant be taken away.
They know how to do a thing, and they are good at it, and it drives them.
Even as they found themselves in pieces, the tool of their trade are a
comfort, the symbols of their skill fill the gaps. And so, the with whats
left of their hands, their arms, their mouths, they sew themselves back
together, build from the ground up, and bind the their tools into
themselves, bodily. She join with their art, rebuilding herself from the
ground up. With this new body, the choice to devote herself to the thing
that brings safety, comfort, and praise, she abandons the human parts
that failed her, and with that choice, she escapes.
Blessing: Clarity of Comfort. Her special gift has been and will always be
the place she can go to in order to feel safe, to recover, to recoup. Any
time she runs away from the world, avoiding problems by using her gift
as a means to self comfort she gets an exceptional success on three
successes rather than five. Once per Story, she can also regain a Clarity
point for doing so for free.
Curse: The Problem with Perfection. The line between genius and
perfection is thin, and the considerable talent that Wizened have devoted
themselves to can also consume them. Any time a Wizened fails a roll
related to their unique talent, its a Clarity break.
Concepts:
But youre a Wizened, arent you? they all say. Arent you supposed to
be good at something? they chide. They dont know what she can do, its
not as obvious as theyd hope, but on the day they understand, truly
understand, it will be like the fire of heaven, scorching the ignorant. Until
that day, though, she takes their abuse quietly and devotes her self more
deeply.
If only he could do it himself! His vision is clear, his tools are perfect, its
the models that keep failing! Why cant they hold still longer? Why cant
they smile just the right way?! Hes considering alternative paths to the
perfect tableau. Desperately.
She cant hear your words, and while she can read lips when shes paying
attention, shes almost never paying attention. The music is in her head,
and she doesnt need hearing to confirm if its correct. She just knows. All
other concerns are secondary.
Contracts
The oldest Contracts hail from the dawn of Arcadia, when the True Fae bargained with the world
to let them move beyond the laws that constrain mere mortals. While the Gentry care little for the
other citizens of Faerie, their omnipresence is such that these bargains also apply (albeit to a
lesser extent) to their subjects. Any citizen of Arcadia, including changelings, may claim the
benefit of a Contract as her right. This claim requires conscious effort, represented by finding a
teacher, a tome detailing the Contract, or meditating extensively upon the nature of the deal. It
also requires acknowledgment of her status as denizen of Arcadia; something a changeling might
find empowering as she takes back her fate, or which might serve as a painful reminder that she
is no longer human.
Once a changeling claims a Contract as her own, it forever changes her. A Contract isn't just
something the changeling uses; it's part of what she is. Entering a Contract with smoke makes the
world seem a little bit darker, while entering a Contract with stone gives her skin a mottled gray
appearance. When the changeling invokes a Contract, she can perceive the power it was
bargained from, be it as whispers in flames, faces in stone, or another effect.
In addition to the ancient deals bargained for by the Gentry, a changeling can also enter Court
Contracts and Goblin Contracts. Like Universal Contracts, Court Contracts are initially made by
a thirdparty, the Court, and a changeling can buy into them if she is a member of that Court.
Each Court has its own Contracts and requirements for membership, and most changelings find
the benefits of joining worthwhile. A changeling can also circumvent Universal Contracts and
Court Contracts altogether, by entering a new Contract of her own. These are called Goblin
Contracts and, as the name implies, are struck between a changeling and a goblin. Though
powerful, Goblin Contracts carry a risk since they require the changeling to leave part of herself
with the goblin. No one knows if the goblin empowers the Contract directly, or simply brokers it
on behalf of another entity, which could leave the changeling connected to an unwelcome
partner.
Universal and Goblin Contracts are shaped through Wyrd as the changeling uses her fae heritage
to alter the world around her, and these Contracts increase in power when her Wyrd rises. Court
Contracts, on the other hand, are shaped through Mantle. Contracts exact a further payment in
Glamour, though the Gentry dislike being pinned down and every Contract has a loophole a
catch through which payment can be avoided.
How Contracts work
Each Contract has a dot rating which costs one experience per dot. Most have no prerequisites
and can be bought immediately. Every Contract also has favored seemings that invoke effects in
addition to the basic Contract. If a changeling is of that seeming, she gains the effect for free
upon purchasing the Contract. Otherwise, she may learn the effect from a teacher and pay one
experience for it. A player can purchase as many favored effects per Contract as she wishes and
can activate none, any, or all of them, as long as she pays all their costs (if any) regardless of
using the Catch.
Seeming effects are flavored to fit that Seeming. A Contract that allows an Elemental to create
lava traps in her path, lets a Wizened rapidly craft small clockwork monsters to attack pursuers.
Players are encouraged to further tailor a Contract's effects to her character. When your character
invokes Light-Shy, does she hear her Keeper's raspy whispers, or see her doom spelled in the f?
Some Contracts have multiple dot ratings, with the higher version having greater effects. If your
character has the lesser version, she can improve her Contract rating by paying the difference in
experience; she doesnt have to purchase the greater version as a new Contract altogether.
If a Contract lists a resisted or contested trait for the target, the target can choose to abandon
resistance if hes willing, and either understands the Contract, or is aware the changeling is
conducting some form of magic on him.
Unless otherwise noted, Contracts, last for the current scene. A changeling can end a Contracts
effect before its full duration. Negative effects and Conditions gained through Contracts, cannot
be shed by ending the power prematurely. The Storyteller decides when any granted Tilts or
Conditions (positive or negative) end.
Catches
Contracts have catches, which are specific conditions in which the Contract has no cost. The
character can also choose to fulfill the catch and still spend one Glamour, to make that Contract
reflexive if it would normally take an instant action. She can activate any given Contract
reflexively only once per turn, but may activate multiple Contracts if she can spend the Glamour
and fulfill all their catches.
Clash of Wills
Occasionally, two supernatural powers oppose each other. This is resolved in a
Clash of Wills. Both players roll an Attribute + Wyrd. If the power employs a
Finesse Attribute, use that one in the Clash of Wills. Otherwise, the Storyteller
decides which is appropriate. Contracts of a longer duration grant a dice bonus:
+1 if the Contracts lasts until sunrise/sunset or a day, +2 if the duration is a week,
+3 if the duration is a month, and +4 if the duration is a year or longer. The effect
invoked by the winning player resolves as normal, while the conflicting power
doesn't affect her.
If the opposing creature is a different type of supernatural creature, her player
rolls a Clash of Wills using a dice pool dictated in her respective book. For
example, vampires use Blood Potency + Discipline dots, and werewolves use
Primal Urge + Renown. Since each game uses different rules for supernatural
powers, this system is meant to abstract struggles between wildly different
abilities.
Universal Contracts
The following are available to any character.
Elements as Contracts
Just like the Elemental Seeming in the terms of Contracts, elements refer to broad
categories of environmental factors, not exactly elements from the periodic table.
Examples include fire, water, wind, earth, wood, metal, darkness, light, and any
refinement of those that make sense.
Creeping Dread ()
A changeling can use this Contract to make people more susceptible to fear and intimidation. Her
victim initially feels a light touch of fear that grows quickly into a state of jumpiness and
paranoia.
Cost: 1 Glamour/target
Dice Pool: Manipulation + Empathy + Wyrd vs. Resolve + Wyrd
Action: Contested; resistance is reflexive
Roll Results
Dramatic Failure: The changelings Contract turns against her giving her the Spooked
Condition.
Failure: The Contract fails and has no effect on the target.
Success: The victims ability to resist fear and intimidation is impaired, and he suffers a penalty
equal to the changelings Wyrd to resist fear or intimidation. The changeling spends one
Glamour per victim she is targeting with this Contract. She must be able to see her victims to use
this power.
Exceptional Success: The target also suffers from the Shaken Condition.
Darkling: The changeling also applies the Spooked Condition to her target.
Fairest: The changeling can choose to instead make her targets trust her implicitly, giving him
a penalty equal to her Wyrd to resist persuasion from the changeling.
Catch: The changeling uses this Contract while in the shadows.
Fang and Talon ( to )
The character takes on aspects of the beast, allowing him to move and perceive as the beast does.
Cost: 1 Glamour
Dice Pool: Wits + Animal Ken + Wyrd
Action: Instant
Roll Results
Dramatic Failure: The characters senses are muddled and he suffers a -3 penalty to all
perception rolls for the rest of the scene.
Failure: The Contract fails to function.
Success: This Contract can invoke three different effects. The changeling chooses one when she
purchases this power at one dot, and the second and third as she invests in the second and third
dots. Each time this Contract is activated, the character benefits from each effect has access to.
The character gains the senses of a beast, giving her a +1 bonus per success gained to all
perception-based rolls for the rest of the scene.
The character gains the mode of transportation of a beast, increasing her Speed by +2 per
success rolled for the rest of the scene.
The character gains the attack of a beast, allowing her to treat her Brawl attacks as a weapon
with a rating of 0 lethal damage for the rest of the scene.
Exceptional Success: The effects of the Contract last for 24 hours.
Beast: Beast characters gain a +2 to her perception rolls per success, or +4 to Speed per success
gained.
Catch: The changeling sees or touches an animal as she invokes the Contract.
Inanimate Communion ( to )
By touching an object or device, the character can communicate with its spirit and learn its
secrets, such as when it was last used and by who, as well as any damage or weak points.
Cost: 1 Glamour
Dice Pool: Wits + Crafts + Wyrd
Action: Instant
Roll Results
Dramatic Failure: The character misinterprets the objects information and suffers a -2 penalty
when attempting to use or repair the device for the next scene.
Failure: The character gains no information from the object.
Success: The character learns the objects secrets, giving her an advantage when working with
the device. This Contract can invoke three different effects. The changeling chooses one when
she purchases this power at one dot, and the second and third as she invests in the second and
third dots. Each time this Contract is activated, the character benefits from each effect has access
to.
She knows how the object is constructed and all its weak points. Halve the objects Durability
(round down) for any attack she makes against the object. Add her Wyrd to rolls to repair or
modify the object.
She gains an instinctive knowledge on how to use the device to its utmost effect. Add her Wyrd
to dice rolls to wield, utilize, or employ the device.
She gains an impression of the last time the device was used. She has a vision of the person (or
persons) that last touched the object as well as the circumstances of the scene. She sees anyone
within 3 meters who is interacting with the person touching the object, but nothing beyond that.
Exceptional Success: The effects of the Contract last for 24 hours. Either the character can
repair, destroy, or gain his bonuses for that time, or she sees scenes from the objects use for up
to 24 hours. If the object had not been handled for a full 24 hours, then the changeling can view
the previous time it was used as well as the last time.
Wizened: Wizened characters gain the Informed Condition about the device upon activation of
this Contract.
Darkling: Darkling characters can spend a Glamour to summon a shadow representation of
whatever object she last used this Contract on, which lasts for a scene. The object functions
exactly as a mundane version of whatever the device is, with its normal equipment bonuses, but
it is clearly a shadow representation of the object. The changeling cannot replicate an item with a
Size higher than her Wyrd.
Catch: The object is owned by a close friend of the changeling, but does not belong to the
changeling.
Know the Competition ()
Living at the whim of the mercurial Fae, you see behavioral patterns in the slightest minutiae and
can take a rival's measure by playing a game against him.
Cost: 1 Glamour
Dice Pool: Wits + Socialize + Wyrd vs. Composure + Wyrd
Action: Instant
Duration: One week or until used
Roll Results
Dramatic Failure: The changeling misreads her opponent, and suffers the Misinformed
Condition on her next action against him.
Failure: The Contract yields no insights.
Success: After playing a game against her target (win or lose), the changeling gains insight to his
mind and adds a +4 dice bonus on any one roll against him.
Exceptional Success: The changeling knows her opponent so well, that she can invoke the
Contract again without the need for an additional game. All costs and rolls still apply.
Beast: If this Contract is successful, the Beast's rolls twice against her target (not the invocation
roll). The best roll stands.
Darkling: The Darkling invokes this Contract after observing her target in a game, rather than
playing him herself.
Catch: Her opponent challenged the changeling to the game.
Mask of Superiority ( to )
The use of this Contract allows the changeling to convince a single subject that she is a member
of his organization, or a person of some importance to this individual.
Cost: 1 Glamour per target
Dice Pool: Presence + Intimidation + Wyrd vs. Resolve + Wyrd
Action: Instant
Roll Results
Dramatic Failure: The subjects of the Contract take umbrage with the changelings obvious lies
and immediately becomes hostile towards her.
Failure: The Contract fails to work.
Success: The changeling convinces her subject that she is a respected member of whatever
organization he belongs to, as though she had a number of dots in the Status Merit equal to the
number of dots invested in this Contract. The changeling can spend Glamour to have this
Contract affect multiple targets (and each individually contests the original activation roll), but
her new Status must be in an organization or group common to all of her subjects. The effect of
this Contract lasts for a scene (and she may add new targets as the scene progresses).
Exceptional Success: Instead of convincing the subject she has Status in a similar organization,
she convinces him that she is a trusted Ally, as though she had the Ally Merit equal to the
number of dots invested in this Contract.
Fairest: The use of this Contract serves to open a single Door per dot invested in the Contract
as though the character had successfully completed a Social Maneuver on the targets.
Ogre: An Ogre appears as security within an organization, adding her Contract dots to
Intimidation rolls against the subjects.
Catch: The changeling is wearing an article of clothing that could be perceived as part of a
uniform or normal mode of dress within the organization.
Pathfinder ()
Mingling practical navigation with omens and divination, you find Hollows, trods, local goblin
fruit and dreams spawned in the Hedge.
Cost: 1 Glamour
Dice Pool: Wits + Survival + Wyrd
Action: Instant
Roll Results
Dramatic Failure: The Contract yields inaccurate information, leading the changeling into
danger while she explores the Hedge and giving her the Hunted Condition.
Failure: The changeling learns nothing useful.
Success: The changeling gleans the following things: whether a particular feature exists in the
local Hedge, what the general direction of that feature is, and its distance from the changeling's
current position. Only information about the Hedge itself is yielded, not about the creatures
lurking within.
Exceptional Success: As success, and the changeling gains the Informed Condition while
dealing with this part of the Hedge.
Beast: The Beast's finely honed instincts yield information about nearby creatures.
Elemental: The Elemental automatically knows if goblin fruits grow nearby and if they are
beneficial or detrimental.
Catch: The changeling has plucked a thorn from the local Hedge and left a drop of blood while
doing so, within the last day.
Read Lucidity ()
Innately familiar with the ebb and tide of lunacy, you can read another Lost's mental stability at a
single glance.
Cost: 1 Glamour
Dice Pool: Manipulation + Empathy + Wyrd vs. Composure + Wyrd
Action: Instant
Duration: Instant
Roll Results
Dramatic Failure: The changeling misreads the target, and the Storyteller tells you a random
Clarity rating (which your character believes). Additionally, she take the Misinformed Condition.
Failure: The changeling can't read her target.
Success: The changeling gains a sense of the subjects Clarity. While this translates to your
Storyteller telling you a dot rating, your character interprets this organically. The changeling also
knows from which Clarity-related Conditions her target suffers.
Exceptional Success: The changeling uncovers the circumstances of the target's last drop in
Clarity.
Darkling: With an exceptional success, the Darkling makes the subject immediately undergo a
Clarity breaking point.
Fairest: The Fairest grants the Acuity Condition to a changeling once per story.
Catch: The changeling touches the target, skintoskin.
Reflections of the Past ( to )
Arcadia and the Gentry are but empty reflections of dreams and nightmares. Embracing this
nihilism in yourself, you look beyond a reflective surface and into the past.
Cost: 1 Glamour per dot used
Dice Pool: Intelligence + Occult + Wyrd
Action: Instant
Roll Results
Dramatic Failure: The reflection shows a false event, and the changeling takes the Misinformed
Condition.
Failure: The changeling doesn't see the past.
Success: The changeling states a time, and sees that moment as it originally reflected in the
surface (it might be blurry or obscured). Anyone watching sees the same vision. The changeling
sees further back by invoking more dots of this Contract, with one dot equaling a week, two a
month, three a season, four a year and five a decade.
Exceptional Success: The reflection is clearer than the original. The changeling can look around
the edges of the pool, seeing more of the vision.
Wizened: The Wizened commands the surface to show a specific object without stating an
exact time. She states the Contract dots she wants to spend; if the object's reflection didn't pass
within that time, it fails.
Fairest: The Fairest commands the surface to show a specific person without stating an exact
time. She states the Contract dots she wants to spend; if the person's reflection didn't pass within
that time, it fails.
Catch: The reflective surface belongs to someone to whom the changeling has a close emotional
connection.
Trivial Reworking ()
The changeling can temporarily change and reshape a small object. She can change the shape of
an object as well as the image on the object, but these changes are always minor.
Cost: 1 Glamour
Dice Pool: Wits + Crafts + Wyrd
Action: Instant
Roll Results
Dramatic Failure: The object is broken and cannot be used for any purpose.
Failure: The Contract fails and the object remains unchanged.
Success: The changeling can take any object of Size 1 and reshape it into a similar object. The
basic shape of the object remains the same, though it is changed to a new purpose. For example,
a changeling could change the image and information on a drivers license to have her picture
and say anything she wants, but she couldnt turn the ID card into a credit card. Careful
examination via specialized equipment or professionals trained to find such things can identify
the objects as fake, but otherwise appear real to the casual observer. The changes last for a scene.
Exceptional Success: Changes to the object lasts for the next 24 hours.
Wizened: The character can change the image on any two-dimensional object of any size,
though he cannot change the objects form.
Ogre: The character can use this Contract on an object Size 3 or smaller.
Catch: The character is changing an object that she has owned for a least one year.
Seasons Change
If a changeling wishes to join a new court instead of simply relying on its
goodwill, shedding the Mantle of one court and adopting the Mantle of another,
the rituals and requirements vary drastically between courts. She may have to
make amends to one shes left or suffer a dangerous ban for weeks to follow.
Joining the new court may require an offering of a Token or Goblin Fruit, or a
quest that proves her worth to her new peers.
Mechanically, this is represented by her dots in the existing Mantle being reduced
by half (rounded down) and transforming them into dots of Court Goodwill for
the court she left behind. Any dots in Court Goodwill that were associated her
new court are halved (rounded down) as well, and those become dots in the
adopted courts Mantle. A character with zero dots in Court Goodwill for the
court shes trying to join is going to have a hell of time at the lowest ranks. She
begins with a single dot of Mantle and a whole lot of skeptical looks.
Merit dots lost in this way are subject to the Sanctity of Merits (see, p. XX).
Dual Kith
Effect: Your characters kith is a unique combination of two different kiths. Whether shes a
flamesiren-windwing who takes the form of a brilliant phoenix, or an elemental who combines
airtouched and waterborn in a body of living mist, she benefits from the Blessings of both kiths.
If she identifies as one kith, both, or a new kith altogether, the benefits of the Merit do not
change.
Taking this Merit after character creation can be as dramatic or casual as desired. The addition of
a new kith can be triggered by a change in identity, ideals, goals, even a negative or traumatic
event. Its a meaningful change, but whether or not the change itself stems from a meaningful
source is entirely up to the player. The magic the Keepers use to bend body and mind is highly
unstable -- who can say what might spark that volatility anew?
When taking this Merit, choose one kith as your primary kith. When calculating your kith
advantage, your characters effective Wyrd has one fewer dot, to a minimum of one. The
secondary kiths Wyrd is considered two dots fewer, to a minimum of one as well.
Dull Beacon to
Effect: Your characters Mask is far less obtrusive when she drops it. Reduce her Wyrd by her
Dull Beacon dots when determining the distance at which she alerts Huntsmen and opens Hedge
gateways when dropping her Mask (see p. XX). If this would reduce her to zero Wyrd
effectively, she no longer opens gates and alerts the Huntsmen until her Wyrd increases.
Enchanting Performance -, Style
Prerequisites: Presence , Expression
A character with Enchanting Performance can touch upon whatever font makes all things fae so
captivating. He brings a little of that magical obsession from beyond the Hedge and puts it to
use. Whether he does so for cruelty or kindness depends on the changeling.
Harpy: Your character knows how to aim an audience for maximum humiliation. At least, to
make a target perceive things that way. He can use Expression as Hard Leverage and adds her
Wyrd to the roll to do so.
Siren: When your character has successfully opened a Door using performance (Expression,
Craft) he may spend a Glamour to open another Door immediately.
Muse: Your character encourages a fearsome self-confidence with a performance unlike
anything her audience has ever seen. He may spend a Glamour to give the rote quality to his next
performance-related Expression roll. If successful, a target in the audience gains the Inspired
Condition (see p XX) for a Skill of the performers choice. If the roll is an exceptional success,
everyone viewing the performance gains the Inspired Condition for the same Skill as the target.
Fae Mount to
Effect: You have discovered, befriended and convinced a creature of the Hedge to serve as your
steed. It is statistically identical to a horse, with knowledge of the Hedge or its trods, and no
supernatural talent other than the ability to come when called. Either through a special song or
gesture, the mount will come to its master anywhere in the Hedge, except for the Hollow of a
changeling that prohibits it.
Additionally, each dot of this Merit allows the creature one of the following special abilities:
Manyleague: With a body of screaming wind or quicksilver, the steeds Speed is doubled and
it gains the Merits rating as a bonus to Initiative.
Chatterbox: Many creatures in the Hedge are more intelligent than their appearance would let
on. The steed can speak to and understand its owner clearly, and can relay simple messages in its
masters tongue to other changelings, though complex words and metaphor are beyond this
special ability.
Actormask: Like your changeling, the mount has a Mask. This allows the mount to leave the
Hedge in the same manner as a changeling, albeit for a limited time, and in a shape a great deal
more mundane. An armored spider mount might become a VW Beetle, a horse of steaming blood
might become a sporty red motorcycle. Any abilities it receives from this Merit still apply and
whatever form the Mask takes should bear that in mind. It may remain outside the Hedge for as
many hours as dots in this Merit, fading into nothing shortly thereafter. A Fae Mount that
disappears will reappear in the Hedge after a day and a night.
For each hour spent manifesting a Mask, the Fae Mount must remain in the Hedge for that many
days before it can leave again.
Armorshell: Plates of thick chitin or stone cover the beast. It gains 3/2 armor and provides
cover equal to half the Merits rating (rounded down) to anyone currently riding.
Burdenback: The mount in question is massive, with broad shoulders or a pearlescent coach
that grows from its haunches. The changelings mount can carry a number of individuals equal to
the number of dots in this Merit. It receives an additional two dots of Stamina.
Dreamspun: Some creatures in the Hedge exist only as long as theyre acknowledged. When
the mount dies, it returns to life with the next time a character gets a full nights rest, with no
knowledge of perishing. Add the dots in Fae Mount to the mounts Stealth.
Thornbeast: Many fanged monsters hunt in the Hedge and your mount shares several traits
with these faerie predators. Add two dice to all attacks the mount makes, and these attacks cause
2 additional damage. This can represent everything from natural claws to grotesque metal
sawblades.
Hedgefoot: Many faerie creatures arent earthbound. They swing from trees, claw their way
up walls and even fly. Your characters mount is no different. It can either run across water as
fast it moves on land, move up buildings at three times normal speed, or fly once a scene at twice
its Speed for turns equal to the dots in this Merit.
Faerie Favor
Effect: The Gentry are bound by their promises to a greater degree than the Lost and, by
whatever method, your character has such a promise in possession. She is entitled to a favor by
one of the True Fae. The means by which such a favor was obtained could be anything from a
knowing a clever riddle to a dark deed done at the cost of another changelings freedom.
However it was earned, the favor is represented by a bauble, song, or phrase, and when broke,
sung, or uttered the True Fae in question will appear.
The favor can be many things: the capture of a rival the changeling has tracked to her Hollow, a
week of freedom from a Huntsmen on the changelings heels, safe passage to somewhere in the
Hedge or mortal world. For something more permanent, the dots in this merit can be exchanged
for dots in Merits appropriate to the power of the Gentry, per the Sanctity of Merits (see p. XX).
Drawback: Theres nothing about summoning an Other for aid that can be easily explained to
another changeling. Few Lost aware of such an interaction will conclude anything good has
happened, and words like loyalist and conspirator may become associated with your characters
name.
Fair Harvest ( or )
Effect: Your character favors a specific flavor of Glamour. Choose a specific emotion when
taking this Merit. Any harvesting rolls (see p. XX) to harvest that emotion enjoy the 8-again
quality. Harvesting any other emotion means harvesting rolls do not benefit from the 10-again
quality. At two dots, harvesting the favored emotion instead uses the rote quality, and ignore one
success rolled when harvesting other emotions.
Forever and a Day ()
Effect: Your character is even less affected by the ravages of time than other Lost. Double her
Wyrd for the purposes of determining her lifespan (see p. XX). This cannot take her effective
Wyrd beyond ten dots.
Faerie Healing
Effect: You can use the healing properties of Goblin Fruit on others, including those incapable
of eating faerie fruit. How you manage this is a matter of personal taste, but it always happens
the same way once its been decided. You might need to ingest the fruit yourselves and place a
sweet kiss on the brow of the wounded, or squeeze the pulp from the juice into something a
human being can imbibe. Only one such healing can be prepared ahead of time. Whatever the
method, the healing works the same way: one point of lethal damage, all bashing damage, or one
point of aggravated damage converted to lethal per fruit consumed.
Gentrified Bearing
Prerequisite: Wyrd
Effect: You were molded in the image of your Keeper, stole some essential spark of their fire, or
learned to emulate their otherness. Regardless of how you obtained this mixed blessing,
Huntsmen, hobs and even the Gentry themselves tend to mistake you for a Keeper -- if only for a
moment.
When dealing with hobs, any rolls to Intimidate add a characters Wyrd in dice and successful
Hard Leverage always opens to two Doors. While most hobs wont look too closely at a potential
Other, a wise changeling will show caution with her demands. Even a simpering, cowed hob
does not take kindly to being fooled.
Facing Huntsmen and the Gentry, this aura of authority serves to hide the Lost just long enough
for her to escape. So long as the True Fae dont get too close, touch, smell, or speak with a Lost,
she remains hidden in plain sight.
Unfortunately, a lurking Huntsman isnt likely to ignore the presence of a True Fae on earth,
regardless of how convincing it seems. They arent likely to recognize an imposter as easily as
their masters, but theyre far more likely to investigate. The changeling gains her Wyrd in dice to
convince a Huntsman of her status as a Keeper.
Even successful, the ruse is unlikely to fool the same Huntsman twice.
Harvest to
Effect: You are well-skilled in the art of hunting Glamour. Each dot of Harvest counts as an
equipment bonus when harvesting Glamour from a specific source. Harvest (emotion) makes it
easier to drink in the sorrow of a spurned lover, while Harvest (dreams) makes the raw,
unfiltered font of onerous Glamour a smorgasbord for enterprising Lost.
Additionally, a characters rating in Harvest can be used in place of an ability, so long as its in
direct pursuit of Glamour. This replacement can only happen once per story.
Hob Kin
Effect: You have established a kind of kinship with the vaguely-humanoid hobgoblins known as
hobs. It may be a matter of resemblance to a Keeper they fear, or something about your kith that
encourages this behavior, but they treat you with a respect generally unheard of by the Lost. It
isnt much like the respect of friends or peers, but they treat you less ruthlessly than they do
outsiders. For the purposes of opening Doors with Soft Leverage, impressions with hobs are
always treated excellent.
Additionally, if the character has a Hollow, she may take the enhancement Hob Alarm.
Hob Alarm (-): A group of somewhat friendly hobs have taken refuge in the characters Hollow.
They react poorly to any sign of intruders. While within her Hollow, a character cannot be
deniedher Defense due to surprise and adds her Hollow to the dice pools all actions during the
first turn of combat. Maintaining the presence of these hobs requires a frequent quid-pro-quo that
errs on the surprisingly honest side of hob deals.
Drawback: Have you smelled a hob?
Hollow to
Effect: While Safe Place (pg. XX) represents a mundane-but-secure lair outside the Hedge,
Hollow is your characters secret, private bit of real estate inside the Hedge. It may be something
as simple a closet door that opens into a quiet, hollowed-out tree, or as elaborate a knock that
opens any unlocked door into a lavish, gothic mansion. These locations can be as varied as the
Hedge itself.
These pockets of personal or inherited reality have been trimmed of any thorns that might cause
their owners trouble. With few exceptions (see below), these faerie safe houses are tied to a
single, consistent physical entrance into the Hedge, but being part of the Hedge means they dont
need to conform to available space. In any case, the Hollow belongs to your character or her
motley and has some innate protection from intrusion.
While a changeling is inside her Hollow, the Merits rating is subtracted from any attempts to
learn her personal information, as if she had the Anonymity merit at an equal rating. Attempts to
pursue or track her, both supernatural and mundane, are hindered by the same penalty. Should
she be discovered, the entrance to the Hollow can only be forced open by an entity whose Wyrd
exceeds the Merits rating. Even then, one of the Hollows owners (even if no one is present) can
resist intrusion with Resolve + Hollow versus the intruders Wyrd. A day and a night must pass
before the intruder can try again.
Each dot in Hollow can be used to buy one of the following enhancements:
Luxury Goods: The Hollow is filled with a variety of mundane supplies and Hedgespun treats
that allow a changeling to hold out for the long haul. Few modern conveniences work in the
Hedge, but its not uncommon to find crystalline televisions that play unaired, unrecorded
episodes of cancelled TV shows, or jukeboxes that play music only a Cleareyes can hear, or
iceboxes overfull with coke off-brands that never saw the light of day. Whatever the case, a
changeling can spend twice as much time in her Hollow before suffering a breaking point.
Shadow Garden: The Hollow has a patch of trembling soil, a deceased nightmares fertile
belly, or a Lewis Carroll rose garden of painted flowers. Any goblin fruit consumed in the
Hollow will appear in the garden an hour after the fruit is consumed. The resulting fruit provides
none of the benefits of a goblin fruit, but resembles the goblin fruit to all senses. Any hunger
sated by these shadow fruits returns in full force an hour after consumed. A week of staving off
hunger in this manner results in a breaking point.
Phantom Phone Booth: The Hollow has an ancient PacBell phone booth, mounted boar head,
or singing pool that allows the owner to make calls outside the Hedge. Any phone with a public
listing can be called without knowing the exact digits of the number, and attempts to trace the
call or read phone records show the call as coming from the recipients line. The phantom phone
booth has no number for incoming calls, though it will occasionally receive calls meant for lost,
or out of service numbers.
Route Zero: A length of road bisects the Hollow. It juts awkwardly from a wall, plunges down
a tunnel of impenetrable darkness, or disappears over a foggy bridge. Its beginning and end are
troublesome to determine. Traversing the lonely road in its entirety takes one hour, during which
a changeling cannot be contacted, seen, or interact with anyone who didnt begin the journey
with her. At the end, anyone who makes the journey ends where they began, and gains a point of
Willpower. This journey can only be taken once a day.
If purchased in two or more different Hollows, Route Zero begins in one and ends in another. All
owners must agree to this at the time of purchase, but once done it cannot be undone without
serious alterations to a Hollow.
- Size Matters: Without purchasing this enhancement, the Hollow is only big enough for two
changelings to sleep comfortably. With one purchase, a motley of five to six changelings has
enough room to exist without immediate cabin fever. The second purchase turns the Hollow into
a vast estate or small town, and members of a motley might not even see each other for the
duration of a stay.
- Escape Route: While there may be a single entrance into the Hollow, with this enhancement
theres a second, emergency egress out of it. Whether a Hollow is invaded, or a clever Huntsman
waits for a Lost at the entrance to her den, sometimes its important to be able to bug out. The
one-way exit is a secure place (determined ahead of time) the Merits rating in miles from the
entrance, and may only be used by the owner and her motley. At two dots, the Escape Route is
access reflexively from anywhere in the Hollow.
Hidden Entry: When all members of a motley are inside a Hollow, the entrance evaporates.
The difficult to be found increases by 2. As does the Wyrd requirement of forced entry. The
entrance reappears when one or more members of the motley depart. While the entrance is
visible, these bonuses do not apply.
Easy Access: The Hollow has no permanent entrance, and can be accessed by spending a
single Glamour. This usually takes the form of a particular whistle or knock, but it works on any
unlocked door. When a changeling exits her Hollow, it happens at the same location she entered.
Home Turf: Either the changeling has spent long enough in her Hollow that she knows its
every secret, or she simply resonates well with it. The changeling gains the Merits rating to
Initiative and Defense against any intruders that manage to make it into her Hollow.
Unlike most Merits, multiple characters can contribute dots to a single Hollow, combining their
points into something greater. An individual can purchase as many points in Hollow as she can
afford, but the Merits rating is never considered higher than five for the purpose of determining
effects.
Lethal Mien ()
Effect: Some element of the mien warped by Arcadia and the Hedge has left your character with
wicked nails, sharp teeth, or some other offensive trait. Whatever aspect of the appearance has
been weaponized, the changeling can inflict lethal damage innately. If something already gives
your character the capacity for lethal blows, this adds 1 to the weapon rating of that damage.
These claws, fangs, spurs, or whatever dangerous element this Merit takes the form of can be
turned on and off at will. This merit does not prevent the changeling from doing anything she
couldve done before.
Long of Days ()
Effect: Some portion of the Gentrys agelessness has rubbed off on you, and you not feel times
passage as a mortal might. Whether this is a side effect of a kith cleaved that too far from human,
part of an eon-long stay in Arcadia, or the result of an backfired oath, he will never suffer
infirmity due to age. However, without the ticking clock of mortality hammering in his ear, the
character has trouble understanding the flow of time. This can manifest in constant lateness, long
pauses in conversation, or an inability to grasp urgency outside truly dire situations. In some
Lost, this manifests immediately. In others, it waits until a specific age and either slows, or
ceases entirely.
With an already lengthy lifespan, a changeling with Long of Days begins each chapter with the
Informed Condition (see p. XX) for any single, reasonable topic of his choosing. This represents
a fuzzy grasp of yesteryears experiences. If this Condition is not resolved by the end of the
session, it goes away without resolution.
Many Mask ()
Prerequisites: Wyrd , Manipulation
Effect: A changelings is usually stuck with the same Mask they left the Hedge with. An
immutable combination of remembered human traits and the drastic anatomical changes of being
Lost. Some changelings develop control over the appearance of their Mask, either through
intense mental gymnastics or some quirk of seeming, kith, pledge or Contract.
For a Glamour, a character with Many Mask may make a change per dot of Wyrd to one of the
following: eye color, hair color, facial structural, skin tone, or remove any notable scars or
abnormal features. At Wyrd 5+ he may create an entirely new Mask for a Glamour, mostly
unbeholden to his existing features. While he can even change the sex of his Mask, height and
build remain immutably tied to the shape that lies beneath.
Market Sense ()
Effect: Understanding the value of a product is hard enough in the mortal world, but in the
Hedge relative worth is even more in question. How does one weigh the importance of a dozen
cherished memories against a music box that only plays near ghosts? Is the restoration of a best
friends loyalty worth forgetting the crimes of the Vermin King? If it werent enough that the
price of these things varies wildy from dealer to dealer, not every hobgoblin trades fairly. New
changelings in particular have to worry about being cheated by wily hob.
Your character is at old hand with hob merchants, and knows the cues and vagaries of the Goblin
Market well enough to understand when fair is fair. He can tell a fair deal on sight, and any
mundane attempts to make him believe otherwise fail. Any magical attempts at the same subtract
the your characters Wyrd.
Potent Kith ( to )
Effect: Your character manifests her kith in a more potent way than most of the Lost. Add your
Potent Kith dots to her Wyrd for determining the effects of her kith Blessing.
Rigid Mask ()
Prerequisite: Subterfuge
Effect: For you, the protection of the Mask extends far beyond the usual mortal camouflage.
Perhaps you can sense the subtle magic that turns your smile into your Masks smile, or there
isnt a very good connection between your true face and the one that lets you interact with
mankind. Unless you want them to, no one fooled by the Mask knows when youre lying or what
youre feeling. Mortals automatically fail roll to know when youre lying or what emotions
youre feeling, as do polygraphs and other lie-detecting devices. Other changelings, and beings
that can see through the Mask, still have to contend with your knowledge of those ticks and tells
that give a liar away. a suffer -2 from any roll to know youre lying, or what you may be
thinking.
Drawback: Intentionally dropping your characters Mask causes a level of lethal damage in
addition to the normal rules (see p. XX).
Hedgebeast Companion ( to )
Effect: Through friendship or circumstance, the changeling has earned the trust of a creature of
the Hedge. These hobgoblins are intelligent enough to converse, but generally dont stray too far
in behavior from the mundane animal they most resemble. This relationship is one of mutual
respect or obligation, but isnt assumed to be bound by pledge. While a pledge is possible, these
Hedge Beasts are cunning enough not to enter such a deal by accident.
The Hedge Beast starts with the stats of its closest animal counterpart. By default, it can speak
but not read, it has a Mask that allows it to follow the changeling into the mundane world, and it
can use trods with the same efficiency as one of the Lost. The supernatural benefits of the beast
are built by the following guidlines:
Wyrd 1, up to Size 2, Merits up to five points, two dots of Contracts.
Wyrd 2, up to Size 4, Merits up to seven points, three dots in Contracts.
Wyrd 3, up to Size 6, Merits up to ten points, four dots in Contracts.
Note: You can find example animals in the Chronicles of Darkness Rulebook, p. XX.
Pledges
Beware making deals with the fae.
Much of human understanding with the fae including changelings, Huntsmen, the
True Fae, and everything in between comes down to that platitude. And yet, note the
phrasing. Beware making deals is cautionary, not proscriptive. It isnt that people cant
bargain with the creatures from the Hedge, its just dangerous and usually unwise.
Pledges, though, are an integral part of life for changelings, for a simple reason: They are
attuned to the Wyrd, and the Wyrd takes statement of intent very seriously. How many
times a day does a person say I promise or I swear or so help me, but with no real
belief behind those words? The Wyrd refuses to accept casual use of such phrases, and
the fae are empowered to make such statements binding.
Changelings also make promises to one another, swearing oaths of loyalty, love, enmity,
or simply friendship. Such oaths are made using the same power that gives the Wyrd the
ability to seal statements of intent, but with very different purpose. An oath between
changelings is taken with free will and full consent. To do otherwise is grave insult.
Finally, the fae can make promises of service, favors, or magic to others. The benefit to
doing so is concealment a changeling performing services to others ingratiates herself
to the Wyrd, thus hiding effectively from Huntsmen (this is true in reverse, though; a
Huntsman who stoops to performing a service to a third party might be demeaning
himself, but hes also a much more effective hunter because hes harder to spot).
Breaking the terms of the service, likewise, doesnt tend to have world-shattering
consequences, but it does leave the oathbreaker exposed.
Sealing
The simplest form of a pledge, a sealing requires that a fae being see or hear someone
make a statement of intent. The intent doesnt have to be sincere, and the fae have been
taking advantage of promises made in haste or exaggeration since human beings first
started using language. A man who says to his son, I swear, next time you come home
late, Im kicking you out probably doesnt mean it but to the Wyrd, that doesnt
matter. A fae being can seal that promise, and the unfortunate father will be forced to
either make good on his word or suffer the consequences.
Any fae creature can seal a promise. Changelings generally do it to give themselves
leverage with human antagonists or cement a bargaining position. Huntsmen do it for
similar reasons, though their end goal might be to steal the hapless subject away for the
Gentry.
Creatures of the Wyrd (including changelings) are, for the most part, immune to the
effects of sealing. That is, other fae creatures can attempt to seal their words, but since
the fae know what to look for and can detect the slight fluctuations in the Wyrd needed to
seal a statement, they can undo the sealing as quickly as its done. A changeling can
allow her statement to be sealed; this is usually done in order to demonstrate that a
changeling has every intention of keeping her word on a minor matter. A serious
declaration of intent or honesty merits an oath (see below), but a promise of something
comparatively mundane (I promise, I wont leave until we dance) or a promise made if
time is a factor (Yes, truce, Im not going to hurt you, now get in here) can simply be
sealed.
Most Courts dont place any stigma on attempting to seal a statement, even if the other
party undoes it immediately. To changelings, attempt to seal a statement isnt so much an
attempt to bind the other party with magic as a tacit statement that the sealing party is
paying attention and expects the other changeling to keep her word. Likewise, undoing
the seal isnt necessarily a blatant declaration that the character will break her word, just
that she doesnt wish to be held to it magically.
Benefits
Sealing has very little benefit to the person making the statement. For the most part, the
subject is simply locked into his words, forced to follow through on what he has
promised or suffer the consequences. If the character follows through on what he has
promised, without complaint or attempt to wriggle out, he comes through the experience
wiser and fulfilled. Sealing provides no material or magical benefit, however.
For the character doing the sealing, the benefit is mainly in being able to hold something
over the subjects head. The sealer can release the effect at any time, unbinding the
promise, freeing the subject from his words.
Consequences
A sealing is simple, quick magic, and breaking it has an immediate, annoying effect.
Sometimes the oathbreaker feels tired or develops a sudden headache. Sometimes he
experiences a brief run of bad luck. Extreme effects might include nosebleeds or subtle
supernatural effects; the characters reflection is reversed for an hour, for instance, or
cream curdles in his presence.
The sealer can, however, increase the severity of the consequences by investing a bit
more magic into the process. By doing so, the subject might be forced to suffer minor
injuries or endure the sealers magic with no hope of resistance.
Systems
To seal a statement, the changeling needs to hear a subject make a statement of intent.
This includes any phrase that expresses a pledge, promise, or plan to undertake a course
of action. The statement doesnt have to be something that the subject could actually
complete, however.
The changeling cannot seal a statement unless she is present when the subject makes it. If
the changeling were to see a person type or write a statement, she could seal it. She
cannot, however, scroll through a social media feed and seal every statement of intent she
sees, nor can she seal a statement if she only sees or hears a recording.
To seal a statement, the player simply spends a point of Glamour. If the subject is another
changeling, she can undo the sealing by countering with a point of Glamour of her own.
Both parties are aware of what happened. If a players changeling allows her words to be
sealed, she takes a Beat.
The player can decide upon a penalty for breaking the seal when the seal is made, or
when it is broken. As stated under Consequences, the penalty is fairly minor. The player
can choose from:
Loss of one point of Willpower
One point of bashing damage
A -1 penalty to all rolls for one scene
A -2 penalty on a specific Skill for one scene
A -3 penalty for one specific roll
A minor supernatural effect (characters reflection faces the wrong way, character
causes milk to spoil, cats scratch or bite the character, etc.) for one scene
When creating a seal, the changeling can also strengthen it. Doing so requires that the
player spend a point of Willpower as well as a point of Glamour. If the character does
this, the player can levy a more stringent penalty for breaking the seal, including:
Loss of ability to regain Willpower for one day
Suffering one point of lethal damage
Suffering three points of bashing damage
Loss of ability to spend Willpower for one scene
A -2 penalty on all rolls for one scene
A -3 to all rolls with a specific Skill for one scene
A -5 to one specific roll
Use of one of the changelings Contracts on the target, activated when the seal is broken
(player rolls for the Contract and notes the successes; effect is applied when/if the subject
breaks the seal)
A seal is broken when the subject either attempts to fulfill the promise and fails or
becomes incapable of doing so. For example, someone saying Im going to kick his ass
would fail to fulfill this promise if he picks a fight with the other party and loses, or if the
other party were to die before the fight happens. If the subject had said, Im going to
kick his ass if he doesnt leave my sister alone, the subject is under no compunction to
start the fight if the other party does, in fact, stay away from the sister. If, however, the
other party dates the sister and the subject makes no attempt to fight the suitor, the seal is
broken and the consequences apply.
Sealing a Huntsman: A changeling can attempt to seal the statement of a Huntsman, but
doing so requires the player to spend a point of Glamour and roll Presence + Wyrd vs. the
Huntsmans Resolve + Wyrd.
Roll Results
Dramatic Failure: The Huntsman sees and notes the changeling, and can follow her. She
gains the Marked Condition.
Failure: The changeling fails to seal the Huntsmans words.
Success: The changeling seals the Huntsmans statement. Huntsmen, being closer to the
Wyrd than changelings or humans, are bound more strongly by their words. The
changeling can levy a heavier consequence, just as if she had strengthened the seal (see
above). The changeling takes the Marked Condition.
Exceptional Success: As above, and the changeling does not take the Marked Condition.
Sealing in Play
Changeling players can use sealing to bind characters to their word, but
without the effort required to make a bargain or an oath. Of course, the
benefits are commensurately small, but the subject of a sealing doesnt
necessarily know that the consequences are minor. If a character knows
that the changeling is a supernatural being, capable of impressive magical
feats, and understands that she is bound into a promise or else, the
changeling wields some considerable psychological power over the
subject. The Storyteller should consider this kind of power to add bonus
dice to Social Maneuvering attempts (probably through Hard Leverage,
see p. XX).
Changelings can seal each others words, and can gain Beats for allowing
their words to be sealed. A changeling cant gain more than one Beat per
chapter this way, however, and if the players are abusing the privilege
(OK, lets all go around the circle and promise to buy each other a burger
so we can all get a Beat), the Storyteller should probably disallow this
use of sealing. Better yet, the Storyteller might rule that the constant minor
fluctuations in the Wyrd attract Huntsmen, or that breaking such a
frivolous seal carries a much harsher penalty due to the insult to the Wyrd.
Oaths
An oath between two changelings is at once a commonplace and very special occurrence.
Oaths are a kind of currency to the Lost, because all of them understand that any
temporal reward money, tokens, property could become meaningless at any
moment. When everything falls apart, all a changeling has is her word, and to give that
away is not to be undertaken lightly. If two (or more) changelings are willing to exchange
oaths, they know and the Wyrd knows that they are serious about their feelings.
Oaths can only be sworn by, and to, changelings. Human beings and Huntsmen can make
bargains with the Lost, but these are defined by what the bargaining parties will do, not
what they feel. Oaths are sworn with heart, soul, and blood. Following an oath can be
observed by the action the swearer takes. The same is true for violating an oath.
Changelings have a wide variety of formal oaths, used for a number of different
situations. Common oaths include joining a Court (the changeling swears an oath before
another member of that Court, and receives that Courts Mantle); joining a motley
(motley oaths are infinitely varied, but usually include a pledge to do no harm to the other
members); forming or joining a freehold (a larger-scale version of a motley oath); and
declaring a duel (both changelings agree on the terms, weapons, and win conditions).
Swearing an oath binds changelings together. That binding is permanent though a
changeling can break an oath, doing so merely changes the parameters of the oath,
rather than erasing it. A changeling can leave a motley, but he cant take back the time he
spent with the other changelings or the oath he made. A changeling might leave his lover,
but he cant obviate the relationship. By making an oath, the character choose to define
himself, at least in part, by that oath.
Benefits
Swearing an oath has many potential benefits, but which ones the changeling enjoys
depends on the nature of the oath and the language employed. Oaths that bind multiple
changelings together, such as the oath a changeling swears when joining a motley, Court,
or freehold, usually grants magical effects or bolster a changelings relationship with the
Wyrd in some way. Oaths that bind two changelings together harmoniously, such as a
marriage vow or a pact of friendship, allow the sworn to bolster or support one another,
and, often, to find each other wherever the other might roam. Oaths that bind changelings
together in enmity, though, such as duel oaths, change both characters destinies in
sinister and fatalistic ways. The Wyrd, it seems, repays discord with discord, and
harmony with harmony.
Consequences
Violating an oath is a dangerous proposition, in large part because a changeling cannot
escape from an oath. An oath, once, sworn, defines her relationship with the other party
forever. As such, if a changeling swears a motley oath, then violates that oath and betrays
his motley, his relationship with them is former motley member and traitor. He can
never not have a relationship with them; their fates are entwined. The specific
consequences of violating an oath are usually laid out in the language of the oath itself,
but some overly optimistic changelings dont bother specifying what happens to an
oathbreaker. These unfortunate changelings suffer terribly; without the words of an oath
to direct its power, the Wyrd has free rein to punish the offender.
Specific consequences for violating an oath include disruption of magic (if the changeling
isnt going to honor his contracts, why should the Wyrd?), sickness, a temporary dip in
Clarity, or increased attention from Huntsmen. The larger problem, though, is that the
changelings status as an oathbreaker follows him. It is possible for an oathbreaker to be
forgiven, but this requires him to make recompense to all offended partiesincluding the
Wyrd itself.
Systems
Any number of changelings can swear an oath. Some oaths are closed (meaning that once
sworn, no new participants can be added), while others are open (meaning that new
changelings can swear the same oath and receive the same benefits).
All participants must speak the oath aloud (or write it out, if for whatever reason speech
is not an option), and seal it with a point of Glamour. Oaths also involve a physical
gesture; two changelings swearing an oath of camaraderie might cut their hands and
mingle the blood, while changelings swearing eternal love usually kiss. A changeling
joining a Court might clasp hands with a ranking member of that Court, while a
changeling joining a motley could embrace each of the other members in turn.
Once the oath is sworn, the benefits become available. The specific benefits to an oath
vary, but can be broken down into three rough categories: societal, personal, and hostile.
Societal oaths include oaths sworn when a changeling joins a motley, Court, or freehold.
The changeling gains the benefits of being part of that group. For a Court, this means that
character gains a dot of the Mantle Merit and is bound by whatever restrictions that Court
usually levies. For a freehold, the changeling becomes a recognized part of the local
supernatural landscape; the player receives a +1 to all rolls to navigate the Hedge. For a
motley, the changeling enters into a pact with his fellows. The nature of the pact varies
some motleys are made of bosom companions, some merely agree to come together when
an outside force threatens them all but the members can choose from a number of
game effects (or create a new one with the Storytellers approval):
Once per chapter, they can treat a Contract roll as a teamwork action (p. XX). All
participants must possess the Contract for this to work.
Members of the motley can meditate for one turn, and distribute their collective
Glamour evenly among the members (any leftover Glamour is consumed as a tithe to the
Wyrd).
Once per chapter, when representing the motley, a member can use the highest relevant
Social Skill possessed by any member and apply the effects of any Merit or kith blessing
present in the group. The character doesnt need the motleys permission when
representing the motleybut any consequences for that characters action come down
upon the motley as a whole.
Personal oaths are sworn between two changelings in support of one another; lovers,
blood brothers, friends, or protectors. Changelings that swear these oaths while
maintaining membership in a motley had best beware the Wyrd doesnt care if the
changeling must break one oath in service to another (and in fact, such situations seem to
come up regularly for the Lost).
Changelings bound by a personal oath gain a Beat whenever they suffer a setback or
inconvenience in the course of living up to the oath (maximum of once per chapter).
However, a changeling expressing the emotion that inspired the oath in some obvious and
effortful manner can regain all spent Willpower, just as if he had fulfilled his Virtue. In
addition, the oath-mates can choose one of the following effects (or create a new one with
Storyteller approval):
Once per chapter, one member can suffer an injury on behalf of the other. The
changeling doing so suffers all damage that his partner would have, and cannot reduce
this damage through armor, magic, or any other means.
One member can suffer a Condition or Tilt meant for the other. This has to be decided
when the Condition or Tilt is levied (if an attack blinds a character, that characters oath-
mate cant take the Blind Condition the next day), but the two changelings dont have to
be in the same place for this effect to happen.
Once per chapter, the changelings can choose to swap their Glamour or Willpower
pools. This doesnt affect their Willpower dots, merely the points.
Changelings bound by a personal oath can always find each other. If one is in the depths
of the Hedge, hiding in a new city, or even, some say, among the dead in the Underworld,
the other party can seek him out. Having the oath doesnt change the time required or the
trials endured to seek out the other member, but the oath allows unerring tracking.
Hostile oaths indicate undying enmity between two changelings literally, they can
never not be enemies once the oath is sworn. Hostile oaths usually dont last very long, as
the changelings swearing them often fight to the death shortly after doing so. Hostile
oaths dont carry much in the way of mechanical benefit, except that a changeling
involved in one gains a Beat when his enemy wounds or inconveniences him (once per
chapter). A changeling gains a point of Willpower during any scene in which he wounds
or inconveniences his enemy.
Bargains
Human tales of the fae are replete with accounts of faeries performing tasks for people
spinning straw into gold, crafting shoes or other goods, cleaning houses, cooking
fantastic meals, or otherwise using their supernatural acumen on behalf of humanity. The
humans in these tales sometimes have to repay the faeries kindness, and sometimes are
taken aback by the price.
In truth, though, changelings make bargains with people because doing so disguises
them. If a changeling has an agreed-upon function within human society, Huntsmen have
a much more difficult time finding her. Of course, she has to keep up her end of the
bargain and in order to reap the benefit of the bargain, that bargain must be ongoing.
Changelings make bargains with human beings for another reason, though, quite apart
from the increased ability to hide from the Huntsmen. Bargains make changelings feel
like they belong. Ripped away from their families, forced into servitude and escaping
through a nightmare of thorns, changelings are, as their sobriquet implies, Lost. A
bargain with people requires contact with people, and forces the changeling to rediscover
and interact with a world she thought forever taken from her.
In order to make a bargain with a person, the changeling has to reveal her true nature. She
doesnt have to be honest with the mortal about the particulars of her situation, but she
has to appear to the person without her Mask and propose the terms of the agreement.
She can promise anything she wants to the person, but in order to gain the benefits of the
bargain, she has to be capable of making good on her promise. Changelings should
therefore take care to bargain for services they have the Skills or Contracts to provide,
though its not unknown for a changeling to bargain with one person to provide a service
that another person she has bargained with is actually going to provide (changelings
should beware, though it just takes one misstep for the whole web to break).
Benefits
By making a bargain with a human being, the changeling gains a kind of camouflage with
respect to the Huntsmen. This protection extends beyond the Mask all changelings
have some degree of concealment, but the magic that makes human beings see them
without their fae features only extends so far. A bargain gives the changeling a place
among mortals, and tricks the Wyrd into assuming that the changeling should be there.
Huntsmen, therefore, see the changeling not necessarily as human, but as a natural part of
the landscape, a faerie feature that is and has always been. A bargain isnt foolproof, of
course Huntsmen and persistent and powerful, and have many ways to ferret out the
Lost.
Consequences
Breaking a bargain with a person doesnt carry a heavy consequence for the changeling in
question, at least in comparison to breaking an oath. The changeling simply loses the
benefits of the bargain, meaning that she is once again exposed to the Huntsmen. This is,
of course, a potentially fraught situation, depending on whos looking for the character at
the time.
Depending on the scope of the bargain in question, the changeling might also gain the
Notoriety Condition (p. XX).
The human participant in the bargain needs to live up to his end, as well, or suffer the
wrath of the Wyrd. The most common punishment for a human being failing to honor his
part in a bargain is being snatched away by a Huntsman. This isnt because of specific
wording in the bargain (most changelings wouldnt wish being taken by the Gentry on
their worst enemies, much less some hapless person who just forgot to set a pie on his
windowsill), but because of the nature of the bargain. Just as a kept bargain shields a
changeling from the Huntsmen, a broken one shines a harsh light on whoever would are
cheat the Wyrd.
Systems
Changelings cannot swear bargains with other changelings, and prefer to do so with
human beings. Magical beings unaffiliated with the Wyrd can agree to bargains, but
doing so sometimes has strange side effects. No matter the nature of the other party, the
changeling must appear to him without her Mask, and propose the bargain. Most
changelings observe human beings for days or weeks, discerning simple tasks that they
can perform in order to strike a bargain. The bargain is usually an ongoing task a
changeling might offer to clean the humans house once a week, or sew her a dress once a
month, or grant her pleasing dreams three nights a week.
Once per story, when the changeling devotes time and energy (at least once scene) to
fulfilling a bargain, the player takes a Beat. The main benefit for a changeling, though, is
that Huntsmen have a more difficult time tracking them down to the Huntsmens
sense, the changeling appears human. In game terms, for every active bargain that the
changeling enjoys, all hunting or investigation rolls to find her suffer a cumulative -1
penalty. This penalty has no upper limit (though of course, the changeling needs to be
careful not to overextend herself).
The subject agrees to provide something in return, but it doesnt have to be
commensurate with the service the changeling is providing (since the point of the
bargain, from the changelings perspective, isnt what the human can provide anyway).
Some changelings simply ask for money or valuables, while others ask for goods they
can sell or trade. Clever changelings word their bargains so that the subject has to provide
a seemingly innocuous service sometime in the future, and build up a bank of favors. The
game mechanics of such favors, if any, are up to the Storyteller, but an appropriate use
would mimic the effect of a one- to three-dot Merit, once per story.
GoblinPledges
GoblinPledgesareanadditionaltypeofpledgethatStorytellersmayuseintheirgames.Bytakingthis
Merit,charactersgainaconnectionwithspecificaspectsoftheWyrdinasimilar,thoughmuch
weakerversionoftheinnateconnectiontheOthershave.Changelingswiththisconnectionareable
tocraftpledgeswithaspectsoftheWyrddirectly,withoutneedinganotherbeingtoactaswitnessor
gobetweenasnormal.WhileneitherSeemingnotCourtspecific,certainaspectswillbemoreorless
attractivetodifferenttypesofChangelings,anditisnotunheardofformotleys,Courts,orevenentire
freeholdstohaveaconnectionwiththesameaspectoftheWyrd.
GoblinVow(to)
YourcharacterhastheabilitytocraftpledgeswithanaspectoftheWyrditself,negotiatingwithit
directlyasthoughitwasanindividual.Foreachdotshehasinthismerit,shehasaconnectionwith
onepurviewoftheWyrd.Thesepurviewsarespecificsubsetsoflargeraspects,similartothewaySkill
Specializationsareanarrowerfocusofabroaderskill.Timeistoobroadofanaspecttohavea
connectionwith,asisevening,buthighnoon,rushhour,thewitchinghour,andtheeleventh
hourareallacceptablynarrowaspects.Similarly,loveistoogeneralofapurview,butunrequited
love,jealouslove,brokenhearts,andtrueloveareappropriatepurviews.
Benefits
AsthecharacterismakingabargainwithanaspectoftheWyrditselfratherthanamortaloranother
changeling,thefavorgrantedbyaGoblinVowcanbemuchmoreflexiblethanfromotherpledges.
ThebenefitaskedformuststillmakesensegiventhepurviewoftheWyrdthecharacterisdealing
withhowever.Animalpurviewscouldgrantthesenses,reflexes,locomotionmethod,ordefensesof
thespecificanimalthecharacterhasaconnectionwith.MakingadealwithEarthwormsforexample
couldallowthecharactertosqueezethroughsmallcracks,digatanincreasedrateofspeed,give
themtheabilitytoseebydetectingvibrations,orevengranttheabilitytoconsumesoilas
sustenance.ThepurviewofRosescouldcoverachangelingslimbsintough,waxythorns,improve
theirclimbingability,surroundthemwithapleasantperfume,orallowthemtoremainuprightinthe
faceofaviolentwindstorm.Itcouldnotgranttheabilitytoseeinthedarkorbreathunderwater
however.UsingGoblinVowtomakeapledgewiththeWyrddoesnotcostanyGlamour,makingitan
attractivechoiceforchangelingswhoarelowonresourcesorhaverunoutofoptions.
Consequences
Justlikeasealingmadewithotherchangelings,acharacterwhobreaksapledgemadewithanaspect
oftheWyrdsuffersanimmediate,negativeeffect.Astheentitybeingdealtwithisthemagicitself,
ratherthansomeonechannelingatrickleofthatmagic,theconsequencesforbreakingaGoblinVow
aremoreseverethannormal.ThecompletelyinhumannatureoftheWyrdalsomeansthe
punishmentleviedforabrokenorunfilledpromiserarelymakesense.Forthisreason,many
changelingssticktotherelativesafetyofContractsandpledgesmadewithotherLost,ratherthan
bargainingwiththeWyrddirectly.
Systems
AchangelingwiththeGoblinVowMeritcancraftapledgewithanyaspectoftheWrydtheyare
connectedto,justasiftheyweremakingasealing(
seep
.XX).Inthiscasehowever,thecharacter
promisestotakeacourseofactioninexchangeforafavorgrantedbytheWyrd,andthenspendsa
pointofWillpowertosignaltheirsincerity.Theentitysealingthechangelingspromisemustbe
presenttowitnessthepromiseasnormal,butasthecharacterisdealingwithanaspectoftheWyrd,
onlyinextremecircumstancescouldthatprovetobedifficult.Achangelingwalkingalongacitystreet
wouldhavenoproblemmakingapledgewiththepurviewsofElectricLights,Cockroaches,orCement,
forexample,butgettingtheattentionofCandleFlamewhilestrugglingacrossasnowfieldinthe
midstofaragingblizzardwouldbemoredifficult.Notethatunlikeanormalsealing,playersdonot
takeaBeatwhentheyallowtheirpromisetobesealedbytheWyrd.
Whenmakingthepromise,theplayerstatesthebenefittheydesirefromthepurviewoftheWyrd
theyareconnectedto,thedurationoftimetheywishtoreceivetheboonfor,andthetasktheywill
performinreturnforthefavor.Askingforasmallerfavororgainingthebenefitforashortertime
allowsthechangelingtopromisealessdemandingtask,whileaskingforalargerfavororgainingthe
benefitforalongerdurationrequiresthemtopromiseaparticularlydangerousortaxingtask.
Minorfavorsrequirethechangelingtopromisetoperformanactionthatisrelativelyeasyto
accomplish.Thiscouldbefrequentlydoingsomethingthatrequirespracticallynotimeandeffort,or
performingaonetimeactionthattakesonlyalittletimetocompleteandinvolvesnoriskofharm.
Minortaskscanalmostalwaysbeperformedaspartofanormaldailyroutineanddontrequireany
changeinbehavior.Alwaysjumpingoveracertainpotholethatliesalongthewaytowork,placing
yourshoessothattheypointtowardsthedooraftertakingthemoff,ordeliveringapackageto
someoneinanotherpartoftownareallexamplesofminortasks.Thebenefitgrantedinexchangefor
thepromiseofminortasksinclude:
A+1bonustoallrolls
A+2bonustoallrollswithaspecificAttribute
A+3bonustoallrollswithaspecificSkill
GainanewMeritatonedot,orincreaseanexistingMeritbyonedot
GainanewonedotContract,orincreaseanexistingContractbyonedot
Medialfavorsrequirethechangelingtopromisetoperformanactionthatwilltakesomeeffortto
accomplish.Thiscouldbesomeregularandconstantactivitythatforcesthecharactertoexpenda
smallamountoftimeandresources,orasingletaskthatwillbedifficulttoachieveandmayresultin
physicalharm.Medialtasksoftenrequirechangestoacharactersdailyroutineandusuallyforce
themtoaltertheirbehaviorinsomesmallway.Providingawarmmealtoanyandallwhoaskitof
you,keepingthestreetyouliveonclearofgarbage,neverusinganelevator,oraccompanying
someoneonatripthroughrivalgangterritoryareappropriatetasks.Thebenefitgrantedinexchange
forapromiseofmedialtasksinclude:
A+2bonustoallrolls
A+3bonustoallrollswithaspecificAttribute
A+5bonustoallrollswithaspecificSkill
GainanewMeritattwodots,orincreaseanexistingMeritbytwodots
GainanewtwodotContract,orincreaseanexistingContractbytwodots
Majorfavorsrequirethechangelingtopromisetodosomethingthatcanonlybeachievedthrough
constanteffortandattention,orbyperformingaonetimeactionofextremedifficultyordanger.
Majortasksforcethecharactertocompletelyrearrangetheirlivestoaccommodatethepromised
actionandoftenrequireanoticeablechangeinbehavior.Caringforabedriddenfriend,making
nightlypatrolsaroundaneighborhoodknownforfrequentviolentcrimes,neversteppingona
shadowforanyreason,ortransportingsomethingacrossanoceanareexamplesofmajortasks.The
benefitgrantedinexchangeforapromiseofmajortasksinclude:
A+3bonustoallrolls
A+5bonustoallrollswithaspecificAttribute
A+7bonustoallrollswithaspecificSkill
GainanewMeritatthreedots,orincreaseanexistingMeritbythreedots
GainanewthreedotContract,orincreaseanexistingContractbythreedots
ThedurationofaGoblinVowsbenefitisnormallyonedayforaminorfavor,oneweekforamedial
favor,andonemonthforamajorfavor.Thisisalsothelengthoftimethechangelingmustperform
theirpromisedactionfor(ortheamountoftimetheyhaveinwhichtocompletetheironetime
action),aswellasthedurationofthesanctionsappliedbytheWyrdiftheybreaktheirpromise.Just
likeotherpledgestheWyrddoesnotdifferentiatebetweenacharacterchoosingtonotfollow
throughapromiseandbeingunableto;allthatmattersisthatthepromisewasnotkept.Ifa
changelingbreaksapledgemadewithanaspectoftheWyrd,thecharactergainstheOathbreaker
Condition,aswellassufferingapenaltyequaltotheleveloffavortheyreceived.Soaminorsanction
couldbea1penaltytoallrolls,amedialsanctioncouldbedecreasingaMeritbytwodots,anda
majorsanctioncouldbea5penaltytoallrollswithaspecificAttribute.Notethatthenatureofthe
sanctiondoesnothavetoberelatedtothenatureofthebenefitgranted;onlythelevelneedstobe
thesame.
Reducingthedurationofthebenefitallowsthechangelingtoincreasethelevelofthefavorwithout
increasingthedurationorofthepromisedaction,toreducetheamountoftimetheymustperform
theirpromisedactionfor,ortoreducethelevelofthesanctioniftheybreakthepledge.Increasing
theamountoftimethechangelingmustperformtheirpromisedactionforallowsthecharacterto
increasethedurationofthebenefit.Thetimestepsare:oneaction,onescene,oneday,oneweek,
onemonth,andoneseason.
Example: ShandraSilverscales,aWaterbornwhohastheGoblinVowMerit(Eels,MurkyWater,
andSewers)istrappedinthebathroomofanunfamiliarhouseafterameetingwitharivalcourtwent
sour.ShesoutofGlamourandcanhearthetreadofatleastthreepairsofheavybootsoutsidethe
door.Desperately,sheturnsonthetap,spendsapointofWillpower,andwhispersapromisetothe
waterswirlingdownthepipestothesewer:Floodthishousewithwatertoletmeescape,andIll
keepeverystormdrainandgutterIseeclearforthenextweek.HerplayertellstheStorytellershe
wantstouseControlElements ,athreedotContractthecharacterdoesnothave.Theplayerdecides
sheonlyneedstousetheContractforasinglescene,whichisthreestepsawayfromthenormal
durationofonemonth,allowinghertoreducethedurationofthepromisedtasktooneweek(one
step)andthelevelofthesanctiontominor(twosteps).Theplayergetsanexceptionalsuccesson
theirContractroll,waterfloodsthefirstfloorofthehouse,andShandra,nowinherelement,easily
escapes.Forthenextweekshedutifullyclearsawaythedebrisfromeverystormdrainandguttershe
comesacross.
The Hedge
Some people say that pain makes you stronger.
Anybody who said that has never really been hurt,
or theyre lying to themselves. Anybody who said
that has never walked the Hedge.
The Hedge is both a place and a path. Or more appropriately, a series of paths. A hub
of paths. If you walk the paths, you can find yourself somewhere wondrous,
somewhere terrifying, somewhere a little bit of both. If you stray from the path, you
find pain. Like every literal hedge, the Hedge is a place of thorns and brambles. But in
many cases, those thorns and brambles are figurative.
The Hedge is mostly a path between the human world, and Arcadia. The Hedge
eschews rules, both human and fae alike. In the Hedge, time and space are dramatic
devices at best, utterly warped at worse. Mass is a treat to be savored sometimes, but
not always. The Hedge has its own rules, and you enter and leave according to those
rules, or you find yourself trapped and shredded by the thorns.
Every one of the Lost traversed the Hedge at least once, on her escape from her
Keeper. The Hedge is of course a dangerous place, and doubly so for the Lost.
Relative proximity to Arcadia means a very real risk of capture, of a return to dread
captivity. That said, clever Lost find great function in the Hedge it can make for
relatively safe travel, it provides wondrous goblin fruits, and some even take haven in
little hollowed-out Hedge dwellings. Almost every one returns at some time or
another, some with alarming frequency. Also, humans can enter, under the right (or
wrong) circumstances. This almost always means the persons life is in grave danger.
Leaving is often a more complex proposition for humans, while paradoxically easier
for the Lost.
Arcadia
Changeling: The Lost stories dont typically take place in Arcadia. Our stories focus
on what the Lost do once theyve escaped. Returning is functionally a death sentence
for most changelings. But there are a few reasons to tell tales within Arcadia. Here are
a few ideas about how you might use Arcadia:
Arcadia is a realm of kingdoms, of pockets. Every one of the True Fae has her own
little space, her own little realm carved out. Within that realm, her rules, her logic
applies. If she thinks gravity goes up, gravity goes up. This is not dissimilar to the
strangeness of the Hedge, but turned up to an exponential level.
In Arcadia, the True Fae are all but immortal. Since they make the rules, unless the
rules include the ability to die, they are all but unstoppable. Each has a weakness, a
ban, or some inherent limitation they cant overcome, however. Not that these
weaknesses are advertised or widely known.
Some Lost wish to take the fight to their Keepers. They refuse to be hunted forever.
This often ends badly, but sometimes can lead to powerful underdog stories. Usually,
this takes clever planning, and almost always means goading the Gentry from their
realms.
Some Lost wish to liberate others. This can make for an excellent heist story, albeit
a strange and dangerous one. This is doubly true if one member of a strong coupling,
such as lovers, family, or childhood friends becomes abducted.
Some Lost hear tempting tales of what Arcadia holds. Many of these stories involve
potential liberation, for example of weapons that can kill the True Fae.
In immensely rare cases, sometimes the Lost simply have a dark desire to test fate
and brave the worst times of their lives again.
Dreamwalking
Dreams are a vital and unavoidable part of life. The transformation wrought upon changelings in
Arcadia combined with the shredded remnants of their humanity means that when changelings
dream, they do so physically and lucidly. Changelings are just as much ephemeral creatures of
dreams as they are physical beings. While in the mortal world they are subject to the stories and
settings around them, but through dreams changelings have the power to control and play out any
story they wish. They may embody a character within the tale or act as an omnipotent god while
other characters they create play out the parts for their amusement.
Dream Bastions
Dreams are integral to the Hedges ecosystem. They literally grow among the thorns as dreamers
fall asleep in the physical world. These dream bastions are always roughly the size of the
dreamer and without the dreaming mind present, they wither away and dissolve into the glamour
that fuels the magic of the Hedge. On rare occasion pieces of a dream survives the dissolution
and become part of the Hedge itself.
Oneiromachy
When changelings physically engage in oneiromachy, or dream combat, mark damage on their
physical health track. However, when a character would normally be knocked unconscious or
killed they awaken. Upon leaving the dream, downgrade any physical damage the character has
taken: aggravated damage becomes lethal, lethal becomes bashing, and bashing damage dealt in
a dream causes no harm in the waking world.
Non-lucid dreamers who find their dreams under assault are at a distinct disadvantage. It's the
nature of dreams to move as slow as molasses when running from a nightmare and punches
thrown barely touch the foe. They can't use Environmental attacks, and any oneiromachy rolls
made do not have the 10-again quality. While damage is tracked as usual during the dream it
vanishes upon awakening and does not physically affect the dreamer. Non-lucid dreamers who
are defeated in oneiromachy do not regain a point of Willpower for the night's sleep. If they
successfully win the fight, however, they regain two points of Willpower.
Personal Attacks
A physical attack- swinging a fist or shooting a gun- is the most basic form of an attack even
within a dream. Resolve the attack roll like any normal combat. Determine damage by adding the
successes rolled to half the characters Wyrd rounded up, which serves as a weapon bonus.
Environmental Attacks
The second style of attack is an environmental attack using the dream itself as a weapon. Walls
may close in suffocatingly tight, lightning strikes out of a clear blue sky, or shadowy figures drag
a character down into black water. Roll Manipulation + Expression + Wyrd - Defense for the
attack and resolve as normal.
Types of Dreams
While dreams rarely have an obvious rhyme or reason to them, the Storyteller can
choose to use specific types of dreams that have an additional effect upon the
dreamer. Changelings consider these dreams quite significant when they occur
naturally and pay particular attention when they or a dreamer they are visiting has
one. If the changeling observes a dream without disrupting it, it affects her just as
if she were the dreamer.
Nightmares: Nightmares grow from very personal worries and fears, and evoke a
strong emotional response from the dreamer. The dreamer gains the Shaken
condition (pg. XX) pertaining to the subject of the nightmare.
Prophetic Dreams: Dreams are the domain of the Wyrd and it very offers
dreamers glimpses of fates plan and cryptic flickers of the future. The dreamer
never sees the entirety of what could happen but gains the Inspired Condition.
(pg. XX)
Recurring Dreams: Recurring dreams are a reflection of a characters mind
dwelling on a subject, sometimes subconsciously. It may be the stress of life,
personal interests, or supernatural influence, but if the dreamer isnt already
suffering the Obsession condition (pg. XX), they gain it pertaining to the subject
of the dream.
Wish Fulfillment: Dreams often reflect the dreamers deepest wishes. These are
can be played out literally or symbolically but they always leave the dreamer
feeling more refreshed and fulfilled than normal. Dreamers gain an extra point of
willpower from their rest.
Dream Riding
Dream riding is the gentlest form of dreamwalking as it focuses on learning from and taking
advantage of an existing dream rather than imposing changes on the fundamental nature of the
dreamscape. Changelings practice dream riding on themselves and their allies on a regular basis
in order to monitor them for evidence of outside influence as well as bolster their mental
defenses. Used against an enemy, dream riding techniques can be a valuable source of
intelligence.
Subtle changes that dont affect the narrative of a dream do not require a roll. A changeling may
will a chair into existence just to sit without any problem while creating a chair to wedge under a
doorknob can affect the narrative. These larger changes require a Wits + Empathy + Wyrd roll,
penalized by the dreams Intensity and any other penalties the changeling wishes to take. An
exceptional success disrupts the dream and changes the nature of the dream from an expression
of the dreamers subconscious to a reflection of the changeling's will. This prevents further
dream riding techniques from being used.
Dreamscaping
Dreamscaping is a much more involved process than dream riding as it imposes large sweeping
changes on the dream and allows changelings to craft new dreams out of glamour and creativity.
It is limited, however. A changeling cannot dreamscape her own dream and dream riding cannot
be used once a dream is changed or created by dreamscaping techniques. Changelings can begin
dreamscaping a few different ways- and all require infusing a point of glamour into the dream
and a successful Wits + Expression + Wyrd roll to craft the new dream.
The first method is to use an existing dream. Instead of dream riding- or if the changeling rolls
an exceptional success when making a minor change- the changeling begins dreamscaping
immediately. While this is the quickest method, the dream's Intensity remains and penalizes all
dreamscaping rolls as the dreamer's psyche fights any changes to its subconscious agenda.
The second method is to spend the glamour to scour the Intensity of the dream to 0, immediately
weave a new dream, and to raise the Intensity again. Its more demanding in terms of glamour-
the changeling spends at least three points of glamour if not more but it creates a natural
transition for the dreamer as one dream fades and another begins. The dreams Intensity does not
penalize further dreamscaping rolls.
Lastly, a changeling can find a fallow dream. This requires entering the dream bastion when it
first forms in the Hedge but before its fully developed and a dream begins naturally. The
dreamer rolls for Intensity as usual, and the changeling spends the glamour to make a
dreamscaping roll to use the natural Intensity to their own ends. Intensity does not penalize the
rolls, which makes it the most efficient method of dreamscaping, but its not always possible to
find a dream immediately when it begins.
Dreams are an essential part of keeping a mind healthy. Even when they arent remembered upon
waking, dreams are key to retaining long term memories, subconscious problem solving, and
healing from mental and physical stress, among other benefits. Dreamscaping allows changelings
to trigger these abilities by crafting one of the following types of dreams. Dreamers only benefit
from one dreamscaped dream a night, and some changelings theorize that only allowing a
dreamer to experience dreamscaped dreams would be actively harmful since it prevents their
natural dreams from occurring.
False Memory Dream
Memory is notoriously malleable. Eyewitnesses often disagree with each other when theyve
seen the exact same thing, and therapists have convinced patients of events that never actually
happened. Changelings take this a step further by inserting these memories directly into the
subconscious. Make a Dreamscaping roll vs. the dreamers Wits + Composure + Wyrd. On a
success the dreamer takes the False Memories Condition (pg. XX)
MOVE TO CONDITIONS
Healing Sleep
A changeling can craft a dream thats particularly refreshing. Each success on a dreamscaping
roll counts as a full day of rest. If the changeling knows the dreamers Virtue or Vice from
previous encounters where Learn the Dreamer was successfully used, they also regain a point of
Willpower as if it were a Wish Fulfillment dream. On a dramatic success the night counts as
having two full days of rest and the dreamer regains all willpower if the changeling knows the
virtue or vice.
Nightmares
A changeling can create a dream to harm as easily as help someone. While some find the idea of
creating nightmares abhorrent and harmful to their clarity, others enjoy the power it gives them
and particularly enjoy tormenting their fetch. The nightmare is treated as a normal nightmare on
a successful dreamscaping roll, including applying the Shaken condition if the dream Intensity is
5 or more.
Psychotherapy
If Learn the Dreamer reveals that the dreamer is suffering from a Condition, a changeling may
use psychotherapy as a means of treating it. Instead of a typical dreamscaping roll, spend a point
of glamour and roll Intelligence + an appropriate skill to the Condition, + Wyrd. A character
suffering a Fugue state imposed by psychological trauma requires a medicine roll to create an
appropriate dream while helping someone who has False Memories may benefit from an
empathy roll to help them sort the truth from the lies. A successful roll grants the dreamer a +1
bonus to a single roll that attempts to resolve the condition. An exceptional success grants a
single +3 bonus to its resolution.
Recurring Dreams
Changelings may deliberately create a recurring dream for someone by Dreamscaping identical
dreams night after night. After creating the same dream three times in three nights and spending
a point of glamour with each to imprint it upon the dreamer, the victim's mind is sent into an
unnatural, obsessive spiral and the dream becomes a true Recurring Dream that will repeat again
and again even without the changeling's active influence.
Sleep Teaching
Sleep teaching allows the dreamer to learn on the subconscious level. A successful dreamscaping
roll provides a montage of information and the dreamer gains the Informed Condition (see p.
XX) for the topic.
Dreamweaving
Dreamweaving is the oneiromantic art of crafting, whether done in reality to create a dream, or
done in the dream to create an object in reality. It requires an Intelligence + Crafts + Wyrd roll.
Dreamwoven goods are popular goods at the Goblin Market, and many markets have merchants
who specialize in them.
Vessels
Dreamweaving a vessel allows changelings to store dreams in objects for later use, or to share a
particular dream without the difficulty of finding the targets bastion and dreamscaping it. An
changeling begins the process by finding a thematically appropriate vessel for the dream they
plan to make. A cute stuffed animal is appropriate for a stress relief dream while a nightmare
may be woven into a spiked bracelet. Since contact with a sleeping mind activates the Vessel,
clothing, jewelry, or stuffed animals are popular choices. Any dream that can be created by
dreamscaping, or a single oneiromachy attack can be woven, and any dreamer can experience the
dream, including its creator.
Creating the dream itself is a very similar process to dreamscaping a fallow dream. The
changeling primes the vessel with a point of glamour and makes a dreamweaving roll to create
the dream and infuse into the vessel. The Intensity of the dream is equal to the number of
successes rolled. If the dream is created for and used by someone the changeling has used Learn
the Dreamer on previously then the changeling's empathy is added to the Intensity.
Cobbling
Dreamweaving also allows changelings and hobs to create something physical from a dream
cobbled together of dreamstuff, and glamour. Dreams where the Too Solid Flesh tilt is used are
known for their tendency to allow oneiroi and baubles to survive dissolving into glamour when
the dream ends. A changeling can force this process in a limited fashion by infusing a dream
object with 10 - Intensity points of glamour and making a Dreamweaving roll.
Cobbling cannot create living creatures though it can produce a simulacrum. Attempting to
cobble a horse from a dream may succeed in pulling one from a dream though it is an
expressionless, lifeless horse more closely resembling a carousel horse or statue than a living
steed.
The bauble survives the dream for as many days as successes rolled. If the dream's Intensity
achieved an exceptional success, no glamour is required to keep the object but it still fades into
glamour after a short time like any other cobbled bauble. These creations are particularly
delicate. They appear hazy and imprecise, any equipment bonus the object's mortal analogue
would offer is three less than normal, and if taken outside the Hedge they dissolve into glamour.
Hedgespinning
Hedgespinning is the art of combining stories so that the resulting arc is greater than its parts.
The story begins as a dream, and the changeling takes a bit of it in the form of a dreamwoven
cobbled bauble to form the basis of the hedgespun they are creating. The story continues and
melds with something of physical reality. This may be a tear-stained love letter or the scale of a
slain dragon. Finally, the story arc reaches its conclusion with some intangible reagent that binds
it all together- true love's kiss or a cry of agony. A changeling binds all three elements of the
story together with glamour, will, and craftsmanship.
Hedgespun can be used to craft a wide array of fantastical creations including incredible
clothing, art, machines, and even weapons.
Dice Pool: Wits or Strength + Crafts + equipment
Action: Extended (successes necessary are equal to three times the token dots desired; each roll
is equal to one hour of crafting and each roll requires one point of Glamour spent into the
hedgespun.
Roll Results
Dramatic Failure: The character accidentally destroys one of the story elements they were
attempting to weave into the hedgespun object and must start over- gathering together a story arc
from the very beginning.
Failure: The story elements refuse to come together.
Success: The story elements are eased together through sewing, forging, carving, welding, or
any other manner of crafting and the Hedgespun object is complete.
Exceptional Success: The changeling's success in Dreamweaving becomes visibly apparent in
their mien as a dreamy aurora floats in their wake until the character makes another Crafts roll,
which is gains with a +3 bonus.
Oneiroi
Oneiroi is a catch-all term for hobs that are either native to or descended from dreams. Some live
entirely within dreams while others are born within a high Intensity dream before they are loosed
upon the Hedge. Many oneiroi are mysterious, with powers beyond those of the Lost. While
dreamwalkers work to document as many of these as possible, more spring into being from the
font of human creativity every night.
Baku
Oh Baku, devour my bad dream
These chimerical hobs originate in the Hedge around Japan though they- or hobs that serve a
similar function- can be found around the world today. Baku devour dreams. Their appearance
varies as they incorporate bits and pieces of the dreams that they eat into their forms. A dreamer
suffering from a nightmare sometimes calls out to the Baku for aid. This call is instinctive, born
of a true desire to be rid of the dream.
Attributes: Intelligence 2, Wits 3, Resolve 2, Strength 2, Dexterity 3, Stamina 2, Presence 4,
Manipulation 3, Composure 2
Skills: Athletics 1, Brawl 2, Empathy 3, Investigation 2, Occult 4
Willpower: 4
Initiative: 5
Defense: 4
Attacks: Claws or tusks (1 Lethal Damage, Dice Pool 6)
Size: 5
Health: 7
Special: Open Door: A Baku who answers a dreamer's call is not hindered by the dreams
bastion and has the ability to scour the Intensity of a dream. In exchange for this service, the
mortals dream remains open to the Baku. They are fair creatures, however. For every nightmare
they devour, they may devour one pleasant dream.
Cambions
Well hello my scrumptious little glamour- muffin.
Cambions are the children of an oneiroi and mortal. They are considered a dangerous
abomination no matter their age. They appear human but they do not breathe or have a pulse.
Cambions don't require food, oxygen, or blood to survive either but the feed off glamour
directly. In the mortal world they instinctively devour the glamour of everyone in the vicinity.
Mortals around them rarely have dreams at all and any they might have are dead things that
provide no glamour to the Hedge. Cambions are often incredibly social creatures simply in order
to be able to harvest enough glamour to survive. In the Hedge they are a force of incredible
destruction as they devour the glamour of the thorns as well as hobgoblins and oneiroi alike.
Attributes: Intelligence 3, Wits 2, Resolve 2, Strength 2, Dexterity 2, Stamina 2, Presence 3,
Manipulation 5, Composure 3
Skills: Academics 2, Athletics 2, Computers 1, Empathy 4, Expression 3, Larceny 1, Occult 1,
Persuasion 3, Science 1, Socialize 4, Streetwise 2
Willpower: 5
Initiative: 5
Defense: 4
Size: 5
Health: 7
Wyrd: 4
Special: Devour Glamour (Cambions devour glamour within a 5 yard radius and can steal a
point of glamour per success from fae creatures with a Manipulation + Empathy + Wyrd roll.)
Glamour Immunity (Contracts targeting them directly have no effect as the glamour that powers
them is simply absorbed.)
Demonic Child (Cambions cannot die of blood-loss, asphyxiation, starvation, or dehydration as
long as they hold glamour. Decapitation or immolation are the preferred methods of making sure
a Cambion is truly dead.)
Dream Mantis
zzz
Like the flower mantis in the real world that it's named for, the dream mantis lures its prey in
with aggressive mimicry. It lives deep under ground and reaches out for several hundred yards
around its nest with vines that grow into false bastions. These largely appear as regular dream
bastions. Roll perception -5 to detect the trap. Changelings and incubi taken in by the deception
enter the false bastion through their usual methods. Instead of appearing in the dream as
intended, however, the victim has instead managed to walk directly into the mantis' stomach.
Size: Root System 30, False Bastions 5
Durability: 1
Structure: Root System 31, False Bastions 6
Special: Flora or fauna (Within a mantis' stomach the digestive juices act as an anesthetic, giving
-3 to all rolls. The moderate Poisoned Tilt is in effect as the changeling is slowly devoured.)
Incubus
I was born for this.
Oneiroi are incubi who are born of imagination, fears, and whimsy within a high Intensity dream
and survive the dissolution to escape into the Hedge. They are hobs though they retain a strong
tie to the dream. Born from a mortal mind, oneiroi can enter the mortal world and many try to
find their creator. Freddy Kreuger may have been an oneiroi, spawned in a Nightmare with the
ability to inflict the Too Solid Flesh tilt.
Special: Varied Form (Attributes, skills, appearance, and personality vary widely and are
determined by the dream that spawned them.)
Dreamwalker (Incubi always know where their creators Bastion is and may enter it at will. In
the mortal world, they can join creator's dreams with a touch as they sleep. As a native of the
dream they may use all dreamwalking abilities)
Sandmen
Your blood will feed the thorns if you take one step in my patch.
Sandmen are a species of Hob with an oneiroi progenitor who live among the thorns. They claim
territory as their own and have the ability to attract the dream bastions of young children to them.
Though they have no ability to enter the dream or manipulate the dreams within, they are vicious
defenders against any who would attempt to intrude on their charges dreams.
Attributes: Intelligence 2, Wits 2, Resolve 4, Strength 5, Dexterity 2, Stamina 3, Presence 2,
Manipulation 1, Composure 3
Skills: Athletics 1, Brawl 3, Crafts (Gardening) 3, Stealth 2, Survival 3
Willpower: 7
Initiative: 5
Defense: 3
Size: 6
Health: 9
Wyrd: 2
Contracts: Cloak of Elements (Sand) 3
Succubi
Dont you love me? Were perfect together.
These are the traditional seductresses of the dream. They are always incredibly beautiful, their
appearance tailored to the dreamers deepest desires.
When they find an appropriate victim they create a Wish Fulfillment dream. Instead of the
dreamer gaining the willpower, however, the succubus devours it. If the succubus is not
confronted and defeated, a succubus remains with a single victim until their willpower is
completely drained. Once their willpower is gone, the succubus begins to devour the dreamer's
life itself. These creatures are also one of the greater mysteries that changelings have not yet
solved. Succubi exist only within dreams, having never been seen leaving a bastion or living
within the Hedge.
Attributes: Intelligence 3, Wits 2, Resolve 2, Strength 2, Dexterity 2, Stamina 2, Presence 4,
Manipulation 5, Composure 3
Skills: Empathy 3, Expression 3, Intimidation 2, Occult 1, Persuasion 4, Socialize 4
Willpower: 4
Initiative: 5
Defense: 2
Attacks: Environmental Attacks (Dice Pool 11)
Size: 5
Health: 7
Wyrd: 3
Special: Venus' dreams (Once a dreamer's willpower is gone, a succubus' dreams cause point of
lethal damage each night until the dreamer dies. While under her influence victims cannot regain
Willpower except through fulfilling their vice, and damage done by a Succubus is resistant to all
magical forms of healing.)
The Huntsmen
You must be the call
The evil at night
Speaking words of grace
While spellwork delights.
Feel my desire, it burns like a fire.
Feel my desire, it burns like a fire.
-Austra, Spellwork
The Others dont feel in the same way that you or I do. As befits their station as the masters of a
realm of dream and emotion, the flame of sentiment which swells within the Gentry burns more
intensely than human imagination can comprehend. Love becomes obsession, kindness becomes
smothering.
Then there are the darker emotions. Hate, sadness, and envy all become terrible wounds on the
psyche of the Gentry. When this happens, Arcadia hurts, too. The wrath of a Fae lady can make
the heavens of Arcadia weep blood and its ground tear asunder. Everyone learns to fear those
moments, when psychic pain becomes physically manifest on the land. As above, so below, as
they say.
Few things cause as much grief to the Fae as the loss of one of their changeling playthings.
Imagine the loss of a lover, child, and favored possession, all wrapped into one. Thats what the
Fae experience when one of their favorites escapes beyond the Hedge. When that happens, the
Fae call on one of their most terrible weapons: the Huntsmen.
The Nature of the Huntsmen
To understand the Huntsmen, for they are hard to understand, you have to understand that their
natural state is one of oblivious rest. They are inanimate matter given form and intelligence by
dread rituals. And they hate it.
Think of a rubber band at rest on a table. If you could speak to the rubber band, it would likely
tell you that its very comfortable resting on the table, thank you, and that it doesnt want to be
stretched. Its natural state, what it wants to be and is if left alone, is flaccid and malleable. But
the rubber band is only useful when its stretched. You dont use rubber bands in their natural,
resting state. Were you to ask the rubber band whether it preferred to be stretched or at rest, it
would undoubtedly tell you that it wants to be back on the table, blissfully staring up at the
ceiling. Certainly, the rubber band would not want to crack and tear, stretched to creaking by the
terrible tensions pulling on it. It would protest.
It would probably be angry, too.
The Huntsmen are much like that rubber band. They are not born in any understandable sense of
the word. Rather, they are crafted out of the same building blocks which constitute Arcadia. The
form of the Huntsman is made by arranging the materials, whatever they end up being, in a circle
in the shadow of a burning tree. The Fae performs a ritual, breathing a bit of her essence into the
inert matter and speaks the name of one of the flitting spirits of the Hunt which inhabit Arcadia.
The ritual is a bargain struck between Fae and Huntsman: bring the Fae something which was
lost, most often a changeling, and the Huntsman can return to its natural state of non-existence;
rocky limbs become inert stone, stormy eyes return to the thunderheads which birthed them, and
the Spirit of the Hunt is released into the Arcadian ether.
Since the Huntsmen want to be at rest, this bargain is something which they fulfill with maniacal
purpose. It is important to understand that the Huntsmen do not want to be, and indeed, should
not be. They want to be invisible spirits, untethered to physical form. They want to be rocks and
rain and dreamstuff pulled from Arcadian clouds. The last thing they want to be are sentient,
physical beings. Their nature recoils at being pulled into strange, ambulatory shapes. The only
way to achieve the release they yearn for is to bring their quarry back to its owner.
This confrontation between nature and form creates an incredible anger in the hearts of the
Huntsmen. Each has its own personality and hunting techniques, but their anger is a unifying
thread no matter the specifics. Seeing matter squeezed into coherent shapes makes the Huntsmen
see red. Since our world is one of physical form, a Huntsman sent to retrieve a wayward
changeling spends a lot of time being very, very angry. How that anger is expressed varies.
Many lash out violently at anyone who crosses them. Others reserve that anger for their target,
keeping it inside until it becomes a tight knot at the heart of their beings. Regardless of its
expression, their fury at their imprisonment is what animates the Huntsmen.
This is not a bad thing where the Huntsmen are concerned. Their anger at the physical and
yearning for oblivion is how they channel their powers, which are dangerous and myriad. The
Huntsmen are, perhaps against expectations, not the deadliest of foes in terms of raw combat
potential. Rather, they are wily and cunning, able to take on any shape imaginable, at least
temporarily, and to prey upon the relationships which changelings rely upon to protect
themselves from danger.
It is this last which is most terrifying. Every changeling, on some level, knows that she might be
kidnapped and sent back, perhaps even that its likely. Changeling society is built on guarded
trust between those who escaped and lived to tell the tale. Under the best of circumstances,
wariness is the default stance under which changelings operate. Going back is unthinkable for
most.
The Huntsmen exploit this combination of fear and sense of self-preservation ruthlessly. A
Huntsmans most terrifying ability isnt its powers of disguise or nonpareil traps, but its bargains.
A Huntsman can offer a token of protection to a changeling in exchange for the receivers aid in
seeking out its quarry. This token is a get out of jail card for the changeling. When it is the
changelings turn to be sought outand every changelings turn comes somedaythe token
may be shown to the Huntsman tracking him down, whereupon the Huntsman takes it and lets
the changeling go on his way once. The Huntsman must then return to Arcadia empty-handed
except for the token.
The Huntsmen and Gentry understand that this is the way the game is played. They are bound by
rules of storytelling and language, as all fae creatures are. A Huntsman returning to Arcadia with
only a token of protection to show for it is not considered a failed hunt; such a Huntsman is
allowed to disperse into its constituent parts just as a successful hunt would allow, until
summoned once more. The reprieve is temporary for the Huntsmans quarry; indeed, the respite
in Arcadia and subsequent return to the mortal world is seen as part of a sporting hunt by
Arcadian society. A changeling who has exchanged a token for her freedom would do well to
pull up stakes and move quickly, for the Huntsmen always return.
The Ritual of the Hunt
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A Huntsmans First Days on Earth
When a Huntsman first arrives in our plane of existence on a hunt, it has very little knowledge of
how things work or what things are. There is no frame of reference for our physical laws, which
are very much linear and understandable. Whats worse is that even an experienced Huntsman,
one with several successful hunts under its belt, forgets what things are like on Earth when at rest
between hunts.
As one can imagine, this is a confusing and enraging state of affairs. Fortunately for the
Huntsmen (and unfortunately for mortals), they have a simple, brutal way of acclimating to their
surroundings: they kill.
It really is as simple as that. The first thing a Huntsman does upon crossing the Hedge is kill a
mortal. Any mortal will do, so long as he is scared in his final moment. The fear of death as it
rises in the eyes of that first victim acts as an educational vector for a Huntsman. It swallows the
emotional turmoil of the dying mortal and, in that moment of consumption, magically learns the
basics of what the world is like. A Huntsman wont know how nuclear fission works, even if it
kills a nuclear physicist; rather, it immediately knows basic information of a sort everyone
knows: how people dress, what sex is, whether a building is made of wood or brick, how to
drive.
This information is, of course, vital in the pursuit of the Huntsmens prey. The rules of the
material world are as strange to creatures of the fae as Arcadian rules are to mortals. Without the
knowledge granted by that first kill, a Huntsman is essentially useless, not least because their
powers of disguise simply dont work until they have a context for how things should look.
With this being the case, a Huntsman makes a kill as soon as possible once it crosses the Hedge.
Huntsmen arent stupid; they dont immediately grab someone off the street and gut her in plain
view of everyone. But they are pressed for time and vulnerable when they arrive, so they always
make the kill as soon as they are discretely able.
Knowing how the world works is like breathing deeply of chili fumes: it opens things up but its
hardly pleasant. If anything, the sudden comprehension of the physical world elicits even more
negative emotions within the breast of a Huntsman. They are, in this way, a mirror reflection of
the Fetch: where the Fetch sometimes falls in love with the world of flesh, the Huntsman is
repulsed by it, even as they acclimate to their surroundings.
Almost Human
When a Huntsman is formed, it looks almost precisely like a human. Its flesh is warm to the
touch, whether its body was formed out of dirt, cobblestones, or any other inert Arcadian matter.
It breathes, or performs what passes for breathing, and bleeds.
The reasons for this are mysterious and varied. Primarily, the Huntsmen look like normal mortals
most of the time because it seems right and proper by the laws which govern Arcadia. Those
laws are tied to the ancient human art of storytelling, which dictate that nothing in a nightmare
elicits more fear than something which is almost, but not quite, human. So it is that the
Huntsmen, for all that they may appear human, are not quite human in form.
The legends of the Horned Man ahead of a pack of wild fae hounds during the Wild Hunt attest
to this fact. The Horned Man in his various appearances in Western European folklore is
undoubtedly a Huntsman. His appearance as a man with one telling, inhuman feature (his horns)
is typical of Huntsmen; each of them has one such feature which, no matter how adept their
shapeshifting, is monstrous or grotesque, marking them as utterly inhuman.
This feature varies wildly. The Horned Man had his massive horns. For others, it is a clawed
hand or a monstrous, dangling eye which doesnt fit into its socket. The forms these tells take are
limitless but always present. A sharp changeling can match reports of strange looking people in
her town to a known Huntsman and prepare accordingly; recognizing Leodegrance of Putress
tentacle stump of a leg prepares you for its preferred tactic of abducting and torturing a targets
family members, for example.
Despite this tell, its hard to be constantly vigilant against the Huntsmen. This is because they
are, more than any other fae creature, masters of disguise. Alongside the Huntsmens tokens of
reprieve, their mastery of disguise and traps is their most legendary skill.
A Huntsman has the ability to take on the form of anything. All that is required is for the
Huntsman to make physical contact with the person or object and a moments concentration.
There few limits to this power, which is what makes it so dangerous. The Huntsmen find mastery
of the physical form on our plane, even as they reject it.
The extent of this mastery cannot be overstated. Anything a Huntsman touches, it can transform
into. There are only two limits to this.
One, the transformation is of finite duration and costly. Each Huntsman has limited reserves of
power which it may use on the hunt. When those reserves are depleted, the Huntsmen is banished
back to Arcadia for a fortnight, whereupon the entire hunt begins anew. A transformation only
lasts for up to 24 hours, so it has to be chosen wisely.
Second, the physical deformity which a Huntsman displays is present no matter what form it
takes. It may be more or less apparent, depending on the scale and type of the disguise, but it is
always present.This is in keeping with the nature of a sporting Hunt, allowing a smart changeling
a chance at getting away.
The Hunt
Despite the lack of memory of the mortal world (discussed below), the Huntsmen are old
creatures, as befits their status as spiritual beings. The Spirits of the Hunt which animate their
physical forms are often as old as Arcadia itself, returning again and again at the behest of the
Arcadian Fae as new targets for retrieval are declared.
This can be difficult for changelings, limited as they are by their largely mortal minds, to
understand. How can a foe who is born anew with each visit to Earth maintain not only a
coherent personality over multiple manifestations but a consistent tactical approach? And to do it
over centuries or millennia is too much to comprehend. The answer lies in the Hunt.
The concept of the Hunt is simple: the Huntsmen go over the Hedge, into the mortal world, in
order to retrieve something for their Fae overlords. As a matter of practicality, this should be
straightforward. After all, the Fae want their baubles back and the Huntsmen dont enjoy their
time on Earth. Its best for the Huntsmen to capture their prey as quickly as possible.
In practice, however, a Hunt does not play out in this fashion. As with all matters in Faerie, a
Hunt is defined by the telling of tales. One of the strongestand oldeststories is that of
hunting as sport. This story, in all its myriad forms, turns the Hunt into a protracted give and take
between the Huntsmen and changeling, as well as giving continuity to the sometimes disjointed
existences of the Huntsmen.
Far back in the mists of mortal history, hunting became something more than simply a method of
getting food for your family or clan. Over millennia, the act of hunting became communal sport,
a way of proving ones worth to the social group and an outlet for entertainment. Food was still
part of it, of course, usually the primary component. But hunting became a ritual all its own, with
a particularly dangerous or wily beast being seen as a worthy adversary.
This can be seen even in modern times, when even those hunters who eschew sports hunting
speak in reverent tones of their communion with nature during a long and difficult hunting
expedition. These notions of what is engaging about the act of hunting trickled into Arcadia,
slowly at first but then in a rush, until even the basic ideas of what a fae Hunt should be changed.
For the Huntsmen, this means toying with their prey. Theres a give and take to a Hunt, a rhythm
which both Huntsmen and changeling fall into. More than one Huntsman has eased off the Hunt
at the last moment, turning a short, simple Hunt into something far more protracted and difficult.
This is by no means the case with all Huntsmen, but this is also where the Hunt gives shape to
the personalities of these fae creatures. Without the Hunt and the different approaches taken
when engaging with it, the Huntsmen are without purpose or character. The Hunt defines their
weapons and tactics, even their humor and language.
Indeed, the relationship becomes almost symbiotic when the changelings are considered.
Without the Huntsmen, the changeling courts become less necessary, the ties which bind
changelings to one another more diffuse. Changelings are still, at least partially, creatures of
Faerie; they need stories to define both themselves and their culture. The existence of the
Huntsmen and the fear which they provoke in changelings provide those stories.
This is where Approaches, those methods of defense against the Huntsmen which the Courts
create, are created. They arise out of tales, old and new, of the Huntsmen and their depredations.
By creating them, they allow for protection against the Huntsmen, yes, but they also risk enticing
their enemies, drawing them further into longer, more engaging Hunts. The conflict between
changeling and Huntsman, teetering back and forth between each pole, gives both sides meaning.
Its a truism which cannot be escaped, no matter how far the changelings run from Arcadia.
Huntsman Tactics
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The Stories We Tell
As creatures of Arcadia, the Huntsmen are bound and defined by the powers of storytelling. The
stories which changelings tell about the Huntsmen both reinforce and restrict their behavior. This
communal storytellingnot just about the Huntsmen but about all aspects of their post-Arcadia
existences forms the foundation for changeling courts. A Huntsman who is renowned for
dreamhunting will eventually find a court which defends heavily against that type of attack. This
requires the Huntsman to either get better at its preferred method of hunting or to attempt new
means of attack.
When a Huntsman chooses the former, going after a courts best defenses, its known as abiding
by the courts Approach (see p. XX). An Approach is a courts best defense against the
Huntsmen, forcing them to act on the courts turf. This is done by creating a background
narrative for changeling and Huntsmen, alike, wherein the Huntsmen serve as antagonists to the
changeling protagonists in an imaginary story. The changelings of a court can, essentially, try to
force a desired outcome by presenting it as an unfolding fairy tale.
The Huntsmen, of course, do not have to abide by a courts Approach. But it is advantageous for
them to do so. A Huntsman who abides by a courts Approach gains 1 point of Yearning (see
below); this is the only way in which Yearning may be replenished. As well, abiding by an
Approach makes for a more interesting Hunt. Despite all the desire to return to Arcadia, the
seething hearts of the Huntsmen cannot rest too easily. The laws of the Hunt which all abide by
drive them to take risks and convoluted paths to their quarry. The poles of the Huntsmen, the
desire to rest and hunt, seemingly so opposed, weld into dark complexity. They need to be the
villains of the story. The dreams of mortals and changelings alike demand this of them.
The Metaphysics of the Capture
SHOSHANNAS MATERIAL. ILL SYNC.
They Always Come Back
The Huntsmen are essentially eternal. While the lords and ladies of Arcadia try not to call upon
the same Huntsman repeatedly, out of respect for the Arcadian spirits which populate their realm,
each Huntsman knows, on some level, that it will return to the Hunt someday.
This is true whether they succeed or fail. The spirit of the Hunt which forms the core of a
Huntsmans being is always in the Arcadian ether, ready (if not always willing) to be bound to its
form by the secret rituals of the Fae. The quasi-sentient matter which finds something akin to joy
in the surcease of the Hunt might protest at being reformed, but it has little choice in the matter.
A Huntsman is always there to be called upon.
There is a difference, however, in what the time between Hunts is like depending on whether the
last mission was successfully discharged.
A successful Hunt leads to a straightforward enough existence. The spirit of the Hunt vacates its
physical form, returning to an invisible, flitting state. The breath which was donated by the Fae
Lord who performed the ritual returns to him in a rush, seemingly out of nowhere. Finally, the
matter which made up the Huntsmans physical body simply tumbles apart; earth falls to the
ground, flames flicker out, water trickles away, and air rises into intangibility. All of these
interlinking parts of a Huntsmans existence return to their natural state, their greatest wish
fulfilled.
An unsuccessful Hunt leads to an altogether less pleasant respite. If a Huntsmans reserves of
power are depleted, its form becomes defuse and slowly falls apart. This is fine if it happens in
Arcadia, but this is almost never the case. Rather, Arcadian spirit and matter are not meant to
exist on the mortal plane without magic binding them together into the form of a Huntsman.
When the magic fades, each part feels excruciating physical pain as it tumbles away from the
whole.
This takes on horrific physical manifestation. Flesh peels away and turns into whatever it was
created from, leaving bleeding leaves and rocks. The spirit animating the Huntsman howls as it
vacates the body, wracked by searing ectoplasmic wounds. The Fae Lord who created it feels
this physical pain from afar, burrowing deep into her flesh. Its a terrifying sight for those well-
acquainted with the supernatural, much less any unfortunate mortals who might be witness to
such a dissolution.
A Huntsman must exist in this separated state for a fortnight. During that time, the spirit slowly
heals its wounds, its breath is recaptured, and its body reformed. When it is fully healed and
created anew, it returns to its mission. During this break from the Hunt, the wise changeling
heads for a new town in the hopes of remaining free for another day, a week, a year. The break is
never long enough.
The Weapons of the Huntsmen
SHOSHANNAS MATERIAL. Ill SYNC.
Creating a Huntsman
Huntsmen are created just as any other character in a Changeling: The Lost chronicle. For a
baseline, create a character as you would normally, minus the addition of the changeling
template. Add 25 Experiences and 6 Yearning. From a story standpoint, each Huntsman should
be unique. The Huntsmen are meant to serve as the primary antagonists for a Changeling: The
Lost chronicle. Indeed, the Huntsmens natural ability to keep coming back after a defeat lends
the recurring villain quality to them at a very basic level.
When designing a Huntsman, bear in mind that theyre not meant to be bullies in a fight. Their
abilities are geared toward guile, traps, pursuit, and disguise. This doesnt mean that theyre
helpless, particularly once their Arcadian weapons come into play. It does mean that they should
be portrayed more as cunning than as muscular.
Huntsmen serve as capstone villains for a chronicle so well because they also reinforce many of
Changeling: The Losts themes. Changelings who are targeted by the Huntsmen feel even less
safe than otherwise, for good reason. The discomfort at their post-escape situations are more
acute and the clashing of fae and mortal more clear.
Because the introduction of the Huntsmen into a chronicle signals very strong thematic elements,
Storytellers should be careful when or even if they appear. Huntsmen are extremely compelling
villains, and the threat of their appearance should always be there, as trying to prepare for their
inevitable Hunts is part of what keeps changeling society together. Teasing out this threat, even
if its never actually followed through on, contributes great dramatic tension to a Changeling:
the Lost campaign. For all its power, however, the greatest dramatic tension is not in the act of
appearing. The actual appearance of a Huntsman is a much stronger, more overt thing and your
chronicle will shift accordingly. Once the Huntsmen show up, a chronicle naturally becomes
about the Hunt and surviving it intact.
Yearning
Yearning is the fuel which allows a Huntsman to perform its duties on the Hunt, an animating
fire burning inside its form. This isnt merely a metaphor; Huntsmen are quite truly given life
and mobility by Yearning.
This energy at the core of each Huntsman is created out of two pieces of Arcadian ephemera: the
breath of one of the Fae and the spiritual stuff (Arcadian material and spirit of the Hunt) which is
bound to its physical form during the ritual of making. Each of these pieces shares a desire for
something which it doesnt have, a very real yearning (hence the name) for something it doesnt
yet have.
In the case of the lifebreath of the Gentry who performs the ritual, the yearning is for the
changeling who got away. What role that changeling portrayed in Arcadia, whether it was as a
footrest or a lover, is irrelevant; only the want matters. For the Arcadian spirits, the desire is to
simply return to what they were before the ritual binding them was performed.
Yearning is rated on a scale of 1 to 10, with 6 being the average for most Huntsmen; the
Huntsman creation guildelines assume 6 as a baseline. Yearning is spent to activate a
Huntsmans powers, as detailed below.
Yearning cannot be replenished except by abiding by a Courts Approach (see p. XX). If a
Huntsman follows a local Courts Approach when interacting with a courtier, it gains 1
Yearning. Once it reaches 0, the Huntsman is banished back to Arcadia for a fortnight. Once the
fortnight has passed, the Huntsman is reconstituted and Yearning is replenished back to its
original rating.
It must be stressed that a Huntsman reaching 0 Yearning is a horrifying spectacle as the
banishment happens. Its constituent parts are driven from one another. The spirit of the Hunt
wails as it vacates the body, a rush of air is felt as the breath of the Fae is exhaled, and the false
flesh of its physical form turns into the Arcadian matter from which its formed. This constitutes
a Breaking Point for human and changeling characters.
Monstrosity
Each Huntsman has some form of monstrous deformity. This deformity is hard to hide, but its
also useful. It might be a bloated, grey hand which provides extra heft in a fight or eyes which
glow red in the dark but are piercingly hypnotic in the light.
A Huntsmans deformity gives it 8-again to a single Skill, chosen at the time of creation. The
skill/monstrosity pairing should make sense; goat legs should probably not give 8-again to Drive.
The monstrous feature is always present, no matter what form they take. If a Huntsman disguises
itself as a dog, its horns will still be present and suddenly very hard to cover up. Note that this
feature can be sensory or thematic, as detailed above. Dont be afraid to get very creative with
this, so long as its something which a changeling can reasonably use to tell hes being hunted.
Perhaps red eyes become a strange trick of the light when a Huntsman is present, turning street
lights into an ominous russet glare. The nose of a dog might lead to library shelves being
mysteriously packed with books on canines as a day of disguise as a local librarian wears on.
Disguise
The Huntsmen are masters of disguise, able to shift their physical forms into anything. This costs
1 Yearning and lasts for up to 24 hours; it can revert to its natural form reflexively. A
Huntsmans natural form is not detectable by any form of magic or Glamour.
In order to disguise itself as something else, all that is required is for a Huntsman to touch the
thing it wishes to look like once. A light brush is all which is required, though if the desired form
is living then it must be flesh to flesh contact (no touching someones shirt).
The Huntsman takes on the properties of whatever its disguised as, and maintains full
movement as well. So, a Huntsman taking the shape of a centurion statue gains the Durability of
stone, but is able to move and fight the way it can in its default shape. Game traits such as Size
and Physical Attributes may change, at Storyteller discretion.
Most Hunstmen cannot take a shape greater than Size 10. However, some rare Huntsmen are
rumored to take on larger forms, still.
Tokens of Reprieve
This ability is considered the most fearsome in a Huntsmans arsenal. It allows a bargain to be
struck with a changeling, one which grants the changeling protection from any Huntsman who
might visit her.
The bargain in question is simple, but always involves the betrayal of the Huntsmans quarry.
What that betrayal consists of can be nearly anything, from outing the targets location to driving
the Huntsman around to actually helping set up an ambush. Regardless, the changeling must
fulfill his part of the bargain before the Huntsman fulfills its.
Once the Huntsman has been aided, it spends 1 Yearning and conjures a small clay token
embossed with the strange language of Arcadia. From that point on, until the token is exchanged
for safety, the recipient of the token gains the Reprieved Condition.
Marked (Condition)
When inflicted with the Marked condition, a changeling cannot hide from Huntsmen within 100
yards. Any Huntsmen within this radius instinctively knows where the Marked changeling is, no
matter how well hidden he is. The Marked changeling truly cannot hide with this condition,
though she may run far enough away that the Huntsman cannot find her; this requires both speed,
skill, and luck, three things which can prove to be in short supply in tough times.
Resolution: A changeling loses this condition in three circumstances. The first is if the
Huntsman who placed the mark touches the changeling. Touch includes both weapons and
clothing; since all which a Huntsman carries is made of the same dreamstuff, the distinction
between ephemeral weapons or clothing and the flesh of a Huntsman is fairly negligible.
The second is if the Hunter inflicting the condition is banished back to Arcadia. When this
happens the changeling feels a great weight lift from his shoulders as he gains breathing space
from the hunt.
The last is if the changeling gains the Reprieved condition, as detailed below. By accepting a
Token of Reprieve, she makes an implicit bargain that she is safe from the Huntsman charged
with finding her.
Reprieved (Condition)
A character with the Reprieved condition can ward off a Huntsman who is searching for her, but
only once. It does not impart any immunity or resistance to
the abilities of the Huntsmen. Rather, it is a mystical compact sealed by the presence of a token
of reprieve, granted by a Huntsman in exchange for the changelings aid.
When a Huntsman comes for a changeling who is Reprieved, she may show the token to her
tormentor. The Huntsman is bound to accept the token in lieu of the changeling, taking it back to
Arcadia and its fae master. This is considered a successful Hunt, for all intents and purposes,
though the Huntsman may certainly be resummoned later.
Resolution: Once the token is exchanged for a changelings freedom, the Condition is
considered resolved. The Condition is also resolved if the token is ever lost, for any reason.
Beat: n/a
Mark of the Hunt
The Huntsmen have the uncanny ability to unerringly follow their targets. This ability is subtle,
almost invisible, but is perhaps the most terrifying ability in a Huntsmans arsenal. The only
requirement is that the Huntsman have a changelings Icon in its possession.
By concentrating on the Icon in question and spending 1 point of Yearning, the changeling in
question gains the Marked condition. This lasts until the Huntsman either touches the
changeling, is banished back to Arcadia, or the changeling gains the Reprieved condition by
offering a token to her hunter.
Ties Which Bind
Changelings have a natural born ability to escape from all bonds. This is regarded by changelings
as an immutable law, part of the bedrock of their lore and interactions: changelings cannot be
caught, so dont try.
The Huntsmen have a way of circumventing this supposedly ironclad law of the cosmos,
however. By spending 1 point of Yearning, a Huntsman may conjure bonds of dreams similar to
the Arcadian elements they are made from. These bonds may take different formsshackles,
rope, handcuffs, chainsbut the effect is that a changeling captured in these Arcadian fetters
cannot escape. This is a byproduct of both the ritual which forms a Huntsman and the nature of
Yearning: the weight of Arcadian tradition and the inner need to make changelings feel as
restrained as they do allows the Huntsmen great powers of restraint.
The physical restraints created by this power last until the next sunrise, whereupon they dissolve
into nothingness.
Dreamhunter
As native creatures of dream and consummate masters of the byways of the slumbering psyche,
the Huntsmen have native powers over dreams.
Any Huntsmen may use Oneiromancy, substituting Yearning for any Glamour expenditures
listed in the rules. See pgs XX for Oneiromancy.
The Wild Hunt
This dread power replicates the tales told of the terrible and fae Wild Hunt, a legend which
haunted the globe in various forms for millennia.
The ritual of the Wild Hunt takes place only on a new moon. After speaking words of power
unintelligible to human ears, the Huntsman spends 2 points of Yearning, which makes this a
serious expenditure of its reserves of power. Upon this expenditure, two ghostly Arcadian
mastiffs appear out of thin air. The size of small wolves, the hounds glow with a baleful green
light and serve as both tracker and predator at the behest of their master.
So long as the new moon hangs invisibly in the night sky, the hounds remain in the mortal world.
At sunrise, they disappear, returning to the Arcadian kennels from whence they came.
Hounds of the Hunt
Attributes: Intelligence 1, Wits 4, Resolve 4, Strength 4, Dexterity 3, Stamina 3, Presence 4,
Manipulation 1, Composure 3
Skills: Athletics 5 (Running), Brawl 3, Stealth 2, Intimidation 4, Survival 5 (Tracking)
Willpower: 7
Initiative: 6
Defense: 3
Speed: 12
Size: 5
Attacks: Bite (3 Lethal Damage, Dice Pool 9)
Health: 8
Special: Tireless (Automatically succeeds on tests involving exhaustion or tiredness.)
Baying of the Hunter (Spend 1 Willpower as the Hounds bay in unison. It is heard everywhere
within a two mile radius. Anyone who hears it must make a successful Willpower test or cower
in fear for 10 minutes.)
Pack Mentality (When within 50 feet of their Huntsman master, the Huntsman may utilize the
Hounds senses as if they were its own, seeing what they see, smelling what they smell, etc.)
Baleful Glare (Spend 1 Willpower and meet the gaze of a target. The target is held transfixed,
unable to do anything, until the Hounds gaze is broken.)
Any bite a Hound makes also initiates a grapple (see p. XX).
Healing
Every Huntsman has Health equal to his current Size + Stamina. It takes bashing and lethal
damage as any other character, but may benefit from the Durability of its current form. Arcadian
weapons and iron weapons cause aggravated damage to Hunstmen. At any time, a Huntsman
may reflexively spend one Yearning to heal all bashing and lethal damage. Aggravated damage
requires one Yearning per point of damage, and a full day to heal. For this reason, a Huntsman is
likely to adopt a larger form after suffering aggravated damage.
Sample Huntsmen
INTEGRATE THIS SECTION IN POST
Appendix One: The FaeTouched
HumaninteractionswithFaerietendtoendpoorlyforthehuman.HumanswhoentertheHedge
rarelyreturn,andthosewhoseeafaecreaturestruemienarestrickenwithmadnessandfear.
Yet,withintheranksofhumanityareafewwhohaveexperiencedtherealmofFaerieandhave
returnedfromthatplacedifferent,butnotchangedastheLostare.Thesepeoplearereferredto
asfaetouchedfortheycarryapieceoftheWyrdinsidethem.
Faetouchedarenotjustpeoplewhohappentoseeachangelingsmien,orseepasttheglamor
placedonafetch.Theyaremuchmorethanthat.Everysingleoneofthemhasbeeninsidethe
Hedge,andafewhaveevenbeentotheouteredgesofArcadia.Howhumansbecome
faetouchedvariesbyperson,butallfollowacommonthreadtheyoncemadeapromisewith
someonewhoisnowachangeling.Thepromisewasnotsomethingsmall,likeapromiseto
walkthedogorcallinthemorning.Instead,itwassomethingbig,likethepromiseamother
makestoherchildtoalwaysbethereforhim,thepromisebetweensisterstoneverlietoone
another,orthepromisebetweenbestfriendstonametheirfirstbornchildrenaftereachother.
Whateverthepromiseandwhateverthecircumstances,oneofthememberswastakenandthe
promisewasleftunfulfilled,yetremembered.
Unfulfilledpromisesbetweenhumansarecommonthedifferenceisintheintention.Theperson
leftbehindkeepsherpromise.Thefriendhaschildrenandherfirstchildisnamedafterher
longlostbestfriend.Themothersomehowknowsthefetchreplacingherchildisnotreal,and
nevergivesuphopeoffindingherrealson.Thelovernevertakesanother,knowingthather
trueloveisstillouttheresomewhere.Thesepeoplenevergaveuphope,nevergaveupontheir
promises,andremainedtrue.Thekeptpromiseforgesalinkbetweenhumanandchangeling
thechangelingbolsteredinherresolvetoescapeherbonds,thehumandrawninexplicably
towardsFaerieandherpromisedcounterpart.
Becoming FaeTouched
Justbecausesomeonehasapromisetoachangelingdoesntmakeherautomaticallya
faetouchedhuman.Instead,shehastoentertheHedgeandmakeitoutagain,aliveand
uncapturedwhichisnosmallfeat.GettingintotheHedgeisnotdifficultandneitherisit
accidental.ThesepeoplearedrawntoFaerie,seekingitoutsubconsciouslyastheyperform
theirdailylives.Someresisttheunrealizeddesireandarecapableoflivingtheirlivesinpeace,
yetastheyearsgoby,thepullbecomesstrongeruntileventually,eventhemostresistantgive
in.ThisisespeciallytrueifthepersontheyhavetheirpromisetoisstilltrappedinArcadia.For
others,thepullisinescapablefromthestart,anditrulestheirlives.
Amotherfollowsleadafterleadlookingforherrealchild.Shepromisedhimthatshedalways
bethereforhim.Sheuseseverythingatherdisposal,followingtheoldstraythreadsofhis
passing.Herdeterminationleadsherconstantlytotheplaceshelastsawhim,hisschool.She
spendshereveningscouringthearea,lookingforanyevidencethatsomethinghappenedhere,
thoughitsbeenmonths,evenyears.Onefatefulday,sheseesapartialscrapofashoelace.
Itshisshoelace,shescertainofit.Sheseesanotherscrapofclothfurtherinthedistanceand
sherunstoit,passingbeneaththeoverhangingarchofanoldoakbranch.Herenvironment
abruptlychangesandsheissurroundedbybramblesonallsides.Infrontofherisanarrowfoot
path,andsheknowsdeepinherheartthathersonliesattheendofthetrail.
Awomancomeshometofindanuncommonlymessyhouse.Herwifeisinthekitchen,
preparingdinner.Everythingaboutthesituationscreamstoherthatsomethingiswrong.She
seesaspotofbloodonthefloorandassheinspectsit,sheseesapieceofabrokenfingernail
coloredthesameasherwifes.Shelooksatherwifeshandbutnoneofthenailsarebroken.
Shemakesupanexcuseandleavesthehousequickly,unabletoreturntowhateverisinthere.
Herwifeisgone,butshehadpromisedherthatshewouldalwaysfightfortheirrighttobe
together.Thefrontgardenistornup,andshewondershowshedidntnoticeearlier.Shefollows
thepathofsmalldetailsoutofplaceuntilshereachesaclearing.Sheseestwopathsthatlook
exactlythesame,butherheartpointsherleftandshedoesnothesitatebeforesteppingoffin
thatdirection.
Hisoldersisterisamonster.Ormaybethemonsterisnthissisteratall.Heisntsurehowit
happened,butheknowsthatonedayshecamehomefromcollegeandshewasamonster.He
cantreallyseethesticksandmudthatmadeherup,buthecanfeelthemwhenhetouches
her,andhecansmellthedirtaroundher.NoonebelieveshimandtellshimtogowatchT.V.or
readabookandleaveheralone.Hetakeswalkstoalloftheplacestheyusedtogotogether
beforeshemovedout.Theyhadpromisedeachotherthattheydalwaysgohereonceayearto
catchup.Hefeelsasenseofherthere,andletshismindwanderashesitsforhoursbefore
beingcalledhomebyhismother.Oneday,hegetslostonthewayhome.Heknowsthese
footpathslikethebackofhishand,butsomehowheisturnedaround.Thenjustasquicklyas
heislost,hefindstherightpathandstartsdownitbetweenallthethornyvinesthatseemto
reachoutforhim.
Sheishisbestfriend,butshehasntcalledindays.Theyusedtotalkeverynight,andshewont
returnhistexts.Hegoeslookingforher,butsheisnthomeandnoneofherotherfriendsknow
whereshemighthavegone.Nonote,noword,andmoredistressingisthefactthatherhouse
lookssonormal,likesheisjustintheotherroom.Herphoneandkeyslayonthetablebeside
thedoor,justlikealways.Hestartsaskingaround,andnoonehasseenorheardfromher.He
evencallsherparents,andtheysayshecalledthemyesterday.Hecantbelieveittheyhad
promisedeachotherthattheydneverkeepsecretssohekeepslooking.Then,hefinds
someonethatmayknowsomeone.Hemakesacallandsetsupameeting.Thismanknows
wheresheis,hesaysthepathishardandlong,butshesbeenkidnapped.Themancanthelp,
buthecanpointhimintherightdirection.Hejusthastogooutthebackdoorandfollowthe
littlefootpathheseesthere.
OnceintheHedge,thefateofthepersonissealed.Sheisnowfaetoucheddespitewhatelse
happens.AsshepassesthroughwhatevergatewaybroughtherintotheHedge,shegainsa
connectiontoFaerieandisabletodrawuponit.Usually,shehasnoideawhatishappening,or
thatshehasanycontroloverherenvironment.ThisdoesntstoptheHedgefromrespondingto
herdesiresandchangingaccordingly.MostfaetouchedareintheHedgetofindtheirmissing
lovedone.PathsopenbeforeheranddirectherdeeperintoFaeriefollowinghertenuous
connectiontothelastplaceFaerieknewthechangelingwasheld.Ifleftunchecked,the
faetouchedcanwalkallthewaytothechangelingwhosharesherpromise.Yet,ifsheventures
toodeepintoFaerie,sheislikelytoneverreturn.
Escaping the Hedge
AfaetouchedisfreetomoveabouttheHedgeasshewishes,butfindingherwayoutisa
differentmatterentirely.MosthumanswhoentertheHedgethiswaydosowithasingular
purpose.Ifshestraysfromthatpurpose,orleavesthetrail,sheislikelytogethopelesslylost.If
shestayshercourse,sheisdrawnincreasinglyclosertoFaerieandtheTrueFaewhocaptured
herfriend.Shehasafewoptionsforreturningtotherealworld,butallcomewiththeirown
risks.
AsthefaetouchedenterstheHedge,herchangelingcounterpartispresentedwithan
opportunityforescape.MaybehisKeeperisdistracted,thefinalpartofhisplansisrealizedin
thatmoment,orhesuddenlygainsthestrengthofwillhehadbeenpreviouslylacking.Atthis
moment,thechangelingisfacedwithadecisiontoleave,andifhetakesit,heissetonhispath
ofescape.ThepathsopenedwithintheHedgetothefaetouchedleadhertocrosspathswith
thechangeling,givingherachancetoassisthiminhisescape.Ifallgoeswell,theirpaths
intersectsomewheredeepintheHedgeandtheyhelpeachotherescapeintothemortalworld.
Thingsrarelygowell.Moreoftenthannot,theirpathsdonotcross.Somethingstopsthe
changelingfromescapingFaerie.Maybeheisthwartedinhisescape,ordiesintheattempt.
Commonly,despitetheimpetuousherpresencelends,thechangelingsimplychoosestoremain
incaptivity,unabletosolidifyhiswilltoescapeatthattime.Inrarecases,thechangelinghas
alreadyescaped,andthefaetouchedissimplyfollowingadeadtrailtohisformerTrueFae
captor.Inthesecases,shemayendupfollowingherpathtoFaerie,onlytogetcaptured
herself.
Afewstoriesrelatethatwhenafaetouchedandherchangelingspathsintersected,theywere
fartooclosetoFaerie,andthechangelingsescapehadnotyetbeencompletelydecided.In
onestory,thefaetouchedbargainsforthelifeofthechangeling.Shesomehowpullsonan
ancientContractandforcestheGentrytoreleasethemboth.Anotherstoryhasthechangeling
usethefaetouchedasasteppingstone,passinghertotheGentrytoensurehisownescape.
Moregrimstoriestellthatwhenthefaetouchedarrivesatherdestination,thechangelingsTrue
Faecaptorcollectsthembothandreturnsthemtotheirbindings.
Sometimes,thefaetouchednevermakesitfarwithintheHedge,butinsteadgetsdistracted
fromherpath.Shemayencounteragoblinorhobgoblinwhoenticesherawayandmakesher
forgethergoal.ShemaysimplygetoverwhelmedbytheWyrdandtheHedgeandlosesightof
whyshecame.ShespendssolongintheHedgethatshecannotimagineleaving.Whenthis
happens,heronlyhopeisthatachangelingcomesacrossher,aseventuallyherpresenceis
noticedbyoneGentryoranotherandsheistaken.
ChangelingsintheHedgewhoseeafaetouchedknowthatherchancesofescapeareslim.
Whilenoonewantstodepriveafellowchangelingofanyadvantagehemighthavetobreak
freeofhisbondsinFaerie,helpingthehumanisamuchmoreimmediateconcern.Ofcourse,
theyarealsoconcernedwiththeincredibleboonofhavingafaetouchedoweherlifetothe
changeling.
Anunlikelythoughentirelypossiblewayforthefaetouchedtoreturntothenormalworld
istosimplywalkout.Thisusuallyonlyhappensafterthefaetouchedhasstrayedfromher
originalpathandbeginswishingforawayout.Ifsheissomehowunhinderedoruntouched,her
attachmenttoFaerieslowlyleadsheronanewpathoutoftheHedge.Onlythemost
strongwilledandluckyfaetouchedescapetheHedgethisway.
Whenthefaetouchedfinallyescapes,sheisforeverchanged,muchlikeachangeling.Sheis
nottrulyachangeling,sinceshewasnevercapturedandhasnoKith.Shedoeshavea
Seeming,gainedinmuchthesamemannerasanormalchangelings.Sometimes,shetakeson
theSeemingofachangelingwhohelpedherescape.Sheisnolongercompletelyhuman,yet
sheismuchmoreconnectedtohumansocietythanherchangelingcounterparts.Sheretains
herconnectiontoFaerieintheformoftheWyrd,thoughshedoesnottrulyunderstandit.
Escape!
Beforebringingnewfaetouchedcharactersintoagame,orstartinganewgameforthatmatter,
tryrunningoneononesessionswithplayerstoallowthemtoexperiencetheircharactersfirst
forayintotheHedge.Thishelpstheplayerdecidewhatkindofpromiseshemade,howshe
enteredtheHedgeandwhatherSeemingmeanstoher.ItalsohelpshersetAspirationsforher
character,aswellasgetafeelingforhowfarthecharacterwillgotofulfillherpromises.
Playersshouldmakeherfullfaetouchedcharacter,butignoresherfaetouchedtemplatefor
thefirstpartofthesession.Sheisanormalhumanatfirst,anddoesntgainherfaetouched
templateuntilsheenterstheHedge.Atthatpoint,shegainshertemplate,exceptherSeeming,
aswellanyMeritswiththeprerequisitesoffaetouchedandafullGlamourpool.
ThispresentsagoodopportunitytopresentkeychangelingNPCsandsettingelementsdirectly
intoacharactersbackgroundandmakethemimportanttothefaetouched.Workwiththe
playertocraftanescapestorythatmakesenseforthetypesofstoriesshewantstoseein
gameplay,aswellashercharactersSeeming.
The Courts
Faetouchedwhohavespentagreatdealoftimearoundchangelingstendtogetmore
embroiledintheirconcerns.Assuch,simplybeingarecognizedmemberofthefreeholdisnot
enoughtoprotectthemagainsttheHuntsmen.Instead,afaetouchedisaskedtopledgeherself
toacourtwithinthefreeholdtoboostitsBulwarkagainsttheTrueFae.
AfaetouchedcanenterintoanOathtojoinacourt,butfewchangelingstreatherasafull
member.Sheoftenremainsinthelowestranksofthecourt,simplyallowingherOathtobeall
thatsheneedstogaintheminimumprotectionofthefreehold.Sheisallowedtoparticipatein
ritualsandsymbolism,butrarelygainsatitleorMantleabovethelowestlevels.
Oath Keepers
Keepingapromiseisimportanttobothchangelingsandthefaetouched.Forchangelings,trust
andkeepingtheirwordisextremelyimportant,especiallyamongotherslikethem.Forthe
faetouched,keepingapromiseisamatterofintegrityandpersonalhonor,nomatterwhothat
promiseisto.Fewfaetouchedeverbreaktheirwordwhengiven,andtheytakeeventhemost
simpleagreementveryserious.Ifafaetouchedforsakesanoath,sheisneverforgivenbyher
fellows,evenifsheisabletoredeemherselfintheeyesoftheWyrdandchangelingsociety.A
changelingwhobreaksherwordisevenworse.Everyfaetouchedknowsthattheonlyreason
sheisconnectedtotheWyrdisbecauseofsomeoneshelovestrappedinArcadia,andthe
sharedpromisetheyhavebetweenthem.Herhopeistoonedayfreeherfriendandbe
reunited,andthestrengthofherwordistheonlythingthatcontinuestogiveherhopethatshe
cannotlosethatconnection.Ifherlovedoneweretolosethatpromise,orworsegobackonthe
agreementtheymadesolongago,whatwouldbecomeoftheirconnection?Itgoeswithout
sayingthatsuchanideaishorrifyingtomostfaetouchedandfewcontemplatethatlineof
thinkingforverylong.
SomefaetouchedhonethecontroltheyhaveovertheWyrdtoseekoutoathsandpromises,
monitoringwhooweswhatandwhomighthavebrokentheirvows.Ifshefindssomeonewho
hasbrokenapromise,especiallytoahumanorfaetouched,shetakesituponherselftopunish
theoathbreaker.Somefreeholdsemploysuchfaetouchedtomonitorminorpledgesbetween
lessermembersofthecourtsandreportmisconducttothecourtmonarchs.Otherssimplywork
ontheirown,takingpunishmentsintotheirownhands,evenifsuchactionwouldbeilladvised.
Outsiders
Somefaetouchedfindchangelingfreeholdsandcourtshardtounderstandandfollow.The
faetouchedunderstandpromisesalltoowell,andsomearereluctanttoeverpromiseanything
toachangelingwithoutadireneed.Pledgesandoathsaretoogravetoenterinto,andthe
frequencyinwhichchangelingsusetheWyrdtosealdealscanbedauntingtosomeoneso
sensitive.SucharesponsecancausetheLosttoshunthefaetouched,unabletounderstand
whysherefusestopledgeherwordtothemsofreely.
Inthesecases,thefaetouchedbandtogetherontheoutskirtsofchangelingsociety,makingup
theirownlessersocietybasedonunspokenwordsandmutualunderstanding.Thefaetouched
tendtogravitatetowardsoneanotherinmuchthesamewaytheygravitatetowardsthe
Hedgethoughnooutwardappearancesbetraytheirnature.Thesefaetouchedprefereach
otherscompanyoverthatofotherhumans,andtheyviewchangelingsasvapidand
selfabsorbed.Theyseeksolaceineachotherandshyawayfromchangelingsociety.They
holdnoillwilltowardschangelingsanddealoneononewiththemincertaincircumstances,but
otherwiseremainseparatefromthefreeholdandcourts.
Key Smiths
WhenafaetouchediscompletelyovertakenbyherdesiretoreturntotheHedge,sheturns
volatileanddangeroustobothherselfandchangelings.Givingintodesiresisnotapsychotic
break.Shelooksandactsnormalbut,likeanaddictoutofcontrolshewilldoirrationaland
dangerousthingstogetherfix.Somegiveineasilytothisdesire,whereothersmightbedriven
torashactionthroughimpatience.Whateverthecause,thefaetouchedmakeaconscious
decisiontoentertheHedgenomatterthecost.Maybesheisoverwhelmedbythedreamsof
herlovedoneandisboundanddeterminedtoseekhimout,maybesheisstarvedofGlamour
andbelievesshecanfindmorethere,andmaybesheisjustdrawntothepowerofFaerieand
nolongerhasthewillpowertoresisttheurgetogo.
Thesefaetouchedgravitatetowardsoneanother,somehowunconsciouslydrawntothosemost
likelytoassistthemintheirgoals.SomechangelingsspeculatethattheWyrddrawsthem
together,itspullonthemheightenedwhentheycongregateingroups.Theybandtogetherwith
asimilarmissionfindawaybackintotheHedge.Thechangelingscallthesebandsof
faetouchedKeySmiths,fortheyseekoutgatekeys.
Faetouchedknowtheycannotopenandentergatesontheirown,notwithoutsomekindof
gatekeyorchangelingtoletthemin.Somegroupsspendtheirtimesearchingoutnatural
Hedgegatesandthekeysassociatedwiththem.Theymapeveryplacetheyseesomeone
enterorleavetheHedgeandtheypumpthechangelingsforinformationaboutkeys.Sometimes
thegroupspetitionchangelingsforassistance,hopingtotradefavorsforentranceintothe
Hedge.
Moreimpatientgroupsdontwanttowaittomapoutgatesorhopeforchangelingassistance.
Instead,theyseetheclearestroutetopoweristosimplyopenagateandwalkin.Theonlyway
todothisthough,istobeachangeling,orhaveonedoitforthem.Thesegroupsactoutin
terribleways.Sometimestheytakeoverchangelingholdingsorkidnappeopleclosetothe
changelingdemandingentranceintotheHedgeinreturnforwhatevertheytook.Other,more
severegroupshuntdownandcaptureachangelingandforcehimtoopenagateforthem.
Usually,theyneedentranceandexitpathways,sohostagesituationsdonotresolveuntil
theyvefinishedtheirmissionintotheHedge.
The Hunted
Innormalcircumstances,afaetoucheddoesnothavetoworryaboutbeinghuntedand
returnedtoArcadia.ShewasneverinthekeepingoftheGentry,andtheyhavenoideasheis
anythingotherthananormalmortal.Sheismorehumanthansheisfae,unaffectedbyafae
MeinandhasnoMask.TheTrueFaedonotpurposefullysendtheirHuntsmenaftera
faetouched,andshemaygoherwholeexistencewithoutencounteringone,ifsheslucky.
Despitethis,shedoeshaveaSeemingandaWyrdnomatterhowmutedandappearsfae
tothesenseofthosewhodwellinFaerie.Forthisreason,shemaygainthewrongattentionif
sheisnotcareful.
Everynowandthen,thefaetoucheddoessomethingtogaintheattentionoftheGentryortheir
Huntsmen.Maybeshesjustinthewrongplaceatthewrongtime.Thishappensmostoften
sincethefaetouchedfindithardtosteerclearofFaerieandtendtofindthemselvesembroiled
inconflictsevenwhentheyarenttryingto.Maybeshespendstoomuchtimewithaparticularly
irksomechangeling.Ormaybe,shesbeeninandoutoftheHedgeunscathedonetoomany
times.
Nomatterwhatcauseshertogetnoticed,onceithappens,shecantshaketheirinterest.Some
faetouchedfindthemselveshuntedasrelentlesslyasanychangelinghavingcaughttheeyeof
acuriousTrueFae.Thebestcasescenarioisthatsheisconsideredanannoyanceandslated
fordeath,theworstcasescenariobeingthattheTrueFaeiscuriousaboutherandwanther
broughtinforinvestigation.
SometimessheonlygainsthenoticeofaHuntsman,butinmanycases,thiscouldbeworse.A
Huntsmanmaydismissherasaregularhumanandattempttocasuallykillherifshegetsinthe
way,orsimplydecidetokillhertogetatthechangelingitishunting.Itmaydecideshesa
usefultool,maybeshecanleadittothechangelings,orbeusedasadramaticelementifthe
Huntsmankidnapsher.Itmayofferherabargain,somethingshedesperatelywantstosellout
herfriends.Ofcourse,takingsuchabargainwouldmakeheratraitor,butdenyingitmayget
herkilled.
Faetouchedrarelyknowwhentheyveattractedtheattentionofafaecreatureuntilitstoolate.
Changelingscautionfaetouchedtobewarysincetherulesthatgoverntheinteractions
betweenHuntsmenandchangelingsdonotapplytothefaetouched.Havingahunted
faetouchedaroundcanbealiability,butfewchangelingswouldabandonsomeonetowhatever
fatetheTrueFaehaveplannedforthem.Usually,suchapredicamentencouragesthefreehold
toincreasetheirsecurityandbringthefaetouchedmoretightlyintotheirsociety.
The Loyal
Themostimportantthingtoafaetouchedisfindinghermissinglovedone,itiswhatdrivesher
andoftenpreoccupiesher.ThelifesheleadsonEarthisoneofpensivewaitinghopingthatone
dayshecanbereunitedwithhim.Shedoeswhatshecantoassistchangelingsinthehopes
thatsomeonewoulddothesameforhim.ShefollowsthechangelingsintotheHedgeinhopes
thattheymayfindachancetorescuehim.And,ifofferedachancetorescueorsavehim,she
wouldabandonallelsetodoso.
Sometimes,thisfierceloyaltyworksagainstthefaetouchedinwaysshewouldneverexpect.If
aTrueFaediscoverssuchaweaknessintheranksofthechangelingsociety,itwastesnotime
seizingitasanopportunity.Thefaetouchediscourtedanddeceived,promisedachanceto
freeherlovedone,orjusttoseehimonceagaininreturnforinformationoranoutrightbetrayal.
Huntsmanmakedealswiththefaetouchedtotradeinformationbitsoftruthaboutwhereher
changelingisbeingkeptinexchangeforinformationaboutthechangelingsinthenearby
freehold.
Somefaetouchedhavealesshearteningstory.DuringherfirstvoyageintotheHedge,she
followedapaththatleadherdeepintotheheartofaGentrysdomain.Within,shefoundthe
personshehadkeptherpromiseto.Shetriedtofreehim,butwascaughtbyhisTrueFae
master.ThroughwhateverarcanecontractsguidethisGentrysaction,sheissparedforthe
timebeing.Itproposesadeal,ifshereturnstoEarthandcollectsanyoneotherchangelingand
bringshimbacktoit,itwillletherlovedonego.SheshakesonitandcomesbacktoEarth.
Shessoelatedthatsheasawaytofreehimthatshecantrecognizeshenevermadeadeal
forherownlifeandfreedom.
Dark Dreams
Anewlyescapedchangeling,Pedro,hastakenshelterwithinthefreehold.Hecomplainsof
terriblenightmareseachnight.HeisbeingchaseddownintheHedgebyfoulcreaturesmade
upofthebrambles.Eachmorningheawakensinsweats.Atfirst,everyonebelievesheis
experiencingtraumafromhisrecentescape,butasthenightmaresgetmoreintenseeachnight,
hestartsseekingassistance.
ThecharactersarerequestedtohelpPedroquiethisdreams.Thefirstnight,theyenterhis
dreamsindreamformsimplyridingthedreamwatchingwhathappens.Thefirsthalfofthe
dreamismundaneandnormal,butatsomepointinthenightthedreamstakeastarkturn
completelydissolvingfromPedrosdreamscapeintoanevenmoretwistedanddarkversionof
theHedge.Astheywatch,amanischasedontoPedrospathbyhobgoblins.Themanbegs
Pedrotohelphim,butPedroseemscompletelydistressedbythemanspresenceandtriesto
fendhimoff,butcannot.Whenthedreamends,Pedroexplainsthatthedreamisthesame
everynight.Herevealsthatherecognizestheman,theywerebestfriendsbeforehewastaken.
Pedrosayshesfeltastrangeconnectiontohimeversincehewastaken,anditsonlygotten
strongersincehesescaped.Infact,itwasthememoryofthismanthatgavehimthestrengthto
freehimself.
PedroisboundtoafaetouchedhumanwhoenteredtheHedgeonthesamedaythathe
escaped.Pedrofoundhisownwayout,butthefaetouchedwastrappedthere.Throughtheir
bond,PedrowitnessesthemansstrugglethroughtheHedgeeachnightwhiledreaming.The
onlywaytotrulyhelpthemanistoentertheHedgeandhelpPedrofindhimandbringhimback
out.
Playing a FaeTouched
Thefaetouchedhaveanimportantplacewithinchangelingsociety.Theportrayalof
faetouchedmembersofthefreeholdismorethansimplyplayingthelackeyorfollowingorders.
FaetouchedhaveaconnectiontotheWyrdandarecomplexindividuals,sometimesmoreso
thanachangelingmaybe.Thedecisiontoplayafaetouchedcharacterinachangeling
campaignshouldbediscussednotonlywiththeStoryteller,butalsowiththeotherplayers.The
playersshouldconsiderhowtheirowncharactersviewandinteractwiththefaetouched,and
whoifany,thefaetouchedisboundto.Afaetouchedcharactersstorycanservetobringa
cohesiveelementtoanotherwisedisparategroup.
CreatingaFaeTouched
AcharacterbecomesfaetouchedwhensheenterstheHedgeinsearchofsomeonesheshares
apromisewith.Atthattime,sheisinvestedwiththeGlamourofFaerieandtakesalittlepieceof
itwithherwhensheleaves.
Tocreateafaetouchedcharacter,usethesameguidelinesforcreatingahumanfoundinThe
GodMachineChroniclep.150.Afterwards,makethefollowingmodificationstothecharacter.
BesuretolookatthefaetouchedMeritspresentedlaterinthischapter.
Note,thefaetouchedsharemanytraitswithchangelings,buttheyarenotchangelings.Some
changelingtraitsarecompletelyuniquetochangelings.Ifanadvantageortraitisnotlisted
below,donotassumefaetouchedcharactersgainit.
Contracts
FaetouchedcanlearnanduseanyContracts,includingCourtContracts,withafewrestrictions.
FaetouchedmustbetaughtnewContractsbyachangeling,andcannotlearnthemonher
own.ShefollowsthesamerestrictionsforCourtContractsasanormalchangeling.
FaetoucheddonotinherentlygainaccesstotheSeemingbonusesonaContractbasedon
herownSeeming.ShemustspendexperiencestolearntheSeemingbonus,anditmustbe
taughttoherbyachangeling.
FaetouchedcharacterscannotlearnanyotherContractSeemingbonusesotherthanthe
onesforherownSeeming.
FaetouchedcharactersdonotunderstandenoughaboutthenatureofFaerietoenactcatches
onContracts.
FaetouchedcharacterscannotuseContractsthatrequirehertodropherMaskorrevealher
Mein,asshedoesnothaveonetoshow.
Drawbacks
Beingfaetouchedcarriesitsowndangersanddrawbacksuniquelyseparatefromchangelings.
ArcadianDreams: UntilthechangelingshesharesherpromisewithissafelyoutofArcadia,
thefaetouchedisplaguedwithdreamsandvisionsofhim.Shealwayshasanawarenessof
himinthebackofhermind.IfsheisintheHedge,shehasageneralknowledgeofwhat
directiontotraveltoreachhim.Shecanfeelhispaininaveryrealway,asthoughitwereher
own.Onceperstory,atStorytellerdiscretion,thefaetouchedcharactersuffersfromoneof
theseissues.Eithersheispresentedwithasituationthatisapoignantreminderofoneofher
dreams,whichcauseshertolosefocus,orsheisovercomewithasuddenandfiercepainthat
makesithardforhertofunction.Ineithercaseshesuffersa2penaltytoallrollsunlessshe
spendsseveralminutesrestingandrecuperating.
HedgeAddiction: ThefaetouchedcharacterisdrawntotheHedge.Ifsheispresentedwithan
opportunitytoentertheHedge,herplayermustsucceedonaWillpowerrolltoresistthe
temptationtoenter.Thisrollsuffersacumulative1penaltyforeachprevioustimethecharacter
hasenteredtheHedge.
SusceptibletoMadness:HertimeintheHedgehasleftthecharactersomewhatdisturbed.All
faetouchedcharacterssufferfromtheMadnessCondition.IfsheenterstheHedgeafter
resolvingtheCondition,sheimmediatelyregainstheCondition.
ShortenedLifespan:Thefaetouchedlivealifefatedtoburnbrightandhotforashortamountof
time.HerexperiencesintheHedgehavetiedhertotheWyrd,butshehasnotreallybeadapted
toholdanduseGlamourthewayachangelinghas.Thistakesitstollonthecharacter,reducing
hernormallifespanbyaseveraldecades.Mostfaetoucheddonotlivemuchpasttheir
twentiethyearafterfirstenteringtheHedge.
FaeTouched Merits
ThefollowingsetofMeritsisdesignedforfaetouchedcharacters.Changelingsandnormal
humansshouldnotpurchasetheseMeritswithoutdiscussionandapprovalfromtheStoryteller.
DreamShaper()
Youarenotonlycapableofdirectingyourowndreamsandcontrollingtheircontents,youhave
amodicumofcontroloverhowintenseyourdreamsare.
Prerequisites:Faetouched,LucidDreamerMerit
Effect:ThecharactermaymakearolltoBolsterorScourherowndreamsintensitybyspending
apointofGlamour.TheplayerrollsManipulation+Occult.Exceptionalsuccessescannotcause
theTooSolidFleshTilt.Ifthecharacterhappenstobeinanotherpersonsdream,shecanadd
herOccultdotsasabonustoanotherdreamersrolltoBolsterorScourthedream.
DreamWalker()
Youareapowerfuldreamerandarecapableofnotonlydirectingyourowndreams,but
enteringintoanothersdreams.
Prerequisites:Faetouched,LucidDreamerMerit
Effect:Thecharactermayaccompanyachangelingintoadream.Shemustremainincontact
withthechangelingastheyenter,andshemustspendapointofGlamourandsucceedonher
ownPresence+Persuasionroll,penalizedbythedreamersBastionrating.Shegainsabonus
tothisrollequaltothenumberofnetsuccessesthechangelinggainedtojointhedream.When
thefaetouchedentersthedream,shedoesnotgoinphysicalform.IfsheisintheHedge,her
physicalformremainsontheoutsideoftheBastionintheHedgeandshegainsadreamform
duringthedream.
Whileinadream,thecharacterisabletoassistthechangelingusingtheTeamworkrules.Any
timethechangelingmakesarolltoinfluencethedream,nomatterifsheisdreamriding,
dreamscapingordreamweaving.IfthecharacteralsohastheDreamShaperMerit,shecan
makeherownrollstoBolsterorScouradreamsintensitywithoutthechangeling.
ExtremelyExpressive()
Yourcharacterhasalwaysbeenmoreexpressivethanthepeoplearoundhim,andhistimein
theHedgehasgivenhimadeeperunderstandingofhisownemotions.Withthis,hisemotions
areparticularlynourishingtothefaecreatureswhofeedonsuchthings.
Prerequisites:Nonchangeling
Effect:WhenharvestingGlamourfromyourcharacterthroughheremotions,achangelinggains
twoGlamourpersuccessinsteadofone.
FaeMein()
YouwereintheHedgeforalongtimewhilesearching,andwhenyourtimeofescapecame,
youactuallydrewuponthesameforcesthatachangelingdoestoensureyourfreedom.Your
Seeminghasimpressedtraitsontoyourperson,maybeyouhaveabestialbearing,partofyou
hasformedintoanelement,oryoushinewithanetherealbeauty.YouhaveaMaskwhich
coversthis,butjustlikeachangeling,youcanrevealit.
Prerequisites:Faetouched
Effect:ThecharactercanpurchaseanduseContractsthatrequirehertorevealherfaeMein.
ThecharactercandropherMaskinthesamewayachangelingcanwiththesubsequent
drawbacksandbenefits.
FindtheOathBreaker()
Yourdevotiontoyourownpromisemakesyousensitivetothestatusofotherpeoplesvows.
Youcantellifsomeonehasbrokentheirword,evenifitissomethingassimpleasaverbal
promise.
Prerequisites:Faetouched,SenseVowsMerit
Effect:ThecharactercountsasachangelingforthepurposesoftheOathbreakerCondition.
Additionally,ifthecharacterinteractswithhertargetforatleastaminute,shecantakemeasure
ofthedepthofhisdishonesty.HerplayerrollsWits+Empathytodetermineifthetargethas
brokenanypromisesintherecentpast.Ifthepromisewassomethingsimplewithouttheweight
oftheWyrdforgingitintoapledge,thecharactersensesthetargethasbrokenapromisewithin
thelast24hourspersuccess.IfthepromisewasapledgeaSealing,Oath,orBargain
shecandetermineifthepledgewasbrokenuptoaweekpersuccesspriortohersensing.She
knowsingeneralwhattheoathwasandhowitwasbroken.
HedgeDelver()
YourcharactersdesiretoreturntotheHedgeistemperedbyherunderstandingofthedangers
surroundingtheworldofFaerie.Sheexercisesgreatcautionwhengiventhechancetoenter
theHedge,ensuringshehaschangelingcompanionsandeveryoneiswellprepared.
Prerequisites:Faetouched,Survival
Effect:WheneverthecharacterenterstheHedgewithachangeling,sheisabletoaddherdots
inSurvivaltothechangelingsdicepoolstonavigateintheHedge.Additionally,shemayadd
herdotsinSurvivaltoallherownnoncombatrollswithintheHedge.
OathBound()
YourconnectiontotheWyrdisdeeplyempathic.Whenyougiveyourword,yougiveawaya
partofyourselfwithitandyoutakealittlepieceofsomeonewhogivesyoutheirword.
Prerequisites:Faetouched
Effect:Thecharacterisabletosensethewellbeingofanyoneshesharesapledgewith,and
hecansenseher.Aslongasthepledgeisvalid,andneitherpartyhasbrokenit,thepledged
characterscansenseeachothershealth.Ifoneofthemtakesdamage,theotherimmediately
knowshowmuchandwhatkind,thoughshehasnoideawhatcausedit.Shecanignorethe
incominginformationforascenebyspendingapointofWillpower,butisunabletoprevent
herselffromsendingoutinformation.Thepledgemustbebetweenthecharacterandher
subject,itisnotenoughforhertohaveSealedanoathasathirdparty.
OathKeeper()
TheWyrdhasbolsteredyourcharactersdesiretokeepherpromisebeyondherownstrengthof
will.Sheisespeciallydevotedtokeepingherwordeveninthefaceofduressoroutside
influences.
Prerequisites:Faetouched,Resolve
Effect:Thecharactergainsa+3bonustorollstocontestoraddsanadditional2toresistany
typeofinfluenceorpowersupernaturalorotherwisethatwouldmakeherbreakherword,
eitherfromaSealingoranOathshehassworn.
PromiseofDebt()
Oneofyoufellonhardtimes,andtheotherwastheretoassist.Nowadebtliesbetweenyou
andyouaimtoensureitisresolved.Thedebtisnotnecessarilymonetary,thoughthatisthe
mostcommon,itmayinsteadbeaservicedebtorinrarecasesalifedebt.Whateverthe
circumstances,youaredriventoalwayspayyourdebtsandensureyouarerepaidinkind.
Prerequisites:Faetouched
Effect:Wheneverthecharacterisattemptingtoresolveadebt,eitherasthepayeeorthe
debtor,shegainsabonusequaltoherResolvetoallrollsmadetotrackdown,follow,orfind
theoppositeparty.Evenifhertargetdoesnotwanttobefound,thefaetouchedsWyrddirects
heronthecorrectpath,evenifnoothermeanswouldwork.Iftheagreementofdebtispartofa
pledge,suchasaSealingoraBargain,thecharactermayadditionallyaddherResolvetoresist
attemptstoturnherawayfromherpursuitofherdebtresolution.
PromiseofLove()
Youpromisedtoalwayslovehim,youwouldneverleavehimforanother.Whenhe
disappeared,youknewimmediatelythathisfetchwaswrongsomehowandyouwentinsearch
ofhim.Yourdevotiondrivesyou,anditsupportsyou.
Prerequisites:Faetouched
Effect:ThecharactermayaddherdotsinResolveasabonustoeitherherresistancetoorrolls
tocontestactionstomanipulateheremotionsthroughcoercion,seductionorintimidation.
PromiseofLoyalty()
Youwoulddoanythingforhim,andheanythingforyou.Youhavenosecretsfromoneanother,
andyoucouldneverlietohim.Whenheforgotsimpletruthsaboutyourrelationship,youknew
somethingwaswrong.Youneverquestionedyourfriendinsteadyouwentsearchingfor
answersandfoundhewasmissing.Youvaluehonestyandloyaltyaboveallelseanditshows
ineverythingyoudo.
Prerequisites:Faetouched
Effect:Thecharacteriseasytogetalongwithandpeopletendtolikeher.Wheneverthe
characterusesSocialManeuvering,shealwaysreducesthenumberofdoorssheneedsto
accomplishhergoalbyone.Additionally,whenevershefailsarolltoopenadoor,shemay
immediatelyrerollthatattempt,butitaddsanadditionaldoorshemustopentocompleteher
goal.
PromiseofProtection()
Youtoldheryouwouldalwaysbethereforherandmakesureshewassafe.Youdidnteven
knowshehadbeentakenwhenyoustartedlookingforher,yourprotectivenatureguidingyou.
Youknowdeepdownthateveryoneisvulnerableandneedsalittleprotection.
Prerequisite:Faetouched
Effect:Wheneverthecharacterisinasituationinwhichsheisprotectingsomeoneotherthan
herself,shecansetherInitiativetoactbeforeallopponentsintheround.Additionally,shedoes
notsufferthecumulative1penaltytoherDefensefrommultipleattackseachround.
PromisedtoProvide()
Youpromisedhimtherewouldalwaysberoominyourhomeforhim,nomatterwhenhe
neededit.Youkeptaguestroomalwaysavailable,evenwhenyoucouldbarelyaffordatwo
roomapartment.Youkeephisthingsinthere,justthewayhelikesit.Youprideyourselfonyour
hospitality,andtheWyrdhasstrengthenedyourresolvetoensureyoualwayshaveanopen
homeandhearth.
Prerequisite:Faetouched
Effect:Thecharactercanoffersomebenefitsandprotectiontothoseunderherhospitality.
Wheneverthecharacteroffershospitalitytosomeone,shemayspendapointofGlamourto
enforcethehospitalitywithherWyrd.Forthenexteighthours,anyoneattemptingtobreakthe
charactershospitalitymustspendaWillpowerpointandsucceedonaComposureroll.Anyone
attemptingtoattackorharmsomeoneunderthecharactershospitalitysuffersapenaltyonrolls
equaltoherComposure.Additionally,anyonewhostayswithinthecharactershospitalityforthe
fulleighthoursregainsapointofWillpower.
PromisedtoService()
Youragreementwasspecific.Maybeyouagreedtonameyourchildafteryoursister,oryou
promisedherthatyouwouldtakeherchildreninasyourownifsheeverdied.Nomatterwhat
theagreement,afteryoulosttouchyoustayedtruetoyourwordandfollowedthrough.Years
later,youweredrawntotheHedgenotevenrealizingwhatyouwerelookingfor.Youneed
somethingtodowithyourself,somethingtogiveyourlifedirectionandpurpose.
Prerequisite:Faetouched
Effect:WheneverthecharacterispartofaTeamworkaction,sheaddsdoublethebonusshe
normallywouldasasecondaryactorandaddsherResolveasabonustoherrollasaprimary
actor.
PunishtheOathBreaker()
Youtakeyourownpromiseveryseriously,andtheideathatsomeoneelsemightnotoffends
youtoyourcore.YourownconnectiontotheWyrdrespondsviolentlyinthefaceofthosewho
donotkeeptheirword.
Prerequisites:Faetouched,FindtheOathBreakerMerit
Effect:ThecharacterdoesnothavetospendGlamourtoactivateContractsthatspecifically
targettheoathbreakernegatively.Forexample,shedoesnotgainthefreeactivationfora
ContractthatincreasesherownStrength,evenifsheintendstoattacktheoathbreaker,butshe
canactivateaContracttodecreasehisDefenseorinflictaTilt.AnyContractsthataffecta
groupofpeopleortheenvironmentdonotbenefitfromthiscostreduction.Inaddition,the
charactergainsabonusequaltoherComposuretoresistanysupernaturaleffecttheoath
breakerusestotargether.
SenseVows()
YourconnectiontoboththeWyrdandyourowndedicationtoyourpromisesallowyoutosense
whentheWyrdhasbeeninvokedtosealapromise.
Prerequisites:Faetouched
Effect:ByspendingapointofGlamourwhileinteractingwithsomeone,thecharactercan
determineifthatpersonhasmadeanypromisesthroughSealings,Oaths,orBargains.She
cannottelltheexactdetailsofthepromise,thoughsheknowswhatkindofpledgethecharacter
isswornto,andthegeneralideaofwhatshehaspromised.
Fetches
When the Fae steal human beings from their cribs, or pull them into the Hedge as they
walk alone down certain alleyways, they leave something behind. The being the thing
they leave behind looks identical to the person that they stole, and, if the person was
older than a child, can function in the abducted humans life with little difficulty. But that
thing that the Fae leave behind isnt human and isnt fae. It is something in between, a
creature made of detritus and Glamour called the fetch.
Resolution
When a changeling finally confronts her fetch, what is the outcome? How does this story
end? The player and thus the character has some options.
Kill the Fetch
The obvious answer is violence. As discussed, the changeling has every reason to want to
destroy the fetch. This is probably the simplest resolution for a fetch-centered story in
Changeling: The Lost, but that doesnt mean its wrong or cant be satisfying. Killing
the fetch might be cathartic, or it might grant the changeling a strong insight into what it
means to be humanand how much of her own humanity she might have lost.
From a game mechanics perspective, this result is much like any other fatal combat. The
fetch falls apart into its constituent parts, the changeling might lose Clarity, and the story
moves on. The death of a fetch might be accompanied by a blast of Glamour as the magic
holding it together is freed, or it might simply collapse into a bloodless heap. The
changeling might refresh all Willpower or Glamour as a feeling of victory comes over
her, or she might feel oddly empty (after all, a piece of her soul was used to make this
thing and she just smashed it). In any case, the Storyteller should resist the temptation to
make this scene just a simple combat. The fetch might be defiant and evil, sure, but what
if the fetch is honestly confused as to why the changeling is attacking? What if the fetch
begs to live? Can the changeling still pull the proverbial trigger?
Forgive the Fetch
The changeling might decide to accept the fetch for what it is an attempt to copy the
human being that the changeling was. If the fetch is still trying to behave in a humane
(and human) fashion, then the changeling might well decide to forgive the fetchs
impersonation. After all, the fetch really didnt have a lot of say in the matter.
This kind of resolution should probably take the form of an intense scene between the
changeling and the fetch. If the rest of the motely is there, thats fine, but dont let more
talkative players steal thunder from the character in question. The changeling needs to
come to some kind of closure with the fetch, and that involves figuring out the practical
ramifications of live and let live. Put another way, if the changeling and the fetch are,
in many ways, the same person, who gets to keep the house? Is one of them going to
leave town? Are they going to try and share the life (this is probably destined to become a
train wreck and therefore a great source of drama)?
Beyond the temporal considerations, though, they should come to some kind of resolution
on the time the changeling spent in her Durance. What did she miss? If she had children,
the fetch can fill her in on the milestones and important events that happened during her
absence. If the fetch has been performing the changelings job, shell need to know about
new faces at the offices and any promotions (or demotions) that happened while she was
away. It might be better to walk away from some facets of this life and start fresh, but
might the fetch not see that as unfair?
Reclaim the Fetch
Fetches are made, in part, of a piece of a persons soul. Suppose that the changeling
wants her soul back?
If a character wants to merge with her fetch, she needs to understand it. She needs to find
where it was created and, if possible, learn how. She needs to figure out what it was made
from detritus in the Hedge? The abducted persons clothes? The skin and bones of an
unfortunate animal? Whatever the Gentry had in its pockets at the time?
The changeling needs to understand what the fetch has been through, but also needs to
come to terms with it herself. She needs to reconnect with the people in her life and be
honest with at least one of them about where shes been (which probably means
confessing that shes been gone at all). She needs to forgive the fetch as described in the
previous section, but then reclaim the piece of her soul from it. Does that mean actually
cutting open the fetch and removing it? Thats a simplistic, but visceral, way to respresent
the act. The changeling could also physically connect with the fetch a kiss, an
embrace, or just a hand held to the fetchs heart.
What happens to the changeling if she reclaims this piece of her soul? Any mechanical
benefits are up to the Storyteller, but the experience should be transcendent. The
character has accomplished something that few of the Lost ever bother to try, and that
should carry some kind of reward. Maybe the changeling gains Clarity, or becomes
invisible to the Huntsmen for a given period of time. Maybe she can teach her method to
other changelings. After all, what would it mean if fetches learn that they arent
necessarily doomed false people? What would it mean if changelings learned they could
take back so much of what the Gentry stole?