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A Sourcebook for

Changeling: The Lost


Second Edition
Credits
Developers: Meghan Fitzgerald and Rose Bailey
Writers: Chris Allen, Jacqueline Bryk, Meghan
Fitzgerald, Chris Handforth, Danielle Lauzon, Marianne
Pease, Spider B. Perry, Lauren Roy, Chloe Sobel, Audrey
Whitman
Editor: Spider B. Perry
Art: Brian Leblanc, Alex Sheikman, Luis Sanz, Drew
Tucker
Art Director: Mike Chaney
Creative Director: Richard Thomas

Special Thanks
Dixie Cochran, for her endless support and encouragement.
Our consulting developers, Michael Pietrelli and
Vanessa Uphoff, who accompanied us on the journey.
And all of our Changeling: The Lost 2e Kickstarter
backers, who made this companion book possible!
Requires the use of the
Changeling: The Lost Second Edition Rulebook

© 2022 Paradox Interactive AB. All rights reserved. Reproduction without the written permission
of the publisher is expressly forbidden, except for the purposes of reviews, and for blank character
sheets, which may be reproduced for personal use only. White Wolf, Vampire, Chronicles of
Darkness, Vampire: The Masquerade, and Mage: The Ascension are registered trademarks of
Paradox Interactive AB. All rights reserved. Vampire: The Requiem, Werewolf: The Apocalypse,
Werewolf: The Forsaken, Mage: The Awakening, Promethean: The Created, Changeling: The
Lost, Hunter: The Vigil, Geist: The Sin-Eaters, V20, Anarchs Unbound, Storyteller System, and
Storytelling System are trademarks of Paradox Interactive AB
All rights reserved. All characters, names, places and text herein are copyrighted by Paradox Interactive AB.
This book uses the supernatural for settings, characters and themes. All mystical and supernatural elements are fiction and
intended for entertainment purposes only. This book contains mature content. Reader discretion is advised.
Keep up to date with Onyx Path Publishing at http://theonyxpath.com/

2 Kith and Kin


Introduction 6 Touchstones 24
Theme: Alternate Systems 25
Identity and Choice 6 Clarity 25
Mood: Roleplaying the Dream 26
No Easy Answers 6 New Clarity Conditions 27
What’s in This Book? 6 Optional System: Condition-Based Kenning 27
Chapter One: Familiar and Strange 11 Chapter Two: Wonders and Terrors 29
Fish Out of Water 11 The Forms of Things Unknown 29
Goodbye, Kansas 11 What Lies Forgotten 30
Guardians of the BriarNet 12 Lost and Found 31
Over the Firewall 12 No Good Deed Goes Unpunished 32
Handles and Usernames 13 A Change of Heart 32
Surfing the Web 13 Designing Regalia 32
Virtual Meetup 13 Symbol First 33
Once and Future 14 Themes First 33
Shadows of the Past 14 Bringing It to Life 33
Bright Thorns of the Future 15 New Contracts 34
Heirlooms 15 Chalice 34
Walking Timeless Roads 16 Filling the Cup (Common) 34
The Wishing Roads 16 Frail as the Dying Word (Common) 35
Lost in Space 16 Sleep’s Sweet Embrace (Common) 35
Wishing Road Systems 17 Curse’s Cure (Common) 36
Wishing Bastions 17 Dreamer’s Phalanx (Common) 36
Soliloquies 17 Closing Death’s Door (Royal) 36
Moon Faeries: The Lunar Freehold 18 Feast of Plenty (Royal) 37
Courts 19 Still Waters Run Deep (Royal) 38
Faces 19 Poison the Well (Royal) 38
Story Hooks 19 Shared Cup (Royal) 38
To Be Lost 19 Coin 39
Survival Instincts 19 Book of Black and Red (Common) 39
Surviving 20 Give and Take (Common) 40
Fresh Out of the Hedge 21 Beggar Knight (Common) 40
On Learning to Live 21 Coin Mark (Common) 41
Thriving 22 Grease the Wheels (Common) 41
Blood Debt (Royal) 42
Spinning the Self 23
Exchange of Gilded Contracts (Royal) 42
Needle and Thread 23
Golden Promise (Royal) 42
Prick of the Finger 23
Grand Revel of the Harvest (Royal) 43
Woven Tapestries 24
Thirty Pieces (Royal) 44
Rethreading the Needle 24

Table of Contents 3
Scepter 44 New Changeling Merit: Dramaturge (•••) 69
Burning Ambition (Common) 44 New Changeling Merit: Understudy (•••) 69
Jealous Vengeance (Common) 44 Trade and Favor 69
Litany of Rivals (Common) 45 Systems 69
Knight’s Oath (Common) 45 Galoshins 70
Unmask the Dark Horse (Common) 46 Systems 70
A Benevolent Hand (Royal) 46 Galoshin Circumstantial Modifiers 71
Fake It ‘Til You Make It (Royal) 46
Expanded Pledgecraft 72
Tempter’s Quest (Royal) 47
Example Oaths 72
Curse of Hidden Strings (Royal) 48
Oath of Friendship 72
Spare Not the Rod (Royal) 48
Oath of True Love 72
Stars 49
Oath of Nemesis 73
Pole Star (Common) 49
Oath of Exile 73
Straight On ‘Til Morning (Common) 49
Touchstones as Pledges 73
Cynosure (Common) 49
New Pledge Types 74
Shooting Star (Common) 50
Curses and Hexes 74
Retrograde (Common) 50
Feuds 75
Frozen Star (Royal) 50
Rules of Engagement 76
Light of Ancient Stars (Royal) 51
Enchanted Bargains 77
Star Light, Star Bright (Royal) 51
Deed Vows 78
Pinch of Stardust (Royal) 52
Icons 79
Thorn 53
Briar’s Herald (Common) 53 Chapter Three: Kiths 83
By the Pricking of My Thumbs (Common) 54
Those Without Kith 83
Thistle’s Rebuke (Common) 54
Kithless 83
The Gouging Curse (Common) 54
Scissors 84
Embrace of Nettles (Common) 55
Unraveled 84
Acantha’s Fury (Royal) 55
Awaken Portal (Royal) 56 Acquiring a Kith 85
Crown of Thorns (Royal) 56 Icons 85
Shrike’s Larder (Royal) 57 Ordeals 85
Witch’s Brambles (Royal) 58 Bartering 86
Independent Contracts 58 Fashioning Kiths 86
Coming Darkness (Common) 58 Kith Themes 87
Pomp and Circumstance (Common) 59 Repurposing 87
Shadow Puppet (Common) 59 Approaches 87
Dread Companion (Royal) 60
Example Kiths 88
Cracked Mirror (Royal) 60
Crown 88
Listen with the Wind’s Ears (Royal) 61
Absinthial 88
Momentary Respite (Royal) 61
Climacteric 88
Steal Influence (Common) 62
Concubus 89
Earth’s Gentle Movements (Common) 63
Draconic 90
Earth’s Impenetrable Walls (Royal) 64
Flowering 90
Regalia Manifestation 64 Ghostheart 91
Creating Regalia Moonborn 92
Manifestations 65 Uttervoice 92
New Merit: Regalia Manifestation (• to •••••) 65 Jewels 93
Alternative Regalia Manifestations 65 Delver 93
Manifestation Systems 65 Glimmerwisp 94
Manifestation Powers 66 Gremlin 94
Drawbacks 67 Manikin 95
Nothing Without Risk 67 Oculus 95
Systems 67 Polychromatic 96
Dramaturgy 68 Veneficus 97
Flower Chains and Masquerades 68 Witchtooth 97

4 Kith and Kin


Mirror 98 Pledged Together 124
Bricoleur 98 Oath-Sworn Terms 125
Cloakskin 98 Roses and Thorns 125
Doppelganger 99 Roses 125
Lethipomp 99 Thorns 126
Lullescent 100 Weaving the Tapestry 126
Riddleseeker 100 Sworn Fellowships 126
Sideromancer 101 Children of the Stone 126
Spiegelbild 102 The Tail-Tied Rats 127
Shield 103 The Hunters 127
Asclepian 103 The Fair and Honorable Merchants 127
Bridgeguard 103 Harlequins 128
Librorum 104 Systems 129
Liminal 105 Thorns Within and Without 129
Reborn 105 Knives In, Knives Out 129
Stoneflesh 106 Staged Struggle 129
Wisewitch 106 Social Currency 130
Steed 106 Negotiation 130
Airtouched 106 Investment 131
Chalomot 107
Unconventional Motleys 131
Chevalier 107
Motley Pledges 131
Farwalker 108
Freehold Politics 132
Flickerflash 109
Court Politics 132
Levinquick 110
Fae Creatures 132
Swarmflight 110
Huntsmen 134
Swimmerskin 111
Mortals 134
Sword 111
Fae-Touched 134
Bearskin 111
Beastcaller 112 Found Family and Desperate Alliances 135
Cyclopean 112 Motleys, Monsters, and Mystics 136
Plaguesmith 113 Vampires 136
Razorhand 114 Werewolves 136
Sandharrowed 115 Awakened 136
Valkyrie 115 Prometheans 136
Venombite 116 Sin-Eaters 137
Additional Kiths 116 Demons 137
Apoptosome 116 Beasts 137
Becquerel 117 Mummies 137
Blightbent 117 Safe and Sound 138
Enkrateia 118 Saying No 138
Gravewight 119 Saying Yes 138
Shadowsoul 119 Saying Anything 138
Telluric 120 The Door Is Still Open 138
Whisperwisp 120 New Safety Option: Player Profiles 139
Chapter Four: Birds of a Feather 123 Sample Player Profile: Big Ben Clifftop 139
Motleys in Lost Chronicles 123 Appendix: New Conditions 140
Making a Motley 123

Table of Contents 5
“Rain fell upon him and he grew thin as rain. Rain washed away thought, washed away memory, all the good
and the bad. He no longer knew his name. Everything was washed away like mud from a stone. Rain filled him up
with thoughts and memories of its own. Silver lines of water covered the hillside, like intricate lace, like the veins of
an arm. Forgetting that he was, or ever had been, a man, he became the lines of water. He fell into the earth with
the rain.”
— Susanna Clarke, Jonathan Strange & Mr Norrell
You risked everything — your life, your individuality, even trickster at the crossroads or the dancer in the wild? Will you
your soul — to escape your Keeper’s clutches. Every changeling wrest the reins of your old life back from your fetch, or leave
shares that much, and though it brings them together, the de- that life behind to find a new family, new friends, and a new
tails set them apart. You wanted desperately to return to the purpose? Will you surround yourself with companions you
human world, but why? You’ll stop at nothing to take your life trust or rivals who challenge you?
back and make of it what you wish, but what drives you to do
it? Did you emerge into the familiar or the inexplicably alien, Mood:
and what are you going to do about it either way? No Easy Answers
All Lost take on a Herculean task as soon as they Despite having literal magic at your fingertips, you have
emerge from the Hedge for the first time: claim an identity. no magical solution to your problems. Your life and rela-
It’s harder than it sounds. tionships are messy and complicated; your questions about
Kith and Kin is a book about making sense of yourself identity, purpose, and trust can only be answered over time,
in a world where nothing is as it seems, including you. It’s through trial by fire and under constant pressure from the
about personal transformations, personal relationships, and ever-present Wild Hunt.
learning to trust yourself and others all over again. It’s about Nothing is ever cut and dry where Faerie is concerned.
personal power — the power to define who you are and who Even if you do find answers, you might reject them, or
you strive to be, a power you braved the fire to take back change your mind over time. The uncertainty you felt when
despite the way it burned your hands and left its scars. you took that first step back into the mortal world never fully
Theme: goes away. You’ll always struggle to know yourself.
The perfect, ideal life you find at the end of a fairy tale
Identity and Choice doesn’t exist; it’s just a Fae lie. But that’s okay. That’s human,
Who am I? What have I become? These questions plague that’s real, and that’s what separates you from the Gentry.
you as one of the Lost. In trying to answer them, you’ll dis-
cover that both the wonder and the horror of Faerie are in What’s in This Book?
you now, too. You’ll decide what kind of magic you wish to Kith and Kin is a player’s guide for Changeling: The
wield and how — and why — you wish to wield it. Will you Lost Second Edition, offering options and insights for char-
be the charming troubadour or the tyrannical queen? The

6 Introduction
acters as individuals and looking at the way changelings bind kithless characters and the process of acquiring new kiths in
themselves to each other on a personal scale. play. Along with explaining how to design new kiths from
Chapter One: Familiar and Strange is about the return a thematic perspective, it also presents 56 new kiths for use
from Faerie. It presents options for characters who escaped in any chronicle.
into unfamiliar times or places, including details about the Chapter Four: Birds of a Feather is about motleys. It
digital Hedge, the Hedge in space, and a freehold on the walks through the process of forming a motley from both
moon. It also explores the way changelings think and their in-character and out-of-character perspectives, including an
daily experiences, as well as offering additional, optional optional motley-building exercise called Roses and Thorns.
rules for Anchors and Clarity. This chapter also presents four sample motley oaths, a new
Chapter Two: Wonders and Terrors is about powers. type of Hedge ghost that feeds on the bonds between mot-
It presents five new Regalia and a selection of independent ley-mates, and several optional methods for adjudicating
Contracts, as well as advice on how to design Regalia from conflict between characters, intended to enhance the play
a thematic perspective. It also contains systems for manifest- experience. It discusses unconventional motleys with non-
ing Regalia as physical objects and for the fae sympathetic changeling members, including additional fae beings, mor-
magic which changelings call dramaturgy. Finally, it details a tals, and other supernatural creatures. Finally, it expands
few full oath examples and seven new types of pledges. upon the advice in the core book about ensuring safety at
the table by offering further options intended specifically for
Chapter Three: Kiths is about the kith as both identity
player use.
and connection. It discusses playing three different kinds of

What's In This Book? 7


“Would you…happen to have a match?” She’s still swimming a little from fatigue, the edges of
laughing a little, lips pulled back against a sharp my hands started to…blur. I looked down in mute
smile. “In all the excitement, I seem to have lost horror to see one pair of translucent hands releas-
my lighter.” ing the broom, then two pulling it back, then one
I try to wrench myself upright and our vision again, each pushing so hard I could almost feel it.
swaps again. I look awful — all gray and limp I caught the broom as it fell, but I couldn’t shake
with a thin iridescent sheen on my skin, my eyes that phantom feeling, like my hand had passed
bloody with her ghost. But who knows how long through the handle instead of around it.
I’ll have control of the working body, so I run to It comes and goes. Sometimes I feel almost
the broken desk and start turning over the loose myself, sometimes like my body isn’t my own
papers trying to find it. I’m sure I kicked it this anymore, like it’s reaching elsewhere, like it hears
way. I must have. She’s hissing something at me, an echo I can’t. I wake up from dreams of deep
a deep gurgling something I was not aware my rhythmic chanting and the sound of hammers on
voice could do thank you very much. With all the metal and find myself standing at the window. I
writhing and low-key demonic noises coming out went to doctors with pages of notes they didn’t
of my mouth, it’s like she’s giving up any pretense read. Asked informed questions. Carefully didn’t
of being me while having the indecency to keep scream when no one knew what was wrong. (Ev-
wearing my body while she’s doing it. erything, or maybe nothing. No two tests came
And then I’m laughing because I suddenly back the same. My body seemed to be destroying
can’t stop thinking about how peculiar this would itself, but no one could tell why.) I wonder what it
look to someone else. Two identical women, oily would even mean to feel like myself again. Have
with gasoline, trying to tear one another apart in you ever been painfully angry, so angry that it
the pile of kindling and nostalgia that used to be chokes you, clots in your throat like you’ll never
my (our?) bedroom. But I’m starting to feel her breathe again? I used to be a fairly calm person,
prickling under my skin again, so I quickly grab but these last few months it’s been bursting out at
the lighter and mime flinging it through the bro- the strangest moments. When I look at the hori-
ken pane of the bolted window. She seethes at me, zon. When I close my bedroom window. When I
but from the way she’s craning my neck trying to hear the wind rise. Right now.
see where it landed, I’m pretty sure she can’t tell I I sighed and stepped out of the shower. The
palmed it. Risky, when she might get control back nauseating, unclean sensation felt as stuck into
at any moment. my skin after the third shower as it had before
• • • the first. I drew a sad face in the condensation
on the bathroom mirror, and the rivulet of water
The tremors were subtle at first, the pain rip-
that dripped down the glass glowed. Unnerved, I
pling through my skin so lightly and so suddenly
quickly wiped the rest of the steam off the mir-
that it was gone almost before I dropped the
ror with a towel, trying not to make eye contact. I
glass. As I was sweeping up the glass, my vision
hate looking at myself in the mirror. I’m not sure going to be trapped. But I hesitate. I keep getting
why exactly — some kind of aversion. Even before caught up trying to make sense of it. I couldn’t get
all this started it never quite looked like my skin a clear answer out of her before. She was here for
fit right. But now, well, it’s complicated, and it’s revenge, or justice. To take something from me, or
too late. I’ve already caught my own eyes and it take it back. She wants something I have, wants
feels like I’m pinned in place. The resentment on it badly enough that she would kill me and burn
my face is hard to look at directly. I feel myself down a house to get it back. But why? My life is
blink. I don’t see myself blink. I keep blinking, pretty sedate. I’m not a collector of anything more
waiting to see my eyelids move. Instead, the shad- valuable than river rocks and bits of glass. And
ows under the reflection’s eyes deepen. She tenses even if my body wasn’t busted before, it’s definite-
like she’s waiting for something, and then just… ly not in particularly good shape right now.
walks out of the frame. I look into my bathroom Little by little, a picture paints itself in my
mirror and see only my bathroom reflected there. mind. The laptop open when I thought I closed it.
My brain cracks slightly to protect me. I think The phone unlocked by fingerprint. The missing
something along the lines of “guess my mir- mail. The haircut very like mine from a few years
ror must be broken” and mechanically sort the ago, right around when I got in that car accident.
laundry pile (clean, I think, but folding has been I spent a week in and out of consciousness, and
beyond me for a couple of months) for enough when I was awake, no one could understand what
clothing to constitute a change from daytime I was saying. People change, though. If I’m a little
pajamas to nighttime pajamas. And then, with different now than I was then, well — I almost
half my bra on and hair still dripping and askew, died, and that makes you reconsider what you
someone slides through a gap in my closed door want out of life. Is that why she’s trying to kill
frame like I had left it wide open. She looks like me? Because I dropped out of grad school and
me, if you replaced half my skin with shadow and moved away? Maybe there’s something we could
the other half with lead, and when she opens her do? My mind goes blank at what exactly “doing
mouth, the anger just pours out of me and into something” might entail. Grasping at any pos-
her voice. I know, but also don’t, the language sibility of non-murderous reconciliation, I push
she’s speaking. I understand the names she’s call- that thought away and take a breath to speak.
ing me, but I couldn’t say where I learned it, or But when I look at her, her eyes are white and
how I knew the right curses to fling back. Like livid and the only answer I get is the screech of
so many things lately, it’s at the tip of my tongue. her trying to pull me back into the other body by
Something I know I know but my body seems to my metaphorical hair. It chills the blood to see
have forgotten how it knows. Through that fog it yourself in one body claw at yourself in another,
stirs defensively, and deep in my memory a scroll mostly identical body. If I live through this, I’m
unfolds which tells me how to deny her access to never looking into a mirror again.
the bargains she’s made. Wildly, I think about starting the fire she
Then I notice the gasoline canister. She’s prepared and trying to run before she can aban-
holding it from the base. Lightly. Upside down. don me in it. How close do we need to be for it to
Her hands glow with the same light I saw in my work? If I could get out of her line of sight, or put
bathroom mirror. And then things start to go re- enough distance between us, would I stick in her
ally wrong. body the way she’s stuck in mine? Would all the
• • • phantom limbs and maddening dreams stop if…
if she was dead? Maybe if she was, I’d feel like I
She’s twitching under my skin again. In a min-
owned my own body again.
ute, at most, she’s going to have the lighter and I’m
And it is my body.
It matters not how strait the gate, How charged with punishments the scroll,
I am the master of my fate, I am the captain of my soul
— William Henley, “Invictus”
Me. to not only rebuild their selves, but redefine “home.”
So many take that word for granted, as though the self This section presents the various ways in which change-
were a simple concept. Asked who are you? most would say lings may return to a place that isn’t the home they remem-
they know the answer well. But the Lost know how truly ber or traverse a part of the Hedge stranger than most. Of
delicate the self can be. them, only the first two — arriving in a different location on
Even in the mortal realm, the self is fluid — shaped and Earth than where the Fair Folk abducted them and escaping
defined by experience, shifting under the weight of each word through the BriarNet — occur frequently. The others most
exchanged with another person. Selves push and pull each often serve as tales of wonder and terror for newly escaped
other naturally into shapes better suited to fitting together. Lost, happening only rarely.
But when the Gentry pull, the mortal self becomes mere
putty in their hands. Arcadia shatters the image in the mir-
Goodbye, Kansas
ror and makes it anew into something unwanted and un- Culture shock is a palpable phenomenon even for mor-
recognizable. Upon escaping, a changeling takes back her tals. Experience it by turning down the wrong street into
ability to define that mirror image for herself, but it’s never Paris’ Quartier Pigalle without warning, walking through
as easy as it might seem. the door of an Abu Dhabi mall where women clad in full-
This chapter explores the experience of returning from body veils shop at Victoria’s Secret, or sitting in a sports bar
Faerie. How do the Lost come to terms with the changes in Kentucky listening to the deafening shouts of enthusiastic
wrought upon themselves and their lives? How do they fig- basketball fans. Culture shock comes from the juxtaposition
ure out what the word “me” means after everything they’ve of lifestyles simultaneously familiar and strange. Vacation-
been through? What happens when they return to a time or ers can read about it and brace themselves, but changelings
place just as unknown to them as their durance once was? emerging from the Hedge on the world’s far side don’t have
that such luxury.
F ish O ut of W ater Two changelings from opposite sides of the planet still
have at least one thing in common: They both escaped Ar-
All changelings left home behind when the Kindly cadia. Even lacking a common tongue and culture, strong
Ones stole them away. Those who return must find their way bonds can form from this shared experience. In her first
back through the Hedge, and some never find the path that days of freedom as a stranger in a strange land, a changeling
leads to a familiar hearth. Changelings escaping to the mor- can still rely on the Lost who find and orient her in her new
tal world can find themselves flung through space or time, home to help ground her, forging strong ties of fellowship
forced to make new homes in unfamiliar locations, eras, or and loyalty to freehold, court, and motley.
even worlds. Stranded in such distant places, they must work

Fish Out of Water 11


Local Lost are usually willing to help stranded change- The Information Superhighway is the largest trod in the
lings with the mundane yet essential details of their new BriarNet and possibly in all the Hedge: a vast, many-laned
lives. For example, Dubai requires foreign visitors to either expressway on which anyone can drive, though travelers
have a visitor’s visa or a sponsoring employer. A changeling should take great care with their secrets. Software may in-
arriving from Peru via Arcadia is unlikely to have either, carnate as powerful corporations, periodic public events or
creating major complications with law enforcement, which broadcasts, places of business, or entertainment venues. For
disguised Huntsmen are all too happy to exploit. Dubai’s instance, a dating app might manifest as a weekly gathering
changeling courts consider it a point of pride to support dis- of speed-dating Hedge denizens, an upscale bordello, or a
placed changelings. The Tower Court arranges employment, matchmaking radio show.
the Pearl Court supplies financial aid and living accommo- Even amid the dazzle of gleaming silicon plazas and fi-
dations, and the Falcon Court uses its connections to ensure ber optic freeways, the Lost still recognize the Hedge. The
the appropriate paperwork exists and gets filed — one way or urban Hedgescape rearranges itself on the fly as Ops open,
another. install, or upgrade software, run processes, and input data.
Internationally relocated Lost who return to their origi- Cloud-chamber Hollows float across the sky overhead, each
nal homes exist as a distinct minority among changelings. one keyed to a specific web address; changelings and goblins
It’s not difficult to do — they can seek out globe-spanning who claim them store anything from tokens to dreams to
trods, travel through a mirror to their childhood abode, or captured enemies there. Depending on a Cloud’s design and
just get on a plane — but the connections they make in the function, it may require decryption codes or the right cre-
changeling community when they first arrive often outweigh dentials to enter, exit, or access anything inside.
their desire to make that trek. Many are glad for the change The BriarNet isn’t merely a technological wonderland.
of scenery, relieved to leave their old lives (and fetches) be- Its darknet Thorns host hidden lairs of sinister binary gob-
hind and make a fresh start. Lost from all over the world lins and privateer Hollows where arachnid hackers abuse
extending their hands in empathy to each other sends a pow- their mastery of “webspinning” — BriarNet slang for Hedges-
erful message to other changelings and the Wild Hunt alike. pinning — to steal whatever they can, be it another change-
ling’s liberty or a freehold’s most crucial intel. They spout an
Guardians of ideology of freedom, privacy, and self-determination from
the BriarNet their hidden, VPN-locked Hollows, but others see it as cyni-
cal justification for their atrocities. Still, their skill is peer-
The internet’s birthdate is up for debate, but starting in
less, leading foolish or desperate Lost to seek out these anon-
the early 1990s, changelings discovered the Hedge creeping
ymous loyalists when faced with firewalls they can’t cross or
into cyberspace — or perhaps the other way around. The lim-
encrypted Clouds they must crack open.
inal realm known as the BriarNet reflects the digital world
within the Hedge, allowing changelings to journey into — Hobgoblins dwell in the BriarNet as well, the embodi-
and sometimes lose themselves in — the Web. Becoming a ments of individual files, computer programs, and other as-
literal cybernaut is a common flight of fancy among mortals, sorted digital entities. Temporary files and cookies manifest
whom the BriarNet’s hobgoblin denizens call Ops, but these as Hedge ghosts, while Goblin Queens rule from mother-
fantasies only partially inform the digital Hedge. The Briar- board palaces and wretched, childlike goblins born from
Net also reflects the actual use of the internet and other net- orphaned or overwritten data lurk in alleys and abandoned
works, spinning itself in real-time to the rhythm of mortal warehouses.
telecommunications. The most dangerous BriarNet hobgoblins are the com-
puter viruses and malware gremlins who corrupt everything
Over the Firewall in their path. They can infect changelings, too, warping
The BriarNet resembles an endless mortal cityscape with their bodies or causing mental glitches. The White Hat free-
distinct cyber aesthetics and layouts reminiscent of database hold believes these viral interlopers serve a sinister fusion of
schemas. Some neighborhoods boast soaring high-rises shin- Gentry and circuitry that seeks dominance over the mortal
ing under a silver sun and vehicles traveling at the fastest of internet. The free company known as the Crystal Web (Oak,
bitrates; others resemble cyberpunk dystopias with flickering Ash, and Thorn, p. 23) quickly dismisses this conjecture
neon signs and ill-lit Goblin Markets selling secondhand or as fearmongering, even as they check the shadows for new
cursed Contracts on tiny optical disks. Network connections incursions.
become trods that bridge milestones representing bits of hard- Systems: The BriarNet’s viruses are corrupted hob-
ware in the mortal world, often called “nodes,” and appear- goblins who either started out that way or fell victim to in-
ing as buildings, structures, and landmarks. Algorithms are fection. The list of the always-virulent includes the Trojan
special kinds of digital pledges imposing certain rules and horse, which looks like an ordinary fae mount but whose
schedules wherever they run; they may manifest as systems hoofprints leave behind an oozing, black sludge; the briar-
such as traffic lights, subways, and sewers, or they may spit out worm, a massive, squirming worm covered in thorns and a
minions of a local Goblin Queen who enforce her decrees. thick layer of mucous that confuses anyone who can smell

12 Chapter One: Familiar and Strange


it, which splits into two fully-grown briarworms when killed clutches; now the title’s bearer transmits infected data to un-
without proper precautions; and the spyware moth, a tiny in- suspecting databases, destroying the lives of those she once
sect that swarms with its fellows wherever Glamour is spent protected. Huntsman.exe slips into cities disguised as a web
and memorizes its taste, gleaning secrets and allowing it to surfer and tears everything down from within. Entitlements
mimic another fae being’s abilities. The Storyteller can cre- like these threaten to destabilize the BriarNet’s delicate bal-
ate these and others as they would any hobgoblin, using the ance, sabotaging the increasingly digitized mortal world and
rules starting on p. 252 of Changeling: The Lost Second the Hedge proper in the process.
Edition.
Uncorrupted hobgoblins can be turned virulent by con-
Surfing the Web
tracting the infection. Any fae resource, such as Glamour Like the mortal internet, fae cyberspace is pervasive
and goblin fruits, and any fae being with a weakness to iron but invisible to travelers in the analog Hedge. Traveling be-
can be corrupted this way. All corrupted beings gain the tween the mortal world and the BriarNet requires entering
Dread Power Cyberplague. the Hedge as normal and then Hedgespinning a means of
transport capable of linking up to the goblin web. Some hob-
goblins sell token “routers” that make this journey easier or
CYBERPLAGUE more reliable in some way, but their drawbacks always persist
into the BriarNet and sometimes attract viruses.
The hobgoblin carries a fae computer virus and spreads Hedgeways inside the BriarNet cannot open into Op-
it wherever it goes. All electronics it touches glitch out or Space, and the Lost have yet to find or create a stable trod
malfunction somehow, imposing a −3 penalty on all rolls that can connect the analog Hedge to the digital side. Doing
to use them, or −5 within the BriarNet; this includes Hedg- so would be monumental, potentially birthing new Courts
espun equipment. All ill effects the goblin would normally and entitlements, earning the loyalty or enmity of large hob-
suffer in the mortal world occur when they leave the Bri- goblin factions, or even leading some of the Gentry to treat
arNet instead, even if they remain within the Hedge. Any the intrepid changelings as peers.
Hedgespinning it performs within the BriarNet results in
unsettling or dangerous side effects. Systems: Reaching the BriarNet requires Hedgespin-
ning a symbolically digital route appropriate to the charac-
Whenever the hobgoblin spends Glamour and succeeds ter’s current location with a paradigm shift costing 6 suc-
at its task, roll Resolve + Wyrd; failure means the victim of cesses. Changelings in a parking lot or on a city street might
whatever power in question gains this Dread Power, if the weave a straightforward highway to drive on, while those un-
target is capable of doing so. The victim may forfeit this roll der a starry sky might spin fiber optic cables between those
and fail automatically. Anyone who learns a Goblin Con- points of light and climb them. Changelings near an ocean
tract from a virulent hobgoblin gains Cyberplague automati- could even literally surf there.
cally.
This power can be shed by repaying all debts, either Virtual Meetup
through decreasing Goblin Debt to 0 or otherwise making The BriarNet doesn’t connect directly to the mortal world
payment in full. Any being with Cyberplague who becomes physically but contacting it from inside is possible, as the digital
a Hedge Denizen or Goblin Queen is automatically virulent. Hedge is built entirely upon systems for communication. In-
Choose one deleterious Persistent Condition; the hob- stead of meeting the Summer King at the local café to deliver
goblin suffers that Condition until it sheds this Dread Pow- her report, a courtier sings into the microphone at the local Bri-
er, while its usual resolution only grants a Beat. arNet nightclub; her words become a text message in the mortal
world, and the monarch’s reply appears written on every drink
Handles and Usernames menu at the bar. A changeling intending to venture into the
As potent as entitlements are in the mortal world, they deepest, darkest Thorns types a farewell message on a display
wield even more influence in the BriarNet. Many entitled tablet in an electronics store that plays through the speakers of
changelings become lieges to entire servers, with protec- her wife’s laptop; the heartfelt response comes in the form of
tors such as the Crimson Admin, the Cryptoknight, and her wife’s voice blaring from a passing ice cream truck.
the Glitch defending against the encroaching viral scourge. Systems: Hedgespinning contact with the mortal world
Other entitlements, like the Deepest Dataminer and Dread is straightforward in the appropriate location, as long as a
Web Pirates Legion, prefer to remain neutral in these con- device meant for communication of some kind would logi-
flicts so they can roam the vast depths of cyberspace without cally appear there. It’s much easier to call a smartphone or
responsibilities. plant new entries in a database from a BriarNet phone booth
Not all BriarNet entitlements are so benign. The Phish- than from an abandoned sewer tunnel.
er King cuts deals with the worst of the BriarNet in pursuit Connecting to a specific networked device for the scene
of power and wealth. Viruses infected the original Ashen in these symbolic locations requires a subtle shift costing
Coder while she bought time for innocents to escape their

Fish Out of Water 13


three suc- fers to turn back the hands of time, to give the soldier back
cesses. Opt- his vitality in exchange for an oath of fealty. The world has
ing to connect to a random device in- stead only costs changed so much; the past’s science fiction is now reality. He
one success. Connecting to any such device from an inap- has grandchildren and great-grandchildren whom he wants
propriate location is more difficult, requiring a paradigm to see grow up. He longs for that future even if it means
shift that costs four successes to rig the appropriate equip- dealing with the devil, so he accepts the Gentry’s offer. He
ment out of an unsuitable environment. thinks it will be worth it, but it isn’t. Trapped in Arcadia,
The changeling only receives replies that come within his durance is an eternal battlefield utterly divorced from
the same scene and from the same device with which she humanity’s bright tomorrow. He flees through the Hedge,
made contact. By default, anyone nearby can read or hear back toward his family and his hopeful dream.
the messages, which appear through easily accessible means. He doesn’t emerge in the 1990s. He doesn’t even appear
Add two successes to all of the above Hedgespinning costs in the 2010s. When the soldier returns home, it is the sum-
to force the response into a more private form, such as a text mer of 1914 — the day after Gavrilo Princip assassinated
message on the changeling’s phone. Add four successes in- Franz Ferdinand. In the coming months, World War I un-
stead to encrypt the response such that only the changeling leashes its full wrath, and the soldier relives the nightmare
and those she allows can hear or see it at all. all over again.

Once and Future Shadows of the Past


Imagine a soldier who fought in World War I as a teen- Everything is too damn familiar when a changeling es-
ager. He survives the front’s bombs, wire, and gas, outliv- capes from Arcadia into their own past. Events repeat them-
ing his comrades before finally going home. Then history selves, but not as she remembers them. She finds her fetch
repeats itself as Hitler rises to power and slaughters millions. reliving the same events but making all the wrong choices.
Even as the dust settles, the Cold War and nuclear Arma- He watches his mortal self from the shadows, trying to sub-
geddon’s twin specters rise. The horrors of human folly and tly steer him away from the Fair Folk’s grasping hands. She
brutality recur again and again. emerges during her durance and ends up fighting her still-
Now imagine that same soldier, who lived through so captive self while attempting to rescue other changelings. He
much, sitting in a nursing home in the early 1990s when gets a do-over, reliving his life as it was before, but this time he
a stranger without a face approaches him. The stranger of- is a changeling and his Keeper’s hounds are hot on his heels.

14 Chapter One: Familiar and Strange


Changelings flung into the past don’t always exit the
Hedge within their own lifetimes. A Pakistani Muslim flees
through a Hedgeway and the Greco-Indian Kingdoms’ Bud-
Period Pieces
dhist Eightfold Courts greet her on the other side, strand- Context is vital when playing changelings
ing her centuries before the establishment of Islam, let alone who emerge from their durance outside
Pakistan and India. A just-war pacifist who has never left their own time. Specific information about
Oslo returns home 900 years early and the Crusader Courts historical events can be useful, but don’t get
beholden to Sigurd Magnusson sweep him into their march bogged down in the details. Instead, use
across Europe to the Holy Land. A tech-savvy teenager finds society and culture as a backdrop to tell a
herself trapped amid the chaos of the Spanish-American unique story. Storytellers and players can use
Wars of Independence, when the Bolivarian Courts tried to Dark Eras, the Dark Eras Companion,
free the Huntsmen from the Gentry. Dark Eras 2, and other period Chronicles
Changelings trapped in the past learn that historians of Darkness settings as starting points
write history by agreeing on a set of lies. While the broad
when building historical chronicles or char-
strokes of history are consistent with accepted narratives,
acters from other time periods. The Hedge
often reshapes itself to reflect such change-
the details don’t play out the exact same way. A changeling
lings’ homesickness, creating anachronistic
with knowledge from a future time can predict broad trends regions based on bygone eras.
and iconic events, but they cannot foresee history’s entire
course. Antiquated attitudes and social customs frustrate Even published eras not featuring change-
many such changelings, who gravitate toward radical social lings directly can still provide invaluable
groups such as the French Revolution’s sans-culottes. Change- perspective. They may lack the supernatural
lings find their Touchstones within these communities, details and mechanics, but they provide an
vindicating their values in the face of society’s disdain and excellent contextual base on which to build.
discrimination.

Bright Thorns of the Future


future to face the person with whom they made a promise
Changelings forced into the future face entirely differ-
before their durance. While correct, this underestimates the
ent challenges. Missing a few decades means society is recog-
strength of commitment that created the fae-touched. Re-
nizable, but the subtle changes make the world feel uncanny
fusing to break their promise, the Avowed creates an Heir-
and unnerving, like a sculpture that looks mostly human
loom by taking another person into the Hedge, then having
but is somehow off. When a changeling vanishes for cen-
them swear to find the changeling and fulfill the original
turies, they may emerge into a wholly bizarre world. Civili-
oath. The Heirloom becomes fae-touched themselves as they
zation itself is unfamiliar, filled with magical technologies
return to the mortal world. She might be a child, trusted
and strange fashions. After spending so long in Arcadia, the
student, or younger partner, but no matter what, she under-
Thorns may look more comforting than the mortal world
stands the profound emotional importance of keeping the
through familiarity alone.
promise to the original Avowed. She knows the changeling
Lost from the past may emerge from the Hedge in the is still out there somewhere, scared and alone.
present, anachronistic relics of bygone eras. Some True Fae
Some Heirloom fae-touched spend their entire lives
seem to do this on purpose. The Honorable Commander,
searching for their changeling and pass the promise on to
a Keeper haunting Washington D.C., uses American presi-
another successor. When a fae-touched Heirloom finds their
dents as its preferred medium. Changelings who look and
changeling counterpart, it is a sublime moment. The Heir-
act like Taft, Truman, Monroe, or Polk have joined various
loom has fulfilled not only their promise but the promises
freeholds over the years, as have multiple versions each of
of those who came before them. The changeling finds com-
Washington, Lincoln, and Kennedy. Some of these change-
fort in the knowledge that the world never forgot them even
lings claim to be the president in question, while others say
while Arcadia’s beautiful hell confined them.
the Honorable Commander forced them into their role, but
all avow the Commander intentionally released and dis- Systems: The process for creating an Heirloom is sim-
placed them through time for its amusement, a thought that ple, although the knowledge is difficult to come by and fae-
sickens the entire freehold. touched are loathe to use it. The Avowed and the potential
Heirloom make a blood oath to keep searching for their
Heirlooms changeling companion, a promise the fae-touched seals. She
must spend a Willpower dot to transfer her Wyrd into the
Lucky changelings find solace in the strange and alien
newly anointed Heirloom.
future from an unexpected source: the fae-touched. Those
who encounter the Avowed assume it would be impossible Once the transfer is complete, the Heirloom becomes
for a changeling tossed centuries or even decades into the fae-touched and the Avowed loses her Wyrd, Contracts,

Fish Out of Water 15


and capacity to store Glamour. She still benefits from her The Wishing Roads
Promises and retains any Merits she can use without Wyrd
or Glamour. Any Merits she can no longer use are subject Some Lost see poetry woven in starshine and moonlight
to the Sanctity of Merits, and she gains the Lucid Dreamer when they gaze at the night sky. Others feel the void’s ineffable
merit for free if she does not already possess it. Many fae- emptiness and their lives’ crushing insignificance compared to
touched who haven’t passed on their promises feel creating the cosmos. A few find themselves lucky enough — or cursed
an Heirloom tantamount to admitting defeat and abandon- enough — to walk the Outer Hedge’s paths between the stars.
ing their loved ones. Even those who know the ritual may Modern narratives involving alien abductors bear an
refuse to do so until they lie on their deathbeds. uncanny resemblance to the True Fae, and Earth’s biosphere
Heirlooms modify the regular Avowed rules. Because confines neither the Hedge nor Arcadia. Beyond it wind the
they gained their Wyrd through a direct pledge, their souls Wishing Roads, the Dreaming Roads’ extraterrestrial exten-
resonate more strongly with such promises, allowing them sions that act as the Hedge’s repository for humanity’s hopes
to use sealings on changelings and other fae, and to initiate and fantasies. When teenagers let go of childhood imagi-
oaths with other fae-touched. Pledges also bind them more nary friends and adults set aside their ideal futures to accept
completely; it costs one additional Glamour to rebuff a seal- life’s grim necessities, those wishes fade from those mortals’
ing, and it costs a Willpower point to both violate an oath dreams, but they aren’t destroyed. They find themselves or-
and resolve the Oathbreaker Condition. Finally, an Heir- phaned, gathering in patchwork Bastions on the outskirts of
loom Avowed may start play with one Royal Contract from the Dreaming Roads — leftovers and misfits without homes.
her favored Regalia instead of two Common ones. Her fa- Occasionally, when strong nostalgia sends ripples through
vored Regalia is the same as that of the Avowed who initially humanity or seismic shifts in mortal society (such as the attacks
made the promise she inherited. Fae-touched characters may of 9/11 or the advent of manned spaceflight) shift their collec-
begin play as Heirlooms with Storyteller permission. tive dreams along with them, the Dreaming Roads uproot these
Should an Heirloom find the changeling whose promise abandoned half-Bastions and fling them into space to dance
they inherited, both the Lost and the Avowed gain the same among the stars. These dream-havens — floating across Pluto’s
additional Thread. It represents the fulfilled promise, an- icy plains or trailing in a comet’s wake — are invaluable resourc-
choring changeling and fae-touched to one another through es for changelings, providing them with a quick way to return to
time and space, connecting the past and the future through Earth if they can navigate the near-infinite dead ends and brave
bonds of loyalty and trust. a journey that begins as little more than a wish.
A changeling emerging from their durance in space steps
Walking Timeless Roads from the frying pan into the fire. Touchstones are incred-
Changelings who understand the nature of Faerie’s ibly rare so far from Earth; even changelings lucky enough
timelessness often wonder whether it’s possible to sail on to emerge on the moon must use robotic probes or satel-
time’s river to another point in history deliberately. It is, but lites (or the blue marble itself) as Touchstones linking them
it’s not a task undertaken lightly. It’s never predictable, nor unsteadily to humanity. Clarity disintegrates quickly unless
is it safe, for it involves returning to the one place a change- they find their way home. Beyond the moon, no known free-
ling abhors above all others — Arcadia. Even from there, holds inhabit outer space. Changelings who escaped Arcadia
the outcome is little better than guesswork. Folktales admit together form the only motleys beyond Earth’s biosphere,
the possibility of returning to a specific point in the mortal undertaking a shared mad dash back to Earth’s sustaining
world if a changeling allows their Keeper to see them, then embrace.
flees into the Thorns. Other rumors claim freeing another
Lost in Space
changeling from the same period and riding their escape is
the best chance of a return home. Some unfortunate changelings escape their Keeper’s
Truthfully, short of making a deal with Time herself, clutches only to discover how far away their captors took
jumping between moments in history is an entirely uncon- them. Rather than appearing in a back alley or a farmer’s
trolled process that leaves changelings at the Wyrd’s mercy. field, they emerge from the Hedge to stare at the pale blue
Storytellers may reward characters who try creative methods marble hanging over the moon’s surface. Others journey
by depositing them in, or close to, their intended time period, deeper into the solar system and escape their durances to
but should always introduce side effects and complications. confront the hellscape of Venus or the icy subsurface oceans
of Europa.
As for Time, some say she was among the first forces the
Gentry bargained with, now hidden deep in Arcadia’s heart, The Outer Hedge exists in pockets cut off from each
yet in plain sight. These tales warn that finding her isn’t easy, other and the rest of the Hedge, connected only as mile-
nor is convincing her to break her oath not to interfere in stones along the Wishing Roads. Without humanity’s nightly
the Good Cousins’ affairs. fantasies, the Dreaming Roads cannot exist as Earth-bound
changelings know them. Contrary to popular belief, the
space between these milestones isn’t empty — the Wishing

16 Chapter One: Familiar and Strange


Roads sustain a population of hobgoblins like anywhere else The Wishing Roads themselves are 5-dot trods and
in the Hedge, although the kinds of goblins found there are function as Dreaming Roads, except players must always
often more alien and live in tighter-knit communities than participate in chases to reach milestones — the temptation
those on Earth. A changeling might barter for a ride with to step off the path into the great unknown and chase one’s
a meteor herder, learn Goblin Contracts from the sylphids dreams is a palpable force. As on the Dreaming Roads, any-
that drift between stars, or earn the wrath of the lacuna thing that doesn’t lie on the trod itself and isn’t part of a Bas-
moths — dark silhouettes of moth-winged sprites that exist tion’s territory counts as Thorns; spending more than a few
as shapes of negative space, drawn inexorably to the nearest seconds upon the lines of gleaming starlight that web across
source of sunlight. this sparkling vista inflicts the Persistent Madness Condi-
It can be difficult to distinguish parts of the earthly tion (Changeling, p. 343).
Hedge influenced by human dreams of space from the actual Following the Wishing Roads long enough can lead
Outer Hedge. The most obvious differences are the types travelers back to the Dreaming ones — and thus, indirectly,
of denizens found there and the types of Hedgeways that to Earth. Characters must navigate the entire length of the
manifest. trod as normal, and must pass through a lychgate when they
Every wish has a cost, which a changeling must pay at a reach the terrestrial endpoint. Its milestones are Bastions,
lychgate: a special kind of Hedgeway spawned by and lead- but no two journeys along the Wishing Roads encounter the
ing to the Wishing Roads, one which hungers for hopes and same five milestones.
private longings. On Earth, lychgates appear deep in the Unlike most trod milestones, travelers must enter these
Thorns, where the Dreaming Roads drop off into an eter- Bastions and then exit them the usual way to proceed past
nal chasm empty of anything but distant, twinkling stars. them on the Roads.
In space, lychgates appear on the mortal side instead, stand-
ing or floating in awe-inspiring places humanity would call Wishing Bastions
natural wonders if they could reach them; their Masks make The Wishing Roads contain Bastions like those on the
them invisible to mortal eyes and telescopes. Dreaming Roads, but none of them connect to dreamers
Fantastical but foreboding in appearance, they invoke a and they’re much fewer and farther between. The Fortifica-
sense of wonder or wanderlust even as they call to mind an- tion of a Wishing Bastion is 5 + the number of milestones
cient stories of sacrifices to wrathful gods, elaborate Gothic traversed from the farthest endpoint of the trod. Thus, the
grave markers, or unreachable “happily ever afters” that exist closest Bastion to Earth has Fortification 6, while the one
nowhere but on the final pages of storybooks. The Never- closest to the far endpoint has Fortification 1. Where that
land Courts of Normandy believe that each wish paid to a ly- final endpoint leads is up to the Storyteller, but exiting the
chgate takes on new life along the Wishing Roads, extending trod there requires passing through a lychgate.
them into infinity and building lavish dream-palaces where Any Wishing Bastion can function as a shortcut back
no one has yet dared to tread. to the Dreaming Roads if characters are willing to utterly
destroy it, using the rules on p. 220 of Changeling. Wishing
Wishing Road Systems eidolons belong to no dreamer, but are instead exiles from
Lychgates in space allow changelings to enter the Outer human dreams of the past, cast out and isolated in a timeless
Hedge despite the lack of closeable portals, but they differ state, and much changed from the experience. They act to
from normal Hedgeways in that even changelings need Keys stop their Bastion from destruction by any means necessary.
to open them. Every lychgate requires the same Key: the sac- If changelings are inside a Wishing Bastion when they suc-
rifice of a precious memory representing a wish, hope, or cessfully destroy it, they are subject to the usual effects of a
dream. Unlike most Keys, this one is apparent to anyone at- crumbling Bastion (Changeling, p. 222); the effective Will-
tempting to cross the threshold; a whispered voice or distant power of the “dreamer” equals (11 – Fortification), and the
song reaches out to coax the changeling into willingly giving effective Composure equals half the Bastion’s Fortification.
the memory up, appealing to the childlike part of them that
lives deep in their heart and yearns. Soliloquies
Accepting the Key and paying the price permits the The Wishing Roads are still part of the Hedge, if a re-
Lost to step onto the Wishing Roads. She may then pass mote and obscure one. Walking them with her head in the
through any lychgate without further sacrifice for the rest clouds is a good way for a changeling to get hopelessly lost
of the chapter by paying 1 Willpower point per additional out there, or perhaps hunted by something that hasn’t had
passage but reduces her maximum Clarity by one; if a char- human contact in a millennium. Eidolons spawned from
acter has no Willpower to spend, they must make another forgotten nightmares stalk broken Bastions, while Gob-
sacrifice to pass through instead as normal. Each Clarity box lin Market spaceships roam the skies seeking unsuspect-
sacrificed this way becomes an Icon, which descends into the ing travelers willing to trade more wishes for otherworldly
earthly Hedge as a shooting star. wonders.

Fish Out of Water 17


Perhaps the most disturbing entities the Lost find out
among the stars are the soliloquies — the Hedge ghosts of
the Outer Hedge. Some are emotions that have migrated Changelings
along the Dreaming Roads into space ever since the first in Space
primates stared at the stars in wonder. Dead effigies of the
By default, sending changelings into space
Cassini probe and Opportunity rover haunt the Hedge on
doesn’t change the genre of the game. Many
Saturn and Mars, tangible manifestations of humanity’s em-
of the examples in this section draw upon
pathy for these dead and soulless robots animated by the real phenomena, but don’t feel beholden to
Wyrd’s psychoactivity. Half-remembered dreams that once science; extraterrestrial fae are still fae, and
broke free of ruined Bastions drift through space seeking you can fill outer space with any kind of hor-
new frontiers. But perhaps the most painfully simple solilo- rific and fantastical elements you want.
quies are the remnants of changelings who never found their
way back. They died far from Earth, alone and afraid, and Can changelings breathe on the moon? If the
now the echoes of their despair and loneliness plague living chronicle is set on the moon, why not? When
Lost, begging those who survive to take them home. chronicles feature exotic locations containing
Systems: Soliloquies treat the Wishing Roads as ordi- hazards lethal to humans, changelings liv-
nary trods, with none of the drawbacks changelings suffer.
ing in the region should be immune to those
threats. This ensures the chronicle’s focus re-
Create them as any other Hedge ghost using the rules start-
mains squarely on telling a story rather than
ing on p. 246 of Changeling, with the following changes:
surviving for longer than five minutes.
A soliloquy can use its Reach power to affect anything
on the other side of a lychgate rather than a normal Hedge- On the other hand, players may want to ex-
way, including those that connect to Earth’s Thorns. How- plore the survivalist angle of such impossible
ever, they’re incapable of passing through a lychgate without places for dramatic purposes. If the story is
destroying themselves, as all they have left to sacrifice is their about changelings journeying to an exotic lo-
entire being. cale and overcoming those perils, they should
not have blanket protection from environmen-
In addition to the four powers all Hedge ghosts possess and tal hazards. In this case, if a player wants to
their Numina, every soliloquy knows the Dread Power Wish. build a character with those immunities, she
and the Storyteller should work together to
create or adapt a kith to reflect her charac-
WISH ter’s origins. The Storyteller can then run her
escape from the Outer Hedge as a prologue
The soliloquy is capable of granting impossible wishes scene, during which the player can describe
at the request of changelings and humans. Wishes include, her character’s struggles with the environment
but aren’t necessarily limited to: without having to worry about mechanics.
• Removing (or applying) any applicable Condition or
Tilt (or similar affliction not modeled by these me-
chanics), including Hedge Denizen or Goblin Queen.
category of them. Sometimes it’s not the soliloquy itself that
• Granting any applicable Merit, Skill, or Attribute at 5 grants the wish, but the completion of a quest it gives. Most so-
dots. liloquies can only grant one to three wishes to a given person,
and wishing for more wishes is, of course, verboten.
• Causing someone to die in a way appropriate to the All Wyrd magic, of course, comes with a price. When
soliloquy’s nature. the soliloquy grants a petitioner’s wish, the process destroys
one of the petitioner’s Aspirations utterly. The character will
• Fulfilling an Aspiration of the petitioner, though not
never be able to fulfill it or replace it with another Aspira-
always in straightforward ways.
tion.
• Increasing or decreasing someone’s Goblin Debt by This Dread Power is also available for hobgoblins origi-
up to five points. nating in the Outer Hedge.

• Summoning one of the petitioner’s Icons. Moon Faeries:


The soliloquy cannot do any of these things unless ex- The Lunar Freehold
plicitly asked to by a living changeling or human; changelings The moon plays host to the one small freehold that
who have become Hedge Denizens don’t count. Some solilo- manages to survive in the harsh environment of space. Be-
quies can grant virtually any wish imaginable; others might fore 1966, changelings who emerged on the moon had little
only be able to grant one very specific request or a certain

18 Chapter One: Familiar and Strange


choice but to brave the Wishing Roads. After the Soviets believe will get him killed or captured. They don’t discour-
landed Luna 9, some Lost took inspiration from it and re- age him, though; he’ll have to learn on his own.
mained on the moon rather than risking the journey. By Providence is a fungal Goblin Queen who claims to
the time Neil Armstrong took his one small step, courts be- hail from distant Pluto’s icy Hedge and tolerates no doubt
gan to emerge that have flourished since — at least, by Outer about her origins. She plucks one courtier’s brain from its
Hedge standards. skull on the last day of each lunar month as payment for her
The Lunar Freehold embodies for changelings the most continued aid in fending off fae intruders.
fundamental human dichotomy: the impulse to explore ver-
sus the desire to return home. An entitlement, the Second Story Hooks
Star to the Right, arose from this dichotomy, which is dedi- • It’s the final day of the lunar month. Providence has
cated to extending the freehold’s territory into the wilder fought alongside the motley in the past, but the Lunar
and more remote places beyond the moon. It is used to estab- Courts are under no illusions that she won’t sell them
lish waystations to help newly escaped Lost come in from the out to the Gentry if they skimp on her grim toll. It
cold that can double as bases for further trodblazing. falls to the characters to find a loophole before the
Courts freehold must choose a sacrifice.

Filled with joy and boundless energy, Aiken Drum’s • A lunar lander’s arrival on the moon’s surface is nor-
Court welcomes new changelings into the freehold. They mally a cause for celebration, but this time, it brings
take any opportunity to lift their fellow Lost’s spirits and only dread. A probe is about to land on the moon’s
stave off the endless loneliness of space with song and fes- dark side that bears the unfortunate name of Eye in
tival. Amid their repertoire lurk Jacobite war songs, and the Night — a well-known Keeper’s Title. The freehold
anyone who mistakes their joy for inattention is in for an doesn’t believe in coincidence. They send a motley to
unpleasant surprise. brave all that lurks in the darkness and sabotage the
Cain’s Court takes its oaths seriously, if for no other lander — and whatever it might carry inside it — be-
reason than the scent of betrayal following them everywhere. fore the Fair Folk steal them all back to Arcadia.
Rumor claims their patron is a powerful Hunstman who
• Humanity has at long last begun building its first
once took the form of the original Cain and wears it even
moon base. The lunar changelings keep a close eye on
now, stalking the lunar Hedge wrapped in shining brambles
its progress, but it all goes awry when Apollo portals
and serving as the Wyrd’s vengeance. His court acts as judg-
within the base and a mortal engineer stumbles into
es and legislators, using oaths to maintain order, but they
the Hedge. Now he needs the motley’s help finding
are also penitents, atoning for the oathbreakers among them
her among the Thorns and escorting her home before
and helping outside petitioners do the same.
the Gentry claim her.
Many cultures speak of monsters devouring the sun, im-
agery that the Eclipse Court uses to evoke dreadful wonder
in the freehold’s enemies. They claim Sköll, Ītzpāpālōtl, and To Be Lost
Rahu as their patrons, and are at their most potent when the No matter who you are or where you’re from, your du-
moon blots out the sun. This court seeks out and devours rance changes you. It may not be as noticeable as your new
anything threating the freehold, be it hobgoblin, Huntsman, horns, wings, or scales, but your thoughts and emotions
or loyalist. blossom into spring flowers or shrivel up like autumn leaves.
Citing legends of Chang’e and the Jade Rabbit, Yutu’s The way you interact with the world is fundamentally differ-
Court insists this is not the first Lunar Freehold. Like the ent. It has to be. You wouldn’t have survived your time in
moon goddess, they are unafraid of making difficult choices, Arcadia otherwise.
even if their peers scorn them for it. They serve as the free-
hold’s chroniclers and alchemists, seeking to uncover the Survival Instincts
Moon’s secrets, lest the unknown become the changelings’ Do you know that old song by Heart, “These Dreams?” One
undoing. line talks about walking through a stained glass wall without a
cut. It’s kind of like that, except you never know when the wall
Faces will actually cut you. If my Keeper was always cruel, I think I
Apollo has been on the moon for a couple of years, but might have dealt with it better — but she wasn’t, you know? She
he’s still the youngest in the freehold. The Kindly Ones took kept me there with tastes of honeycomb that melted on my tongue,
inspiration from this brash and headstrong Elemental’s ap- with glittering presents made of sugar and children’s dreams, with
titude for science, transforming him into living radiation. private conversations and “Well done, my faithful servant.” I felt
Ever-curious, Apollo is always the first to investigate any ob- privileged, like I understood some part of her no one else did. The
ject arriving from Earth or its Hedge, a behavior his elders imprisonments and periods of abandonment were just punish-
ments for my mistakes. It was always my mistake. Never hers. I

To Be Lost 19
could never tell what would be a mistake. I don’t think she knew
either, until she was in the middle of my punishment.
Content Note
— Mariah Glimmerglass, Fairest Helldiver
Some of us feel like it’s a betrayal to acknowledge the “good” This section covers, among other things, what
parts of our durances. It can feel like that, of course — these are it’s like to be one of the Lost and how they
our enemies, the creatures who took us as playthings and punching deal with the confusion and pain of their situ-
bags. They’re also the creatures who clothed us in butterflies and ation. While it’s unlikely Fae came out of your
whispers, the perfect lovers, the careful gardeners, the wounded
mirror to kidnap you at any point in your
hearts we were empowered to soothe at times. It’s almost impos-
past, you, or someone you know, may have
dealt with abuse and trauma. This section
sible to reconcile the two, and that’s before you add in the unreal
covers both topics in some detail, albeit from
nature of what we all went through. Know this though — you’re behind the veil of fantastical horror fiction.
not alone. We don’t think your durance is lesser because your Please be kind to yourself when reading. You
Keeper showed you kindness sometimes. None of us survived this know your own limits.
without scars. You escaped. That’s important.
— Hallie of the Hunt, Elemental Shadowsoul
NO! I CAN’T GO BACK THERE! YOU DON’T
UNDERSTAND WHAT THEY’LL DO TO ME! LET ME to be told it’s not the right Huntsman; the Keeper hangs her
CLOSE THE DOOR! LET ME— over a cliffside by her silver thread to think about what she’s
— a Bridge-Burner’s last words done. A Playmate’s Keeper throws her around like a ragdoll,
only to pick her up and rock her to sleep like a child, whis-
Humans require stability to function properly. From pering apologies for the outburst. A changeling in durance
our earliest days, we need to achieve homeostasis — a feel- rarely knows what to expect; some can learn their Keeper’s
ing of being safe and stable enough to live our lives without patterns and carefully time their escape, but many just get
fear of losing our home, food, money, and other essentials. lucky. How should you behave when your captor’s reaction
Getting fired, moving, breaking up, or any number of other is a crapshoot — and they’re a 12-foot-tall pillar of smoke and
perfectly human things can disrupt or destroy homeostasis. eyes and the scent of lavender?
Long-term events such as imprisonment, abuse, hospital
stays, or the durance can even corrupt homeostasis, causing Adapt.
one to believe that this is just how things are now. Obey.
As with any unfamiliar situation, the best thing to do Accept.
in Arcadia is adapt. Survival is only possible through adapta- Survive.
tion, and many changelings come to see their new reality as,
well, reality. Butterflies made of glass? Completely normal, Surviving
just don’t let them drink your tears. Keeper throwing knives
It’s not your fault. No matter what else you hear from any-
and icicles in a rage? Stay quiet, keep your head down, and
one, know that it’s not your fault.
maybe you won’t get cut. Make yourself invisible or conve-
nient, or throw other people in the way of your Keeper’s vio- — Velvet Lauren, Darkling Playmate of the Spring Court
lence, and you will survive. You will wake up with nightmares. Your sweat is your armor.
Sadly, many changelings did something they regret dur- Your screams are your shield and sword. This is normal. A bless-
ing their durance. Martyrs die, idealists are obliterated, but ing, even. The nightmares are nothing compared to the horrors
those who adapt survive. The Lost carry fragmented memories you went through. They are a gentle reminder of what awaits you
of tearing out another prisoner’s heart to satisfy their Keeper, when your guard is down.
throwing other changelings under the bus to avoid terrifying — Jane, Fairest Telluric, Autumn Monarch of the Free-
punishments, or burying the bodies of those who weren’t pretty hold of the Endless Sky
enough for the vain True Fae that held them. Few changelings A changeling ripping their way out of the Hedge and
escape complicity in some form of atrocity; as the property of back into the mortal world for the first time brings with her
their Keeper, they must do as commanded or perish. a whole host of questions. What happened? Where am I?
Whether or not her Keeper made her complicit, a Who can I talk to? How was any of that real? And, most
changeling’s durance is an erratic cycle of pleasure and pun- importantly, why me?
ishment. A Telluric may be admired by a party of Gentry one The last question has no good answers. Some Winter
day and shot at with flaming arrows for not shining brightly Courtiers dedicate whole lifetimes to deciphering the riddle
enough the next. A Helldiver serves her mistress the heart of why the Fae take who they take, with no clear answer.
of a Huntsman she was given freedom to chase down, only Some people shine brighter in spirit than any given Bright

20 Chapter One: Familiar and Strange


One — why were they left alone? Why are Helldivers allowed
to roam free with nothing but a thin leash? What can we Destroying a
learn about the True Fae, so we can prevent them from tak- Freehold
ing more people or taking us back?
It’s a personal struggle for every single one of the Lost, Freeholds are not perfect. Sometimes a priva-
the constant nagging of why me? teer wants to score a big hit. Sometimes the
Wild Hunt makes a single, concerted attack,
Fresh Out of the Hedge putting the freehold under siege. Sometimes,
When a changeling of any stripe first tumbles out of the
the Lost’s passions just get the better of them.
For whatever reason, sometimes a freehold
Hedge, her thoughts first turn to those closest to her. She has
breaks apart into its constituent courts and
to reassure her family she’s safe, tell her spouse she didn’t leave,
motleys.
and a whole host of other damage control attempts. This often
ends in confusion and tragedy — the fetch has already taken Breaking a freehold is not simple. It usually
her place, and no one noticed she was gone, her past has been involves weeks or months of rumors and ac-
erased and no one remembered her well enough to miss her, cusations; of fights, Bedlam, and mandatory
or she’s simply been gone for too long or short of a time for meetings to determine the freehold’s future.
her story to be believable. Changelings all react differently to Faction lines become clearer. Misunderstand-
rejection and disbelief, but no one takes the experience well. ings grow into emotional wars. Finally, the
This is where other Lost find them. Larger freeholds oath of community itself falls apart as Lost
may have entire welcome wagons dedicated to bringing in declare, in the heat of things, that they would
new changelings, whereas smaller freeholds and motleys
rather be anywhere but here. All changelings
of the former freehold feel this pain deeply
do the best they can. New changelings can be skittish and
and some never recover from the betrayal.
violent, and it’s best to send someone who can clearly and
As a consequence, many Bridge-Burners
calmly deliver the invitation to the freehold — and then get and privateers come from broken freeholds
the hell out of there. — often joining the ones who broke it in the
Some changelings never accept those invitations, either first place.
wandering off into the wider mundane world or taking up
residence in the Hedge. Memories of home, once a balm in All former members of a shattered freehold
Arcadia, are now too painful to confront. A changeling may suffer the Oathbreaker Condition, whether
eventually join another freehold or create a new one. She they were a catalyst or not, until they join an-
may live almost exclusively in a Hollow to grow goblin fruits other existing freehold or create a new one
and avoid mortal interaction — though this does mean tak- out of the ashes of the old. For more informa-
ing constant attacks on her Clarity, as she never sees a single
tion on freehold conflicts, see p. 9 of Oak,
Touchstone. They’re all ways to shut out the anguish of being
Ash, and Thorn.
forgotten and abandoned by the people she held in her heart.
A few believe their first interaction with changelings in
the mortal world is a Keeper trick. This type of Lost may on the ground safely from that metaphorical skydive, but better — I
isolate herself to avoid being targeted again, hiding behind was gonna land on the ground and be able to do ANYTHING.
locked doors and long stretches of desolate highway. If she’s
— Kyle Threecups, Wizened Absinthial of the Spring Court
really desperate, she may even flee back to Arcadia and beg
her Keeper’s forgiveness or become a Hedge Ghost while try- The first time I saw another changeling, he terrified me. He
ing. Others become loyalists or Bridge-Burners, depending was huge and covered in scales. His muscles bulged out of that
on how they handle the shock. tank tee, and I thought for sure he was coming for me. There was
no other reason! I ran. He followed. That didn’t help, I admitted
On Learning to Live to him later over tea. I was surprised Big Ben Clifftop liked tea,
he seemed more like a beer kinda guy.
The first time I tasted Glamour, it was a rush. Not like a
drug high — I mean, of course I’ve never done drugs, what are Anyway, he chased me down and as I started begging him
you, a cop? Nah, it felt like jumping out of an airplane, except the not to take me back, he laughed. Said he’d thought I was smarter
airplane is busy mooning over her ex-girlfriend. I felt suspended, than that, that he wasn’t going to hurt me, and he had a safe
glistening and sharp, in the middle of that feeling. Whoo! I can’t place to take me to meet others like us.
explain it much better than that, but I felt that Glamour rush The fact that there is an US still delights and terrifies me.
through my body, filling me with power. I knew I was gonna land Of course, I joined the Liberty Bell Freehold; I’m not stupid. I
just … I don’t know. I hoped it had just been me. I thought I was

To Be Lost 21
unique, chosen to suffer for the sins of the world. But there’s a lot of
us here, not to mention the other freeholds. How many people have
they taken? How many are still in Arcadia?
— Harker, Fairest Climacteric of the Spring Court
[joyful hissing at a freehold fête]
— Marshmallow, Darkling Bequerel of the Winter Court
Freeholds? Are you joking? They’re just a bunch of scared
children kidding themselves. We were all kidnapped, my friend.
Our kidnappers are still out there, and they’re still looking for more
people to enslave. That’s what they do. They take, and they keep
taking until the well’s dry and they have to go digging for another. I
don’t know about you, but I don’t plan on being there when they dig
a new well.
I’m smart, though. I joined the winning side. I work with the
Kindly Ones, because then I get some choice in who they take. You
can stand there and be offended all you please, but at the end of the
day, your family isn’t protected by the same oaths mine is.
— Tilly Whitmore, Sandharrowed Beast and privateer

Thriving
I thought I could never sing again. I thought my voice belonged
to the Countess of Silk and Steel, that using it was glorifying her.
That’s a lie. Everything she told me about my voice is a lie. I sing
in my church choir again, just as a different person. I get more solos
too. I only turn on “the voice” when I need to. I could be famous,
everyone tells me so, but I don’t want to be, not right now. Maybe
someday. I’m learning that I have time.
— Rhiannon Strongsong, Wizened Nightsinger
I don’t believe in any god. How could I, after what I’ve gone
through? I keep telling Rhiannon she should get a record deal, but she
doesn’t want to. Religious singing and ritual comfort her, and I respect
that. What comforts me is seeing how much I’ve changed from who
I once was. I was an asteroid hurtling through my Keeper’s skies. I
thought all I could be was an agent of destruction. Now I’m one of
the Winter Court’s recruiters. I have soothed sobbing changelings in the
dead of night. I’ve set them up with jobs in the city, places where they
feel they can do some good. I work with a women’s shelter, teaching
self-defense. I can do more. I can be more than what they made me. I
don’t believe in any god, but I do believe in myself.
— Kiri Lia Bianca, Ogre Telluric and wife of Rhiannon
Strongsong
At some point, the Lost do have to interact with the
mortal world. They need to live somewhere, feed and clothe
themselves, and do something to make money — not to men-
tion preserving what little Clarity they have left. Their pow-
ers may give them an edge, but how do you go to the office day
in and day out knowing a creature made of nightmares and
promises wants you back in its domain more than anything
else?
One of the first things a changeling learns, through prac-
tice and advice, is that she is in control of her own boundaries.
It’s incredibly easy to forget after a durance that she can say no,
that she can change her mind, that saying the wrong thing won’t

22 Chapter One: Familiar and Strange


result in heinous punishments. Learning how to take con- After a while, such changelings find — perhaps to their
trol of how she interacts with people is key for a changeling, surprise — that they fit in somewhere once more. It’s a new
both in fae and mortal spaces. life, but a life they can call their own. They may never fully
Boundaries are crucial, but they don’t keep the anguish achieve homeostasis again, but they have a routine, goals,
in her head entirely at bay. This is important for the change- and a future. It’s more than they had before.

Spinning Self
ling (and her player) to remember. Being held captive by an
otherworldly being that sees you as a precious child and a the
disobedient thrall leaves lasting scars on the mind. The sur- Arcadia changes people, but it doesn’t make changelings
vival skills a changeling learned in Arcadia almost invariably monsters. Their wants, needs, and struggles refract through
hurt her in daily human life. She can’t just throw around an Arcadian prism, subtly altering them, but they remain
dazzling and deadly fae magics every time she feels threat- human. To thrive, the Lost need purpose, motivation, and
ened. Working with other changelings, as well as mortal or connections.
supernatural counselors, helps her learn new coping skills,
Remember that changelings themselves don’t use the
but it never erases the experience completely, even if she
mechanical terms discussed here; they are abstractions,
doesn’t remember all of it.
representations of complex motivations, psychologies, and
The Wyrd still governs a changeling’s life, even as she histories. Changelings do not identify Needles and Threads
goes to and from the aforementioned office. She feels its within themselves, nor do they call their closest confidantes
pull, and sometimes it’s too strong to ignore. She may take Touchstones. Instead, a joyful bon vivant says she lives her
her lunch break in the Hedge or find herself in the middle life to the fullest, the promise of a happy tomorrow is what
of office politics more often than she’d like. A canny change- keeps her going, and she knows texting her ex helps settle
ling doesn’t promise anything she cannot immediately fulfill her when she doesn’t quite feel right.
even among mortal friends and coworkers, for she knows
the Wyrd will require something she hasn’t thought of if Needle and Thread
she makes promises she hasn’t carefully considered. Some
Mortals ground their identities through their Vir-
changelings appear flaky or noncommittal, when in truth
tues and Vices; their best and worst impulses define them.
they’re trying to protect their mortal associates.
Changelings have uplifting qualities and weaknesses, too,
Many changelings fear the simple act of telling mortals but they distinguish themselves through deliberate reinven-
about their durance and nature puts those mortals at risk for tion. When a changeling escapes Arcadia, her Needle and
abduction. This is not automatically true, though mortals Thread help her determine what to do with her newly won
may try to seek out Hedgeways on their own initiative, and freedom.
some fae beings do have an easier time finding people who
know their names or secrets. Another fear many changelings Prick of the Finger
share, though few admit it, is the fear of mockery. How do
Throughout a changeling’s durance, the Gentry impos-
you tell someone the faeries kidnapped you and expect them
es a role upon them. Some True Fae claim their captives have
to respond with a straight face? Most changelings keep their
free will but manipulate their every action; others simply
stories to themselves or their own kind, though some be-
bludgeon their slaves into submission. Either way, they pre-
come comfortable enough to seek counseling. A few change-
vent changelings from making their own decisions. Upon
lings even become therapists themselves, specializing in
winning their freedom, changelings also win back their right
treating victims of the fae.
to determine who they wish to be. This is their Needle, the
A changeling must eventually take all these disparate changeling’s chosen self with which they make their mark on
pieces of her broken life and find a way to fit them together the world and impose their will.
into something resembling a daily routine. She might tend
A Needle represents the Lost’s ability to pierce her con-
bar, work for a nonprofit organization, or deal with emer-
fused memories and muddled identity, and to defy the un-
gencies as an EMT. While not all changelings need to work
wanted expectations others place on her. While searching
— Wizened can spin straw into gold, after all, and their mot-
for a job, she meets a modeling agent who insists she can win
leys never need to work a day in their lives — many find the
both fame and fortune as long as she becomes the “perfect”
rhythm of a day job soothing, or even necessary. Some go
feminine princess. She had a similar contract before the
into high-stress public positions, while others eschew the
Kindly Ones took her, but she found it stifling. Instead of
limelight. Hobbyist changelings derive the same joy and pur-
allowing the agent to lock her in another ivory tower, she
pose from knitting, growing goblin fruits, or thrift shopping
affirms her Needle as a commander by setting up her own
for odds and ends at both human and Goblin flea markets.
competing agency, helping her colleagues express their true
Working among mortals is also the perfect cover for selves.
making bargains (Changeling, p. 214). Agreeing to fashion
When a changeling first returns from Arcadia, her
shoes every night for a shoemaker is a lot less conspicuous
Needle simply drives her to act upon her newfound inde-
for a changeling who’s literally on the payroll.

Spinning the Self 23


pendence. With time, it evolves into something more, a real chapter or even mid-scene if such an event creates a dramati-
purpose that gives her life context and meaning. With per- cally appropriate moment.
sistence, community, and a little luck, she one day wakes While no mechanics govern changing a character’s
up to find that her past — while forever an indelible part of Needle or Thread, consider what it means to them. Are they
her — no longer defines her. Her needs and desires eclipse proud of how they acted previously or do they hide it away
her history as she shines a light on the future she wants to in shame? Are they even aware a of change taking place? It’s
create for herself. possible for the character to remain oblivious to the differ-
ence, since in most cases it’s the player’s decision to focus
Woven Tapestries more strongly on another aspect of the character’s personal-
People are complicated, like a wall hanging’s myriad col- ity.
ors. In context, the many strings tell a story and evoke pow-
erful emotions, but if the threads binding them break, the Touchstones
colors fray and dissolve into an unrecognizable mess. This A man hears a song on the radio as he’s driving home
metaphor describes the Lost as much as a tapestry. from work. Tears well in his eyes as it conjures memories of
If a changeling’s Needle represents who he chooses to his childhood, a more carefree time spent with his aunt who
be, his Thread represents the throughline binding his past passed away last year. It seems impossible to him that he’s
and current selves together. It gives context to his life, keep- the same person as that child, impossible that his days hunt-
ing him from feeling unmoored. It is the motivation for him ing bugs and playing pretend ever became the nine-to-five
to crawl out of bed in the morning, even when he would grind. He lost himself somewhere along the way and this life
rather ignore the world and let time pass him by. It is a fa- isn’t — it can’t be — his. By the time he gets home, he feels like
miliar feeling, reminding him that no matter how much he a stranger watching his own life from afar, but the feeling
changes, he remains himself. By reflecting on his Thread, dissolves the second his kids wrap their arms around him
a changeling knows he can face the unknown and handle and cheer their father’s arrival home. Without even mean-
whatever the future brings. ing to, their love tells him it’s okay. People change and life
A changeling’s Thread also helps him make sense of keeps throwing curveballs at him, but it doesn’t need to be
his conflicting memories and the competing expectations an albatross around his neck. Moments like this are worth
placed upon him. Arcadia does a real number on recollec- simply enjoying as-is.
tion, jumbling thoughts and memories with unreality; other Not every changeling shares this exact experience, but
people — fae and mortals alike — try to define him with their they all relate to it. The Lost struggle to maintain their sense
own perceptions of him. The changeling’s Thread helps him of self and certainty in their reality under the constant pres-
push those hands away from the loom and weave a new life sure of evading Faerie’s greedy eyes. The pressure is always
for himself without outside interference in the tapestry’s pat- on and if they let it build too long, they can end up feeling
tern. distant from themselves, unsure whether they truly under-
stand who “they” even are. Touchstones are a release valve,
Rethreading the Needle taking the pressure off and allowing changelings to recon-
People reinvent themselves all the time. A painter drops nect with themselves.
out of art school to become an economist, while a scientist A changeling can’t simply go through the motions with
discovers a passion for history. Changelings retaking their a Touchstone; they force him to engage fully with the world
lives don’t have to succeed perfectly right away — their first, around him. Even if a Touchstone is ignorant of the change-
second, and seventh tries are all equally valid. Freeing them- ling’s supernatural life, she cuts through all the courtly dra-
selves from the specters of Arcadia is full of dead ends and ma and Hedge bullshit, bringing the changeling back down
false starts, like any life. Those kinks in the path don’t mean to earth. With a Touchstone, he can breathe and take in
the changeling was wrong or made a mistake; they just took the way life is instead of the way it could have been. Even a
a longer route to get where they needed to be. Touchstone with whom the changeling shares a fierce rivalry
Fortunately, dead ends don’t always mean ending up or always gets into vicious arguments serves this purpose.
in a Huntsman’s shackles. It’s uncommon for changelings Confrontations are stressful, but he always feels more like
to change their Needle or Thread, but it does happen. himself afterward.
The change corresponds with major life milestones for the Most Touchstones are people, but they don’t all have
changeling, such as joining a new court, gaining a dot of to be. Treasured locations, passion projects, and beloved
Wyrd, or fulfilling a long-term Aspiration. These milestones pets can serve as Touchstones if they carry enough meaning.
don’t have to be positive; betrayal by a Loyalist, resolving While they cannot hold a conversation with the changeling,
a persistent Clarity Condition, or encountering the True they remind her that it’s okay to be herself exactly as she is,
Fae could prompt a changeling to reexamine his approach prompting an internal recalibration as valuable as speaking
to life. Generally, anchor changes should occur at a story’s with another person.
end, but with Storyteller permission they may change mid-

24 Chapter One: Familiar and Strange


A few changelings possess even stranger Touchstones, achieve the necessary focus in order to reap the benefits and
such as the ghost of their best friend or their vampire land- may only do so once per chapter. No supernatural effect can
lord. These supernatural Touchstones function identically modify this roll.
to mortal ones, but they all share two key characteristics:
Companion Touchstones
• They always relate to the mortal world, even if the While changelings interact with all Touchstones in
connection is as tenuous as reminding a changeling some manner, the interaction isn’t always a two-way street.
of someone she knew before her durance or her fa- Companion Touchstones are living things with their own
vorite childhood television show. This connection to personalities, quirks, and agendas, but for whatever reason,
humanity is what grounds her. they act as a receptacle for the changeling’s worries and anxi-
eties rather than providing a dialogue. Beloved pets provide
• Supernatural Touchstones also cannot relate to the
a soothing presence and unconditional love regardless of
Wyrd or anything fae in nature. Even if they would
who the changeling was or who they’re becoming. Closely
otherwise be excellent Touchstones, these things rep-
following an admired celebrity’s life and works allows him to
resent that which is unknowable and ever-changing
just exist in comfortable anonymity, exactly as he is.
— exactly the opposite of what a Touchstone should
be. Systems: By their nature, Companion Touchstones are
slightly shallower connections to the mortal world, but in ex-
Alternate Systems change they’re simpler to derive comfort from. A Companion
Touchstone detaches from the character’s Clarity track when
The following section presents several optional systems severe or mild damage fills its associated box, but spending a
for certain kinds of Touchstones, altering the default ben- scene interacting meaningfully with it heals all mild Clarity
efits. Players may choose to use either the default system or damage and one point of severe rather than one or the other.
an optional one for a type of Touchstone that qualifies, al-
though keep in mind that it may make the system more com- Legacy Touchstones
plex to do so. A player can change which system they use for Whether it’s a first edition copy of his first novel, a
any given Touchstone between chapters and are not required recording of the press release that announced his ground-
to use the same system for all their Touchstones. breaking research, or the child he raised, a Legacy Touch-
The traditional Touchstone system presented in stone reminds the changeling of what he is capable of without
Changeling is robust and broad, allowing any potential fae magic, and it remains as a tangible sign that he made
Touchstone to fit within its framework. The alternative his mark on the mortal world. Even if the Touchstone itself
Touchstone systems offered here invoke more specific kinds fades or dies, knowing he made a difference is one thing his
of connections, but they are flexible. Focus less on whether Keeper can never, ever take away from him.
the system fits a particular Touchstone’s exact description Systems: Legacy Touchstones are stabler and more reli-
and more on whether the combination of Touchstone and able than other Touchstones but can be harder to engage
system reinforces the character’s themes. with or defend. If the character’s only remaining attached
Activity Touchstones Touchstone is a Legacy Touchstone, whenever he takes se-
vere damage to its associated Clarity box, his player may roll
For some changelings, performing or participating in Resolve + Composure to keep the Touchstone attached for
a familiar activity can serve to make them feel like them- the rest of the chapter. If he doesn’t heal that Clarity damage
selves just as spending time with a friend. The activity can before the next chapter begins, the Touchstone detaches as
be menial, creative, or social: Chopping wood could remind normal. If a changeling loses a Legacy Touchstone entirely,
a character of family vacations in the mountains, painting whether or not it’s the only one the changeling has attached,
could keep her hands busy and mind inspired after a du- it detaches from its associated Clarity box whenever it takes
rance of unbearable stasis and conformity, while attending severe or mild damage from then on. Only finding and at-
or organizing peaceful protests could put her back in touch taching a new Legacy Touchstone as a replacement allows
with her lifelong outrage that ordinary humans who never the changeling to deliberately abandon it. If the player shifts
see a single goblin are still oppressed, too. this Touchstone back to the default system, it’s automatically
Systems: Activity Touchstones require actively doing lost the first time it would detach.
something, rather than simply interacting with someone;
conversely, they don’t require the presence of anyone specific Clarity
and are thus easier to find opportunities to engage with. As
Clarity is not a barometer for a changeling’s sanity or
long as the changeling has access to whatever she needs to
morality. Instead, it measures their self-actualization and
perform the activity, spending a scene doing it may count as
emotional resilience. The boundary between mundane and
both defending the Touchstone for Willpower and interact-
magical is razor-thin; it takes a clear mind and a strong heart
ing meaningfully with it to heal Clarity damage. However,
to maintain it within oneself.
the player must succeed on a Resolve + Composure roll to

Spinning the Self 25


Mortals doubt a changeling’s sanity when she insists could instead be present in the dream as a supportive Sto-
that she travels to worlds beyond mundane ken. Likewise, ryteller character, such as a Touchstone or their own charac-
her attachment to the mortal world baffles hobgoblins and ter’s eidolon.
the Gentry; to them, Wyrd marks the Lost as denizens of the Bear in mind that when Touchstones appear in a char-
Hedge and Arcadia, not humans. Mortals and faeries alike acter’s dream while she’s subject to the Comatose Condition,
fail to acknowledge that changelings are creatures of both they aren’t the real thing. A changeling can’t regain Clarity
worlds. With full Clarity, a changeling recognizes the sub- by spending time with eidolons. The Storyteller can, how-
jectivity of truth, helping him contextualize his experiences ever, involve these Touchstone eidolons in the drama of the
when compared to those of others. He trusts his senses and dream, allowing her to resolve a Clarity Condition by inter-
has confidence in his understanding of his personal truth. acting with them as normal.
Being low on Clarity feels like putting down your house If a changeling drops to Clarity 0 with Comatose as her
keys and being unable to find them when you need to leave only Clarity Condition, Storytellers should allow her to re-
— while your roommate swears he never touched them after, solve another Condition that could be a Clarity Condition
in fact, hanging them by the door while cleaning. In this instead; for instance, if she became Spooked due to a power
self-doubting state, a changeling can distinguish truth from rather than Clarity damage, she may still heal a point of that
fiction, but he has difficulty taking mundane or magical re- damage when resolving Spooked. If she doesn’t possess any
alities at face value. He second guesses his own memory and other appropriate Conditions either, an eidolon can easily
doesn’t trust his intuition, and thus tends to prioritize other inflict one as the scene progresses.
people’s word over his own experiences. Confusion blurs
Since the dreamer’s own actions can be inconsistent in
the lines between reality, memory, and dreams. At its worst,
dreams, players can share the responsibility of portraying
Clarity loss leaves the changeling doubting he ever left Arca-
the Comatose changeling if the group agrees. This simulates
dia in the first place, where only the Gentry’s truth matters.
the loss of narrative control often present in dreams, which
The most terrifying part of all is that it’s not an irrational
is particularly disturbing for changelings since they are natu-
fear. The Kindly Ones have been known to let changelings
ral lucid dreamers and dreamweavers.
think they’ve escaped through elaborate illusions, only to
bring the entire facade crashing down when they find it con- When troupe-playing a single changeling, each player
venient or amusing. chooses a single emotion or facet of the character that their
actions in the dream represent. If the group wants to really
Clarity loss muddles everything. What the changeling’s
dig into the motley’s relationships, they can even assign the
senses tell him doesn’t change, but he can no longer inter-
other characters in the motley to parts of the Comatose char-
pret it with certainty. Hesitance and anxiety overcome him,
acter’s personality instead, exploring the push and pull of a
whether he’s asserting his will, resisting mind-affecting mag-
close-knit group of changelings on each other’s selves.
ic, or recalling simple facts.
The goal is to explore aspects of the changeling’s mind
As Clarity damage heals, his confidence returns. It’s
and the conflicting drives within her, not to hijack a char-
not that he no longer has doubts — everyone does — but he
acter and behave outlandishly; thus, the Storyteller should
can set them aside and get on with life. His faith in himself
return full control of the Comatose character back to her
emboldens his actions. He picks up the shattered glass that
original player at any time if the latter occurs.
shows him his own reflection and rearranges it in the mir-
ror frame. The cracks smooth over and heal themselves with Feel free to allow consistency and plausibility to fall
nary a scar before the mirror proclaims he is the fairest of by the wayside when portraying eidolons, especially those
them all and should never doubt it again. Some call the Lost who represent existing Storyteller characters in the dream.
“mad,” but they simply can’t understand the kind of resil- People act wildly out of character in dreams and the dream-
ience the changeling psyche possesses. No matter how many er is none the wiser. This may create an impossible or out-
times a changeling pulls himself back together after break- right comical scene; that’s fine within the dream’s context!
ing, he feels the same relief and self-assurance each time. It’s only after the Comatose changeling wakes up that the
dream’s incongruities are unnerving. On the surface, a char-
Roleplaying the Dream acter playing dodgeball with her Keeper in dreams may seem
too lighthearted for a Changeling chronicle. Dig a little
The Comatose Condition allows players and Storytell-
deeper, though, and the absence of the changeling’s survival
ers to explore the changeling’s hopes, fears, and relation-
instincts becomes terrifying. In the dream, she accepted her
ships. When portraying a Comatose changeling’s dreams,
Keeper’s presence in a mundane activity without question.
other players can take on the roles of important eidolons
If she’s willing to accept the Gentry in her dreams, is there
while the Storyteller sets the scene. This form of narrative
even the smallest chance she would allow them to put her
troupe play ensures engagement in the scene for everyone
back in chains?
and offers players a unique roleplaying experience. If a player
is uncomfortable challenging their friend’s character, they That dream is fucking terrifying in the light of day.

26 Chapter One: Familiar and Strange


Such incongruities can work to the motley’s advantage ers and displays qualities she subconsciously learned from
if a changeling becomes Comatose and they must rescue her her Keeper, leading her to fulfill her own desires at everyone
from her own Bastion. Creating unusual circumstances and else’s expense.
convincing eidolons to act out of character are tried-and-true Any Social roll your character fails automatically be-
methods to help a Comatose changeling awaken. The mot- comes a dramatic failure that does not grant a Beat. As well,
ley must interact with the changeling’s eidolons and perform Joy replaces her current Needle and one of her Keeper’s As-
oneiromancy to maneuver them like pieces on a chessboard pirations replaces one of her current Aspirations until the
to create scenarios so unlikely that the dreamer can no lon- Condition resolves.
ger accept them.
Possible Sources: Reaching Clarity 0
Some changelings try using Contracts and other magic
Resolution: The character regains Clarity or her actions
to directly restore the Comatose changeling’s Clarity. This
cause serious harm (physical, mental, or emotional) to her
isn’t effective, since it lacks the emotional catharsis of resolv-
allies, regaining a point of Clarity as usual. In the case of se-
ing a Condition, but it can enact a paradigm shift without
vere damage, the only way to resolve this Condition is for the
a roll; the instigator gains dreamweaving successes equal to
changeling’s actions to harm her allies. Any other Clarity
his Composure.
Conditions she resolves during this time increase her Clarity
New Clarity Conditions as usual, but they do not resolve this Condition.

Optionally, changelings may suffer one of the following Optional System:


Conditions in place of Comatose when they reach Clarity 0. Condition-Based Kenning
By default, as long as a changeling maintains her Clar-
BEHIND YOUR EYES ity and Willpower, she can use kenning to pick up the taste
of magic in the air. Condition-based kenning is an optional
Clarity disintegration renders a changeling easily ma- system for players who want to give their characters less con-
nipulable, leaving them wide open to subversion. A Hedge trol over their magical acumen. In exchange, the kenning
ghost, hobgoblin, or — worst of all — one of the Gentry is more potent, allowing a changeling to penetrate super-
invades the changeling’s mind. The invader can’t read the natural concealment; can occur even with low Clarity; and
changeling’s thoughts, but it shares her senses whenever it doesn’t drain her will.
likes. She’s aware of a mental itch deep down, but she can’t If the Storyteller and players agree, they may use both
place it until the Condition resolves, and she realizes how kenning systems in the same chronicle, allowing both delib-
much she gave away. erate and mysterious intuition when the situation warrants.
If this Condition came about through mild Clarity dam- Systems: Condition-based kenning costs no Willpower
age, resolving another Clarity Condition forces the visitor to and triggers automatically when a changeling resolves a Clar-
retreat from the changeling’s mind. If it came about through ity Condition; she can’t voluntarily use it. Roll her current
severe Clarity damage, only the shock of accidentally betray- Clarity. On success, she gains the Deep Kenning Condition.
ing herself and her motley ends the Condition.
Possible Sources: Reaching Clarity 0
Resolution: The character regains Clarity or takes an
DEEP KENNING
action that reveals an important secret to the visitor, recover- Your character’s newly bolstered Clarity grants abrupt
ing a point of Clarity as usual. In the case of severe damage, flashes of insight, allowing her to discover nearby magic. You
the only way to resolve this Condition is for the changeling may shed this Condition at any time to gain information
to reveal a secret. Any other Clarity Conditions she resolves about nearby supernatural phenomena as if you had rolled
during this time increase her Clarity as usual, but they do kenning with successes equal to half her maximum Clarity.
not resolve Behind Your Eyes. Unlike normal kenning, resolving this Condition permits a
Clash of Wills against active magical concealment.
EGOMANIAC This Condition fades without resolving if the character
drops to Clarity 0.
Without Clarity, the changeling acts as though she re- Possible Sources: Heal Clarity damage by resolving a
sides in Arcadia, mimicking the True Fae’s boundless ego- Clarity Condition or spending time with a Touchstone.
tism. She fails to comprehend the needs and desires of oth- Resolution: As noted above.

Spinning the Self 27


“Promises bind our kind as surely as iron chains or ropes of human hair. The fae never swear by anything we
don’t believe in. We don’t ask for thanks and we don’t offer them; no promises, no regrets, no chains. No lies.”
— Seanan McGuire, Rosemary and Rue
You fled your Keeper’s impossible kingdom but echoes Though lesser known, many of these agreements remain in
of her cling to you long after you escaped the Hedge. The effect today. Changelings and hobgoblin servants call upon
smell of smoke from her ever-burning fires lingering in your powers of judgement and sovereignty, light and shadow, life
hair, the chime of his laughter still ringing in your ears, the and death — abilities that don’t comfortably fit the purview
wonders you wielded in Arcadia follow you home. Though of any of the principal Regalia. Some of the oldest pacts fade
they’re much diminished from the world-shaping miracles into obscurity as the Titles of their True Fae creators fall
you performed at your Keeper’s command, memories of dormant or cease to be, but extraordinary deeds or grave
them have seeped into your skin and settled deep within disasters can sometimes bring them back into the light.
your bones. Regalia themselves are symbols, esoteric concepts dis-
This chapter delves into the powers available to the tilled into ideas the Gentry’s servants can understand. They
Lost, including new Regalia and Contracts, the fae sympa- rarely ever embody just one thing. Jewels represent perfec-
thetic magic called dramaturgy, and expanded rules and ex- tion, but also the temptation a person feels when gazing
amples for pledgecraft and oaths. upon something flawless — the need to possess it, the willing-
ness to go to war for it. Jewels exemplify fortune and deceit
T F
he orms of as well, all facets of a greater whole. Contracts are Regalia
T hings U nknown
passed through a prism, broken down into their component
parts for the True Fae’s servants to observe and command.
A Darkling holds a lightning-charred oak branch in her Some Contracts stand alone or in independent pairs.
hand and presides over two motleys in dispute. Her judg- They fit no known Regalia, and each performs one extremely
ment binds them to a course of reconciliation. A Hunter- specific task. Leaden Mirror librarians keep careful notes on
heart clutches his compass tight; its needle whirls and spins, such Contracts when they encounter them, tracing their ori-
but he knows the way home. The Becquerel offers her enemy gins and the names of those Lost who learned them. Many
a sip from a dented cup — its contents will heal him, for a of these derive from now-defunct Regalia whose pacts were
while. A penny for your thoughts? the Wizened asks the Goblin forgotten over the millennia, or whose original manifesta-
Queen, sliding an ancient coin across the table and bracing tions were destroyed. Sometimes, the Gentry create indi-
for brutal truth. vidual Contracts out of necessity, granting their servants the
All Lost are familiar with the traditional Regalia (Crown tools required to fill a particular need in their realm, or to
and Mirror, Sword and Shield, Jewels and Steed), but change- use as a weapon that might pierce one specific enemy’s heart.
ling scholars have long suspected the True Fae forged pacts In some cases, the Good Cousins failed in their negotiations
with an even broader array of cosmic entities and concepts. with an entity — perhaps their own cleverness tripped them

The Forms of Things Unknown 29


The Ursine Duchess takes only three servants every 100 years, setting them to tend to her during
her long hibernation. They become the blankets spreading over her, so thick they muffle out any sound;
or the shutters over her windows, blocking out moonlight and sunshine alike; or the stories in the books
her attendants read to her while she pretends to dream. Long ago, she brokered a deal with Night and
Rest and Silence, but that Regalia’s been forgotten; the last changeling escaped her maze-like tower over
200 years ago.
•••
Victoria’s long gone, but the Wizened Uttervoice left snatches of the songs she composed for her
Keeper snagged on the Thorns. The Icons took the form of guitar picks and capos, and strings for the
Stratocaster she so loved. Lost who’ve come into possession of such Icons and made music with them not
only gain Victoria’s memories, but also an understanding of her Regalia. Her Contracts describe the
intersection of music and battles: the power in a protest song, or the beat of a war drum.
•••
About a decade back, the Lonesome Highway freehold nearly died out. The Hammer Regalia that its
Spring Queen, Allison Free, had used so carefully to build a safe place for the motleys under her protec-
tion became instead a bludgeon. Two members of Free’s court went missing and had her sergeant-at-arms
— a Beast Valkyrie — not noticed the change that came over the Queen, it might have been many
more. The courts banded together. They coaxed the Queen away from her hammer, shattered its handle
and melted down its head. That was the easy part. Prying out Free’s memories? That proved harder.

up, or they didn’t manage to fully assert their will — leaving What Lies Forgotten
their Regalia incomplete.
What happens to a story when its last talespinner dies?
Some independent Contracts are stolen, the product of What happens to a bargain when no one remains to fulfill
one of the True Fae encountering an entity whose power its terms? Without changelings to pass along knowledge of a
she coveted and claiming it as her own. These Contracts are concept or embody its essence in their Contracts, an unused
subject to the Keeper’s interpretation of the entity, rather Regalia fades out of memory. This alone doesn’t nullify or
than its original self. A lighthouse that stood on the rocky destroy it as long as the original pact that created it isn’t
shore of the Prince of Glad Tidings’ domain signaled home broken; the ideas and themes that comprise Regalia are dif-
and safety to sailors on its choppy seas, until The Sighing ficult to kill. They merely lie dormant, waiting for someone
Lass captured the headland, twined her brambles into the to come along and remember or rediscover their ancient
lighthouse’s walls, and filled its beacon with her sorrows. agreement.
Lost who tended its light thereafter escaped their durances
knowing how to draw out their companions’ most bitter- For Lost who have time to secure their secrets before
sweet memories. they die, the Hedge makes a splendid hiding place for their
treasures. Some leave cryptic missives with their motleys for
Just as with regular Contracts, those without a reigning other changelings to decipher. The fae-touched may even
Regalia can be Common or Royal. Some of these orphan play a part: Tamsyn and James swore they’d reunite after
Contracts pair together, joined by a similar theme without the war ended, but that was 90 years ago, and a Huntsman
being part of a larger whole. pulled Tamsyn back to the Timekeeper’s eternal tower before

30 Chapter Two: Wonders and Terrors


she could see James again. Today, James’ great-grandchildren thing — to teach them. They may seek out a changeling who
dream of cogs and pocket watches, the symbols of Tamsyn’s served the same Keeper as the last person to know those Con-
Timepiece Regalia. tracts, hoping for precious insights. Perhaps their memories can
Changelings who claim entitlements (Oak, Ash, and lead to new clues, or maybe they’ve kept one of their friend’s
Thorn, p. 31) may also inherit knowledge of their prede- Icons safe all these years. Due to Arcadia’s unreliable flow
cessor’s lesser-known Regalia. The Dauphines of Wayward of time, this often proves more difficult than expected. Two
Children’s new Chaperone grows more and more insightful changelings who spent their durances together in the Year of
about his charges’ needs and relies on the Star to guide them Plague’s disease-ridden environs, who kept pace with one an-
safely on their way. The Master of Keys is a Thorn in the side other as they fled home through the Thorns, might not have
of those whose secrets she’s unlocked. exited the Hedge in the same decade, let alone the same town.
Even Lost who die suddenly may still leave echoes of Lost who suspect they might be the last ones to ken a
their Regalia behind, waiting for whoever finds their rem- particular type of Contract sometimes attempt to pass the
nants and pieces them back together. A silver box lies buried knowledge on, though they rarely leave detailed grimoires
beneath the rubble in a half-faded Bastion that found a new behind with their local court scholars. Instead, they bury
home on the Wishing Roads (p. 16). The changeling’s Icon cryptic messages in fortified Bastions, or hide the secrets in
— and the memories embedded within — sit among the hob- a soda can and add it to a hobgoblin’s junkpile. After all, bet-
goblin Rattlebones’ wares at the Goblin Market. ter the Regalia and its power fades into obscurity than fall
into loyalist or Bridge-Burner hands.
Not all lost Regalia dwindle quietly out of common
memory. They can be banned, locked away, or intentionally When a changeling finds no mentors among his free-
hidden — and not always by Bridge-Burners or vast cosmic hold or other local Lost, the Hedge is the next most likely
forces. Changelings root out these Regalia while their fel- place to search. The Hedge forms itself around its travelers
lows still know how to invoke their Contracts, still wear — their desires, keenest emotions, and deeply-held philoso-
their symbols stitched onto sleeves, hems, cuffs, and collars. phies. Lost seeking a forgotten Regalia set foot on the trods
Sometimes, the freeholds themselves destroy these powers hoping the path carries them somewhere still ringing with
for what they deem the greater good. its memory. For a changeling searching for the Regalia of
Stars, their journey may lead them into skies speckled with
Losing access to Regalia and Contracts removes part of
ever-changing constellations, or they may follow one single,
a Crimson Courtier’s arsenal. It diminishes the knowledge
brightly shining point until its image burns into their vision
the Leaden Mirror hoards. Even Winter Courtiers — who
and their pupils twinkle with its light. Trods can lead to a
may benefit from keeping secret the methods of destruction
hobgoblin with knowledge to barter, the last remaining ser-
and the fact anything was destroyed — exhaust alternate solu-
vants of a vanquished Title, or any other lingering clue.
tions before voting in favor of such a drastic action. Usually,
excised Regalia present an immediate danger to the free- Oneiromancers turn their searches inward, confronting
hold. Perhaps invoking it attracts Huntsmen, or sows seeds eidolons in their own dreams to uncover buried truths. Per-
of deadly discord among the motleys. haps during her durance, she noted the chalice her Keeper al-
ways drank from at court but dismissed it as a mere cup rather
Backed into a corner, the freehold may sacrifice their
than a symbol of life and death. Now, in dreams, she stands
connection to a Regalia to seal an oath with a similar but
before a table of brimming vessels. When she peers into each,
more powerful entity, or because giving up the power it
she sees not her own reflection but the fates of her motley.
grants them satisfies some other desperate need. The terms
of such oaths dictate how the Lost sever the tie, and wily Changelings who step through the Gate of Ivory can
changelings look for loopholes that may let the freehold’s only learn Common Contracts for these Regalia. They pos-
future members recover the knowledge. sessed the knowledge during their durances, but forgot when
they fled, or dismissed the details as unimportant. However,
Lastly, the Lost may discover that the entity who origi-
deeper understanding requires greater risk: To discover the
nally held the pact has died or passed it on, sending ripples
secrets of Royal Contracts, they must travel through the
throughout the fae realms and disturbing Contracts’ effects.
Gate of Horn, and occasionally venture into stranger places
This may be a cosmic shift well beyond changeling under-
— mirror space, the Dreaming Roads, the BriarNet, or even
standing, or the sign of a Regalia’s corruption at the hands
beyond.
of another force. It’s risky to keep drawing upon an altered
Regalia, so cautious changelings brick off the avenues to its At their most daring (or perhaps desperate), the Lost
manifestations and punish those who refuse to cease invok- may venture back into Arcadia to steal knowledge of a lost
ing related Contracts. Regalia from the Gentry. Few changelings find this worth
the risk; what good does it do a Darkling to learn the secrets
Lost and Found of the Cloak if it puts her back within her Keeper’s grasp? Yet
some, driven to protect an endangered loved one, or as part
To learn Contracts in a lost Regalia, the changeling must
of a Summer Queen’s bold plan, do venture back into the
first learn of its existence and then find someone — or some-
land of their captivity for the promise of secret knowledge.

The Forms of Things Unknown 31


No Good Deed The Bridge-Burner Catriona went to great pains to erase the
Goes Unpunished Ring from memory. She’s an old woman now, but she’s still
strong enough to put it to rest one more time.
The Storyteller should declare which (if any) of the Re- Keep in mind that Regalia represent grand cosmic bar-
galia presented below players may select during character gains the True Fae negotiated. Strange entities stir when
creation as a second favored Regalia, either because their Contracts that haven’t been invoked for centuries — or lon-
backstory warrants having discovered a lost one or because ger — call on them once more. Do they present themselves
in your chronicle, it was never lost to begin with. to the changeling in overt ways, appearing in her dreams to
The Storyteller decides the difficulty of the deeds re- size her up? Or is their influence more felt than seen, as her
quired to uncover lost, forgotten, or forbidden Regalia, and motley runs across their symbolism everywhere? What do
can adjust them according to the Regalia’s significance in they want from their new adherents?
the chronicle. Is the search a personal one, as an Ogre re- Lastly, the Wyrd governs all. While it might not pre-
calls parts of her durance or a Fairest Flickerflash comes to vent a changeling from drawing a lost Regalia back into the
terms with what changed while he was in Arcadia? If the world, it certainly notices the act. It tallies the deeds the Lost
changeling pursues this information on his own time, the performed in pursuit of forbidden knowledge and weighs
Storyteller may represent the search as an extended action, them on its own ineffable scale. Sometimes those deeds
with short scenes over the course of several sessions describ- themselves are a sufficient trade for the power the change-
ing his progress. If his motley gets involved, the rolls become ling gains. Other times, the Wyrd finds the changeling want-
teamwork actions. ing; perhaps she skirted too close to the edge of her oaths or
When fully playing out the pursuit of a lost Regalia, left someone else to pick up the pieces after her own reckless
the Storyteller may use the investigation rules beginning on actions caused chaos.
p. 194 of Changeling to shape the mystery. What obstacles
stand in the way of discovering the Regalia? Are there items A Change of Heart
like Icons or riddles etched into mossy stones that might The Lost don’t stop changing after emerging from the
reveal Common Contracts to those who find them? Who Hedge. For many, the ability to remake oneself and declare
might share the tale — willingly or not — of the last person to “This is who I am now,” is an essential part of their new lives.
use the Regalia, and is that person still alive somewhere? If
so, might they need rescuing from a Huntsman’s iron cage, Sometimes, a changeling feels her affinity for a newly
or dissuading from their loyalist sympathies? discovered Regalia eclipsing one of her others. This denotes
a fundamental shift in the Lost’s worldview. Where once she
Consider the narrative consequences of dredging up a needed a Steed’s freedom of movement, now she has set her
lost Regalia. If it faded out of memory because its last prac- sights on her court’s Crown, and she feels the calling of the
titioner died, who might come out of the woodwork seeking Scepter. She still retains her Steed Contracts — this change
hidden wisdom or planning to collect on debts that prac- is about folding who you were into who you are now, not
titioner racked up? What favors do hobgoblins ask from a abandoning those aspects of yourself.
changeling with an affinity for this Regalia? What bribes do
they want to ensure their silence about what the motley did System: At the end of a chapter, with Storyteller permis-
to uncover it? All of these make great story hooks. sion, the player may sacrifice one dot of Willpower to disfa-
vor one of her character’s two current favored Regalia and
The Regalia’s return may attract a Huntsman’s notice. replace it with a new one. He keeps all Contracts he learned
His loyal hound picks up a scent it hasn’t caught for decades, under the old one.
and now it strains at the leash to follow this fresh trail. Sure,
the original quarry eluded the verderer, but his Keeper will If the character doesn’t have any Contracts from the
be pleased to meet someone else with similar affinities. Per- new Regalia at the time of the change, the player must switch
haps the Huntsman can’t tell the difference between that one of her current Contracts in her old Regalia for another
prior prey and this new one — how can the motley convince of the same type (Common or Royal) from the new one.
him it’s a case of mistaken identity? The Gentry themselves
may take an interest and come calling. This may be out of
Designing Regalia
curiosity, a twisted kind of nostalgia, or even an effort for When creating a new Regalia for your chronicle, decide
the Fae to protect themselves if they lost a Title to a rival. first whether you want to start with a theme and assign a
Others might be furious: How dare anyone try to take the symbol to it, or start with the symbol and extrapolate themes
place of the servant upon whom they bestowed those gifts? from there. It’s usually better to start with the symbol, even
Uncovering a forbidden Regalia may also cause friction if you get there through an idea of what it represents; for in-
with other Lost, especially those who would prefer it stay stance, you may want to create a Torch Regalia, because you
forgotten. The Six Sisters’ Freehold destroyed the Regalia already know torches are both literal and figurative lights
of the Chain for a reason. When they hear hidden shackles in the darkness that illuminate the way for a traveler. From
rattling, their Fifth Oracle Courtiers sharpen their swords. there, think about the various angles from which you can

32 Chapter Two: Wonders and Terrors


approach that metaphor and additional meanings it might A Regalia may explore contradictory aspects within
suggest, thus rounding out your Regalia into a robust, multi- its purview. For example, the Crown embodies rulership
faceted concept from which to produce Contracts. whether it rests on the head of a benevolent monarch or a
Starting with only a theme is possible but be careful you ruthless tyrant. Think about the positive and negative as-
don’t focus so much on that lone idea that you have trouble pects of your concept, how its users might both help others
expanding it beyond one narrow theme. Additionally, start- and cause harm with it. Perhaps the Regalia’s symbol repre-
ing with a theme may give you a concept too broad to guide sents two opposing concepts, like light and darkness, mo-
the choice of symbol and specificity of its powers. tion and stillness, or life and death. Upon what fulcrum do
these opposites pivot? How does one inform the other?
Symbol First
Themes First
Every Regalia is based on an item that serves as a meta-
phor to express its themes. In Arcadia, these items are both If you don’t have a symbol in mind up front, consider the
metaphors and actual, tangible objects that are part of the basic theme you want the Regalia to cover. It should be broad
Good Cousins’ personal panoplies, which they flaunt to enough to contain multiple facets but narrow enough to express
assert their dominance as rulers. Fairy tales and myths are a clear and cohesive set of related themes to inform the magic’s
excellent sources of inspiration, as things are rarely all they purpose. To this end, you may need to first narrow your initial
seem at first glance; an apple can be poisonous, a rose is love- idea down to give you enough specificity and then expand it out-
ly but bears thorns, and a bean can become a giant beanstalk ward to find strong associations and alternate angles. For exam-
reaching into the clouds. Real-world status symbols make ple, a Regalia about “peace” that embodies themes of diplomacy
another good place to look for ideas, particularly those de- and prosperity looks very different from one that embodies the
noting the position of a ruler or other important or unique more individual ideas of contentment and tranquility.
figure, such as the Three Sacred Treasures of the Japanese Perhaps, for the latter, you narrow down your theme
emperor or the skull, book, and hourglass of ornamental to “serenity” and then extrapolate. With what other specific
hermits. ideas do you associate it? Stories, places, objects, articles of
Regalia symbols can be ordinary objects with no greater clothing? What other concepts are closely tied to it that might
significance, such as a pen or a shoe, but remember that they provide more options for potential symbols? Feel free to think
all began as ways for the Gentry to brandish their power; the outside the box; the more linked associations you come up
Fae tend to gravitate toward items that clearly signify what with, the more inspiration you’ll have for creating Contracts.
they believe is special about them as leaders. The pen might Storytellers can also look to character backstories, goals,
be a good choice for a scholarly Kindly One who thinks of and personalities for inspiration. Have the motley’s adven-
themselves as a brainy mastermind (and would resonate bet- tures followed a particular theme? What aspects of their
ter as a Regalia if you called it “Quill” instead), while a shoe Keepers and durances could provide the foundation for a
might work for one who prides themself on their godlike new Regalia? If you or your players have already created cus-
athleticism (one famous brand of sneakers is named for the tom Contracts, see if you can spot a recurring theme among
Greek goddess of victory, after all). them. If you can group three or more together, consider
Once you’ve chosen an object, define the Regalia’s pur- making them part of a full Regalia.
views based on its uses and qualities. The best Regalia sym- Over the course of several sessions, keep notes on the
bols can mean multiple, related things. An anchor holds a characters’ roles within their motley and how they relate to
ship in place, symbolizing stability and security, but also that others. What words describe them and their methods? What
which holds one back. Consider the object’s alternate forms sorts of actions do they often fall back on that aren’t yet cov-
and uses; ordinary hammers are tools for building and craft- ered by their Contracts? Perhaps the Ogre’s keen focus in
ing, while a war hammer is a weapon. A Regalia symbolized a fight and his ability to cut right to the heart of a matter
by a hammer, then, might represent both creation and de- inspire the Arrow Regalia, or the Darkling’s ability to twist
struction. opponents into tongue-tied knots and control the flow of a
Consider the additional meanings with which legends conversation translates into the Spindle. Changeling pairs the
and pop culture imbue things, as well. When we see an ap- six most well-known Regalia with seemings already, but others
ple, we might think of sleep, poison, and witches thanks to can resonate as well if you want. Does the Throne favor the
Snow White, or knowledge, temptation, and a loss of inno- Fairest as charismatic leaders, or Darklings as the true power
cence thanks to the story of Adam and Eve. Greek mythol- behind the sovereign? The Hammer suits the Wizened when
ogy links apples with desirability and beauty. You can be the it’s used to build, but as a symbol of war, Ogres wield it best.
apple of someone’s eye or get called an apple polisher. Apples
and faeries even have a mythical history together in the form
Bringing It to Life
of Avalon, the Isle of Apples. The intersection of any or all When writing the Regalia’s description, consider how
of these associations can play a role in what a Regalia stands changelings attuned to that particular symbol act—after all, they’ll
for and how its Contracts manifest. be using the Contracts you create, so they’ll want to wield powers

The Forms of Things Unknown 33


that fit their modus operandi. Those who favor the Shield are
protectors. Those inclined toward the Scepter pass judgment.
A changeling embodying the Star might focus on guiding her
motley down a particular path, or she might be the person to
whom they go when they need insight into past events. Everyone
the Wyrd touches knows the importance of balancing the magi-
cal books, but those bearing the Coin define themselves by trade
and what they can do with material possessions.
Finally, consider what you want a Regalia’s Contracts
to do. (Rules for designing Contracts appear in Change-
ling, p. 308.) Think about the types of pacts the True Fae
made when they first negotiated with the cosmic entity in
question. How did those pacts shape their Titles? True Fae
are beholden to a Regalia’s themes and symbolism even
more than the Lost who served them, but the pacts also
grant them vast power to shape their realms. On a grand
scale, how do the Gentry use this Regalia’s powers? What
wondrous feats did a changeling in their entourage perform
with it? Though the Lost only wield a fraction of that influ-
ence after they escape, the symbols remain. How do you
shrink the sweeping changes they caused in Arcadia down
to mundane-world levels? Keep in mind the variations and
contradictions built into the Regalia. Even though two pow-
ers might have totally different effects, they should still feel
like facets of the same prism.

New Contracts
This section presents five new Regalia in full, as well as
a selection of single or paired independent Contracts that
fall under no Regalia.

Chalice
Chalice represents the mercurial nature of emotions,
the fluidity of relationships, and the ebb and flow of life.
The goblet can contain a wellspring of hope or the dregs
of despair. It’s a toast and a promise: Drink and be merry,
for tomorrow, we die. As a symbol of feasting and revelry, it
represents close bonds forged in celebration or mourning; a
ceremonial chalice finds its way to the lips of everyone pres-
ent to tie them together in oath, ritual, or faith. Its depths
might hold a healing potion, a sleeping draught, or a dose
of poison, and it cares not which the drinker consumes.
Changelings find both solace and misery at the bottom of
a cup.

Filling the Cup (Common)


By filling a glass or cup to the brim with any liquid and fol-
lowing the ripples in its surface, the changeling attunes himself
to the flow of strong emotions, acting as a dowsing rod.
Cost: 1 Glamour
Dice Pool: None
Action: Instant
Duration: One scene or until the changeling regains
any Glamour, whichever comes first

34 Chapter Two: Wonders and Terrors


Effects: The changeling can sense people experiencing Darkling: The Wisp may pay an additional Glamour
powerful emotions within a radius of (her Wyrd x 40) yards/ when invoking this Contract to transfer his frailty to the tar-
meters. He knows the direction and general distance of the get rather than simply sharing it, losing that frailty himself
emotion at the time of the Contract’s use, but those people for the Contract’s duration. This cannot apply to his iron
may move by the time he gets there. He gains a vague sense bane.
for whether any emotion he detects is positive or negative, Loophole: The changeling has already suffered from
but otherwise can’t identify it without seeking those people the frailty he wishes to inflict within the same scene. He may
out or using additional magic. seek it out deliberately for this purpose.
If anyone incites Bedlam within range while this Con-
tract is in effect, the changeling can automatically identify it Sleep’s Sweet Embrace
as such, though without additional detail. (Common)
Beast: If the Grim has already used this Contract or an- The gentle graze of the changeling’s hand upon a shoul-
other relevant power, such as the Spring Court’s Cupid’s Arrow der or rosy cheek and whispered promises of peace and rest
(Changeling, p. 151), to identify or locate a specific, known per- turn another’s worst nightmares or most wondrous dreams
son’s emotions at any point, he can recognize the scent of that into a healing slumber. The changeling must touch the in-
specific person’s feelings whenever he senses them again with tended sleeper to use this Contract.
this Contract. Cost: 2 Glamour + 1 Willpower
Fairest: The Muse can pick out those within range ex- Dice Pool: Manipulation + Expression + Wyrd − Re-
periencing an intense emotion related to him. That person solve
doesn’t necessarily have to recognize their own feelings —
Action: Instant or resisted (see below)
such as being jealous of the changeling’s lover without hav-
ing acknowledged it even to herself. He only learns the infor- Duration: Varies (see below)
mation, not the person’s identity. Roll Results
Loophole: As he invokes the Contract, the changeling Success: Once the changeling invokes this Contract,
speaks out loud her current strongest emotion and its cause whenever the target sleeps for a number of days equal to
or the person at whom it’s directed for all nearby to hear. successes on the invocation roll, they don’t dream. Instead,
they heal one lethal damage per hour they’re asleep, but they
Frail as the Dying Word (Com-
can’t regain Willpower from rest for the Contract’s dura-
mon) tion. While dreamless, they have no Bastion and cannot be
All Lost suffer the sting of iron and the shackles of un- the target of oneiromancy or other magic that works upon
knowable fae laws. With a touch, the changeling writes his dreams or dreamers. If this Contract lasts more than two
victim into the fine print, fooling the Wyrd into applying days, the target suffers the Dissociation Condition (Change-
those laws to them, too, for a time. ling, p. 336), which can’t resolve until they regain full Will-
Cost: 1 Glamour power after the Contract ends.
Dice Pool: Manipulation + Occult + Wyrd vs. Compo- This Contract is only resisted if the target is unwilling.
sure + Wyrd The changeling may target himself, but if he does, he cannot
end the effects early.
Action: Contested
Exceptional Success: In addition to the longer dura-
Roll Results tion, the target suffers Dissociation if the effects last more
Success: The changeling inflicts one of his own minor than three days instead of two.
frailties on the target. If they already possess it, that frailty Failure: The Contract fails.
becomes major instead for the duration. If they already pos-
Dramatic Failure: The changeling cannot meditate, en-
sess a major version of the same frailty, this Contract doesn’t
ter the Gate of Ivory, or dream the next time he sleeps; he
function. The changeling doesn’t lose the frailty he inflicts.
suffers the drawbacks of this Contract’s effects for one night,
Exceptional Success: The changeling inflicts either one but gains no healing benefits.
of his major frailties or two of his minor frailties with one
Beast: The Gargoyle sends his target into a deeper hi-
invocation instead. Iron counts as a major frailty.
bernation, always adding two additional days to its duration.
Failure: The Contract fails.
Darkling: The Mountebank’s target appears recently
Dramatic Failure: The Wyrd catches the changeling in dead to all mundane forms of detection whenever they’re
the act of forgery and inflicts a new major frailty on him in asleep. They don’t appear to breathe or have a pulse, their
addition to those he already possesses for the scene. skin seems cold, and their limbs are stiff. Magical ways to
Fairest: The Muse may inflict a frailty belonging to any detect whether someone is living or dead prompt a Clash of
fae being present in the scene rather than his own. Wills with the Darkling.

New Contracts 35
Loophole: The changeling prepares a sleeping draught, Cost: 1 Glamour + 1 per additional dreamer beyond
warm milk, soothing tea, or any other sleep aid that involves the second
drinking liquid, and he persuades or forces the target to Dice Pool: None
drink it all in the same scene in which he invokes the Con-
Action: Instant
tract.
Duration: One chapter or until all dreamers wake,
Curse’s Cure (Common) whichever comes first
The changeling concocts an antidote for any venom or Effects: The changeling connects the Bastions of all
poison that afflicts another from a sample of their blood, participating dreamers, thus drawing them all into a shared
which he mixes with herbs picked from the Hedge and a bit dream. He himself must be a participant, and all dreamers
of his own spit in a cup of wine. must be willing. Each dreamer retains their own distinct
Bastion with a separate entrance and exit, but the dreamers
Cost: 1 Glamour
treat them as a single Bastion for purposes of oneiromancy
Dice Pool: Intelligence + Medicine + Wyrd and navigating the shared lucid dream. Increase each Bas-
Action: Instant tion’s Fortification by 1 per dreamer, to a maximum of +5,
Duration: Instant against any oneiropomp outside the linked group. When-
ever one dreamer takes an action that benefits from team-
Roll Results work with at least one of the others as an oneiropomp within
Success: Anyone who drinks a full cup of the change- any of their Bastions, that action gains the 8-again quality.
ling’s draught either heals from a poison in half the normal Shifts that cause location changes can transport anyone af-
time, or, if the poison was deadly, the character will now sur- fected from one Bastion to another in addition to changing
vive. Conditions resulting from the poison fade without re- their physical location. This Contract counts as an invita-
solving. Attempting to cure a supernatural poison prompts tion from each dreamer to each other to enter their Bastions
a Clash of Wills. from the outside.
Each invocation of this Contract produces enough an- If any of the dreamers suffers the Comatose Condition or
tidote for a single poisoned victim, no matter the amount of has otherwise lost the ability to dream lucidly, paradigm shifts
liquid in the cup. can inflict Shift Conditions in any of their Bastions even if
Exceptional Success: The poison is entirely and instant- that Bastion’s oneiropomp is still lucid dreaming. If any partic-
ly cured. ipant wakes naturally, their Bastion simply ceases to exist with
Failure: The Contract fails. no impact on the others other than to reduce the number of
connected dreamers (and thus potentially their Fortification
Dramatic Failure: The changeling botches the mixing bonuses). However, if one dreamer is forcibly and magically
and poisons himself. He suffers the Fatigued Condition, awoken, whether by an oneiropomp with the Dream Assail-
which becomes the moderate Poisoned Tilt during action ant Condition or by some other power, all of their shared Bas-
scenes. tions are destroyed, forcing those still asleep to contend with
Beast: The Beast can make the toxin his own and in- their Bastion’s end per the rules on p. 222 of Changeling.
flict the moderate Poisoned Tilt on a grappled opponent as a Beast: All participating dreamers gain +2 to any action
unique grappling option that requires biting the opponent, they take that’s contested by an external oneiropomp intrud-
as long as he does so during the chapter in which he invoked ing on any of their Bastions.
this Contract.
Wizened: The Shrewd builds stronger, steadier con-
Wizened: The Hatter may use this Contract to reduce nections. In addition to gaining the 8-again quality, team-
the severity of a disease, or to end the effects of a drug in work actions between dreamers within the shared Bastions
the target’s system; Conditions related to these effects fade achieve exceptional success on three successes.
without resolving.
Loophole: All participating dreamers are part of the
Loophole: The changeling tastes a bit of the same tox- same sworn oath when this Contract is invoked. The oath
in that afflicts the one he intends to cure within the same need not be exclusive to them; for instance, if all are in the
scene; this Contract doesn’t protect him from its effects if same motley but not all motley-mates participate, it still
even a small taste would poison him. counts. Swearing an oath specifically for the purpose of this
Contract within the same scene also counts.
Dreamer’s Phalanx (Common)
By physically touching each other as they fall asleep, a Closing Death’s Door (Royal)
group of changelings connects each of their Bastions to that Even mortals know the cup may usher in doom or stave
of the one who invokes the phalanx, reinforcing their collec- it off, but the Lost know it can even reverse it under the right
tive walls and enabling feats no dreamweaver could achieve circumstances. With a tender kiss on the lips, the touch of
on his own. her tears to the corpse’s face, or another gesture of intimacy

36 Chapter Two: Wonders and Terrors


and longing, the changeling cheats death on another’s be- Roll Results
half, allowing them to step back over the dread threshold Success: The changeling summons something nour-
they’ve already crossed. ishing or medicinal out of thin air: food guaranteed to be
Cost: 3 Glamour + 1 Willpower someone in the scene’s favorite, fresh water, wine to soothe
Dice Pool: Manipulation + Empathy + Wyrd troubles, aspirin to take away a headache, healing salves to
Action: Instant ease the pain of an injury, or anything else appropriate to
whatever ailments those nearby may have. The summoned
Duration: Instant quantity is always plenty for everyone present when the Con-
Roll Results tract takes effect. Anyone who chooses to partake in these
Success: This Contract targets the corpse of any previ- comforts may remove one physical, non-Persistent Condi-
ously living character who has died within one chapter of tion they currently suffer, which fades without resolution,
the scene in which the changeling invokes it. That character or remove one physical, personal Tilt. They also regain Will-
comes back to life with all Health boxes filled with aggravat- power equal to half the invocation successes rolled, round
ed damage except the rightmost one, which is undamaged. up. The changeling himself gains no benefits from partaking
In exchange for this fae miracle, the changeling gains a num- in his feast.
ber of Goblin Debt points equal to the number of hours the Everyone who benefits from this Contract also suffers
revived character has been dead. He gains a minimum of 1 the Indebted Condition (below) regarding the changeling.
point and can’t gain more than his usual maximum; he can Forcing them to ingest the feast fails automatically.
turn himself into a Hedge Denizen if his total Debt from Exceptional Success: The Indebted Condition becomes
this Contract is greater than 9 points. Persistent.
Exceptional Success: The Contract can revive someone Failure: The Contract fails.
who has died anytime within the current story rather than Dramatic Failure: The Wyrd exposes the catch behind
chapter; this means if the changeling invokes it and doesn’t the changeling’s generosity; he suffers the Notoriety Condition.
achieve an exceptional success, the Contract fails.
Elemental: The Unbound’s cornucopia is unnaturally
Failure: The Contract fails. enticing; anyone who perceives it must contest the invoca-
Dramatic Failure: The corpse reanimates instead of tion roll with Composure + Wyrd or partake, whether
reviving, becoming a mindless creature that moves like a they’re willing or not.
marionette. Such a creature has only one Health box and Ogre: Those who partake in the Terrible’s feast gain +1
no Willpower trait, and all its dice pools are equal to the to Defense for the rest of the chapter.
changeling’s Wyrd.
Loophole: The changeling greets everyone present in the
Fairest: The revived character also gains the Swooned scene by name with a gesture, such as a handshake or a hug,
Condition regarding the Unicorn. within the same scene; if he doesn’t know someone’s name,
Darkling: The Wisp also gains a brief vision of the re- he must learn it and use it in order to invoke the Loophole.
vived character’s last moments before death from their point
of view when he invokes this Contract.
Loophole: The character the changeling tries to revive INDEBTED
is one of his Touchstones, a fae-touched promised to him, or
someone with whom he shares a personal oath of any kind. A fae being performed a service for your character and
he owes them something in return. Mundane tasks aren’t
Feast of Plenty (Royal) enough; the Wyrd enforces this debt. The character can re-
pay it by accepting damage, a detrimental Condition, or a
The chalice never runs dry, and the changeling always
detrimental Personal Tilt intended for the being to whom the
has something to spare for those in need. He makes a toast
character is indebted. The character’s player chooses which
or other grand speech as though presiding over a feast, loud
of these he suffers; if he chooses damage, the character must
enough to be audible to everyone nearby. Those who accept
take all damage from a source, not part of it. He cannot take
his freely given largesse find their suffering immediately
on Clarity Conditions or Conditions he couldn’t normally
eased but partaking of fae hospitality always comes with a
suffer this way. The Wyrd alerts him to all his creditor’s per-
price.
ils until this Condition resolves, and he doesn’t have to be in
Cost: 2 Glamour their vicinity to resolve it.
Dice Pool: Presence + Socialize + Wyrd This Condition can also be Persistent. If so, your char-
Action: Instant acter owes a debt he can’t repay as easily. In addition to the
Duration: Instant usual effects, he earns a Beat whenever his creditor makes a
request or demand of him, and he fulfills it without attempt-
ing to resist. The Persistent version of Indebted can only re-

New Contracts 37
solve when the character performs a major service for his Poison the Well (Royal)
creditor, such as saving their life or risking danger to bring Emotional connections can grow stronger with time,
them something they desire. but so too may they diminish. With a few well-placed words
Resolution: Repay the debt, as above. in the right ear, the changeling poisons the bonds between
Beat (Persistent only): Fulfill a request or demand the people, causing discord and hard feelings where once was
creditor makes without attempting to resist. harmony.
Cost: 1 Glamour
Still Waters Run Deep
Dice Pool: Manipulation + Expression + Wyrd vs. Re-
(Royal) solve + Wyrd
The changeling takes a series of slow, deep breaths while Action: Contested
his target can see his serene expression, allowing them to nei-
Duration: One chapter
ther suffer emotional turmoil nor experience joy for a time.
Cost: 2 Glamour Roll Results
Dice Pool: Manipulation + Subterfuge + Wyrd − Re- Success: The changeling corrupts his target’s connec-
solve tions to one of her mundane Social Merits, removing her
Action: Instant access to it for the Contract’s duration. The subject of the
Merit, such as the target’s Allies, Contacts, or Mentor, turns
Roll Results against her, actively attempting to hinder her. These connec-
Success: The target suppresses a number of emotional tions may believe she betrayed them, became involved in
Conditions currently affecting them equal to successes something unsavory, or gravely insulted them — or perhaps
rolled on this Contract’s invocation roll; the changeling may they simply decided they don’t like the cut of her jib.
target himself if he can see his own face, such as in a mirror. If the changeling is in the Hedge, he may also target
Eligible Conditions include Clarity Conditions and Condi- any changeling-specific Merit representing connections to a
tions resulting from Bedlam. The Contract nullifies the ef- fae beings, Hedge locations, or other resources. If he does,
fects of suppressed Conditions for the scene; the target can’t use of this Contract counts as a Hedgespinning action, but
resolve or gain Beats from them. They can’t take on any new doesn’t suffer the usual penalties to the invocation roll. Ex-
emotional Conditions for the duration; powers which inflict ample eligible Merits include Fae Mount, Goblin Bounty,
or bestow them simply fail. Hob Kin, Hollow, and Stable Trod; others may qualify at
While this Contract is in effect, the target can’t perform the Storyteller’s discretion. These Merits are affected differ-
Hedgespinning or dreamweaving, incite Bedlam, or harvest ently from mundane ones: the target can still use them, but
Glamour from living beings (but they can reap it). she accumulates Goblin Debt points equal to the Merit’s dot
Exceptional Success: Additional successes are their rating per use.
own reward. Exceptional Success: In addition to the usual effects,
Failure: The Contract fails. the target suffers the Notoriety Condition.
Dramatic Failure: The changeling takes on his target’s Failure: The Contract fails.
emotional burdens instead of suppressing them, gaining the Dramatic Failure: The changeling poisons his own
Storyteller’s choice of either one of the target’s detrimental most important connections instead; one of his Touchstones
Conditions or the Demoralized Condition; these must be re- detaches from his Clarity track for the rest of the chapter.
solved normally and don’t vanish when this Contract ends. Fairest: The Muse gains access to the Merit he soured
Wizened: The Hatter may choose either emotional for the Contract’s duration, turning the connections to his
Conditions or purely mental Conditions to suppress, and own benefit.
can mix and match them. Elemental: The Torrent’s meddling results in extensive
Ogre: For the Contract’s duration, the Terrible can re- collateral damage; once this Contract ends, the target’s Merit
solve one of the target’s suppressed temporary Conditions by returns at a rate of one dot per scene rather than all at once.
meeting its usual resolution criteria; he gains the Beat from Loophole: The changeling interacts with the target
resolution rather than the target. Merit’s subject within the same scene, sowing conflict or
Loophole: Within the same scene, the changeling writes sabotaging a resource personally.
out at least a paragraph detailing his current emotional state,
stuffs the paper into a bottle, and closes the bottle. Shared Cup (Royal)
Sharing a cup or breaking bread brings people together.
The changeling fills a drinking vessel or prepares a meal and
shares its contents equally between all members of a group,
forming a bond that defies boundaries.

38 Chapter Two: Wonders and Terrors


Cost: 2 Glamour + 1 per additional participant beyond Coin
the second
Money makes the world go ‘round. The material gain of
Dice Pool: Presence + Occult + Wyrd vs. Composure the greedy always comes at the expense of the less fortunate.
+ Wyrd A coin represents an exchange of one thing for another, debts
Action: Instant or contested; see below owed and repaid. It’s a symbol of naming and then paying a
Duration: One chapter cost. Through the Wyrd, every changeling knows well that
nothing comes for free and everyone has their price; whether
Roll Results it’s the piper, the devil, or the hobgoblin who did the motley
Success: The changeling binds all participants up to a favor, all must be paid their due somehow. Every coin is a
a maximum equal to successes on the invocation roll; the gleaming little lever on the will of another. Gather enough,
changeling himself must participate. Unwilling participants and you can move kingdoms — but is it worth the cost?
still must partake in the shared beverage or meal but need
not necessarily know about the consequences and may con- Book of Black and Red
test the invocation roll as above. (Common)
This Contract heightens participants’ emotional states The changeling peers at the tangle of debts and obliga-
and links them together. Their impressions of each other for tions binding her target, clearly seeing the ledger of heavy
purposes of Social Maneuvering improve by one step, and burdens that tax their existence.
each participant suffers a −3 to rolls to contest Social actions
Cost: 1 Glamour
taken against them by other participants. Each participant
capable of Hedgespinning and inciting Bedlam achieves ex- Dice Pool: Wits + Academics + Wyrd vs. Resolve + Wyrd
ceptional success on three successes for those actions. Action: Instant
While bound, all participants sense each other’s emo- Duration: Instant
tional states, and react to emotional stimuli as though they
Roll Results
all experience them simultaneously. If one participant gains
an emotional Condition or personal Tilt, all do; each partici- Success: The changeling learns the five most significant
pant must resolve these Conditions separately. If one regains debts and sworn obligations of a target she can see. These
Willpower, they all regain the same amount; if one regains bonds may be mundane or magical; she may learn of the
Glamour, all participants with a Wyrd trait regain the full shopkeeper’s heavy loans from the bank, or the motley oath
amount. Participants without Wyrd gain the Inspired Con- that one of the Lost has sworn. She also learns how many
dition instead of Glamour; this Condition is not shared. points of Goblin Debt the target has, if any.
Exceptional Success: Additional successes increase the What counts as significant depends somewhat on the
maximum number of participants. target. A man who is overdrawn by $50 from the bank but
knows he can repay it swiftly does not consider it significant.
Failure: The Contract fails.
If, on the other hand, he owes that $50 to Big Jim, notori-
Dramatic Failure: The changeling cannot control the ous for getting very upset over even relatively small sums of
bond and immediately incites Bedlam involuntarily in all unpaid debt and prone to taking payment from reluctant
participants without a roll per the rules on p.110 of Change- sorts in the form of their broken kneecaps, it’s probably a
ling. rather pressing issue for him even though it is not very much
Darkling: The Bewitched may pay 1 Glamour when- money in the grand scheme of things. The larger the mun-
ever he would cause or receive one of the bond’s effects to dane sum and/or the more personal value the commodity
cut himself off from the others, failing to trigger the shared paid for has, the more likely it is to count as significant even
effect and excluding him from all passive effects for a few if the target has a handle on repayment; this Contract de-
seconds (one turn in action scenes). Other participants can tects most mortgages, for example. Debts of a fae kind are
sense this omission with a successful Wits + Composure roll always significant.
contested by the Darkling’s Wits + Wyrd. If the changeling exploits the knowledge of these debts or
Fairest: The Unicorn’s beneficence fills the other partic- obligations to influence the target or settle those debts during
ipants with gratitude; they all suffer the Swooned Condition the same chapter, she gains +2 to her dice pool and the target
regarding the changeling upon the Contract’s invocation. gains the Leveraged Condition regarding the changeling.
Loophole: The changeling must collect blood, a hair, a Exceptional Success: The changeling also gleans the de-
fingernail clipping, or some other part of the body from each tails of significant debts, such as to whom they’re owed, why
participant during the scene in which they all consume the the target took them on in the first place, and what prevents
drink or meal. repayment.
Failure: The Contract fails.

New Contracts 39
Dramatic Failure: Some of the debt scrapes off onto the Beggar Knight (Common)
changeling herself; she gains a point of Goblin Debt. The changeling spins a tale of unearned wealth and
Darkling: The Bewitched can choose one of the debts curses her victim to possess only what he makes himself. She
the target owes (apart from Goblin Debt or pledge obligations) slices away the threads connecting him to the world’s tapes-
and make herself a middleman; the target now owes her the try of exchange and denies him the fruits of others’ labor.
debt, and she owes the same or equivalent to the original Cost: 2 Glamour
creditor. Paperwork and records shift automatically to adjust
to this new reality, but because the Wyrd exerts itself to render Dice Pool: Manipulation + Academics + Wyrd – Com-
this change, it watches the outcome more closely. Should the posure
changeling default on her own new debt or otherwise break Action: Instant
her agreement, she gains the Oathbreaker Condition. Duration: One chapter per success
Wizened: The Domovoi needs only three successes to Roll Results
achieve exceptional success when exploiting her knowledge
of the obligations to influence the target or settle their debts. Success: The changeling curses a victim who can hear
and understand her words. The victim suffers several effects:
Loophole: The target has allowed the changeling to ex-
amine their records or accounts during the same scene. • He gains no equipment bonus, damage bonus, or ar-
mor rating from any piece of physical equipment he
Give and Take (Common) did not make himself, and failures with such items au-
The changeling promises an exchange of intangible tomatically become dramatic failures without award-
power, adjusting the ledgers of soul and will to satisfy all ing a Beat.
parties.
• He loses access to any Resources dots he did not liter-
Cost: 1 Glamour, or 2 Glamour for Merit exchange ally create himself — a trove of coins he personally
Dice Pool: None minted, for example. He discovers his bank accounts
Action: Instant suspended and credit cards maxed out. People refuse
to accept his checks, fearing forgery, or the Wyrd
Duration: Instant, or one scene for Merits
otherwise conspires to render his wealth worthless.
Effects: The changeling’s player chooses a number of Resources dots return once the curse ends.
points up to half the changeling’s Wyrd from one category
of Glamour, Willpower, social currency (see p. 130), or dots • His dice pools cannot benefit from the teamwork of
in a specific, personal-scale Merit, and offers to exchange others (though he may still lend teamwork to another
them with a target for an equal amount of another category primary actor).
they possess. For example, the changeling might trade three
Exceptional Success: The changeling’s player may also
points of her own Glamour for three points of the target’s
roll her successes on this Contract’s invocation roll as an im-
Willpower or their three-dot Common Sense Merit. If the
mediate Clarity attack against the victim. If he doesn’t have
recipient is willing, the exchange immediately takes place.
Clarity, his player rolls a breaking point with a dice penalty
Traded Merits last until the end of the scene, during equal to invocation successes instead.
which time the original owner cannot access their benefits;
Failure: The Contract fails.
the recipient must meet all prerequisites for the Merit. This
Contract has no effect if the target doesn’t consent to the Dramatic Failure: Rather than cutting the threads away,
transaction, although a bit of haggling to get there is fine. the changeling entangles herself in them. Until the end of the
current chapter, the changeling loses access to her own Resources
Neither party can exchange Merits affecting the wider
dots while the target gains access to them, and if the target carries
world beyond them; the changeling cannot trade for Resourc-
any Goblin Debt, one point transfers over to the changeling.
es or Allies, for example, but she could trade for Fast Reflexes.
Since the Contract does not allow an exchange within the Elemental: Anything mundane the victim owns and
same category, she also cannot trade one Merit for another. did not make himself begins to degrade. His clothes turn
to tatters in days; his house starts to collapse in months;
Ogre: The Bruiser can also trade away or trade for
his treasures tarnish or rot. This degradation stops affecting
points of mild Clarity damage.
anything he permanently sells or gives away, but if such
Wizened: The Hatter’s exchange need not be equal, but items ever come back under his ownership, they immediately
each partner must still trade at least one point in a category, disintegrate.
and the target must still consent.
Wizened: Any normally constructive interaction the
Loophole: The changeling and the target permanently victim has with the wealth of others — such as accounting
exchange physical gifts of equal value or meaning that they the books for a client, choosing how to assign the corpora-
have not given each other before. tion’s assets, or even just taking a few dollars to buy some-

40 Chapter Two: Wonders and Terrors


one a coffee — falls under the curse’s effect as well, denying
anyone else access to any Resources dots derived from that
wealth until the victim’s involvement ceases. A CFO sud- APPREHENSIVE
denly becomes a legal liability to his company; the money
launderer renders the cartel’s fortunes worthless; the coffee The loss of someone or something seems imminent,
recipient loses their wallet. and your character is anxious about it. She loses the 10-again
quality on rolls unrelated to safeguarding the subject, and
Loophole: The victim has directly benefited from oth- suffers a −1 penalty to all non-reflexive actions if she believes
ers’ hard work rather than her own during the scene; the the subject is actively endangered. Anyone plausibly threat-
changeling can trigger this by performing work for the target ening to wrest the subject from the character or otherwise
and giving the benefits freely. harm it gains a +2 bonus on Intimidation rolls using that
leverage.
Coin Mark (Common)
Resolution: Definitively ensure the safety of the subject
A coin, bill, or gift might travel through many hands,
for the foreseeable future, by any means necessary.
briefly touching a life each time it passes across another palm.
The changeling holds such a bartered object in her hand and Grease the Wheels (Common)
feels the weight of its history in its scuffs and notches. It
becomes her dutiful servant, giving her a handhold upon the Bribery and corruption are such gauche terms for the
tide of transaction and greed carrying it onward. purchase and sale of the line someone draws around their
moral principles. The changeling knows so well the wonders
Cost: 1 Glamour worked by the right coin in the right place that she no longer
Action: Instant needs the gross physicality of money to achieve such ends.
Duration: One story Cost: 1 Glamour
Effects: The changeling enchants the target object. Dice Pool: Presence + Persuasion + Wyrd
Thereafter, she knows its location respective to her own and Action: Instant
senses whenever its ownership changes hands, voluntarily or
not; she learns the identity of the new owner and what price Roll Results
the transaction involved (if any). Success: The changeling interacts directly with a mem-
If she interacts with the object’s current owner in a ber of an organization or bureaucracy for an administrative
scene — not necessarily in person; a phone call or online chat purpose, resolving swiftly in her favor with no difficulties.
will do — she may spend an additional point of Glamour to The process takes one-tenth of the usual time to complete,
stir the materialistic power of the chain of transaction and even if this should be physically impossible. Excessive scru-
inflict the Avarice Condition on them. tiny and troublesome bureaucrats offer no hindrance, as
Beast: The Grim can stir deeper, instinctive if paid to look the other way. She doesn’t need to interact
possessiveness; she may impose the Apprehensive Condition in person, only directly: a phone call or an email suffices, if
pertaining to the enchanted item on its owner, rather than the call or email goes directly to the right official. The Con-
Avarice. tract only helps with interactions where the organization
can normally provide the desired result — it simply greases
Wizened: The changeling may snap her fingers the wheels so the changeling’s dealings with administration
as a reflexive action and cause the enchanted object to move smooth as butter.
immediately return to her person.
Exceptional Success: The process resolves immedi-
Loophole: The changeling carves or otherwise perma- ately and positively, regardless of sheer improbability. The
nently marks her name on the object. changeling’s new passport sits right there on the clerk’s desk
waiting to be picked up even though she hasn’t even filled
AVARICE out the forms yet. Schedules clear, bureaucrats have already
prepared the desired legal paperwork, or City Hall decides
Enough is never enough. Your character’s lust for world- they don’t really need to wait on the health and safety reports
ly power and material wealth knows no bounds. Composure to give the go-ahead.
rolls to resist temptation suffer a −2 penalty, and anyone of- Failure: The Contract fails; the process takes its usual
fering opportunities for material advancement gains an ex- time with any normal risk of bureaucratic scrutiny or red tape.
ceptional success on three successes for Social rolls influenc- Dramatic Failure: The gears grind to a halt. The
ing the character. changeling’s request or issue becomes mired in miserable
Resolution: Resist an opportunity for significant mate- paperwork, legal complexities, or Kafkaesque bureaucratic
rial gain or give generously to the needy, suffering significant misfortune and goes nowhere for at least the rest of the story.
financial loss without hope of reward.

New Contracts 41
Darkling: The Mountebank’s interactions with the or- Action: Instant
ganization are completely traceless except where convenient Duration: Up to one chapter
for her.
Effects: The changeling agrees to an exchange with
Fairest: The Muse gains the Connected Condition re- another of the Lost, wherein she borrows one of the
garding the organization she interacts with. common Contracts they know. If the target consents, the
Loophole: The organization member accepts a bribe or changeling gains access to the Contract as if she learned
gift the changeling offers him during the same scene. it herself, although she only gains any seeming bonus she
naturally has access to and doesn’t gain any additional ones
Blood Debt (Royal) the target learned from Pupil’s Devotion. She also cannot
The changeling guards her life jealously. She proclaims access the Contract’s Loophole; Loopholes work by briefly
her ownership of self and soul, and demands a hefty toll be convincing the Wyrd the changeling inherently has the right
paid for any blood another dares take from her, or pain they to wield that power, but such a guise is impossible to pull off
dare inflict. with only third-hand access to the Contract.
Cost: 2 Glamour The target loses access to the exchanged Contract
Action: Instant in the meantime. Exchange of Gilded Contracts passes
to the target, although they cannot use it to create a new
Effects: Whenever another character inflicts one or Contract exchange. Instead, the target chooses when to
more points of lethal or aggravated damage on the change- end the exchange; this reflexive action immediately returns
ling, or one or more points of mild or severe Clarity dam- their original Contract to them and passes the ability to
age, the offender suffers a single point of lethal damage in use Exchange of Gilded Contracts back to the original
response. This damage does not interact with armor; it sim- changeling in turn.
ply appears upon the victim. Rips open in their flesh, blood
oozes from their orifices, or convulsions spasm through Darkling: The Wisp can exploit the Loophole on the
them. traded Contract.
The amount of lethal damage inflicted increases by one Ogre: The Terrible does not lose access to the borrowed
point for each of the following: Contract until the end of the chapter even if the original
owner calls it back earlier for their own use, although she
• The attack also caused the changeling to lose (not still cannot exploit its Loophole until the target changeling
spend) one or more points of Willpower. chooses to end Exchange of Gilded Contracts.
• The attack also caused the changeling to lose (not Loophole: The changeling and the target each don a
spend) one or more points of Glamour. relatively convincing mask of the other during the scene.

• The attack also inflicted a Condition or Tilt on the Golden Promise (Royal)
changeling. The changeling speaks of her fabulous riches, girding
herself in the raw symbolism of wealth. She becomes a gilded
Elemental: Offenders suffer a baseline of two points of
goddess of obvious privilege, her every word a golden promise;
lethal damage, rather than one.
she makes it unfathomable to conceive of her inability to pay
Ogre: The Gargoyle may instead extend her protection for whatever she desires, and those offering to sell become
to her friends, imposing the toll on any damage done to her enamored with the idea of providing for her whims.
allies in the scene instead of herself as long as she remains
Cost: 2 Glamour
conscious.
Dice Pool: Presence + Socialize + Wyrd – current Avail-
Loophole: The changeling wears jewelry or another
ability
adornment that freshly cuts or pierces her flesh during this
scene; healed piercings don’t qualify. Action: Instant
Duration: Instant
Exchange of
Gilded Contracts (Royal) Roll Results
Success: The changeling reduces the Availability of a
The changeling pronounces her offer, placing down a
single service she wishes to procure by activation successes
part of who she is in return for the same from her coun-
rolled. The service must still be feasibly available in the
terpart. Those precious little slivers of self are more than
current situation and she doesn’t need to provide any fur-
just identity, though; they’re what make each of the Lost
ther recompense beyond the reduced Availability for the
party to the fae power of a Contract. It’s just a brief loan,
transaction. The Wyrd surrounds her with such an aura of
an exchange of contractual rights — but both feel that lack
affluence that sellers feel compensated by merely standing
gnawing at them until the business concludes.
in the penumbra of her riches. Golden Promise may re-
Cost: 3 Glamour

42 Chapter Two: Wonders and Terrors


duce an item’s effective Availability to 0,
and the changeling may repeatedly lower
the Availability via multiple activations of
Golden Promise on the same item or service within the Duration: One chapter
same scene.
Effects: The changeling’s presence enhances all worldly
Exceptional Success: As well as reducing the Availabil- delights and sensations in the scene. The blandest food seems
ity rating further, the changeling gains the Connected Con- ripe with intriguing flavors; song and companionship fill the
dition linked to the service provider. heart; payment or gifts feel all the more rewarding; the inten-
Failure: The Contract fails. sity of touch and texture thrill the nerves and the mind. For
Dramatic Failure: Something exposes changeling’s pos- the remainder of the scene, anyone other than the changeling
turing as mere pretense; she gains the Notoriety Condition. who deliberately engages in revelry or celebration of any kind
that this Contract would affect requires only three successes on
Fairest: The Unicorn can split her successes between
Social rolls to achieve an exceptional success, and their attitude
multiple services within the scene.
improves by one step for purposes of Social maneuvering.
Wizened: The Shrewd gains a +1 bonus to the acquired
Affected characters reap greater rewards from their
service’s equipment bonus.
gains and prosperity until the Contract ends. Whenever
Loophole: The changeling arrives on the scene with they would regain Willpower, they gain an additional point,
a display of ostentatious wealth, such as emerging from a to their usual maximum. Whenever they would heal health
limousine dressed to the nines or bedecked with diamond or Clarity damage, they heal an additional point of the same
jewelry and blatantly showing it off. damage type. If they gain a windfall of cash or wealth, they
gain a +1 bonus to its equipment bonus for acquiring it.
Grand Revel of the Harvest
(Royal) Beast: The revelers also gain a +2 bonus to all Physical
rolls involving competing with each other, sparring, danc-
What is the worth of a coin unspent? What is the purpose ing, lovemaking, and other pursuits of physical entertain-
of a life of hard work, if one never enjoys the fruits of one’s ment for the scene.
labor? Transactions till the field of the future, sprouting the
Fairest: Attitudes for Social maneuvering improve by
harvest’s rewards of prosperity. The changeling opens up her
two steps rather than one.
power and pours it forth for all to enjoy.
Loophole: The changeling supplies a feast or banquet
Cost: 3 Glamour + 1 Willpower
large enough for all the revelers present, and partakes of all
Action: Instant revels herself in obvious fashion.

New Contracts 43
Thirty Pieces (Royal) of making decisions for everyone else — or usurps it, guiding
The changeling flips a coin across her knuckles, back people’s lives whether they want her to or not — and under-
and forth. In its dance, she sees the price treachery demands. stands sometimes a Scepter is just a bludgeon.
Cost: 3 Glamour Burning Ambition (Common)
Dice Pool: Wits + Empathy + Wyrd vs. Resolve + Wyrd The wanton ambition and desire of the Gentry sweeps
Action: Instant through everything they touch like wildfire. Changelings of
Duration: Instant the Scepter fan the flames of their own ambitions by taking
something from someone else when invoking this Contract;
Roll Results it could be legitimate theft, or it could be something she in-
Success: The changeling plants a seed of treachery tends to give back or something taken as a jest, as long as it
within the mind of a single target she can see. She chooses a isn’t freely given and she receives no permission.
single action that constitutes a betrayal of the target’s allies, Cost: 1 Glamour
friends, or cause, such as revealing damning information
Dice Pool: None
or attacking them directly. This may happen immediately
or rely on a specific trigger occurring before the end of the Action: Instant
current story (such as ‘shoot my ally when they pick up this Duration: Until fulfillment of the Aspiration
box’). The target takes the specified action when appropriate, Effects: The changeling gains an additional Aspiration that
gaining the Guilty Condition thereafter. This power cannot acts as a True Fae’s craving (Changeling, p. 269). It must reflect
compel non-treacherous acts, nor can it cause the target to whatever — or whoever — the changeling wants most not already
directly harm herself. A character can only be under the covered by one of her current Aspirations. When she fulfills the
effects of one invocation of Thirty Pieces at a time; using the craving, she replenishes points of Willpower equal to half her
Contract on a target who has yet to meet the trigger of an Wyrd as well as a Beat but gains the Competitive Condition.
existing instance overwrites it.
Beast: If the Courser consumes the object of the crav-
Exceptional Success: The target also gains the Fugue ing, whether it’s food, drink, or flesh, she regains all Will-
Condition after committing the betrayal. power instead when she fulfills the Aspiration.
Failure: The Contract fails. Fairest: If the object of the Muse’s craving is another
Dramatic Failure: The changeling calls treachery to character, that character suffers the Swooned Condition re-
herself instead. The Storyteller chooses a moment before garding the changeling when she fulfills the Aspiration.
the end of the chapter to reveal the betrayal of someone the Loophole: Within the same scene, the changeling com-
motley knows, whether deliberately or inadvertently; the pletely burns a symbol of an obligation she has to someone
changeling herself gains a detrimental Condition reflecting else until it’s destroyed.
the betrayal’s nature, such as Embarrassing Secret, Notori-
ety, or Demoralized. Jealous Vengeance (Common)
Darkling: The Contract’s target becomes isolated from The changeling’s enemies include those who stand be-
those they betrayed after committing the chosen act; they tween her and something she wants, regardless of whether
gain the Notoriety Condition. they obstruct her purposefully or unknowingly. By clearly
Elemental: Any safeguards or defenses that could speaking the name of the one she wishes to remove from her
prevent the target’s treachery fail; a treacherous attack always path and issuing an ultimatum to them, she forces a terrible
benefits from surprise, for example, or a camera set up to choice.
detect intruders conveniently goes on the fritz. Cost: 1 Glamour
Loophole: The target accepted payment from the Dice Pool: Presence + Intimidation + Wyrd vs. Resolve
changeling to betray their fellows during the current story, + Wyrd
even if they had no intention of actually carrying it out. Action: Contested
Scepter Duration: One chapter

While the better-known Crown represents leadership Roll Results


and rulership in all its forms, the Scepter represents the path Success: The changeling presents her target with a
to power. It dictates that how one reaches the top of the food choice: definitively step away from whatever position or situ-
chain matters as much as what she does when she gets there. ation puts them in the changeling’s way, such as quitting a
It takes unbridled ambition, strength of will, and the determi- job or breaking up with a partner, or suffer the consequenc-
nation to judge others unworthy so she may take their place. es. If the target doesn’t do everything in their power to obey
The Scepter is a symbol of authority and gravity, but also one within the next chapter, they suffer one of the following
of force; a changeling who wields it accepts the responsibility Conditions of the changeling’s choice: Blind (temporary),

44 Chapter Two: Wonders and Terrors


Bestial, Embarrassing Secret, Guilty, Leveraged, Lethargic, Failure: The Contract fails.
Paranoid, Ravaged, Reckless, or Spooked. The target can’t Dramatic Failure: The changeling receives no informa-
resolve this Condition until they’ve bested the changeling in tion, but whoever she would have seen if she’d succeeded
a contested action. learns of her attempt and that she sees them as a rival or
Exceptional Success: The changeling inflicts two Con- opponent, though not for what or why.
ditions instead. Beast: The Beast may spend an additional Glamour
Failure: The Contract fails. when learning a rival’s current location to track their loca-
Dramatic Failure: The changeling’s attempts fall flat tion for the rest of the chapter.
and word spreads, inflicting the Notoriety Condition on her. Ogre: The Ogre may roll Manipulation + Intimidation
Elemental: The Torrent’s wrath overwhelms her victim, when learning a rival’s name or face, or that of their clos-
making her curse last; she adds the Mute Condition to the est ally, to inflict the Paranoid Condition on that character.
list of available options, and if she chooses Blind, it’s Persis- The target contests this roll with their Resolve + Empathy,
tent. though they don’t know about the attempt without super-
natural abilities revealing it.
Ogre: The Gargoyle’s player achieves exceptional suc-
cess on three successes for this Contract’s invocation roll. Loophole: The changeling throws a temper tantrum in
front of at least one other person who isn’t in her motley
Loophole: You have caused this Contract’s target to
within the same scene.
gain the Oathbreaker Condition within the current scene,
whether directly or indirectly. Knight’s Oath (Common)
Litany of Rivals (Common) Every aspiring leader needs people to lead. A knight
must, by duty, protect and serve; their commander must like-
Assessing those who stand in the changeling’s way re-
wise follow her duty to recognize their loyalty and bestow
quires names and faces; she must identify those who await
favor upon them for following her orders. The changeling
her judgment. She consults a basin or pool of still water and
bestows knighthood upon another by performing a suit-
speaks a rhyme or sings a verse and coaxes truth from its
ably symbolic gesture, such as kissing them on both cheeks,
depths.
exchanging solemn vows, or touching her weapon to their
Cost: 1 Glamour shoulders.
Dice Pool: Intelligence + Occult + Wyrd Cost: 2 Glamour
Action: Instant Dice Pool: None
Duration: Instant Action: Instant
Roll Results Duration: One chapter
Success: The changeling names one of her own Aspi- Effects: The changeling chooses one non-changeling
rations as she invokes this Contract. Each success on the character upon whom to bestow knighthood. That character
invocation roll grants the changeling one of the following gains a bonus to their Initiative and Defense equal to half
pieces of information about the most immediate or threaten- her Wyrd as long as they can perceive her, and the same
ing person who could, intends to, or already does stand in bonus to all Social actions they undertake in her name. If
her way to fulfilling that Aspiration that she hasn’t already they disobey or betray her, they suffer the Cowed Condition,
gleaned this way: and the changeling immediately knows what happened, al-
though not what circumstances led to the event or any de-
• Their name
tails. The Wyrd itself adjudicates what counts as disobedi-
• An image of their face ence or betrayal, adhering to the spirit of the bestowment.
The target must be willing for this Contract to work,
• Their current location but they needn’t fully understand the parameters or conse-
quences, and the changeling may coerce or deceive them.
• One of their frailties or other weaknesses, whether
physical, mental, social, or circumstantial Darkling: If the knight disobeys or betrays the Dark-
ling, she knows not only what happened but exactly when
• The name or face of one of their closest allies and where, as well as what emotions the knight felt at the
time.
The changeling’s player may ask each question one at a time
so she can decide whether to ask for additional information about Fairest: The Fairest can bestow knighthood upon a
that person or ask a question about a different person. number of targets equal to her Wyrd with one invocation,
as long as she can perform the ceremonial gesture on each
Exceptional Success: Additional successes are their
of them separately.
own reward.

New Contracts 45
Loophole: The changeling anoints her knight with her A Benevolent Hand (Royal)
own blood as the required knighting ceremony; she must Regardless of whether the changeling intends to wield
shed this blood by inflicting at least one point of lethal dam- power responsibly or not, she knows it’s much easier to
age on herself within the same scene. Blood from injuries achieve her goals with the people’s favor. She wins popular-
she didn’t cause herself doesn’t count. ity with generosity and hearts with kindness, even if both are
Unmask the Dark Horse false — if no one’s the wiser, what difference does it make?
She still gets the power she craves.
(Common)
Cost: 1 Glamour
All those who aspire to power have rivals, but some
Dice Pool: None
don’t make themselves known until the last minute, seizing
victory from the jaws of defeat. The changeling may reveal — Action: Instant
or create — such a rival to display her capability to all, issuing Duration: One chapter
a challenge her rival cannot refuse. Effects: The changeling performs some gesture that
Cost: 2 Glamour benefits someone else without benefiting her directly or
Dice Pool: Presence + Persuasion + Wyrd vs. Compo- indirectly, such as giving money to an unhoused person or
sure + Wyrd returning a lost wallet to its owner. This improves her im-
pression (up to perfect) for purposes of Social maneuvering
Action: Contested
with anyone she meets for the first time during the chapter,
Duration: Instant including those she benefitted, if applicable. If she succeeds
Roll Results on any Social action against an affected person during the
Contract’s duration, she may gain a temporary dot of the Al-
Success: The changeling calls someone out, learning
lies Merit (Changeling, p. 120) representing that character
one of their short-term Aspirations and inflicting the Com-
and one organization or group to which they belong, to a
petitive Condition on them. They can’t resolve the Condi-
maximum of five Allies dots gained this way. This dot van-
tion until after they win a contested roll, fight, or other com-
ishes when the Contract ends.
petition against the changeling.
Elemental: Word of the Torrent’s magnanimous deeds
By spending an additional Glamour point, the change-
spreads further and has more of an impact; she gains two
ling may immediately change one of her own Aspirations to
dots of Allies instead of one from every successful Social ac-
one directly opposing the target’s.
tion affected by this Contract.
Exceptional Success: The changeling learns all her tar-
Wizened: The Domovoi’s intuition and research allow
get’s Aspirations.
her to pinpoint particularly useful targets, gaining an ad-
Failure: The Contract fails. ditional dot of Resources instead of Allies. This counts as
Dramatic Failure: The changeling’s challenge backfires, a separate 1-dot Resources Merit from any she may already
humiliating her and stoking the fires of her jealous rage; she possess, and she may gain up to five Resources dots this way.
suffers the Berserk Condition. Loophole: The changeling gives up something signifi-
Fairest: The Unicorn’s challenge and any compe- cant when she invokes this Contract.
tition or rumble with her target that follows while this
Contract is in effect is automatically viewable in real time Fake It ‘Til You Make It (Royal)
by anyone within five miles. They may happen to catch When a ruler lays down the law, everyone follows.
it on television, run across a video online with no up- When the Gentry speak their desires, the world changes to
load data, listen to a play-by-play on a radio frequency oblige them. The changeling can’t rely on true authority to
that shouldn’t be broadcasting anything, read a report on impose her will the same way, but when she carries herself
it in the newspaper, or even watch it shimmering on the with a regal presence and makes a grand proclamation to all
horizon like a mirage. present, she fools the Wyrd into letting her appropriate that
Beast: Whenever the Grim wins a competition or fight power by brute force.
against her target while this Contract is in effect, she inflicts Cost: 2 Glamour
the Notoriety Condition upon him, ostracizing him from
Dice Pool: Presence + Persuasion + Wyrd − Resolve
his closest social group like a lion who failed to find a mate.
Action: Instant
Loophole: The changeling invokes the Contract and
issues her challenge in front of a large crowd of people in- Roll Results
cluding at least one of the target’s loved ones, friends, or Success: The changeling makes her proclamation,
colleagues. which becomes automatically loud enough for everyone
within 10 yards/meters to hear. In the process, she can
make changes to the mundane world as though she were

46 Chapter Two: Wonders and Terrors


Hedgespinning, as long as the emotional tenor of the proc- Cost: 1 Glamour + 1 Willpower
lamation matches the kinds of changes she wants to make. Dice Pool: Presence + Persuasion + Wyrd vs. Compo-
These changes are temporary, reverting to normal when sure + Wyrd
the Contract ends. She spends successes on her invocation
Action: Contested
roll to make subtle shifts in reality using the chart on p.
204 of Changeling; all shifts cost +2 successes. Shifts that Duration: One story
would interact with Hedge navigation can apply to ordi- Roll Results
nary chases.
Success: The changeling describes a single task, as com-
If the changeling uses shifts to change the landscape, plex or simple as she wants. The subject makes that task their
structures, or objects not held or on someone’s person, quest and must accomplish it. The quest must have a clear
the invocation roll isn’t resisted. Other characters resist as end goal, both close-ended and reasonably possible for that
above; even willing targets instinctively resist such gross ma- person to accomplish within one story; “secure a treaty with
nipulation of reality. This Contract can’t result in the in- the Tin Gang Motley” works, but “protect the Freehold of
stant annihilation of a character — for instance, turning a Laden Sorrows” does not.
plush armchair into a chair made entirely of knives won’t
She also learns the most personally important Aspira-
kill whoever’s sitting in it, but they may take some damage as
tion her subject possesses, chosen by the subject’s player. She
they’re displaced by a foot or two. Likewise, causing a build-
must describe a prize she’s capable of providing that clearly
ing to collapse may bury anyone inside under a conveniently
leads to the fulfillment of that Aspiration and promise to
nonlethal heap of rubble from which they must escape.
grant this reward.
Using this Contract constitutes a breaking point with
The subject gains the Persistent Obsession Condition
a pool of four dice, as such blatant lies made real echo the
regarding fulfilling the changeling’s wishes and replaces one
Kindly Ones’ atrocities too directly for comfort.
of their Aspirations with completing the quest. In addition,
Exceptional Success: More successes are their own if the subject doesn’t take a meaningful action toward com-
reward; the changeling may spend 1 additional Glamour pleting the quest at least once per chapter, they cannot re-
and 1 Willpower to spend invocation successes on subtle plenish Willpower through their Anchors again until they
or paradigm shifts. do so.
Failure: The Contract fails. If the subject completes the quest before this Contract
Dramatic Failure: As with Hedgespinning, the failure ends and the changeling fails to hold up her end of the deal
incites Bedlam (Changeling, p. 110) in everyone present, before the story ends, she gains the Leveraged Condition,
including the changeling. and any relevant powers read her as an oathbreaker until
Fairest: Witnesses and victims of the Fairest’s imposed Leveraged resolves.
want to believe in the reality of her creation and the falsity Exceptional Success: If the subject does not make
of their own memories. She may choose one character who strides toward his goal at least once per session, he also suf-
can perceive the shifts she makes and inflict a temporary fers the Lethargic Condition.
version of the Delusional Condition (Changeling, p. 335) Failure: The Contract fails.
that resolves when that character would ordinarily gain a
Dramatic Failure: The changeling suffers the effects of
Beat. Non-changelings instead resolve it by choosing to au-
having reneged on the subject’s reward despite no quest be-
tomatically fail a roll to contest any Persuasion or Subter-
ing given.
fuge action enacted by the Fairest, including supernatural
powers. Darkling: If the Darkling fails to provide the agreed-
upon reward in time once the quest is completed, she may
Wizened: The Shrewd reduces the cost of any shift
spend 1 Willpower and roll Manipulation + Larceny + Wyrd
that changes a human-made inanimate object or structure
vs. Resolve + Wyrd to shunt the consequences onto someone
by 2.
else who was present when the quest was given and under-
Loophole: The changeling uses an actual scepter to stood the agreement taking place.
point and pontificate as she makes her proclamation.
Fairest: The Fairest can issue the same quest to a num-
Tempter’s Quest (Royal) ber of subjects up to half her Wyrd with one invocation;
however, the offered rewards must be commensurate with
The changeling wins her subject’s loyalty by promising the additional questers.
to grant their heart’s desire in exchange for embarking upon
Loophole: The changeling provides the quester with a
a quest for her. This quest becomes their driving purpose
provision of significant use and value to aid in the quest,
until its completion. She displays any kind of obviously su-
such as a weapon, a token, access to a private facility, etc.
pernatural power and makes her offer as she invokes this
Contract to secure her new henchman’s cooperation.

New Contracts 47
Curse of Hidden Strings Dramatic Failure: The changeling suffers the Lever-
(Royal) aged Condition regarding her target.
Sometimes, those who stand in the changeling’s way Fairest: The Muse may target a number of characters up
do it because they must, not because they want to. From to her Wyrd as long as they’re all bound by the same obliga-
mundane employment contracts to Wyrd-bound oaths, ob- tion, such as an entire motley or multiple employees of the
ligation ties the hands of many who might otherwise care same company.
little for her ambitions. By crumpling, tearing, or otherwise Wizened: Rather than erasing the target’s memory of
destroying something with the target’s signature, such as a the obligation, the Wizened transfers it to herself in the
paper contract, an autographed photo, or even a bar napkin, target’s mind. They may think they’re her motley-mate, em-
she eases their burden by erasing their obligation from their ployee, or debtor, for instance.
mind, easing her own way in the process. Loophole: The changeling knowingly and deliberately
Cost: 2 Glamour breaks a pledge or agreement of her own within the same
Dice Pool: Manipulation + Larceny + Wyrd vs. Resolve scene.
+ Wyrd
Spare Not the Rod (Royal)
Action: Contested
The changeling unleashes her envy and wrath upon
Roll Results those who possess what she desires, judging them unworthy.
Success: The changeling chooses one pledge, debt, The Scepter itself manifests from her jealous rage and covet-
agreement, or other obligation of the target’s she already ous heart to grace her with the power to cow her pathetic
knows about. Some evidence or proof of its existence must rivals and take what she deserves.
exist, whether a contract, email, IOU, or a pledge the Wyrd Cost: 1 Glamour
enforces; a simple verbal agreement does not suffice. The Dice Pool: None
victim loses all memory of her involvement in the obliga-
Action: Instant
tion—she believes she’s unemployed, forgets she needs to pay
back a loan, or forgets she’s part of a motley. She remembers Effects: The changeling crafts a literal scepter or staff
the other parties exist, but assumes she has no obligation to out of pure Glamour. It counts as a melee weapon with a
them even if shown physical proof. This does not free them damage rating of 0B and no Initiative penalty. It can also be
from the obligation, and failure to meet it just because she a ranged weapon at the cost of 1 Glamour per attack, with
forgets it exists carries the same consequences as it usually a damage rating of 0L, a range of 30 yards/meters with no
would. ability to attack at medium or long range, and no Initiative
penalty. She may give it any size or appearance she likes, and
The changeling must choose a feasible action the target
may regardless of its size always wield it one-handed with no
can take that benefits them and is somehow related to the
minimum Strength requirements.
forgotten obligation, which will permit them to break the
curse early. If they do, the Contract ends, and they both im- She can wield the scepter to either physically attack a
mediately remember the obligation and know who caused target or take an Intimidate action against them. If either
their memory loss. The target should accomplish something action is successful, whether or not the target actually takes
concrete when taking the action, such as resolving a Condi- damage, she also inflicts the Demoralized Condition on
tion, gaining a new Touchstone or regaining Willpower from them.
an existing one, upholding or breaking a pledge (including The scepter is a solid object, and if the changeling is dis-
the forgotten one), or suffering a breaking point. For exam- armed or sets the scepter down, it remains for the Contract’s
ple, a curse that breaks via true love’s kiss might lift when duration. Anyone else who picks up the scepter can use it as
the target gains a new Touchstone by kissing that Touch- described, although those who have no Wyrd rating can’t
stone’s subject; a curse that breaks via defying someone with use its ranged attack.
power over them might lift when they stand up to the bully Fairest: The Muse may spend 2 additional Glamour
tormenting them and resolve the Cowed Condition. The while attacking or intimidating with the scepter to inflict
Storyteller may rule a sufficiently dramatic action enough to the Persistent Awestruck Condition instead of Demoralized
break the curse without any concrete mechanics. upon a successful roll.
If the Contract ends on its own rather than breaking as Wizened: Once the Wizened creates the scepter, she
above, the target remains none the wiser about who caused can always summon it directly to her hand no matter where
their memory loss. it is as long as she has a hand free with which to hold it.
Exceptional Success: The duration becomes one chap- If someone else is already holding it, she must successfully
ter instead. wrest it from them with a Presence + Intimidation roll con-
Failure: The Contract fails. tested by their Strength + Stamina.

48 Chapter Two: Wonders and Terrors


Loophole: The changeling crafts a tiny representation Cost: 1 Glamour
of her scepter from precious metals and gems, which she Dice Pool: None
breaks in half when invoking the Contract.
Action: Instant
Stars Duration: Until the changeling reaches his destination
Stars have long served as navigational tools, guiding ex- Effects: The changeling becomes tireless, able to push
plorers to new lands and bringing sailors home after long on without having to rest or eat until he reaches his destina-
journeys. Prophets and soothsayers read fortunes in their tion. He suffers no ill effects from Environmental Tilts along
movements, while scientists discover truths about the uni- the way. This doesn’t prevent other encounters from getting
verse’s past in starlight that’s traveled billions of years to in his way; a trod troll in the path doesn’t much care about
reach our eyes. When someone achieves fame, we say they’ve the sparkly thing in the sky. If he travels the Wishing Roads,
become a star. Lost who wield the Stars become trailblazers his navigation rolls gain the 8-again quality.
who see to the heart of matters. Fairest: The changeling may extend this Contract to a
number of fellow travelers up to his Wyrd rating.
Pole Star (Common) Ogre: The surety he’ll reach his destination grants the
The changeling has an unerring sense of direction and Bruiser the Steadfast Condition.
can get his bearings anywhere. Loophole: When he invokes the Contract, the change-
Cost: 1 Glamour ling promises he’ll sleep when his task is done, and has an
Dice Pool: None ally seal the statement; he may not spend Glamour to refute
the sealing. After the Contract ends, he immediately gains
Action: Instant
the Fatigued Condition.
Effects: The changeling states aloud the person or place
toward which he wants to travel. His body acts like a compass, Cynosure (Common)
turning him in his target’s direction. He may use this to orient The changeling gains insight into his target’s personal
himself in an unfamiliar place, find true north in the middle of goals. He speaks wistfully about one of his own dreams,
a forest or know the direction of a recognizable landmark while whether one already accomplished or one he still pursues.
in an unfamiliar part of town. Alternatively, this Contract can Moved by his candor, his target shares ambitions of their
point him to a specific item or person of presently unknown own.
whereabouts. He doesn’t know the exact location or the dis-
tance to his destination, only the direction in which it lies. Cost: 1 Glamour
If the person or object is hidden by supernatural means, Dice Pool: Manipulation + Empathy + Wyrd vs. Com-
this Contract prompts a Clash of Wills. posure + Wyrd
This Contract only works in the mundane realm. Action: Contested
Beast: The Grim scents his prey on the air. The Beast’s Effects: The changeling’s sincerity inspires the target
player gains +2 dice on a Clash of Wills to uncover a hidden to reveal one of their own Aspirations, chosen by the tar-
target. get. The stars show the Lost opportunities during the next
chapter (for short-term Aspirations) or story (for long-term
Wizened: The Hatter’s drawn this map before; he ones) that could help the target achieve those goals. He may
knows where there be dragons and other dangers. His player choose to nudge them toward these opportunities, spoil
may ask the Storyteller one question about an opponent or them, or do nothing with the information.
obstacle he’ll encounter along the path.
Loophole: The changeling holds a piece of his target in Roll Results
his hand when he invokes this Contract. This may be a cog Success: The changeling understands one of the target’s
from the grandfather clock in his target’s hall, or a scrap of Aspirations and learns of an event or opportunity that will
fabric from his enemy’s coat. help them fulfill it. For short-term Aspirations, the event
may resolve the Aspiration completely. For long-term ones,
Straight On ‘Til Morning the event marks the next step in a longer process, such as
(Common) securing funding for an expedition or finding a mentor’s lost
Journeys in the Hedge can exhaust changelings owing diary.
to the malleable nature of time and distance. Pausing to Exceptional Success: The changeling also learns the
sleep or wolf down a quick meal often proves dangerous, as name of someone to whom he himself has an established
Hedge denizens take advantage of weary, distracted travel- connection who would be immensely helpful to the target’s
ers. The changeling sets his sights on a single star in the sky. goals. He may choose to make a favorable introduction, warn
It remains overhead for the entire journey, invigorating and that person about her target’s shortcomings or do nothing
inspiring him, burning away his hunger and fatigue. with the information.

New Contracts 49
Failure: The Contract fails. their keys in their car, they overdraw their bank account,
Dramatic Failure: The target suffers a setback in the they say the wrong thing at the worst possible time.
pursuit of their goal and blames the changeling for it. Alter- Cost: 1 Glamour
natively, they succeed despite the changeling’s attempts and Dice Pool: Presence + Expression + Wyrd vs. Resolve
know he tried to sabotage them. + Wyrd
Darkling: The Mountebank manipulates events from Action: Contested
the shadows, gaining the Informed Condition about his sub-
Duration: One chapter
ject’s Aspiration.
Ogre: The Bruiser isn’t interested in being coy. He en- Roll Results
courages his target to be bold, suggesting actions they might Success: Routine matters that normally go smoothly for
otherwise be reluctant or too timid to take. His player adds the target go wrong; a routine matter is any action the target
+2 dice to his roll to convince them. takes that doesn’t require a roll. For example, their signal
Loophole: The changeling lets an opportunity toward cuts out whenever they try to make a phone call, or they can’t
fulfilling one of his own Aspirations slip by within the same find a parking space at their destination. While most often
scene. affecting matters of communication, finance, and travel, the
Contract’s effects reach beyond those arenas.
Shooting Star (Common) Exceptional Success: In addition to their minor misfor-
Fame is a fickle thing. For just a moment, the target’s tunes, the target must roll every roll twice and take the worse
star burns bright, then fades away. Whether their song cap- result.
tivates the coffeehouse audience, their painting makes waves Failure: The Contract fails.
in a small-town art gallery, or the popular kids at school all Dramatic Failure: The changeling’s own luck sours in-
post their new dance move to social media, the creator’s art stead. His player suffers –2 to all actions for the chapter.
resonates deeply whenever encountered by anyone.
Darkling: The Mountebank names a number of specific
Cost: 2 Glamour communication-related or technological routine matters up
Dice Pool: None to her Wyrd rating to go wrong for the target. When the
Action: Instant chosen mishaps occur, they do so in a way that just so hap-
Duration: One chapter pens to give the Darkling information about the target that
he didn’t already know. For instance, he might accidentally
Effects: The changeling targets someone who brings receive an important email meant for someone else or find
creative works to fruition, regardless of the quality of their the target’s dropped credit card.
work. They gain 1 dot of the Fame Merit (Changeling, p.
122) for the Contract’s duration; if this would increase their Elemental: Inclement weather thwarts the target at every
Fame beyond 3 dots, they simply gain +1 die to the Merit’s turn. The Torrent’s player declares an environmental or per-
Social bonus instead. All changelings harvesting Glamour sonal weather-based Tilt to affect the target for the Contract’s
from those affected by the target’s Fame gain +1 to the har- duration whenever most inconvenient, at the Storyteller’s dis-
vesting roll. cretion. For instance, torrential rains pour down after their
tire goes flat, or a snowstorm slows their commute to a crawl.
Beast: Displays of physical excellence inspire crowds,
too. The Courser may instead target someone who performs Loophole: The changeling spins around widdershins
feats of physical excellence, such as a local baseball player, while he tells the story.
the neighborhood gym rat who runs every morning, or the
Frozen Star (Royal)
aspiring figure skater who practices on the nearby pond ev-
ery winter. The changeling traces a likeness in the stars of a person,
place, or object of which he knows the current location as
Fairest: The Muse’s player gains +2 to rolls to harvest
though drawing a constellation with his finger and speaks a
Glamour instead.
person’s name aloud. The Wyrd temporarily imbues the new
Loophole: The changeling completes his own Build constellation with vast importance to the target.
Equipment action to make a creative work within the same
Cost: 2 Glamour
scene. Beasts may instead succeed at an impressive feat using
Athletics. Dice Pool: Intelligence + (Empathy or Persuasion) +
Wyrd vs. Resolve + Wyrd
Retrograde (Common) Action: Contested
The changeling tells a story about a person in his pres- Duration: Until the next sunrise or subject touches target
ence. When he describes actions taken by the person within Effects: The Contract pulls the subject toward the
the story, he makes a counterclockwise gesture. Chaos de- traced target, even from long distances; he cannot name
scends on the target’s life: they miss their train, they lock

50 Chapter Two: Wonders and Terrors


himself as the subject, but he can trace himself as the target. Action: Instant
For example, if the changeling traces the outline of a car Duration: Instant
headed in the opposite direction and speaks a Huntsman’s
Effects: If the changeling has a personal connection to a
name, the Huntsman follows the car and the changeling can
past event, she may ask questions about it equal to her Wyrd
get away; likewise, if he draws the café where he met his wife
rating; the Storyteller must answer truthfully. The Wyrd
and says her name, she stops in for a cup of coffee later the
defines personal connection as knowing someone involved
same day, a powerful bout of nostalgia guiding her steps.
more closely than as an acquaintance: her Keeper, a sibling,
The changeling must be able to perceive the subject he or a member of her motley. Alternately, she may ask about
names, and the traced target must be somewhere they could a known event that occurred in a location she previously
reasonably reach before the next sunrise. The changeling physically visited (a True Fae’s court, the tavern where her
cannot trace anyplace impossible for the subject to reach or freehold’s first Court formed.)
objects expressly intended to cause harm to the target.
Darkling: Nothing escapes the Bewitched’s notice. The
Roll Results character gains the Informed Condition about the event. If
Success: The named subject immediately drops whatev- this Condition doesn’t resolve before the end of the chapter,
er they’re doing and travels toward the traced target. When it fades without resolution, granting no Beats.
the Contract expires or they come into physical contact with Wizened: The Shrewd receives a clear image of an item
the target, whichever happens first, the effect ends. The sub- (up to Size 3) present during the event. His player gains +2
ject suffers the Shaken Condition, as they have no recollec- on any roll to create a facsimile of that item. He may only see
tion of why they pursued the traced target. simple objects without moving parts with this benefit, and
Exceptional Success: The Contract doesn’t end when regardless of the original’s supernatural qualities or abilities,
the subject touches the target; the effect persists past that he crafts a fully mundane facsimile. He can accurately re-
first touch, addicting the subject to the target’s presence and produce any writing or simple diagrams present in the im-
inflicting the Persistent Addicted Condition. The subject age he receives, but he gains no insight into translating or
may resolve the Condition normally, but otherwise it fades interpreting it.
without resolving at the next sunrise, granting no Beats. Loophole: The Lost sings the names of the stars in a
Failure: The Contract fails. constellation currently in the sky.
Dramatic Failure: The Wyrd misinterprets the change- Star Light, Star Bright
ling’s tracing; the nearest agent of the True Fae knows his (Royal)
exact location at the time he failed to invoke the Contract
and becomes drawn to him as per the Contract’s effects. The The night sky is full of wished-upon stars. The change-
changeling suffers the Hunted Condition. ling plucks a wish from the heavens and acts as the star’s
intermediary, granting his target’s desire. How the Lost in-
Darkling: The Mountebank’s Contract inflicts the
terprets and grants the wish is up to him. He may be a kindly
Spooked Condition, filling the target with a sense of im-
benefactor, returning runaway puppies and putting winning
pending doom and driving him to reach the subject as soon
lottery tickets in his target’s hands; or he may wield wishes
as possible.
like weapons, showing his target the downside of getting ex-
Fairest: If the Sovereign traces himself as the target, he actly what they wished for.
becomes entitled to the subject’s attention; the target also
Cost: 1-2 Glamour
gains a point of Goblin Debt for every scene they aren’t in
the changeling’s presence. Dice Pool: None
Loophole: The changeling is in physical contact with Action: Instant
a piece of the target or the target itself when he traces the Duration: Instant
subject in the stars. Effects: Spend 1 Glamour point to invoke this Contract.
The changeling learns a wish his target has made within the
Light of Ancient Stars last month. If he doesn’t specify a target, he learns the wish
(Royal) a random person made within a mile of his current loca-
Looking at the stars is looking deep into the past. By the tion. The changeling determines how he fulfills that wish,
time their light reaches Earth, it’s traveled anywhere from a but he must fulfill it; failure to do so by the end of the story
handful to billions of years. The changeling lets that ancient inflicts the Persistent Oathbreaker Condition upon him. If
light shine on her and listens to the music of the spheres. he does fulfill the wish, he regains a spent Willpower point
From it, she gleans wisdom and insight — about the world, and earns a Beat.
the Kindly Ones, or strange and ancient events. Though the changeling’s own abilities constrain him,
Cost: 2 Glamour he may take artistic license within those bounds. He can’t
Dice Pool: None bring the dead back to life, but if his target wishes to talk

New Contracts 51
with their deceased brother and ask his advice, the change-
ling may create an eidolon in the brother’s image, bringing
the two together in dreams. Wandering Stars
If the changeling has an existing enchanted bargain (p. Changelings whose durances and explora-
77) with the wisher or makes one within the same scene that tions take them to the Outer Hedge may dis-
he uses this Contract to learn their wish, he may thenceforth cover different themes and Contracts within
teleport instantly to the mortal’s side whenever he hears the Star Regalia. The night sky changes the
them call for his aid via Enchanted Obligation, and he may farther from Earth you get. Familiar constel-
spend 1 Glamour to bring along anyone who is touching him lations hang slightly off-kilter or don’t exist at
at the time. Doing so immediately resolves the Enchanted all, setting portents and fortunes askew. How
Obligation Condition, though only the changeling’s player do you find home when the star that always
earns the Beat in that case. guided you there moves or disappears?
Ogre: If the target is non-fae, the Bruiser’s player gains Work with your Storyteller to determine
+2 to one attempt to harvest Glamour from them. how your changeling’s travels through the
Wizened: In addition to learning the wish, the Shrewd Outer Hedge and beyond affect the Stars.
gleans the driving force behind it, such as the target’s fears, What insights do they gain by seeing the
financial difficulty, regret, etc. world from an entirely different perspective?
Loophole: The changeling coaxes the target into mak-
What Contracts might they discover along
ing the wish in her presence within the same scene.
the winding paths of the Wishing Roads?
The player may replace one or more of their
Pinch of Stardust (Royal) character’s existing Stars Contracts with the
new ones if they travel to the Outer Hedge in
The Lost understand how their Keepers fashioned their play. These adjustments should complement
fetches from discarded ribbons, twigs, fishing line, and what- the other Contracts in the Regalia, rather than
ever else laid at hand. They set these constructs loose in the diminishing them or penalizing the Lost who
changelings’ lives with no one the wiser. The act likely filled uses them. Changelings excel at adaptation.
the changeling with horror when first uncovered, but he also
learned from it.
He creates his own entity out of star stuff and scraps,
and when his target lays eyes on it, she feels as if she’s known mentor, close friend, or other important part of the target’s
it for years. She remembers good times spent in the crea- life. The target suffers the Persistent Delusional Condition
ture’s company, holds warm feelings toward it and trusts it regarding the entity; the Condition fades without resolution
with their secrets. The simulacrum becomes one of her guid- or granting Beats if not resolved before the end of the chap-
ing light — her North Star, her Touchstone — and she suffers ter.
when its brief existence snuffs out like a shooting star fallen.
The changeling may target himself with this Contract,
Cost: 3 Glamour + 1 Willpower but for its duration he doesn’t remember invoking it, believ-
Dice Pool: Intelligence + Crafts + Wyrd vs. Resolve + ing the simulacrum real.
Wyrd Invoking this Contract constitutes a breaking point
Action: Instant (willing) or Contested (hostile) with three dice, or four if targeting a changeling (including
Duration: One chapter or when Delusional resolves himself).
When the chapter ends, the Touchstone crumbles into Exceptional Success: The exceptionally well-construct-
its component parts. Changeling targets risk Clarity damage ed creature becomes difficult for suspicious and well-mean-
as though they’ve lost a Touchstone. Non-changeling super- ing friends to remember as not real. It becomes embedded
natural beings follow rules for Touchstone loss according to in the memories of the target’s closest real friends and loved
their supernatural type; all others suffer a breaking point ones, although they don’t become Delusional and evidence
with a –1 modifier. of the creature’s falsity makes them suspicious.
Roll Results Failure: The Contract fails.
Success: The creature acts like a fetch, gaining Echoes Dramatic Failure: The changeling puts too much of
(Changeling, p. 236) equal to the changeling’s Wyrd rating. himself into his creation, which becomes his ill-intentioned
Attach the creature as one of the target’s Touchstones. If double, acting as a second fetch that knows it’s a fetch.
the target isn’t a changeling but may have Touchstones, fol- Darkling: The Bewitched made the creature’s right ear
low the usual rules for their supernatural type. For a target out of a tin can and string, and kept the can attached to the
who has no access to Touchstones, the creature becomes a other end. When the target whispers a secret to the creature,
the Darkling hears it.

52 Chapter Two: Wonders and Terrors


Wizened: The Domovoi knows how to make perfect
clockwork automatons and flawless mannequins; by spend-
ing an additional point of Glamour, her creation lasts until
the end of the story.
Loophole: The changeling adds something of himself
to the creature’s hodgepodge of parts: a lock of hair, three
drops of blood, fingernail clippings, etc.

Thorn
Thorn hides under a changeling’s Mask. Like a stun-
ning rose, it pricks those who come too close. Thorns pierce
and irritate, punishing fools who transgress. It cares not
for Sword’s aggression or Shield’s protection; Thorn evokes
weapon and bulwark both, the unseen barb putting out the
eye of a trespasser from either direction. Legends say Con-
tracts like Thorns and Brambles, Hedgewall, and Prince of
Ivy once fell within the purview of Thorn. The pacts that
formed other Regalia stole them away, however, and Thorn
hungers for their return.

Briar’s Herald (Common)


The changeling taunts the target to their face, promis-
ing to become the thorn in their side. The Thorn enforces
her promise, but failure is tantamount to breaking it.
Cost: 1 Glamour
Dice Pool: Manipulation + Larceny + Wyrd vs. Com-
posure +Wyrd
Action: Instant
Duration: One chapter
Roll Results
Success: Whenever the target comes into the change-
ling’s presence, nothing goes right for them, and they know
somehow it’s her doing even with no reasonable evidence. If
the changeling is within 100 yards/meters of them, her tar-
get loses the 10-again quality on any roll their player makes,
and every failure becomes dramatic without granting Beats.
The changeling knows every time the target fails a roll re-
gardless of whether the target is currently within range of
the Contract’s effects, though she doesn’t automatically
know the details.
Exceptional Success: Whenever the victim’s player fails
a roll while in range of the Contract’s effects, the victim suf-
fers one point of lethal damage in addition to the dramatic
failure consequences.
Failure: The Contract fails; the changeling suffers one
of the minor effects of a broken seal (Changeling, p. 210),
chosen by the Storyteller.
Dramatic Failure: The changeling suffers one of the
major effects of a broken seal instead.
Darkling: Each time the victim fails a roll, no matter the
distance between them, the changeling may whisper one mes-

New Contracts 53
sage to them no longer than 37 words, and the victim may tiple actions to fully return her senses to herself unless she
reply once in kind. Only these two hear each other’s messages, ends the Contract early.
even if someone is close to them when they whisper. Loophole: The changeling brews a potion of poison ivy,
Wizened: The changeling may specify a clause that ends newt, and thistles within the same scene; she peers into the
the Contract prematurely. The conditions may be simple (“stay potion, extending her senses into nearby flora.
home from work tomorrow”) or elaborate (“help me bust the
Goblin Queen peddling Arcadian cocaine on 1st Street”) but Thistle’s Rebuke (Common)
must be expressed in a single short phrase. The victim has no The changeling refuses to allow others to get close to
obligation to comply, but becomes subconsciously both aware her, sprouting thorns to keep them at bay.
of the terms and that fulfilling them would end their suffering. Cost: 1 Glamour
Loophole: Directly or indirectly, the changeling causes Dice Pool: None
a thorn, needle, or similar small, pointed object to prick the
target, drawing at least a drop of blood. Action: Instant
Effects: Thorns grow from the changeling’s clothing or ar-
By the Pricking of My Thumbs mor, increasing its general armor rating by two. They also tear
(Common) the flesh of anyone who gets too close to the changeling, inflict-
ing one point of lethal damage on anyone who touches her or
The changeling pricks her thumb on a plant’s thorn, an
engages her in melee. If grappled, her opponent takes two points
offering of blood repaid by the surrounding vegetation with
of lethal damage per turn for the grapple’s duration, in addition
kinship, at least for a time. Living plants allow her to use
to any other damage done by maneuvers within the grapple.
them as her eyes and ears for the Contract’s duration.
Additionally, the changeling can fire the thorns from her
Most Lost assume this Contract borrows its name from
armor at a foe within 50 yards/meters, although doing so ne-
Shakespeare’s Scottish play, but the phrase and the super-
gates the Contract’s other bonuses for the turn as the thorns
stition represented predates the Bard, as does the Contract
grow back. They’re ranged weapons with a damage rating of 2L.
itself. Freeholds all over the United Kingdom take it as
evidence the Weird (or Wyrd?) Sisters were a real group of Elemental: Forces of nature bow to the Torrent’s whims;
changelings who inspired the playwright — three court mon- she may take a reflexive action to retract the thorns or ex-
archs, perhaps, or a legion entitlement, whose further secrets tend them again. Anyone touching her when she reflexively
may still lie buried somewhere beneath the moors. extends them takes two points of lethal damage.
Cost: 1 Glamour Fairest: Presenting herself as the rose rather than the
thorns, the Unicorn can make the effects of this Contract
Dice Pool: None
invisible even to those who can see through the Mask.
Action: Instant
Loophole: The changeling drinks an entire glass of wa-
Effects: The changeling extends her senses of hearing, ter just before invoking this Contract.
sight, smell, and touch into any living plant she can perceive.
She can only occupy one plant at a time. She can shift her The Gouging Curse (Common)
senses from one plant to another, from a plant back to her-
The changeling issues a dire warning to her victim,
self, or from herself back out to a plant again as an instant
whether as an explicit curse (“If you violate my privacy, you
action.
will suffer grave misfortune”) or a veiled warning (“It would be
The changeling still perceives her body’s surroundings unwise to participate in tomorrow’s rap battle”). If her warn-
and can take actions while extending her senses but doing ing goes unheeded, the Thorn follows through on her threat.
so is confusing; her player suffers a –3 to all actions she takes
Cost: 1 Glamour
unrelated to perceiving through the plant while her senses
ride one, as well as to her Defense and Initiative. Dice Pool: Manipulation + Occult + Wyrd vs. Compo-
sure + Wyrd
Beast: A cousin to the wild, the Grim may use the plant
she inhabits as a natural melee weapon. These attacks utilize Action: Instant
the Beast’s Strength + (Brawl or Weaponry) and deal bashing Duration: One chapter
damage. If the plant bears thorns or needles, upgrade the
Roll Results
damage to lethal. These attacks don’t take the penalty for
perceiving in two places at once, but the changeling may still Success: The changeling chooses an action she wants
only take one instant action per turn. to forbid her target from taking. It should be specific and
something they could do within one instant action, such as
Darkling: The Bewitched may occupy a number of
visit a particular location, use a specific object, or play a cer-
plants up to her Resolve simultaneously; an instant action
tain song over the store’s retail radio. If the target performs
used to switch from one plant to another only shifts one of
the act before the chapter ends, they become cursed with
these simultaneous extensions at a time. Thus, it takes mul-

54 Chapter Two: Wonders and Terrors


one of the following Tilts of the changeling’s choice: Arm • If the changeling doubles down, she adds Hedgespin-
Wrack (one arm), Blinded (one eye), Deafened (one ear), or ning successes to the Hedge’s roll, up to half her
Leg Wrack (one leg). Barbs and splinters pierce the chosen Wyrd rounded down. In exchange, she gains the
limb or organ until the Contract ends and the Tilt fades; same number of additional successes on her next
even if the afflicted removes them all, more take their place. successful Hedgespinning roll within the scene. The
Exceptional Success: Triggering the curse also inflicts additional successes do not count when determining
the Guilty Condition upon the victim. whether she achieves an exceptional success.
Failure: The Contract fails. No matter which option she chooses, the changeling
Dramatic Failure: The changeling falls to his own curse cannot choose it again within the same scene until she has
instead, unable to consider the consequences of his actions also used both other options.
and suffering the Reckless Condition. Darkling: When the changeling defers, she may negate suc-
Fairest: The Fairest may specify another action within cesses up to either her Manipulation rating or half her Wyrd.
the same parameters as the forbidden one; the victim may Fairest: When the Unicorn doubles-down, she may apply
take this action to end the curse early. If they do so, they the additional successes to an ally’s next Hedgespinning roll
suffer the Persistent Awestruck Condition regarding the within the scene instead of her own.
changeling, amazed at her magnanimity. Loophole: The changeling leaves behind a meaningful
Ogre: If the action the Terrible forbids would cause personal effect for the Hedge to consume as she invokes this
harm to one of her allies, this Contract’s duration becomes Contract. She can never personally recover the object: if it
one story instead. returns to her by some other means, she accumulates 2 Gob-
Loophole: The changeling makes an agreement with the lin Debt points.
victim, allowing them to specify an action she cannot take. If
she violates these terms, she must immediately pay the Glamour
Acantha’s Fury (Royal)
cost and take a point of lethal damage, or the Contract ends. Mortals know the story of how Apollo pursued Acantha
and changed her into a plant as punishment for rejecting his
Embrace of Nettles advances. The Lost tell a different tale: once, a Keeper with
(Common) a green thumb stole Acantha from her home. After years of
The Hedge’s perilous Thorns await those who wander servitude in its garden, she bargained with her fellow captive
off the beaten path, but often, the Thorns hide the Hedge’s greenery; they rose up, unleashing their collective fury upon
greatest treasures. The changeling embraces the pain and ev- their jailor. Changelings who knew of her heroism named
erything it promises, allowing the Thorns to gain purchase this Contract in her memory, enacting it in the hope every
in exchange for greater power over the Hedge. changeling finds freedom one day.
Cost: 1 Glamour Cost: 2 Glamour + 1 Willpower
Dice Pool: None Dice Pool: Presence + Survival + Wyrd vs. Stamina + Wyrd
Action: Reflexive Action: Contested
Duration: Instant Success: With a wordless cry of rage, the changeling
points at her target, who begins to transform into a thorny
The changeling invokes this Contract while in the or prickly plant of the changeling’s choice between Size 4
Hedge’s Thorns in response to the Hedge shifting itself. and 12. The metamorphosis takes place in stages over sev-
Choose one of the following: eral minutes once she invokes the Contract.
• If the changeling deflects, she changes the target of a sin- The target progresses through transformative stages at
gle Hedgespinning shift she observes. This permits her a rate of one per minute for a total of eight minutes after
to steal a beneficial effect or shunt a harmful one onto invocation. As each stage occurs, the changeling must offer
someone else. She only gains a Beat from an adverse her target a choice between allowing the transmutation to
paradigm shift if she actually suffers the adverse effect. continue and promising to complete a task as delineated
by the changeling. The target must be able to complete the
• If the changeling defers, she negates up to half her named action within a single scene and can’t be asked to
Wyrd, rounded down, of the Hedge’s shift successes. complete an impossible task or one harmful to them. It also
These successes don’t disappear; instead, add them must be something the target can complete with the resourc-
to the Hedge’s next successful Hedgespinning roll, es and information they currently possess. At each stage, the
which becomes immune to this Contract. If the Sto- changeling may repeat the same offer or choose a new one.
ryteller rolled an exceptional success, the Hedge’s
shift remains an exceptional success if even one suc- If at any point the target agrees to the promise, they
cess remains after deferral. regress one stage per minute until they return to normal.

New Contracts 55
However, the promise binds them; if they fail to accomplish Awaken Portal (Royal)
it before the chapter ends, the transformation begins anew. Any unguarded entrance invites trouble through its
If they can’t contact the changeling before they’re incapable gate, from the obvious front door to the most elusive hidden
of doing so, they’re out of luck for the scene. passage. The changeling gives such an entrance the means
The stages progress as follows: to protect itself, just as roses guard their beauty with thorns.
• Anytime the target is not in direct sunlight, they be- By smearing her own blood upon the portal or arch for a
come sluggish, taking a − 2 penalty to all non-reflexive dormant Hedgeway, or upon any entrance to a Bastion or
actions, Speed, Defense, and Initiative. Hollow, she uplifts it into a goblin who serves as her eyes and
ears while she’s away.
• Target’s flesh turns to plant matter; they decrease Cost: 2 Glamour
their Stamina by 2, to a minimum of 1, decreasing Dice Pool: None
their Health accordingly.
Action: Instant
• Over the next four stages, the target’s limbs become Duration: One chapter
stems or branches one by one, inflicting the Arm Effects: The portal gains temporary sapience. While it
Wrack or Leg Wrack Tilt on one limb per stage. cannot move or take either physical actions or those requiring
• Roots grow from the target and dig down where they stand, speech, it perceives its surroundings as the changeling would;
inflicting the Immobilized Tilt. These roots grow into any blocking the entrance inhibits its vision, and a complete seal
surface as burrowing into fertile earth. The target can’t roll also inhibits its hearing. The hobgoblin portal can mentally
to break free until their progress has receded back to this communicate with her over any distance, so many changelings
stage. Treat them as though they’re held by an item. use this Contract to gather intelligence and blackmail material.
The changeling may use her kenning (Changeling, p. 107) from
• Target’s transformation completes; they become the the portal’s point of view rather than her own, but she loses the
chosen plant, and cannot take any actions, speak, or ability to see her own environment while she does so.
move in any way. They still perceive their surround- Beast: The portal goblin also becomes a great, toothy
ings as normal and take purely Mental actions not maw capable of reflexively extending its many fangs to bite
requiring movement. intruders before retracting them afterward. It may attack
Once the transformation completes, the target must anyone passing through. The attack has a damage rating of
wait out the Contract’s duration; they return to normal once 2L and uses a pool equal to the changeling’s Presence + In-
the Contract expires. Any damage done to the plant, such as timidation. If the portal successfully bites a target, it spits
plucking off leaves or slicing a vine in half, has no effect on them out forcefully, shoving them back 5 yards/meters. If
the victim when they are no longer fully transformed; any more than one character attempts to pass through simulta-
removed pieces of the plant vanish once the Contract ends. neously, the changeling’s player makes a separate attack roll
for each of them, but the attacks all happen at once.
Invoking this Contract constitutes a breaking point
with a pool of four dice. Elemental: The portal goblin possesses an additional
two-dot Influence in the Sprite’s chosen element.
Exceptional Success: When the target successfully car-
ries out a promise, the changeling regains a Willpower point. Loophole: The changeling takes at least 15 minutes
within the scene where she activates the Contract to clean,
Failure: The Contract fails. repair, or spruce up the entrance and its surrounding struc-
Dramatic Failure: The changeling’s hubris spells disas- ture prior to awakening the portal.
ter, her declaration of fury attracting the eyes of her enemies.
She suffers the Hunted Condition. Crown of Thorns (Royal)
Elemental: The Unbound may target a number of characters The changeling writes down an act she wishes to forbid her
up to her Wyrd with a single invocation of this Contract. Handle target from performing, then delivers it to them anonymously
each target’s progression or regression separately, although the via any indirect means — by mail, pigeon, text message, a mes-
changeling may offer the same promise to all of them at once. senger, etc. Should they defy her wishes, they feel the thorn’s
Wizened: Without paying Glamour, the Wizened may prick in their heart and endure the punishment of the defiant.
seal (Changeling, p. 210) the target’s statement of intent Cost: 2 Glamour
when they accept the promise. Increasing the seal’s severity Dice Pool: Presence + Occult + Wyrd vs. Resolve + Wyrd
costs 1 Glamour instead of 1 Willpower.
Action: Contested
Loophole: The changeling holds in her hand a fresh
Duration: One story
clipping, no more than one day old, from an actual plant of
the same type as the transformation she intends to inflict.

56 Chapter Two: Wonders and Terrors


winning a Clash of Wills with the changeling. Victims who
can normally dream lucidly may take a −2 penalty to any roll
Awakened Portal they make to resist being convinced they’re in a dream.
Attributes: Intelligence 2, Wits 2, Resolve If the target remains Comatose at the story’s end, this
5; Presence 2, Manipulation 1, Composure 2 Contract ends and they wake up on their own; the Condi-
tion fades without resolving, granting no Beats.
Skills: Occult 2 (Hedgeways); Intimidation 3
Exceptional Success: The Condition must resolve prop-
Merits: None erly and does not fade at the end of the story.
Failure: The Contract fails.
Wyrd: 2
Dramatic Failure: The changeling becomes Comatose
Glamour/per Turn: 7/2 instead.
Beast: The Beast sends nightmares to torment the tar-
Willpower: 7 get’s slumber; they lose one Willpower point each night they
Virtue: Protective remain asleep, and cannot regain Willpower through rest
until the Condition resolves or fades.
Vice: Stubborn Darkling: While disguised or unnoticed, the Darkling
achieves an exceptional success on three successes for rolls
Aspiration: Defend the portal
to manipulate the target into taking the forbidden action.
Initiative: 3 Loophole: The changeling weaves an actual crown of
thorns out of prickly vines and branches and sets it upon the
Defense: 0 target’s head within the same scene.
Armor: 3/3 Shrike’s Larder (Royal)
Size: Varies Butcherbirds famously immobilize their prey upon
thorns so they can easily tear up their meal. The changeling
Speed: 0 scatters thorns, needles, barbs, or similar small, prickly items
Health: 10 in mimicry of the bird. The spines grow beneath the victim’s
feet, slowing her enemy to a crawl.
Frailties: Only cold iron Cost: 1-3 Glamour
Contracts: Overpowering Dread, Thorns Dice Pool: None
and Brambles Action: Instant
Effects: This Contract grants three different effects a
Dread Powers: Influence (Brambles) 2,
character can stack upon a single target for one point of
Know Soul
Glamour each.
Notes: The portal goblin appears as a mun- • The spines trip up the victim, making them stumble
dane entrance unless identified as a magical at the worst possible moments. While in a chase, they
entity by an appropriate type of supernatu- suffer a –2 penalty to all movement-related rolls and
ral perception. When invoking Thorns and
cannot possess the Edge. They may spend 1 Willpow-
Brambles, the portal never need contend
er to power through the pain and ignore these effects
with its own Contract’s effects.
for one turn.

Roll Results • The spines dig themselves deeper every time the vic-
tim moves, painfully distracting her from matters at
Success: The changeling chooses a specific instant ac-
hand. She suffers a –3 penalty to Initiative.
tion — such as speak to or attack a particular person, enter a
particular building, or take a bite of the changeling’s lunch • Spines pierce the victim’s joints, immobilizing them
currently in the employee lounge fridge — she wants to for- and making all their movements rigid. Halve the vic-
bid her target from taking. If the target performs the act be- tim’s Speed (rounded down). They may voluntarily
fore the end of the current story, they suffer the Comatose take one point of bashing damage ignore this effect
Condition and one point of lethal damage from invisible for one turn and force themselves to move faster.
thorns. Non-changeling targets can’t resolve the Condition
unless someone enters their dreams to convince them they’re Beast: The Coursers gave this contract its name when
dreaming, or another supernatural power wakes them after they first imitated the shrike’s hunting techniques. When

New Contracts 57
the changeling harvests Glamour from the victim during the Independent
Contract’s duration, he regains 2 Glamour points for each
success he rolls instead of 1.
Contracts
Wizened: The Hatter may target a vehicle instead, in- The following Contracts exist independent of any Re-
flicting the chosen effects upon anyone operating it or riding galia. Some once belonged to Regalia long lost to memory
as a passenger and flattening its tires, if any. while the Gentry made others as-is for a singular purpose.
The Good Cousins stole powers from other entities, filling
Loophole: The changeling impales an effigy represent-
those powers up with their fae essences until they became
ing the target upon a thorn. While brambles are traditional,
unrecognizable. The deals the Fae made to create them still
any small piercing object works, such as barbed wire, sewing
give them potency even after the destruction of their Re-
needles, or a live porcupine’s erect quills.
galia. However, the full scope of their origin (and original
Witch’s Brambles (Royal) context) now exists only as forgotten knowledge found on
far-flung Wishing Roads in a ruined Bastion, deep in the
The witch knows the secret to turning illusions real Hedge with the last hobgoblin of its kind, or as part of an
and sees the magic in the mundane. Mortal echoes of the entitlement whose token sank to the bottom of the sea.
Thorns — clumsy and unsubtle — become much closer to
Those who learn these Contracts — without knowing the
their fae counterparts in the changeling’s hands. Traditional
attendant history — sometimes stumble into age-old baggage. Us-
invocation of this Contract utilizes roses and brambles, but
ing Contracts from forbidden or destroyed Regalia might bring
artificial objects — shards of glass and barbed wire — work
assassins to a changeling’s doorstep or put him in contact with
just as well.
a secret organization seeking knowledge of the old Regalia. He
Cost: 2-3 Glamour + 1 Willpower may attract attention from those wishing to learn — or steal — the
Dice Pool: None Contract from him or find out the hard way its central role in
Action: Reflexive an oath binding its wielder, and thus binding him. These situa-
tions should serve as interesting story hooks rather than ways to
Duration: Instant
dissuade players from seeking independent Contracts for their
Effects: By spending 2 Glamour, the changeling can characters, so the Storyteller should work with the troupe and
perform limited manipulations of the mundane world as decide whether such complications fit the troupe’s story.
though Hedgespinning, so long as she calls upon the fear
and fascination of the Thorns. She invokes this Contract Coming Darkness (Common)
while performing any mundane action utilizing a Size 1 or
Contracts calling upon darkness and shadow flourish
smaller object capable of piercing flesh in a precise fashion.
among the Gentry. Each one seems separately created rather than
A dagger, its blade broad and indiscriminate, cannot elicit
part of one coherent Regalia as far as the Lost have determined
the strange allure of staring at a pricked finger and watch-
to date. Some scholars think the negotiations for these Contracts
ing the tiniest drop of blood emerge, but a safety pin, small
were never finished, leading to an incomplete set scattered across
cactus, or a cat’s (or vampire’s) fang would work.
Arcadia. Others believe these Contracts all belong to different
The action the changeling performs suffers a –3 penalty Regalia, related in concept but independent of each other and
as the mortal world resists such wanton change. The player rising from competing deals made by rival Fae. Others contend
can spend any excess successes on subtle shifts, following that the Kindly Ones who barter for them deliberately do so as
the Hedgespinning rules (Changeling, p. 204). None of the one-offs, jealously guarding them from each other.
other usual effects or consequences of Hedgespinning occur.
The changeling reaches down to his feet and yanks his
If the changeling achieves an exceptional success on the shadow away from himself, casting it out and blanketing the
action this Contract enhances, she may pay an additional world in darkness.
Glamour to enact a paradigm shift instead.
Cost: 1 Glamour
Using this Contract in the Hedge or any other other-
Dice Pool: None
worldly realm has no effect.
Action: Instant
Beast: The Beast may count a bite attack as a valid ac-
tion for this Contract’s enhancement as long as it would deal Effects: The changeling creates an area of complete dark-
lethal or aggravated damage. ness centered on himself with a radius equal to (his Wyrd x 5)
yards/meters. The darkness falls so abruptly, everyone in the
Darkling: If the Darkling achieves exceptional success
area suffers the Stunned Tilt unless they make a successful
on the action’s roll, she may add one success to the total if
Wits + Composure roll or can see clearly in the dark. Charac-
she chooses to enact only subtle shifts.
ters within the darkness or who enter it during the Contract’s
Loophole: The changeling pierces her own flesh with duration suffer the Blinded Tilt (both eyes) until they leave the
the pointy object she uses while invoking this Contract. area or the Contract ends, whichever comes first. The change-
ling is unaffected by his own darkness.

58 Chapter Two: Wonders and Terrors


Mundane light sources in the area are not extinguished his Wyrd. He clearly specifies these rules when invoking the
but simply obscured; turning on additional mundane lights Contract. From that point on, anyone entering the area auto-
within the affected area does not penetrate the darkness. At- matically understands the guidelines whether they heard them
tempts to create light via any magical means provoke a Clash explained. The guidelines often describe the gathering’s eti-
of Wills. quette, such as refraining from violence, insulting others delib-
The changeling does not have a shadow for the Con- erately, or eating; they may also require specific behaviors, such
tract’s duration. If he leaves the area or the Contract ends as speaking only in coded whispers or keeping one’s eyes closed.
prematurely, his shadow remains missing. Observers may If anyone breaks the guidelines, the Contract ends immediately
notice lack this by rolling Wits + Composure, contested by and everyone in the area suffers the Demoralized Condition as
the changeling’s Manipulation + Stealth. If he remains with- the Wyrd punishes all for the transgressions of one.
out a shadow and outside the darkness when the Contract Beast: The Grim’s awareness of her refuge extends be-
ends, he must hunt down his wayward shadow, take it into yond the marked boundary; he can detect anyone who pass-
the Hedge, and reattach it via a subtle Hedgespinning shift es by or intrudes close to the hidden area from up to (his
requiring four successes. The shadow has no traits and takes Wyrd x 20) yard/meters away.
no rolled actions but may cause mischief simply by existing Wizened: The Hatter may apply any dots he possesses
independently and visibly. in the Safe Place Merit (if the location is in the mortal world)
Beast: The Beast may selectively bestow clear night vision or Hollow Merit (if it’s in the Hedge) to the location during
upon a number of characters up to half his Wyrd (rounded the gathering, even if the space is nowhere near the place to
down) within the area when he invokes the Contract. which the Merit applies. Applying Safe Place simply grants
Darkling: The Darkling may create an area of darkness the changeling the Merit’s usual Initiative bonus. Applying
with a radius up to his Wyrd x 10 yards/meters. Hollow grants both the Merit’s base benefits and all enhance-
ments specific to the Wizened’s Hollow. This works even if
Loophole: The changeling extinguishes a flame as he
multiple motley-mates share the Merit in question, but the
invokes this Contract.
Hatter must be one of them. This works even if multiple
Pomp and Circumstance (Common) motley-mates share the Merit in question, but the changeling
must be one of them.
A Good Cousin called Nightmare Spinner stole this
power from the concept of Hospitality after seeing how re- Loophole: The changeling lays out an unbroken ring
spectful mortals were to gracious hosts. They wanted that re- of poppies around the area earlier in the same scene as the
spect for themselves, but wrapped the pilfered power tightly Contract’s invocation.
into a cocoon for safekeeping, hiding it from sight so they Shadow Puppet (Common)
would be the only good host in the land.
The Oaken Warrior motley first uncovered this Con-
A changeling can use this Contract to hide his gather-
tract in a Goblin Market when they encountered a seller
ings from prying eyes by delimiting a perimeter and walking
made of nothing but a hobgoblin’s shadow. That hobgoblin
around it widdershins three times.
soon returned, claiming they stole the Contract from their
Cost: 1 Glamour, or 1 Glamour + 1 Willpower Keeper when they were a changeling. The motley doubts the
Dice Pool: None tale, but happily accepted the Contract in trade anyway.
Action: Instant The changeling uses his fingers or any part of his body
Effects: For 1 Glamour, the changeling chooses an area — up to and including the entire thing — to create a crisp
with a radius of up to (his Wyrd x 10) yards/meters. It must shadow puppet on a wall under a bright light. That shadow
have visible, clear physical demarcations of some sort: per- comes to life and acts on its own, under his command.
haps existing walls or fence, or perhaps chalk or a line of Cost: 1 Glamour
stones or salt created by the changeling. Uninvited guests Dice Pool: None
cannot enter the area, although anyone within the defined
Action: Instant
area may allow someone access by inviting her in. Attempts
at mundane spying on the area or tracking any characters Duration: One scene
within fail automatically. Supernatural attempts to circum- Effects: The shadow puppet the changeling creates
vent any of these effects provoke a Clash of Wills. takes substantial form, appearing as a fully realized version
If the changeling spends a Willpower as well, no Hunts- of whatever shape the puppet takes, but made of shadow. For
man or True Fae can find the area, even if they track some- instance, if the changeling makes the head of a stag with his
one directly to the location. It simply doesn’t exist to their fingers, this Contract creates an actual stag colored entirely
senses, whether mundane or magical. in shades of gray and black, fuzzing at the edges. If he uses
his entire body to create the shadow, the puppet becomes an
The changeling and everyone inside the area must up-
identical shadow twin.
hold a set of individual, specific guidelines numbering up to

New Contracts 59
This puppet functions as a Retainer (Changeling, p. The two entities remain bound for the Contract’s dura-
125) with a dot rating equal to half the changeling’s Wyrd tion, unable to stray more than (the changeling’s Wyrd x 10)
and a basic intelligence. It follows the changeling’s instruc- yards/meters from each other. The Hedge ghost may take
tions and may act in an action scene, taking the character’s Glamour from the character without touching him to fuel pow-
turn and acting on his Initiative. For purposes of the Re- ers it uses on his behalf. Likewise, he may use the Hedge ghost’s
tainer Merit, the changeling chooses a Specialty he possesses Glamour pool as his own on actions benefitting them both.
as the shadow’s area of expertise. The player assigns one gob- In the mundane world, the Hedge ghost suffers no deleterious
lin Dread Power (Changeling, p. 253) to the puppet. The effects while tethered, and the changeling may extend his Mask
shadow being possesses Wyrd 1, a maximum Glamour pool to his ethereal companion and make it appear human.
of 6 and has one Health box; it perishes immediately if that Exceptional Success: The Hedge ghost cannot refuse the
box fills with lethal or aggravated damage. changeling’s requests unless doing so would put it in danger.
A destroyed shadow puppet takes its part of the change- Failure: The Contract fails.
ling’s shadow with it; the stag head represents a small frac-
Dramatic Failure: The failed negotiation angers the
tion of her shadow, but a full double takes the whole thing.
Hedge ghost; it immediately attacks the changeling.
A changeling without a shadow must go to the Hedge to
reattach it as a subtle Hedgespinning shift requiring four Darkling: While the Wisp is bound to a Hedge ghost, she
successes. gains access to the Dematerialize Numen (Changeling, p. 250).
Beast: If the Beast gives the shadow puppet an animal Fairest: This Contract’s duration becomes “Until the
form, it also gains either +3 to perception-based rolls, the Unicorn leaves the Hedge” instead.
ability to fly, or an unarmed attack with a damage rating of Loophole: The changeling has caused the Hedge ghost
+1L. to affirm its own Thread within the same scene.
Darkling: The Darkling’s shadow puppet also gains the
ability to spend 1 Glamour to vanish into a shadow and step
Cracked Mirror (Royal)
out from another shadow it can perceive as an Instant ac- Once, long ago, this Contract belonged to the Mirror
tion; this ability doesn’t work in complete darkness or when Regalia. When a desperate changeling fled to mirror space to
the lighting casts no shadows. escape a band of privateers, she broke a promise to the mirror
Loophole: The changeling performs a shadow puppet people, and they in turn cursed her: the next Mirror Con-
show for the entertainment of an audience of at least three tract she invoked would shatter, ruining her magic and giv-
people lasting at least five minutes within the same scene. ing her seven years of ill fortune. The Contract she invoked
cracked and broke, falling away from its Regalia but persisting
Dread Companion (Royal) in pieces littered throughout mirror space. If someone hunted
down the shards and cobbled them back together, perhaps
The Rider Through Dawn once haggled with Domin-
they could restore the magic to its original state.
ion itself to gain power over all Hedge denizens, but another
of that Gentry’s Titles — the Countess in Repose of Bon- The changeling fogs up a mirror and writes his own name
estadt — wanted to usurp its power and intervened in the in the condensation. When he wipes the moisture away, he
negotiations. The Contract resulting from their feud grants finds his fetch looking back at him rather than his reflection.
only dominion over Hedge ghosts. Cost: 1 Glamour, or 1 Glamour + 1 Willpower
The changeling offers a bounty in return for a Hedge Dice Pool: Manipulation + Larceny + Wyrd vs. Stamina
ghost’s service, and if it agrees, he makes a bracelet for him- + Wyrd
self out of Hedge brambles, tethering it to himself in a mutu- Action: Contested
ally beneficial symbiosis.
Duration: One scene or until the changeling enacts a
Cost: 1 Glamour switch
Dice Pool: Manipulation + Occult + Wyrd vs. Resis-
Roll Results
tance + Wyrd
Success: For 1 Glamour, the changeling attunes the
Action: Contested
mirror to spy on his fetch as though he stood a few feet
Duration: One chapter from them and followed them around. For the rest of the
Roll Results scene, he can see their surroundings clearly and listen to any
sound they can hear, but the fetch automatically knows their
Success: The changeling becomes an additional Thread
changeling counterpart tried to watch them and eavesdrop
for the Hedge ghost. When he asks it to perform an ac-
even if the changeling fails her roll.
tion for him, doing so counts as affirming its Thread. The
changeling can ask the Hedge ghost to use any of its powers, By paying an additional 1 Willpower, the changeling may
Numina, or Influences on his behalf, though it may pay 1 switch places with his fetch, tricking the mirror into mistaking
Glamour to refuse. one identity for the other. It draws them both briefly into mir-

60 Chapter Two: Wonders and Terrors


ror space before spitting them back out in opposite locations. or eavesdropping, it provokes a Clash of Wills. The Contract
If the changeling does so, the Contract immediately ends; if he only activates when the wind hears the changeling’s real name,
wants to come back the way he came, he must invoke it again. not a nickname, deadname, or alias of any kind.
A willing fetch who cooperates with the changeling If the changeling achieves an exceptional success on the
need not contest the invocation roll. contested roll, he may listen in to the conversation for turns
Exceptional Success: The process disorients the fetch, equal to excess successes rolled instead.
inflicting the Confused Condition. While the changeling successfully eavesdrops on a con-
Failure: The Contract fails, but the fetch knows the versation, he may pay 1 additional Glamour and 1 Willpow-
changeling made the attempt. er to teleport to that location as an instant action. He does
not portal, simply steps from one location to the other as
Dramatic Failure: The fetch knows about the attempt and
the Wyrd uses the sound of his name to summon him. He
may pay 1 Glamour to immediately invoke this Contract on the
doesn’t know where he’ll arrive until he gets there, nor does
changeling without a roll, including the option to spend a Will-
he know who spoke his name unless he recognizes the voice
power to switch their places. The fetch need not possess the Mim-
himself. Once active, this Contract lasts for the scene or un-
ic Contract Echo to do so. Cracked Mirror doesn’t count as face-
til he uses it to teleport somewhere, whichever comes first.
to-face contact for purposes of that Echo if the fetch possesses it.
Beast: The Courser doubles his Speed for the scene af-
Darkling: If the Mountebank’s player achieves exceptional
ter arriving at the speaker’s location.
success on the invocation roll, he may conceal his spying from
his fetch. Fairest: The Fairest may drag the one who spoke his
name to his location instead.
Fairest: If the fetch doesn’t contest the invocation roll the
first time in a scene that the Unicorn invokes this Contract and Loophole: The changeling has introduced himself by his real
they switch places, he may switch places with them again without name to someone he’s never met before within the same scene.
spending Willpower whenever he invokes Cracked Mirror again
for the rest of the scene, although it still costs Glamour to invoke
Momentary Respite (Royal)
and the fetch may contest subsequent attempts. Legends among the Lost tell of the very first pact the
Loophole: The changeling puts a significant crack in the Gentry made after they conquered Arcadia and made it their
mirror when he invokes this Contract; but if it shatters entirely, own: an agreement with Time to vacate their realm and nev-
the Contract automatically fails. er return. During this negotiation, one of the True Fae tried
to cheat, introducing a loophole allowing it to wield a Time
Listen with the Wind’s Ears Regalia in violation of the spirit of the pact. But Time was
(Royal) too powerful an entity to fall for such a ploy and destroyed
the latent Regalia — and the cheater’s Title with it. All that
No one knows where this Contract originally came remains of that Title and the power it attempted to build is
from. The first time anyone saw it in recorded Lost history this Contract. No one knows whether this tale is true, but
was when Detroit’s Chrome Court Queen stepped out of most changelings are superstitious about it and recite a tradi-
thin air and smote a motley speaking ill of her. tional rhyme when invoking Momentary Respite to ward off
The changeling makes a sacrifice to the wind, allowing Time’s retribution.
it to carry something into the air — a piece of paper, a leaf, The changeling smashes a timekeeping device, such as a
dandelion seeds, or anything else light enough to blow away. wristwatch, hourglass, or LED clock display. This symbolic
In return, the wind whispers to him whenever it hears some- act allows him to temporarily exist within the liminal space
one speak his name. between moments, pausing the progression of time on his
Cost: 1 Glamour, or 2 Glamour + 1 Willpower body and mind.
Dice Pool: None Cost: 1 Glamour or 1 Glamour, 1+ Willpower
Action: Instant Dice Pool: Stamina + Survival + Wyrd
Duration: One scene, or until used to teleport Action: Instant
Roll Results Roll Results
Effects: For 1 Glamour, if the changeling’s name is spoken Success: For 1 Glamour, the character may choose one
within a radius of (his Wyrd x 2) miles, he immediately senses option per success rolled:
it and may eavesdrop on the conversation from a distance for a
single turn with a successful Wits + Investigation + Wyrd roll • End one personal Tilt currently affecting him (can be
contested by the speaker’s Composure + Wyrd. While he lis- chosen more than once)
tens in on that conversation, he becomes deaf to all speech in • Ignore all wound penalties without healing the dam-
his vicinity (but not other sounds). If a power (such as Pomp and age
Circumstance, p. 59) protects any of the speakers from scrying

New Contracts 61
• Ward his rightmost unwarded health box from any Steal Influence (Common)
aggravated damage (can be chosen a number of times Once upon a time, a hobgoblin warlock wandered into the
up to the changeling’s total Health) Sorcerer Duke’s court hoping to impress the Arcadian Lord.
• Ignore the effects of one toxin or disease currently The Sorcerer Duke marveled at how a mere goblin commanded
affecting him (can be chosen more than once) fire, joy, and death with such delicate finesse, and demanded
the hobgoblin reveal its secrets. The hobgoblin stood confused
• Ignore the effects of one Persistent Condition cur- and silent, for its magic came to it innately rather than as a
rently affecting him; he can’t resolve it or earn Beats teachable Contract. The Duke offered to show the goblin his
for the duration (can be chosen more than once) magic instead and swallowed one of its hairs. In an instant, the
Duke learned everything and left the hobgoblin with nothing.
If he wards a health box after it has already filled with Since then, the Keeper’s captives learn this Contract in his ser-
aggravated damage, he simply ignores that damage’s effects vice, spreading it from court to court upon their return.
for the duration, although it doesn’t heal.
Cost: 1 Glamour per Influence dot
For the duration of this Contract, the changeling can-
not heal damage naturally, regain Willpower via rest, regain Dice Pool: Wits + Larceny + Wyrd vs Resolve + Wyrd
Clarity via spending time with Touchstones, or spend Expe- Action: Contested
riences. He also doesn’t age.
Roll Results
At the end of each consecutive scene after the first in
Success: The changeling touches a creature possessing
which the changeling invokes or benefits from this Con-
an Influence and, for the Contract’s duration, steals one dot
tract, he suffers a breaking point with a pool of one die + the
of it per Glamour spent. If the target possesses multiple In-
number of consecutive scenes the Contract has been active.
fluences, the changeling steals one of his choosing; he may
Because this Contract pauses time for the changeling’s body not split the spent Glamour to steal some dots of one Influ-
and mind, he may pay 1 Willpower at the end of the scene to ex- ence and some of another. The victim cannot use the stolen
tend the Contract’s duration for another scene without invoking Influence dots while the changeling possesses them, and the
it again or having to suffer the return of the inflictions he chose changeling can activate the Influence at the dot rating he
to ignore. He may do so indefinitely as long as he has Willpower paid for by spending the appropriate amount of Glamour,
to spend, but if it’s active for longer than a year and a day, Time even if it would normally require another resource to use.
takes notice of the abuse of stolen power and takes retribution in
Exceptional Success: The changeling can purchase the
a way chosen by the Storyteller. Scholars who know of Momen-
stolen Influence for 2 Experiences per dot, up to the number
tary Respite whisper cautionary rumors about the monarch of
of dots he took. If he does so, he retains use of the purchased
the Wreath’s Encircling Arms freehold who kept it active for an
dots even after they return to the victim. Changelings may
entire decade and ended up enslaved to the Wyrd itself.
possess a maximum of half their Wyrd in dots of a single
Exceptional Success: Additional successes are their Influence, just like Hedge ghosts.
own reward.
Failure: The Contract fails.
Failure: The Contract fails.
Dramatic Failure: The target may use the Influence the
Dramatic Failure: Time pauses for the changeling, but changeling tried to steal as a reflexive action, with a cost dis-
not in the way he wanted; he suffers the Immobile Tilt in- count equal to the Glamour points the changeling spent to
definitely, until he or someone else can break Time’s curse invoke this Contract. For instance, if the changeling spent 2
with a successful Clash of Wills against the changeling’s own Glamour to steal two dots, the target may reflexively use the
pool for Clashes. Influence to strengthen or manipulate at no cost, or to use
Elemental: The Elemental adds the option to ignore effects of a higher dot rating at a discount of −2 Glamour.
the effects of one Environmental Tilt currently affecting Darkling: The Wisp may split the Glamour he spends
him to the list of available options; it can be chosen more to invoke this Contract on as many different Influences as
than once. he chooses.
Ogre: The Brute may invoke this Contract for another Elemental: The Unbound may transform as many
consenting character. He still pays all costs to invoke and ex- dots of the Influences he steals as he likes into another,
tend the Contract and suffers the consequences of extending thematically similar one when invoking the Contract. For
it himself. He may only have one instance of this Contract example, an Elemental who takes three dots of Influence
active at a time; if he invokes it again while it’s already active (water) may transmute any number of those dots into In-
on someone else, the first instance immediately ends. fluence (rain), Influence (ice), or Influence (ocean). If the
Loophole: The changeling hugs or wraps himself up in changeling spends Experiences to keep the Influence after
an item of comfort that represents rest or sleep, such as a the Contract ends, all transformed dots revert back to their
blanket, a pillow, a live sheep, or a favorite stuffed animal. original type.

62 Chapter Two: Wonders and Terrors


Loophole: The target has dealt at least one point of le-
thal or aggravated damage to the changeling within the same
scene.

Earth’s Gentle Movements


(Common)
A motley in the Heart’s Home Freehold in Warsaw, Po-
land discovered a pair of Contracts allowing control over
earth and soil. They refused to say where or how they learned
the Contracts, leading their fellows to believe they stole the
pair directly from a True Fae. The freehold argued for days
about allowing the motley to stay, lest the Contracts’ origi-
nal owner came looking for them. The monarch eventually
evicted the motley when a huge earthquake nearly destroyed
the freehold’s headquarters.
The changeling rubs a handful of dirt or soil between
his hands, allowing him to move and shape the earth at his
whim.
Cost: 1 Glamour
Dice Pool: Strength + Crafts + Wyrd
Action: Instant
Duration: Instant
Roll Results
Success: The changeling reshapes an area of open land
centered on himself with a radius of 1 square yard/meter
per success rolled. He may not affect any area upon which
structures, paving, or other artificial constructs stand, but
may create a sinkhole, build flat land up to create an earthen
wall or small hill, or send a pillar of earth reaching into the
air as long as the total area remains the same. He may even
reshape it into more specific forms, such as a pillar shaped
like himself or a flat expanse with ruts that form words when
viewed from above and can change the consistency of the
earth. For instance, loose soil could become packed earth,
sand, or mud, but never stone. He can eject any additional
materials in the earth if he likes, such as minerals added to
soil for planting or bones and insect carcasses.
Anyone in the area of the shaping when it happens must
succeed on a Dexterity + Athletics roll or suffer the Knocked
Down Tilt. Once the changeling invokes the Contract, his
changes are permanent, barring any later reshaping.
Exception Success: The changeling’s player may split
the successes on the invocation roll for the changeling to cre-
ate two different effects within the designated area.
Failure: The Contract fails.
Dramatic Failure: The earth below the changeling’s feet
resents his attempts to control it and swallows him up, shal-
lowly burying him and inflicting the Immobilized Tilt; treat
it as though he’s restrained by an item to represent the need
to fight his way out (or be rescued).
Elemental: The Elemental may target an area of up to 2
yards/meters per success instead.

New Contracts 63
Wizened: The Wizened may target an area of natural, Failure: The Contract fails.
unshaped stone instead. He can craft it into a useful form Dramatic Failure: The changeling inflicts the Earth-
such as stairs, create hand- and footholds in a sheer rock wall, quake Environmental Tilt, to which he is not immune, on
or whip up an artful sculpture. The Domovoi’s shaping must the area for five turns (or 30 seconds outside action scenes)
be constructive, not destructive. Change the Contract’s roll without building anything.
to Dexterity + Crafts instead if he invokes this clause.
Fairest: If the Fairest invokes this Contract within the
Loophole: The changeling places a pebble under her Hedge, the fortress also comes with a temporary Staff Merit
tongue. (Changeling, p. 125) with a dot rating of half his Wyrd rep-
resenting hobgoblin followers; their types and Skills must
Earth’s Impenetrable Walls make sense in the context of a fortress, such as soldiers with
(Royal) Weaponry, scouts with Stealth, or doctors with Medicine.
The second in the pair of Contracts discovered in War- Ogre: Subtract successes equal to half the Ogre’s Wyrd
saw, Earth’s Impenetrable Walls allows the changeling to from any Hedgespinning action another character takes to
raise a fortress of stone from the earth at his feet. He places enact shifts on the fortress or any part of its interior.
his hands flat upon the ground and calls it to arms, declar- Loophole: The changeling has successfully defended
ing himself its commander and building a stronghold. himself or someone else from an attack within the same
Cost: 2 Glamour scene.
Dice Pool: Strength + Crafts + Wyrd
Action: Instant Regalia
Duration: One chapter Manifestation
Success: The changeling chooses an area of open land The bargains the True Fae struck with the central con-
centered on himself containing no structures, paving, or other cepts of their Regalia came with a caveat. The Gentry must
artificial constructs. With an instant action taking five turns to keep physical representations of those pacts, called manifes-
complete (or 30 seconds outside action scenes), the changeling tations, as reminders of the promises they made. A mani-
channels his will into the earth to build a fortress of stone cen- festation’s form takes its inspiration both from the concept
tered around him with a Size of (his Wyrd x 10). During this itself (leadership, luck, protection), and the individual Title
time, the Contract inflicts the Earthquake Environmental Tilt calling upon it. The Warrior with a Thousand Scars carries
on the area; the changeling himself is immune to its effects. a buckler made from a massive oak tree, for example, while
The design of this fortress is up to him; he may create a a towering glacier acts as the bulwark before the Hailstone
simple, square bunker with battlements, a single tall tower, a Prince’s icy keep. Both Shields protect the True Fae and their
pyramid, etc. and may include as many or as few rooms as he servants. Sometimes, the manifestations the Gentry carry
likes within the allowed area. The fortress counts as a Safe act like tokens, not only representing their power but also
Place (Changeling, p. 125) with a dot rating of half the change- behaving as magical tools.
ling’s Wyrd, rounded down, and its walls have Durability 2. The Lost have learned how to manifest their Arcadian
The player chooses an additional benefit per success be- Contracts this way as well, as a way of externalizing their
yond the first rolled to invoke this Contract; available ben- power. She imbues tokens or other significant items with the
efits include: themes of one of the Regalia whose Contracts she knows,
reinforcing her connection to it: an Arrow always flies true
• +1 Durability; can apply multiple times
or makes those whose hearts it pierces betray their true love;
• +10 Size; can apply multiple times a Ring tightens on an oathbreaker’s finger; a Throne shows
the changeling those places in her domain in need of her
• Immunity to all natural Environmental Tilts for walls help when she sits upon it.
and interior; supernatural ones provoke a Clash of Wielding a Regalia manifestation brings with it addi-
Wills tional benefits beyond the original token’s effects. As a repre-
sentation of her will and the themes defining her power, the
• Stocked with enough provisions to provide adequate
changeling may use it to guarantee her safety or survival. A
sustenance to everyone inside
Darkling fills a Chalice with bitter wine and locks it away in
• If invoked in the Hedge, the structure created by a golden cabinet. For the next week, any wounds she suffers
this Contract also counts as a Hollow (Changeling, seep wine instead of blood, insulating her from harm. Such
p. 116) with dot rating of half changeling’s Wyrd, manifestations can bolster her Clarity, grant her authority
rounded down over matters involving the Regalia’s themes, and alter how
its Contracts work for her.
Exceptional Success: Additional successes are their
own reward.

64 Chapter Two: Wonders and Terrors


Manifestations also constitute a point of weakness for New Merit: Regalia
the Gentry. The items aren’t simply status symbols — the Manifestation (• to •••••)
Good Cousins invest a significant part of themselves in
Prerequisite: Token (•••+), minimum two Contracts
these objects. This shores up their identities and Titles but
from one Regalia (at least one must be Royal)
simultaneously makes them vulnerable. Likewise, while get-
ting one’s hands on a changeling’s manifestation can’t de- Your character has invested the power of one Regalia
stroy her, it gives the possessor power over her in other ways, from which she possesses Contracts into a token. It’s both a
such as turning her hidden protection into a vulnerability symbol and an item conferring extra benefits upon its wield-
or making her susceptible to dramaturgic magic (see p. 68). er. This Merit must be tied to a Token Merit not shared by
Wise changelings go to great lengths to prevent their mani- a motley. A character may possess a maximum of one dot in
festations from falling into enemy hands. this Merit per two Contracts known in that Regalia.
Once she’s created a manifestation, the Regalia’s themes You may purchase this Merit multiple times to reflect
seep into the character’s mien. Her mirror-like eyes reflect the different Regalia, but you may only have one manifestation
world around her. Hoofbeats sound when she walks. The for any given Regalia.
metallic scent of old coins clings to her. These features don’t
break through the Mask, though some changelings choose to Alternative Regalia
adorn themselves in the manifested Regalia’s symbols as well. Manifestations
Creating Regalia Less commonly, a changeling invests a Regalia manifes-
tation in another character or an Icon rather than a token.
Manifestations A changeling may make one from a Touchstone or her fetch
Manifesting a Regalia only happens as a conscious, de- if they embody the chosen Regalia’s themes. Her best friend
liberate choice. The Lost imposes her will on the world and acts like a Mirror, reflecting the changeling’s best quali-
creates a tangible symbol of her magic and conviction. She ties back at her when self-doubt drags her down. Her fetch
creates these items by investing her power in a token holding embodies the Shield, protecting her family ever since her
symbolic or emotional significance related to the Regalia’s Keeper stole her away. Doing so not only grants the change-
themes. She may even imbue a Touchstone or her fetch with ling the benefits of a Regalia manifestation, but also confers
this power or conjure a manifestation token from an impor- some power upon the character in whom she invests part of
tant eidolon or prop in a dream. her power.
The item must represent the chosen Regalia’s theme If the Lost has sworn a pledge on an Icon (see p. 79),
somehow and must contain a certain threshold of power. thus giving it a physical presence outside the Hedge, it can
She might create an actual object of that type, such as a coin, become a Regalia manifestation. Any pledge she’s sworn on
sword, or mirror. Perhaps she opts for a more abstract rep- it remains intact; breaking it risks losing both the Icon and
resentation: a compass for the Star, a garland of spring flow- the manifestation.
ers for the Crown, a horseshoe for the Steed, or a spindle Finally, a changeling may temporarily invest her power
for the Thorns. The changeling may create a manifestation in a mundane object or an important eidolon or prop from
from a token she already owns via the Token Merit or choose a dream. Changelings often do this as an act of desperation,
a mundane object with particular emotional or symbolic sig- such as a last-ditch effort to save herself from a deadly situ-
nificance and turn it into a token using any of the available ation or a hasty show of power in a rival’s Bastion. Chased
methods (Changeling, p. 222). by briarwolves, a changeling clutches the pendant she wears
To create the manifestation once she possesses an ap- and makes of it a symbol, burying it and marking it with a
propriate token, the changeling spends time with it, keeps it rune. The briarwolf catches her in the end, but can’t kill her
on her person, and makes it part of her identity by affirming unless it first digs up and destroys the pendant. Manifesta-
her Needle while using it. A Gargoyle affixes the arrowhead tions made this way are short-lived, rendered forever mun-
to its shaft as he convinces the Summer Queen to pursue dane when they lose their potency.
his agenda instead of her court’s. The Fairest Helldiver grins
at her reflection in her compact’s mirror before following Manifestation Systems
the Loyalist down the alley; she approaches her revenge with A character may only manifest a Regalia from which he
eyeliner as perfect and sharp as her teeth. knows two or more Contracts, at least one of which must be
Though its Mask doesn’t change, the manifestation’s Royal. To turn a token or oathbound Icon into a permanent
mien transforms to reflect its elevated status. A glass bauble Regalia manifestation, it must be thematically appropriate
takes on the finely-cut facets of a precious gem. A mirror’s for the intended Regalia, and the character must first use
plain wooden frame transforms into one covered in silver the object in an action allowing her to regain Willpower
filigree. A simple ring becomes a royal seal. through her Needle a number of times equal to (11 – her
Wyrd) and spend 1 Glamour each time. Finally, she must

Regalia Manifestation 65
sacrifice a dot of Willpower to complete the transformation • Once per story, spend Glamour up to the character’s
of the object into an effigy linked to her Contracts. It retains Wyrd rating. For each point spent, the manifestation
whatever powers or memories it already possessed. absorbs one point of bashing damage the changeling
To create a temporary manifestation, the changeling would otherwise suffer or converts one point of le-
chooses a Regalia meeting the above requirements and per- thal damage to bashing. The effect wears off when the
forms a ritual evoking the Regalia’s themes. This takes one item absorbs or converts its maximum allowance of
turn (six seconds outside action scenes). For example, a Beast damage or at the end of the story, whichever comes
cuts his hand and coats the blade with his blood to evoke the first.
Sword, or a Wizened collects her own tears in a plastic cup • Once per story, spend 2 Glamour and 1 Willpower.
to call upon the Chalice. The player rolls Presence + Wyrd The changeling hides his Regalia manifestation and
+ the number of Contracts the changeling possesses in the performs a short, thematically appropriate ritual over
chosen Regalia beyond two. the spot where he hides it; this takes an instant ac-
Roll Results tion. Though he can still suffer injury or become inca-
Success: The item becomes a temporary manifestation. pacitated, he cannot die unless the item is destroyed.
It possesses one manifestation power (below) and disinte- The effect wears off at the end of the scene in which
grates at the end of the scene. When it does, the changeling he activates it. (Doesn’t require having the manifesta-
gains 2 Goblin Debt points. tion on hand.)
Exceptional Success: The item possesses two manifesta- • The changeling may attempt a kenning roll with any
tion powers instead. amount of Clarity damage as long as he currently suf-
Failure: The attempt fails. fers no Clarity Conditions, but if half or more of his
Dramatic Failure: The item disintegrates immediately Clarity boxes contain damage he can only see results
and the changeling gains 2 Goblin Debt points, but no man- strongly related to the manifested Regalia.
ifestation benefits. • The changeling regains a Glamour point whenever he
A changeling may only have one permanent and one puts himself at personal risk in a manner befitting the
temporary manifestation at a time per Regalia. manifested Regalia’s themes.
Manifestation Powers • Whenever the changeling hits a target with a physical
Following are example benefits a Regalia manifestation attack, he may spend 1 Glamour to impose a personal
can possess; players and Storytellers may also work together Tilt on them matching the Regalia’s themes in lieu of
to create new ones. A permanent manifestation has a num- dealing damage, without taking a dice penalty for a
ber of powers equal to its Merit dot rating, and gains another specified target.
each time the player increases its rating.
• The player gains one additional success to spend on
While most of the benefits work with any Regalia, the shifts when making a Hedgespinning roll for an action
way they work should reflect the chosen Regalia’s themes and that thematically aligns with the manifested Regalia.
motifs just as its Contracts do. For instance, a manifestation
of the Shield might absorb damage by literally drawing at- • (Touchstone manifestation only) Once per story,
tacks to itself, while a manifestation of the Coin might cause heal mild Clarity damage up to the Merit’s rating by
the absorbed wounds to bleed nickels rather than blood. targeting the Touchstone with a beneficial Contract
A manifestation’s powers function only when the char- of the manifested Regalia or using one for their ben-
acter has it on her person, unless otherwise indicated. The efit or on their behalf.
Storyteller is the final arbiter of whether a given action
• (Touchstone manifestation only) The changeling al-
aligns with the manifested Regalia’s themes. Tokens that be-
ways knows when the Touchstone is in danger, and
come Regalia manifestations also retain their original pow-
his player adds the manifestation Merit’s rating in bo-
ers, catches, and drawbacks.
nus dice to rolls defending the Touchstone.
• Choose one Contract the changeling knows from the
manifested Regalia normally requiring an invocation • (Fetch manifestation only) The changeling invests
roll. If the changeling pays an additional Glamour to more than just his Contracts’ power in his fetch, who
invoke it, the player’s roll for that Contract gains the gains one additional Echo that aligns with the mani-
9-again quality; 8-again if he pays two additional Glam- fested Regalia as long as it remains a manifestation.
our; or the rote quality if he pays three. The changeling (The fetch doesn’t need to be nearby.)
may change the chosen Contract once per story.

66 Chapter Two: Wonders and Terrors


• (Fetch manifestation only) The changeling can spend
1 Glamour and share its senses for minutes equal to
the manifestation’s Merit rating, perceiving every- Proceed With Care
thing the fetch can as well as his own surroundings; Though some aspect of the Keepers’ power
he can’t end this effect early. Any action requiring fo- over the Lost is always at the heart of the
cus or undivided attention suffers a −2 dice penalty characters’ stories, please keep in mind
while doing so. (The fetch doesn’t need to be nearby.) that abusers in the real world often threaten
people or objects meaningful to their victims
Drawbacks to control them. Be mindful of the way pursu-
A changeling displaying his power so boldly draws at- ing a storyline like this might affect players
tention from those in the know. Choose one of the draw- at your table and communicate with them
backs below when creating a manifestation. Whenever the before doing so. Refer to p. 138 of this book
character uses one of its powers, she suffers the drawback.
and p. 302-304 of Changeling for advice
on keeping your game a safe experience for
• Anyone searching for the character enjoys a +2 on your players.
rolls to find him for the scene.

• The character gains an additional minor frailty for


ling’s manifestation gives the bearer power over her, and
the chapter.
harming it may hurt or weaken her.
• The changeling suffers a Condition appropriate to
their Regalia’s themes, chosen by the Storyteller Systems
Anyone who gets their hands on a changeling’s manifes-
• One of the player’s rolls of the Storyteller’s choice be- tation may attempt to steal control of it, whether to gain its
comes a dramatic failure within the next full chapter. benefits, weaken its creator, or both. With the token in their
possession, the usurper swears an oath upon it, prompting a
• Whenever the changeling participates in a Hedge
Clash of Wills. (See p. 72 for expanded oath types.)
navigation chase for the next scene, the Hedge itself
always has the Edge. If the oath succeeds, the Wyrd witnesses the change in
the manifestation’s ownership. It symbolism acts oddly: reflec-
Nothing Without Risk tions in the mirror move a heartbeat behind reality, flaws ap-
pear in the heart of a jewel, a porcelain cup develops cracks.
Possessing a Regalia manifestation comes with its share Even so, the Wyrd remembers. The Lost maintains her
of risks in addition to their individual drawbacks. Some connection to the token for the rest of the story and can
manifestations act as beacons to Huntsmen in the Hedge regain control over it if she proves her dedication via a series
whose liege’s Title resonates with the manifested Regalia. of difficult, thematic tasks equal to the manifestation’s Merit
Privateers or goblins may steal the items and sell them for rating, chosen by the Storyteller. Example feats include chas-
profit or use them as tools to capture their owners. Bridge- ing her enemy through a mirror-maze in their dreams and
Burners or overly cautious freeholds set on destroying a Re- catching them, correctly guessing the names of 100 stars
galia want to eliminate every last trace of its power, and may along the Wishing Roads, or usurping control of an orga-
not care who they harm in the process. nization or hierarchy to which she doesn’t belong. She has
Changelings don’t need to keep a physical representa- until the end of the current story to perform the deeds.
tion of their Regalia the way the Gentry must; they may The original creator loses the manifestation’s benefits
choose to do so. The Wyrd views the effort the Lost puts into while someone else possesses it, but its drawback remains
physically manifesting her Regalia as a pact-in-miniature, in effect for the rest of the story or until she wins her token
binding her more tightly to its concept. back, whichever comes first. Sanctity of Merits applies as
When a True Fae made its ancient bargain with a power- usual to the manifestation’s Merit.
ful entity, the promises and powers attached themselves to — If the changeling manifested her Regalia in an Icon and
or possibly became — one of the Kindly One’s myriad Titles. loses it to a rival, he also suffers the Icon Shard Condition (p.
Destroying a Title’s Regalia manifestation weakens the Title, 80). Additionally, his enemy gains the Informed Condition
and controlling one might help force the Fae to break its about him.
word. This may destroy the Title, but not the Name behind
it; though the loss still constitutes a devastating blow, the By their nature, other fae creatures can’t make oaths
Gentry loses only a portion of itself. with a Touchstone. However, a rival Lost who swears an
oath with a character’s detached Touchstone can engage in
Those Lost who similarly invest deeply in their Regalia a Clash of Wills to win them away. If the changeling loses,
only have a single self to risk. Thus, controlling a change- his relationship with the Touchstone sours. He can’t heal

Regalia Manifestation 67
Clarity damage by spending time with the person, nor can out the violent symbolism in a bloodied weapon, soaked into
he reattach them as his Touchstone until he performs the its steel through so many cruel performances. Those Lost who
deeds. Upon losing the Clash of Wills, the changeling suf- delve most deeply into this art for its own sake are dramaturg-
fers the Demoralized Condition. es, particularly talented in exploiting it.
Investing Regalia into one’s fetch essentially replaces Such exploitation comes with risks. Clarity suffers when
your name in a binding contract with your fae-fashioned a changeling dramaturgically cowls himself as others so of-
twin’s. When a rival swears an oath with the fetch and wins ten that he loses track of his own self, or begins to see objects
the Clash of Wills, the character suffers an immediate break- only in terms of the meanings and connections they have
ing point with a +3 modifier. The changeling also suffers the acquired. Worse still, when a dramaturge pushes the Wyrd
Oathbreaker Condition. too far, it punishes such duplicity, levying a harsh tax on the
Losing control of her Regalia manifestation also opens one arrogant enough to try to deceive it.
the changeling up to dramaturgical attacks (see p. 68).
While contact with iron obliterates regular tokens, har-
Flower Chains
dier Regalia manifestations require prolonged contact to de- and Masquerades
stroy — a story for one- and two-dot manifestations, a chapter All changelings are familiar with several basic forms of dra-
for all others. Additionally, at 3+ dots, the changeling who maturgy, although they don’t necessarily conceive of them as
created the item must also act against his Regalia in some such. Most of the Lost rarely distinguish between dramaturgy
way, either by breaking an oath or going significantly against and the Wyrd’s greater balance, and dramaturges are loathe to
his Needle. divulge their secrets for fear of such tricks being used against
them in turn. Nonetheless, sympathetic magic plays an impor-
Dramaturgy tant part in Contract Loopholes, Icons, and the creation of
A Huntsman peers into the iridescent glass of an Icon, fetches. All three manifest through the usurpation of identity
and in it sees brief flashes of his Lost prey. A changeling and the pretense of a particular role, preparing the stage just
drapes herself in magnificent golden jewelry as she calls down right to convince the Wyrd one thing is, in fact, another.
the wrath of Helios, using the guise of the sun to convince Loopholes, the collection of tricks and knacks used to
the Wyrd woman and star are one and the same. A hobgob- pull off Contracts without paying their dues, appease the
lin peddler weaves the lock of hair for which they bartered Contract’s patron through dramaturgical mimicry. Present-
into a new promise, forging a crude Contract that thrums ing the props or acting out the role associated with the Loop-
with hirsute potential. The magic of the fae often rests upon hole briefly aligns the changeling with the force at work on
such binding threads and subtle connections, deals sealed the Wyrd’s scales, and for that moment, the Wyrd sees the
with statements of identity that anchor the Wyrd’s balance. changeling as indistinguishable from the effects she invokes.
The Lost call this sympathetic power dramaturgy. Thus, she needs pay no toll of Glamour, for the persona she
Dramaturgy is the magic of transference and corre- dons inherently holds the right to wield such power.
spondence. It’s in the warp and weft of the Wyrd, tracing This form of dramaturgy is limited because the change-
the threads of pledges and bargains back to their root or ling must work through props or actions sharing a general
tampering with the tapestry’s bigger picture. It’s the force quality with the Contract but lacking a true connection to
that keeps account of identity and qualities. Through dra- the patron’s identity. Some stories persist, though, of Lost
maturgy, Brianna’s fingernail clippings are more than just who manage to get their hands on treasures belonging to the
discarded bodily waste. They’re Brianna, and they’re sharp great powers behind these Contracts, maintaining the lie to
and claws and scrabbling for purchase and clinging so tight the draw on nearly limitless magic or opening surprising new
skin breaks and blood flows and she’ll never let go of Maggie no Loopholes with unpredictable effects.
matter what. They’ve absorbed the changeling’s identity, her An Icon — literally a piece of a changeling’s identity torn
desperation, and her perceptions of both. And that? That away from her body — makes a potent example of drama-
has a power all its own. turgy. The Icon expresses a dramaturgical manifestation of
To mortals, dramaturgy is the examination of dramatic this lost bit of soul via its sympathetic form, and it presents
composition, the means by which a play turns from mere words a terrible vulnerability through the lingering connection. As
into a profound experience acted out upon the stage. Change- well as pursuers who might use an Icon to track a change-
lings see it similarly, but with magic as the performance, sympa- ling down, dramaturges prize these scraps of selfhood as
thetic threads as the props the actors use, and the Wyrd itself the most powerful kind of prop for working their mimicry
as the audience the changeling must convince to suspend its magic. Icons also pose a temptation for kithless Lost (p. 83)
disbelief, if just for a little while. The magical arts drawing on desperate to mend the hole in their own identities.
dramaturgy lean heavily into trickery, mimicry, and false faces. Only the Gentry practice the dramaturgical art of creat-
Through dramaturgy, a changeling might convince the Wyrd ing fetches, but those terrible masters do so with casual ease
that she is, in fact, her hated enemy. A hobgoblin might draw belying the sheer power involved in the act. A fetch represents

68 Chapter Two: Wonders and Terrors


perhaps the purest manifestation of such sympathetic magic, which hobgoblins weave new Contracts, fashion Hedge
not merely establishing a role in the play but creating the actor knick-knacks, and follow through on their deals with won-
performing it from whole cloth, a shadow woven into person- drous acts of service. The Wyrd shuffles the beads of Goblin
hood through the sympathy of the victim’s memories. Debt back and forth upon its occult abacus, but the means
Another piece of dramaturgy wielded by the True Fae via by which hobgoblins accrue debt in the first place derives
innate talent is the creation of baubles (Oak, Ash, and Thorn, from the dramaturgy inherent to their liminal state.
p. 51). Each bauble forms from a little piece of a dream a Gentry While changelings practice dramaturgical arts of trick-
stole from a sleeping mind, valuable for the way it blurs the lines ery and deception, hobgoblins possess an innate capacity to
between reality and oneiromancy. That potential comes from draw upon the transference of qualities enabled by sympa-
the dramaturgical threads still connecting the dream-stuff to thetic magic. A cackling trader, all hair and gnarled joints,
the victim; the lingering sympathy leaves the dreamer particu- values the loose tooth he just bought from a mortal as much
larly sensitive and vulnerable to its effects. because of what it represents — the pain and discontent of
deep-set toothache, the crack and crunch of things breaking
New Changeling Merit: between jaws, or the envy behind the punch that knocked
Dramaturge (•••) the tooth loose — in addition to the link it holds to the flesh-
Prerequisites: Wits •••, Expression •••, Subterfuge and-blood person who sealed the deal. He can use those
••• qualities as their own currency when he makes the miracu-
lous happen.
Effects: Your character is a practiced dramaturge and
mistress of loopholes. When she fulfills the Loophole of a With such a tooth, a hobgoblin might scrape together
Contract while in possession of an object with strong drama- enough dramaturgy to trade perfect dental health to another
turgy thematic to that Contract’s specific purpose (Brianna’s mortal, plant the tooth in the Hedge and hurry its transfor-
fingernails for Thorns and Brambles, for example), she can mation into a nasty little trinket or use it to pay his debts for
either apply one additional seeming benefit she does not al- the time he had nothing at all to eat and had to barter for
ready possess or change the Contract’s invocation to reflex- sustenance. A wedding ring traded to an elegant grotesque
ive without spending additional Glamour. One can only pull might serve to create a Goblin Contract or token dealing
the wool over the Wyrd’s eyes so many times; an item loses with matters of love or romance. The Hedge merchant who
all dramaturgical connections to any Contract after three buys old clocks and watches possesses the necessary elements
uses for a Common Contract, or one use for a Royal one. to forge a Contract manipulating time, or to give a desperate
An Icon used this way allows the changeling to apply both petitioner the stolen hours they need to do a week’s work in
additional effects at once, but after a single use, the Icon is but a day.
destroyed. Even the way the hobgoblin acquires such a prop influ-
You also gain 9-again on rolls to perform a galoshin (p. ences its potential uses. A gift given freely could well be used
70). to escape some binding pledge or fetters, while a trinket stolen
overflows with the symbolism of larceny and cunning. Shrewd
New Changeling Merit: bargaining over a petty trinket etches that negotiation’s inten-
Understudy (•••) sity into the prop, and thus a hobgoblin easily accrues the
little treasures needed to fuel deals for fortune and wealth.
Prerequisites: Dramaturge Merit, Expression •••• Anything given to a hobgoblin to pay off Goblin Debt holds
Effects: Your character weaves dramaturgical threads all the more worth for him when he pays to pay his own debts.
between herself and another, allowing the two to symboli-
cally switch places. As an instant action, she can don or Systems
brandish an item dramaturgically representative of a change- Much of how hobgoblins use dramaturgy lies below the
ling present in the scene or whose Icon she possesses. For abstraction layer of game mechanics. There’s no hard list of
the remainder of the scene, if she or her counterpart would exactly how many well-worn soles and hammers a hobgoblin
meet the Loophole criteria of a particular Contract, the oth- must gather to fill a cobbler’s shop with fine new shoes over-
er character also meets them, even if the first does not invoke night, or just how potent a Goblin Contract of perception
or even possess the Contract in question. If her counterpart one could create with a dripping, fresh eyeball donated vol-
uses a Contract via Loophole, the dramaturge may copy any untarily by a desperate customer. These are narrative deci-
effects only targeting the Contract’s user onto herself as well. sions for the Storyteller to make.
The link lasts until the end of the scene, or until the drama-
A hobgoblin can use an acquisition with dramaturgical
turge chooses a new counterpart.
significance to hasten and control the creation of a token.
Trade and Favor Rather than needing to leave the item in the Hedge, the
hobgoblin can keep the token-in-the-making with him and
The principle of dramaturgy underpins goblin magic, turn it into a token of any rating he chooses. The process
encompassing the witchcraft and conjurations through this requires varies from goblin to goblin. One may drop

Dramaturgy 69
the token into a bubbling cauldron and work an incantation A galoshin’s performance must take place in the liminal
over it, while another stabs a stolen tooth in among his own space of the Hedge. A galoshin always has one specific purpose,
gnarled fangs and ‘feeds’ it the taste of strange delicacies. and the changeling must weave her purpose into the persona
This takes at least one full chapter, but some hobgoblins she dons like a mask during the portrayal. Trying to create a
(and some tokens) need more time depending on the nature galoshin allowing her to both toy with her Goblin Debts and
of the process. break her oaths pushes the facade too far, and it falls apart.
Furthermore, the hobgoblin can directly determine A dramaturge always needs fae accomplices to perform
the main power of the resulting token, although not the a galoshin. Those touched by the Wyrd serve as the audience
catch or drawback. However, this enhanced form of token stand-ins and the larger the audience, the more powerful the
creation only results in powers directly relating to the dra- dramaturgy. These witnessing fae become complicit in the
maturgical qualities of the prop. A hobgoblin could turn a falsehood, playing their own role by firmly pronouncing
bartered wedding ring into a token of love or loyalty — or, if they see the truth. This forms a flaw in every galoshin; if
the changeling who handed it over had a broken marriage, pulled, that thread unravels everything. If any of the audi-
of jealousy or betrayal — but he couldn’t turn it into a tool of ence at any point admit they saw a galoshin, not reality, it
battle or elemental energy. immediately comes undone.
Likewise, hobgoblins need dramaturgy to create new Many changelings view the practice of galoshins with
Goblin Contracts. A hobgoblin cannot spin a new Contract suspicion at best, if not outright hostility. This magical iden-
out of nothing; he requires the latent symbolism imbued in tity theft often scapegoats a victim. Too many stories tell of
something via sympathy. This is unlikely to be the cost the one of the Lost who stole the Icon of another to mislead a
hobgoblin attaches to the Contract itself. More probably, he harrying Huntsman, leading to tragic consequences for the
draws upon whatever trove of meaningful treasures he al- hapless mark. Changelings can also perform this kind of
ready possesses and adds whatever the changeling pays to dramaturgy with more altruistic aims, placing themselves in
his cache for future use. A hobgoblin bereft of all posses- harm’s way when the Wyrd’s debts come due by donning the
sions and debts due has no capacity to create new Goblin mantle of the one they wish to protect and becoming them
Contracts and little ability to perform marvels beyond his just long enough to suffer the displaced consequences.
Dread Powers.
Systems
Galoshins To perform a galoshin, a changeling needs a dramatur-
A panicked changeling, desperate to throw a Huntsman gical link to the target via a personally significant posses-
off her trail, performs a charivari in a motley-mate’s coat, sion, bodily material, or recent meaningful contact in either
betraying her friend to save her own skin. A clever infiltra- the current scene or the immediately preceding one. The
tor hunches his shoulders and ostentatiously jangles the keys changeling chooses a Persona from the list below, and must
he’s stolen from a True Fae’s goblin jailer; the action forces gather at least three fae beings — i.e., any creature who pos-
the Wyrd to see him as that loyal hobgoblin and he success- sesses a Wyrd trait other than fae-touched — to witness the
fully crosses a warded boundary. A conman switches stolen portrayal. This audience doesn’t necessarily need to know
masks in a mimicry of bian lian, working a scheme to shift they’re enabling a galoshin specifically as long as they never
his onerous Goblin Debt onto an unwitting victim. The Lost acknowledge the falsity of the guise the changeling assumes,
know these feats as galoshins, stealing another’s identity in but the nature of activating it makes it obvious to anyone
the most notorious form of dramaturgy. who knows what a galoshin is in the first place.
A galoshin is a dramaturgical performance to deceive the The changeling weaves and performs a scene, placing
Wyrd, but that’s all it does. It doesn’t alter the changeling’s herself in the target’s role and acting out what she intends to
appearance or convince a hobgoblin who can see her that she do in either literal or exaggerated fashion. Galoshins com-
is, in fact, someone else entirely. Nothing stops a changeling monly appear caricatured or parodying, performed as a dra-
from supplementing a galoshin with costumes, props, or other matic tale of the results the Lost wishes to achieve rather
magic, but the crucial effect of a galoshin rests in befuddling than a realistic rendition of what is to come.
fae sorcery and the magic of pledges. As far as the Wyrd can Attempts to interfere with the galoshin via Contracts or
tell, the changeling performing a galoshin becomes, ever so other magic prompt a Clash of Wills. Should a dramaturge
briefly, the person she pretends to be. utilize a galoshin in an effort to steal the identity of the same
Undertaking a galoshin first demands a sympathetic character more than once in a chapter, the target gains the
link to the intended dupe. The changeling needs a prop 8-again quality on subsequent Clash rolls.
with dramaturgical symbolism, whether a vial of blood, used The dramaturge’s player may accept caveats that cause
handkerchief, or the lingering touch immediately following the Persona to drop if breached to add dice to the roll. The
a kiss on her own lips. Garments make highly effective tools player and Storyteller can work together to come up with oth-
for this ritual mummery, the more concealing the better. ers if the example caveats below do not fit the current story.

70 Chapter Two: Wonders and Terrors


Galoshin Circumstantial Modifiers
CIRCUMSTANCE MODIFIER
Prop is the target’s Icon +3
Prop is a cloak, coat, mask, or other deliberately concealing garment +2
Audience of 15 or more +2
Audience includes a True Fae or one of their agents +2
Prop is particularly symbolic for the intended Persona +1
Audience of five or more +1
Prop is fleeting, such as a recent kiss −2
Changeling does not have a proper stage −2
Audience of only three −2
Changeling suffers the Oathbreaker Condition −3

• +1 die: changeling cannot enter the target’s presence Failure: The galoshin fails, and the changeling suffers
while the Persona is active the Dissociation Condition.
Dramatic Failure: As failure, and the changeling gains
• +1 die: changeling must loudly recite a catchphrase
four Goblin Debt points for trying to cheat the Wyrd, which
the target uses often at least once per scene while the
will likely spend the points immediately for a punishing
Persona is active
Condition or Tilt.
• +2 dice: changeling must remain in-character while Once a Persona sits firmly in place, the changeling re-
the Persona is active lies on the audience to maintain the facade. If any audience
member admits out loud to witnessing deception anytime
• +3 dice: changeling cannot leave the target’s presence during the galoshin’s duration, or anything even implying
while the Persona is active in any way the changeling isn’t the target, the Persona im-
The changeling may also subtract five dice from the roll mediately drops even if the speaker stands on another conti-
to extend the galoshin’s duration to one chapter. nent or in another realm from the dramaturge. A galoshin’s
target never counts as a witness, even if present during the
Any changeling can perform a galoshin, but those who
performance.
possess the Dramaturge Merit (p. 69) enjoy the 9-again qual-
ity on rolls to do so. If the Persona drops for any reason other than reaching
the end of the galoshin’s duration, the dramaturge suffers
Attempting a galoshin is always a breaking point against
the Dissociation Condition, and the player rolls the change-
Clarity with a pool of three dice.
ling’s Resolve + Composure. Failure causes her personality’s
Dice Pool: Manipulation + Expression + Wyrd vs. Com- fracturing splinters to catch in the Hedge, where they form
posure + Wyrd. a Wyrd 1 hedge ghost out of her memory’s shreds and tat-
Cost: 5 Glamour ters; dramatic failure creates a Wyrd 3 Hedge Ghost instead.
Action: Instant (takes half an hour) This patchwork specter believes it is (or needs to be) the dra-
maturge, eagerly spilling any secrets inherited by its tattered
Duration: One scene or one chapter
memory to anyone willing to listen.
Roll Result
Galoshin Personas
Success: The changeling successfully takes on the cho-
The changeling chooses one of the following Personas
sen Persona for the galoshin’s duration. The changeling suf-
when she activates a galoshin:
fers the Notoriety Condition when the effect ends; even the
finest dramaturge cannot entirely dupe the Wyrd, and it False-Swear: The dramaturge can break an oath to
strains to find some way of balancing the books even if it’s which she and the target are both parties, and the target
not quite certain what she’s done wrong. suffers the consequences instead for as long as the Persona
remains. As soon as it ends, the consequences snap back
Exceptional Success: The changeling’s performance
afresh on the dramaturge. Alternatively, if the target was
convinces each witness so deeply, they must each spend a
present during the galoshin’s performance, the dramaturge
Willpower point if wishing to acknowledge the ruse’s falsity.
may swear a new oath in the target’s name while the Persona

Dramaturgy 71
is active. If she does the latter, her actions do not count as Example Oaths
the target’s for breaking that oath; instead, the oath imme-
diately applies to the target from the moment she swears it. These examples demonstrate the kinds of personal and
The target doesn’t immediately know all the terms of this hostile oaths changelings make with one another and sys-
oath, but witnessing the performance clues them in to at tems to go along with them; for examples of motley oaths,
least the basics, since it describes the intent. If this Persona see p. 126. The example names here serve simply as indi-
drops for any reason other than completion of its purpose, cations of the oath’s purpose, rather than codified terms
the new oath becomes null and void. the changelings themselves necessarily use (although some
might). Oaths based on one of these may vary in terms and
Prey-Me-Not: This Persona can only be invoked if the mechanics depending on the changelings involved and cir-
changeling uses the target’s Icon as a dramaturgical prop. cumstances surrounding its swearing. Use these examples
The Wyrd directs any attempts to supernaturally track or as basic starting points to create your own, specific to your
hunt down the changeling onto the target instead — even game and its characters.
if the pursuer has the changeling’s own Icon. A Huntsman
using Kindred Spirits to gain insight into the dramaturge Any oath can involve any number of participants unless
receives information on the galoshin target instead, and if otherwise indicated.
he attempts to steal Glamour from the changeling via Hun- When designing oaths, keep in mind: exact verbiage
gry Heart, it instead drains power from the galoshin target. matters less than the intention behind the words. The Wyrd
The target immediately becomes aware of the changeling’s recognizes and enforces the spirit of the oath as understood
identity and the Persona’s effect upon activation, and that by its participants.
the perpetrator used their Icon to do it.
Oath of Friendship
Scapegoat: Any penalties or effects the target would suf-
fer due to breaking pledges, or the Storyteller spending Gob- Changelings swear this personal promise to support
lin Debt, instead applies to the dramaturge. For all intents each other regardless of circumstance.
and purposes relating to such matters, the dramaturge is the Terms: Your concerns are my concerns. Your needs are
target, and so a True Fae coming to claim servitude from her my needs. You are my true friend, and I will be there for you
victim due to him having transgressed against an agreement from now until the end of my days.
must take the Scapegoat instead. Even when this galoshin Beat: The changeling abandons a task important to her
benefits the target, they must still contest the activation roll, in order to fulfill an obligation to her friend.
as they instinctively resist surrendering their identity.
Willpower: The changeling sacrifices her own safety or
Swindle-Tongue: Whenever the dramaturge acquires wellbeing to ensure the safety and wellbeing of her friend.
any Goblin Debt, it shunts onto the target instead. This can
Benefit: Once per scene, when a participant invokes a
never raise the target’s Goblin Debt above 9. If it raises their
Contract targeting herself, she can extend its benefits to her
Debt to 9, the next time the target interacts with any of their
oathsworn friend at no additional cost.
hobgoblin creditors, both indebted and creditor immediate-
ly become aware of the target’s precarious position. Consequences: A changeling who breaks this oath suf-
fers a −2 when invoking Contracts affecting only herself for
Watch-Me-Not: For the duration of the galoshin, the
the rest of the chronicle. Breaking this oath often leads to
dramaturge becomes the target for the purposes of fae magic
friends becoming hated enemies, and might lead to an Oath
intended to detect intruders or present obstacles. A door
of Nemesis or Exile. At minimum, the friendship ends and
ensorcelled to open only for the target unseals for the dra-
the changeling gains the Oathbreaker Condition as normal.
maturge. Targeting the master of the grounds with Watch-
Me-Not permits a dramaturge to pass through the master’s Oath of True Love
gate without incident, never tripping the bell intended to
rouse his briarwolf guards. If the dramaturge trips a Hol- Lovers often swear this oath as a formal proclamation
low’s magical defenses that whisper the names of intruders of marriage, though multitudinous other uses exist, and
to its owner, the magic whispers the target’s name instead. even declared marriages take all forms.
Terms: You are my sun, my stars, and my moon. My love
Expanded for you overflows and I could not bear a life without you. I

Pledgecraft would rather die than see you harmed and would rather suf-
fer torture than betray our love.
While changelings most commonly enact sealings, Beat: The changeling confesses a secret to her lover
oaths, and bargains to enforce their societal bonds, the Wyrd which endangers someone else she cares about.
is capable of enforcing any kind of agreement or declaration. Willpower: The changeling acts in her lover’s best in-
Sometimes pledges even take more concrete forms. This sec- terests regardless of the harm this inflicts on her or someone
tion provides more information and options for pledgecraft. who depends on her.

72 Chapter Two: Wonders and Terrors


Benefit: Participants can always find each other, regardless pants in each other’s company, some mild but alarming, hu-
of the distance between them or whether they’re even in the miliating, or highly inconvenient misfortune befalls them
same realm. This doesn’t affect the time or ordeals required to all, no matter how improbable. Perhaps they all drop their
get there, but they can perfectly track one another without a roll. mobile phones into the sewer or end up obliged to dress up
Consequences: All participants present suffer a −3 to as clowns for a child’s birthday party and suffer pies to the
all Social rolls when the oathbreaker is in the same room or face.
general vicinity as any other participant, regardless of who Changelings often break this oath when a situation
broke the oath. Such heartbreak inevitably leads to bitter- forces them to work together, like protecting the freehold or
ness or sorrow. Ex-lovers may do everything in their power some other greater good. Sometimes they find the reasons
to spite the other, causing unending setbacks and upset, or for their enmity no longer valid and break the oath deliber-
may sink into deep melancholy and express their shattered ately. Rarely does only one participant break this oath; usu-
feelings dramatically. ally, all parties break it simultaneously, or one pesters the
others until all break the oath in quick succession.
Oath of Nemesis
The changelings agree they cannot settle their vast dif- Touchstones
ferences with words alone, and instead choose to fight to the as Pledges
death under the specific terms of this hostile oath.
A changeling shares a special bond with his Touch-
Terms: Your life is forfeit, and I will do everything in stone, his island in the rocky waters of fae life. This level of
my power to end it as soon as possible, or die trying. reliance and vulnerability creates a type of pledge between
Beat: The changeling’s enemy wounds him or inflicts a the changeling and his Touchstone, albeit one the Touch-
Tilt in combat. stone may have no idea they’re part of and can never fully
Willpower: The changeling inflicts aggravated damage understand. The Wyrd recognizes the give and take of a
greater than his enemy’s Stamina on them in one hit, or Touchstone relationship and encourages each party to honor
delivers a killing blow to them. their role in it.
Consequences: Breaking this oath means abandoning Bargains between a changeling and his mortal Touch-
the attempt to kill the other participants for more than one stone reinforce their importance to each other. When the
full chapter, or taking actions rendering the killing much changeling makes a bargain with his Touchstone, the Touch-
more difficult (such as swearing another oath not to harm stone’s attachment on his Clarity track moves rightward up
them, or traveling to another country). When a participant to two steps until the Obliged Condition resolves, at which
breaks an Oath of Nemesis, she suffers the Cowed Condi- point it returns to its original spot. If another Touchstone
tion whenever she perceives, interacts with or is in the pres- takes up the original spot, this shifts the second Touchstone
ence of any other participant. one box to the left, which also pushes any other Touchstones
beyond it leftward. An enchanted (p. 77) Touchstone gains
These changes of heart usually only affect only one nem-
+2 to resist breaking points resulting from exposure to the
esis, who usually lays down her life when she breaks this
supernatural.
oath. Occasionally, all participants accept the title of oath-
breaker to prevent a needless loss of life. A changeling’s bond with her Touchstone grants a
modicum of protection against fae meddling. No other fae
Oath of Exile creature can enter a bargain with a changeling’s attached
Changelings swear this oath as a lesser form of hostility. Touchstone. If another fae creature swears a bargain with a
They agree on their mutual hatred but do not wish to fight changeling’s Touchstone while it’s detached, reattaching the
to the death, choosing instead to exile one another from Touchstone does nothing to negate that bargain.
their lives. The importance of a Touchstone in the changeling’s
Terms: You are no more to me than a mote of dust or a emotional life permits her to swear a vow (p. 78) upon them.
bothersome insect to brush away with ill regard and disdain. She takes a risk when doing so, as if she breaks the vow,
I promise not to seek you out, and if our paths cross, to she loses the Touchstone completely. The Wyrd conspires
immediately flee or make it so unbearable as to force disen- to take them out of her life one way or another, and if they
gagement. remain alive, she can’t make them a Touchstone ever again.
Swearing a vow upon a Touchstone makes them count as
Beat: The changeling crosses path with her enemy, who an oath-forged token as well, granting an additional bene-
causes a setback for her. fit: Once per chapter, when the changeling takes a risky or
Willpower: The changeling causes a major setback for dangerous action in service to fulfilling her vow, she clears
her enemy. one point of damage from Clarity track as though she spent
Consequences: Should one or both parties break the meaningful time with her Touchstone in addition to gaining
oath, at least once per scene thereafter spent by the partici- a Beat.

Expanded Pledgecraft 73
New Pledge Types play with wording to mislead them and hope they miss her
misdirection and can’t call her out.
A changeling’s life revolves around promises, pledges,
and deals. While Changeling starting on p. 209 presents The Hexed Condition cannot become Persistent; the
the most common types of pledges, the Lost swear many action which resolves it must be possible for the victim to
varieties of oath. Pledges take different forms: in some cir- accomplish within a single story. For example, a changeling
cumstances, choosing the agreement type poses merely a hexes one victim with blindness until he returns something
semantical matter, in others, it determines the cost those he stole from the changeling, while another victim suffers no
involved pay. ill effects until he speaks to the Monarch of Morning.
Changelings may make all these additional types of Conversely, the Cursed Condition is always Persistent.
pledges. Its Beat criteria revolve around making the victim’s life hell;
its resolution requires the changeling to keep up a particular
Curses and Hexes routine or situation the victim could disrupt. For example,
a victim cursed to suffer terrible nightmares whenever they
These pledges fall into their own category of antago-
sleep grants their player a Beat whenever the fears or dis-
nism separate from hostile oaths. When a changeling wishes
turbed sleep cause setbacks for them. The curse ends when
to create inconvenience, pain, and suffering for her enemy,
the changeling stops sacrificing one child per day to a greedy
she curses or hexes them. While a hex or curse may lead to a
hobgoblin — the victim can rescue one of the children or stop
declaration of war between two parties, a this alone doesn’t
the changeling and goblin from meeting on just one day. A
constitute such, merely a willful act by one changeling to
curse always ends immediately upon the changeling’s death,
make the other’s a living hell.
even if the required circumstance persists posthumously.
The Wyrd recognizes curses and hexes as two similar
Examples of effects the changeling can inflict via hex or
yet separate types of pledges, but changelings often use the
curse include:
words interchangeably. Few consider the difference when
calling down consequences in a moment of rage, but hexes • The victim must spend an additional Glamour when
cause brief, minor inconveniences, while curses create major invoking any fae power.
burdens sometimes lasting a lifetime.
• The victim can’t regain Willpower by sleeping.
Benefits
The changeling herself gains no supernatural benefit • All failed rolls the victim’s player makes for a specific
from curses or hexes, only the reward of making her enemies type of action become dramatic failures; the change-
suffer. ling’s player declares the cursed action at the time
of the pledge, it must be narrower than a Specialty.
Consequences Examples include making melee attacks against mor-
All hexes contain an action the hexed character can tals, attempting to open Doors in Social maneuvering
take that triggers the hex’s effects and ends it: either an ac- against a specific person, or investigating a particular
tion the changeling wishes to forbid that activates the hex kind of crime.
when undertaken, or a loophole in the pledge the victim
exploits to free themselves from the hex. For instance, the • The victim suffers a minor (hex) or major (curse) frail-
changeling may forbid the victim from visiting a certain ty currently also suffered by the changeling; if they
place or talking to a certain person; doing so anyway triggers already suffer one or more frailties, this simply adds
the hex’s effects. Conversely, the victim may suffer the effects another.
until they perform a relevant action.
• The victim suffers a Personal Tilt constantly for the
Curses come with similar stipulations, but the change- duration which doesn’t become a Condition in non-
ling herself must sustain its effects by either maintaining a action scenes, only affecting them when relevant.
certain circumstance or avoiding a particular action. The
Wyrd keeps the books balanced by providing a loophole
here, as well; the victim can always bring about the curse’s
end by some clever action. If the changeling really screws up,
HEXED
she sometimes ends up cursing herself instead. A spiteful changeling has temporarily inconvenienced
Systems your character.
A hex inflicts the Hexed Condition upon the victim. If the changeling forbids the action required to end the
When the changeling makes the pledge, she must spend 1 hex, this Condition does nothing until your character takes
Glamour and state the terms, which the victim must be able that action and resolves it. The consequences last for one
to perceive and understand. They need not necessarily know chapter thereafter.
exactly how to interpret them, though; the changeling can

74 Chapter Two: Wonders and Terrors


If the changeling sets a quest as the required action
which breaks the hex, your character suffers its effects until
the quest’s completion.
As a pledge, the Wyrd itself negotiates the hex, not with
the victim. If the changeling sabotages her own hex, for ex-
ample by accidentally or deliberately enabling your character
to break it, they suffer a detrimental temporary Condition of
the Storyteller’s choice.
A character may only have one instance of Hexed at a
time.
Resolution: Your character takes the action the change-
ling specified when she placed the hex.

CURSED (PERSISTENT)
A vengeful changeling has burdened your character
with a curse, which only resolves when the changeling ei-
ther stops maintaining a particular routine or performs a
particular action.
If your character brings about the changeling’s failure
to maintain the curse, directly or indirectly, gain an addi-
tional Beat when this Condition resolves. If the changeling’s
player dramatically fails on a roll directly related to attempts
to maintain the curse, the changeling suffers this Condition
with all the criteria and caveats of the original, where they
make sense. If they don’t — for instance, if the ill effects don’t
apply to changelings — then the Storyteller assigns applicable
consequences as close as possible to the curse’s original in-
tent.
A character may only have one instance of Cursed at a
time.
Beat: Your character suffers a significant setback direct-
ly due to the curse.
Resolution: The changeling fails to maintain the re-
quired state of affairs or perform the specific action as de-
fined when she places the curse.

Feuds
When two changelings cannot get along with one an-
other to the point of enmity, they swear a hostile oath to
settle their conflict. Hostilities which spread beyond two
individuals with irrevocable differences escalate into a
feud.
Like any other hostile oath, a feud oath declares en-
mity between two or more sides of the disagreement. A
hostile oath which expands to encompass a group — a mot-
ley, freehold, or court, for example — becomes a feud and
must be sworn anew. Often, one changeling speaking for
each side swears the oath, though sometimes all members
of two feuding motleys swear it in unison.
A feuding group doesn’t need to be previously oath-
sworn; a feud oath counts as both hostile and societal
oath at once. When one member speaks for a group, they

Expanded Pledgecraft 75
don’t need the group’s permission if a societal oath binds stance when someone violates this traditional neutrality,
that changeling to the group; by default, that oath grants the oath doesn’t break, but they find few allies thereafter.
them the right to swear more on the group’s behalf. Acting The well-known tale of the Giantsbane motley passes be-
against the oath in protest after the fact without having tween freeholds: the motley declared a feud against the
agreed to its terms still constitutes a breach. If no previ- Hedgeskippers, besetting the other motley the moment
ous oath binds the group, such as a ragtag bunch of Lost the two groups finalized the swearing. While they won the
working together to revolt against a band of privateers, the feud by ambushing and killing the entire opposed motley,
feud oath binds both sides into a collective, all oathsworn their freehold exiled them for their perceived betrayal of
to each other. necessary custom.
Feuds occur between two groups of any size. If the Not all feuds erupt into bloodshed, but brutal Hedge-
feud involves more than two groups, each group swears the fire wars often explode when they do. Whether waged
feud oath to every other party independently. A court can between large groups or motleys, some Feud oaths fuel
declare a feud with a motley, a motley can declare one with shadow wars lasting for years, decades, or centuries as the
a freehold, or a freehold can declare one with a privateer members continually redraw battle lines and strategies.
crew of much smaller size. It doesn’t matter as long as each
side consists of more than one changeling. Courts and Rules of Engagement
freeholds engage in feuds rarely, only declaring them in ex- Most people abide unspoken social contracts dictating
treme circumstances or when they can find no other path how they interact with one another. Society shames anyone
to resolution. The Freehold of Milk Roses declared a feud who refuses to get along and breaks them, but nothing binds
against their own Autumn Court for harboring loyalists anyone to these contracts; only the desire for acceptance
who endangered the whole freehold and left many dead. motivates individuals and groups to behave themselves.
The freehold denied access to all local trods for three weeks Sometimes, the Lost must define rules of engagement not
before the court surrendered the changelings responsible. by unspoken social norms, but by clear etiquette sealed with
Any type of conflict between groups can result in a Glamour.
feud, including rivalries, cultural conflicts, and Hedgefire Changelings make pledges for rules of engagement un-
wars, as described on pp. 9-10 of Oak, Ash, and Thorn. der specific circumstances. Their terms delineate how indi-
Systems viduals and groups interact, the responsibilities of all par-
ties, as well as permissible and forbidden actions, setting up
Feuds work like other hostile oaths, except that the concrete expectations for gatherings or confrontations. The
oath lasts either until one side gives in to the demands of rules stay in place for the event’s duration, although free-
the other, or the last surviving member of either group holds and courts often make such pledges recur for repeat-
dies. When new members of a feuding group swear the ing events. For instance, one city’s Summer Court may estab-
relevant societal oath, the Wyrd automatically extends the lish standard rules of engagement for duels or tournaments,
feud oath to them. A court could recruit like mad to re- while its Spring counterpart does the same for the required
plenish their numbers before their enemies kill them all, etiquette when attending court with its monarch.
for instance, or a very stubborn freehold might pass a feud
down through the ages. Once per chapter when a member Benefits
of the opposing group harms or significantly inconvenienc- Rules of engagement ensure everyone at the event
es her character, the player gains a Beat. knows their role and keeps proceedings on their rails. Terms
If one member of a feud breaks the oath by defecting usually include a list of dos and don’ts for participants, a run-
to the other side or violating another societal oath binding down of the expectations levied on various roles, and gener-
them to the group, she becomes an oathbreaker, but the al accepted behaviors under various common circumstances.
feud oath doesn’t break for the other members. However, if Rules of engagement also outline the conditions necessary
more than half the members in one feuding group violate to declare one side the winner or loser of any competitions
the oath, it breaks completely, marking everyone on their taking place at the event.
side with the Oathbreaker Condition, regardless of their Conscientious changelings who wish to refrain from an-
involvement (or lack thereof) in the violation. gering attendees make the rules available ahead of time. Those
Unlike other hostile oaths, feuds rarely lead to imme- who would rather entrap someone or sow chaos may keep the
diate bloodshed. Changeling society constructs common pledge’s terms to themselves. Changeling society generally
ceremony around the feud with only minor differences be- considers doing so a serious breach of trust; if anyone breaks
tween freeholds, wherein all members of both groups or the rules out of ignorance, those who created the pledge
their representatives come together in neutrality to agree (whether they concealed the rules or not) may find themselves
upon the terms, and this neutrality lasts until both sides losing Clarity. The intimate familiarity of most changelings,
retreat from each other for at least a scene. In the rare in- springing from their durances, with the experience of violat-

76 Chapter Two: Wonders and Terrors


ing unspoken or incomprehensible rules makes inflicting such A rules of engagement pledge is largely a punitive one,
a thing on one’s fellows a major transgression. Changelings not a beneficial one. Whenever acting in line with the rules
innately understand making the participants feel safe and se- causes a character within its purview harm or a major set-
cure as the primary purpose of rules of engagement. back, her player earns a Beat. Breaking the rules levies con-
sequences consistent with breaking a formal agreement she
Consequences made with the Wyrd, even if she didn’t know the boundaries
Rules of engagement define how participants should act of her behavior or even that any existed in the first place.
and how participants mean for events to play out in each
Make the punishment for violating rules of engagement
situation. Violating them constitutes almost as much of a
commensurate with the event’s gravity and the attendees’
breach as setting others up to fail; if just one person defies
investment level. The Wyrd enforces even punishments the
expectations, it shatters everyone’s trust. The pledge’s terms
hosts themselves could easily mete out themselves; for in-
lay out the consequences, always punitive and designed to
stance, disqualification from a foot race might remove a run-
match the breach’s severity. If the Wyrd deems the pledge’s
ner’s ability to spend Glamour, lower her Speed, or ensnare
agreed-upon consequence too mild or too damning for the
her in a bramble cage until the event ends. After the pledge’s
violator’s actions, it may take matters into its own hands.
effects expire, the hosts may not retaliate against the offend-
Systems er further; doing so constitutes a four-die breaking point.
The Lost make rules of engagement pledges for any dis- Other participants or those not in attendance may retaliate
crete event intended to involve more than two individuals, however they like.
from battles and duels, to court meetings and parties, to The penalties for violating the terms of a sporting or
contests and informal gatherings. At least two changelings entertainment event, such as a charity race or Spring Court
carrying responsibility for running or initiating the event fete, apply only for the duration of the pledge’s effects. Exam-
must collaborate, agreeing on rules and writing them down. ples include disqualification from a contest, getting kicked
Each spends a point of Glamour to seal the deal thereafter. out of the event, or losing the ability to speak.
No party may add additional terms after the fact, so the Lost The penalty for violating the terms of a serious — but
generally evidence meticulousness in these very thorough not dire — event, such as a business meeting or heist, should
discussions. When more changelings sharing this responsi- remain relevant beyond the bounds of the event but termi-
bility spend Glamour, the rules gain a stronger hold over nate naturally or be easily reversible by the end of the story
participants; in return, all of them must follow through on at the latest. Examples include public humiliation, confis-
their part in holding the event. Any who fail to do so suffer cation of valuable belongings, loss of an ability until the
the consequences as though they’d violated the rules them- violator makes amends, or short-term indentured servitude
selves. or imprisonment. Keep in mind that imprisoning someone
Rules of engagement may dictate anything from pre- constitutes a 4-die breaking point (Changeling, p. 106)
scribed or forbidden actions to clauses applying special Make the penalty for violating terms with lives on the
privileges or limitations to one or more participants, to the line, such as an important peace negotiation with another
requisite criteria for participants wishing to end the event. freehold or a duel to the death, much steeper and have per-
All such pledges must include the location within which the manent (or at least chronicle-long) consequences. Examples
rules hold sway, when they should go into effect, and — if no include irrevocable exile from a court or freehold, the loss of
terms specifically define the engagement’s end — its intended a hand or eye, or erasure of important memories.
duration. Once the rules take hold, they continue to apply A violation serious enough to directly put other people
until the specified duration or end criteria transpire, regard- in great danger or cause them significant harm could cause
less of the desires of those who made the agreement. the Wyrd to decide upon a penalty of death no matter the
Such pledges require a clear and concrete location and original terms. However, the Storyteller should check with
duration, no matter the subjectivity of the remaining terms. the players to positively affirm this as an acceptable outcome
“Within the Freehold of Fallen Ash’s territory” works just to the entire table; if not, choose something else.
fine, but “wherever a member of the Court of Stars walks”
doesn’t. Specific locations work, whether as simple as “this Enchanted Bargains
circle we just drew on the ground” or as elaborate as “the first Changelings make ordinary bargains to help them feel
20 square feet of the British Museum’s entry hall, excluding like they belong in the mortal world and keep them safe
the space between this specific statue and that bench.” A from Faerie. Making a bargain with a human grants the
duration such as “three hours” works, as does “until we fin- target knowledge of the changeling’s true nature, but their
ish building this house.” The duration may also recur, such engagement centers in comfortable mundanity; he fits bet-
as “for the first three days of June each year.” A vague dura- ter into their world, not the other way around.
tion like “until the sun no longer rises” rests upon too dis-
A changeling can instead make an enchanted bargain,
tant and unknowable a conditional future time to serve as a
one blessing the mortal with impossible favors or allowing
proper duration.

Expanded Pledgecraft 77
them to accomplish something unachievable without his The mortal’s half requires following a specific and
assistance. strict rule or willingly laboring under a particular limita-
Most Lost do this to protect or aid someone important tion. For instance, they may accept a curfew by which they
to them or a valuable ally. The changeling acts as a guardian must be inside their home and stay there until sunrise, or a
and enabler rather than a servant and undertakes magical tasks rule forbidding them to deliberately tell any lies.
rather than mundane ones, like using Contracts for the mor- If the changeling solves the mortal’s problem himself,
tal’s benefit or bestowing tokens upon them. Some changelings this Condition ends without resolution or granting a Beat.
make enchanted bargains to subtly bribe or inspire a mortal to It likewise ends if either party takes on another enchanted
do something for them with the magic they grant. Others do bargain while this one remains in effect; enchanted bar-
it to help the downtrodden out of bad situations or encourage gains accept no competition. If the mortal doesn’t achieve
someone with potential but no opportunities. An enchanted the task or escape they bargained to accomplish by the end
bargain contains more danger for both parties than an ordinary of one full chapter, it also fades without resolution.
one, but it can also accomplish more for them. The enchantment’s effects are obvious to those who
Systems know how to look for them. Anyone who can see through
Masks simply perceives the supernatural obligation the
A changeling enchants any bargain by spending an ad-
mortal carries without a roll or other contest. The player
ditional Glamour, either when enacting it or at any time
of any character who previously noticed the enchantment
while the pledge remains in effect; the process remains oth-
gains +4 to locate or track the mortal by any means. This
erwise identical. The enchanted bargain bestows the usual
magical trail carries distinct tells revealing the changeling’s
benefits of shielding him from fae discovery, but replaces
identity to anyone who has previously seen his Mien; if
the Obliged Condition with the Enchanted Obligation
they see it afterwards, they recognize it instantly.
Condition (below).
Resolution: The mortal accomplishes the task or es-
Once Enchanted Obligation resolves and the enchant-
capes the situation they made the bargain to achieve, or
ment ends, the changeling may repeat the bargain with the
either party fails to uphold their end of the bargain, trig-
same mortal again. If he wishes to continue playing faerie
gering consequences for one or both. When this Condition
godparent for them, he must strike a new bargain with dif-
resolves, the changeling’s player and the mortal’s each earn
ferent terms. Each subsequent enchanted bargain struck
a Beat.
with the same mortal within the same story costs +1 Glam-
our and requires the mortal to follow increasingly more Deed Vows
strenuous rules or limitations to keep it going.
Unlike most pledges, enacted between two or more
characters, a changeling makes a deed vow to himself: this
ENCHANTED OBLIGATION personal pledge declares a changeling’s promised course of
action. Someone must witness his vow for him to seal it,
Your character has made an enchanted bargain with a and the path he chooses may pertain to others, but the
mortal, providing fae miracles in exchange for safety and pledge binds only him. Changelings liken it to a stronger
peace of mind. This Condition duplicates the effects of the version of a sealing they inflict upon themselves.
Obliged Condition (Changeling, p. 343), but is not Persis- The changeling pledges to fulfill a particular goal in
tent. In addition, while the enchantment lasts, the mortal a specified way. For instance, he might vow to rescue his
can automatically see through the Mask of all fae beings motley from privateer captivity without killing, or to claim
and objects unless strengthened with Glamour. Your char- his court’s crown by exposing the current monarch’s dirty
acter gains the ability to hear the mortal whenever they call secrets. He swears his deed vow on a possession of great
him by name and ask or wish for aid, no matter the dis- personal value, offering it up as collateral should he fail to
tance between them; the changeling has no obligation to keep his word.
respond to the call. His player gains a +3 to rolls to harvest
Glamour from the mortal. Benefits
The changeling’s half of the bargain requires using A changeling makes a deed vow to prove his dedica-
fae magic to aid the mortal in some dire task or in escap- tion to his goal in a defining moment, affirming his free-
ing a dire situation the target couldn’t otherwise handle dom to forge his own path. With such singular purpose, he
themself. He can invoke Contracts or use his seeming or sheds his uncertainty and finds his conviction. The Wyrd
kith blessings on the mortal’s behalf, give them tokens and recognizes his deed vow and rewards him for sticking to his
clearly explain their catches, or any other type of fae magic word; all other Lost who see him know he acts with resolve.
he possesses; however, he may not simply perform the task Freeholds traditionally grant respect and leniency to those
or rescue the mortal themselves. They must utilize the mag- under the auspices of a deed vow, even if the vow’s purpose
ic on their own and rescue themself. opposes the freehold’s interests. Most changelings consider
getting in the way of a changeling driven enough to invite

78 Chapter Two: Wonders and Terrors


the Wyrd to keep him accountable a self-destructive trans- pool of a Clarity damage roll suffered in service to
gression in no one’s best interests. fulfilling her deed vow by one.
Consequences Breaking a deed vow destroys the possession. If the
A changeling who breaks his word to himself doesn’t changeling named a Touchstone, he loses that Touchstone
become an oathbreaker in the same sense as one who fun- permanently as though the person died; the relationship
damentally changes his relationship with another. Instead, sours or becomes distant. If he swore upon an intangible
he risks losing whatever he swore his deed vow upon. He item, the Wyrd inflicts the loss in stranger ways. A broken
may offer even an intangible possession such as his own deed vow sworn on his dead mother’s memory may erase his
life or a loved one’s memory, though these more esoteric most important memories of her, while one sworn on her
possessions entail equally strange circumstances around grave might raise her ghost to haunt him. A deed vow sworn
their loss. on the changeling’s own life may require him to atone in a
way the Wyrd (and the Storyteller) chooses or swear an oath
Systems dedicating his life wholly to someone else (such that they
The changeling spends 1 Glamour and chooses one of now ‘possess’ him, for purposes of their deed vows) within a
his current Aspirations, making it his dedicated goal. He fortnight, or he dies.
declares this goal and the method by which he promises The character fulfills the vow when he achieves the cho-
to achieve it or a method he forbids himself to use in its sen Aspiration in the specified manner, granting a Beat as
pursuit aloud to at least one witness who understands the normal. The Wyrd considers him to have broken it when he
supernatural significance of the pledge. violates the method he swore to use, fails to achieve the As-
The changeling must make his vow upon a possession piration before the end of the story, or definitively fails in a
of his choosing with great personal significance to him; way rendering the Aspiration either impossible or irrelevant.
pledging on a newly purchased car or a weapon he uses A broken vow also grants a Beat, but the player must replace
for purely practical purposes don’t do the trick. Common the Aspiration at the end of the chapter.
deed vow possessions include tokens, irreplaceable keep- If the changeling fulfills his vow, he retains the posses-
sakes, the changeling’s own life or that of a beloved pet, the sion and may swear further vows upon it. Doing so with a
memory of a deceased loved one, an Icon, or a Touchstone. mundane object counts as swearing an oath upon it for the
He can’t vow upon someone else’s life unless he ‘possesses’ purposes of creating oath-forged tokens.
them in some way, such as someone under his legal guard-
ianship, someone who swore an oath of absolute servitude Icons
to him. The possession in question must be present; how- Swearing an oath or deed vow upon a changeling’s own
ever, not even living possessions count as witnesses. Icon is dangerous. Pledging on a scrap of his own soul is
The significance of the collateral determines the vow’s akin to offering himself up as a sacrifice to the Wyrd if he
benefits, as follows: fails to uphold it, but until then, he’s its favored child.
• A replaceable, tangible item, such as a token with a Swearing a pledge on an Icon requires first recovering it
1-3 dot rating or purchasable wedding gift: once per and must be done while the Icon remains in material form
chapter, when the changeling puts himself and/or his — that is, before the changeling leaves the Hedge with it.
motley in danger in service to fulfilling his deed vow, A changeling can only swear a pledge on a particular Icon
he regains a Willpower point. once. Once an Icon becomes the symbol of a pledge’s integ-
rity, it remains in material form even if the changeling leaves
• An irreplaceable, tangible item, such as token with the Hedge with it. She still regains the memories and Clar-
a four or five dot rating or photo album containing ity it contains upon initial recovery, as usual, and retains
photographs he cannot later reprint: as above, and them even if the Icon leaves her possession, as long as it isn’t
the changeling regains two Glamour points as well as destroyed.
Willpower.
Systems
• An intangible possession, such as a deceased loved Using an Icon to seal a pledge confers quite a few ben-
one’s memory or grave, or a Touchstone or other per- efits. Even if she doesn’t swear a deed vow, she regains a
sonal relationship: as above, and once per chapter, Willpower when working towards the pledge in a dangerous
the changeling may gain a bonus to any one action fashion. While under the effects of a pledge on her Icon,
in service to fulfilling his deed vow equal to half his the changeling rolls one fewer die on Clarity damage rolls
Wyrd rating. resulting from actions taken in service to the pledge. While
actively working towards this pledge, either to accomplish a
• An irreplaceable possession of unique significance, goal or uphold one of its stated agreements, the changeling
such as an Icon or the changeling’s life: as above, and ignores wound penalties during the scene she receives the
once per chapter the changeling may reduce the dice wounds in question. After the action concludes, the char-

Expanded Pledgecraft 79
acter suffers the highest wound penalty she would have suf-
fered for the next scene, even if the damage has been healed.
Goblin Variations A changeling can never truly break a pledge she
Any Contract can be fashioned into a Goblin swore on her Icon. This doesn’t mean she can’t forsake
Contract with a little bit of trickiness. Goblin the pledge or break her word, only that she can always rec-
Contracts tend to focus on being sneaky or oncile and fix her mistake. A pledge upon an Icon binds
deceptive. Here are a few examples. the changeling’s soul to the Wyrd, and just as if she broke
a deed vow, she loses the Icon if she breaks her pledge.
Contracts of Chalice become illusory. The However, she can win the Icon back and reinstate her
goblin version of Filling the Cup allows the pledge. Therefore, a changeling does not gain the Oath-
changeling to convince the people around breaker Condition when she breaks a pledge made upon
her that someone within its radius feels a her Icon, instead gaining the Icon Shard Condition. She
certain way, even going so far as to deceive also loses the Icon, meaning she loses the Clarity box and
supernatural powers. Frail as the Dying Word memories gained from recovering the Icon until she rec-
convinces the target that they have a major onciles her broken pledge.
frailty. On the more benevolent side, Curse’s
Cure can heal the patient from a Mental Con-
dition instead of poison. ICON SHARD
Contracts of Coin already focus on ex-
changing one object or situation from anoth-
(PERSISTENT)
er. Book of Black and Red reveals the debts Your character broke her word sworn on her Icon. Do-
other people believe (possibly ambiguously ing so has infused the Icon with the Wyrd’s wrath, giving it a
or erroneously) that the target owes them. semblance of life and transforming it before the changeling’s
Give and Take’s Loophole expands to work eyes into an identical double of herself. A changeling’s Icon
with only one of the parties giving a gift. Coin is a part of her soul; as such, the Icon shard becomes a rough
Mark encourages owners of an object to imitation of her darkest and most sinister thoughts and urg-
fight over it by imposing the Avarice Condi-
es. The Icon shard acts as a semi-sapient doppelganger with
tion without spending a point of Glamour.
Blood Debt makes the target feel as if they’re the sole purpose of tormenting the changeling for breaking
suffering aggravated damage, even though her word.
they physically suffer lethal damage. Icon shards count as hobgoblins (Changeling: The
Lost, p. 252) with a Wyrd rating equal to the changeling’s;
Contracts of Scepter grease the grinding use the rules given for creating goblins to give the shard
wheels of power with manipulation and decep- traits and powers, all of which should in some way reflect its
tion. Burning Ambition allows the changeling origins. Instead of a Virtue or Vice, the shard has a Needle
to give another character, rather than herself, and Thread, chosen as dark mirrors of the changeling’s. It
the Competitive Condition. Jealous Vengeance gains Aspirations in direct opposition to the changeling’s
persuades the target that complying with the Needle and Thread and uses them to disrupt the change-
ultimatum is actually in their best interests, allow- ling’s life. For example, a changeling with a Protector Needle
ing the changeling to inflict the Swooned Con-
finds her doppelganger attacking the people she loves; her
dition. Knight’s Oath leverages paranoia about
threats to the knight’s status to the changeling’s Friendship Thread causes the shard to focus on ruining all
advantage; the knight gains a bonus to Mental her relationships.
actions that reveal or seek jealousy. The Icon shard targets only the changeling and those
connected to the changeling (if doing so serves the purpose
Contracts of Star replace weird insight with of tormenting her). If she kills the shard rather than reinte-
false guidance. Cynosure allows the change- grating it, she destroys it forever, losing access to the memo-
ling to give the target a desire rather than the ries and Clarity it once brought, constituting a Clarity attack
changeling listening to what they really want. with a dice pool of four.
Shooting Star gives the artist false confidence
in their own importance; they gain the De- Beat: The Icon shard’s actions impair or hurt the
lusional or Competitive Conditions. Light of changeling or someone she cares about, or actively prevent
Ancient Stars allows the changeling to trace her from gaining Willpower through her Needle or Thread.
a parasocial relationship, finding truth about Resolution: The changeling must kill the Icon shard or
someone they don’t really know. make up for breaking her word. If she made a vow, she must
complete it or fulfill its terms. If she made an oath, she must
reconcile with the others involved to their collective satis-

80 Chapter Two: Wonders and Terrors


faction. The others involved in the pledge may exonerate then the changeling must reconcile with the Wyrd instead;
her wrongdoing by resealing the pledge in blood. Everyone this should be the focus of a story, and the particulars are up
involved must suffer one lethal damage and spend a single to the Storyteller. When this Condition resolves, the Icon
Glamour to reinstate the pledge’s bond. If she cannot recon- integrates with her immediately, unless she destroyed it.
cile the oath — perhaps the other parties died, for example —

Expanded Pledgecraft 81
“Be faithful to that which exists nowhere but in yourself — and thus make yourself indispensable.”
— André Gide
Arcadia changes people. Kithless
The Thorns of the Hedge tear away the fragile veneer
Many kithless never gained a kith in the first place.
protecting psyche and soul and lay bare the tender truths be-
The Keeper had no particular purpose in mind, promptly
neath. Most changelings hold on to the core of their identity,
forgot about her, or discarded her and left her to her own
but all the rest — flesh and bone, thought and dream — are
devices in Arcadia’s wide wonderland. She never obsessively
the malleable materials upon which metamorphosis imposes
swaddled herself in a single, transformative means of coping,
itself. Sometimes, the dire will of a True Fae sculpts a change-
never turned the tools of her durance onto herself out of
ling to match its bizarre desires. Other times, the changeling
desperation or inspiration, and thus avoided Faerie’s strang-
orchestrates her own transformation, whether through con-
est phenomena.
scious intent to become the tool of her own escape, or via
instinctive urges to find or claim a role. These changes are A changeling might also lose her kith or part with it
kiths, connecting the Lost through shared experience and willingly. A sharp, sweet dream drifting in from the stars
purpose, mutually understood traumas and terrible prowess. hungrily laps at her mind and magic, drinking down the
power that underpins her kith. She drives a hard bargain
This chapter presents a broad selection of kiths that
with a wily goblin, trading away a part of herself to be free
exist among the Lost, expanding upon those offered in
from the reminder of her durance. Amid the Thorns, she
Changeling: The Lost Second Edition. It also examines
scrapes her kith out of her soul in a painful metamorpho-
the process behind creating new kiths and gives options for
sis, gaining an altogether different kind of power. She knows
those changelings who leave Arcadia without any kith at all.
what it is to have a kith, but now that aspect of her is gone.
T hose W ithout K ith ling than Lack of kith does not make the Lost any less of a change-
her peers. Without a kith’s guiding purpose, how-
From time to time, a changeling escapes Arcadia with- ever, her seeming remains broad and conceptual. Rather
out her body or mind conforming to a kith’s template. Per- than being Fairest because she possesses the majesty of a
haps her Keeper abandoned her to wallow in captivity with- dragon or a wondrous luminescence, she is simply Fair — the
out purpose, or she escaped too swiftly for her soul to adapt. undiluted idea of glorifying the self and leading others. She
Perhaps she embodied the platonic ideal of her seeming so becomes an exemplar of what her seeming represents. An
thoroughly that no kith suffices. Some changelings who do Elemental personifies the sheer drive to shape the world not
have kiths end up losing them or shedding them deliberately. easily defined by a single natural force. A Beast demonstrates
Those without a kith fall into one of three categories: the instincts and fierce tenacity of all animals striving for
the broad, varied kithless; the disruptive and isolated scis- survival without the specifics of predator or prey. A kithless
sors; or the unraveled, caught in a countdown to dissolu- changeling’s mien reflects her seeming’s generalities — some-
tion. times melding all its various facets, sometimes presenting
her seeming’s core as an abstract avatar.

Those Without Kith 83


Systems: A kithless changeling chooses one Attribute Systems: A scissor’s cutting presence causes havoc for
from the same category as her seeming’s bonus Attribute fae power. Whenever any character suffers a failure on an
dot; for example, an Ogre may choose any Power Attribute. action that would affect the scissor with fae-born magic,
Whenever she rolls a dice pool with that Attribute, she may whether helpful or harmful, it becomes a dramatic failure
spend a Glamour point before rolling to achieve an excep- instead. A scissor may reflexively spend a Glamour point to
tional success on three successes rather than five. Once per be treated as iron for the purposes of fae defenses and magic
scene when using a Contract from her seeming’s favored Re- (but not the cold iron bane) for six seconds, or in action
galia, she may count the Contract’s Loophole as if she fulfills scenes until the beginning of her next turn.
it even if she does not actually meet its requirements; do- While a scissor can take on a Mantle and use pledge-
ing so does qualify her to then spend Glamour to render the craft, her nature chafes at these bonds over time. By default,
Contract reflexive if she desires. she cuts herself free of all oaths she’s sworn — including so-
No single mechanical way to shed a kith exists; doing so cietal oaths binding her to court, freehold, and motley —
is a matter of narrative events, and should require significant of her player’s choice after one full story, suffering all the
effort or paying a steep price, at the Storyteller’s discretion. usual consequences for breaking it. If the oath enabled a
Merit such as Mantle, it’s subject to the Sanctity of Merits
Scissors (Changeling, p. 111). She can postpone this inevitability by
Once, folklore claimed iron scissors warded newborn turning her blade upon herself, suffering one point of mild
children from the fae. Maybe there’s something to that; Clarity damage at the beginning of the new story for each
maybe the bulwark of iron and the metaphorical weight of oath she wishes to maintain. Doing so does not prevent her
a shearing edge to cut the Wyrd’s threads really do hold the from breaking oaths in other ways during the story.
Gentry back from snatching such infants. Some humans sto-
len away into Arcadia sit uneasily within that realm’s gullet, Unraveled
a disruptive presence sharp and cutting at a conceptual level Tales abound of mortals caught by Fae trickery, whisked
rather than physical. Faerie ulcerates around them, treating away to unearthly banquets and delights only to perish once
them as invasive entities who shear through the fabric of Fae they return to the human world. Perhaps the fae food they
Titles wherever they go. The Lost call these changelings scis- ate gave no true sustenance, or years passed in what seemed
sors: prickly, destructive, and frightening, like the iron tools to them but an afternoon, and once freed from the other-
of old. Just being near a scissor makes another changeling’s world’s magic, all that time and hunger comes due at once.
skin itch with phantom cuts and the sense her very presence Any changeling can see her durance reflected in these
cuts them to pieces, snip, snip, snip. stories but unraveled live them. An unraveled Lost doesn’t
It’s unclear what sets someone at odds with the Wyrd’s warp merely leave something of herself behind amid the Thorns;
and weft. Some claim rival supernatural forces protect scissors, a thread of herself snags on the edges of Arcadia itself, and
perhaps even Iron itself. Others spin wild notions of humanity each exertion of her independence pulls loose a little more
evolving to match the Fae threat, of a new kind of human mind of what makes her her. Unravel enough, and she’ll come
honed to cut through Glamour’s tantalizing marvels. apart completely.
Scissors suffer terrible isolation. The Wyrd’s magic No single snarl of Thread or burr of Needle serves as
frays around them. Their metaphysically barbed nature unraveling’s singular cause. Various circumstances sink
keeps friends distant and pushes other changelings away. cruel hooks into the spun fabric of a changeling’s soul,
It’s a cold, lonely life, but some embrace their fate. Scissors snagging helpless Lost upon them. One held back her
are made to cut, so that’s what they do. As outsiders to the Keeper’s influence with constant, unwise promises of her
freeholds, scissors sometimes make names for themselves as time. Once the feasts came to an end, those promised years
bounty hunters or troubleshooters capable of really hurting started to peel away from her skin as crackling, crisp leaves.
the Gentry’s agents, thus maintaining a mutually beneficial Another thought to avoid the Thorns’ vicious price as she
— if tense — equilibrium with other Lost that never quite fled her Durance and willingly paid a wounding of herself to
resolves into trust. the grasping claws of some Hedge denizen for safe passage.
A scissor is still a changeling, though, whether she likes She didn’t realize the creature who dug her Icon out of her
it or not. Instead of bristling with sharp edges to ward off would demand such visceral interest on her payment. Yet
the Kindly Ones, she can let her guard down and embrace another simply suffers from addiction, body and soul caught
a reconciliation of her conflicting natures. By seeking and by lethal cravings for some substance or concept of Arcadia
taking on a kith, a scissor weaves herself into the Wyrd’s never intended for human indulgence.
tapestry until those sharp edges blunt. This voluntary self- Most unraveled, though, unwittingly tie themselves to
shaping offers control over who she becomes, granting her Arcadia by coveting something of that place and its wonders
acceptance in exchange for the dagger she holds at the which they cannot bring themselves to give up. Perhaps they
Wyrd’s throat. crave ownership of a certain beautiful place, fiercely want one
of their Keeper’s treasures, or need a lost lover desperately.

84 Chapter Three: Kiths


Their genuine and powerful longing or avarice kept a part of Icons
them entangled when the time came to flee their durance.
Other changelings don’t cause this unraveling, only the The cruelest way to gain a kith is to acquire and absorb
impossible desires of Arcadia itself. another changeling’s Icon. The kithless one must take some-
thing personal from the Icon’s owner, something allowing
As the unraveled slowly comes apart, her collapsing state her to mold the Icon’s raw edges to match the wound in her
cannot maintain the shape or identity of any kith she may Thorn-ripped sense of self. While physical items sometimes
have once possessed. She can patch the damage through ac- suffice, a lock of hair only works if that hair forms a key part
quiring a new kith, which she uses to mend the fabric of her of the victim’s self-identity; more likely theft targets for this
wounded self, knitting her identity back together. A clever purpose include precious treasures or beloved mementos.
unraveled can also stitch herself up with swatches of Goblin Abstractions also work, such as a catchphrase learned and
Debt, continually bartering to repair the damage, although spoken, a mannerism copied, a friendship stolen, or a dream
she can’t create a lasting solution from these pawned pieces broken by the perpetrator.
of power. Others undertake a graver choice: unable to give
up on their desires or desperate for the pain to stop, they The changeling obviously needs to track the Icon down
seek a permanent return to Arcadia. as well. With the personal key from the owner and the Icon
itself, she can now leech its power — which could involve
Systems: The unraveled is metaphysically stuck in the eating the Icon, pressing it into a literal wound, meditating
Hedge. An unraveled takes a point of aggravated damage at the upon it, or performing some other symbolic act appropriate
beginning of each chapter. She may unravel herself further as a to its form. This vulture mysticism leaves the changeling sick
reflexive action whenever she would regain a point of Willpow- and giddy with a rush of stolen memories and mannerisms
er from her Needle or Thread, suffering a point of aggravated from her mark. While she suffers under a sense of disloca-
damage but regaining all expended Willpower instead. She may tion from this hijacked spiritual completion, that temporary
also accept a point of aggravated damage to automatically win agony cannot compare to the consequences of Lost society
a Clash of Wills against a source of fae magic. Her tether to discovering her transgression.
Arcadia draws her easily back; her player adds half her Wyrd
to dice pools to navigate the Thorns, and she automatically System: Absorbing the Icon is a subtle Hedgespinning
recognizes dormant Hedgeways without kenning. action requiring five successes. Once the changeling suc-
ceeds, her body and mind shift and morph over the course
Nothing can heal or remove damage from unraveling of about a minute to take on her victim’s kith, although it
except goblin magic. The changeling may convert her right- need not manifest in exactly the same way; for instance, a
most aggravated damage point suffered through unraveling Playmate Beast’s mien might resemble a golden retriever, but
to lethal damage that heals normally by accepting three the Fairest who steals their Icon and becomes a Playmate
points of Goblin Debt. This requires spending at least one herself may look like a round-cheeked cherub or painted
scene in the Hedge interacting with hobgoblins, but she can porcelain doll. The changeling’s player should decide the ef-
accept up to nine Goblin Debt points at once to convert fects on her mien as if she’d taken the same kith at character
up to three points of aggravated damage to lethal, as long creation.
as doing so wouldn’t increase her total Debt beyond nine.
Becoming a Hedge Denizen through Debt incurred another Absorbing another changeling’s Icon always counts as a
way puts the unraveling on hold, but it resumes as soon as breaking point with a pool of five dice, which achieves excep-
that Condition resolves. tional success on three successes instead of five. The process
destroys the Icon, and the Icon’s original owner thereafter
If the unraveled gains a new kith, she’s entirely safe from gains the rote quality on Empathy rolls against the change-
unraveling and any damage she suffered from it heals natu- ling, although they don’t necessarily understand why they
rally. If she ever loses that kith, she begins to unravel again. feel so in tune with the emotions of the Icon thief.
If her rightmost health box fills with aggravated damage
from unraveling, her body evanesces in a manner appropri- Ordeals
ate to her mien. She might come apart in a flurry of snow-
More benignly, many kithless undertake an ordeal, a kind
flakes, unspool as if made of spun yarn, or disintegrate into
of psychodrama personalized to the changeling in question.
dust as lost time catches up with her all at once.
She concentrates on the desire for a particular shared identity

Acquiring a Kith or personal purpose and enters the Hedge with her mind fo-
cused on finding a kith. She needn’t know ahead of time which
Changelings who lack a kith may desire one, whether kith she seeks, and even if she has a specific kith in mind, she
for the power it offers, the sense of belonging it grants, or may not find exactly what she’s looking for. Her player, however,
simple survival. The Lost know of three paths to gain a kith, chooses the kith that comes to her unless they want the Story-
each within the mercurial realm of the Hedge. Upon gain- teller to decide for them or randomize the choice.
ing a kith, a changeling loses any benefits and disadvantages The changeling’s journey toward further definition
associated with kithlessness. forces her to face down the unvarnished, raw truths behind

Acquiring a Kith 85
her desire — an honesty of self that can be deeply painful but Bartering
also a revelation. She may not consciously know what kith
she wants or needs at first, but the ordeal shows her. Finally, a changeling might gain a kith through
bartering with one of the few and far between hobgoblin
The ordeal’s nature depends on her personality, seem- merchants who possess such prizes. A changeling might get
ing, and the kith in question. A Beast on the path to be- lucky and find one at a Goblin Market, but more often she
come a Hunterheart ends up on the trail of strange, previ- must undergo an arduous journey through the Hedge to find
ously unseen breeds of briarwolf. She must navigate their whatever remote fastness a reclusive collector dwells within.
bramble-tangled tracks, tussle with ferocious beasts, and
perhaps show compassion for a wounded wolf — or maybe A kith never comes cheap. Hobgoblins know the value
crack its jaws open, tear out its heart, and gulp the bloody of these scraps of purpose and potential and always demand
organ down. A changeling ready to become a Bright One high prices. The kith’s appearance reflects its nature; the
finds her road snaking through smoking, fume-filled places Snowskin’s snowglobe stirs itself to flurries in a changeling’s
in the Hedge where the blackened branches scratch the sky presence, or the Notary’s bundle of curling parchments re-
over rumbling earth, eventually coming to a place of lam- quires signatures and seals. Such kiths-for-trade come from
bent light where she catches aflame and must stand firm un- somewhere, of course. Some changelings willingly sell a por-
til it sears her soul. Each kith-seeking changeling undergoes tion of their selfhood out of desperation or because they
a different and unique process. want to shuck some transfiguration the Gentry forced upon
them. Others fall victim to some ghastly Hedge horror or a
As well as an arduous and extensive journey, wherein brutal balance of debt and Wyrd that rips away their kith.
the changeling faces various threats and situations not as
they seem, the ordeal always includes one scene related di- Kiths bought by barter come with one final caveat emp-
rectly to her Thread and one related to her Needle. These tor. Sometimes, a portion of the former owner’s Goblin Debt
moments of respite between trials permit the changeling to remains attached — indeed, that’s precisely what drives some
affirm the core of her identity and strengthen her will to Lost to part with them in the first place. The new owner
face what lies ahead. Such danger present during these mo- inherits the Debts. While rarely too onerous an obligation,
ments suits the changeling’s nature. The Bon Vivant stum- these Goblin Debts come from utterly unknown creditors.
bles upon some hobgoblins sharing a feast who invite him
to participate — as long as he doesn’t overstay his welcome. Fashioning Kiths
The changeling motivated by Honor faces a temptation, the When building a chronicle, kiths provide players and
Hedge and Wyrd engineering a chance to demonstrate his Storytellers the opportunity to make characters unique. Not
steadfastness. merely professions that define a changeling’s daily grind,
A changeling undergoing an ordeal gains the Kithseeker the connective thread of a kith binds a changeling’s history,
Persistent Condition (below). The Storyteller should create personality, and theme together. One of the Lost isn’t just
trials to match the character undertaking them and be mind- a hunter or a doctor; she’s the predator whose eyes gleam
ful of the player’s own desires and Aspirations, giving her between the trees in the dark forest, or an untouchable bee-
opportunities to let her show off how the trials change the keeper mystic whose bees make honey capable of curing the
character while shining a light upon her unchanging core. deadliest illnesses.
Upon successfully resolving the Condition, the changeling When choosing or creating a kith, remember they al-
gains a new kith. ways represent the mythic and iconic. Even if the changeling
herself remains unaware of this fact, by escaping Arcadia’s
clutches, she became nothing short of exceptional, and her
KITHSEEKER struggle to rebuild her life cultivates her individual unique-
(PERSISTENT) ness. Kith selection communicates or foreshadows a change-
ling’s strengths and flaws as well as the kind of story she
Your character undertakes an ordeal in the Hedge might experience. Mechanically, it defines the powers she
to seek a kith that matches her soul’s calling. During the develops as she adapts to an old reality made new again. On
ordeal, she must face five trials, each of which comprises a personal note, it expresses why her peers should treasure
roughly one scene. Her motley and others can help her, but her — and why she should treasure herself.
if someone else resolves a trial for her, she refuses to engage Most importantly, picking a kith should be fun. Kiths
with a trial, or she leaves the Hedge, the Condition ends should inspire and energize players and Storytellers alike!
without resolution. One of the joys of playing Changeling: the Lost comes from
Resolution: The character overcomes five trials and finding ways to sculpt kiths into character concepts and vice
gains a new kith. versa: a player might begin with Airtouched (p. 106) and cre-
ate a winged unicorn Fairest, turn a conceptual satyr into
Beat: The character endures significant adversity or an Absinthial (p. 88), or design a Doppelgänger (p. 99) into
learns something new about herself as part of a trial. a kitsune. Changeling gives players and Storytellers the op-

86 Chapter Three: Kiths


portunity to tap into deep, rich wells of folklore from across Finally, a kith forces a changeling to wear her heart on
the world, becoming the iconic, powerful creatures dwelling the outside. Others may have no context for her appearance
within those tales. The same advice applies when designing and role, but her kith displays her inner turmoil and per-
new kiths. A kith most importantly inspires great stories, en- sonal growth to the world for those who know how to look.
abling players to create exactly the character they want to play. Indeed, some changelings rid themselves of their kiths to
The Changeling core rulebook presents guidelines for avoid the mortifying ordeal of being known.
kith design starting on page 304. This section accompanies
rather than replaces that one, discussing the thematic and Repurposing
narrative aspects of kith creation, and considerations for Not every kith needs brand new mechanics or themes.
choosing or crafting a kith for a character. One may choose to simply mix and match two existing
kiths. For example, a Darkwhisper kith may combine the
Kith Themes Hunterheart’s exceptional success blessing (Changeling, p.
A kith reflects how a changeling views herself alongside 55) with the Uttervoice’s unique power (p. 93). Thematically,
her fellows and in the context of Lost history. Two Venom- this gives voice to unspoken fears, paralyzing anyone who
bites (p. 116) of different seemings may have little else in hears a Darkwhisper’s insidious promises — a role fitting un-
common, but their kith binds them together though shared der either original kith, but captured by neither perfectly.
instincts and worldviews. Another easy way to create a new kith comes from re-
Kiths also connect changelings to fairytales and folk- skinning an existing one. A reskinned kith uses all the same
lore, which represent their relationship to the Hedge, the mechanics as the original but tweaks details and context to
freehold and its courts, and the mortal world. They con- fill a niche or express a character concept in a more personal
textualize metaphors and symbols in the changeling’s life, way. Changelings of a Spiritsoul kith, for instance, may have
helping her secure her identity. This makes folklore the best served their durances as the Kindly Ones’ envoys to Shadow.
place to start when creating a new kith. The kith’s mechanics remain identical to those of the Ghost-
heart (p. 91), but all references to ghosts change to spirits
Consider the themes and stories with which the kith
instead, and the presence of a Spiritsoul in the chronicle
is associated, along with how those can influence a change-
clearly adds a different dynamic and different narrative op-
ling’s place in the world. One Helldiver (Changeling, p.
portunities than a Ghostheart.
53) may mirror Orpheus’ journey to Hades in a chronicle
focused on tragic love, while another reflects Hanuman’s
search for Rama’s missing ring in a story about loyalty.
Approaches
When creating a new kith with a specific character in Consider whether your new kith represents a broader
mind, consider also the changeling’s durance. Why did a archetype or a particular mythical creature, or whether that
Kindly One abduct this changeling in the first place? What question has no clear-cut answer. The Bright One (Change-
did the Gentry do with her, and how does she feel about the ling, p. 52) can represent a changeling emulating a will-o’-
role foisted upon her? A kith should capably encompass a the-wisp among many other concepts, but a new kith focus-
multitude of character concepts beneath the same thematic ing more specifically on leading victims away and leaving
umbrella: a Beast transformed into a rabid dog and an Ogre them lost and confused can represent the same. Both ap-
serving as a medic in a warped World War I reenactment proaches are valid ways to turn the concept into a character,
can both end up Plaguesmiths (p. 113), for instance, despite and which to choose is simply a matter of player preference.
their disparate experiences. Changeling rulebooks provide kiths flexible enough
Changelings are nothing if not diverse, and the ways to appeal to a wide range of players and encompass legends
they take on their kiths reflect that diversity. How does a from many cultures, so every chronicle contains a broad base
changeling tricked into becoming a Valkyrie (p. 115) differ of appropriate kith choices. However, this shouldn’t discour-
from the one who sought out that identity? How does one age anyone from making kiths with tighter niches.
who stole a Cloakskin’s (p. 98) Icon react when the Selkie When narrowing a generalized kith into a more specific
Queen, the original Cloakskin’s Keeper, decides to claim form for stronger ties to a particular place, culture, or mythol-
both as her runaway property? These kiths make a change- ogy, reskinning myths becomes a valuable tool. Instead of
ling’s history stand out, forcing them to confront their past playing a Draconic changeling (p. 90), Nadia wants her charac-
triumphs and mistakes by virtue of their present identity. ter’s kith to represent a Persian Azi. The mechanics don’t need
Kiths also reflect humanity viewed through a dark, to change, but the narrower focus distinguishes Nadia’s char-
cracked mirror. Passion becomes a burning flame, sorrow acter from other dragon-based changelings. They experience
chills a frozen heart, and tragedy weaves into a gossamer greater kinship with other Azi, which extends to changelings
cloak. Kiths express mortal highs and lows in more vivid whose (non-Draconic) kiths also draw on Persian mythology,
and iconic terms, isolating bits and pieces of the human ex- such as peris and manticores. Apply the same considerations
perience and viewing them through a fae lens. to newly created kiths; each one comes with its own unique

Fashioning Kiths 87
relationships and perspectives, and leaning into those makes Fairest: Her blond hair, green eyes and mischievous
each character feel more unique and real. smile remind you of nothing so much as a pixie from the
Not every changeling has or needs a more refined kith. Lang color fairy books. The bar she runs overflows with the
Sticking with the more general Draconic kith doesn’t make best gossip — and when someone gets too far out of line, why,
a character generic, just connected to a wider spectrum she just leaves them out back until they wake up in the dirt
of diverse changelings. Through their shared kiths, these the next morning. No harm, no foul.
changelings support each other through hard times, act as Wizened: Some say his brews force the speaker to tell
diplomatic back channels between courts and seemings, and the truth. Others say he’s just really good at getting people
celebrate the myriad one-of-a-kind ways their shared story drunk. His favorite saying is “In vino veritas” and he never
manifests. passes up a chance to prove it.

Example Kiths Kith Blessing: When crafting anything consumable —


beverages, meals, potions, etc. — with fae ingredients using
The plethora of additional example kiths below expand Crafts, an Absinthial’s player achieves exceptional success
upon those given in Changeling. Their division into sections with three successes instead of five.
based on the six most common Regalia (followed by miscel- Green Fairy’s Curse: Once per scene, an Absinthial may
laneous example kiths at the end) exists as only a thematic spend a Glamour point and touch her target, inflicting her
grouping for ease of organization and access; a changeling intoxicating visions upon them. Her player rolls Presence +
need not belong to the Regalia’s associated seeming nor pos- Crafts + Wyrd contested by the target’s Composure + Wyrd;
sess any of its Contracts to be a member of any of these kiths. success inflicts the Insensate Tilt (Changeling, p. 330) on the
target, as they’re paralyzed by beautiful dreams or brain-freezing
Crown nightmares. Once the Insensate effect ends, the target suffers
The kiths presented in this section hew thematically to the Confused Condition (Changeling, p. 335) as they slowly
the Crown, representing archetypes excelling at diplomacy, come back to themselves. The curse does not work on True Fae
command, and imposing their will upon others. or Huntsmen.

Absinthial Climacteric
“Drink it up. Drink it all up. What, you don’t like the taste “It’s your move. I’m sorry, were you not prepared?”
of your own medicine?” Time flows strangely in Arcadia. The hour a changeling
Arcadian brews share the strangeness and wondrous- spends there might last 10 years back on Earth, or perhaps
ness of the True Fae who consume them: Wines so dry they the day and a half her family lived through during her ab-
leave a mortal gasping for water, smoky whiskies setting the sence amounted to a hundred thousand years of torture at
tongue aflame — and of course, absinthe, the green fairy. As Faerie hands. No one really knows the metrics between the
with all things fae, the green fairy encompasses both greater mundane world and the unearthly, hellish paradise of the
simplicity and complication than first apparent. True Fae — just as well, for there aren’t any, until there are.
Absinthials brewed fae absinthe for the Gentry. Taken Climacterics served as environmental stewards, stage
for their imaginations and the places their dreams wan- managers, and ersatz calendars back in Faerie, living time-
dered, their Keepers forced them to brew these dreams into pieces wound to their Keepers’ specifications. She held
the most potent beverage on either side of the Hedge. After the responsibility to pull down the night for a beautiful
their escape, they report seeing their captors in the throes of candlelit ball while he raised whatever sun his Keeper’s de-
visions caused by the bright green liquid. mesne boasted for a dramatic dawn duel between two Gen-
try. Much of the performance in each realm springs from a
Most Absinthials escape during these fits of fae ecstasy.
mix of a Keeper’s whims and her Climacteric’s memories of
They might have sacrificed dreams for those brews, but they
weather and time, producing fantastic, dramatic, and some-
retain memories as intact as any changeling’s. Some contin-
times deadly results. For example, the changeling’s recollec-
ue to brew draughts in the mortal world, whether craft beer,
tions of Florida summer deluge and her Keeper’s opinions of
bathtub gin, or goblin fruit draughts: these Absinthials con-
an ideal thunderstorm blur together in a vivid dance.
stantly try to recreate the potent absinthe only brewable in
Arcadia. Others find a thin contentment in rendering others Escaped Climacterics represent both immense value
paralyzed by their presence alone. and incredible danger for any given freehold. Their blessing
allows for near-complete battlefield control, but use of said
Fickle, perfectionistic, and creative, Absinthials general-
blessing serves as a glaring beacon to Huntsmen searching
ly insist on doing things their way. They convince themselves
for escaped changelings. Some freeholds believe any Climac-
of their greater wisdom and don’t take criticism lying down.
teric is a lure, a Loyalist sent to collect escapees, and so do
The Absinthials may have brewed the green fairy, but they
not even allow them access, let alone citizenship.
also are the green fairies, and those who forget that often
wind up on the wrong end of an Absinthial’s wrath. For their part, Climacterics often quietly keep to them-

88 Chapter Three: Kiths


A rival Gentry immerses himself nightly in a still, clear
pond distilled from a blue-eyed young man; freshly bathed,
Arcadian Absinthe he slumbers with one hand trailing in its calming waters,
Changelings of the Absinthial kith brew true beneath the arching branches of a sighing willow. Yet an-
Arcadian absinthe: a mix of wormwood, other commands a faux therapist to hypnotize her to sleep
fennel, peaches from the groves of Arcadia, at night, beneath the swinging brass dish of a censer twisted
and the Absinthial’s own dreams. It tastes out of a middle-aged mother, spilling thick frankincense to
much sweeter than mortal absinthe, suffused sweeten her Keeper’s dreams.
with a bright green glow. When consumed, The word “concubus” means “to lie with,” and whether
it renders True Fae Insensate and all others they literally lie down next to their Keepers, they spend their
both Insensate and Poisoned, per the Tilts nights with their captors. The Fae take Concubi as compan-
(Changeling, p. 331). Arcadian Absinthe ions, whether for the sparkle of their eyes, the softness of
is impossible to brew in the mundane world. their skin, or the smell of their hair. During the daylight
Brewing it in the Hedge requires a five- of her durance, her Keeper left the Concubus to her own
success paradigm shift on a Build Equipment devices, alone in her Keeper’s realm and isolated from other
Hedgespinning action (Changeling, p. changelings. Whether chained to the bed or the hearth, put
196). Dramatic failures induce Bedlam as away in a cupboard at daylight, or simply swaddled in ban-
usual. dages until the next night’s lightning-storm, the next experi-
mentation session, all Concubi share deeply intimate noctur-
nal exchanges with wildly alien minds followed by desperate
selves. Many take great joy in planning for the long run and stretches of diurnal loneliness. She might have shared this
games of strategy. Few ever freely admit that having control duty — this codependent cycle — with other Concubi, who
over the time and weather of a Faerie demesne intoxicated became her only companions save her Keeper, or she might
them, and they struggle to replace that heady sensation. have defended a True Fae who chose to sleep by herself. At
Some become oneiromancers, trying to recapture that feel- night, whether she wrapped her arms around her Keeper’s
ing of power without the soul-crushing abuse. form — no matter how squamous or awful — climbed up on
Beast: Tall and proud, his mane resembles that of the the experimentation table of her own accord or curled up at
lion in the clock of Messina. Only his blinking gives away his the foot of the bed like a good, faithful hound, together she
kith: one-two, one-two, thirty times per minute. and her captor plunged once again into a shared madness.
Wizened: Short and pale, they wind their long dark hair Few changelings other than Concubi ever experience
up into an elegant bun. They only dress in neat black coats what pass for the dreams of the Gentry, and few Concubi speak
and pants, and the pocket watch around their neck attaches about their experiences. A superstitious fear passes through
to the base of their skull with a simple gold chain. the kith that chronicling a Gentry’s dreams brings the Wild
Kith Blessing: When attempting to identify patterns Hunt down on freeholds. Being let into the inner workings of
(behavior, aesthetic, writing, timing, etc.) with Investigation, a Faerie mind is terrifying and alien but also something of a
the Climacteric’s player achieves exceptional success with privilege, to be allowed somewhere so vulnerable.
three successes instead of five. Some hardline changelings consider Concubi little bet-
En Prise: Climacterics retain a sliver of their original ter than privateers or other loyalists. Indeed, some miss their
power, even if they cannot control as much as they’d like. former role so much that they return. Many, however, de-
Whenever a Climacteric is present when anyone rolls for Ini- cide their own Bastions more worthy of defense than their
tiative, she may spend a Glamour point to choose one char- Keepers’, and find work as therapists, courtesans, and onei-
acter to automatically act at the top of the Initiative order ropomps for their fellow Lost.
without a roll; she can’t choose herself. Beast: She stuns with dark eyes, dark hair, and — when
you get past her Mask — dark wings that trail behind her like
Concubus a feathered cloak. Don’t let her get too close; you might be
“May I put my arms around you? Thank you. Try to relax. overwhelmed by the scent of lavender and jasmine.
Listen to the rain. Your nightmares will be gone before you know it.” Darkling: Scars cover his emerald skin, mixing in with
She couldn’t quite call it a dream — do Fae dream? — but tattoos trailing up his strong arms. While louder than most
being in the mind of a True Fae taught her all she needed Darklings — and larger, too — sometimes he’ll sing you a lul-
to know about the dangers of oneiromancy. Here, in this laby, soothing you to sleep — for a price, of course.
strange realm, she organized her Keeper’s mind, fended off Kith Blessing: When breaking into a dreamer’s Bas-
assailants, and spun beautiful mirages. Her childlike Keeper tion (Changeling, p. 221) with Empathy, a Concubus’ player
crafted her into a rufous stuffed bear and wails for her at achieves exceptional success with three successes instead of
bedtime, hungry for the cotton-candy dreams she weaves. five.

Example Kiths 89
Valerian and Violence: When a Concubus gains the some might, she protects her Hollow and anyone under her
Dream Infiltrator Condition by sleeping next to the target hospitality from the cruelty of knights and princesses alike.
for six hours and interacting with his dreams, the Concu- Kith Blessing: Choose either Brawl or Weaponry.
bus can remove one non-persistent Condition affecting the When the Draconic defends a person, place, or thing she
dreamer mentally or psychosomatically (Confused, Cowed, cares about with that Skill, achieving three successes counts
Deprived, Fatigued, etc.) as a paradigm shift costing three as an exceptional success.
successes. None Dare Resist: The Draconic may spend an extra
Resolving one Persistent Condition (Amnesia, Broken, point of Glamour while scouring her Mask and roar, flex,
Delusional, etc.) requires three consecutive six-hour shifts of or perform some other clear demonstration of dominance
sleeping next to the target, the Dream Intruder Condition, and force to inflict the Frightened Condition (Changeling,
and performing both subtle and paradigm shifts inside her p. 339) on all opponents who can perceive her. If she’s in the
Bastion. Hedge or another place where she has no Mask to scour, she
simply needs to spend one point of Glamour as an instant
Draconic action and make the display.
“How many times have I told you, don’t touch other people’s Additionally, she may spend a Glamour point as a re-
shit without asking? You’re going to get hurt someday.” flexive action to take to the air and fly freely for a number
Once upon a time, a dragon guarded a princess in a of turns equal to her Wyrd, with a flight Speed of 60; if she
tower. No knight dared to rescue her for fear of being torn charges (Changeling, p. 184) from the air, her player gains +2
to shreds. The princess liked it that way, for she loved her to the attack roll. If she’s still in the air when this effect ends,
dragon, and the fear that dragon instilled in their enemies. she glides harmlessly down to the nearest surface.
One day, the dragon flew away. No one ever asked her
Flowering
how she felt about her princess.
The Gentry model Draconic changelings on the mythic “Oh, it’s so nice of you to say that! I didn’t even know you’d
beasts of Faerie, making them fearsome to behold in full noticed me…”
mien. Thick horns blossom from her brow, scales line her Famous for its gardens and woodlands, Arcadia bursts
sharp cheekbones, and her back bears heavy, leathery wings. with strange and beautiful flora found nowhere else. The air
While she can no longer breathe fire or crush buildings with hangs heavy with the scent of blue lilies and beating hearts
a single whip of her tail, a Draconic still makes for a breath- strung on glowing vines all wrapped around the pillars of
taking sight. Perhaps she guarded a princess’s tower from some True Fae’s portico. The Flowering blossom among
smitten fae knights, haunted a deep and dark forest, or pro- these flowers, the changelings from whose pain new flowers
tected her Keeper’s hoard of treasures, but all yield the same grow.
result — a grand, scaled, avaricious beast of Arcadia. Some changelings believe the common misconception
Draconic changelings find themselves too big for the that the Gentry crafted all Flowering into actual flowerbeds.
world: too loud, too present, too much for those around While true of some, others fled a life of gardening, flower-
them. They do not fit into soft spaces, have little volume arranging, or perfuming their Fae masters. Trained by their
control, and can accidentally intimidate even the most ex- durances to make others look good, many Flowerings find it
perienced Summer soldier. New Draconics struggle not to difficult to readjust to a life where they are their own mas-
see everything as either a threat or part of their collection; ters.
some build hoards and collect things that make them feel Because of this feeling of depersonalization, a new Flow-
safe. Others join motleys and protect people they care about, ering tends to find others to serve after escaping their du-
though this sometimes requires patience from other change- rance. While some become Loyalists, others work to become
lings as the Draconic fusses over their well-being. Once she the trusted confidantes and viziers of court monarchs. Many
settles in and learns to relax with a motley, though, Dracon- simply dote on motley-mates or attach themselves to court-
ics make wonderful friends. They guard their people and iers they find particularly alluring. Flowering come in many
hoards with unparalleled ferocity; her people and things pro- varieties and temperaments, each more bizarre and beautiful
vide her love and stability, and woe betide those who would than the last.
disturb her sense of home. While often perceived as soft and sweet, the hypnotic
Fairest: She never needs highlighter, for her cheekbones scent of a Flowering poses a danger to those who spend time
are lined with scales the size of glitter flecks. Her mirror- in her company as their well-being becomes reliant upon her.
bright horns need no care. The only thing unpleasant about Some abuse this power, steering their courts toward ruin.
her is her temper, which explodes over everyone in the room Others try to keep the freehold’s best interests in mind, even
like wildfire at a single misplaced word. if they slip up sometimes. Still others seclude themselves,
Ogre: Her legs bend backward and end in wicked claws. perceiving their power’s poisonous potential and worrying
Her massive, cracked horns mark her hard durance. With fear- about unduly influencing others.

90 Chapter Three: Kiths


Elemental: Her long, graceful arms and dark neck, cov- posing of the dead of Faerie. Changelings don’t like remem-
ered with bark-like scars remind you of a willow tree. She bering that those left behind might actually die under the
lingers quietly in the corner of meetings, always weeping, Gentry’s tender mercies; Ghosthearts serve as painful re-
weeping, weeping… minders of the human bodies buried beneath the seas and
Fairest: Do they lace flowers into their hair or do those forests of their Arcadian nightmares. Wishes are not enough
locks sprout blossoms at whim? Their constant presence at to bring them back.
the Spring Court monarch’s side causes rumors to blossom, Before their durance, Ghosthearts truly saw the world
too: lovers, or merely the best of friends? around them: perhaps they simply possessed uncanny situ-
Kith Blessing: When convincing someone they need ational awareness, or maybe they encountered the supernat-
her with Socialize, a Flowering’s player achieves an excep- ural. The True Fae delight in sweeping up Avowed and turn-
tional success at three instead of five. ing them into Ghosthearts, too. Their observational ability
meant the Gentry, those masters of illusion, saw the danger
Seductive Fragrance: Every Flowering emits a different from these changelings and did not keep them in their glim-
perfume, something akin to a Faerie garden at midnight. mering, gilded courts. Instead, they gave Ghosthearts the
The changeling’s player spends a Glamour point and rolls truest of tasks — burying, burning, sinking, or cooking the
Presence + Empathy. For the scene, any character in her dead. The Fae might lie, but the dead never do.
presence or who enters her presence must roll Composure +
Wyrd to contest the result. Those who fail suffer the Lever- Through their contact with the dead, the Ghosthearts
aged Condition (Changeling, p. 342) regarding the Flower- began to see what they became: ghosts who wandered the
ing. She cannot end this effect early. If she spends another Hedge and Arcadia, never resting. Shunned by other change-
Glamour point at any time during the scene, she may also lings, enslaved by an inhuman Keeper, the Ghostheart found
inflict one of the following Conditions on a Leveraged tar- companionship among the echoes of the unquiet dead. It
get: Frightened, Reckless, or Swooned. was these dead that led her out, that found her the keys or
distracted her Keeper or led her to the great gates of Arcadia.
Ghostheart She brought these ghosts with her.
“You can’t see them because you’re not looking.” Other changelings often find Ghosthearts creepy at
best. At worst, their peers actively exclude Ghosthearts from
An oddity among the Lost, Ghosthearts fulfilled deeply
freehold functions — but this never goes well for them. A
unpleasant tasks during their durance: preparing and dis-
Ghostheart has many ephemeral friends who are happy

Example Kiths 91
to harass and make life difficult for people who hurt her. To be a Moonborn is to struggle for companionship. Be-
Ghosthearts gravitate strongly toward the Autumn and Win- ing run through thousands of emotions in quick succession
ter courts and sometimes assist in freehold defense, so long means that she has no basis for comparison. How should
as the freehold isn’t shunning her. she feel when she’s acknowledged by her Court monarch:
Ghosthearts cling tightly to memories of times past, and embarrassed, proud, angry? Does her lover actually love her,
to the memories of those around them. They have seen what or is this another Fae trick? Every piece of stable emotional
awaits people who die in Arcadia. Most do not wish this footing a Moonborn has, she’s fought for and won with her
fate on anyone — though some lead unsuspecting mortals own blood and brain.
into the Hedge to create more ghosts for their service. Ghost- Moonborn do not usually gravitate toward leadership
hearts make excellent record-keepers, spies, and couriers. positions in freeholds, but if they do, it’s to help new Lost
Some few have become diplomats, treating with creatures find their own feet in this strange new existence. Many assist
beyond the warmth of changeling society. Their unusual per- in Hedge expeditions, freehold defense, and other impor-
ceptive abilities have only been heightened by their time in tant Lost business. Some Moonborn are Bridge-Burners, and
Faerie, and a clever monarch knows just how to use a loyal it pains their fellows to punish them for starving everyone
Ghostheart. else. A scant few exist outside of freeholds entirely, stirring
Darkling: If you look at her out of the corner of your eye, up the Bedlam among unsuspecting victims that was stirred
she looks translucent, a person-shaped wall of smoke. Look- up in them in Faerie. After all, according to these particu-
ing at her straight on, you see her dark eyes, darker than any lar Bridge-Burners, if they were tortured like that, shouldn’t
eyes should be, and her sharp fingernails caked with blood others be forced to suffer the same fate?
and dirt. Darkling: She looks like a normal thirty-something hu-
Ogre: He’s rarely ever out of the Hedge, but when he man: straight black hair, freckled skin, glasses. Behind those
does come to freehold gatherings, he bears boxes of odd- glasses, though, her blank silver-white eyes stare without
ments and the bones of long-dead fae creatures. His veins irises or pupils.
bulge from his neck and his hands are as large as shovels. Wizened: Never still, he is well-known throughout the
Kith Blessing: Whenever a Ghostheart makes a per- freehold for his kind voice, his gentle hands, and his over-
ception-based roll with Wits + Composure to see manifest whelming empathy. Those who have seen him in peacetime
ghosts or other ghostly Twilight entities (including Helldiv- have a hard time reconciling that with the absolute terror he
ers), her player achieves exceptional success at three success- projects onto enemies in battle.
es instead of five. Kith Blessing: Choose Empathy or Intimidation at
Friends in Strange Places: Every Ghostheart starts play character generation. When changing someone’s emotional
with an extra three dots of Retainers. These dots represent state via the chosen Skill, a Moonborn’s player achieves ex-
ghosts she controls or with whom she’s close. These can be ceptional success at three successes instead of five.
three one-dot ghosts, one two-dot ghost and one one-dot Full Moon Catharsis: A Moonborn carries the passions
ghost, or one three-dot ghost. Each ghost starts with one Nu- the Fae inflicted on her within her soul, and sometimes it’s
men of the player’s choice (Changeling, p. 249) other than too much. Once per chapter, a Moonborn can Incite Bed-
Clarity Drain, Entrap, and Keeper’s Calling. A Ghostheart lam in a number of targets equal to her Wyrd by spend-
may buy more Allies dots to represent more ghosts, but she ing a Glamour and rolling Manipulation + Expression, as
may only choose the Numina for the ghost Allies granted by she screams, sings, or simply recites the story of her worst
this kith. memory yet again in excruciating detail. Her targets contest
with Composure + Wyrd. She may inflict one of the follow-
Moonborn ing Conditions on all targets who fail the roll: Competitive,
“‘Crazy’ is an insult. It’s used to lock people in institutions Frightened, Reckless, Lethargic, or Wanton.
and dismiss survivors of abuse. The word you’re looking for is
‘mad.’ And if you’re not mad, you’re not paying attention.” Uttervoice
Sometimes, the Fae don’t want to get caught up in “You really don’t want to hear about that…”
their own passions. Sometimes, a feeling is just inconve- Old stories and newer urban legends are rife with tales
nient. Sometimes it’s fun to inflict changelings with a cer- of people following a voice only they could hear into dan-
tain feeling and see what they do next. Moonborn are the gerous and impossible situations. Most changelings attribute
changelings who were the favorite targets of their Keepers’ this to True Fae. The Gentry find this terribly amusing, and
emotional games. Kept in a constant state of Bedlam with so they have created the Uttervoice kith.
their feelings at fever pitch, the Moonborn who come back Uttervoices come from the same sort of people as Nights-
through the Hedge are easily set off by the smallest things. ingers (see pp. 56-57 of the Changeling: The Lost): artists or
They tend to form attachments extremely quickly and break those with a creative will. The difference is that the Utter-
them with just as much ease. voices let their frustration get the better of them. When they

92 Chapter Three: Kiths


were taken, they were at a stalemate with themselves, feeling The wealthy hide their precious things in hard-to-reach
unable to make anything, let alone a masterpiece. places, oceans swallow ships whole, and the earth holds
An Uttervoice’s Keeper takes that frustration and deeply buried riches in her embrace. The True Fae seek out
shapes it into a weapon to point at her enemies. Instead of a clever individuals, luring them into Arcadia with hints of
masterpiece painting, her voice is a claymore, cutting swaths power, wealth, and opportunity. In Arcadia, the Fae con-
through the armies of other Gentry. stantly push their Delvers to mine out the next sparkling
bit of gemstone or raise lost treasures from the ocean. Even-
Once free of their durance, Uttervoices have wildly
tually, Delvers literally lose themselves in their work: their
varying reactions to their power. Some refuse to speak above
transformation into Delvers centers on leaving behind un-
a whisper, or at all unless it’s particularly important. Others
necessary pieces. Most lose their voices in some lonely tun-
speak normally but take care to remind others what weight
nel, leaving them unable to speak.
their voice carries.
Delvers operate with a surprising degree of appar-
Uttervoices struggle with fitting in and feeling at ease,
ent freedom from their keepers in Arcadia. Their pursuits
especially right after their escape. Fear and anger come natu-
are often solitary but occasionally they can hear a tap-tap-
rally to them. When her primary mode of communication
tapping in the depths that isn’t an echo of their own work.
contains an act of violence, how else should an Uttervoice
Sometimes it is another Delver working a vein in the same
relate to those around her?
mine, hoping to reach out and connect with another soul,
Beast: She has colorful feathers speckled throughout her but stranger things exist in the hidden pits of Arcadia too.
brown hair, resembling a peahen. You know her for her abil-
A Delver fiercely guards her precious sources, whether
ity to drive like a Formula 500 champ, but others say she cut
a valuable vein of gold in the mine or a backdoor hacked
down a True Fae simply by screaming at him until he broke
into the BriarNet, are fiercely guarded secrets. Their keepers
in half.
may take the lion’s share of the treasure but scraps an en-
Elemental: Their hair swirls around them like a sun- terprising Delver gleans are carefully bargained and traded.
beam. and their mouth is a little too big for their face. When The common myth, secretly tapped out in coded messages
they open it their hair crackles like a lightning bolt. among members of this kith in Arcadia, is that the only way
Kith Blessing: When using their voice to Intimidate to escape is to find the pieces they lost in becoming a Delver,
someone, an Uttervoice’s player achieves exceptional success or perhaps to find what they’d come to Arcadia looking for
at three successes instead of five. to begin with. Most rediscover their voices before coming
Scream of Agony: The Uttervoice spends a point of Glam- home but one silent Beast dug for bones in his keeper’s back
our and screams — whether an incantation, a threat, or just yard. He eventually dug up his wife’s old wedding ring that
wordless howling — and makes a contested Presence + Wyrd he’d been looking for when the Fae took him.
roll. Everyone who hears the scream makes a Composure + After returning to the mortal world, Delvers form a
Wyrd roll; her agony does not differentiate between friend natural community achieved by few other kiths. After all,
and foe. Failure inflicts one point of bashing damage; an while a Delver may communicate with anyone via Tapping-
exceptional success on the part of the Uttervoice upgrades speak, only another Delver — or someone with appropriate
this damage to lethal. An Uttervoice can scream continually supernatural means to answer her — can carry on a full con-
(utilizing her instant action every turn) until she runs out versation. Many achieve considerable success in the mortal
of Glamour; her scream also ignores any Durability score world; their durances taught patience, persistence, and an
(p. 191 of Changeling: The Lost) lower than 2, and shatters instinct for qualities and skills valued by employers in high-
glass instantly. Uttervoices find this power difficult to con- level employees.
trol, though — any time the Uttervoice makes a Presence roll Darkling: Her skin shines like the point of a fresh drill.
using or affecting a supernatural phenomenon, her power Her back is twisted and hunched into a compact form when
accidentally activates if she benefits from the 8-again rule. she sits still. Most in the freehold never give her much
thought, but her queen keeps her close and knows the value
Jewels of her advice.
The Jewel kiths embody physical perfection, or at least Elemental: The changeling’s skin appears pebbled, but
the impression of it. A changeling of these kiths may not his fingers are thin and muddy water flows over the rocks of
always appear lovely or gloriously terrible but their power is his knuckles. He doesn’t speak aloud but runs an enormous-
that of creation, temptation, and avarice. ly successful business as an antiques vendor and research
consultant.
Delver
Kith Blessing: Delvers have a sixth sense for uncover-
“How about I take a lump of coal and shove it someplace ing hidden things. When making Investigation rolls to find
uncomfortable for you, and then I can look for diamonds with my what was lost or hidden, a Delver’s player achieves excep-
boot?” tional success at three successes instead of five.

Example Kiths 93
Tappingspeak: A Delver may encrypt and decode messag- Wizened: She’s the fastest ambulance driver in the city,
es tapped out against a surface connected to the earth. She and always seems to be present just as someone goes into
spends a point of Glamour and declares her recipients, send- shock from sepsis or blood loss. Her colorless eyes never fo-
ing a message travelling to them as vibrations through the cus on any one thing. She always seems to be assessing what-
ground within (the Delver’s Wyrd) miles. She may direct this ever room she’s in.
message to any number of people at once within range, and Kith Blessing: When using Persuasion to direct an-
the Glamour’s encryption allows them innate and reflexive other character’s attention away from something horrible or
understanding. Other Delvers and even exceptionally sensi- wonderful, the Glimmerwisp’s player achieves exceptional
tive seismographs or other means of detection may intercept success at three successes instead of five.
messages not intended for them, though non-Delvers require
Concealing Mist: The Glimmerwisp spends a Glamour to
supernatural means to decode them. Delvers may spend a
fill the room (or an open space up to 10 yards/meters) with
point of Glamour and make an Investigation roll to decode
a perfumed mist that hides characters taking actions which
any message conveyed through the earth.
they would be ashamed of, or which cause them to hit break-
Glimmerwisp ing points. The Glimmerwisp’s player rolls Manipulation +
Persuasion + Wyrd, which each character within the mist
“Won’t you spend a little bit of time with me? It’s so cold contests with Resolve + Composure. Characters who lose
tonight...” the contest can’t see the wrongdoing of anyone else within
Horror fandom popularized the mist which suddenly the mist. The mist lasts until the end of the scene.
spreads through towns, carrying silence and monsters.
Sometimes, the townsfolk themselves become the monsters, Gremlin
acting on their worst impulses. After all, a mist can serve to “Gentry damn you, can’t you get anything right?”
hide any creature’s worst excesses.
Though the name “gremlin” didn’t emerge until the
Glimmerwisps took the place of these storied fogs and 1920s, Gremlins have always been part of the elaborate tap-
mists in Faerie. The Fae crafted many of them from mor- estry that makes up the Lost. Aviators thought wicked little
tals who, for whatever reason, feared getting into trouble. creatures were sabotaging their planes. They weren’t wrong,
The teenager with the overly strict mother, the wife whose exactly, but it was never just planes, or even machines. Any-
spouse’s “love” depends upon how closely she hews to impos- thing with even the tiniest flaw was subject to a Gremlin’s
sible and ever-changing rules, the first responder with skel- dismantling.
etons in his closet: all could easily become Glimmerwisps.
Gremlins feel the push and pull of perfection and ob-
They threw protective gauzes and glimmers over the Gen-
session, twin impulses with the same outlet: destruction. A
try’s atrocities, traveling with them and enabling their worst
Gremlin sees no point in doing something unless they get
excesses; some Glimmerwisps even came to have a taste for
it right the first time, and if they don’t, time to wreck and
the work. After all, it helps other changelings not to see what
rebuild. Miss a stitch? Rip the nearly perfect thread out.
their Keepers are really doing, right?
One wrong line of code? Delete the entire file. This doesn’t
It’s not that the True Fae can’t behave themselves or hide just apply to their own work; someone else’s error prompts
their own actions. The Glimmerwisps who escape come to see identical outcomes. More than one Gremlin gets to remain
this quite clearly. The Gentry are essentially the small gods of in their motley only because of their identically quick hands
their own domains — as far as any Glimmerwisp can tell, the and minds. Many changelings only weather Gremlin melt-
only reason they take changelings to cover up their own actions downs by remembering her promise of a perfect machine.
is because they want to. It brings a Keeper a perverse sense of joy
Before their durance, Gremlins were brilliant minds in
to know that one of their changelings has the sole job of cover-
fields that could appreciate their perfectionism: engineers,
ing up their cruelty. It’s good to have a loyal servant like that.
newspaper editors, sculptors, chefs. They shared workaholic
Many Glimmerwisps who escape do so because of the tendencies, and spent hours caught in their own narrow
careless brutality of their masters. Some, however, figure foci, sacrificing work-life balance and personal relationships
that they could be more powerful outside of the grasp of the so that they could feel the fleeting joy of perfection. Grem-
True Fae, where the only cruelties they’re hiding are their lins usually didn’t need the Gentry to violently abduct them;
own. It’s easy enough to escape as a Glimmerwisp — sim- they just had to be promised a workshop, and glory, and
ply breeze through the Hedge. She’s already committed the appreciation for their brilliance. Of course, the Gentry then
unforgivable sin of escape, and she’s covered up a thousand tore their work apart with far more gusto than the Gremlin
graver sins than that in her Durance. ever did.
Elemental: Her ash-blond hair always blows around her Ogre: He should be clumsy, with his huge hands and
dark face in a nonexistent breeze. You’ve never seen her open hulking frame; he should knock over every table he squeezes
a door for herself; she always just seems to be there, espe- past, crush the piping bags he uses to decorate wedding cakes
cially if there’s shouting or blood. She likes blood. to pulp. But his stature belies his delicacy. No one has ever

94 Chapter Three: Kiths


seen cakes as elaborate and beautiful as his. Even the ones Kith Blessing: Manikins know how to present them-
he throws away in anger every time he so much as jolts the selves advantageously and inoffensively. When using Social-
piping bag in the wrong direction are lovely beyond belief. ize to fit into any situation, a Manikin’s player achieves ex-
Wizened: The woodworker’s studio doubles as living ceptional success at three successes instead of five.
space and workshop and is so cluttered it’s hard to tell Gold From Straw: Spend a Glamour point and roll Pres-
whether any given tool is for her craft or for her life. Is there ence + Crafts to hide an object’s flaws for a scene. The Mani-
a difference? She doesn’t seem to think so. Now get out, kin gains the successes rolled up to a +5 bonus on social rolls.
you’re ruining her focus. When this ability is used on an object to help adjust an im-
Kith Blessing: When making a Crafts roll to fix a bro- pression in a Social maneuvering situation, the impression
ken or flawed item, the Gremlin’s player achieves exception- level is raised an extra step. In terms of fashion, no matter
al success with three successes instead of five. how cheaply made or inappropriate an outfit is, a Manikin
can pull it off to rave reviews on the red carpet. When used
Nightmare at 20,000 Feet: When pressed for time, a Grem-
on a chef’s sinking souffle or a rusted gun, it doesn’t actually
lin can spend a point of Glamour to turn what would oth-
improve the quality of the bake or firearm — but social rolls
erwise be an extended action into an instant action, as long
associated with their appearance benefit.
as, at some point in that action, something needs to be torn
down or destroyed. This ability can be used once per scene. Oculus
Manikin “One more hand. Seriously, I mean it this time. I’m good for
it.”
“Yes, I know I have hooves. They are still more in this year
than those hot pants…” Pyrite and gold look the same from afar. The wrong pre-
scription lenses can show you a different world entirely. A
Every grand painting has a canvas and Manikins fulfill
crystal ball can blur the future. So can the Oculi, who are very
that role for their Keepers. They are the graceful but face-
much non-clairvoyant but have a gift for persuading people to
less models who walk the runway to display the latest fash-
see things their way. Many seasonal monarchs keep an Oculus
ions, the animatronic creatures entertaining at an endless
by their side, though who’s influencing who is a valid question.
birthday party filled with the delighted laughter of the Gen-
try’s children, and old straw filled scarecrows left to rot in a Oculi made good diplomats in Arcadia, mediating
field. Manikins are strange beings. Some are painstakingly negotiations between different Gentry, but they also made
selected and adored according to obscure and arcane criteria good traitors to their own kind. A Keeper sensing an up-
while other Gentry shape dozens of Manikins into identical rising on the horizon sent Oculi out to staunch rebellion
caryatids supporting a roof. so they wouldn’t lose all their good little servants. The first
thing Oculi learn during their durance is that everyone has
In their durance, Manikins are often relegated to the
a price, even the people who think they don’t. If you find it,
bottom of the pecking order among the Gentry’s servants.
you win.
After all, a Manikin is little more than a tool and canvas
for others’ ideas. Successful Manikins are elegant, poised, Expert bargainers, Oculi rarely abandon negotiations
and focused on their purpose. One model turns to catch the no matter how poorly they fare. They bet on anything they
light with a crystal ball just so while their razor-sharp plat- can influence, and even some things they can’t. Doesn’t mat-
form shoes overflow with blood. Another stands as a train- ter that the Wyrd binds them to all their bargains, nor that
ing dummy for their keeper’s soldiers and is knocked down that they see more luck than misfortune: an Oculus’ rare
only to stand up to do it again without complaint. misstep can send ruling Courts to ruin.
Many Gentry keep a wide variety of Manikins, making Fairest: He wears quite a lot of diamond and gold jewelry
them quite a common kith. When they move on to their for someone who has never once bought gold or a diamond
next great work, these Fae dump some into Arcadia’s dark for his own use. Ask him, and he’ll say he gets a great deal,
corners and forget them with the rest of the trash, while oth- killer even, thanks to his work down in the Diamond Dis-
ers escape from dusty storage areas. A few manage to steal trict. But if you follow him out of town, you’ll spot him at
themselves away, taking with them prized art, other change- one of those tourist-trap mines, picking up crystal and fool’s
lings, or valuable artifacts their Keepers wish returned. gold by the pound.
Wizened: Her skin is smooth canvas marred with narrow Wizened: She doesn’t speak much, so when she does,
black ribbon stitched into her that mark the design lines of a it tends to carry greater weight. It doesn’t actually matter
dress. Countless tiny rust-colored flecks stain her where pins how wise her words are. Because she seems so thoughtful, the
jabbed into her again and again. court thinks she is. It’s a very Emperor’s new clothes situa-
tion, except that so far no one has seen through her.
Fairest: The thin man has golden hands and an auc-
tioneer’s compelling voice. He’s always perfectly dressed and Kith Blessing: When an Oculus uses Persuasion to
handsome without being flashy enough to distract from oth- get someone to consider her own point of view, her player
ers around him. achieves exceptional success at three successes instead of five.

Example Kiths 95
Amaurosis fugax: By spending a point of Glamour and them turns into a wondrous physical display of colors on
making a Presence + Persuasion + Wyrd roll contested by their miens. Other changelings might refer to them as “liv-
Resolve + Wyrd, an Oculus obscures all physical paths save ing mood rings” or “Arcadian lava lamps.”
hers. Whether via literal clouded vision, magically obscur- The Polychromatic kith’s wonder lies in their incredible
ing everything else in the target’s field of vision, or a mental inoffensiveness. Even as beautiful, brilliant rainbow colors
block when the target considers options, the Oculus guides flash and course throughout their skin and hair, that safe
her target’s destination. beauty demands little of others. Some Polychromatics just
walked out of the front gates of Arcadia, flashing their sig-
Polychromatic nals of safety, while others convinced hobgoblins to spirit
“Come back tonight, folx, it’s a new show every time!” them out. Even in the mortal realm, they make excellent
Creatures as fickle as the True Fae need constant en- negotiators, mediators, and crisis counselors. Whenever a
tertainment. They thrive on conflict, but they also thrive freehold or motley needs a soothing voice to restore order,
on flash and beauty and the way one shade of blue fades sooner or later, a Polychromatic shows up, ready to help.
into another. The Polychromatic kith was born of this con- Beast: He looks a bit like one of those stuffed collectible
stant need for stimulation. Whether the Gentry find them toys from the 80s. You can’t quite place which one. His voice
soothing, peaceful, or something else, many Keepers have puts you in mind of Saturday morning pancake breakfasts
one around, just for show. Some, however, brought them to and nostalgic cartoons from your youth.
large unknowable events as a sort of emotional modulator, Fairest: When she’s not helping new escapees from Ar-
making sure the party didn’t get too riotous and no fights cadia, she works downtown as a singer at one of those over-
broke out. priced bougie jazz clubs. Her sonorous voice pulls in patrons
Before they were taken by their eldritch masters, Poly- from all age groups, and she knows how to rake in the tips.
chromatics were the sort of people who looked to care for Old men say that her voice makes them feel young again, and
the emotional well-being of a room. They might have inter- perhaps that’s true.
vened in fights or tried to play the role of a neutral, mother- Kith Blessing: When using Empathy to soothe some-
ing wise figure to mediate heated discussion. Their ability one’s nerves or temper, the Polychromatic’s player achieves
to work with the shades of emotions displayed in around exceptional success at three successes instead of five.

96 Chapter Three: Kiths


Prismatic Heart: Once per chapter, a Polychromatic may Kith Blessing: When the Veneficus makes a Survival
spend a Glamour, causing her mien’s colors to swirl in a roll to identify Goblin fruits, her player achieves exceptional
bright, beautiful display of light and hue. All other charac- success at three successes instead of five.
ters in the scene must spend a point of Willpower or suf- Waste Not, Want Not: By spending a point of Glamour,
fer the Swooned Condition (Changeling, p. 345). Swooned a Veneficus can reflexively make a toxic plant edible, or vice
characters become emotionally overwhelmed by her display versa.
and for the remainder of the scene take an additional −2
penalty on all rolls made to resist the Polychromatic’s use of Witchtooth
the Empathy Skill. “Don’t you just love a nature walk? I can hear it all now: the
rush of the wind through gnarled branches, the twigs that snap
Veneficus under your feet, the quiet footsteps that dog your path… Isn’t it so
“Do try a bite of my famous casserole! I made it with a secret restorative?”
ingredient…no, it wasn’t love. Or blood, thank you very much.” Witchtooths don’t eat mortals, but you’d be forgiven for
Cooking is a miraculous alchemy. Fire and salt trans- thinking they do. The most famous of their ilk are said to
form inedible roots into something delicious; puddles of oil have a taste for mortal flesh: Baba Yaga, Black Annis, Muma
soften and soothe bitter buds into sweet. Tales are told of Pădurii. The stories and translations got it wrong as mortals
glamoured faerie feasts, but one doesn’t need magic to en- passed them down over the years, twisting until the truth
gineer one of the worst betrayals: when one bites into some- of the Witchtooth was lost, and the one-dimensional horror
thing that looks delectable but tastes like dirt, or consumes remained. What Witchtooths know that mortals no longer
a dish meant to heal that poisons the body instead. Magic do is the power of wild land. Many live in ancient forests,
certainly helps, though. but you can find Witchtooths in windy coves, salt flats, aban-
Venefici might have toiled in the kitchens of the Gentry doned housing projects, and shrublands, too, though you
or struck out into the woods to gather ingredients for feasts may wish you hadn’t crossed their paths. Witchtooths make
the likes of which mortals have never seen. A Veneficus who their homes in any abandoned places, and some move into
sees two identical plants knows which is toxic and which populated places with the intent of spooking everyone away.
will heal an ulcer, and they can use either one to imbue a They couch it in a concern for the environment, but in re-
dish with special properties. One might make the most com- ality, most just enjoy scaring travelers and passersby. It’s a
forting chicken noodle soup you’ve ever eaten thanks to a simple way to harvest Glamour, and they delight in know-
sprinkle of chopped amaranthine; another’s specialty is tea ing they have the power to uproot others as they themselves
she brews with Mab’s mugwort, which she claims is just a once were.
special blend of herbs...that happens to make you tell the Before their durance, the mortals who became Witch-
plainest truth for the next six hours. tooths shared a sense of constraint. Overwhelmed by their
In their mortal lives, Venefici believed in the healing powerful, enormous, and devouring emotions, they tamped
power of food, though they didn’t necessarily work in any themselves down and built a shell to contain their true feel-
related industries. A Veneficus just as likely worked as an en- ings. Inside, their emotions ran wild; outside, they showed
gineer as a cook or barista. But they all used food as a balm deference and overt generosity, trying to make themselves
for themselves and for others: instead of saying sorry, they smaller, to go unseen. Durance teaches a Witchtooth she
bought coffee; instead of telling a friend they loved them, need not restrain herself, that solitude fulfills her, and fear
they baked a cake. Venefici still want to take care of the can sustain her as well as love. The barrens make as good a
people they love. They can just have more of an effect now. home for their wild hearts as any.
Elemental: They founded their farm-to-table restaurant Despite stereotypes, Witchtooths form strong attach-
barely a year ago and have already built it into one of the ments to their motleys and to freeholds; they just don’t want
most beloved businesses on this side of town. The herb gar- to be beholden to anyone. They prize freedom above all, but
den out back especially impresses the staff, not only with its what use is their knowledge without an apprentice? Witch-
hardiness but with the raw taste of the parsley, sage, rose- tooths have a great deal to offer in their role as teachers to
mary, thyme. Whenever someone compliments the owner’s the worthy, helping the Vasilisas and Ivans in their lives un-
green thumb, they just say, “I know.” derstand that all chains break, and the ancient woods always
Wizened: She’s always in the community garden, pluck- wait for them.
ing and pulling at her plants, and she brings a green salad Fairest: So beautiful it’s scary, that’s what he hears all the
to every neighborhood potluck. Most people come away time. His hair might have been black once, but now it’s salt-
full and happy. The one time a teenager who had recently white, and all that does is highlight the terrifying perfection
thrown a ball through her window complained of stomach of his face. When he comes to freehold gatherings, conversa-
cramps, no one took him seriously. When he ended up in tions stutter and stop as the smell of briny air stings noses
the hospital, they still didn’t know it was the salad. and the roaring of wild water crashes down.

Example Kiths 97
Wizened: She looks every bit the classical hag, a real Baba Some can get obsessive, spending days buried in a dictionary
Yaga type, and she takes full advantage. She makes sure to to feel like they’re ready for anything — as if they don’t know
smile real big at the children she hobbles past in the mar- that the very nature of their lives means anything can, and
ket, showing them her pointed, yellowing teeth; she touches will, happen.
helpful cashiers’ hands, knowing her callused fingers bite Darkling: This clever Wisp spends her days sifting
like a thornbush; and she gathers her harvest without pur- through dump sites and thrift shop collections, looking for
chasing a thing. trash to turn into treasure. She always seems a bit distracted;
Kith Blessing: When a Witchtooth targets a mortal if something or someone isn’t useful to her now or later, she
with Intimidation, her player achieves exceptional success at isn’t interested.
three successes instead of five. Wizened: Odd tools dangle from the tiny hag’s belt: a
Nibble, Nibble, Little Mouse: The Witchtooth knows her comb, a vial of salt, a bouquet of forget-me-nots and worm-
land so well that she can transform its appearance at will, all wood. She’s a good listener, although it’s probably so she can
the better to terrify lonely stragglers. By spending a point of always be prepared to use your words against you.
Glamour and making a successful Resolve + Intimidation Kith Blessing: At character creation, choose a specialty
roll, she can reshape the land within one square mile to look in either Crafts or Expression. When rolling the designated
how she wants it to. The effect lasts for a number of turns skill and specialty, a Bricoleur’s player achieves exceptional
equal to her Wyrd and deals a −1 die penalty to any Survival success at three successes instead of five.
rolls. Creatio Ex Nihilo: By spending a Glamour point and
making a Wits + Persuasion roll, the Bricoleur can change a
Mirror core truth about herself. It might be minor, like hair color; it
Kiths of mirror reflect truths not wholly their own. might be major, like her age. Everyone else will believe this
They reveal, they conceal, and when you least want them to, too, for a number of days equal to the Bricoleur’s Wyrd. She
they unveil. must have an item that relates in some way to the myth she
is making and is appropriate to its power.
Bricoleur Most Bricoleurs will be unaware that the same change
“You’ve heard that old joke, haven’t you? A girl asks the wrong happens to their fetch — only that transformation is for
person to make her a sandwich, and she gets turned into a witch keeps.
made of sand. Clever, isn’t it? That’s what I did to my fetch.”
Bricoleurs trade in symbolism. The kith has existed for Cloakskin
as long as the Gentry have kidnapped mortals, but the name “When I was a kid, I always said if I had a superpower, I’d
is more recent, deriving from the concept of mythmaking as want invisibility. If I knew that I’d actually end up with a super-
bricolage. Bricoleurs have a gift for seeing the potential links power, I’d have picked something else.”
between disparate, unrelated elements; by drawing these Have you ever seen something out of the corner of your
connections, they can create a unifying whole. Bricoleurs eye, only to turn and realize nothing was there — just shad-
are the fairy tale heroes who block their pursuer’s way by ows? Perhaps that was a Cloakskin. These changelings are
throwing combs behind them that become mountains built shadow people, visible to fae eyes but not to mortal ones.
of teeth or spitting on the ground to create an ocean. Their Perhaps their visage offended their Keeper, or the Gentry
durance was transmutative: these changelings realized that wanted to experiment with invisibility. Whatever the inspi-
language is not a rule, and they used it to escape. ration, the end result is the same. Cloakskins vary in their
While not necessarily a writer or an artist before mien just as any other Lost do, but their Masks share one
the Gentry took them, a Bricoleur reveled in creative important trait: someone who cannot see through the Mask
thought, avoiding literalism in favor of something fresh cannot look upon a Cloakskin. Even in brightest sunlight,
and new. Once through their durance, they find it dif- they see nothing but the changeling’s shadow. This never
ficult to think in straight lines, which sometimes makes changes, though there are rumors that if a Cloakskin kills
them difficult to befriend. Many Bricoleurs become overly his fetch, his Mask will once again be visible. Those same
enamored of their own cleverness; even the quieter ones rumors say the only mortal who can see through the invis-
often give off the impression of not taking other perspec- ible Mask is the changeling’s own fetch. Wherever you go,
tives as seriously as their own. This favoritism extends there you are.
to their fellow Bricoleurs, making it not uncommon for Many Cloakskins were wallflowers before their abduc-
these changelings to compete, each showing off her trans- tion, avoiding any and all attention, unwanted or otherwise.
formative prowess. The Gentry taught them the lesson that sometimes you get
Though sometimes irritating, Bricoleurs are valuable al- exactly what you wish for. Upon their return, being invis-
lies. They’re good at thinking on their feet, and most spend a ible to mortals gets old quick, and for most it’s impossible to
lot of time studying, preparing for competition or for danger. return to their old lives. As a result, they tend to be more no-

98 Chapter Three: Kiths


madic than other changelings, traveling between freeholds acteristics to their advantage. It’s often a twist on how the
and sometimes striking off entirely on their own. Doppelgänger wound up in Arcadia. He heard his mother’s
Cloakskins crave mortal interaction more than most voice calling him. She thought she saw her missing brother
Lost thanks to their invisible Masks. Those who don’t want and chased after him. They didn’t know the truth until it
to socialize solely with other changelings turn to the inter- was too late, and then they became the Keeper’s pawn.
net, where no one has to see your face. A Cloakskin making Before their durance, Doppelgängers believed that if
her way through the modern world could be a freelance es- they just changed one thing someone would finally love
sayist or an Instagram poet, even an activist engaged in letter them. If she had that movie star’s violet eyes, if they had that
campaigns and prison correspondence. It’s both easier and singer’s gravelly voice. Keepers take advantage of that, only
harder than ever to create a false online identity. What does for both Gentry and Lost to learn the hard way that every
she do when the moment inevitably comes when her friend person is an individual.
wants to see her face? Darkling: He’s unassuming, keeps to himself, and you
Beast: She regrows long, twisting caribou antlers every couldn’t say what he looks like because you’ve never had a
year, and when the velvet falls off, they’re carved with mov- good enough look to say. It’s like your gaze just slides right
ing art. With a smile, she says they represent the secrets she’s off his face.
learned this past year. Is that your face there, on that nub? Ogre: She looks normal, but you feel off around her, like
Darkling: Even his mien seems invisible, the boundaries she reminds you of someone. Maybe a convicted murderer
of his body defined by ever-shifting, slippery shadows that you saw on the evening news, or the mean cafeteria worker
climb up his frame and only sink back long enough to reveal at your school? You can’t put your finger on it, but every time
his dark eyes and darker mouth. He’s friendly but shy, like she smiles at you, you’re chilled to your core.
he’s afraid to speak without express permission. Kith Blessing: When the Doppelgänger uses Empathy
Kith Blessing: The Cloakskin receives a +1 bonus die to gain someone’s confidence, her player achieves exception-
to all Social rolls. al success at three successes instead of five.
Now You See Me: By spending a Glamour point and mak- Sea-Witch’s Bargain: The Doppelgänger may steal a tar-
ing a Presence + Stealth + Wyrd roll, the Cloakskin’s mien get’s physical or auditory trait as a temporary part of her
disappears from sight for one scene. Others nearby can hear, Mask. The Doppelgänger’s player spends a point of Glamour
touch, and smell them, but not see them; cameras will not and makes a Presence + Empathy + Wyrd roll contested by
record them. In mechanical terms, Perception rolls to detect Resolve + Wyrd. If the roll is successful, the Doppelgänger’s
the Cloakskin based in sight fail and those reliant upon all target loses a trait for a number of days equal to the Dop-
other senses suffer a -3 penalty. pelgänger’s Wyrd. Stolen traits can include hair (color and
style), eye shape and color, voice, height, a limp, or a stutter.
Doppelganger The Doppelgänger must assign a task that returns the
“No, dear, I’m not your mother. Come sit with me, and we’ll stolen trait early. Examples include disrupting a Court’s an-
wait for her to come back.” nual ball or stealing a treasure from another motley.
The annals of human fear teem with stories of doubles,
people who look exactly like you but are not you. How can Lethipomp
your true love, your brilliant child, even your loving parents “Tell me again about the first time you kissed me. Don’t leave
pick you out of a crowd of faces that don’t just look exactly anything out.”
like yours — that are yours? A Changeling with a fetch lives Once upon a time, a Keeper wondered what it would
this nightmare when she escapes Arcadia for the mortal be like to have an abductee who did not fear him, who did
world. If her Mask still looks like her old self when she fights not tremble when he approached, who did not howl in pain
to get her life back, she drags the people around her into when cut. The Keeper went to a river nearby and spoke his
the battle. Changelings often despise their fetches, viewing thoughts aloud, then collected water. He gave it to his cap-
them as lowly parasites, but Doppelgängers have more in tive; she eyed him with suspicion at anything resembling
common with fetches than anyone’s comfortable admitting. kindness, but drank deep. Then he struck her. She did not
When they escape Arcadia, Doppelgängers come back with flinch, she did not cry, she did nothing but gaze at him with
a new trick. They don’t look exactly like someone, but they calm, unworried eyes. The next morning, she was gone.
can look just enough like them to keep everyone off-kilter.
Lethipomps do not suffer pain or anxiety — they don’t
Ephemeral sensations evoke powerful recognition: you feel much of anything at all. Whether that’s a side effect of
couldn’t name your grandmother’s favorite perfume for the being walking oblivion or something they’ve schooled them-
life of you, but when you catch a passing whiff, you think of selves to is unclear even to them. The end result is the same:
her. You meet a new neighbor who really looks nothing like They’re voids in spirit if not form, absorbing emotion and re-
your best friend, but he has the same crooked smile, so you flecting nothing back. Those who become Lethipomps used
trust him implicitly. Doppelgängers use these subtle char- to feel too much: a buttoned-up banker went to scream rooms

Example Kiths 99
after work; an artist’s brushstrokes couldn’t relieve the pain. dren should be seen and not heard. In Arcadia, that was
When they come back, they can’t recapture that. Revisiting often the case. The Keeper removes their ability to speak,
the worst of Arcadia is like looking into the sea through a then puts them to work as the ears of the Gentry. A Keeper
glass-bottomed boat. That’s how many escape: unable to re- with knowledge of human myth and a sense of irony might
member fear, they simply walked out of Arcadia, knowing if have transformed a Lullescent into a single lonely narcissus
they didn’t make it at least they wouldn’t die afraid. flower and hidden her in an enemy’s garden or made her
Lethipomps can remove emotions associated with a par- into an acoustic mirror at which visitors might announce
ticular memory and draw it into themselves to feel one gor- themselves. Lullescents spent their durance shouting to be
geous, shattering moment of pain. A Lethipomp could make a heard before realizing there were more interesting things
splendid therapist, but most focus their energies on collecting to listen to than themselves. Eavesdropping gave them the
horrible secrets, promising forgetfulness and making no men- power to slip past their captors: when the Keeper wanted a
tion of its cost. Even those who know oblivion’s price still find report and gave back her voice, the Lullescent could use her
themselves drawn to a Lethipomp’s promises; sometimes, being knowledge to get out before her voice was gone again.
free of guilt and sorrow is worth letting memories fade away. Lullescents have sharp hearing that dips in and out of
Darkling: Sometimes when they talk to you, it’s not clear the ultrasonic and infrasonic ranges, and if one is in the free-
that it’s really you they’re speaking to. They bring up old hold, it pays to be careful with your words. More than a few
quarrels you never took part in, secrets locked with a key you courtiers have been brought down by a Lullescent seeking to
don’t have. They’ve got the upper hand always. Sometimes better his own position, or one with a grudge the courtier
you wonder if these memories were ever yours at all, or if the didn’t know they held.
Lethipomp just wants you to spin, chasing the memory of Beast: If you crossed a dog and a monkey, you’d get him:
the memory. a light coating of gray fur covers him, with peach climbing
Elemental: Her eyes are dark pools, rivers snaking up his throat; his ears are floppy, like a dog’s, and he always
through a forest of dead trees. Her voice is watery too, a well seems to be mid-shrug. His odd appearance wouldn’t draw
so deep you’ll never swim out. Her voice scares you, but her the eye if he’d only stop smiling, like he’s just heard a really
eyes — you could drown in those cold waters and never feel good joke at your expense.
an ounce of regret. Darkling: The waif earns her place at the Winter Queen’s
Kith Blessing: When a Lethipomp uses Empathy to side as a lady’s maid. She’s been there throughout the
guess a secret, achieving three successes counts as an excep- Queen’s rise to power, a wispy little naif with dark eyes and a
tional success. quiet tread. She follows the Queen like a shadow, and never
makes a sound — except in private, humming the freehold’s
Waters of Lethe: By spending a Glamour point and
secrets like a beloved lullaby.
making a contested Composure + Empathy + Wyrd roll,
the Lethipomp may absorb the emotions associated with a Kith Blessing: When the Lullescent uses Stealth to
target’s memory. This doesn’t transfer or resolve any Condi- eavesdrop on a target, achieving three successes counts as an
tions. They must already have an idea of what that memory exceptional success.
is, and even if their target tries to keep part of it from them, Song of Silence: A Lullescent can use echolocation by
the Lethipomp will still find out. The target suffers the Le- spending a Glamour point. This allows them to measure
thargic Condition (see p. 342 of Changeling: The Lost) for distance, navigate, or find objects hidden from sight. A suc-
24 hours. The Lethipomp suffers a Condition appropriate to cessful Wits + Occult + Wyrd roll also unveils objects and
the memory for 12 hours. During this time, they may Incite beings hidden by magic but requires a Clash of Wills if the
Bedlam (see p.110 in Changeling: The Lost), causing anyone concealer is still alive.
within range to re-enact the absorbed memory.
Riddleseeker
Lullescent “Why did the chicken cross the Hedge? That wasn’t rhetori-
“Can you hear me?” cal. Pilar the Unlit, Infanta of the Salamander Court, reports
In one of the quiet, rugged valleys of Arcadia, nestled that in 1815, Chickenfoot Charlie went into the Hedge…”
between two massive stone mountains, no living souls pass. A Mortals have always sought to understand the world
single stream trickles through the vivid green grass, interrupt- they can see in addition to the world they can’t. In thousands
ed only in the exact center of the valley, where it circles around of years of human existence, this quest has never wavered,
a massive concrete block. One of its sides is flat. The other and when changelings fall into Arcadia, a land that whim re-
looks like an open mouth. Speaking into it, you’ll expect an shapes and governs, the search for meaning takes new forms.
echo, but there won’t be one. Instead, you’ll realize you haven’t Some Lost don’t ask too many questions when they come
heard the burbling of the stream or the gentle blowing of the home, scared of the possibility, but Riddleseekers demand
grass since the moment you set foot in the valley. every answer — even to questions they haven’t yet asked. By
Lullescents are the inverse of the old adage that chil- some accounts, Riddleseekers are the original mythmakers.

100 Chapter Three: Kiths


How did the Hunterheart get its spots? How did the briar- molten lead drips into it, twisting back and forth into shapes
wolves get those eerily human eyes? A Riddleseeker can tell that only make sense to the expert eye.
you. It’s up to you whether you believe her or not. In Arcadia, the debate over divination becomes a moot
Riddleseekers share a tendency to hold knowledge hos- point. The Wyrd governs it all: present, future, past. Even in
tage with the True Fae, thanks to their close relationships the Hedge, time mangles itself, and changelings wise enough
with their Keepers. One soothed her Keeper to sleep every to pay attention become attuned to the ripples and shifts of
night with a new riddle to puzzle over; another stood watch the Wyrd. Sideromancers pay closer attention than the rest,
over treasure, posing would-be plunderers a riddle that only and return to the mortal world having cast aside the caul
two beings knew the answer to. But eventually, in a land over their eyes. Seeing the echoes of the Wyrd around them
like Arcadia, questions run out of answers. In a place where can become overwhelming fast, so each member of this kith
novelty is currency, the promise that ignorance is death mo- chooses one specific method of divination to help them fo-
tivates many escapes, although some Riddleseekers must re- cus their newfound gifts.
turn to the mortal world when they can no longer capture Many Sideromancers were interested in divination be-
their captor’s curiosity. fore their durance, but others were hardline skeptics who
Expelled Riddleseekers rarely tell the truth about how thought newspaper horoscopes were a scam. What they all
they came back, and the ones who escaped but are dying shared was fear of an unknown future. The mortician had to
to go back won’t admit it either. In fact, most Riddleseek- talk herself out of a panic attack every time she thought about
ers want to return to Arcadia, if only briefly. Many steeped what comes after death. The pastor refused to acknowledge
themselves in academics before their durance, and when they his own skepticism of Heaven. When Sideromancers cross
come back to the mortal world, dusty tomes in neglected li- out of Arcadia, they’ve found out there’s more possibility
braries no longer scratch the same itch. Despite its horrors, than they ever dared imagine. Still scared of making prom-
despite the risk of recapture, Arcadia overflows with hidden ises they’ll come to regret, now they can peek ahead and get
meaning and answers to riddles not yet even formulated. a glimpse of certainty in a uncertain world — although they
They didn’t have enough time, enough freedom… try not to think about the fact that neither the Wyrd nor the
Beast: Huge, feathered wings droop from her shoulders. future are fixed. Seeing the road ahead by a little is better
While her head is human, her limbs end in paws, which than seeing nothing at all. Isn’t it?
themselves end in sharp gleaming claws. When she’s feeling Darkling: When they need comfort, they break into
friendly, she reminds you of a housecat, but cross her and the local synagogue, open the Torah ark, and stand at the
you’ll realize she’s a lioness on the hunt. bimah, doing silent additions in their head. They ask a ques-
Darkling: He’s always muttering to himself, scratching tion, trace out a phrase with the yad. If it adds up to 18,
at his arm. Red bumps rise and shift as he speaks, a Rosetta they’re doing the right thing. If it adds up to 18, they’re going
Stone of eerie hieroglyphs he claims to have seen in a book to stay one step ahead.
of his Keeper’s that had his own name on the cover. Ogre: She reeks of meat, of flesh and innards, and her
Kith Blessing: When the Riddleseeker uses Investiga- sharp nails are always stained a dark, rusty red. She stuffs
tion to solve a riddle or a puzzle, achieving three successes her refrigerator with entrails: she’s got a standing deal with
counts as an exceptional success. the local butcher. Others like her draw a crowd; watching
the haruspex, though, turns stomachs inside-out. The worst
Neck Riddle: By spending a point of Glamour and mak-
part? She’s never wrong.
ing a successful Wits + Expression + Wyrd roll, the Riddle-
seeker persuades a target to resolve an argument, physical Kith Blessing: When the Sideromancer uses a Specialty
altercation, or other conflict with a riddle instead. If she for divination with Occult, achieving three successes counts
poses a riddle that the target doesn’t know the answer to as an exceptional success.
and cannot guess within three attempts, the target must let Panomancy: Every Sideromancer cleaves to their own
them go without pursuing the conflict again until after the method of divination that mortals already believe works, such
scene ends. If players and the Storyteller wish to use dice to as rolling dice or fingerbones, laying out cards, or automatic
resolve whether or not the target can guess the answer, make writing. Using her chosen method, the Sideromancer pre-
the above roll contested by the target’s Wits + Investigation. dicts the outcome of making a promise or pledge, incurring
a debt, or paying what she owes someone; she can’t predict
Sideromancer outcomes to anything for which she is not a primary party.
“I can’t tell you when you’re going to die, but I can tell you After spending a Glamour point, her player makes a Wits +
that if you take that fork in the Hedge, it’s going to be much Occult + Wyrd roll as an instant action taking at least five
sooner than you imagined.” minutes. The Sideromancer’s player may ask the Storyteller
The stars rest for one bright moment, pausing in the yes/no questions equal to successes rolled pertaining to one of
shape of a cup. Yellowed teeth clatter out of a mouth and to the above situations during the same scene as the promise, ob-
the floor, dancing into a bad augury. Water sizzles gently as ligation or payment, but before it happens. If the changeling

Example Kiths 101


attempts to use it to predict events further into the future, her Before her durance, a Spiegelbild was likely in the busi-
player’s roll counts as an automatic dramatic failure. ness of truth and appearances, though this can range from
investigative journalism to a nail technician gig. She was
Spiegelbild someone people spoke to in confidence, someone who had
“I’m sick of this ‘fairest of them all’ crap! Go find an Artist just the kind of face that made it seem okay to tell her any-
and get them to paint your portrait if you’re that self-absorbed, thing — off-the-record, of course. The kind of person who
don’t waste my time!” becomes a Spiegelbild doesn’t keep secrets forever, though.
Mirrors should be flawless, perfect reflections, but She never did, and she probably never will.
they’re usually not. A mirror tells truths, often ones a viewer Darkling: She always seems to sneak up on you — even
doesn’t want to see, showing you your swollen pimple, the when you’re walking toward her, it’s impossible to make a
poppyseed between your teeth that’s been there all day, the good estimate of just how far away she is. And she stands
dark stain cheating on your wife left in your eyes. The mir- too close, her grin too sunny as she leans down to your ear,
ror knows your secrets, and your reflection has no interest in sing-songing a lullaby of the violent secrets you’ve kept from
hiding them from you — or from anybody else. Particularly everyone else.
not a Spiegelbild. Fairest: Their ebony hair glitters like light reflecting off
Spiegelbilder are not mirror people, but they’re close the sea, and their lips gleam as red as the ripest apple, the
cousins. They’re not Mirrorskins either, but the two kiths are freshest blood. You see yourself reflected in the flat, know-
like refractions of each other. A Keeper may have trapped a ing obsidian of their eyes. Your reflection changes, and your
Spiegelbild in a mirror to serve as an advisor. While she was goosebumps rise, and those red, red lips smile, as if they can
there, she made friends: with the creatures peeking in, with smell your sweat.
others stuck in the liminal space between Arcadian mirrors, Kith Blessing: When a Spiegelbild uses Persuasion to
with light itself. A Spiegelbild’s new friends might help her talk their way out of making a promise, achieving three suc-
escape — though in Arcadia, everything has a cost. For many cesses counts as an exceptional success.
Spiegelbilder, that cost is telling a truth that may make their Mirror, Mirror on the Wall: By spending a point of Glam-
new friends feel much less generous. Spiegelbilder are bound our and making a successful Wits + Composure roll, the
by the twin pillars of reflection and refraction: telling the Spiegelbild uses a reflective surface to enter mirror space.
truth doesn’t mean you can’t emphasize some things and She can look through mirrors and hear what’s on the other
minimize others. Still, even the chattiest knows that some side. Her face appears in the reflection, and the Wyrd binds
truths are better left untold.

102 Chapter Three: Kiths


her to tell the truth to anyone who asks the mirror a ques- Grafting: A simple touch from an Asclepian stabiliz-
tion. She can prevent her face from appearing with a success- es a character’s injuries and prevents them from getting
ful Manipulation + Stealth + Wyrd roll, contested by Wits worse. By expending a point of Glamour and making a
+ Composure, but if someone senses her presence by other successful Intelligence + Medicine roll, she may perform
means or has other knowledge of her presence, they can still field surgery with whatever tools she cobbles together. This
ask her questions. Breaking the mirror won’t force her out process can heal injuries normally beyond healing, even if
before the end of the scene, but she can no longer see out the patient technically died within the last scene. Scraps
of it. used for grafts should have some thematic connection to
their purpose. A ribbon bound around the neck holds a
Shield severed head in place while the water pump ripped from
Kiths of the Shield contain those whose hearts resonate the engine replaces a lung. A spark plug helps to repair
with ideals of protection and guarding. Not always physically someone’s damaged nervous system but serves less usefully
imposing or deadly fighters, members of Shield kiths also for mending a broken wrist.
pick up the pieces physically and mentally after conflict ends. Asclepians also find Grafting useful for resolving per-
sistent physical Conditions. All grafts become permanent
Asclepian additions to the character’s physiology. While grafts made to
“The bad news is, I think I voided the warranty on your changelings are simply hidden by the Mask, grafts made to
smartphone. Good news is, it was perfect for patching your skull mortals and other supernatural patients may garner consid-
fracture.” erable unwelcome attention. A patient may remove this type
Arcadia can be a terrible, brutal place. Injuries hap- of graft by suffering lethal damage equal to the Asclepian’s
pen and those who want to survive them learn to make Grafting roll; the persistent Condition immediately returns.
do. Asclepians are clever healers, menders, and mad scien-
Bridgeguard
tists. Some True Fae set out to make capable lab assistants
for bizarre experiments on other changelings. Others need “You say I am surrounded; I say it is a target-rich environ-
someone to tend favored servants and toys whenever they ment.”
break. One of the newly Lost may become an Asclepian Horatius defending the bridge, Samwise climbing
when she taps into a desperate need to heal someone, even Mount Doom, and Leonidas with his 300 at Thermopylae
herself. Trained mortal medical professionals are far less all built legends around their battles. True Fae love the hero-
likely to make the transition into an Asclepian than those ic figure fighting against overwhelming odds. A Fae general
who aren’t bound by mundane ideas of standard medical crafts a Bridgeguard to serve as the rearguard of his army,
practices, ethics, or even basic biology. It doesn’t matter sending him on seemingly hopeless quests to sow dragon’s
what works or doesn’t work in the mortal world; an As- teeth, or sending him deep into enemy territory as a lone
clepian might use a crown of flowers as a tourniquet. A assassin.
battlefield transplant of a camera lens for an eye can save The True Fae lure some of the Bridgeguard to Arcadia
someone’s vision, and mystical chants or potions can heal by promising to make them legends while others willingly
the gravest of wounds. volunteer themselves as a tribute to protect another. Their
Even in Arcadia, Asclepians are rare and valued ser- Keepers invariably choose Bridgeguards from mortals who
vants who are closely watched and constantly in demand. faced perpetual challenge without breaking — prize fighters
In changeling society, they are even more in demand. Free- refusing to stay down or a parent protecting their children
holds, courts, and even powerful individuals frequently of- at all cost shine with a spark of determination, rational or
fer significant benefits in exchange for an oath of service. otherwise. It burns brightly enough to attract the attention
Wizened: The changeling has smooth green skin, a reed of the Fae.
thin body, and androgynous features with inhumanly large The Fae hone and forge that spark through twisted and
eyes. Nictitating membranes flicker with every blink and unfair challenges. Where a soldier might duel in an arena, the
their preferred grafts are tiny LEDs and other small elec- Keeper forces a nascent Bridgeguard to survive a gauntlet of
tronics. grueling, repetitive, and overwhelming conflicts. The change-
Elemental: The broad-shouldered Elemental is as ling reaches her physical and mental breaking points and then
brightly colored as a rainbow eucalyptus tree with leafy surpasses them. Regardless of the task, the odds are always
hair. He keeps a pouch of various seed pods and buds to stacked against the changeling until they revel in and over-
graft onto and plant inside his patients. come the challenge, becoming Bridgeguards in the process.
Kith Blessing: An Asclepian’s player achieves an ex- Always outnumbered but never outmaneuvered, Bridge-
ceptional success on first aid Medicine rolls with three suc- guards compensate against unfavorable odds through prepa-
cesses instead of five. ration and planning. They have learned, painfully, how to

Example Kiths 103


pick their hill to die on and where to plant their feet and Librorum
scream defiance at their enemies. They find every possible “You’ve got five seconds to find your library card before I
edge in circumstances, strategy, and planning. They control chuck you out into the Thorns.”
Clausewitz’s center of gravity, forcing confrontations to hap-
pen at the time and place of their choosing. The True Fae love knowledge and secrets, choosing
Librorum protectors and collectors of that valuable power.
Elemental: A generally affable woman, she gets along As guardians, they watch over libraries packed with books,
with just about everyone until someone stands in her way or whether free to roam the room or chained to the shelves.
threatens those she cares about. Then her pitted sandstone They stand outside a seer’s temple, preventing others from
skin begins to crack as her molten core of lava spills forth. hearing her prophetic insight. Others serve as the True Fae’s
Fairest: His durance removed his rough edges, leaving acquisition, restoration, and preservation experts. If a piece
only a smooth and polished exterior and an unflappable at- of priceless knowledge goes missing or someone whispers a
titude. His skin gleams like polished gold armor and his po- secret in her halls, the Librorum’s Keeper tasks him with fer-
nytail waves like a bright plume of feathers. reting it out and returning it to its rightful place.
Kith Blessing: When the Bridgeguard uses Intimida- Mortals chosen specifically to become Librorum have
tion against multiple targets, her player achieves exceptional distinctly mercenary and incurious natures. They did their
success with three successes instead of five. jobs in the mortal world with no questions asked, even
Against the Odds: When outnumbered by the enemy, the when it crossed a line. Others become Librorums of their
Bridgeguard can make a stand by spending a point of Glam- own accord by protecting other changelings’ secrets or dili-
our and rolling Composure + Intimidation. On a successful gently guarding a motley’s escape plans from detection.
roll she gains a bonus to her Defense equal to the successes Librorum most often find their path home to freedom
rolled and her Defense is no longer reduced when applied amidst the very stacks and archives their Keeper assigned them
against multiple attacks. This effect lasts for one scene and to protect. They guarded the means of escape the entire time,
does not require an action. and took other precious knowledge and secrets with them too.
A Librorum’s escape consti-
tutes a bitter loss for the True
Fae, who tend to vigorously
pursue them.
Beast: The lion’s deep
rich golden blond hair and
mane-like beard contrast
with the dark green patina
staining his neck, a thick
ring marking where a col-
lar once chained him. He’s
quiet and watchful but
hunger glitters in his eyes
as he waits for an opportu-
nity to pounce.
Elemental: Fire set to
guard the entrance of her
keeper’s library but banned
from entering, she went
anyway. Now curling and
smoldering pages form
her skin; letters and words
drift off her like smoke.
Kith Blessing: When
a Librorum’s player rolls
Intimidation in the pursuit
or protection of knowl-
edge, achieving three suc-
cesses counts as an excep-
tional success.

104 Chapter Three: Kiths


Stolen Knowledge: Once per chapter, a Librorum may Line in the Sand: While standing upon a threshold, a Lim-
spend a point of Glamour; her player rolls Intelligence + Oc- inal makes a conditional declaration such as ‘No one may cross
cult + Wyrd as she meditates for a few moments — a round in unless they answer this riddle,’ ‘No one with ill intent may en-
an action sequence — to access the knowledge she stole from ter,’ or ‘Pay the door fee if you want to come in.’ She spends a
her keeper’s library. Any successes may be divided between point of Glamour and makes a Resolve + Intimidation + Wyrd
the Library or Language Merits, or applied as a Repository, as roll, contested by Composure + Wyrd. The Line in the Sand
she unlocks purloined knowledge from deep within her mind. doesn’t physically prevent anyone from crossing, but those who
fail their resistance suffer the Lost Condition (Changeling the
Liminal Lost p. 342) if they cross it without meeting the conditions.
“To be or not to be is the question, but would you please just
leave the cat in the box alone?” Reborn
Liminals are creatures of duality and transition, bound “Remade, reduced, reused, and recycled. How about just
to the thresholds of Arcadia. These changelings are selected being repaired instead?”
from mortals who cross cultural, gender and sexual, or physi- Perhaps originally a Playmate or Gristlegrinder, she
cal boundaries only for one of the Fae to whisk them away became Reborn when her Keeper broke her. Whether in-
between one step and the next. In their durance, Liminals act tentionally, accidentally, or self-inflicted, the Gentry strip
as guardians and advisers. Thresholds are places of power and down broken changelings and rebuild their favorites into
the ways in and out of the realm are only one threshold. Many something new. Each forced reconstruction burned out ev-
others exist. A Liminal is placed in a dark woods to test and erything unnecessary and weak. Often remade again and
advise heroes on their journey, fashioned into a complicated again, only individuals who find, seize, and hold fast to their
lock on a vault to keep everyone out, or simply placed at the core memories and sense of self survive the process with any
front desk before a maze of nightmarish corporate corridors. humanity left in them.
Whatever their specific duties, Liminals all have a great deal Even after falling from favor, being set aside, or getting
of insider knowledge thanks to their position, and with it killed and dumped at the Realm’s border, a Reborn lives
comes the power to help or hinder other changelings. again. After escaping Arcadia, the Reborn no longer returns
Most changelings pass at least one Liminal when they from death, but she still carries a spark of creative power in
make their escape, whether they recognize it or not. While her blood, capable of dredging up slivers of disjointed knowl-
some Liminals take their duties seriously, many more treat edge from her long durance. Reborn tend toward more mea-
their duties with malicious compliance. Their status as crea- sured reactions than other kiths; knowing the value of their
tures of thresholds means they see things a bit more clearly blood, they attempt to avoid casual sacrifice of it or anyone
than most and even if they haven’t managed to escape them- else’s. The rare changelings who survive becoming Reborn
selves, they often twist their mandate to help others do so. A come from any walk of life. They remain confident in them-
riddle-telling sphinx tells the simplest one it knows while the selves and their power even while facing the struggles of re-
green man tending the realm’s border intentionally neglects turning to the mortal world. Huntsmen eagerly seek Reborn,
to fill in a rabbit hole until he completes every other duty, giv- sent by True Fae who intentionally discard their servant but
ing others the chance to slip out. All crossroads are one, and covet them again once the Reborn remakes her life.
Liminals use this knowledge to map the way out for others. Beast: The tom’s favorite barber shapes his soft black
In spite of being able to ease the way out for others, most fur into a precise haircut. His eyes glow bright yellow, but
Liminals are watched closely by their keepers and have little his raggedly torn ear and broken tail indicate he’s used up at
chance to escape while the threshold they guard still exists. least a couple of his nine lives.
Most who manage to escape are aided by other changelings who Wizened: Only tufts of hair remain upon her dirty grey
help pull them out of their in-between state and back to reality skin. Tiny, neat stitches bind up old wounds; her newer scars
though their mien still marks their duality in some fashion. don’t seem to bother her, but the stuffing seems to escape from
Elemental: The ends of their hair — that perfectly man- around the duct tape holding her most recent wounds closed.
aged bundle of cables — occasionally spark and flicker with Kith Blessing: The Reborn can still dredge up slivers of
electricity where others cut them free from their Keeper’s disjointed knowledge from her long durance in Arcadia. When
system. The blue cyborg eyes of the former Realm firewall she uses Occult to try and separate fact from fake, her player
still burn brightly. gains an exceptional success on three successes instead of five.
Ogre: He once lived under a bridge and ate whomever Retune: The Reborn tap into the transformative power
crossed it but now the troll haunts the paths of the Dreaming of their creation. When she spends a Glamour after taking
Roads to protect his allies and family when danger threatens. a point of lethal damage — including self-inflicted wounds —
Kith Blessing: When a Liminal uses Survival or Street- the Reborn’s player may make an Intelligence + Occult roll
wise to navigate, achieving three successes counts as an ex- and redistribute dots equal to her successes from one Skill
ceptional success. to another for the scene. This may not raise a Skill above the

Example Kiths 105


maximum for her Wyrd. Once per chapter she may spend a shapes one of these clever souls into a Wisewitch. All it takes is
dot of Willpower and choose to redistribute the dots from for the changeling to have the Fae impress one of its Titles into
one Skill to another permanently. her like a seal into wax. It doesn’t reduce the power of the Title
itself, but the Wisewitch is indelibly marked as its own. More
Stoneflesh often a changeling learns to read the lines of power in the realm
“Wow, I’m sorry, did you just break your own hand trying to for herself and touches the influence of the Title to shape him-
punch me? Here, let me show you how it’s done. “ self into the kith on his own without her keeper ever realizing it.
A common kith, Stoneflesh come in infinite variety, from Other changelings often have difficulty visually identi-
stone skinned trolls, bronze hounds, to armored knights on fying a Wisewitch. Their appearance varies wildly but always
a bloody chess board, each one blessed with Arcadian tough- contains some sort of physical mark left by their brush with
ness. The True Fae shape each one for durability and endur- the Title. They often gain great expertise in rare Contracts
ance, taking humans with a strong stubborn streak to forge and powers; Merits such as Arcadian Metabolism and Gen-
into Stoneflesh. The sliver of hope dangled just out of their trified Bearing commonly occur within Wisewitches. In the
reach keeps most Stoneflesh going through the bleakest of Ar- past, mortals either revered Wisewitches as goddesses, or
cadian realms as their Keepers toughen them up. burned them as witches and shunned them as madmen. To-
Once completely transformed, Stoneflesh in Arcadia day they commonly practice their magic openly as psychics,
make some of the most loyal guards and servants of the Gen- herbalists, shamans, or priests.
try, who completely snuff out that tiny ray of hope in many. Fairest: Still active in her local community, the ancient
Others hold that spark close, nurturing it. When oppor- midwife looks out for her people. She delivered and served
tunity presents itself, the Stoneflesh becomes a juggernaut as godmother to nearly a dozen children on her block, and
hurling herself towards freedom. each one grew up happy, healthy, and successful.
Back in the mortal world, Stoneflesh often become pil- Ogre: His ears draw to a delicate point, poking out of
lars of their communities. They often evidence confidence long silk hair that grows supernaturally quickly, and a gentle
and stubbornness, willing to plow through any obstacle be- stream of diffused sunshine always seems to find him. Be-
tween them and their goals. They saw horrors and atroci- neath the grime of living rough, his only physical flaw is a
ties and survived them: whatever the mortal world throws burn scar directly over his heart shaped like a beetle. He
at them, they’re tough enough to weather it. Others become spends his time tending a small patch of garden and telling
deeply calm and introspective leaders who strive for peace tourist fortunes beneath a bridge for a few dollars.
but back up the carrot they first offer their opponents with Kith Blessing: When a Wisewitch uses Persuasion to
a really big stick. warn someone away from supernatural danger, three suc-
Elemental: Perfect and solid, granite made flesh: her ev- cesses counts as an exceptional success
ery patient movement creates the impression of inevitability Keen Bargains: The Wisewitch can form pledges with
and purpose, like a solid stone rolling down the mountain, spirits and angels not of fae kind.
crushing anything careless enough to stand in its path.
Beast: At first glance the old terrapin looks like a frail, Steed
easy mark, but he stands with relaxed confidence. The hex- Kiths of Steed prize movement, travel, and the clarity
agonal keratinous plates, scarred and pitted by past battles, which viewing things from a distance brings. Some also
armor his wrinkled skin, each one still intact. bond with creatures of motion, blurring distinctions be-
Kith Blessing: When a Stoneflesh uses her physical tween steed and rider.
presence for Intimidation, achieving three successes counts
as an exceptional success. Airtouched
Obdurate Skin: By spending a point of Glamour, Stone- “Don’t touch me. Don’t touch me. Don’t touch me.”
flesh hardens her skin and steels her Resolve. Her player rolls She lived in the wind and the rain, and while freedom
Stamina + Athletics + Wyrd, dividing successes between Ar- makes her no longer subject to the whims of her Keeper’s
mor, Resolve, and Composure for the scene. stormfronts — the twisting, cursing face in the cumulonim-
bus clouds of his making — she often feels one step removed
Wisewitch from her motley, like she can’t actually touch them. The wind
“Don’t worry, I know just the thing to help with that problem brushes a thousand faces but if it settles, it dies. The wind
you’re trying not to tell me about. It won’t cost you much at all. “ doesn’t touch anyone, not really.
Little enrages the True Fae like a mortal thwarting their Some people live their lives one step removed from
grand plans. Guessing the answer to one of their riddles cor- others. Acquaintances, never friends. Bridesmaids, never
rectly or slipping through a loophole is a challenge to their ego. brides. Quiet, unruffled existences. The Gentry find these
Sometimes the Gentry will steal the mortal away anyway, intent individuals easy pickings, and a great number of them be-
on punishing them for their temerity. The Gentry only rarely come Airtouched; drained of the rest of their immediate

106 Chapter Three: Kiths


attachments, their Keepers craft them into fluffy clouds Fae don’t just traverse the waking realms; they some-
or distant, circling birds. The ache in the breast remains, times require specialists for the highly particular task of
however, an endless human need for connection, and those luring in or manipulating dreamers. Many Chalomot were
Airtouched who escape prove to the Fae that they cannot themselves once drawn in by another of their kith, their Bas-
consistently sever even the most detached of humanity from tions twisted and deformed by subtle degrees over a period
their need for others. of nights until the dreamer accepted a proffered bargain.
Conversely, some Gentry take a perverse pleasure in The next morning, a fetch came down to coffee instead.
taking those individuals deeply rooted in their communities Others stumble into the clutches of the Gentry through
and cutting, one after another, the connections that made their own experimentation with lucid dreaming or attempts
them human. Perhaps the most popular girl in class, or may- to gain psychic powers; some find themselves opened up to
be the pastor’s wife who brought her famous hotdish to ail- Their ministrations when a benevolent changeling assisted
ing parishioners: the glee of the Fae who make this variety of with untangling a problem in the mortal’s dreamscape.
Airtouched comes from watching their new toys suffer and Once in Arcadia, the Fae slowly strip away the Chalo-
starve, adrift in Their skies and gasping for connection as a mot’s sense of reality, subjecting her to repetitive dreams
drowning man gasps for air. with subtle tweaks, something like repetitively running a
Beast: Summer’s heat boils off him when he cocks his video game’s first level until only pixelated logic makes sense.
head to the side sharply, and he hisses when angry, spread- Kept captive by her Keeper with a chain of ivory and horn
ing his feathered arms wide in an eagle’s threat posture. His anchored to the bones of her wrist, the nascent Chalomot
talon-sharp nails bite into his motley-mate’s arm when he invades her first Bastion. Another, and then another, until
clings to her, anchoring himself so he doesn’t drift away. she tears the chain free and flees through one of the Gates.
Elemental: She spent a small eternity as the top of a Darkling: The monster under the bed, the shadow stand-
mountain, battered by the wind with its thousand voices, ing in the corner when sleep paralysis takes hold, he moves
a hundred people who lost their last vestiges of humanity like a dark smear of ink on the world, a suggestion of a face
and faded away into echoes upon echoes. Tall and solid, she rippling across an indistinct form. His Autumn Mantle
doesn’t look like someone who can balance on a thread but smells of leaf must and cold petrichor; his voice carries a
living as a mountaintop means the experience of distance subtle half-second echo as though he speaks from the bot-
and teeth-rattling gusts as much as stone and snow. tom of a deep well.
Kith Blessing: When the changeling’s player rolls Ath- Wizened: The strange never-written languages of a thou-
letics to climb, jump, or move vertically in any other fashion, sand dreams slide like living tattoos across their papery skin,
achieving three successes counts as an exceptional success. unpublished scores of music chasing half-dreamed manu-
scripts. Their long, narrow fingers grip the ebony-headed
The Drift: By spending a Glamour, an Airtouched may
cane they lean on in the real world, but in dreams use like
invoke once more the distance bestowed on him by his
a baton, conducting the sleeping landscape like a symphony
Keeper: an infinitesimal distance exists between his feet and
only they hear.
the ground beneath him. He may move across snow without
breaking through the surface, scurry across the surface of Kith Blessing: When gauging the strength of a Bastion,
water, or balance on other surfaces far too fragile to hold a Chalomot’s player counts three successes on Empathy rolls
his full weight. Treat the Airtouched as though he weighed as an exceptional success.
only a few ounces and penalize attempts to track him by Dreamtread: By spending a point of Glamour, a Chalo-
his footprints by Wyrd divided by 2, rounded down to a mot gains a bonus to her dreamweaving rolls equal to her
minimum of 1. Wyrd/2, rounded down to a minimum of 1, for the remain-
der of the scene. Chalomot may spend one additional Glam-
Chalomot our point to share this blessing with another oneiromancer
“No — that way leads to the mirrors. You don’t want to get within the same Bastion, to a maximum of five fellow dream-
trapped between them. We go this way.” weavers.
Chalomot move through the waking world perpetu- Chevalier
ally distracted, their eyes distant and unfocused. Once
their Gentry’s scouts on the Dreaming Roads, finding “Bucephalus, to me!”
cracks in the Bastions of the strongest dreamers, they The relationship between human and steed goes back
dug out information about the mortal world and crafted thousands of years: the Fae study the deep and abiding bond
lures within the minds of sleepers. Helldivers may be the between a horse and his rider with fascination. Modern up-
unparalleled generalists at moving between realms and dates don’t diminish that bond in the least: a girl may love
realities, but Chalomot have fished more than one dis- her motorcycle just as much as she adored the pony she rode
oriented Helldiver out of the thorny morass that grows one summer at camp. One Keeper lures in young people who
between Bastions. obsess over horses by sending kelpies and each-uisge to lure

Example Kiths 107


them to Hedgeways near the water, creating a small army Finally, whenever the Chevalier drops to 0 Willpower,
of valiant champions on aquatic steeds; when one of them gains a Clarity Condition, or suffers any wound penalties,
breaks free, she remembers nothing but her beloved mount, the Noble Steed becomes immediately aware of its rider’s
irreplaceable and lost in the Thorns. Another of the Gen- peril and the call takes effect as normal without any spent
try places discreet ads in Autoweek and Car & Driver for the Glamour.
discerning gentleman who wishes to restore antique auto-
mobiles in the most refined of settings; respondents spend Farwalker
small eternities hammering their blood and tears into the “Should only take us a day to get there if the trods run how I
steel roll cage of the Fae’s newest racecar. When one of the remember. They change a lot though, so plan on sleeping outside.”
pair chained to the anvil accidentally crushes his own chest She walked the borders of her Keeper’s realm, forever
with the hammer press, the other swears on his comrade’s on patrol, looking for breaks in the defenses. The illusion of
dying breath to steal the car and break free. freedom became freedom itself on the day when, on one of
Elemental: Wide chrome eyes without iris or pupil re- her endless loops, she found a crack in the painted-on hori-
flect streetlights as she prowls the bar district on her favorite zon wide enough for her to fit through. These days, she leads
hog, its body painted red as blood. Her hydraulic joints hiss her motley on long, ranging treks through the Hedge as they
when she moves and her heart pumps with a diesel engine’s search for escapees to aid.
two-stroke pound. Gentry usually select those with a predisposition to the
Wizened: His weather-beaten skin smells and looks outdoors to craft into Farwalkers, though this doesn’t hold uni-
like his well-worn riding leathers, and the diminutive, silver- versally true. Some Farwalkers simply come from backgrounds
haired man doesn’t cut much of a figure on his own. Astride where they’re used to spending a lot of time alone; this can
his Fae Mount, a panther with skin the color of spilled oil, spring from a job as a night security guard, endlessly walking
he commands the attention of entire freeholds; many have the same halls in a mostly abandoned mall, from a childhood as
followed him to war over the last two decades. a latchkey kid, or from the mother to such a child, commuting
Kith Blessing: Choose either Persuasion or Intimida- hours every day to the job that keeps her family fed. The lure of
tion. When the Chevalier rides, drives, or pilots their steed the outdoors draws a devout hiker promised the trek of a lifetime
— either one already belonging to them, or one they appro- by a tattered flyer plastered at the rock-climbing gym, but a job
priated via Rider’s Call (see below) — achieving three suc- offer advancing the proposition of a huge raise with a slightly
cesses when rolling the chosen Skill counts as an exceptional longer commute pulls in the career-minded executive.
success. Beast: They carry their entire life on their sturdy back,
Rider’s Call: By spending a Glamour point, the Cheva- pack and pans and tent all lashed against the shell they stole
lier may touch a vehicle or mount and name it their Noble from their Keeper. Beady black crustacean eyes peer out
Steed. Any type of steed works, from a unicycle to a camel from under beetled brows, and the hermit’s stringy black
to a tank, as long as it’s a single mobile steed the changeling hair, forever damp, smells of the sea at low tide.
can ride or operate themselves. A Noble Steed can be the Ogre: Six and a half feet tall with shoulders as broad
character’s own Fae Mount (Changeling, p. 113), though it as her easy, sharp-toothed smile, she patiently explains the
still can’t persist outside the Hedge without the Actormask difference — once again — between Yeti and Sasquatch while
ability. It can also be a sapient steed as long as that character leading her motley along the winding trod. Her shaggy
still qualifies as a vehicle or mount, such as a changeling brown hair rustles like the pine forests of the Pacific North-
transformed into a bicycle or a briarwolf on all fours; a mot- west, and her Winter Mantle smells like Portland’s Decem-
ley-mate giving them a piggyback ride doesn’t count. ber rains.
Once the Chevalier has designated a Noble Steed, they Kith Blessing: When the Farwalker uses Survival to
may reflexively call that steed by spending another Glamour find or create temporary shelter or forage for food or water
point. The steed hears the call no matter where it is, even in in any realm, achieving three successes counts as an excep-
the Hedge or another realm, and rushes at its fastest natural tional success.
speed to the changeling’s side if possible. It receives no special Home Away from Home: Farwalkers can make themselves
powers to do anything it normally couldn’t; a helicopter can’t at home literally anywhere they are. By spending a Glam-
dive beneath the ocean, nor can a mortal transformed into a our while in a wild place anywhere in the mundane world
mammoth open a Hedge Gate without its Key, and a horse tied — desert, forest, tundra: the type of open, wild land doesn’t
to a post remains there. Sapient steeds may choose whether or matter — the Farwalker may create a one-dot Safe Place for
not to respond, but they still hear the call no matter what. a day, large enough to comfortably sleep individuals equal
The Chevalier may only have one Noble Steed at a time, to her Wyrd/2, rounded down to a minimum of 1. She may
and can’t switch steeds until the end of the scene. Another expand this by spending one Glamour for each additional
Chevalier attempting to claim the same vehicle or mount as person. If she has an existing Safe Place, substitute the rating
a Noble Steed prompts a Clash of Wills. of that Safe Place instead.

108 Chapter Three: Kiths


While in the Hedge, use of this ability decreases the rat- Thorns or dragged her in screaming. The Gentry simply twist-
ing of the Hedge by one for an area of the same size as above ed that deep and endless longing for open vistas and the speed
— Thorns become the Hedge, the Hedge becomes a trod, to cross them into an unquenchable need for movement. Gris-
and a trod behaves as a Hollow — and the character may con- tlegrinders hunger for flesh; Flickerflashes hunger for speed.
fer one feature of his existing Hollow on the temporary shel- Flickerflashes often ran messages for the Gentry. Who,
ter. A temporary shelter in what used to be the Thorns might including the Flickerflash herself, can say with absolute cer-
not provide the greatest comfort, but a Farwalker whose tainty she won’t eventually return to Them with the messages
home Hollow contains a Phantom Phone Booth could call she carries now? Many therefore get caught in obsessive and
for help. Of course, she might find herself the recipient of a endless loops, proving themselves again and again to their
few unwanted calls before the night runs its course. motleys, their freeholds, and themselves. He keeps careful
track of how many of his diplomatic parcels averted wars, com-
Flickerflash paring them to how many lives her early warnings have saved.
“They can’t take us back if they can’t catch us.” These numbers become statistical talismans, verifiable proof
A swift-footed fox disappears back into the brambles, positive against loyalties not the Flickerflash’s own.
just a red blur at the corner of the eye. She rolls into her Elemental: He spent his entire durance inside a video
motley’s movie night with the scent of ozone roiling off her game, running level after level in a frantic effort to beat his
skin, laughing brilliantly as she screeches to a stop, the soles last speedrun time. Now he carries messages for Summer and
of her cheap sneakers literally melting under her feet from always runs first into danger. Dark eyes shudder and shift with
the friction between rubber and asphalt. glowing green ones and zeroes; his skin crackles with static
The runaway child. The college student who burned her and his face derezzes, glitching out whenever he laughs.
way from one project, one party, one girlfriend to the next, Beast: She’ll admit before anyone that Autumn’s cold
never able to settle. The young man who joined the Navy for winds drive her ever faster, lupine claws digging into the earth
the sole purpose of getting out of his hometown and seeing when she races her motley-mates. Only those oathbound to
something, anything, more interesting than his Midwestern her know that she dreads the day she’s not quick enough to
hometown’s dusty roads. Every Flickerflash carried in her heart save them, and that her dogged pursuit of ever-greater speeds
a deep restlessness long before the Fae lured her through the springs from a desperate attempt to outrun her fear.

Example Kiths 109


Kith Blessing: When the Flickerflash uses Athlet- Wyrd. Upon success, the changeling dissolves into the elec-
ics during a chase in any realm, achieving three successes trical grid and, as an instant action, reconstitutes himself at
counts as an exceptional success. another land-connected telecommunications device already
Instantaneous Velocity: Flickerflash personify speed, known to him within (his Wyrd) miles: he could jump to
achieving truly absurd and inhuman velocities. By reflexively the television in his apartment, but not the television in an
spending a point of Glamour, a Flickerflash may triple her enemy’s home that he’s never visited.
Speed. Apply Instantaneous Velocity before any other Speed A Levinquick may carry with him through the wires
modifiers. only that which fits inside his pockets and his closed hands.
He may also bring companions with him for an expenditure
Levinquick of an extra Glamour per individual; attempting to drag an
“Take my hand. I’ll get us out. But you’ll have to trust me.” unwilling person with him triggers a Clash of Wills.
With the rise of the modern world, Gentry have accord- Like any other form of kidnapping, Lost who drag an
ingly adapted their toys; few kiths typify this as completely unwilling rider along on their electronic escapades may face
as the Levinquick. Electricity flows everywhere now, and so not only a breaking point as they behave like one of the Gen-
do they. They come, they go, they’re back, as distracted as a try, but social and possibly formal consequences. The sever-
buzzing bolt of electricity. Levinquicks serve as scouts and ity of the breaking point depends upon the context of the
couriers, especially in the hustle of the modern world that action, at the Storyteller’s discretion; a vast difference exists
can be overwhelming to Lost who were taken in previous between pulling along a near-dead but unconsenting motley-
decades. mate and a captured privateer.
Often, they served the same purposes during their du- Swarmflight
rances, not that most Levinquick ever talk about the past:
this moment and the future are all that matter. Constantly skitter. skitter. skitter.
looking to the horizon, a Levinquick rarely stops moving; She tips her head back and honeybees pour from her
she knows that sitting still makes her vulnerable to recap- mouth as she dissolves into a dark, twisting swarm that
ture. Manic motion runs through their bodies even at rest; a wisps away like a cloud borne aloft. A hundred jumping spi-
sleeping Levinquick’s fingers and toes often twitch as if tap- ders skitter through the empty warehouse, perching on high
ping keys or working a remote even while dreaming. beams to watch the meeting below, unseen and unheeded.
The digital world’s restless children make perfect fod- Their lanky, androgynous body dissolves into pyreflies and
der for Levinquicks. Gentry pluck them from all walks of drifts through the forest, casually mapping the path their
life; almost anyone raised with modern technology makes motley will soon follow.
a good Levinquick. The best — and thus most likely to es- Swarmflight defy easy cataloguing, the kith unified
cape — carry an ineffable hunger for motion in their heart, solely by the swarm itself. She comes out of the Thorns able
never satisfied. They forever chase the next hit of dopamine to disassemble her body into a drift of pyreflies; he tumbles
from another like, another share, another conquest, another downward into a mischief of mice, scattering across the
rescue. floor and hiding himself behind the refrigerator. Not every
Fairest: Flickering cathode-ray dots define his face, and Swarmflight startles easily, but it can seem that way, since
when angry, the color leaches from his cheeks, leaving him they often respond to stress by literally falling apart until the
in all his true black-and-white glory. Summer’s scout pops in danger, perceived or real, passes.
and out of danger, running himself dry until he collapses, Beast: His fingernails shimmer like a beetle’s shell, an
now dependent on his motley-mates to drag him out for opalescent black and green but bright yellow where they
Glamour harvesting. crack. A handful of erratic gestures in humanoid skin, he
Elemental: The edges of her hair crackle, and static elec- tries his hardest not to buzz when he speaks.
tricity follows her everywhere. She doesn’t bother carrying a Darkling: She drifts through the world, appearing out
cell phone; they never last long in her pockets. Her manner- of shadows just as easily as she dissolves into a handful of
isms are as static as her touch isn’t, and the rest of her body will-o-wisps. Her motley-mates know her happiest when she
buzzes with the energy hiding behind her unchanging face. drifts along with and around them, watching the edges of
Kith Blessing: When engaging in chase rolls within the their traveling party, and when she collapses into her slen-
BriarNet (the digital Hedge; see p. 12), a Levinquick’s player der, dark self in the Hedge, something’s invariably wrong.
counts three successes on Computer rolls as an exceptional Kith Blessing: When the Swarmflight uses Stealth
success. while in swarm form, achieving three successes counts as an
Lightning Walk: A Levinquick may touch a land-connect- exceptional success.
ed telecommunications device — a television, landline phone, Swarm Form: By spending a Glamour, the Swarmflight
or PA system works, and a cellphone will if it’s plugged into a may dissolve her body into a swarm. A Swarmflight chooses
wall to charge — spend 3 Glamour and roll Wits + Athletics + a single swarm type appropriate to her seeming at character

110 Chapter Three: Kiths


creation, composed of Size 0 or Size 1 objects or animals. always gets seasick, talked into a whale-watching trip and
An appropriate object for a swarm both has some sort of swept off the deck by an unexpected gale. When combining
independent motion and is easily visible to the unaided eye. the caprices of Gentry and the sea, who knows what might
Bubbles and will-o-wisps drift through the air and can be happen?
easily individually seen, while smoke or sand cannot. Beast: The kelpie’s ears swivel, always on guard, and his
The Swarmflight perceives fully through the senses of stringy, pale mane tangles at the sides of his face. His Win-
any individual creature in the swarm, but the swarm acts as ter Mantle carries the crash of the Irish Sea against massive
a single entity. The swarm may only spread over five yards boulders, and he smells like wet silt. Mottled, deep blue skin
or meters per dot of Wyrd the changeling possesses. Beyond looks as though everyone views him as if looking up from
that range, bubbles pop and spiders die. The swarm may the bottom of the River Liffey.
move in any direction at the changeling’s Speed, modified Fairest: Dark curls forever salt-specked tumble around
for the creatures’ Size. her shoulders; water lilies blossom in her hair. Her wide eyes
The swarm limits visibility and hearing and causes pan- without iris or pupil shift color with her mood, from Carib-
ic in all those present. Everyone in the swarm’s area suffers bean blue to brackish-dark, as changeable as the sea. When
the persistent Distracted Condition (Changeling, p. 336) she laughs, her piranha-sharp teeth catch the light.
until they get away. At the Storyteller’s discretion, a swarm Kith Blessing: When the Swimmerskin’s player rolls
may have other abilities or features suited to the swarm type. Brawl to grapple someone in the water or ambush someone
For example, will-o-wisps may provide faint light or lizards from the water, achieving three successes counts as an excep-
may have extra Speed for their Size. tional success.
The swarm resists most harm. All damage from a single The Selkie’s Skin: A Swimmerskin may always breathe
personal-scale attack is reduced to one point of the appro- both air and water, switching between them seamlessly. By
priate type, or two if the attack achieved exceptional suc- spending a Glamour, she may fuse her legs into a tail, ten-
cess, unless the attack is made with an iron implement. Fire, tacles, or other aquatically appropriate lower appendages
explosions, and other large-scale or environmental threats that allow her to move freely and swiftly in the water. She
cause normal harm to the swarm. can swim at double speed and suffers no penalties for using
A Swarmflight with an appropriate swarm form — rats, weapons or performing complicated tasks underwater. This
bats, spiders, etc. — may attack anyone within the area of her blessing may be invoked and dismissed reflexively.
swarm with a single attack that deals lethal damage. Roll
Strength + Brawl, ignoring Defense. Divide the damage Sword
however you wish between those within the swarm. Apply Kiths of the Sword are sharp and keen. They have the
each victim’s armor normally. frightful majesty of naked blades ready to be soaked in
While in swarm form, a Swarmflight may use no Con- blood, or the deadliness of poison upon those same blades.
tracts that require speech, eye contact, or specific gestures.
Bearskin
Swimmerskin “You don’t know what loyalty is until you die for it so many
“My sister and I, we are of the same water. It doesn’t matter times you lose track. True loyalty is giving up your self and sur-
which one of Them made us. We are the same.” rendering to survival. No fleeting monarch will ever deserve my
Kuliltu. Rusalka. Jiaoren. Ningyo. Kelpie. Njuzu. Ay- sword.”
cayia. Merrow. From the first known stories telling of Atar- The Lost soldiers known as Bearskins share little com-
gatis in Mesopotamia, who loved a mortal and accidentally mon ground with mortal militaries. For one, the Gentry fill
drowned him, to the 11th-century carvings of women with their standing armies exclusively with conscripts, pushed
fish tails on the pillars of Durham Castle, through the shark into service by forces they can’t fight back against. Their
people mentioned in the Bowuzhi of the third century CE Keepers send Bearskins into endless war, breaking them
and Suvannamaccha the daughter of Ravana, mermaids and down until they want to live, fight, and die for their Keeper.
their aquatic kin have fascinated human storytellers through That emotional attachment is necessary, because the causes
human history. The Fae make note of such stories and twist they fight for rarely warrant their deaths. For all the point-
them to their own ends. lessness of human wars, Arcadian objectives are worse: a sin-
Those who love the water always face peril for their ado- gle flower in a neighbor’s garden, maybe, or a golden apple
ration of the deep; whether dragged into cold Siberian riv- on a tree that otherwise bears silver.
ers through cracked ice or lured into a riptide off the New Many Bearskins don’t realize they can escape until their
Jersey coast, mermaids make more mermaids by enticing the Keeper rejects their loyalty or pushes them over a line they
unwary into the depths. Sometimes, a mere unfortunate be- didn’t know existed. When they come home to find that
comes a Swimmerskin — someone who hates the water and it’s not home anymore, some wish they’d never left Arca-

Example Kiths 111


dia, feeling like outcasts among outcasts. It’s the collateral involved in dog fighting. In Arcadia, this translated into
damage of faerie wars: one changeling bound into service their unusual connection with goblin beasts, and the Gentry
killed another’s dearest friend. Even knowing that the Fae took advantage. One of the hardest parts of escape was leav-
left a Bearskin no choice, the mental scars linger, deeper and ing behind a bonded beast, and sometimes the beast even
darker than the physical. followed their Beastcaller, loyal to the very last.
A Bearskin with a cause fashions their whole self into Working with animals both mortal and fae helps soothe
its sword. The Fae didn’t intend them as defenders, craft- Arcadia’s trauma, but the closer the bond to a goblin beast,
ing them to fight mindlessly, brutally, until they win or die. the harder it becomes for a Beastcaller to distinguish between
Sometimes they pick metaphorical battlefields: Bearskins one mind and another. To delineate self from beast, many
make fierce criminal prosecutors willing to die on the hill Beastcallers come to view their beasts as disposable, know-
of the accused’s guilt, or journalists obsessed with uncover- ing the goblin creatures can go into battle with abandon be-
ing the truth even at the cost of their career. The listless- cause the Beastcaller doesn’t die even if the beast does. The
ness they all share upon returning to the mortal world drives darkest side of this dynamic involves fighting rings, wherein
most to find an object of undying loyalty, for better or worse. two Beastcallers possess goblin beasts and fight to the death
A Bearskin’s liege needs not prove herself worthy of his ser- — of those bodies, not their own. The Beastcallers who en-
vice — she just needs to ask him to die for her cause. gage in this unsavory practice try to hide their involvement,
Elemental: A quiet, massive man made of clay, his taci- but these rings remain open secrets, bet on by hobgoblins
turn nature drives people to try to get under his skin. He and seedy Lost alike.
doesn’t respond — until someone questions his loyalty to the Beast: A large, fluffy cat always tails her. They share some
Summer King. The sun burns bright; his honor burns hot- features: matted brown hair, wide pink eyes, a nick in the right
ter; his fists burn fiercest of all. ear. Courtiers learned the hard way to shut up when they see
Wizened: They’re the definition of workaholic: the sec- the cat, even when her bonded friend doesn’t accompany her:
ond they file their investigative piece on corruption within secrets told in front of the cat tend to make their way back.
the local waste disposal company, they take off to interview Elemental: At the front lines of every insurgency into
a tipster about bribery at City Hall. They won’t stop until Arcadia, they throw themselves into the battle with wild
they scrub their city clean — and when that’s done, they just abandon — in the body of any goblin beast they can find, of
move on to another. course. The Gentry will never douse this flame, no matter
Kith Blessing: Choose Intimidation or Weaponry at how many beasts die in the line of fire.
character creation. When the Bearskin uses the chosen Skill Kith Blessing: When making an Animal Ken roll to
to defend a motley-mate’s Aspiration (not her own), achiev- tame a goblin beast, three successes count as an exceptional
ing three successes counts as an exceptional success. success.
Dulce et Decorum est: A Bearskin can rally other people to Night Rider: By spending a point of Glamour and succeed-
her chosen cause. Whenever her opponent surrenders in a vi- ing on a Presence + Animal Ken + Wyrd roll, the changeling’s
olent conflict or she successfully intimidates or coerces some- mind flows into a goblin beast’s body, overtaking its will. This
one into doing something, she may spend a Glamour point to possession lasts for a number of turns equal to the change-
replace one of the defeated opponent’s Aspirations with one ling’s Wyrd. The Beastcaller sustains one point of bashing
of her own for the rest of the story. If the target hasn’t fulfilled damage for every point of lethal damage dealt to the beast,
it by story’s end, their original Aspiration replaces it again. and one point of lethal damage for every point of aggravat-
ed damage. If the beast falls unconscious or dies while the
Beastcaller changeling possesses it, the changeling returns to their own
“Come...sit...stay. There’s a good little goblin.” body with an additional point of aggravated damage.
Mortal militaries have special relationships with ani- Cyclopean
mals, whether the horses of a cavalry, homing pigeons that
carry messages across battlefields, or even domesticated ani- “C’mon, little ones. This way. I can smell their fear.”
mals serving as mascots. In Arcadia, armies field beastly hob- Fee, fi, fo, fum. Towering nightmare giants made flesh,
goblins, such as briarwolves and birds of omen, and those Cyclopeans stomp and smash their way through daily life.
beasts are corralled by Beastcallers. These beasts are more Before the Gentry took them, members of this kith often felt
intelligent and difficult to tame than their earthly counter- like “too much” for those around them — too loud, too large,
parts, but Beastcallers possess a preternatural ability to win too opinionated. She may not have fit in with her peers, who
their obedience and loyalty. saw her as unable to control herself. Alternately, she may
Before their abduction, Beastcallers might have worked have led a clique or other group too cowed by her muchness
jobs involving specialized animal training, working as zoo- to do anything but trail along in her wake.
keepers, lion tamers or military animal trainers. It’s just as Whatever her pre-Arcadian life, her Durance made her
likely that they had a strong bond with an exotic pet, or were into something truly grand and terrifying. Cyclopeans in

112 Chapter Three: Kiths


their mien often stand well over six feet tall, physically look- Ogre: The freehold’s fastest messenger, no one remem-
ing down upon even the most intimidating Draconics. Their bers seeing him raise a hand in anger, but if he did, every-
Keepers fashioned some into caryatids holding up living tem- one knows he’d leave nothing of the assailant, stomping and
ples, others became giant shepherds of golden-fleeced sheep. kicking on his one good leg.
Armies of huge red-skinned oni clashed with gaggles of one- Kith Blessing: When using Investigation to track down
legged fachan for the Gentry’s amusement. A few Cyclopeans any fae creature other than a Huntsman, a Cyclopean’s play-
even remember, faintly, time spent as living cathedral-spires, er achieves exceptional success at three successes instead of
though describing the sensation of beings moving inside them five.
usually distresses those Cyclopeans greatly.
Smell The Blood: Once per scene, a Cyclopean may spend
No matter how massive and awe-inspiring the Cyclopean, a point of Glamour to learn their target’s weakest points, re-
however, she carries her own pains. Almost every Cyclopean ducing all penalties for attacks to specified targets (Change-
suffers some Persistent Condition affecting her mind or mobili- ling, p. 184) by 2, to a minimum of −1. If such an attack
ty. One of the aforementioned oni lost an arm, while the fachan would deal bashing damage, it deals lethal instead.
sacrificed a leg for her incredible height. Scars crisscross Cyclo-
pean skin, reminding her she must always be the biggest and Plaguesmith
strongest. Her muchness, once a problem, became the solution.
“Wash your hands, darling. You wouldn’t want to catch what
In freeholds and motleys alike, the Cyclopean usually I’ve got.”
takes on the role of combatant or protector. Only a fool
The True Fae could hardly resist taking lessons from
would cross a court monarch with an eight-foot-tall monolith
plagues: not just how the Black Death slashed populations,
of a bodyguard, after all. Some choose to take on the softer
but how humanity adapted disease as a weapon, contaminat-
parts of their role — the shepherd, the builder, the tracker
ing water, tossing infected corpses into cities, risking their own
— but even so, freeholds often call upon Cyclopeans as front-
lives to take others’. The first True Fae to deliberately kidnap an
line soldiers in any war their allies and loved ones fight.
infected human never regretted it; the abduction of that dying
Beast: A huge Nemean lion of a woman, with shaggy, soul introduced a new, fascinating dimension to the wars of the
dirty blonde hair, one bright blue eye, and a lopsided smile, Gentry. The True Fae do not treat their living biological weap-
leads your motley onward. Occasionally, she pauses to sniff ons as carefully as humans now do, cavalierly sending them into
the air and reorient herself. She never fails to find who she’s war to mow down their fellow abductees.
looking for.

Example Kiths 113


Not every Lost fashioned into a bioweapon knew what
the Fae did to them. Sometimes the Gentry took them be-
fore they even had a fever, and their knowledge of their illness
Mass Trauma
came by watching oily black boils rise on some poor test sub- Events
ject’s skin. A Plaguesmith returns to the mortal world acutely In March 2020, the entire world began a
aware of her poisoned touch, and while she doesn’t necessarily mass trauma event centered on a highly
withdraw from society because of it, she becomes extraordi- communicable deadly plague whose ef-
narily choosy about who she interacts with, and how. fects will continue to resonate for the next
A Plaguesmith does not spread disease if they do not several years if not decades. The original
so choose, but no matter their relative actual health, many Plaguesmith writeup predates the beginning
become hypochondriacs upon their return to the mortal of the COVID-19 pandemic; the context for
world. They share a fear that the diseases incubated by their a kith whose touch transmits an extremely
bodies could turn on them, eating away their own insides or lethal disease shifted with the real circum-
those of their loved ones. They remember the Gentry using stances in which everyone now finds them-
them as unwilling weapons, and the trauma of destruction selves. Changeling’s framework explicitly
lingers like a cough. deals with trauma and trauma responses, so
Plaguesmith remains in Kith and Kin, with
Elemental: Moist, warm air always hangs around the the following gentle reminder.
nurse — not like a sweet summer’s day, but like the cloying
air of a windowless room packed with the sick and dying. Have an open and honest discussion with
She stretches a lot, complaining of stiffness. She complains your table about whether including Plague-
about everything, in fact, and when called out on it, she smiths in your chronicle will permit both play-
blames her “sanguine temperament.” No one at the clinic ers and Storyteller to deal with this trauma
advocates for patients better, though. productively or whether the group prefers to
Fairest: She always looks near death in that way everyone
skip this kith entirely. No one owes anyone
else at the table any further information if
finds utterly gorgeous. Her musical cough, pallor and rosy
they don’t want to engage these themes.
cheeks might have come right out of a Victorian portrait.
People take pity on her, though she shares nothing with that
era’s listless, fashionably sick girls. She doesn’t mind when
people underestimate her strength — that’s how you win. Razorhand
Kith Blessing: When a Plaguesmith uses Medicine to “Don’t make me hurt you.”
treat an infectious disease, achieving three successes counts
Once, a gardener in her Keeper’s realm, she assisted
as an exceptional success.
in shaping her Flowering fellows and cutting back Thorns
Plague of Arcadia: When the Plaguesmith touches a encroaching upon her master’s perfect paradise. Eventually,
target, she may infect them with the Arcadian Plague by she cut her way free, but even now when she stitches closed
spending a Glamour point and making an instant Strength her beloved’s wounds, she tries to forget the feel of sap so
+ Medicine + Wyrd roll, contested by the target’s Stamina + much like blood on her fingers. She fought so hard to leave
Wyrd. In mechanical terms, the target suffers from a grave that all behind and become a healer.
disease (Changeling, p. 188), inflicting her with one point
Every Razorhand begins as an overt continuation of the cycle
of aggravated damage every 12 hours. Stopping the disease’s
of violence: not a one of them started this part of their life gen-
progress requires successful resistance rolls equal to the
tly. The process of installing blades where there were once fingers
Plaguesmith’s Wyrd, and successful recovery follows the
invariably causes intense pain. Some react to the violence they
rules for healing from aggravated damage. The symptoms
suffered by embracing the brutality inherent in their new state;
are up to the Storyteller’s discretion, but should reflect some-
some eschew it and struggle with all their might against the thing
thing about the Plaguesmith’s Keeper’s Title, and may be
the Fae did to them. Whether he slides into the pale gleam of a
more fantastical than any mortal disease. Examples include:
streetlight before cutting down a miscreant or deliberately eschews
• Rashes that look like oil slicks, and move, pop and violence and instead carves elaborate and beautiful sculptures, a
change dimension on their own Razorhand never escapes the bloodshed built into his body.
Often, Fae craft their Razorhands from the gentlest of
• Small “boils” that on closer examination appear to be
souls; they find something perversely delightful in setting the
tiny replicas of the target’s head
most delicate of hearts with hands that cut those that get close
• Tinnitus wherein the noise being perceived is the to them and watching them first wail with fear and sadness,
Plaguesmith’s voice, whispering cruelties then grow calluses over their hearts, increasingly immune to
their victims’ pleas. Others seek to capture the most vicious
• A chill that slowly turns the target to ice and mean-spirited of humanity and twist them even further.

114 Chapter Three: Kiths


Fairest: She gilds her stiletto fingertips with gems and In the vicious environment of Arcadia’s deserts, turned
glitter, painting them with elaborate sigils. She’s an artist, loose as nomads or dust devils, the Sandharrowed learned
darling, didn’t you know? Lounging across Summer’s throne, how to survive. They could run through windstorms without
she flicks her right hand and her deadly, gorgeous nails ex- a scratch and needed very little water to remain hydrated and
tend in absent threat, every gesture fabulously sharp. cool. Sandharrowed can thrive in almost any mortal environ-
Darkling: As Winter’s best assassin, the freehold sends ment, even those that kill other changelings. The sand they
him only when violence is the last remaining answer. He carry with them serves as a potent weapon, making them ideal
tries not to revel in the destruction he causes, holding his scouts and warriors for their freeholds and motleys.
motley at arm’s length when he’d rather pull them close; he Beast: He puts you in mind of a desert mouse, all earth
lives in secret terror of the damage he might accidentally tones and big round ears. On the surface, he seems harm-
cause. less, scuttling from place to place on errands for the Autumn
Kith Blessing: When attacking using her bladed hands, Court — but when he gets angry, his blistering wrath fills the
a Razorhand’s player counts three successes as an exception- room like a sandstorm.
al success. Elemental: Sand drips from everywhere on her person.
Sakin: By spending 1 point of Glamour, a Razorhand Her hair, her pockets, and her shoes all trail thin lines of
may transform one of her hands into a 1L knife for the fine golden sand. Her hair forever ripples as if caught in a
scene; a second point of Glamour allows the Razorhand to rough breeze, and her laugh washes over others, warm as a
transform her other hand as well, although she suffers the desert morning.
usual penalties for offhand attacks with her non-dominant Kith Blessing: When using Survival to get through an
blade-hand (Changeling, p. 184). This blessing may manifest area affected by an environmental Tilt, the Sandharrowed’s
as a single dagger, a pair of hedge clippers or giant scissors player enjoys exceptional success at three successes instead
replacing her hand, or a long, thin blade extending from of five.
each of her fingertips in place of fingernails, but it functions Enveloping Sands: A Sandharrowed can call the howling
as a single 1L knife regardless of cosmetics. Her strikes use sands of the deserts of Faerie — from which the Fae crafted
Brawl and unarmed fighting styles. Unless someone literally her — to her aid. Once per scene, when attacking an oppo-
removes her limbs, a Razorhand may never be disarmed. nent with either Brawl or Weaponry, the Sandharrowed
may spend one Glamour point before her player rolls the
Sandharrowed attack. If she succeeds, the target suffers the Immobilized
“Sand is so lovely. Gets into everything, you know, and it Tilt (Changeling, p. 330) as a pillar of sand swirls out of the
sticks around. You’ll be pouring me out of your shoes for weeks.” ground to trap them entirely. The pillar has Durability 2 and
The lands beyond the Hedge come in a great many the target enjoys cover (Changeling, p. 186) while trapped
forms. Faerie is not home to just enchanted forests and inside.
haunted castles, but to vast stretches of howling desert
Valkyrie
among other things. While many deserts in the mortal
world are mostly rock, Faerie deserts hew more closely to the “I chose who lived and who died in the Aldaföðr’s battles
popular image of vast sandy plains with mountainous dunes because he forced me to pick victims and victors. Whether you
and rare oases dotted throughout. Dust storms thrash their live or die today is my choice.”
way through realms like this, chasing down beings who are Call them Valkyries or Morrígu, the Crows or Angels of
unlucky enough to be caught outside without shelter. Like the Battlefield. When Gentry play war games and set their
anywhere else in Arcadia, the deserts are filled with wonder toys against one another within their own realms, when
and terror, and it is here that the Sandharrowed spent their those Fae caught in life-or-death struggles with others of
durances. their kind clash, they often employ choosers of the slain.
Before their time in Arcadia, the Sandharrowed usually Valkyries walk the battlefield, sword in hand or wings spread
existed as mortals who lived private lives but who people black against the sky, selecting those who rise again and
missed when they vanished. Not in big ways. No manhunts those committed to the earth. Or, perhaps, those blessed to
or national news coverage, but in terms of workflow and ascend to sit at the right hand of the gilded figure on the hill
comforting presences. The administrator who sends out all and those condemned to return to the blood-stained city.
the mail merges for the office, the head of the street-sweep- Valkyries tend to accumulate sigils and symbols of
ing crew, the substitute teacher who always arrives on time, whatever mythos their Keeper adhered to, as much as they
or the middle child who picks up the slack in family chores adhered to one at all; just as many Fae adopt a mishmash
could all make excellent Sandharrowed. Their fetches, made of symbols or make up their own tortured symbology. A
of bits of shadow and fine-grain quartz, try to fill these roles, Valkyrie trapped in eternal Ragnarök spits in the eye of the
but cannot do so with the sand-blasted polish of their pre- idea that her Keeper had anything to do with the runes and
decessors. knotwork she now tattoos on her skin.

Example Kiths 115


The Fae tend to favor those with a deep and unshake- poison, or assassins, the Venombite’s Arcadian history winds
able sense of right and wrong when choosing Valkyries. down a long path of destruction and sabotage.
They delight in perverting that sense of justice or watching That path often continues into the mortal world. Some
a mortal with unimpeachable morals forced to choose be- have other roles within their freeholds and motleys, but
tween her survival and someone else’s over and over until many fulfill the same roles they did in Faerie: unleashing
she loses all sense of herself and takes up her sword willingly. their purified and distilled inner toxicity on others, some-
Beast: Crow-dark eyes scan the horizon endlessly, always times without provocation.
looking for threats. She tilts her head from one side to the Elemental: She smiles sharply, like jagged glass. Her hair
other when she’s nervous, shedding black feathers when she always appears oiled with a dark, henna-like substance, and
tugs at her hair. Always one step behind and one to the left she rarely speaks above a whisper. When someone makes
of her motley’s putative leader, she whispers encouragement her smile fade, it almost guarantees no one will ever see that
into his ear. poor soul again.
Fairest: Six feet tall and blue-eyed, the wide vowels and Wizened: He looks normal — far too normal, except for
earnest words of her Minnesota accent disarm opponents the dark eyes, the color of pokeberries and forest scorpions,
as well as her motley-mate’s parrying. An ardent follower of and his small, sharp teeth, filed to razor points.
Freya, she sets herself against both her Keeper’s twisting of
Kith Blessing: When using Brawl to grapple a target, a
her faith and the men who appropriated it while she was
Venombite’s player enjoys exceptional success at three suc-
gone.
cesses instead of five.
Kith Blessing: Choose either Persuasion or Intimida-
Deadly Bite: The True Fae take small hurts, pet peeves,
tion at character generation. When inspiring an ally (Persua-
and burning resentments inside a changeling and distill
sion) or intimidating a foe (Intimidation) on the battlefield,
them into an odorless, colorless, and tasteless fluid meant
the Valkyrie’s player counts three successes on the chosen
to kill anything it targets. Once per scene, a Venombite may
skill as an exceptional success.
spend a point of Glamour before rolling a Brawl attack. If
Chooser of the Slain: A Valkyrie may grant luck to her al- the attack succeeds, she injects her victim with her toxin in
lies or levy misfortune upon her foes a number of times per addition to the attack’s damage. The attack does lethal dam-
scene equal to her Wyrd/2, rounded down to a minimum of age. In addition, the target suffers the Poisoned Tilt; con-
1. Spending 1 Glamour, the Valkyrie declares the recipient sider Venombite toxin a grave poison.
of her blessing or curse in a clear voice and rolls Wits + Oc-
cult + Wyrd, contested by Resolve + Wyrd; anyone she can Additional Kiths
perceive directly is fair game. Allies don’t have to contest if
Not all kiths reflect the influence of Regalia. They dwell
their players don’t want them to. A successful blessing grants
in the cracks and between the faults of our classifications, yet
the Valkyrie’s choice of Inspired or Steadfast; a successful
their fractured splendor is no less than their cousins.
curse inflicts her choice of Frightened or Reckless.

Venombite Apoptosome
“We’re all untidy heaps of scars and consequences, it’s just
“Step into my parlor — or, well, my apartment, anyway. I love
that I wear my memories on the outside.”
that old poem, but who can afford a parlor in this economy?”
They never saw their Keeper in full. Instead, they were
Whether skittering in the shadows or strutting in full
trapped in empty fortresses, alone but for their own accumu-
view and covered in bright colors, the sheer amount of toxin
lated corpses. They drifted through endless halls, waging a
coursing through their blood binds all Venombites together.
solitary war against the trespassers who slipped in through
Biting a Venombite will not, in itself, lead to death, though
tiny cracks in the walls. But each time an Apoptosome
that invasion of personal space does tend to annoy them.
died, they rose anew. In a new body, but one identical to
Not poisonous but venomous, Venombites take their name
the corpse that they left. Misshapen by the blow that killed
from their eponymous and incredibly dangerous bites.
them, but stronger. Wise to the tricks of the next dead-eyed
The Gentry show little discrimination when choosing invader. And as they were killed over and over again, their
humans to craft into Venombites. Everyone carries little body accumulated the memories of every cold and savage
resentments, words they never say to the people who hurt thing that struck them down.
them, petty hatreds boiling in their stomachs like so much
Apoptosomes often leave their durance feeling incom-
acid. A Venombite’s durance takes these vicious, hidden feel-
plete. Their Keepers left them fully to their own thoughts, with
ings and distills them, turning them into Arcadian toxin.
only the barest control over their actions. The Fae never obvi-
The changeling might spend her durance as a pitohui, eating
ously surveilled them, giving little sign of even acknowledging
glittering poisonous beetles — harmless to her, but turning
their presence. Apoptosomes often don’t escape their Keeper’s
her feathers into deadly knives — or as a serpent with a long
domain, instead expelled from that vast and unknowable body
tail rattling ominously behind her. Kept as pets, sources of

116 Chapter Three: Kiths


through cracks or mazes of wet caverns. No comprehensible Fae poisoners, and assassins in Faerie, their shadowy forms suit
creature to hate and flee, no one to pursue you. their tasks, lending them stealth in low-light areas and mak-
And yet they survived not one, but thousands of reshap- ing quite striking shadows on bare walls. Sometimes the Fae
ing attempts. Clearly something held them hostage, but what? cut out their tongues or vocal cords to better showcase the
Becquerels’ deathly shadow effect.
The constant shifting impermanence of their bodies in
Arcadia means that Apoptosomes tend to reach the other Becquerels often utilize their blessing to burn their
side with questionable boundaries. Some become confron- way out of captivity in a spectacular burst. Infused with
tational; inclined to treat perceived disagreements as a pre- the dreams of nuclear bursts and radioactive fallout, they
lude to new attacks, they go on the offensive before that at- tear through the Hedge, setting Thorns and denizens alike
tack has a chance to occur. Some become fragile; unable to aflame with their rage and pain. Once out, they tend to settle
identify their own boundaries, they fold themselves up into down somewhat, but their touch remains poisonous. They
someone else’s and defend those instead. make warm friends or blazing enemies, always glowing with
passion.
Darkling: Long tendrils of gauzy white film drift off a
body taut with muscle and marked with cobwebs of silver Darkling: Head-on, she looks like a person made of shad-
scars. She vividly remembers the injuries that caused each of owy flesh, with two dark eyes glimmering in her head. Her
those scars, and a weakness of the one who struck the blow. voice is hoarse, like a burn victim’s. When you look at her
out of the corner of your eye, you could swear she’s a two-
Ogre: They look like they fight every day of their life.
dimensional shadow.
Permanently swollen eyes. Bones set slightly off-kilter. Skin
the mottled purple-green-yellow of bruises both old and new, Ogre: Her skin is all cracked stone. She gives off the
belying the solemn clarity of their voice when they describe scent of burnt flesh and chlorine. Even though she’s huge,
the precise strengths of their hunters. you cannot hear her coming until she’s right beside you.
Kith Blessing: An Apoptosome perfectly remembers Kith Blessing: When using Stealth in low-light areas,
progressions of fights they lose and gains an extra die on one a Becquerel’s player achieves an exceptional success at three
roll per scene in subsequent physical or mental contests with instead of five.
that creature or person. Nuclear Shadow: When she successfully grapples some-
Sparagmos: In a fight with a character who’s previously one, a Becquerel may spend a point of Glamour to burn
hurt them, the Apoptosome may spend a point of Glamour them as if she set them on fire. The Becquerel’s grapple
to deal one point of aggravated damage to that character. burns an area on the target the size of a torch (Changeling,
She may do this to more than one character. For the rest of p. 191) with the heat of a candle. Her touch has no burn-
that scene, both the changeling and those foes take an addi- ing effect on inert objects and the burned area appears to
tional point of aggravated damage every time the returning all mundane medical scans like radiation burns rather than
enemies deal further damage to the Apoptosome. those inflicted by flame.
Every turn she continues to maintain the grapple, she
Becquerel may inflict her choice of the Stunned or Poisoned Tilts.
[quiet, hissing footsteps down an empty hallway]
Blightbent
When America dropped the first nuclear bombs at the
end of World War II, the world fixated on a new kind of night- “No, no, it’s fine. I wouldn’t want to touch me either.”
mare. The horrors of nuclear war permeated the dreams of Shoulder-deep in cauldrons of ammonia every night.
everyone even peripherally involved with the Cold War, and Creeping through the narrow furnace towers to clear micro-
beyond to the present day. Hundreds of movies, books, and scopic defects. Sifting strange hot metals from the air with a
television shows focus on the incredible destruction wrought net made of fine lead string. Trudging through eternal sour
by Fat Man, Little Boy, and their aftermath. The Doomsday bogs to collect rotten buried treasures. Raking the calderas
Clock ticks ever closer to midnight, and politicians negotiate of smoking volcanoes for choice fragments of glass. The
and re-negotiate treaties for nuclear weapons research and Blightbent toiled in the foulest smells and at the most nox-
non-proliferation. ious jobs Arcadia could offer. When made to perform tasks
Don’t think the Fae haven’t noticed. poison humans, they became poison to survive them.
Beginning in 1944, nuclear energy rocketed down the Their durance marks Blightbent changelings in a way
trods and Dreaming Roads near Trinity, Lop Nur, and the causing great challenges for those wishing to reintegrate with
Chagai Hills. Radiation poses no particular danger to the Gen- mundane life. They spent years of their lives accumulating
try, moreso than any other blast of great force, but the arrival poison into their bodies, and after sleeping on the embers of
fascinated them. This fascination resulted in the Becquerels. a beehive coke oven every night, the smell of tar feels more
natural and grounded than wildflowers. It doesn’t help that
A relatively new kith, Becquerels rise from the idea of
Blightbent so rarely achieve the satisfaction of an intentional
nuclear radiation’s destructive power. Used as art pieces,
escape. More commonly, they wake up abandoned some dis-

Example Kiths 117


tance into the Hedge amid a pile of bodies and grass burnt he moves, a wave of stench roils around him: rotten eggs and
away by lye. A sponge only absorbs so much mercury, and insecticide and skunks. Stand around in the heat and he’s
the Fae find throwing something stained or battered away liable to make bystanders vomit.
much easier than repairing it for further use. Without mak- Kith Blessing: When a Blightbent makes a Stamina +
ing the choice to leave, many Blightbent stumble back across Resolve roll to mitigate damage from diseases and poisons,
the Thorns, unprepared to return to the mortal world. The they automatically downgrade aggravated damage to lethal,
hair still wet with oily water, the poisonous dust of a muni- lethal damage to bashing, or ignore bashing damage.
tions factory permanently glazing their skin, the lingering
Brimstone: The Blightbent’s touch scalds and scars.
scent of gasoline on their breath; all signs of a durance they
Whenever they successfully grapple someone, their player
never fully escaped.
may spend one Glamour point to inflict the Poisoned Tilt.
While commonly thought of as a kith created by the
industrial age, the history of the Blightbent runs as far back Enkrateia
into history as the poisonous earth they handle. The tech- “Comtesse, please reconsider that sentiment. The Seventh
nology they remember hitches a ride into Arcadia in their Cinder Forest Daughter describes a very equitable bargain and
heads, influencing successive generations of monstrous Fae refusing a truce this generous following a victory so resounding
designs. Occasionally, innovations hitch their way back out. would display… great imprudence.”
A Blightbent engineer who spent their days and nights in the
hearts of strange machines applies that intimate understand- Most Keepers lack the interest or motivation to provide
ing to their own creations. their own neutral analysis of the events they steer around
themselves. Some choose to create a “better angel” to offer
Wizened: No matter how hard she scrubs, the coal dust them advice. Captured for their quick wits and practical
never washes off her skin. Embedded in every pore and sur- minds, Enkrateia served as advisors, mediators, and judges
face imperfection, constantly drifting loose from her eye- in liminal places. The literal voice of reason in the ear of
lashes and the skin beneath her fingernails. Everything she their Keeper, the Gentry acknowledged the voices of En-
owns is dirty now. krateia at their whim. Delicately formed silver statues stood
Fairest: From a distance, his skin is dazzling — delicately rooted in an empty glen, eternally brokering peace between
cut golden crystal, faintly glowing in the sunlight. But when warring siblings. A fang-toothed giant pronounced Fae jus-

118 Chapter Three: Kiths


tice to an inky Notary for crimes like failing to interest her Huntsman’s horn means that Gravewights lay close enough
Keeper. A captive glass songbird chirped subtle advice from to their Keeper’s hearts to really hurt them.
within a gilded cage. Wizened: Her desiccated and brittle skin cracks when
The Gentry prize Enkrateia too greatly for the change- she moves, her dry touch gentle when she eases the spine of
lings to escape imprisonment easily, but quixotic Fae attend a man nearly as old as herself into place in her meticulously
too little to these pets for them to remain a constant pres- designed mosaic. She can’t bring a lantern here lest someone
ence in Arcadia. An unlucky advisor finds herself so disre- see her, but her eyes glow with lambent blue flame and she
garded that she begins to grow as invisible as she feels. The walks in the night easily as day.
heightened emotions of freeholds often override people’s Beast: They walked the wild trods in the skin of a shaggy
better natures, and here the Enkrateia excel upon their re- black hound, running down such goblins and changelings
turn to the mortal world. as had the misfortune to be out alone late at night, dragging
Fairest: A sleek, winged boy with timepieces for eyes captives into their endless underground dens.
and nimble fingers; his voice soft and placating, which once Kith Blessing: Choose Empathy or Intimidation at
promised blood by morning. character generation. When attempting to influence some-
Elemental: Once the lightning crown resting heavy on a one with her mien, physical presence, or knowledge of the
wounded king’s brow, they echoed the memories he recited mechanics of death, the Gravewight’s player achieves an ex-
to them. ceptional success at three successes instead of five.
Kith Blessing: When attempting to calm a conflict, roll Charnel Sight: The Gravewight’s presence serves a bea-
the highest of: Empathy, Persuasion, or Subterfuge. con to ghosts and other creatures caught between life and
Eloquent Analysis: When the Enkrateia takes an extend- death. Whether the fulfillment of some destiny, an intellec-
ed action to Investigate, her player only begins to lose dice tual affinity, or her Wyrd simply calling out to them, ghosts
after the 3rd successive roll. appear more frequently near her, manifesting more normal-
ly and more completely. Spend one Glamour to see and hear
Gravewight ghosts lingering in Twilight.
“The air is always thick with ghosts. Lonely ghosts who want Shadowsoul
a friendly ear, hungry ghosts who want to plug a gap in them-
selves, newborn ghosts still fresh from the traumas of death. But “Mine is never again the rosy dawn, or heat of summer’s day.
just because you can hear them doesn’t mean you can help them.” Instead, I must creep around with the other night animals, hunt-
ing one another in the dewy chill. He took the light from me and
The Gravewights know that Death patiently walks in
expected me to thank him for it.”
our footsteps and take that knowledge bodily into them-
selves. Each experienced death as a constant companion, Cousins to both Bright One and Gravewight, the Fae
stolen away to perform executions, funerary rites, or other crafted Shadowsouls into beautiful or decorative creatures,
services in chthonic places. No two are quite alike, their intertwined with (and styled to the aesthetic preferences of)
circumstances born out of individual experiences with the chthonic or celestial Keepers. These evening stars, distant
harrowing and capricious nature of death in Arcadia. Some and cloaked in silence, forsake the sun. Torn asunder and
sickened, and rather than allow them to die their Keepers recreated as their own dark doppelganger or barricaded into
placed upon them the mask of red death. Some wasted a damp cave for a thousand years to grow a new and pli-
away as completely as the dry bones they exhumed and pre- able crystal body, they survive, their clarity marred by a faint
pared for display in vast catacombs. A man-shaped pile of pink tint at the gem’s heart. A black doe queen flees, hunted
rotten meat guarded an abattoir. A grim-faced ghostly angel nightly by her fox king and his many brothers. A living shad-
dredged battlefields for those fragments of souls that were ow, soft and barely substantial, lies pressed to any surface
still clinging to their swords. that supports him, falling away from the light.
Not necessarily morbid nor universally sepulchral in Not inherently more or less dangerous than any other
temperament, Gravewights hope just as well as any other Keeper, nocturnal Gentry embrace more fully the inherent
changeling, finding new resolve in their return to mundane cold disinterest of Fae emotional expression. They keep their
life. They easily become cavalier about deaths, however, in- changelings tightly bound, heavily guarded, and struck with
cluding their own. Maybe familiarity breeds contempt, or frailties tied to the daylight hours. A Shadowsoul escapee
maybe Gravewights long to complete a death arriving in slow took a long, dangerous road out of Arcadia — never able to
motion ever since they walked into Arcadia. More often than move faster than the traversal of the moon, their Keeper
any other servant class of changeling, therefore, they simply stalking their footsteps, threatening to blot out the night
throw down their shovels and walk out into old woods filled and bake them in the perpetual sunlight.
with the threat of Huntsmen. One might not look closely for Elemental: Wrapped in midnight blue and speckled
the corpse-like gravedigger, once nested amid the grave dirt, white as the starry sky, you can see constellations and distant
until bodies begin to stack up like corded wood. Hearing the nebulae move across her skin with the rotation of the earth.

Example Kiths 119


Fairest: His skin and eyes are bleached so luminous and connection is extremely difficult for them. They constantly
pale that he cannot bear the sun, but in moonlight he glows apologize and castigate themselves for anything they per-
as though lit from within. ceive as a flaw and occasionally break off relationships of any
Kith Blessing: Shadowsouls gain a bonus to mundane kind to avoid hurting others. However, they make excellent
Subterfuge rolls equal to her Wyrd and the 8-again rule on couriers, spies, getaway drivers, and anything that involves a
those rolls. great deal of travel.
Nightblind: Shadowsouls have a natural affinity with the Elemental: Her veins shine in her skin, shot through
Mirror Regalia in addition to any other affinities. with glimmering quicksilver. The freehold’s best driver, she
always plays classical music as she drives. She rarely smiles,
Once per scene, on an exceptional attack success, the but her teeth shine like pearlescent moons when she does.
Shadowsoul may inflict a temporary Blindness Condition on
someone she touches. The Condition resolves at the end of Fairest: Known for his tempestuous relationships and
the scene. the fact that his hair seems to move without any wind, this
Spring courtier always dresses to show off his red features to
Telluric their best advantage — red eyes, red hair, red freckles spar-
kling across the bridge of his nose.
“No, not that way, this way! It’s like you’ve never read a map
before!” Kith Blessing: When the Telluric chases someone with
Drive or Streetwise, on a clear night when she can see the
Not all changelings live among the True Fae, walking
stars above her, her player achieves an exceptional success
the same paths they do, drinking their wine, and eating their
with three successes instead of five.
bread. Some are set above them in orbit, dancing strange
paths throughout the even stranger skies of Faerie. Isolat- Burn Bright: Tellurics can wield the power of falling
ed from everyone but each other, the Tellurics become the stars. For one Glamour point, the Telluric may throw a ball
stars of Arcadia, drifting through different demesnes, always of starflame as a ranged attack using Dexterity + Athlet-
changing. ics. The fire is torch-sized and has the heat of a candle (see
Changeling 2e, p.190).
Some other Lost begrudge the Tellurics, saying that they
had the easy road out. After all, they were so lofty and far Whisperwisp
above everyone else, they could have just walked out. No one
would have stopped them. To a certain extent this is true; “Why no, I hadn’t heard at all! And so many people involved
the Tellurics knew the silver-and-gold paths better than any- in covering it up. Why don’t we go somewhere a little more out of
one else. There was no gate keeping them in, no chains on the way and you can tell me everything?”
their ankles. Why did they stay long enough to become Lost? Whisperwisps were built to be spies and saboteurs.
Tellurics were all lonely, orphaned planets to some ex- Constantly cataloging the habits of others, listening for their
tent before they were taken. Black sheep of their families, most intimate secrets, punctuated by grueling interrogations
agoraphobics, chronically-ill people, people dealing with and mock trials. It’s no wonder most are cold and a little
grief — anyone who was isolated in some way makes a good amoral; even this side of the Hedge they can’t quite shake off
Telluric. The Gentry take them in their dreams, or lure them the desire to lie reflexively, concealing even what might be
into Arcadia with the promise of beauty and attention. It’s better to share. As all Lost, of course, they might take near-
not a lie, not at all. The Tellurics are set in the heavens and ly any seeming: small creatures that creep along the walls
shine with the glow of a thousand different stars and planets. and through the grasses; willowy and androgynous honey
Some burn with the fire of Mars, others with the blue-white traps, flattering and flirting; or quick, tense locksmiths tear-
radiance of Sirius, and a few with the multicolored tails of ing through layer after layer of physical security, listening to
comets. Everyone in Faerie sees the Tellurics as they tread the radio chatter and bathroom gossip of a dozen carefully
their pathways — but no one speaks to them save other Tel- placed bugs.
lurics, and even then, rarely. Some Whisperwisps choose to spy for a court or other
Some Tellurics accept this. Escaped Tellurics tell sad individual changelings, but nearly all Whisperwisps stay
stories about their fellows whose bodies were entirely con- apart on some level, ready to break away and fade back into
sumed by the fires of their own perfection and fell to the for- the shadows at the first sign of personal danger.
ests of Arcadia as shooting stars. Perhaps they died, perhaps Darkling: He’s as long and slender as the shadow cast by
they became True Fae in their own right, perhaps something a cracked door, fingernails as jagged as lockpicks, but with a
stranger happened. No one really knows, but every Telluric face that eyes slide off of.
has a story about a friend they saw fall. Fairest: Once a stern reporter, a certain clinical quality
Those who do escape find themselves both craving at- entered her voice when she returned. Remote as a mountain,
tention and avoiding it as much as possible. Tellurics are her lips twitch slightly in disgust with every new falsehood
used to being seen as perfect and unattainable, and genuine she uncovers.

120 Chapter Three: Kiths


Kith Blessing: When attempting to influence someone Forked Tongue: Choose one of Stealth or Persuasion at
with a known falsehood, achieving three successes counts as character generation. Mundane rolls made with the chosen
an exceptional success. When attempting to influence some- skill gain both the 9-again rule and a bonus to equal to the
one with the truth, five successes counts as an exceptional Whisperwisp’s Wyrd.
success.

Example Kiths 121


There are not more than five musical notes,
yet the combinations of these five give rise to more melodies than can ever be heard.
There are not more than five primary colors,
yet in combination they produce more hues than can ever been seen.
There are not more than five cardinal tastes,
yet combinations of them yield more flavors than can ever be tasted.
— Sun Tzu, The Art of War
Suspicion comes easily to changelings, that state of con- ciousness and fear of changeling existence, giving the Lost
stant vigilance justified because the Gentry really are out to an opportunity to work together in shared trust or purpose.
get them. Many changelings struggle with the urge to keep Motleys also perform an important role in the game for
others at arm’s length, to surround themselves with thorns players and Storytellers. The motley usually serves as charac-
lest others betray their faith. ters’ justification for gathering in a group without collapsing
Self-imposed insularity poses dangers, though. One set into infighting or going their separate ways. A tool of conve-
of eyes can’t watch all the approaches. One mind can’t cover nience at the storytelling level, motleys permit the narrative
all of a plan’s potential flaws. One frame of reference too eas- to focus on the sort of story the group wants to experience
ily slips away from lucidity and into the blurring of imagina- together.
tion and reality. One heart struggles to comfort itself, when Changeling: The Lost Second Edition briefly touches
unrelenting nightmares and painful isolation play partners. on motleys, establishing the notion that the players’ change-
So changelings turn to one another for help, finding lings likely all belong to one. This section goes into motley
strength through community. They overcome mistrust creation in greater depth, provides several sample motley
through carefully woven threads of pledge and honor. They oaths, and presents a new system for handling internal con-
reinforce camaraderie through shared experiences and mu- flict within a motley in a constructive way.
tual gain. Some go a step further, drawing mortals or other
creatures of the shadows into their circles of trust. Making a Motley
The suspicion never entirely ebbs. The tension never For some chronicles, motleys remain a background ele-
quite fades. But through working together, the Lost might ment. The glue that binds groups of changelings together,
find sanctuary and find themselves. motleys require no further attention, permitting other nar-
rative or game elements to take the limelight. This sort of
Motleys in play assumes the changelings in the motley are friends, or
Lost Chronicles at least have each other’s backs when the chips are down. If
the Storyteller and players don’t wish to delve into the back-
The building blocks of changeling society, motleys and ground or implications of motley ties or interactions, this
their attendant pledgecrafting create threads binding the lets the whole group get right on with play.
Lost together. The Wyrd’s power tames some of the capri-

Motleys in Lost Chronicles 123


Focusing on the background and origins of this shared giances or crimes. The Storyteller might then prepare each
pledge, however, turns the motley itself into a compelling story arc around a particular victim and Huntsman, explor-
story element. More than just an excuse to keep the char- ing both the thrill of the action and the consequences of
acters together, a fleshed-out motley helps shape the aims saving — or failing — the prey.
and actions of the member changelings. Mutual history and Alternatively, if the group is absolutely enthused about
detail build the motley into something like a character in its pledgecraft and fae magic, they might decide on a motley
own right, a shared experience that might outlive individual that pledges to drop into mortals’ lives and fix their prob-
motley-mates when Huntsmen come calling. lems, fairy tale style, as an attempt to live their own lives in a
positive way with each day their freedom from Arcadia lasts.
Pledged Together
Motley Aspirations: If the Storyteller and players want
The work of pledgecraft, Motleys spring from the power to bring a sworn purpose from a motley oath to the forefront
of the Wyrd tying a ragged band of changelings together as a story focus, the group might agree to include a motley
in accordance with a sworn oath. Often, the Lost use this Aspiration. This is an additional Aspiration based on the
power to create motleys as a replacement for the family and pledge the motley swears, and so could be anything from
friendships lost through their durance. Motleys can serve as “Be there for each other when times are tough,” to “Battle
any sort of close network or alliance where trust in a mutual the huntsmen who come for my allies,” to “Watch the most
cause is key, but an underlying level of genuine closeness common Hedge portals for recently freed changelings and
separates a motley from another form of societal oath. influence the new arrivals to our agenda.”
A changeling swearing into a motley gains no imme- Motley Aspirations work best when the characters need
diate knowledge of her new motley-mates from the Wyrd. to take a proactive stance to meet their goal or when the Sto-
She might also belong to more than one motley simultane- ryteller agrees to challenge the Aspiration directly in play. A
ously, although oath wording may make maintaining this a strong, compelling purpose drives drama and action, espe-
tricky juggling act. However, oaths are lifelong things, not cially when it aligns to individual changelings’ Threads, but
acts of passing fancy. Motleys don’t gather lightly; they form it doesn’t require grandiose or far-reaching goals. “Be there
around strong bonds of hard-won trust with no backing out for each other when times are tough” is a powerful Aspira-
a few years down the line when a changeling decides that tion for a Storyteller intending to focus on the motley-mates’
she doesn’t much care for a clause forbidding her to harm a personal challenges and the players are interested in really
motley-mate she came to despise. As such, scrupulous atten- exploring the struggles of their changelings as they try to
tion behooves any of the Lost when knowing exactly who she just claw back some semblance of a life after their durance.
embraces as a close ally in such an oath.
The motley Aspiration is added to each character’s sheet
For Storytellers and players, giving the motley a pledge that as an additional Aspiration, and it is fixed for as long as the
provides strong, shared purpose and agenda from the start gives changeling is a member of the motley and has not broken
an immediate drive to action. This avoids having Storyteller the motley oath.
characters cajoling or inducing the changelings to take part in
If a character belongs to multiple motleys, she only gains
the story and strengthens the bonds between the characters
the Aspiration of the motley most important to her, which
within the narrative. Instead of being some friends who hang
should usually be whatever motley she shares with the other
out and happen to have made a promise, the changelings swear
player characters. After all, that’s where the driving focus of
to survive together, or become a revolutionary cell, or a band of mis-
the chronicle will likely be.
fits desperate to hide the awful crime they accidentally committed.
Much like a normal Aspiration, the character earns a
This lets the group focus on a particular aspect of the
single Beat when fulfilling the stated goal but does not re-
setting and gives the Storyteller clear direction to create lean,
place the Aspiration at the end of the game session. Each
dynamic chapters around. If the motley pledges to watch
character can gain only a single Beat for a motley Aspiration
each other’s backs and survive together, the Storyteller can
per game session.
weave threats that require the changelings to protect each
other, perhaps focusing on the specific flaws and weaknesses Adding a motley Aspiration gives the characters strong
of any given motley-mate that she needs her allies to help additional incentive to focus on the motley’s pledged goal
her with. If the threats begin to form an all-encompassing and also offers a slightly faster rate of advancement. If the
web that threatens to entrap the whole motley, the individ- group doesn’t want the increased rate of earned Beats, the
ual characters then face the internal challenge of deciding motley Aspiration can simply replace one of the usual three
whether to hold fast in trust and loyalty, or to cut their losses character Aspirations. Alternatively, the Storyteller and play-
and break an oath in the name of their own survival. ers might agree that the Beats can go toward Experiences
spent on advancements that make narrative sense within
If, instead, the players are really interested in Huntsmen
the motley’s accomplishments, such as new Motley Merits,
and the concept of guarding against Arcadia, they could
or dots in Skills in which a talented motley-mate instructs
create a motley with the pledged purpose of safeguarding
her close friends.
changelings from Huntsmen, regardless of the prey’s alle-

124 Chapter Four: Birds of a Feather


Oath-Sworn Terms Roses and Thorns
The oath serves as the motley’s heart, and its wording is Your group may prefer to work through the creation
important. It reflects the nature of whoever drafted it. An in- of the motley in an organic fashion during a Session Zero,
experienced motley may have a loose or simple oath, possibly bouncing ideas off one another that eventually coalesce into
sworn in the heat of the moment and not thought through. an understanding of the motley’s origins, purpose, and oath.
A motley protecting the mutual interests of older change- If you prefer a more structured approach, you can use the
lings is likely to be ironclad. The oath may reflect outside following method of Roses and Thorns to weave connecting
pressures on the members, such as a freehold forcing the threads between the motley-mates and establish its role for
changelings to swear not to cause trouble, or even include the beginning of the chronicle.
clauses for which none living quite remember the origins.
This approach uses a short series of steps to build the re-
However, the precise wording of an oath is rarely a mat- lationships and conflicts that drive the motley. This process
ter of sophistry or hidden meanings made to ensnare the works best when run concurrently with character creation —
unwary in a trap of words. The Wyrd weaves itself through particularly Merits, as it offers an incentive of bonus Motley
a motley oath upon the boughs of the participants’ intent, Merit dots for playing along. Everyone can then adjust ele-
the collective understanding among the changelings of the ments of their characters to as they go along to take account
oath’s true meaning. of the resulting relationships.
That intended purpose bears the oath’s power upon its All the players participate in fleshing out the motley’s
shoulders; the spirit of the oath is what matters, rather than background; the Storyteller doesn’t hold absolute authority
the specific wording, because in this case the spirit is the over giving the yay or nay on a specific idea or relationship,
Wyrd, and it cares little for the tangled innuendos and sly although she may have advice or suggestions that help shape
maneuvers of whatever human language the Lost happen to the outcome.
have wrapped their desire inside.
The first step is to create a map of the motley, laying out
A changeling who thinks she’s cleverly entrapped her the name of each character on a large sheet of paper, set of
fellows is likely to sorely regret her machinations when not index cards, whiteboard, or virtual project map. Leave plen-
only does the Wyrd disagree, but she’s still stuck in a close, ty of room around each character; the aim here is to produce
personal oath with a gang of people who no longer feel they a tapestry of threads among them, and to add new entries
can fully trust her. on the map representing outside pressures or characters who
If, for example, the motley swears to guard each other have played a key part in bringing the motley together.
from their Keeper’s pursuing beasts, they remain bound to Each step involves linking a character to one or more
that mutual aid if the Keeper sends a clattering mechani- others on the map. This might involve just drawing a line
cal monster of sparks and silver instead of a flesh-and-blood between the relevant characters, but it might be fun to use
hunting horror. No amount of well actually it’s not a beast actual threads on a physical representation. The end result
is it is going to convince the Wyrd the motley intended to could be anything from an artistic arrangement of spun
only protect one another from a narrow category of pursu- yarn to a conspiracy theorist’s fever-dream of pinned string,
ing animals. but regardless, giving it a tactile element with which partici-
Equally, a sworn commitment to help each other with pants can engage and to which they may contribute specific
matters of the Hedge that mentions “debts” isn’t going to symbolism helps get everyone involved. Does the Ogre use
compel a changeling to pay off her motley-mate’s mundane rough string for all his connections? Does the Fairest use
mortgage, since the intent is clearly in the context of goblin gold thread? Does the motley use red wire for all the Roses
bargains and fae magic. and green wire for all the Thorns?
Ideally, the pledge’s wording has real teeth, directly The crucial rule for Roses and Thorns is that connec-
mandating or condemning particular behaviors. Elements tions among characters must always be agreed by any players
the group knows some characters will struggle to honor can involved. For example, if one player thinks it’d be cool for
help generate drama and draw a narrative focus to those her changeling to nurse an unrequited love for her motley-
changelings and the potential consequences of their failure. mate, but the player of the latter doesn’t feel comfortable
Crucially, however, the players should never be the ones tackling that idea in play for any reason, it’s his right to say
struggling. The oath isn’t a storytelling tool for punishing no — and there’s no need for a player who turns down a
players who want to see the narrative move outside of the connection to justify themselves unless they want to. This
oath’s remit, nor is it a means for the Storyteller or a group is a collaborative storytelling exercise and it’s important for
majority to force compliance to a particular theme some everyone at the table to feel relaxed and safe.
players don’t want to engage with. The oath requires buy-in
from everyone at the table, especially the parts that will create
Roses
conflict and drama. In this step, each player looks at what positive forces have
led to her character becoming a part of the motley. These driv-

Motleys in Lost Chronicles 125


ing ambitions drew the changeling into that circle of trust, Next, choose or create an external force or context and
and those who welcomed her into it. The ambitions form the suggest a thread that links your changeling to it in a nega-
attraction that serves as a foundation of the motley. That’s not tive way. Perhaps it’s her Keeper, and fear drives her to need
to say they necessarily all need to be healthy or pure of heart safety with the motley. Perhaps it’s a clash of personality with
and motive, but they’re fundamentally constructive. the same character who another motley-mate was inspired
Firstly, choose (at least) one other player, and suggest by, and which drove her into the motley’s arms in search of
a thread between your changeling and theirs. This thread allies. Perhaps it’s something as abstract as loneliness, the
should be something that draws the changeling to them, need to have someone, anyone, who understands what life
whether admiration born of their specific talents, a personal is like for her now. If the group concurs with the idea, tell
debt because they helped the changeling get back on her feet, them a way that she drowns out or indulges those negative
love, enduring friendship, or even a shared ideal linked to emotions via her interactions with the rest of the motley.
the motley’s purpose. Discuss the potential thread with the
other player and the group and, if the other player approves,
Weaving the Tapestry
tell the group how the thread gives the changeling a sense of By this point, the group should have a mess of threads
surety or stability in her new life. connecting motley-mates to one another and to external
Then, choose or create a new entry on the growing tap- forces — a visual explanation of the pressures that have
estry that lies outside of the motley and suggest a thread be- brought the motley together and have kept them together.
tween your changeling and it. This entry should be a person For each of the two steps completed, a character gains one
or group, a situation, an event, or some other form of exter- bonus Experience to spend on Motley Merits.
nal context. The thread between changeling and context is Keep the tapestry on hand as the chronicle unfolds; it
something that helped bring the changeling into the mot- can serve as a useful reminder for the players of roleplaying
ley because it inspired or encouraged them, or perhaps gave hooks and interaction prompts. The group may even want
them positive reasons to trust and buy into the spirit of the to go further, adjusting and rethreading the map as relation-
oath. It might be a friend or ally who pointed her to her new ships between the changelings alter and new pressures ap-
motley-mates, or the encouragement of a key member of one pear on their periphery.
of the courts, or the desire to help other people evade the At the Storyteller’s discretion, the tapestry may provide
Gentry. If the group concurs, tell them about how the thread further benefits during play. Add dice equal to the number
gave the changeling the impetus she needed to believe in the of threads between two changelings to rolls resisting Occult
motley and her new fellows. or Social influence attempting to pry them apart. A change-
ling may be able to cash in a link once per chapter for a
Thorns bonus die on a roll to help the other character (for a Rose)
This step explores negative influences that push at the or to outdo or impress them (for a Thorn). Links could even
changeling. They may have pushed her into the motley or refresh additional Willpower points when a changeling’s
stir conflict between her and her motley-mates. Thorns are Needle or Thread coincides with them.
often needs, whether the need for safety from a threat or the
need for that bastard motley-mate to finally acknowledge her Sworn Fellowships
superior talent. They’re still threads, because hate and fear Motleys come in all manner of shape, purpose, and ori-
can tie people together as closely as love and courage. Thorns gin. What follows is a selection of motley oaths, illustrating
may hurt but they catch and snare; pulling completely free of how changelings implement such societal pledgecraft among
them can be even more agonizing, so the changeling prefers themselves.
to accept the dull ache of their presence in her mind.
First, choose another player and suggest a new thread Children of the Stone
between your character and theirs that derives from this Terms: Whosoever does spill their blood upon this stone does
more destructive aspect — perhaps a rivalry, a grudge she’s declare themselves to the rest of us as a sibling. The bonds of blood
never forgotten, something she needs from the character, or now tie us in loyalty forever. All siblings of this stone are family,
something she envies. It should bind them together rather and family never spills each other’s blood in anger; family never
than force them apart; a debt she intends to collect, a sus- betrays each other. To wrong one of the family is to wrong all of us.
picion that makes her watch them to keep the rest of the Any sibling who wrongs another of the family owes blood, shed in
motley safe, a flaw she sees in them and wants to fix, or a role balance to the ill action taken but once that blood is shed, it washes
she needs them to play in her life that they do not yet fulfill. away all shame.
The new thread is friction, but strong friction keeps Motley: The motley carved this oath onto the brow and
things stuck together even as it generates heat. If the other temples of a rather lifelike stone head — originally part of a
player concurs, tell the group how the thread entangles her fetch. The bust serves as their lynchpin, a visual reminder of
in the motley, how it pisses her off but also keeps her there. the motley’s family bonds. Over the years, like a birth family,

126 Chapter Four: Birds of a Feather


various motley members have moved on or even travelled to place’s terrible denizens swore this particular oath. They
entirely different freeholds, where they act as an informal need to trust each other in the face of potentially lethal
network of trustworthy relatives across the region. danger and share a desire for fair recognition of accomplish-
Benefit: Once per chapter, a motley member can reflex- ments and prowess — a reflection of vanity among the mot-
ively shift a single point of any kind of damage from her ley-mates, perhaps, but a means of resolving it without con-
health track to that of a willing motley-mate she has touched flict. A new initiate to the motley sounds the group’s hunting
in the last day. horn to seal the pledge.
Consequences: A member of the Children of the Stone Benefit: Once per chapter during an action scene,
who breaks her pledge suffers the Notoriety Condition with when a motley-mate sounds the motley’s hunting horn as
other siblings of the motley. She can lift this consequence by an instant action, all members of the motley may change
either inflicting as many points of lethal damage on herself their current Initiative to match the highest Initiative among
as she inflicted on a sibling in one bloodletting, inflicting them. This becomes each character’s new Initiative score for
that amount of lethal damage on the Children of the Stone’s the remainder of the scene.
enemies, or — as the motley recently discovered — donating Consequence: As noted in the first line, a changeling
five pints of blood to a hospital or other good cause; the do- who joins this motley swears her strong arm. Should she
nation does not need to happen all in one go. If the betrayal break the pledge, whenever she faces a hobgoblin or other
involved no actual bloodshed, it requires five points of dam- hedge creature in physical conflict, she immediately suffers
age to balance. the Arm Wrack Tilt as her dominant arm weakens and
hangs useless; the effect ends at the end of the scene. Since
The Tail-Tied Rats the oath does not include specific terms to make up for the
Terms: I promise I’ve got your back. When the Gentry come oath-breaking, this may keep happening until the Wyrd is
for you, I’ll be there at your side. When everything gets too con- satisfied that recompense has been made to the injured par-
fused, too fucked up, I’ll be there to listen to you. When you don’t ties.
know what to do, when you’re lost, I’ll come find you. We’re all in
this together, and I promise I’ll stick by you. The Fair and
Motley: The Tail-Tied Rats is a small motley of change-
Honorable Merchants
lings who escaped their durances together and swore an oath Terms: I solemnly and sincerely promise I shall be a fair trad-
shortly after emerging from the Hedge. It’s a simple pledge of ing partner and friend to those of this motley, and that I will act
protection and fellowship, made in the spirit of being anchors to maintain the good reputation of this motley in matters of busi-
for each other in a world gone mad. Artlessly worded and ness and trade through my own upright actions. When my fellows
phrased, it reflects the intensity of fellowship the motley felt. labor under debt to the beings of the Hedge, I will make fair and
Benefits: Once per chapter, one member of the motley honest effort to help them lift those debts, to a maximum of five
can reduce the dice pool of a Clarity breaking point or attack goblinsweight in a year, without any profit on my part. I swear that
affecting another motley-mate by 2. She must be present in if I break this contract with my fellows for any reason, I will make
person and providing her friend with words of comfort and recompense through alleviating the debt burdens of my fellows by
reassurance. one goblinsweight each such that they are satisfied in my goodwill.
Consequences: A changeling who fails to provide the Motley: This rather formal oath is read from a scroll,
support this pledge demands adds her 2 dice to all Clarity which the changeling signs. The motley in question is a col-
breaking point and attack rolls she suffers, as well as a gnaw- lection of changelings who specialize in trade and barter,
ing sensation that she had a tail once, but something cut it particularly relating to hobgoblins and Goblin Debt. The
off. This lasts until she makes good on her promises and Fair and Honorable Merchants prize their carefully built
provides help or comfort to a motley-mate in a time of need. reputation as honest dealers in both freehold and Hedge and
wrote the pledge as a pact of mutual protection and co-op-
The Hunters eration to cement their position. A “goblinsweight” roughly
corresponds to a single point of Goblin Debt.
Terms: My strong arm is yours. I’ll have your back against
prey and foe, no matter how fierce their aspect or terrible their Benefit: Once per chapter, a member of the motley can
claws. If you fall, I’ll protect you while there’s still breath on your shift a single point of her Goblin Debt to another willing
lips. I’ll trust each of you as an extension of myself, and I’ll be your motley-mate.
spear in turn. I will speak only the truth of your prowess and glory, Consequences: Violating the agreement inflicts the No-
and never claim false pride from accomplishments that were not my toriety Condition on the changeling, pertaining to both the
own. This I swear. freehold and local Hedge denizens. The changeling can lift
Motley: A motley that spends much of its time in the the Condition by agreeing to take on a single point of Gob-
Hedge and whose members fancy themselves hunters of that lin Debt from each other motley member.

Motleys in Lost Chronicles 127


Harlequins and more fabric of the motley’s shared identity, it seeks to usurp
the changelings themselves. It might try to drive off or isolate
The deftly woven threads of the Wyrd bind a motley motley-mates so they can’t interfere with its charade, or it may
together in a tapestry of dramaturgy, thrumming with the simply start killing them. If no one manages to stop it, it will
power of all that shared identity, that emotion, and those core a motley out until the whole thing collapses, usually leav-
memories forged strong in the crucible of motley-mates’ ing the wretched creature to starve of Glamour as a maddened
overlapping perspectives. The motley is more than just the nightmare utterly convinced it is all the people whose identities
changelings who make up its ranks; it’s the heady broth of it stole. It’s dramaturgy turned poisonous, a toxic thief of trust.
their mutual experience and sympathetic magic. Out there
in the Hedge, things without faces hunger for this feast of A rare few harlequins are relatively benign. The mot-
identity, longing to clothe themselves in the fabric of such ley might detect a minor Hedge ghost infiltrator that lacks
shared experience to make up for their own lack. enough drive to be particularly vicious in its feeding, and
finds it suits them to keep the poor thing. Feed it just
Changelings have come to call these things harlequins; enough of their nature to let it take a motley member’s form,
they seek to steal into a motley’s close bonds and feed off the achieve some basic mimicry of mannerisms and voice, and it
Glamour of its fellowship, garb themselves in the personae could even prove a useful stand-in or body double at critical
of its members, and remake themselves in its image. They’re moments. This is a dangerous game, should the harlequin’s
a kind of Hedge ghost, and they crave the power of the Wyrd hunger ever slip the leash.
that flows within the motley as a means of stitching together
their Thorn-shredded natures into sham mockeries of real From whence do harlequins hail? Few Hedge ghosts
people. Each harlequin seeks to literally become a motley express this sinister capability; there’s something distinctly
— first individual members, then any or all of them — in an different between a harlequin and other spectres. Many
attempt to sate the hollow void of identity within itself. changelings believe harlequins are the wretched spawn of
fetches who somehow ended up in the Hedge and had their
In most cases, harlequins are a menace. They slip into fabricated personalities torn apart by the Thorns. Others
a motley’s ranks, follow the threads of the Wyrd-bound oath claim they’re the last embers of a fetch’s animating magic
binding the changelings together, and sow havoc by stealing ap- driven to one last attempt at seizing the identity a changeling
pearances and stirring discord. As a harlequin consumes more took back from them.

128 Chapter Four: Birds of a Feather


Systems Thorns Within
Harlequins are Hedge ghosts but possess several unusu- and Without
al capabilities relating to motleys:
Changelings can be prickly and, even within the pledge-
• A harlequin’s To Market, To Market ability can sense reinforced trust of a motley, come into conflict with those
the nearest changeling in the Hedge who is a member close to them. Most of these clashes are the small, irrelevant
of a motley, instead of a goblin market. kind that society conditions people to smooth over and
move on from, but sometimes the friction grows too great,
• A harlequin can replace a motley member’s connec- or something that really matters to the Lost leaves them at
tion to their oath if it is present when any motley loggerheads. Passions flare. Fears run rampant. Voices rise,
member breaks the oath. Harlequins usually possess changelings refuse to back down, and discord results.
enough innate cunning to hide themselves near their
This kind of conflict in the game can create exciting
prey in the hope of such an event coming to pass.
drama, as long as the players are all on board with it. When
• An infiltrated harlequin harvests a single point of everyone isn’t on the same page, it can instead result in frus-
Glamour whenever a member of the motley uses their tration or irritation bleeding out from the narrative to affect
motley benefit or inducts another member into the the players directly. Some groups would rather not deal with
motley in its presence, or when they affirm their Nee- inter-character conflict at all, while others revel in it and can
dle or Thread in a way that involves the motley or a engage in intense competition without any ill-feeling away
specific motley-mate in its presence, or when it steals from the game. As such, it’s key to nail down preferences be-
an item belonging to them that holds particularly fore play, and make sure the whole group understands what
strong significance to their sense of self-identity. is and isn’t okay for the chronicle at hand.

• Once infiltrated into the motley, the harlequin can Knives In, Knives Out
sense the rough direction of and distance to any of A simple approach to how the group handles conflict is
the motley’s members. to choose whether the motley will be knives in or knives out. In
a knives in group, the group assumes the chronicle’s drama
• Each time the harlequin harvests Glamour in this
and excitement stem from the motley’s internal clashes. The
way, it gains the ability to copy something about that
players explicitly expect the motley’s knives are all pointed
motley-mate: their face; their height, weight, and gen-
inward, at each other, and that a certain level of friction is
eral body shape; their voice; their mannerisms; or
the norm. This doesn’t necessarily mean that the motley are
their shallow memories. The order is not set, and the
all scheming conspirators looking to get a little extra height
harlequin may choose what it copies each time. It can
by stepping on their supposed friends; the characters may
express any number of copied aspects for 1 point of
all be genuinely close. However, the players actively expect
Glamour as an Instant action, shedding its normal
the narrative to focus on the ways in which the characters
features in place of the mimicry. Each copied aspect
conflict personally.
also grants it one additional die on Empathy, Subter-
fuge, and attack rolls against that motley-mate. By comparison, a knives out group is the motley ver-
sus the world. Tensions and arguments might happen, but
• Once a harlequin has copied all five aspects of a tar- the players can safely assume that no matter how upset a
get, it can replace its own Needle and Thread with changeling gets with her motley-mates, she’ll still back them
theirs by spending a point of Glamour; this lasts for up when trouble comes. The motley always comes first. It’d
a story, or until it uses this ability again to copy the take something very significant in the narrative to pry any of
Anchors of a different motley-mate. It does not need the player characters apart from their loyalty to their fellows,
to spend Glamour to copy the Anchors of a motley- and the players can expect this to be signaled clearly even if
mate who has the Oathbreaker Condition or who is their characters are not aware.
dead. Lots of potential nuance exists in the space between
knives out and knives in, but it can be valuable to have a
• A harlequin must spend a point of Glamour each
clear, open declaration before the chronicle begins that the
story to sustain its pretense within the Wyrd’s bond;
players can expect internal conflict to be actively encour-
it also loses a point of Glamour in any scene in which
aged, or that they can expect the motley to be fundamentally
a motley-mate successfully calls it out as not being the
on the same side and betrayal or infighting to be sidelined.
motley-mate it pretends at. While infiltrated into a
motley, should the harlequin ever fully deplete, the
Wyrd’s retributive force immediately tears its funda-
Staged Struggle
mental essence apart. Where conflict does occur between motley-mates, a
good-faith approach to handling it helps deliver drama and
excitement for the players while also keeping the strife inside

Motleys in Lost Chronicles 129


the chronicle’s narrative. Rather than a broad ban or em-
brace of such, the following optional system for adjudicating Agonism and the
in-character conflict encourages both teamwork and inter-
personal drama, which enriches the story.
Contagion Chronicles
The social conflict system here derives from
Social Currency the agonism rules in The Contagion
Staged struggle relies on the exchange of social currency. Chronicle, which focuses on characters
Characters accumulate points of social currency through from different Chronicles of Darkness
acts of support and trust, and building their reputations games coming together in the face of a
among the Lost, as follows: greater threat — and the frictions that may
arise between them as they do so.
• Once per scene, a character can earn one point by
putting herself at risk or giving something up to See The Contagion Chronicle, p. 134,
meaningfully aid a motley-mate. for a version of these rules not specific to
Changeling.
• Once per scene, a character can earn one point by
putting herself at risk to do something that slows,
hinders, or harms the True Fae or their servants, or
significantly alleviates the burden of the Wyrd upon • Whenever a character resolves the Trusting Condi-
anyone in her motley by paying off Goblin Debt or tion, she or the trusted character gains an extra point
helping them uphold their end of a pledge. (see below).

• Once per scene, a character can earn one point by • At the end of each chapter, each character loses one
actively taking steps to uphold or keep to the motley social currency point; a character needs to put effort
oath she has sworn in a way that other characters can into being a team player to stay in the motley’s good
clearly perceive. graces.

• Once per scene, each character who participated in a • Whenever a character gains the Oathbreaker Condi-
successful teamwork action with other player charac- tion, she loses three social currency points.
ters gains one point. If a character has any points of
social currency, whenever she’s a secondary actor in Negotiation
such a teamwork action, she always adds at least one Whenever two or more player characters come into con-
die to the primary actor’s roll even if her roll fails; if flict and the players wish to resolve it using a staged struggle,
she dramatically fails, reduce the penalty she imposes they enter a negotiation. The character with the most social
on the primary actor’s roll to −3. currency at the moment goes first; in case of a tie, go with
the character with the higher Composure. The first charac-
• At the end of each chapter, each player awards one ter bids a number of social currency points he’s willing to
social currency point to someone else’s character for part with to assert his will. Then, each character in order
something she did in that chapter, whether it was of current social currency total (or Composure where neces-
healing his wounds, talking him through a hard time, sary) has a chance to outbid the previous offer. Go around
or just providing good banter; a character can’t earn the circle as many times as it takes before the highest bid
two points for the same action, however. These are stands unchallenged. With each bid, the player must offer a
usually smaller gestures than those that earn a char- new argument, a bribe, a threat, or something else to bring
acter points from the Storyteller. his opponents around, sweeten the pot, or break down con-
• Whenever a character (or group of characters who victions.
agree to compromise) wins a negotiation (see below), The last bid standing wins the negotiation; everyone
distribute all the social currency she bid evenly among else takes back their bid points, and the winner (or winners,
the losing participants. A character who voluntarily in case of a partial compromise, below) distributes the so-
capitulates gains one extra point, and a Beat. If all cial currency he bid evenly among all the losing characters.
negotiating characters reach an acceptable compro- Any leftover points simply vanish. Any character may, on
mise, each participant gains one point; if the players his turn, voluntarily capitulate; if so, he withdraws from the
are using the group Beats option, the group earns a negotiation, keeping all his social currency and gaining the
single Beat, otherwise the players must choose one benefits in the list above.
character to gain the Beat. Acceptable compromises Only one character per side of a conflict may participate
only award the motley one such Beat per chapter. in a negotiation. If several characters agree on a course of
action, they choose one among them to negotiate for their

130 Chapter Four: Birds of a Feather


position. A character who wants to put forward a new posi- Resolution: The trusted character affirms the trust by
tion halfway through can jump in at any time. making a significant personal sacrifice on your character’s
On his turn, a player may offer a compromise instead behalf, gaining one bonus success on the sacrificial action
of a new bid. If all participants accept the compromise, the and a Willpower point. Alternatively, the trusted character
negotiation ends; everyone keeps all their bid currency, and meaningfully betrays the trust or performs an action that
each participant gains the benefits in the list above. If only costs your character something significant, gaining one bo-
some accept it, the negotiation continues, but now all char- nus success on the betraying action and a Willpower point.
acters who accepted the compromise may pool their social Beat: A significant action or event that proves the trust
currency to outbid the remainder, drawing points evenly was well-placed.
from each character’s total.
A character who has social currency invested in another Unconventional
participant (see below) may never spend his last point to out-
bid that participant. If it comes down to that, he must capitu-
Motleys
late; however, he gains the same benefits for doing so as if he Changelings were once mortals, and no matter what
voluntarily gave in. they think they are now, they are still social creatures. Mutu-
al protection, companionship, or a common cause or belief
As Storyteller, you’re within your rights to deny the play-
could all fuel changelings to come together in a motley. They
ers use of this system if they abuse it by negotiating and then
seal their motley with a mutually beneficial pledge, giving
deliberately “compromising” or “capitulating” to do what
assurances that even if their friendships fail, members of the
the whole group wanted to do in the first place. The point of
group are unlikely to betray the others. The motley serves
staged struggle is to settle real conflicts between characters
a purpose, and usually that purpose is no deeper than the
and reward those who take one for the team.
yearning to be with others — even if you aren’t their friends,
Don’t force the use of this system in situations where even if you don’t trust them. Socialization is its own reward.
the players are content to just hash things out in character
While a motley doesn’t have to form around true friend-
through roleplay. As the Storyteller, you can suggest a ne-
ship, it is representative of the meaning of friendship. Friend-
gotiation, but everyone involved must agree before moving
ship is a fraught word for the Lost. They do not trust easily,
forward with it in any given scene.
and they do not open themselves readily to others. When a
Investment changeling gains a friend, she holds on tight, and often wants
to formalize the relationship somehow. Hence, motleys form.
A player may invest between one and three social cur-
Some changelings find their friends in unlikely places:
rency points into another protagonist. Doing so indicates
not among the Lost, but among the mortal population, hob-
a significant level of trust. A character with points invested
goblins, fae-touched, and other supernatural creatures. The
gains the Trusting Condition with respect to the trusted
following sections explain how changelings might form mot-
character and may have this Condition multiple times to
leys with these unconventional friends.
represent trust in multiple companions.
Motley Pledges
TRUSTING Trust among the Lost is a fabrication built on promises
and kept words. The Lost are supernaturally compelled to
(Persistent) follow their pledge or suffer the consequences, and this al-
lows other changelings to extend a modicum of trust. Lost
Your character has invested a great deal of trust in one
can build trust beyond that supernatural binding. It may
of her motley-mates, cementing their bond even more deeply
not come easily as they have been burned in the past, but
than usual. Gain bonus dice equal to the number of invest-
they are not completely devoid of hope.
ed social currency points to any teamwork action you take
with that character, whether you’re the primary or secondary But when a motley wishes to include a non-changeling —
actor. Gain the same to rolls you make to help him over- someone for whom pledges are not supernaturally binding —
come emotional trials, remove negative mental influences, they must trust this person without supernatural assurances.
or regain Clarity, including activation rolls for supernatural How can the group ensure that their new motley-mate will
powers. That character’s player gains the same bonus on all keep his word and that they can trust him? What power will
Social rolls he makes against yours, if you allow such rolls. label him oathbreaker and punish him if he steps out of line
In a negotiation, you must capitulate to the trusted character or betrays the motley? How will other changelings know that
if you would spend your last social currency point to outbid this mortal or hobgoblin is not only not good for their word,
him. but a danger to changeling society?
Possible Sources: Investing social currency in another The short answer is that they can’t make a supernaturally
character. binding contract, but that doesn’t mean they can’t hold the

Unconventional Motleys 131


member accountable. For mortals and non-fae creatures, it is Court Politics
relatively easy. The member makes a promise to the motley, Normally, non-changeling characters care little about
and a changeling seals the promise, as often as necessary. Fae changeling courts, as the True Fae do not hunt them. However,
creatures are trickier, but the premise is the same. Just because when they enter a motley agreement, the changelings’ concerns
a fae creature can unseal her oath, it doesn’t mean she should become more immediate for that motley member. Even though
or will, as the changeling doing the sealing knows immediate- she may not be able to use Contracts, having a built-in social
ly that it happened. In a way, allowing the changeling to seal network may appeal to the character. Some courts are more
her promise brings a modicum more trust to a fae creature open to non-changeling admission than others, though anyone
than a mortal who couldn’t shake the compulsion if she tried. incapable of swearing an oath can’t truly become a member.
Changelings who induct fae-touched into their motleys The character can still participate in the court’s functions or
have a better time of it. Not only can the changeling initiate provide support for the court, but she will always be adjacent.
an oath with their fae-touched as normal, but the Avowed Members do not treat her as a full member, and she won’t have
have their name for a reason. access to all available resources and secrets.

Freehold Politics Again, players should determine what kind of story they
want when deciding if the non-changeling character will be-
When deciding to create a motley with mixed character come embroiled in court politics. Maybe being beholden to
types, the players and Storyteller should consider how that a specific court is a requirement the freehold has placed on
affects the freehold and their place within it. Just because a the member, or the motley-mates all share a court, so the
motley accepts a hobgoblin, mortal, or other supernatural member wants to support them there.
creature into their circle of trust doesn’t mean the rest of the Keep in mind how the court might feel about a non-
freehold will react well to the idea. changeling member, and what kind of threat that might pose
How the freehold reacts to a non-standard motley mem- to the court. The changelings can strike up bargains with
ber is not universal. Some freeholds welcome non-change- a mortal, for example, to gain greater shielding from the
ling members, giving them a place within the freehold and Fae, but a hobgoblin provides no such benefit. The change-
accepting them as one of their own once the newcomers lings may find themselves at odds with court members
demonstrate trustworthiness. Well-established or older free- disgruntled about them bringing in an outsider, while the
holds have likely come across the situation before and have non-changeling faces discrimination from them. The non-
rules covering such situations. More secure freeholds are changeling may prove invaluable as a court member, giving
more likely to be welcoming of non-changeling members, her an extra avenue of support and assistance when dealing
though some may view outsiders as a threat to that security. with the freehold. The motley may blaze a path to welcom-
Players should discuss with the Storyteller what kind of ing all sorts of non-changelings into the court, or conversely
stories they want to tell by including a non-changeling mot- find themselves constantly cleaning up messes as the lowest
ley member. If they want to dive into the politics of allowing ranking members.
in an outsider, then presenting a resistant freehold allows
them to delve into how to win their motley member a place Fae Creatures
in Lost society. A resistant freehold may allow the characters Hobgoblins present an interesting quandary to a mot-
chances to play at politics, fight duels for their motley-mate’s ley. They live in the Hedge going about their daily lives, but
honor, or go on wild quests to prove the member’s worth. their interactions with the Lost leave much to be desired.
If the players prefer a less political and more adventurous Hobgoblins can also be allies, hiding changelings in Hol-
game, then a resistant freehold might make less sense. While lows or turning Huntsmen away from their quarry. A series
the freehold might not fully welcome the non-changeling, of mutually beneficial exchanges could turn a neutral hob-
forcing the players to deal with their characters being drawn goblin into a friend for life, that friend therefore earning
into politics doesn’t create fun for anyone. Instead, they may his place within a motley based on mutual trust. While rare
continuously find reasons to avoid the freehold proper. between changelings and hobgoblins, this sort of friendship
Even freeholds with open membership policies are likely is not unheard of.
to have rules and stipulations about how to join if you aren’t Motleys built around specific goals or prescribed actions
a changeling. The freehold may hold the non-changeling to a are more likely to induct a hobgoblin than one based solely
higher standard or require her to prove herself. Players may around friendship or loyalty. Hobgoblins can’t swear oaths,
choose to skirt danger by actively breaking those rules or attempt so when the motley needs a short-term agreement, including
to follow them to the best of their ability. The non-changeling him into the motley might make the most sense. The motley
member — unless she is fae-touched — cannot enter into an oath becomes more of a business transaction than a friendship,
with the freehold, so the freehold might restrict her actions or and even in a motley with close-knit changeling members,
make the rest of the motley take new, more detailed, oaths cov- they almost invariably keep their hobgoblin counterpart at
ering their member who cannot swear for herself. arm’s length.

132 Chapter Four: Birds of a Feather


Hobgoblins, just like people, come in all types. Their so- geous position. Storytellers should be sure that when spend-
ciety falls somewhere on the edges of the dichotomy between ing Goblin Debt incurred from a motley-mate, the characters
the True Fae and Lost, often indifferent to changelings’ con- have a chance to offer to spend their Debt for the hobgoblin.
cerns. That isn’t to say they don’t get involved every now and When a character would gain Debt points from a Contract
then, acting as a patsy for a True Fae or helping a changeling negotiated with a hobgoblin motley-mate, the player can choose
with an issue. It’s just that most barely even register that con- to instead perform an action or deed for the hobgoblin immedi-
flict in their daily lives. If a hobgoblin joins the motley, it is ately. This translates to accepting a −1 penalty to her dice pool for
for good reason. It means that he needs something only the her very next action. This still requires negotiation; Storytellers
changelings can give him, and he’s willing to work by their should feel free to refuse any offer which doesn’t fully suit the
rules, at least for a time. needs of the Contract or the hobgoblin’s desires.
A changeling might have access to something the hob- Sometimes, changelings end up with hobgoblins in their
goblin needs, or the hobgoblin has important information motleys by chance. A member too greedy with Goblin Con-
or items the motley can use for a specific mission. They enter tracts racked up enough Debt to change her into a Hedge
into a verbal agreement; a pact of mutual protection or non- denizen. She does her motley-mates no favors by splitting
aggression that benefits both sides is of utmost importance. her time between them and her new hobgoblin obligations,
The hobgoblin can’t partake in a changeling oath, but that and her new obligations might fall in direct opposition to
doesn’t mean she won’t want their agreement’s verbiage to the motley’s goals.
cover all motley members, including herself. Changeling
If she becomes a Goblin Queen, the situation worsens.
members only accept such terms with a sealed promise, un-
The character is now in charge of a piece of Hedge terri-
broken, to follow the oath. Sometimes the hobgoblin is a
tory and lesser hobgoblins who all look to her for guidance.
source of Goblin Contracts and favors, or gives them intel
While this can mean the motley has easier access to Hedge
on other hobgoblins, ensuring they make better-informed
fruit, tokens, and goblins with which to gain Contracts, it
decisions about who has Goblin Debt over them.
also means that they are going to certainly get embroiled
While most of the time changelings don’t know when or in goblin politics. Other hobgoblins may start targeting
where they’ll have to work off their Debt, having a hobgoblin the changelings as allies to the Queen to bring her low, the
in the motley means they can negotiate from a more advanta- Queen may have to deal with territory disputes, the change-

Unconventional Motleys 133


lings may find themselves with weird Hedge-borne anoma- Touchstones, or an important informant that they need to
lies invading their personal lives, or they may have to deal protect. Maybe she has one foot in the supernatural already
with the Queen’s old changeling court looking for them. and the characters worry she will get hurt without their pro-
tection. In general, players choose mortal motley members
Huntsmen who are player characters, but they may also adopt a particu-
Huntsmen make the most unlikely of motley-mates. A larly persistent Storyteller character too valuable to let roam
Huntsman whose heart is in a Bastion is likely to make an unprotected.
oath with a changeling who has given him only the briefest Storytellers should think about what kinds of stories
of respites from the driving urges bestowed by the Fae. His make having a mortal motley member fun. The motley can
own desires present for just a moment, he agrees to an oath, drag the mortal nearly anywhere they go, from the Hedge to
he binds it with his heart, and it is a lifelong pledge to some dreamscapes. In some cases, the mortal can prove an asset,
action or another. A desperate motley may make a motley while in others, she may provide a source of tension or story.
oath with a Huntsman, hoping to stave off his hunt with Just remember that the mortal member of a motley might be
an oath of non-aggression and mutual benefit. It is just wild less powerful than her allies, but she isn’t useless. Getting
enough to work, and if he breaks it, then what hope remains her into the action may take more steps and preparation, but
for them, anyway? she likely brings surprising talents and a little perspective.
Storytellers should be careful about letting the characters A mortal member of the motley is bound to get into
make this kind of oath with a Huntsman. It certainly makes dangerous situations where the motley needs to save or pro-
for an interesting story of desperation and danger, but it could tect him. This can drive interesting character development
also spell the motley’s doom. It’s one thing for a single change- and story. But be careful to not overuse this, as having to
ling to voluntarily endanger herself with an oath to a Hunts- constantly save a character’s life, time after time, can get re-
man; it’s entirely different for the whole motley to do it, so if petitive fast.
one or more of the players plans to do such a thing, make sure Mortal characters don’t have frailties and can navigate
everyone is on board and understands the risks. through the world a bit easier than the Lost. This gives a
mortal member a leg up, allowing her to shine in social
Mortals situations dealing with other mortals. Additionally, mortals
Mortals present a terrifying conundrum to the motley. have access to supernatural Merits which can make her more
On one hand, they embody everything a changeling has lost than equal when dealing with lesser hobgoblins as well as
and a world that feels alien to her, but on the other hand other supernatural threats the motley might encounter out-
they are the people who keep the changeling grounded. She side the Hedge.
needs to be around mortals, she needs them to help remind
her of her identity, but she is so very different from them that Fae-Touched
sometimes they seem alien. The relationship between fae-touched and changelings
A motley might incorporate a mortal into their ranks can be strange. Some changelings see fae-touched as no dif-
for plenty of reasons. The motley may believe this is the only ferent from other mortals, viewing them as valuable assets,
way to truly protect the person. A changeling’s Touchstone but overall weak outsiders. Some view them as changeling
is certainly important enough to warrant protection, and if adjacent, knowledgeable about their lives and devoted to
this person serves as Touchstone to multiple motley mem- their cause. Others resent them for having avoided unspeak-
bers, it could motivate them to include her. Such protection able torture at the hands of the True Fae.
can prove to be a double-edged sword if they aren’t careful. Motleys are more likely to include a fae-touched mortal
Having a mortal motley-mate can complicate the than someone who is completely ignorant of Arcadia and
changelings’ lives. It’s dangerous for mortals to enter the the supernatural. Her time in the Hedge changed her, and
Hedge alone, but in the presence of a motley, the change- while she doesn’t bear the same scars as the Lost, she knows
lings can attempt to assure her safety. Freeholds are likely to a lot more about what the changeling has been through than
try to forbid her from their business, but this just gives the other mortals. The Lost gain the dual benefit of spending
changelings an avenue to include her in non-standard ways. time with a human who grounds them and a confidant who
She may act as an information source to multiple freehold understands them. She isn’t as much of a liability as a nor-
members who are unaware that she is a motley-mate to their mal mortal is, as she has some access to Arcadian Contracts.
friends. Courts do not let mortals join their ranks — they The fae-touched are also renowned for their dedication to
barely let fae-touched join. The motley might pose more risk promises, making them trustworthy allies.
to the human than the protection they offer, though that Unfortunately, fae-touched can be a liability in other
doesn’t mean they won’t try their hardest to keep her safe. ways. She is addicted to the Hedge, trying to enter it at any
Players should consider why they want their changelings chance, and the prospects of entering drive her to erratic
to include a mortal in their motley. He could be one of their action and fixation. Characters invariably find themselves

134 Chapter Four: Birds of a Feather


drawn to the Hedge as their motley-mate does everything in
her power to go there. This could lead to fun stories as she Twilight and
gets the group into trouble through her impulsive actions.
the Fae
A motley with a fae-touched member might find the
freehold is less open to them. Some changelings feel the fae- A mere whisper away from the existence mor-
touched shouldn’t get exposed to any more of Arcadia than tals perceive lie myriad invisible frequencies
they already have been and shun fae-touched members. The of reality where ghosts and spirits abound.
motley may have problems working with specific Lost who Called Twilight, these ephemeral states are
feel this way and might have to deal with interesting politics simply out of phase with the mundane world.
as they try to change their opinions on the matter. The denizens of Twilight are usually invisible
and intangible to anyone not attuned to their
Storytellers should think about what role the fae- specific frequency. Ghosts in the deathly fre-
touched character plays for the motley. They have a unique quency of Twilight cannot normally perceive
skill set that can make them valuable to a motley, allowing the alien entities in the spiritual frequency of
them to oversee and enforce oaths for it. Because they can Twilight, and vice versa. Like turning the dial
use Contracts, they are more capable than a normal mortal, on a radio receiver, some beings can move
but have a limited capacity compared to a changeling. A fae- between these frequencies or tune themselves
touched character is likely to have to navigate freehold and into physical existence for periods of time.
court politics, attempting to find her place in the motley’s
world, which will inevitably embroil the motley as well. Her Twilight has no frequency attuned to the fae
Hedge addiction is likely to get them all into trouble from or the Wyrd. Dreamlike intangibility and
time to time, though it means she’s always up for a romp impermanence mark the spectral magic of
when the motley has cause to go there. the Lost rather than the phantasmal horror of
ephemeral entities. Changeling therefore
Found Family does not include the full ephemeral entity or
manifestation rules of some other Chroni-
and Desperate cles of Darkness lines. A dematerialized
Alliances Hedge ghost in the mortal world is not con-
sidered to be in any phase of Twilight, and
Wonders and terrors beyond even the reckoning of the few supernatural powers that affect ghosts
Lost lie in the forgotten, dark corners of the world. Strange apply to a Hedge ghost anyway. Helldivers
creatures slink through the night, driven by hungers unfa- (Changeling, p. 53) using their kith-grant-
miliar to changelings. Eldritch other-realms press against re- ed power to become incorporeal, however,
ality’s trembling skin, occasionally spilling forth their alien are considered to be in all frequencies of
denizens. Some of these beings are utterly inhuman; others, Twilight at once, so they can perceive and
like changelings, have had their humanity torn or sculpted interact with ghosts, spirits, Goetia, angels,
into something horrifying and new. Among such monsters and any other oddities of ephemeral nature.
and nightmares, though, some find common ground or even Furthermore, incorporeal Helldivers can also
welcome with the Lost and their motleys. interact with any other immaterial things in
the mortal world that are not in Twilight, such
Motleys rarely invite another creature of the night into as dematerialized Hedge ghosts or other fae
the circle of trust, making it nearly unheard of them to in- magics.
vest such faith in several such entities at once. Changelings
have a lot to lose by making a mistake in judgment, after The Whispers of Morning Contract
all. A shapeshifter or sorcerer wielding unfamiliar magic is (Changeling, p. 143) renders a change-
a potential threat and conspirator with the Gentry, all the ling incorporeal but does not put her in any
more so once welcomed into one’s hearth and home. Even phase of Twilight, and she gains no ability to
the binding power of the Wyrd does not always suffice when perceive or interact with Twilight beings, nor
confronting irreconcilable and potent occult forces. The en- vice versa. The same is true for the supernatu-
during presence of an outsider within a motley marks either ral effects of any other Contract, token, or
the deepest of loyalties or the greatest of desperation. other fae magic that renders a changeling
incorporeal, unless it specifies otherwise.
The particular attitudes of changelings toward any
given kind of supernatural being vary widely depending on
the context and culture within which the two meet. In one
city, changelings think vampires are fetch magic turned hun- scarcely know vampires exist at all. However, while the inter-
gry and parasitic, a false person stealing life from others to pretations and attitudes change from place to place, certain
maintain their own existence. In another region, the Lost underlying interactions between the Wyrd and these other
supernatural forces do not.

Found Family and Desperate Alliances 135


Motleys, Monsters, The Wyrd will not recognize a werewolf who takes a
and Mystics motley’s oath, meaning the fae pledgecraft has no hold on
her, nor offers any mystical benefit. However, a werewolf
The horrors hiding in humanity’s shadow come in all can have her oath recognized through an Elodoth’s Bind-
manner of shapes and sizes, and their strange gifts some- ing Oath instead (Werewolf: The Forsaken Second Edition,
times interweave with the Wyrd’s power in unexpected ways. p.119), albeit with its limited duration. The symbolic power
of the Great Predator that boils within Uratha craves to sep-
Vampires arate this from that, to define those with the werewolf and
Vampires sit uneasily with changelings. Similarities draw those not of her pack, and it recognizes something in the
the two together, particularly to Darklings and Leechfingers, mutual purpose of a motley into which it can sink its teeth.
but while plenty of vampires are victims, they’re also innately As well as the usual effects of Binding Oath, it allows the
parasites who feed on people. Too many vampires hurt oth- werewolf to consider the motley as her pack for its duration.
ers as their modus operandi, even welcoming it with bestial ea-
gerness. Still, a motley might welcome a troubled or recently Awakened
turned vampire for precisely this reason, hoping to offer pro- The obsessions and magic of the Awakened make it
tection and aid and stop her from falling to such monstrous hard for changelings to ever trust a mage. The sheer pow-
depths. For others, the terrible frailties of the vampire state er of Supernal magic allures Lost willing to entertain any
serve as strong enough collateral to guarantee any pact; the means of reaching their ambitions or to fight the Gentry,
changelings can wield fire and sunlight against their motley- but few mages find belonging to a motley interesting as any-
mate with trivial ease, should treachery or predation come thing other than a learning experience, slumming it with
to the fore. the fae in the hopes of gaining some eldritch insight. Those
Vampires possess their own blood magic, a form of who do find a trusted place with the Lost often seek escape
crimson sorcery that forges red bonds of lust and desire. from the tension and intricacies of Awakened society. In rare
The notaries of the Invictus harness these bonds to seal the cases, mages lost friends to the Gentry while still Sleepers,
swearing of sanguine oaths. While a vampire cannot swear and seek to find and reunite with them after Awakening to
into a normal Wyrd-bound motley oath, she can shed a power.
point of Vitae to affirm it in her own way, as a form of sub- Mages can’t usually partake in the oathsworn power of
mission. Her Beast and blood recognize something in the a motley pledge, but they can use a combination of Fate and
Wyrd’s power, forming a crude blood oath in the same pat- Mind magic to overcome this and interact with the fae sor-
tern as an Invictus Oath (Vampire: The Requiem Second cery at work. Such mages can forge and sever bonds with
Edition, p.116). The vampire is the vassal, the whole motley relative ease. Awakened who want to skip out on the conse-
her liege. The Oath costs the same number of Experiences quences of breaking oaths find the Wyrd itself unforgiving.
as described in Vampire. Any terms included in the mot- Using Arcana to remove the Oathbreaker Condition spares
ley oath become the terms of the blood oath and violating the mage immediate retaliation — but the Wyrd does not
them ends its effects immediately. For the duration the oath forget. It conspires to bring about the balance through other
lasts, the vampire treats her motley-mates as if she has Twice- means, thrumming through the threads of hobgoblins’ pacts
Removed Blood Sympathy towards them. The changelings, and the oaths of other Lost. A mage can see this conspiring
for their part, feel nothing of this bond. tapestry of connections in the world around her with her
Mage Sight. No matter how quickly she severs the new bonds
Werewolves that spring up and tie Hedge denizens or other fae forces
Werewolves are dangerous and violent beings but give into destinies set to cause her misery, those ties continue to
weight to notions of honor and the swearing of oaths — some- proliferate until she pays her dues to the Wyrd.
what putting the lie to fairytale fears of the Big Bad Wolf.
Because of this, the Lost often find they can work with the Prometheans
Uratha for at least short periods of time, but it is exceedingly Prometheans face often-contradictory reactions from
rare for a motley to bring a werewolf into their number. This changelings. A Lost can sympathize with much in the Cre-
isn’t due to any particular antipathy, but because werewolves ated condition, but also a disturbing similarity to the false
feel strong, instinctive urges to form their own packs — and seeming of fetches and other such fae simulacra, which can
while these packs can be inclusive, with humans and even be painful for a motley to contemplate. Their own rambling
changelings in their ranks, a motley just doesn’t feel the same nature and the rigors of Disquiet push Prometheans to find
to an Uratha. When it does happen, inviting a wolf into the only brief solace among even a welcoming motley before
ranks is often because the werewolf is an outcast or exile moving on, but it can serve as an excellent opportunity for a
from her people, or because there aren’t surviving packs in Created to explore and observe the strange, altered human-
the area due to conflict or disaster. ity of the Lost up close and, perhaps, come to understand
themselves a little better in the process.

136 Chapter Four: Birds of a Feather


Prometheans cannot usually swear to a motley pledge.
Rumors of rare exceptions suggest a Created whose body in-
cludes parts taken from a dead changeling might be able to Dark Histories
swear into the motley to which that Lost belonged, an ut- and Contagious
terly macabre but lingering connection that the Wyrd might Futures
deem just genuine enough.
The historical settings in Dark Eras and
Sin-Eaters Dark Eras 2 provide several examples for
mixing the Lost with the denizens of other
Reborn from Bargains with their deathly patrons, Sin- game lines in the Chronicles of Darkness.
Eaters find a certain affinity with the pledges and oaths of Dark Eras covers changelings and Sin-
the Lost. A surprising number fall in with changeling mot- Eaters in Three Kingdoms of Darkness, and
leys, seeing a sort of kinship in their common experiences and changelings and vampires in Requiem for
newfound power. While some Sin-Eaters are surprised to find Regina. Dark Eras 2 covers changelings,
Hedge ghosts are not the same as the unquiet shades with vampires, and hunters in Arthur’s Britannia,
whom they usually concern themselves, it’s in these phantas- changelings and Prometheans in The Seven
mal tatters of personality and memory that some Bound learn Wonders, and changelings and mages
how to join themselves more fully with a motley. in Mysterious Frontiers. The Contagion
Normally, a motley oath would not affect a Sin-Eater Chronicle, meanwhile, offers the resur-
swearing it. However, one of the Bound may conduct an al- gence of a modern-day threat in the form of
tered version of the Krewe Binding Ceremony by including the Contagion, a metaphysical corruption
a changeling’s Icon as the working’s target while drawing on against which the denizens of the Chronicles
the memories and passions within that Icon to shape her own
of Darkness must band together to survive.
performance as the actor. She folds the swearing of the oath Notably, Mysterious Frontiers details the
into the ceremony; if successful, it allows her to swear into the specific spell a mage can use to participate
motley under the Wyrd’s auspices, with all the resulting ben- in Wyrd-bound oaths — although the Awak-
efits and consequences, rather than its usual effect. ened cannot initiate a pledge — and covers
the deleterious consequences for the use of
Demons Fate magic that accompanies the Oathbreak-
Changelings sometimes welcome demons into a motley er Condition. Arthur’s Britannia includes the
without realizing it. The Unchained are experts at blending Blood Liege and Contracts of Night and Day
in behind stolen or fabricated Covers, after all. It’s extremely Merits, a fusion of Invictus Oaths and Lost
rare for a demon to join a motley whose members know what pledgecraft.
she actually is, both because her bizarre nature and powers
are ready fuel for Lost paranoia, and because doing so repre-
sents a likely unacceptable risk to her own concealment from selves into the societies of others, and the Lost are no ex-
the prying eyes of the God-Machine. As such, an Unchained ception. A Begotten might come into a motley because the
in a motley is likely a cuckoo, using the Lost and the Wyrd as changelings believe her to be a fusion of human and dream
temporary protection before moving on once more. Only a who needs help and protection, or simply because her raw
few remain for the long term and forge real friendships with power makes her an appealing ally against the fae.
the Lost — and even then, the day will inevitably come when Beasts possess a wide variety of capabilities to let them
they have to sever those connections and move on, leaving interact with and pass as changelings but cannot pledge to a
no word nor clue as to where they have gone. motley oath. While perhaps kindred to the dreaming magic
If the Cover the Unchained uses should be able to swear of the fae, the powers of nightmares do not conform to its
a motley’s pledge, the demon can spoof the capability and strictures, and the Wyrd remains beyond a Begotten’s grasp.
seal the oath with a point of Aether. The immense demonic
knack for concealment causes the Wyrd to weigh the pledge Mummies
against the Cover; if the Unchained breaks the pledge, the Mummies never pledge themselves to changeling mot-
consequences fall on her only until she discards or changes leys. Rarely, a motley belongs to an Arisen’s cult, but the
Cover, though they reassert themselves if she returns to that chasm between the Lost and the jealous shackles of the Judg-
Cover later. es binding these beings is too great for the Wyrd to bridge.
Even attempting to speak a motley’s pledge invites a clash
Beasts of dangerous and volatile powers, for the eldritch words the
Changelings who understand the association between Arisen recite to wield their utterances are antithetical to the
Beasts and nightmares can find the Begotten deeply disturb- Wyrd’s force of reciprocity — the Judges are never willing to
ing, but these creatures are talented at insinuating them- give up something to gain something else.

Found Family and Desperate Alliances 137


Safe and Sound Saying “yes” also opens up play options for other people.
Going on a Hedge jaunt that involves stealing Hedge fruit
Changeling: The Lost Second Edition contains tools from a hobgoblin? Let your Helldiver buddy tag along. Includ-
for keeping a table safe, with the intention that the Story- ing other people in your scenes makes for a happier table.
teller enforces those rules. With or without them, however,
Saying “yes” also makes building characters who gel
players can practice personal safety at the table as well.
with each other a whole lot easier. Ask your fellow players to
Saying No build connections. Do you frequent the bar another player
character owns? Is her fetch married to your sister? Come up
One of the hardest things for a changeling to do is say with reasons for your changelings to be in a motley, the more
“no.” Learning and practicing refusal is excruciatingly dif- dramatic the better. You might just discover a story together
ficult; the Lost were berated, coerced, and lured into their that neither of you would have created alone.
roles as servants of otherworldly powers. Learning that say-
ing “no” to someone doesn’t automatically result in punish- Saying Anything
ment or unintended consequences is a long, hard road.
Volunteering to be a Storyteller takes a lot of time and
The same can be said for players. Most players want to effort. Your Storyteller cannot read your mind and needs to
assist in developing a story, and sometimes do so to their be able to manage a full table of players. It’s unlikely she can
own detriment. Commonly, players clam up in situations consider your preferences in her plans unless you tell her
where characters experience sexual coercion, mind control, how you want to be included.
or other events that make them uncomfortable, as they don’t
Work with your Storyteller to establish boundaries (see
want to rock the boat for the Storyteller or the other players.
“Safe Hearth, Safe Table,” pp. 302-304 of Changeling), but
Inattentive Storytellers might take this as a sign she is open
also let them know what you want to see. Don’t keep your
to her character going through similar exploitation in future
sheet, Aspirations, or backstory ideas a secret from your
games, and this can spiral out of control until tempers flare
Storyteller! While it might seem like a good idea to avoid
and feelings get hurt.
getting them targeted by plot shenanigans or to surprise the
Saying “no, I’m not interested in that plot” or “no, that table with something dramatic at the right time, no one can
makes me uncomfortable” can be as difficult — but just as craft a story for a character with whom they’re unfamiliar or
necessary — as leaving a Keeper’s domain. While Changeling a player whose expectations they don’t know. Horror games,
explores themes of trauma and abuse, it’s still just a game; especially Chronicles of Darkness games, shine in a collab-
that exploration is meant to be safe, accomplished through a orative framework, and working together means more devil-
veil of fiction and fantasy. Playing a game should be fun for ishly personal plots for everyone.
everyone involved, and saying no is a critical part of making
Note that while players should work together as much as
sure everyone has fun.
possible, characters don’t have to. Negotiate antagonistic rela-
If a player character doesn’t fit the story, it’s also okay tionships between the players’ characters as much as possible
to steer the story toward writing them out and replacing the so a player caught unawares doesn’t wind up with feelings
character, so long as the player is all right with that. Change- of hurt or exclusion. See p. 130 for an optional system you
ling: The Lost is a dangerous game, and a character could can use to adjudicate these relationships between individual
die or be snatched at any moment. Of course, she could just characters. For an optional system for structured inter-mot-
as easily go off to become the monarch of a new freehold, far ley conflict, see Oak, Ash, and Thorn starting on p. 9.
away. Whatever works best for the troupe.
If you are uncomfortable with something, say “no.” If The Door Is Still Open
your fellow players also have the safety of the table in mind, As discussed in Chapter Seven of Changeling, the door
they’ll thank you. is always open. It can be hard to leave a session or a game for
any number of social reasons. Players (and yes, this includes
Saying Yes the Storyteller!) don’t need to justify themselves if they feel
Saying yes can be challenging as well. Changelings and the need to stop playing. Here’s a list of some possible rea-
their players are sometimes loath to engage fully, for fear of sons:
reprisals. If I say “yes” to someone, does that mean he will push
• Your Storyteller or other players deliberately ignore
me? Am I allowed to change my mind? What if she thinks I’m
the safety techniques you all agreed to use
desperate?
The truth is that hearing someone say “yes” to an offer is • You have a family or other emergency
a gift. “Yes” means you like what she’s doing, that you want her
to continue. Saying “yes” to plots you like means both your • You feel ill or panicky
Storyteller and other players know what you enjoy and may
• Your Storyteller or other players use name-calling,
create or invite you to interact with similar plots in the future.
threats, or extended arguments to force you into situ-

138 Chapter Four: Birds of a Feather


ations you don’t want to be in, either out of character • The kinds of experiences I want my character to avoid
or in an in-character way you’re uncomfortable with
• How to make me feel included as a player
• You’re not feeling it
Sample Player Profile:
• Your schedule or stress levels make the game more
Big Ben Clifftop
difficult to attend or less fun for you
• Name: Alex Steacy
• You have a prior engagement or need to leave early
• Pronouns: He/him
• You are uncomfortable with anything, in or out of
character • Character name: Big Ben Clifftop

• You don’t feel this is the experience you signed up for • Character pronouns: He/him

New Safety Option: • Personal triggers or necessary content warnings:


Trypophobic imagery, animal death
Player Profiles
It may seem like an odd choice to make character sheets • The kinds of experiences I want my character to
for players, but when everyone at the table has different pref- have: Being a big softy, being in a slow-burn romance
erences, why not make a quick reference? M. Lee and J. Har- with someone he struggles to communicate with,
rison created a series of systematized player profiles for the protecting other members of the Spring Court from
LARPs they run. These easily translate to tabletop and can outside threats, bringing new changelings into the
be kept in a file-share system or on the back of character Liberty Bell Freehold
sheets. A good player profile should contain the following:
• The kinds of experiences I want my character to
• Name avoid: Being a villain because he’s a big scary dragon,
having to kill innocents to get at a True Fae, selling
• Pronouns his soul at a goblin market (though I’m okay with him
incurring other Conditions!)
• Character name
• How to make me feel included as a player: Ask my
• Character pronouns
character for help! Big Ben Clifftop is very strong and
• Personal triggers or necessary content warnings well-trained in a lot of Physical Skills, so being a well-
meaning meatsack would be fun for me. Also, try to
• The kinds of experiences I want my character to have convince Big Ben to flirt with his crush (TBD, de-
pends on negotiation with other players).

Safe and Sound 139


BEHIND YOUR EYES player dramatically fails on a roll directly related to attempts
to maintain the curse, the changeling suffers this Condition
with all the criteria and caveats of the original, where they
Clarity disintegration renders a changeling easily ma-
make sense. If they don’t — for instance, if the ill effects don’t
nipulable, leaving them wide open to subversion. A Hedge
apply to changelings — then the Storyteller assigns applicable
ghost, hobgoblin, or — worst of all — one of the Gentry
consequences as close as possible to the curse’s original in-
invades the changeling’s mind. The invader can’t read the
tent.
changeling’s thoughts, but it shares her senses whenever it
likes. She’s aware of a mental itch deep down, but she can’t A character may only have one instance of Cursed at a
place it until the Condition resolves, and she realizes how time.
much she gave away. Beat: Your character suffers a significant setback direct-
If this Condition came about through mild Clarity dam- ly due to the curse.
age, resolving another Clarity Condition forces the visitor to Resolution: The changeling fails to maintain the re-
retreat from the changeling’s mind. If it came about through quired state of affairs or perform the specific action as de-
severe Clarity damage, only the shock of accidentally betray- fined when she places the curse.
ing herself and her motley ends the Condition.
Possible Sources: Reaching Clarity 0
Resolution: The character regains Clarity or takes an
DEEP KENNING
action that reveals an important secret to the visitor, recover- Your character’s newly bolstered Clarity grants abrupt
ing a point of Clarity as usual. In the case of severe damage, flashes of insight, allowing her to discover nearby magic. You
the only way to resolve this Condition is for the changeling may shed this Condition at any time to gain information
to reveal a secret. Any other Clarity Conditions she resolves about nearby supernatural phenomena as if you had rolled
during this time increase her Clarity as usual, but they do kenning with successes equal to half her maximum Clarity.
not resolve Behind Your Eyes. Unlike normal kenning, resolving this Condition permits a
Clash of Wills against active magical concealment.
CURSED (PERSISTENT) This Condition fades without resolving if the character
drops to Clarity 0.
A vengeful changeling has burdened your character Possible Sources: Heal Clarity damage by resolving a
with a curse, which only resolves when the changeling ei- Clarity Condition or spending time with a Touchstone.
ther stops maintaining a particular routine or performs a Resolution: As noted above.
particular action.
If your character brings about the changeling’s failure
to maintain the curse, directly or indirectly, gain an addi-
tional Beat when this Condition resolves. If the changeling’s

140 Appendix: New Conditions


It likewise ends if either party takes on another enchanted
EGOMANIAC bargain while this one remains in effect; enchanted bargains
accept no competition. If the mortal doesn’t achieve the task
or escape they bargained to accomplish by the end of one
Without Clarity, the changeling acts as though she re-
full chapter, it also fades without resolution.
sides in Arcadia, mimicking the True Fae’s boundless ego-
tism. She fails to comprehend the needs and desires of oth- The enchantment’s effects are obvious to those who
ers and displays qualities she subconsciously learned from know how to look for them. Anyone who can see through
her Keeper, leading her to fulfill her own desires at everyone Masks simply perceives the supernatural obligation the mor-
else’s expense. tal carries without a roll or other contest. The player of any
character who previously noticed the enchantment gains +4
Any Social roll your character fails automatically be-
to locate or track the mortal by any means. This magical
comes a dramatic failure that does not grant a Beat. As well,
trail carries distinct tells revealing the changeling’s identity
Joy replaces her current Needle and one of her Keeper’s As-
to anyone who has previously seen his Mien; if they see it
pirations replaces one of her current Aspirations until the
afterwards, they recognize it instantly.
Condition resolves.
Resolution: The mortal accomplishes the task or es-
Possible Sources: Reaching Clarity 0
capes the situation they made the bargain to achieve, or
Resolution: The character regains Clarity or her actions either party fails to uphold their end of the bargain, trig-
cause serious harm (physical, mental, or emotional) to her gering consequences for one or both. When this Condition
allies, regaining a point of Clarity as usual. In the case of se- resolves, the changeling’s player and the mortal’s each earn
vere damage, the only way to resolve this Condition is for the a Beat.
changeling’s actions to harm her allies. Any other Clarity
Conditions she resolves during this time increase her Clarity
as usual, but they do not resolve this Condition. HEXED
A spiteful changeling has temporarily inconvenienced
ENCHANTED OBLIGATION your character.
If the changeling forbids the action required to end the
Your character has made an enchanted bargain with a
hex, this Condition does nothing until your character takes
mortal, providing fae miracles in exchange for safety and
that action and resolves it. The consequences last for one
peace of mind. This Condition duplicates the effects of the
chapter thereafter.
Obliged Condition (Changeling, p. 343), but is not Persis-
tent. In addition, while the enchantment lasts, the mortal If the changeling sets a quest as the required action
can automatically see through the Mask of all fae beings and which breaks the hex, your character suffers its effects until
objects unless strengthened with Glamour. Your character the quest’s completion.
gains the ability to hear the mortal whenever they call him As a pledge, the Wyrd itself negotiates the hex, not with
by name and ask or wish for aid, no matter the distance the victim. If the changeling sabotages her own hex, for ex-
between them; the changeling has no obligation to respond ample by accidentally or deliberately enabling your character
to the call. His player gains a +3 to rolls to harvest Glamour to break it, they suffer a detrimental temporary Condition of
from the mortal. the Storyteller’s choice.
The changeling’s half of the bargain requires using fae A character may only have one instance of Hexed at a
magic to aid the mortal in some dire task or in escaping a time.
dire situation the target couldn’t otherwise handle themself. Resolution: Your character takes the action the change-
He can invoke Contracts or use his seeming or kith blessings ling specified when she placed the hex.
on the mortal’s behalf, give them tokens and clearly explain
their catches, or any other type of fae magic he possesses;
however, he may not simply perform the task or rescue the ICON SHARD
mortal themselves. They must utilize the magic on their own
and rescue themself. (Persistent)
The mortal’s half requires following a specific and strict Your character broke her word sworn on her Icon. Do-
rule or willingly laboring under a particular limitation. For ing so has infused the Icon with the Wyrd’s wrath, giving it a
instance, they may accept a curfew by which they must be semblance of life. A changeling’s Icon is a part of her soul; as
inside their home and stay there until sunrise, or a rule for- such, the Icon shard becomes a rough imitation of her dark-
bidding them to deliberately tell any lies. est and most sinister thoughts and urges. The Icon shard
If the changeling solves the mortal’s problem himself, acts as a semi-sapient doppelganger with the sole purpose of
this Condition ends without resolution or granting a Beat. tormenting the changeling for breaking her word.

Behind Your Eyes - Icon Shard 141


Icon shards count as hobgoblins (Changeling: The enough; the Wyrd enforces this debt. The character can re-
Lost, p. 252) with a Wyrd rating equal to the changeling’s; pay it by accepting damage, a detrimental Condition, or a
use the rules given for creating goblins to give the shard detrimental Personal Tilt intended for the being to whom the
traits and powers, all of which should in some way reflect its character is indebted. The character’s player chooses which
origins. Instead of a Virtue or Vice, the shard has a Needle of these he suffers; if he chooses damage, the character must
and Thread, chosen as dark mirrors of the changeling’s. It take all damage from a source, not part of it. He cannot take
gains Aspirations in direct opposition to the changeling’s on Clarity Conditions or Conditions he couldn’t normally
Needle and Thread and uses them to disrupt the change- suffer this way. The Wyrd alerts him to all his creditor’s per-
ling’s life. For example, a changeling with a Protector Needle ils until this Condition resolves, and he doesn’t have to be in
finds her doppelganger attacking the people she loves; her their vicinity to resolve it.
Friendship Thread causes the shard to focus on ruining all This Condition can also be Persistent. If so, your char-
her relationships. acter owes a debt he can’t repay as easily. In addition to the
The Icon shard targets only the changeling and those usual effects, he earns a Beat whenever his creditor makes a
connected to the changeling (if doing so serves the purpose request or demand of him, and he fulfills it without attempt-
of tormenting her). If she kills the shard rather than reinte- ing to resist. The Persistent version of Indebted can only re-
grating it, she destroys it forever, losing access to the memo- solve when the character performs a major service for his
ries and Clarity it once brought, constituting a Clarity attack creditor, such as saving their life or risking danger to bring
with a dice pool of four. them something they desire.
Beat: The Icon shard’s actions impair or hurt the Resolution: Repay the debt, as above.
changeling or someone she cares about, or actively prevent Beat (Persistent only): Fulfill a request or demand the
her from gaining Willpower through her Needle or Thread. creditor makes without attempting to resist.
Resolution: The changeling must kill the Icon shard or
make up for breaking her word. If she made a vow, she must
complete it or fulfill its terms. If she made an oath, she must KITHSEEKER
reconcile with the others involved to their collective satis-
faction. The others involved in the pledge may exonerate (Persistent)
her wrongdoing by resealing the pledge in blood. Everyone Your character undertakes an ordeal in the Hedge
involved must suffer one lethal damage and spend a single to seek a kith that matches her soul’s calling. During the
Glamour to reinstate the pledge’s bond. If she cannot recon- ordeal, she must face five trials, each of which comprises
cile the oath — perhaps the other parties died, for example — roughly one scene. Her motley and others can help her, but
then the changeling must reconcile with the Wyrd instead; if someone else resolves a trial for her, she refuses to engage
this should be the focus of a story, and the particulars are up with a trial, or she leaves the Hedge, the Condition ends
to the Storyteller. When this Condition resolves, the Icon without resolution.
integrates with her immediately, unless she destroyed it.
Resolution: The character overcomes five trials and
gains a new kith.
INDEBTED Beat: The character endures significant adversity or
learns something new about herself as part of a trial.
A fae being performed a service for your character and
he owes them something in return. Mundane tasks aren’t

142 Appendix: New Conditions


You can’t predict a changeling by their kith. We’re not so
easily defined.
But we are connected to others who fashioned themselves the
same way. You meet another Playmate’s eye and know you
share something no one else can understand. In a way, you’re
kin.
This is the Lost struggle. Did They take me apart so
thoroughly that putting me back together rearranged the
pieces entirely? Am I what they made me to be, or can I
decide my own shape?
The bad news is you’ll never find an answer you’re satisfied
with.
The good news is you don’t have to wrestle with this stuff
alone.
They wanted to fit you into a mold, but people aren’t like
that. This struggle is what separates us from Them.
— Red, Darkling Playmate

Kith and Kin is a companion book to Changeling: The Lost Second


Edition,, expanding on the core book. It contains:
Edition
• A deep dive into the return from Arcadia, including details about
the BriarNet, the Wishing Roads, and the Lunar Freehold, as well as
additional options for Touchstones and Clarity
• Expanded changeling powers, including new Regalia and Contracts,
Regalia manifestations, expanded pledgecraft, and rules for the fae
sympathetic magic known as dramaturgy
• A vast selection of new kiths, as well as options for playing kithless
characters and acquiring a kith in play
• Advice and options for motleys: example motley oaths, a new type of
Hedge ghost which feeds on those oaths, and structured motley conflict,
as well as a discussion of forming motleys with non-changelings — other
fae creatures, mortals, and other supernatural creatures as presented in
other Chronicles of Darkness games

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