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A Sourcebook for

Changeling: The Lost


Second Edition
Credits
Developer: Meghan Fitzgerald
Writers: Jacqueline Bryk, Steffie de Vaan, Meghan
Fitzgerald, Jose R. Garcia, Chris Handforth, Marianne
Pease, Eddy Webb
Editor: Heather Rigby
Art: Drew Tucker, Luis Sanz, Tilen Javornik
Art Director: Richard Thomas and Mike Chaney
Creative Director: Richard Thomas
Special Thanks
Rose Bailey, for her beautiful and inspiring cre-
ative vision, for teaching us that scaring is caring, and
for believing in us.
James Mendez Hodes and Leath Sheales, for cul-
tural consultation.
Neall Raemonn Price and Monica Speca, for
brainstorming over coffee and Slack. Requires the use of the
And all of our Changeling: The Lost 2e Kickstart- Changeling: The Lost Second Edition Rulebook
er backers, who made this companion book possible!

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2 Oak, Ash, and Thorn


Introduction 4 Legends 39
Theme: Making a Place 4 Dauphines of Wayward Children 40
Mood: A Modern Fairy Tale 4 Privileges and Duties 40
What's in This Book? 5 Mask and Mien 42
Chapter One: Oaths of Community 7 Bequeathal 42
Optional Freehold Systems 7 Dauphine's Gift 43
Freehold Creation: Building the Set 7 Legends 43
Roots of Society: Freehold Interactions 8 Master of Keys 44
Growing a Community: Freehold Seeds 10 Privileges and Duties 44
The River Refuge: Cairo, Egypt 10 Mask
The Eternal Feast: Jakarta, Indonesia 11 and Mien 45
Placid Basin: Las Vegas, Nevada 13 Bequeathal 45
Fair Shores: Dublin, Ireland 14 Key Mastery 46
Chapter Two Oaths of Fealty 17 Legends 46
Bargains and Mantles 17 Designing New Entitlements 46
Let's Make a Deal 17 Chapter Four Oaths of Substance 49
Forging the Mantle 18 Trifles 49
Non-Traditional Mantles 21 Systems 49
Systems 21 Example Trifles 50
Example Mantle Types 22 Baubles 51
Chapter Three: Oaths of Nobility 31 Systems 51
Wyrd's Pact 31 Dark Dreams 52
Claiming an Example Baubles 52
Entitlement 31 Empty Hearts 54
Bequeathal 32 Hollow Ribs 54
Becoming the Role 33 Deathless Husks 54
Blessings and Curses 33 Tell-Tale Hearts 55
Heraldry 33 Custom Tokens 55
Entitlement Systems 33 Origins 56
Wild Titles 35 Benefits 56
Example Entitlements 36 Catches 57
Baron of the Lesser Ones 37 Drawbacks 57
Privileges and Duties 37 Mask and Mien 57
Bequeathal 38 Trifles 58
Baron's Bond 39 Baubles 58

Table of Contents 3
“Well, now that we have seen each other,” said the Unicorn,
“if you'll believe in me, I'll believe in you. Is that a bargain?”
— Lewis Carroll, Through the Looking Glass

Maybe it was the remembered smell of freshly but-


tered popcorn that drew you back, a fondness for those
Theme:
childhood days when you and your sister went to the Making a Place
movies together every Saturday. Maybe it was the rush A memory of the past led you back through the
of wind in your hair as you drove your beloved convert- Hedge, but now it’s time to forge new memories. Even
ible with the top down along a wide, empty highway — if you eject your fetch from your old life and refill your
just you, the open road, and the engine’s roar. Could’ve own shoes, you’ll find they don’t quite fit anymore.
been the locket you wore every day, even in faraway That life won’t be the same as you remember it, be-
Faerie, with your son’s picture in it; or the infuriating cause you’re not the same. Now that your words can
way your rival used to steal credit for your best work, and bind others to you and you to them, you must consider
the sweetness of the revenge you took when you did the carefully when to speak them, and to whom. But speak
same to them. Your desperate soul clung to that powerful them you will, for only oaths and bargains can serve as
memory like a thread in a labyrinth, and it led you home. the mortar that keeps your defenses against the True
So now what? Fae sturdy and strong.
The journey doesn’t end there — it begins there. By Oak, Ash, and Thorn; by Sun, Moon, and Stars;
You don’t live happily ever after. You just…live. It’s up by Earth, Sea, and Sky, we swear: We’ll stand together.
to you to decide what that means, but you don’t have Or we’ll fall apart.
to do it alone.
Oak, Ash, and Thorn is a book about moving past
Mood:
the nostalgia that brought you back to discover that the A Modern Fairy Tale
once familiar is now unfamiliar and figuring out where This book is about what happens after you return
to go from there. It’s about pledging yourself to some- from Arcadia, the fairy tale your life becomes once it’s
thing bigger than you are and finding companions who yours to live again. Sure, you’ll brave the Hedge many
walked the same yellow-brick road you did — whether more times, and you might even try going back There
you take back your old life, build a new one, or some- someday to wreak some havoc or rescue a friend. But
thing in between. this place, the one you fought so hard to find again, is
home. Oak, Ash, and Thorn is grounded in the here

4 Introduction
and now, where changelings bring their fae magic (and • Chapter One: Oaths of Community is about
problems) back with them to the world of Netflix and freeholds. It expands on how to build a freehold
chill, climate change, and taxes. It’s no less wondrous together as a troupe and interactions between
and no less terrible, but this book brings your charac- freeholds. It also presents some brief seeds for
ters back from the heady daydreams of Hedge and Hol- freeholds in four locations around the world for
low to showcase playing in the modern fairy tale setting the troupe to flesh out for their games: Cairo,
where a Changeling chronicle is likely to spend a lot of Egypt; Jakarta, Indonesia; Las Vegas, Nevada,
its time. United States; and Sydney, Australia.

What's in This Book? • Chapter Two: Oaths of Fealty is about courts


and Mantles. It details the process for striking a
Any Chronicles of Darkness game can take place court Bargain in play and introduces court-like
at one or more tiers of play. Tier 1 stories take place organizations that are smaller and more flexible,
on the personal and local scale; for Changeling, that forgoing traditional hierarchies and cycles for
usually means a spotlight on the motley and individual more unique ways to protect themselves from the
antagonists of relatively low power. This doesn’t mean Gentry. Finally, this chapter lays out three such
characters don’t belong to courts or other organiza- example groups, complete with Mantles and
tions, just that the main focus is narrower. Tier 2 sto- sample Contracts.
ries have a broader scope, exploring court intrigues and
getting characters involved in larger or farther-ranging • Chapter Three: Oaths of Nobility is about en-
conflicts. They might deal more often with Huntsmen titlements. An entitlement is an inheritance, a
and organized enemies or get caught up in inter-court role a changeling chooses to play, and an oath
politics and schemes. Tier 3 stories can be global in she chooses to make. This chapter presents all
scope, take characters all the way to confrontations the rules you need to use entitlements in your
in Arcadia with the True Fae themselves, or bring full chronicle, including guidance for how to create
Wild Hunts to besiege the courts in all-out war. your own, and three full sample entitlements.
To put it another way, tier 1 is about reclaiming
• Chapter Four: Oaths of Substance is about to-
your life; tier 2 is about rebuilding your life; and tier 3 is
kens. Tokens are objects of power, resources that
about reshaping your life.
increase a motley’s options, and weighty items
Oak, Ash, and Thorn is, in effect, the “tier 2” that bind oathspeakers together. This chapter
book for Changeling: The Lost Second Edition. It fo- details several new types of tokens, including
cuses on organizations and the ways in which change- trifles and baubles; presents a system for ripping
lings pledge themselves to others, specifically in the out one’s own heart and replacing it with a token
context of joining groups or expanding their resources. to cheat death; and gives guidance for creating
custom tokens for your chronicle.

What's In This Book? 5


6 Chapter One: Oaths of Community
The more people that meet each other, the better it is for all of them.
— Fletcher Pratt, “The Gift of God”
When the Lost come together, even the mightiest Building the set occurs after character creation and
Huntsman should tremble. A freehold is more than just before play begins. It’s not necessary to engage in set-
a collection of courts. It’s a society in miniature, with its ting the stage first, but having a strong grasp of the
own heroes, leaders, and malcontents. Though they face chronicle’s themes may help focus your efforts.
conflict from within and without, freeholds provide the To build the set, you need something to write on:
tools, support, and challenges changelings need to create a sheet of paper, a whiteboard, a virtual tabletop, index
a place of belonging. cards, or sticky notes. If you use index cards or sticky
notes, you need at least six per player and six for the
Optional Freehold Storyteller.
Systems Gathering Elements
Despite being a small community within a large
Each member of the troupe (including the Sto-
host city, freeholds are diverse collections of people,
ryteller) comes up with six elements for the freehold.
places, and assets. Changelings don’t always return to
These elements fall into four categories: Places, Faces,
their own hometowns and many stay with the first Lost
Wonders, and Problems. Everyone provides two Plac-
community they find, often making freeholds much
es, two Faces, one Wonder, and one Problem each.
more diverse places than the cities around them. The
following optional mechanics bring these aspects to the Places are individual locations important to the
forefront of a Changeling game. freehold. Like sitcom coffee shops or the HQs in po-
lice procedurals, these places are always available for
Freehold Creation: a scene to take place in. While many freeholds have
Building the Set a single base of operations, they usually also have
satellite bases and other places they frequent (and
In addition to setting the stage (Changeling, p. secure) to ensure they don’t put all their eggs in one
297), players can come together to create a rich and basket in case the Gentry’s lackeys show up. More
vibrant freehold. This system helps the troupe build the cautious (or less organized) freeholds can be com-
set, assembling the basic skeleton of the freehold where pletely decentralized.
the game takes place, and creating a setting filled with
established stakes that still has plenty of space to de- When you create a Place, write down the location’s
velop in play. name and a brief description.

Optional Freehold Systems 7


Examples: Dorsey Park — lively public park; Bea- hold’s courts. Remaining Places can serve whatever
con Port — crumbling community center; Ol’ Kelsey’s roles the troupe wishes, such as safehouses, local Gob-
Holler — abandoned Hollow lin Markets, meeting places, or trod endpoints.
Faces are important figures to the freehold’s day- Phase Two
to-day life. They are not necessarily leaders or even Then, attach each Face to one of the Places. Mul-
members, but all Faces play some kind of role in its tiple Faces can be attached to the same Place, but each
function. Faces can be Storyteller characters created by Place that is a court stronghold needs at least one. The
setting the stage, Touchstones, or Merits such as Con- first Face attached to a court stronghold is that court’s
tacts and Allies. monarch. After that, Faces can fill whatever roles the
When you create a Face, write down the person’s troupe wishes, such as neutral information broker, inter-
name and one important fact about them. court mediator, dubious freehold ally, or a rival from an-
Examples: Max Kelly — forges IDs; Bright Stream other freehold.
— has a love trapped in Arcadia; Garçon — recently Phase Three
became a Goblin Queen
After that, attach each Wonder to any Place. Faces
Wonders are fantastic elements, where the Wyrd attached to a Place with a Wonder do not necessarily
intertwines with the mundane. Don’t worry about know about the Wonder, but may — or may even be
making sure these elements have an explanation or di- its cause. A Place may have any number of Wonders
rectly link to any specific character. Those will develop attached to it, including zero. A Place with multiple
in play. Wonders range from tiny, daily miracles to rare, Wonders is either a famous (or infamous) location for
potentially chronicle-shattering revelations. the freehold, or is about to become so, and other fac-
When you create a Wonder, write it down as a brief tions in the city can covet it, seek to destroy it, or have
statement; include a note about where it’s located, if some other relationship with it.
applicable.
Phase Four
Examples: A Hedge gate is always open behind
the freehold’s local bar; Sometimes the trees speak in Finally, attach each Problem to any Place. When a
the Spring Queen’s garden; A free Huntsman roams the Problem is attached to a Place, any Faces attached to it
neighborhood are directly or indirectly involved in the Problem. Mul-
tiple Problems can be attached to a Place. A Place with
Problems are pressing, immediate issues facing the multiple Problems is a tumultuous area for the freehold
freehold. These may be hooks you wish to tackle right where conflicts are likely to take place.
away, or something for the first story to foreshadow.
Don’t try to think of answers to or details about these Once all the elements are matched, take some time
problems for now, as they’ll come up in play. to review the freehold the troupe has built. Some ele-
ments may need to be tweaked to better fit together, or
When you create a Problem, write down the issue the group may decide that an element fits better some-
and an open-ended question about it. where else. Once everyone is satisfied with their free-
Examples: The freehold is fated to be captured — hold, it’s ready for play.
can it be saved? Someone plots the monarchs’ downfall
— who is it? Our home base is physically withering away Roots of Society:
— what’s causing it? Freehold Interactions
Some Assembly Required Freeholds don’t exist in isolation. The Hedge’s trods
bring cities closer together than geography allows. Free-
Once you create your elements, match them up in
holds in a region usually keep a friendly but somewhat
four phases. At the start of each phase, select someone
distant relationship. The problems facing one freehold
new to start placing elements. From there, you can lay
double with another in the mix. Even if they share the
down the elements in any order.
same court system, freeholds can have different ideas
Phase One on how to best aid each other and the Lost as a whole.
First, reveal Places. The first revealed Places are Despite this, most freeholds realize they gain nothing
strongholds for each court, one for each of the free- from extreme paranoia and keep up regular rapport

8 Chapter One: Oaths of Community


with their closest neighbors. might view it as a liability due to some real or
imagined weakness, hold it responsible for some-
Reputation thing it had no control over, or get jealous when
A freehold’s reputation with another is measured it flaunts its resources and successes, for instance.
on a scale from positive to negative. When that reputa-
In a region with multiple neighbors, a freehold may
tion is important to social interactions, it creates the
have different reputations with each, sometimes be-
following effects regarding a character’s Social rolls
cause of the same action. Stealing a freehold’s prized
against that freehold’s members. The first column ap-
token and bringing it to a neighboring one, for example,
plies to one-off Social rolls, while the second column
is a slight to the first freehold and a favor to the second.
applies to Social maneuvering instead.
Occasionally, freeholds use oaths to formalize
relationships. They’re often minor, meant mostly as
Roll Impression
Reputation Modifier Level measures to guard against neighborly infighting. Some-
times, though, they can be powerful declarations of al-
Positive +2 One level liance or enmity that reverberate through the freehold’s
higher entire history.
Neutral +0 As normal
Conflict
Negative ‒2 One level
lower Even the friendliest societies can be at odds. Con-
flicts within and between freeholds arise from mis-
Freehold reputations change according to mem- understandings, personal disagreements, scarcity of
bers’ actions. If a freehold’s reputation with another resources, or manipulation from hostile forces. The
would drop below negative due to story events, they’re following archetypes represent the most common ways
considered to be in conflict (see below). The Storyteller changelings clash.
can use the following guidelines as examples of when a Rivalries occur when two or more changelings or
freehold’s reputation might change: motleys vie for the same goal. These range from lofty
• Three significant gifts or favors move a freehold’s political ambitions to intense personal desires.
reputation up one step. A priceless gift or act of • The monarch of Court Gray Sky became a mar-
true heroism or sacrifice for another freehold can tyr for her freehold. Her closest friends, Albert
change a reputation from negative to positive im- Greenbones and Opal Eyes, squabble to decide
mediately, at the Storyteller’s discretion. who will replace her, dividing the once tight-knit
court.
• Three robberies from or slights against another
freehold move a reputation down one step. A tru- • Liam is head over heels for Omar. Unfortunately
ly harmful act or significant treachery against an- for him, Victor loves Omar, too. Their competi-
other freehold can change a reputation from posi- tion for his heart is a hot topic in Bailey’s Run.
tive to negative immediately, at the Storyteller’s Other freeholders take bets on who will win.
discretion. The rival freehold may view something
as a slight that wasn’t meant as one, which counts. Cultural conflicts pit courts or freeholds against
each other due to differences in opinion, values, or
• A freehold’s reputation with another can im- methods; need for a resource they can’t share; or, some-
prove after resolving a conflict if the freehold’s times, the demands of the Wyrd itself, represented by
rival believes it acted in good faith or demon- oaths and Bargains that conflict even when the change-
strated traits it respects. A reputation can also lings themselves wish to cooperate. Cultural conflicts
improve without any direct contact between the don’t always involve hostility.
freeholds, if one displayed particular heroism,
• The Whistling Man-at-Arms leads a Wild Hunt
courage, compassion, or strength in exploits the
against the city’s Lost, but even now the freeholds
other witnessed.
of Shadybrook and Crashing Tree cannot unite.
• A freehold’s reputation can take a beating even if The former wants both freeholds to hide from
its members don’t antagonize anyone. Depending the onslaught, believing their fellows’ approach to
on the court in charge at the time, its neighbors show arrogance, while the latter wants to combine

Optional Freehold Systems 9


forces to send the fae army back into the Thorns fend off the Wild Hunt that crushed the freehold
and accuses Shadybrook of cowardice. in an opportunistic ambush. None of those Lost
were ever seen again.
• The courts of Hollow Creek discover a prob-
lem. The Shadow Court’s Bargain demands they Conclusion and Compromise
perform a major heist against the freehold every Freeholds use a few common methods to end con-
year, while the Mist Court’s Bargain demands flict before it erupts into something worse:
they whisk a freehold treasure away to the Hedge
and leave it there annually. Unfortunately, this • Third parties, like a well-respected member of a
year a loyalist infiltrated the freehold and devas- neutral freehold or an entitled changeling (p. 31)
tated its holdings, leaving only one suitable trea- with a relevant role, can mediate to find a com-
sure for both courts’ obligations. promise to satisfy everyone. In cases where the
Wyrd enforces the conflict, the freehold might
Hedgefire wars are large-scale conflicts between call upon a savvy Notary or hobgoblin lawyer in-
freeholds. They’re grim affairs, full of espionage, stead to find loopholes.
sabotage, and brief but hideous violence in both the
mundane world and the Hedge. How a Hedgefire war • When words won’t work, a sanctioned duel
manifests depends on the ruling courts and monarchs might. Monarchs choose champions to represent
of the freeholds involved, but generally plays out much aggrieved parties and adjudicate hostile oaths
more like a gang war, guerilla war, or cold war than between them formalizing that representation.
true battle. Letting the conflict explode in obvious Whichever side’s champion wins gets the final
fashion means drawing unwanted attention from mor- say in the conflict’s resolution. Whether or not
tal authorities and more sinister forces. A Hedgefire these duels are fought to the death depends on
war usually embroils mortals, goblins, and courtless the conflict’s severity and the oath’s terms.
changelings as mercenaries, spies, saboteurs, and duel-
• When a conflict is too fraught to produce agree-
ists. Sometimes, even other local supernatural beings
ment on the terms of a duel, some freeholds set-
are drawn into the fray, willingly or not.
tle their differences by warring in dreams, thus
The Lost try to avoid Hedgefire wars whenever pos- avoiding consequences that are too permanent.
sible, as it’s hard to defend themselves against Gentry This practice is traditionally known as “oneiro-
machinations when they’re busy defending themselves machy.”
from each other. Nevertheless, they happen; more often
than not they crop up out of broken promises, oath-
bound enmities, and perceived treacheries. Certain
Growing a
kinds of pledges can even drag freeholds to war regard- Community:
less of their efforts to find another solution. Freehold Seeds
• Thrush Valley and Winterheart have been at war Freeholds usually crop up in cities for the same
for 20 years. The fighting began over the Thistle reasons other people gather there, but also because the
Locket, a token with the power to alter memo- press of humanity can help keep them grounded and
ries. Each freehold believes the other has it and dissuade blatant displays from Fae agents.
makes yearly raids to recover it. Every raid leads The following four freeholds are described in brief,
to fatalities, but the freeholds’ enmity has yet to ready for a Storyteller to expand upon for her own
falter. None realize that a hobgoblin snatched games — perhaps using the Building the Set optional
the Locket years ago and used its power to keep system on p. 7.
the war going.

• Some freeholds try to force a change in leader-


The River Refuge:
ship during a Hedgefire war to shift their strat- Cairo, Egypt
egy and gain an edge. Doing so led to Thatched The city of a thousand minarets is home to the
Nest’s downfall. They threw down the violent oldest known freehold in the world. Though the mod-
Hawk Court to invoke the Raven Court’s cun- ern city itself has only existed for a millennium, the
ning months before the rightful transfer of power. freehold’s customs and history imply a much older ori-
With their Bargain compromised, they couldn’t gin for the Refuge, dating from well before any human

10 Chapter One: Oaths of Community


settlements developed in the area. It saw the rise and ruling seemings are in doubt, the River Refuge’s
fall of many mortal governments, from the Babylonians Bargain is null and void. The motley must broker
to the Egyptian Revolution. The River Refuge stood peace between the Wizened and the Darklings,
firm through countless Wild Hunts and the treachery before the Fae discover the Refuge is defenseless.
of the Loyal.
• The Triumvirate comes to a hard decision: The
The freehold owes much of its longevity to the
River Refuge must seek a new patron. The free-
power of its patron, a being known as the Hearth. It
hold chooses the motley to parley with possible
is a flame hidden in the heart of Old Cairo, fed by of-
candidates. It must be kept secret; Hearth may
ferings of Glamour. To join the freehold, a changeling
be dying, but it still has enough power to take
must take an oath to feed and protect the Hearth.
vengeance if it finds out.
But now, the Hearth is fading. No amount of Glam-
our revives it. Its flames weaken, even as the forces of • The Hearth isn’t dying; someone is stealing it.
the Fae draw closer. A motley of privateers has schemed for years to
steal the court’s Bargain for their client, and now
Courts their plans have come to fruition. Can anyone
The Refuge technically endures with just one stop them? What would their client do if some-
court, which surprises visitors. Locals know, though, one did?
that their Bargain encompasses the same principles of
cycling power and fulfilling obligations as any more mo- The Eternal Feast:
narchical organization. The freehold is so ancient that Jakarta, Indonesia
it predates the concept of courts, and its people have
The Eternal Feast grew from the tradition of slam-
never seen a reason adopt the system.
etan, a ritual communal feast dedicated to asking the
The court has no official name, though Lost from spirits for a state of peace in a household. The Lost used
outside the city refer to it as the “Court of the River” these gatherings as ways to find each other and share
for convenience. Instead of a traditional court cycle, experiences. Today, the Eternal Feast is a more tradi-
seemings gather as independent political forces. Three tional freehold. To join, a changeling must hold a feast
seemings at a time lead the court as the Triumvirate, for other members in her own household, where they
each with one representative. Currently, this Triumvi- swear an oath to protect the freehold.
rate consists of the Beasts, the Elementals, and the
Not only are feasts used for initiation and resolving
Wizened. Every four lunar months, another seeming
conflicts between members, they play an important part
may choose a champion to duel one of the Triumvirate
in the freehold’s Bargain. When a Huntsman comes
leaders. If she wins, the champion takes a seat on the
to town, the freehold announces the Hunter’s Feast,
Triumvirate representing her seeming.
a special feast that all five courts must help prepare.
Faces Once it’s ready, they invite the Huntsman to dine with
the freehold, and he must comply. There, the change-
Alshuruq is the Elemental leader, and the eldest
lings either negotiate temporary peace terms with him,
member of the Triumvirate. He has served since his
or pretend to do so long enough to find a more defini-
seeming first won its spot, over a century ago. Despite
tive solution. It’s a dangerous but potentially rewarding
his great age, his Mask looks no older than 50, and his
tactic; failed feasts tend to result in chaos and major
molten mien seems as strong as ever. In truth, his body
losses, but a successful feast can keep the Wild Hunt
cools and hardens as the Hearth’s flames weaken. He
away from the freehold for years. As a result, Jakarta
doesn’t know why this is happening, and goes to great
changelings prize persuasive bargaining skills highly.
lengths to keep it a secret.
Story Hooks Courts
Due to the multiple cultures that call the country
• The Darklings recently won a place in the Trium- home, its many islands, and its history of colonization,
virate from the Wizened. The transfer of power is Indonesia is an intricate tapestry of courts. While this
peaceful until the Wizened leader discovers the freehold uses the Directional Courts of continental
Hearth died during the Darkling’s coronation. Asia, its closest neighbors adopt anything from the
The two seemings blame each other and claim Seasonal Courts, the Dragon Courts of Hong Kong, or
a spot on the Triumvirate. As long as the three

Growing A Community: Freehold Seeds 11


their own localized systems. to take full advantage of their situation, and using it
The Court of the North, or the Armor Court, at- to reconnect indelibly with human cultures. They host
tune themselves to suffering and deny themselves life’s feasts in the city’s industrial complex, framing them as
pleasures so they have nothing the Gentry can take competitions to see who can flaunt the finest delicacies
away. In Jakarta, they host feasts in the city’s harbors and most lavish meals. During the Hunter’s Feast, the
and on the Thousand Islands that lie off the mainland, Serpent Court’s responsibility is to win as much advan-
in which participants must fast for 24 hours before dig- tage as possible over the Huntsman in the negotiations,
ging in to impart an appreciation for what they have. letting no loophole go unutilized.
During the Hunter’s Feast, the Armor Court delivers The Court of the West, or the Court of War,
the invitation to the Huntsman and persuades him to attunes itself to integrity and discipline, maintaining
attend, deriving strength from the knowledge of the close ties to human militaries and ensuring that any
danger they’re bringing into the freehold. battle the freehold fights is undertaken according to
The Court of the South, or the Court of Song, its conscience rather than its rage. They host feasts in
attune themselves to expression, both artistically and the city’s original downtown area, with highly ritual-
emotionally, and strives to set themselves completely ized customs and carefully parceled portions. During
free of self-imposed restraint. They host feasts in the the Hunter’s Feast, the Court of War adjudicates the
city’s business district, encouraging all to indulge as oaths that hold both sides to their words, and leads the
much as they want and hold nothing back. During the freehold’s defenses should anything go wrong.
Hunter’s Feast, the Court of Song lays out the freehold’s
Faces
terms to the Huntsman and appeals to his desires, en-
couraging him to try to reject his Keeper and bargain Deras, Beast of the North, isn’t just a courier; he’s
on his own terms. the best one in the whole city. He was once his Keeper’s
warhorse, but now he serves the freehold as a go-be-
The Court of the East, or the Serpent Court, at-
tween. He admires his court’s philosophy, and follows it
tune themselves to envy and accumulate wealth in de-
with harrowing feats of endurance and speed, pushing
fiance of what they’ve lost, nurturing mundane greed

12 Chapter One: Oaths of Community


Directional Mantles
The Directional Courts are detailed in Dark Eras’ “Three Kingdoms of Darkness” chapter (pp. 126-
133), although that presentation shows what they were like in China in the 200s. To update them for
second edition and the modern day, use the following guidelines:
• Wherever a Mantle would grant a Goblin Vow dot, instead grant either a dot in Fair Harvest
(Changeling, p. 114) for an appropriate emotion, or bonus dice equal to the character’s Mantle to
mundane rolls that uphold or encourage the relevant emotion (but not rolls to harvest Glamour from it).
• Wherever a Mantle would grant a Personal Approach, the changeling instead regains 1 Will-
power whenever he risks harm to himself or his motley in pursuit of his court’s Bargain.
• Northern Courtiers gain 1 Glamour whenever they earn a Beat from negative Condition effects.
Southern Courtiers gain 1 Glamour whenever they strain a relationship or attract unwanted at-
tention through unfettered expression. Eastern Courtiers gain 1 Glamour whenever they acquire
something of great value at someone else’s expense. Western Courtiers gain 1 Glamour when-
ever they accept a foe’s surrender in a high-stakes fight.
• Northern and Eastern Mantle 5 may be used once per chapter, instead of once per day.
• Replace the Southern Mantle with the following: Mantle 1 grants bonus dice equal to Mantle to
mundane Expression or Crafts rolls to create or perform art; Mantle 2 grants bonus dice equal to
Mantle to rolls to incite Bedlam with any emotion; Mantle 3 grants an extra bonus die or additional
+1 to a static value whenever the character spends Willpower for those benefits; Mantle 4 replen-
ishes 1 Willpower whenever he achieves exceptional success when harvesting Glamour from an
emotion he explicitly worked to evoke in the target; Mantle 5 lets the changeling harvest Glamour
from the same person twice per scene instead of once, and the target loses Willpower both times.
• Eastern Mantle 1 and 3, and Western Mantle 1, grant dice equal to Mantle, rather than their
stated bonuses.

himself to his limits to outdo himself with every job. • Huntsmen and hobgoblins descend upon the
Still, he’s a die-hard braggart, which makes him one freehold in a once-in-a-lifetime Wild Hunt. The
of the freehold’s most ostentatious Armor Courtiers. motley must help prepare the greatest Hunter’s
Locals can catch him biking around town wearing a Feast the city has ever known, and foil the loyal-
bright purple tracksuit. ists planning to sabotage it.
Story Hooks Placid Basin:
• A hobgoblin and her loyal swarm claim the East- Las Vegas, Nevada
ern Court’s extravagant pantry as their new base Originally founded by former members of a copycat
of operations, claiming its bounty for the new Court of the Leafless Tree (see Dark Eras 2, “Mysterious
Market they’re opening. Without its pantry, the Frontiers”), the Placid Basin was supposed to cultivate a
court loses its centuries-old collection of exqui- safer community, with Seasonal Courts to uphold a more
site goblin fruits — the ingredients that make secure Bargain while still following the tenets of recip-
their Hunter’s Feast meals possible. The motley rocal justice. Its purview extends beyond the famous
must convince the goblins to abandon their plan, Las Vegas Strip into the several unincorporated towns
or otherwise drive them out. neighboring it. To join, a changeling must present a valu-
• While attending a feast, the motley listens to the able trophy from a successful quest to visit justice upon a
beloved host give an acerbic speech, airing her griev- fae criminal to the currently reigning monarch as a gift.
ances against the freehold. The next night, she van- After swearing to keep the freehold’s secrets, the new
ishes, and a local Hedge gate is destroyed. Has she courtier takes a tour. Her guide teaches her all about the
become a Bridge-Burner, or is someone framing her? Placid Basin’s wonders — and its terrible curse.

Growing A Community: Freehold Seeds 13


The Basin once came together to destroy one of the claims the Fae wishes to make peace with the
Titles of the Crystal Robed Faun in retaliation for crimes Placid Basin, and offers to lift the curse for “a
against the freehold. Furious, the Faun cursed them to un- few small favors.” It’s an obvious trap, but some
dergo a terrible misfortune in five years that would destroy courtiers can’t help wondering whether they
Placid Basin. Four years and nine months later, the change- should take the deal anyway.
lings still search for a means to break it as time runs out.
• A Summer Court hunt goes horribly wrong, lead-
Courts ing to a number of deaths in the nearby freehold
The Spring Court is the largest and most powerful. of Reno. That freehold demands justice from the
It doesn’t only throw lavish parties on the Strip to fulfill larger Placid Basin, and members of both fear
the Bargain; it wants to instill hope that the Basin will this may be the beginning of a Hedgefire war —
overcome its curse and continue to flourish, keeping and possibly the first manifestation of the Faun’s
the hunt for a solution going in the face of despair. curse.
The Summer Court led the charge to destroy the • A Spring Courtier found a changeling from an-
Faun’s Title, and believes destroying the rest of them other city who might be the answer to the free-
will break the curse. On top of its usual duties, the hold’s problems. Breakout Billie has a storied
court undertakes the difficult task of hunting down the reputation for breaking curses, and she’s willing
Gentry’s other Titles through its minions. to help. The Emerald Court asks the motley to
The Autumn Court tirelessly works to understand act as protection when they meet with Billie on
the curse, hoping they can break it through less con- the Strip. Unfortunately, the curse-breaker has
frontational means. Their efforts have uncovered a made lots of enemies, and she’s a long way from
glimpse of what it could portend: the Black Mountain the pledges that safeguarded her back home.
fault may destroy the city in a major earthquake. The
courtiers seek aid from powerful entities of all kinds in Fair Shores:
an attempt to postpone or avoid this disaster. Dublin, Ireland
The Winter Court is the smallest of the Basin’s courts. Dublin has always been a town torn between histo-
It dedicates itself to mitigating the effects of the oncoming ry and modernity. Its past and conflicts indelibly shape
calamity rather than trying to avert it, just in case. It builds it, but it looks forward to the future. The freehold of
shelters and hoards supplies for the freehold, preparing for Fair Shores is no different, welcoming newcomers with
the worst — occasionally at the expense of others, when open arms while expecting them to act in the freehold’s
their desperation makes their consciences fail them. best interests and abide by well-established traditions.
Faces It has an open-door policy, allowing any changeling to
join as long as they swear to two simple rules: Always
Jane Crossways is a bit unorthodox for a Summer provide a fellow member shelter and never impede a
knight. The hard-drinking Darkling uses trickery and changeling’s safe passage. The second rule has evolved
wit to get results, often haring off on her own to bring into a semi-communal sharing of Hedge trods. Those
justice to elusive targets without consulting her supe- who lay claim to one still ask payment for its use, but
riors first. Still, when someone goes missing, she’s one tradition demands the price be negotiable and as cheap
of the best private investigators in Vegas. Her Keeper as the Wyrd will allow.
forced her to lure others into Her realm at wooded
Lately, though, Hedge gates around the city have been
crossroads, so now she fights like hell to reunite those
forced open and refuse to close. To make matters worse,
who wander or are drawn into the Hedge with their
trods connected to these gates deteriorate; the worst be-
loved ones. Her “it’s complicated” Winter Court ex-
come what the freehold calls “false trods” — roads that
girlfriend constantly worries she’ll go missing herself
spiral off into unknown territory, their usual protections
one of these days, arguing that she should hunker down
unpredictable at best. Safe passage has suddenly become
with the Silent Arrow in preparation for the curse’s ful-
a hot commodity, challenging the longstanding custom.
fillment. Thus far, Jane remains unconvinced.
Story Hooks Courts
Two courts rule Fair Shores: the Áth Cliath and
• A True Loyalist representing the Crystal Robed the Celtic Tiger.
Faun arrives at the freehold’s home base. She

14 Chapter One: Oaths of Community


The Áth Cliath court was originally the only Faces
changeling court in Dublin, focusing on tradition and Sleekit Tod isn’t from Dublin, but it’s become his
Irish culture. Deriving their name from the original second home. The cunning Riddleseeker Beast, a Scot-
Gaelic settlement on the River Liffey, they are passion- tish Traveller, tricked his Keeper into releasing him as
ate that the Republic of Ireland and its Lost remain part of a bet, but he didn’t expect the Hedge to lead
true to its ancient roots. They conduct their business him to Ireland. The Celtic Tigers are quite fond of the
entirely in the Irish language and love Gaelic games ever-grinning, behatted fox, and his closest friends in
like hurling and Gaelic football. Many outsiders con- the freehold are picking up on the Doric dialect in
fuse them with Summer courtiers due to their force- which he prefers to speak. He has a vested interest in
ful tempers and exuberant athleticism. Áth Cliath fixing the false trods, since the Hedge is his best bet for
courtiers take the current situation in stride, certain ease of travel back and forth between his new change-
the freehold can fix it without extreme measures. They ling family and his human one back in Scotland.
study the phenomenon to discover its true nature, and
try to find ways to work with the false trods to preserve Story Hooks
their traditions.
• The motley travels on a familiar trod back to
The Celtic Tiger court is the newcomer, drawing Fair Shores when the scenery changes without
its name from the Republic’s economic boom starting warning and the road feels wrong. The trod has
in the late 1990s. As Dublin grows as a technological fallen to falsehood, and getting home just got a
and financial center of Europe, it has seen rapid growth lot more dangerous.
in foreign investors and non-Irish people moving there
for work; the Celtic Tiger embraces these changes and • The Áth Cliath’s Bargain prompts them to annu-
isn’t afraid to innovate on its own ways to keep up with ally challenge their rivals in other Irish freeholds
modern times. The freehold’s open doors make Dublin to a sports tournament. This year, the Dublin
attractive to many changelings across the continent, court has invited the motley to take part, giving
and the Celtic Tiger protects the interests of these new them an opportunity to show everyone their own
arrivals and pushes the freehold steadily forward into city’s true mettle.
the 21st century. They believe the open gates and false
trods are simply the new state of their local Hedge, • A Celtic Tiger courtier disappears down a false
and the freehold must either create new stable trods trod. He returns more Gentry than changeling,
somehow or abandon the old traditions entirely, dedi- convinced everyone should join him in whatever
cating itself to a new kind of Hedge travel. Celtic Tiger so-called “transcendence” he’s found. He’s kid-
courtiers draw the ire of a quickly growing local Bridge- napping others and dragging them onto the trod,
Burner faction, as they carve new paths into the Hedge and the motley must stop him — especially now
and preserve access to Hedgeways that won’t close. that he’s taken someone they care about.

Growing A Community: Freehold Seeds 15


16 Chapter Two: Oaths of Fealty
The storm has brought Ulla to the cold shelter of the northern islands, to the darkened caves
and flat black pools where she remains to this day, waiting for the lonely, the ambitious, the clever,
the frail, for all those willing to strike a bargain. She never waits for long.
— Leigh Bardugo, The Language of Thorns: Midnight Tales and Dangerous Magic

Horeb. Etna. Olympus. Mora Winddancer had


been sure she’d find The God Who Climbs on the
Bargains and Mantles
peaks of that last one, but the third time was not the Most changelings are content to join established
charm and here she was, almost to the top of Kiliman- courts. Founding a new court isn’t as easy as tracking
jaro. She pressed her forehead against a smooth cliff down a powerful entity and striking any old deal. Few
face, trying not to vomit. She could feel the Bargain freeholds are willing or even able to accept new courts
surging in her blood again. “I’m trying to find you!” she into their power cycle, and a new freehold usually re-
shouted up at the clouds above. “What more do you quires at least two courts for the traditional exchange
want? You want to be a god, but every other mountain of power to work. Even if a motley tries together, risking
is sacred to someone! Do I have to climb them all?” life and limb (or worse) to build a society from scratch
She received no response except her cell ringing inside is a daunting prospect. Nevertheless, some change-
her pack. Mora scrambled to dig it out. lings set off on the quest to establish their own courts,
whether for power and glory, as an act of political seces-
“Mora?” The sound of Jean’s voice was a balm to
sion from an established freehold, or because they have
her soul. “Are you there? I’ve been trying to get ahold
no local freehold and they’re willing to put everything
of you for weeks. Where are you? You need to come
on the line to give the region’s changelings a chance at
home. I’m worried about you.”
protection and fellowship.
She closed her eyes, suddenly dizzy with the
thought of going home to her best friend — or more — Let's Make a Deal
and barely able to breathe. “I…” The world spun be- Striking a Bargain and establishing a court is a legend-
neath her. The mark of The God Who Climbs’ Mantle ary undertaking, and stories about how it’s done are more
welled up within her, and the path forward forked. She archetypal than historical. Most changelings can’t even
took a step toward the summit, then two, and her heart fathom where to begin, and established courts do their
firmed in her chest, transforming into a hunk of raw best to hide the fact that striking a Bargain is a surprisingly
violet tanzanite as she ascended. “I can’t,” she whis- simple — if not easy — endeavor. It doesn’t require a rare
pered. “I can’t come home. This is more important than or powerful ability; changelings need only a moderate level
you or me. I have to climb.” of power, and they all already know the basics.

Bargains and Mantles 17


The Bargain anchoring a court is similar to bar-
gains struck with humans, only writ large. Changelings
make them with fundamental entities powerful enough
Which Entities
and far enough removed from the Fae to stand between Are Valid?
the courtiers and Arcadia’s machinations. This usually The characters probably don’t care what
means binding the court to something with a strong specific kind of entity they Bargain with, and
connection to the natural, mortal world — like sea- your troupe doesn’t have to either if they’re
sons, elements, cardinal directions, or celestial bod- comfortable with just saying “we want to
ies. Bargains with other non-fae entities may serve make a Bargain with the Sky.” Players and
the same purpose, but can be unpredictable and have Storytellers who want to choose a particular
entity from the larger Chronicles of Dark-
strange consequences. ness cosmology, though, should use the
Aspirant court founders must identify an appropri- following guidelines.
ate entity to become the new court’s patron. The Lost
don’t worry overmuch about the metaphysical nature of You can Bargain with almost anything if you
have a way to find and communicate with
an entity. If it’s powerful enough, isn’t fae, is willing to co- it; the Wyrd takes care of the details. Want
operate, and carries some essential symbolism or mythic to Bargain with an arch-qashmal? An Awak-
identity the court can hang its hat on, that’s enough. ened archmaster? An Inferno demon? Go for
Most changelings can’t tell the difference between types it! The specifics of the resulting court’s sym-
of entities, anyway — whether it’s a spirit, an idigam, a bolism and powers flow from the entity’s na-
Strix, or an Ochema doesn’t matter, and their Bargains ture, and the players and Storyteller should
all bestow the same general benefits. Whatever oddities agree on these themes ahead of time. As
long as players accept that if they Bargain
the Bargain and its attendant powers possess due to an
with a Gulmoth they’ll get all the anti-reality
entity’s otherworldly origin are just part and parcel of the bullshit they paid for, the sky’s the limit.
process as far as the court is concerned.
In mechanical terms, ephemeral entities
Forging the Mantle require Rank 6+ to qualify for a court Bar-
gain, and other types of beings need to be a
A typical courtier’s Mantle rises as she grows closer metaphysical step — or several — above pro-
to her court’s ideals. A changeling with the Founder’s tagonists. You can’t Bargain with a mummy,
Mark has no choice in the matter. Her inchoate Mantle but a Judge will do. Ordinary ghosts aren’t
will grow at an accelerated rate; the only question is powerful or fundamental enough, but a
whether she’ll deliberately forge herself into the new greater Kerberos? Now we’re talking. Non-
court’s ideal example through repaying each power in- ephemeral beings with power ratings that
crease with a feat that impresses or glorifies her patron, go from 1 to 10 should be hovering around
or whether the Wyrd will exact its own price when she the top of their scale if you need mechanics
for them; the characters shouldn’t expect to
fails to do so. A founder must quickly prove herself and meaningfully oppose the entity directly with
grow into her new Mantle, or risk it taking control to dice unless they are themselves near the up-
build the Bargain through her as the medium. per limits of their power.
Changelings demonstrating their worth to the na-
scent court’s benefactor perform tasks that empower or
honor it, or display their talents in a relevant context. Invocation
Every court has multiple founding legends, and while
• The changeling must reveal her fae mien and
some stories conflict, that doesn’t mean any are false. A
make a formal declaration of intent to forge the
founder grows in understanding and power with every
Bargain’s beginnings. The form this invocation
task she survives. Many, however, cannot change their
takes depends on the entity. The concept of
natures and understanding of the world to embody the
Carousing may accept a drunken plan publicly
court’s ideals quickly enough, making a court’s success-
declared in the middle of a bar while Secrets re-
ful founding a feat worthy of story and song.
quires dangerous, arcane rituals.
Systems
• If the Storyteller calls for rolls to see how effective
Once the changeling finds a willing entity, the pro- the invocation is, they should be for investigating
cess consists of several steps: the kinds of rites a given entity likes, rather than

18 Chapter Two: Oaths of Fealty


any opposed rolls against the entity itself. The Resolution: Complete the Bargain; or, give up
more obscure the entity, the more difficult this on striking the Bargain entirely. You may choose
research is. to actively resolve this Condition to reject the new
Mantle and end the process anytime, but your
• If the entity agrees to the Bargain, the change- character suffers the same effects she would have
ling gains a Founder’s Mark (see below). if she’d reached Mantle 5 without accomplishing
Paying Your Dues any appropriate tasks and then backed out (see the
chart, below).
The legendary feats come in after the change-
ling dedicates herself to the cause. She builds the new
Mantle one dot at a time, although it happens much
# of
Unfulfilled
faster than usual. Each Mantle increase further seals Mantle
her connection to the entity and grants her a measure Increases Consequence
of its power, but the Wyrd expects her to pay for each
one, whether through preemptive action or repayment 1 Choose new Needle and
after the fact.
Thread archetypes that
align with the court’s themes
and the patron’s Virtue/
FOUNDER'S MARK Vice, Influences, or other
equivalent kinds of traits.
(PERSISTENT) 2 Gain a new minor frailty
that reflects the patron
Your character is a founding member of a nascent entity, such as its bane
court. Its budding Mantle writes itself into her Wyrd, or ban, or otherwise
and all who see her true form know she’s on a quest to expresses the court’s
forge a Bargain in sweat, tears, blood — and victory. themes.
If she already has another Mantle when she gains this
3 Upgrade the frailty to a
Condition, that Mantle’s effects and all its Court Con- major one.
tracts that she knows are suppressed, unavailable while
she retains the Founder’s Mark. 4 Replace your rightmost
Touchstone with the entity
At the end of each full chapter after gaining this itself or one of its direct
Condition, your character’s Mantle for the new court representatives, such
increases by one dot, with no Experience expenditure. as offspring or a loyal
If, during that chapter, she succeeded at a major task servant; the changeling
or overcame a significant challenge in direct pursuit of must sever the old
a goal aligning with the nascent court’s patron or in a relationship in a definitive
manner highly appropriate to it, she suffers no ill effects way. If you have no
from the Mantle gain. If she’s already performed an ap- Touchstones, gain the new
propriate task that would count toward her new Mantle one as though it were your
within the same story as she gained this Condition, the first (Changeling, p. 98).
Storyteller may rule that it retroactively counts toward 5 Choose one: lose all
fulfilling the Mantle’s first dot. Only one task may accumulated Mantle
count retroactively. for the new court and
gain the Oathbreaker
If she didn’t accomplish an appropriate task by the
Condition (Changeling,
end of a chapter, she still gains the Mantle dot but also p. 343); or, gain the fifth
suffers a specific consequence depending on how many dot of the new Mantle
total times she’s allowed this to happen, based on the and establish the court
chart below. as planned, but gain the
Beat: Abandon a prior obligation, greatly incon- Court Avatar Condition
venience or cause harm to your friends, or otherwise (see below). Either of
complicate things for your motley by taking an appro- these resolves Founder’s
priate action to pursue the Mantle as above. Mark.

Bargains and Mantles 19


If the troupe uses these rules to create a brand from the Gentry’s minions, the rites and ceremonies the
new court, use the guidelines starting on p. 306 of the Bargain requires as upkeep, and the court’s Crown effects.
Changeling core book to design its Mantle. Everything They may also want to design at least a few Contracts now,
else doesn’t need to be designed just yet, but make a note especially if the character will acquire any immediately.
of the trials the character goes through and consequenc- Feel free to take Court Contracts from existing courts and
es she suffers along the way so the group can incorporate modify them to fit the new court, if desired.
the story they create into the court’s themes, Contracts, Once the Bargain is struck:
Crown, and the final terms of the Bargain itself.
• The character spends a dot of Willpower, com-
mitting heart and soul to the Bargain.
COURT AVATAR • The character permanently loses any other court’s
(PERSISTENT) Mantle and Court Contracts. Her old Mantle is
subject to the Sanctity of Merits (Changeling,
Your character’s new Mantle consumes her. Treat her p. 111). She immediately gains a like number of
Wyrd as one higher for purposes of dice pools for invoking Common and Royal Court Contracts for the new
Court Contracts, inciting Bedlam, and Mantle effects re- court as she had in the old.
quiring rolls. She loses all Court Goodwill, and all Touch-
stones other than the court’s patron entity (subject to the • If the character had no Mantle or Court Con-
Sanctity of Merits). She may only incite Bedlam for, and tracts beforehand, she purchases the new court’s
harvest Glamour from, her court’s associated emotion and Contracts as normal.
no other. She no longer regains Willpower through rest,
and adds one die to Clarity damage rolls. • The character gains the court’s Crown as part of
her Mantle and becomes its first monarch auto-
As the Bargain’s living representation, she weakens
matically. Even after she passes the throne on,
if the court reneges. If the appointed time for a ceremo-
she may always use the Crown’s effects and it al-
ny, celebration, or other required event passes without
ways influences her mien.
it taking place, she risks Clarity with five dice every
time the sun sets after that point. • The events of the founder’s journey reverberate
If she falls to Clarity 0 for any reason, she doesn’t through the Hedge once she dons the Crown, a
become Comatose. Instead, she loses herself com- ripple effect that can spawn Hedge ghosts, spin
pletely to her Mantle, becoming a being of pure Wyrd changes to regional Hedge locations and trods,
and an extension of the patron entity. She is no lon- modify Hedgeway keys in the area, and impose
ger a changeling (and probably unplayable), retaining temporary Bedlam on random pockets of mor-
only her Court Contracts and Mantle. Use the rules tals. These effects are up to the Storyteller, but
for Hedge ghosts (Changeling, p. 246) to create the should reflect the court’s themes and symbolism.
new being with the same Wyrd rating, and with Nu-
mina and Influences aligning with the patron entity. • The ripple effect of the court’s inception also obfus-
Depending on the entity’s nature, she may gain abili- cates the facts of the tale as it propagates through
ties Hedge ghosts usually can’t, such as reaching across the Hedge, reaches the Dreaming Roads, and then
the Gauntlet with appropriate Numina. She counts the propagates back slightly altered by the dreams it
court’s territory — and the entire freehold’s territory touches — a phenomenon modern changelings
when her court is in power — as part of the Hedge. liken to the absorption, reflection, and scattering
of electromagnetic waves. Even people who were
Beat: Take Clarity damage due to a missed ritual, or
there have trouble recalling specifics after the fact,
choose the patron entity’s priorities over other important things.
and the monarch herself might remember things
Resolution: Retrieve one of your character’s Icons; differently than they really happened as time goes
or, fall to Clarity 0 and transform as above. on, buying into her own legend as its diluted jour-
Striking the Bargain ney through human dreams adds embellishments.
Once the character reaches Mantle 5 for the new • If the character failed to strike the Bargain, she
court, she officially strikes the Bargain, and can’t turn may never try again with that patron. However,
back. At this point, the troupe must decide on the court’s other changelings who try afterward treat rolls
themes and symbols, the effect that protects the freehold as though the original petitioner aids them with

20 Chapter Two: Oaths of Fealty


teamwork while working toward the trials, until Systems
they reach a Mantle rating higher than the one
These changelings purchase dots of Mantle and
the failed character achieved before giving up
appropriate “Court” Contracts like any Lost (though
(or dying). These bonuses don’t stack; the fourth
some may object to the “common” and “royal” termi-
person to try only enjoys this benefit for their
nology), and their Mantle effects are comparable. Shed-
most recent predecessor, not all three.
ding their Mantle and joining a court later works the
Teamwork and Court Cycles same way as for any courtier (Changeling, p. 112).
Motleys sometimes form when several changelings Drawbacks
want to found a new court or freehold together. Courts Eschewing the stability of a court carries a few
often have multiple founders, and players are encour- drawbacks:
aged to explore the entire range of themes and arche-
types existing within a court’s symbolism as the char- • A non-court Mantle has no Crown.
acters grow with each trial. • The Mantle’s bearers don’t favor any emotion for
• If multiple characters work together to establish Bedlam, nor do they benefit from the in-power or
the same court, they can aid each other with the out-of-power Contract invocation bonuses.
trials, but each character must build her Mantle
separately. One or several of them could fail while • Other characters can’t acquire Court Goodwill
others succeed. Only one can become the court’s for the Mantle’s group.
first monarch unless their particular Bargain • These Bargains are more tenuous and harder to
demands multiple rulers; they’ll have to either uphold, requiring constant upkeep. Since the
choose a leader, or let the Wyrd choose for them. group can never let someone else take the reins,
• A motley can found an entire court cycle togeth- it can never rest on its laurels. If members don’t
er, with each member working toward a differ- participate in a successful ritual once per story,
ent but thematically related Mantle and helping they lose the Wyrd’s protection and other Bargain
each other out with challenges. It’s safest to do benefits until they achieve an exceptional success
this one court at a time, leaving a margin of er- on the ritual. Depending on the ritual, it may re-
ror in case someone bungles it or just so the clock quire one roll made by the character who performs
isn’t ticking for everyone at once. However, it is the most significant part (such as a musical perfor-
possible to build all the Mantles simultaneously, mance), aided by teamwork; or it may require an
if the changelings are willing to risk it. entire scene of adventure (such as an oneiroman-
tic heist), in which the deciding roll is the most
Non-Traditional climactic one, at the Storyteller’s discretion. Each
subsequent try in the same story takes the usual
Mantles successive attempt penalty (Changeling, p. 176).
A Mantle is equal parts mystical identity and badge • If a roll to uphold the Bargain suffers a dramatic fail-
of affiliation. It connects a changeling to the fundamental ure, all members lose all Mantle benefits for the rest
principle upon which his chosen court is founded, altering of the story. This interval drops to a chapter after the
his fae mien and allowing him to reap the benefits of a organization achieves 50 years of continuous exis-
major Bargain he (usually) didn’t have to make himself. tence, and drops again to a scene after 100 years. If,
It’s possible, though, to strike a Bargain with no in- at any time, the group drops below 10 members, fails
tention of establishing a traditional court. A founder may too many times to uphold its Bargain (depending on
make this aim clear upfront, or stumble into an unortho- its patron’s patience, at the Storyteller’s discretion),
dox arrangement through misadventures or interference. or otherwise dissolves, the interval resets for anyone
Several varieties of non-court Mantles appear in recorded taking up the Mantle later to revive it.
Lost history. They achieve unique solutions to the prob-
lem of lacking cyclical, thematic leadership by capitalizing Benefits
on other aspects of human nature, the mortal world, or These Mantle bearers tend to be fewer, more insu-
even otherworldly realms the Others cannot grasp, but lar, and closer-knit; their Mantles grant some benefits
their Bargains are weaker. courts don’t:

Non-Traditional Mantles 21
• Each Mantle bearer gains Allies Merit dots equal Example Mantle Types
to their Mantle, based on the group’s membership.
Non-traditional Mantle groups aren’t limited to
• Motley Merits are shared among all the Man- one Common and one Royal Contract; the Contract
tle’s bearers. Players can purchase two dots of a pairs given below are only examples, meant to inspire
Motley Merit per Experience spent, as long as further ideas. Use the rules on p. 308 of the Change-
they remain in good standing with their orga- ling rulebook to create more or adapt existing ones.
nization. Following are some example kinds of groups that
form around non-court Mantles.
• Since these Mantles propagate less widely and
usually don’t last nearly as long, a group tends to Free Companies
have a slightly more personal relationship with A free company is a deliberate departure from
its patron, even if no one remembers its true conventional court-based changeling society, offering
identity. Members may purchase the following greater flexibility and more autonomy in exchange for
“Court” Contract: less stability and more risk. Changelings form compa-
nies for a variety of reasons that mostly boil down to
Donning the Grand Mantle passionate rejection of courtly culture, either because
(Royal) they view it as politically or socially outdated for mod-
The changeling channels the power of her Mantle’s ern Lost, or because it reminds them too much of Gen-
patron, dropping her Mask and proclaiming her affilia- try behavior.
tion in regal or spectacular fashion. The term “free company” referring specifically to
Cost: 2 Glamour + 1 Willpower these changeling groups dates back almost as far as the
Dice Pool: Presence + Expression + Mantle modern court structure itself in Western Europe, where
free companies of mercenary soldiers arose in the 14th
Action: Instant
century. In the modern day, most companies around
Duration: One scene the world use that term or a comparable one, but opin-
Using this Contract more than once per story ions are divided on what to call their members. Some
inflicts the Leveraged Condition (Changeling, p. prefer franklins, as a reference to common people in
342) regarding the entity; the Storyteller calls in the the medieval period who owned land with neither serf-
favor at any time, exerting the entity’s influence to dom’s servitude to nobility nor upper class birth. Oth-
convince the character to perform an action with a ers prefer venturers, like the Italian mercenaries of old.
pool of the changeling’s own Mantle + Wyrd, con- The distinction is largely academic, but expresses the
tested by her Resolve + Composure. She may resolve community’s priorities and attitudes.
Leveraged to give in without resisting as usual. She
Burning Bridges
can’t use the Contract again while she’s Leveraged,
and that Condition lapses without granting a Beat at Most courtiers consider free companies only a step
the end of the story. away (if that) from Bridge-Burners. Wholesale rejection
of courts is, in their minds, an extreme nigh-synony-
Roll Results mous with rejecting all things fae, and at that point you
Success: The changeling immediately gains Man- might as well set fire to Hedgeways and destroy dreams.
tle 5 for the Contract’s duration. For each Mantle dot Companies vehemently argue against this logic, draw-
she already possessed, she regains 1 spent Glamour and ing sharp lines between rejecting courts — the tools of
enjoys +1 on rolls aligning closely with the Mantle’s the enemy, they say — and fanaticism. The truth hov-
themes, including rolls to invoke its “Court” Contracts. ers somewhere in between.
Exceptional Success: The current use of the Con- The companies’ vehemence hides that Bridge-
tract doesn’t count toward the once-per-story safe limit. Burners do tend to make homes in their freeholds, hav-
Failure: The Contract fails. ing been spurned by the courts and even most court-
Dramatic Failure: The changeling gains Lever- less. More often than not, they’re known and allowed,
aged as above without gaining the Contract’s benefits. if quietly. It might be out of a sense of democratic fair-
ness, sympathy with their cause, or even living through
Loophole: None.
them vicariously; a few changelings would be Bridge-
Burners, if they only could endure having so many

22 Chapter Two: Oaths of Fealty


more enemies. Even a company that firmly turns out the thankless job of wrangling dozens of changelings
anyone who communicates strong Burner-like desires interacting mostly online isn’t coveted. The company
sometimes must admit that, at its root, the Bridge- ensures that each Administrator only need serve for a
Burner mentality is just a more extreme expression of fixed amount of time.
its own mission statement. Only when things get out of The company’s Bargain compels members to pe-
hand do companies try to eject these overzealous mem- riodically host large LAN parties, MMO raids, web
bers — when they commit atrocities in the name of conferences, and other web-based gatherings open to
anti-Gentry sentiment, or lash out at a Lost court. the teeming masses; exposing themselves to the public
Despite, or perhaps because of, this tendency, free doesn’t come easily for changelings who meet in the
companies maintain strict rules and codes of behavior to cloud to stay anonymous, but they must. On the other
which members must agree, and opposing the courts di- hand, it compels the Gentry’s agents to do the same,
rectly is almost always at the top of the banned activities posting their plans on any publicly available site before
list. They differentiate themselves from Burners by this they approach Crystal Web territory — although they
dedication — that, no matter their differing stances on don’t have to tell the venturers which site. The com-
changeling community, they aren’t traitors to their own. pany dedicates at least one motley to scouring the in-
They want a freer, nobler future for the Lost, not infight- ternet for potential trouble full-time.
ing and scorched-earth methods. If a company harbors The Crystal Web’s members spread across the
too many Bridge-Burners or goes too far in its pursuit world, communicating on darknet forums and via en-
of alternative governance, its fellows write it off as a lost crypted email. Face-to-face gatherings occur in shared
cause, a fallen and corrupt institution. Hollows they call the Clouds: literal cloud-chambers,
Example Free Company: The Crystal Web each keyed to a secret web address, floating in the sky
The old Wizened sneered at the motley of trespass- of the BriarNet — the digital Hedge. Members research
ers. “You tell Green Greta I’m just dandy, and to fuck arcane problems together, trade rare tokens (especially
right off. I’m not sworn to her or the courts anymore. digital ones), topple authority figures through clever ap-
None of that Faerie royalty bullshit. It’s a game that plays plication of goblin malware, and maintain a sophisti-
right into Their hands, just how They like it.” Electricity cated intelligence network piggybacking on mundane
hummed around him, his fractal veins glowing a faint blue surveillance infrastructure to keep tabs on important
under his skin. “If you’re not out of here in three seconds, Hedgeways 24/7. A Silicon Guild motley dedicated to
it’s open season on your email account. Hope you don’t tracking the Others’ minions and researching their
have any secrets.” specific weaknesses may possess the most complete
picture of Gentry activity on the planet. Another may
Also known as the Backdoor Company or the visit Goblin Markets in obscure Hedge corners to forge
Silicon Guild, the Crystal Web disdains not only tra- illicit Goblin Contracts whose users can’t be traced. A
ditional freehold culture but the idea that changelings third may consist of hackers who use literal back doors
ought to gather in person much at all. Motleys are ac- to enter the BriarNet and come back out inside an en-
ceptable, but too many Lost in one place for too long is, emy’s secure server.
they say, just asking for a Wild Hunt to turn up on their
doorstep. Better to stay connected virtually. Better to Crystal Web Mantle (• to •••••)
Bargain with the Internet. A complex lattice of glowing crystalline wires
The cranky Wizened mathematician Silicon Jack hums under the changeling’s skin, tracing electric
established the Crystal Web in the late 1980s, on the currents traveling along fractal circuitry in place of
assumption that True Fae knew nothing of modern blood and veins. His visage glitches out or pixelates
computing technology. He was wrong, but the Bargain in an observer’s peripheral vision, and a cacophony
he made held true, and his unorthodox methods at- of voices carries faintly on the wind everywhere he
tracted other changelings who made the same faulty goes. At its most powerful, the Crystal Web Mantle
assumption, or rejected the courts for their own rea- radiates static electricity and transforms the change-
sons and preferred Jack’s somewhat paranoid solution. ling’s voice to sound digitally synthesized, distorted,
As time went on, it became clear that technology made or pitch-corrected.
its way to Faerie just as easily as anything else humans Effect: Your character gains a Glamour point
dream of, but the Backdoor Company survived because whenever he pulls off an impressive feat while staying
Silicon Jack refused to act as its Administrator and completely anonymous.

Non-Traditional Mantles 23
• Gain bonus dice equal to your character’s may watch the information pass by inside the BriarNet
Mantle on mundane rolls to investigate or per- (whether as a news crawl on a private channel or a bi-
form surveillance via the internet. plane trailing a banner across a hidden sky). Attempts
•• Gain one dot of the Anonymity Merit to trace or intercept the message provoke a Clash of
(Changeling, p. 121). Wills.
••• Gain the Eidetic Memory Merit (Changeling, Loophole: The changeling uses significantly outdated
p. 121). technology to send the message, such as a rotary phone,
a telegraph, a typewriter, or even an Apple IIe computer.
•••• Any action (mundane or supernatural) your
character takes to transmit information to Contract:
someone else, whether verbally, textually, or in Autonomous Payload (Royal)
some other fashion, can be done reflexively if it
would have been instant, or can be done as an The changeling stands on a trod within the Bri-
instant action if it would have been extended. arNet and opens a digital Hedgeway (Changeling,
p. 198); he doesn’t need a closeable portal. Passing
••••• Your character is a natural BriarNet pathfind- through transforms him and anyone who follows into a
er, traversing its networked trods at the speed digital being of electricity and data, allowing the Briar-
of data. Gain 8-again on rolls to determine Net to temporarily encroach into a mundane computer
whether he has the Edge in a Hedge naviga- or other digital repository
tion chase in the BriarNet, and double his
effective Speed while traveling on a BriarNet This Contract’s invocation roll is opposed by
trod. whichever character would have the best access to and
control over the target repository.
Contract: Hidden Protocol Cost: 2 Glamour
(Common) Dice Pool: Manipulation + Computer + Mantle
The changeling becomes one of countless nodes vs. (Intelligence or Computer) + Fortification
along the BriarNet’s information superhighway, bridg- Action: Contested
ing the mortal world and the Hedge’s digital domain by
dialing a number on a keypad, entering a password with Roll Results
a keyboard, or otherwise inputting an access code into Success: Those who pass through the Hedgeway
an electronic device. enter the mundane data stream. Traveling through this
Cost: 1 Glamour digital landscape is exactly like traveling through the
BriarNet, using Hedge travel rules; however, every re-
Dice Pool: None pository acts like a Bastion (Changeling, p. 221), pos-
Action: Instant sessing a Fortification rating based on the overall secu-
Duration: Instant rity of the data. An average college student’s personal
Effects: The changeling is never out of his service laptop would have Fortification 1, a relatively secure of-
area in the mundane world with this Contract. He can fice network Fortification 3, and a classified government
use any electronic device that takes user input, whether database Fortification 5; if a repository is supernaturally
it’s a keyboard, a phone’s number pad, or a microphone, warded, add half its user’s Supernatural Tolerance trait
to send swift communications by routing them through (rounded up) to its Fortification. If a changeling is in-
the Hedge. He doesn’t need to know the intended re- side his own computer, or another repository he knows
cipient’s contact information — only their name — the password to access, he can boost its Fortification as
and he doesn’t need any mundane signal or network. though inside his own Bastion. Changelings can read a
He can send up to 20 words per invocation. digital repository’s Fortification as normal, with Com-
puter instead of Empathy.
The recipient doesn’t need a device to receive the mes-
sage. It arrives somehow by happenstance: graffiti in a pub- From here, the changeling may Hedgespin to bypass
lic restroom stall, a snatch of lyrics overheard from a passing security and gain access to information; make chang-
car with a loud radio, or a random note scribbled on a dollar es to files, programs, configurations, and other digital
bill the pizza delivery person gave them as change. components of the repository; implant a fae computer
virus; and more. When the Contract ends, the change-
Nothing stops someone else from spotting the mes-
ling may immediately invoke it again to stay in data
sage as well — including hobgoblins and others who

24 Chapter Two: Oaths of Fealty


form. If he can’t or doesn’t, he and anyone with him and archaeologists, old-school skalds and troubadours, in-
emerges from the machine, server, or other device that vestigators and reporters, rabble-rousers, phantom thieves,
holds the repository into the mundane world in physi- bounty hunters (including some actual privateers), or just
cal form. While the Contract is active, the changeling vagrants with no purpose other than to keep moving.
may navigate to a BriarNet representation of a signal The nomadic life has pros and cons. On the one
or network (if the repository is thus connected) and in- hand, it’s much harder for a Huntsman to find change-
voke Autonomous Payload again to ride the signal to lings constantly on the move with friends and Hollows
any connected repository or system. in every port; and indeed, the Gentry can’t comprehend
Exceptional Success: The first repository the their refusal to claim territory, validating their Bargains.
changeling attempts to access suffers a −1 to Fortifica- On the other, when the enemy does find them, they have
tion for the Contract’s duration. no established parent or sister organization to turn to
Failure: The Contract fails. for help…and if they disappear, no one will realize it for
quite a while. Many bands go out of their way to culti-
Dramatic Failure: The changeling and anyone
vate friendly relations with established courts wherever
who travels with him still enters the data stream but
they go and hire out their services as guides or escorts
suffers the Shaken Condition (Changeling, p. 344); in
to build up social currency they can cash in for those
addition, everyone who passed through the Hedgeway
courts’ aid later.
ends up in a different place and must successfully navi-
gate to find each other. Any who exit into the mundane Example Traveling Band: Crown-of-Thorns
world alone emerge from different devices, which could “Às armas, às armas! Arm the torpedoes!” Captain
be miles apart. Mateus bellowed, waving a bloodied sword in one hand
Loophole: The changeling dons a black hat or a and a shotgun in the other. “Arm the torpedoes, aye!”
white hat and sticks to the ethical implications of the came the response. One massive, sucker-lined arm already
hat he wears for the Contract’s duration. If at any point thrashed in the water outside the porthole, staining the
he violates them, he must pay the Glamour cost, or the sea a cruel purple. Another smashed into the hull, rocking
Contract immediately ends. the entire submarine. Steel shuddered and groaned. The
torpedoes thundered all together, and through the port-
Traveling Bands hole the crew could see the enormous creature fall away
Not all changelings want a stationary home base. into the depths, trailing clouds of blood. Mateus laughed,
Wanderlust strikes many Lost over the course of their long though weariness showed through her mirth and bravado.
lives, but some actively abhor the idea of staying in one “A little critter like that is nothing. We’ll face better chal-
place for too long — and the Hedge makes it child’s play lenges before we’re ashore again.”
to go wherever they like, whenever they want. When a The changelings of Crown-of-Thorns — also fond-
group larger than a motley gathers to wander together for ly called the Tin Can, or more menacingly, the Minute-
longer than an adventure or two, they become a travel- fae of the Abyss — named their band after a venomous
ing band. Most traveling bands form well before striking starfish, embarking on a never-ending mission to hunt
a Bargain, and they’re just as likely to run into a powerful down monstrous threats deep under the ocean’s waves.
entity on their journeys and spontaneously accept an ex- They fight with torpedoes, and swords and other weap-
change of terms for mystical protection as they are to seek ons in the hands (or fins) of fae crewmates who can
one out. The majority don’t realize they’re doing anything breathe underwater. Tin Can changelings combat ste-
differently, only realizing after the fact that what they end- reotypes among other Lost painting them as foolhardy,
ed up with was not a true court. flighty, and irresponsible; they maintain that if they
Traveling bands have little in common other than didn’t prowl the depths, sea goblins would have torn
their societies’ mobile nature. Some pick up new mem- open a massive hole from the benthic Hedge into the
bers wherever they go and leave old ones behind just as mortal world by now. Who knows, they say — maybe
often; others are inseparable and insular, accepting few those goblins are doing it right now.
petitioners and keeping to themselves. Some travel by Crown-of-Thorns crews do perform the duty they
archaic wagon like peddlers of old, while others embark claim, but it’s really more of a natural consequence of
on an eternal road trip or hike trods that stretch across combing the last mortal place where real mystery en-
continents. Throughout Lost history, traveling bands have dures while embracing the absolute freedom of their
been merchant caravans, performing troupes, explorers vast marine playground. The band consists of roaming

Non-Traditional Mantles 25
submarine crews whose captains take turns presiding sesses — and bring on the chill of the benthic depths,
over ceremonial gatherings; each crew comprises a few carrying with it a dizzying pressure.
changeling motleys along with fae-touched, mortals, Effect: Your character gains a Glamour point
and the occasional hobgoblin or fetch. When they’re whenever she discovers something she’s never encoun-
not fighting undersea monsters, crews engage in other tered before in the ocean.
seafaring activities like smuggling or trading between
• Gain bonus dice equal to your character’s
the Hedge and the mortal world, ferrying passengers
Mantle dots on mundane rolls to navigate,
who want to travel discreetly, performing scientific re-
swim, fight, or investigate underwater in salt-
search or underwater photography with a faerie bent,
water (not freshwater).
or — most often — just discovery for its own sake.
•• Gain bonus dice equal to your character’s
Once a year, all Tin Can crews gather in the Azores
Mantle dots on mundane rolls to operate any
archipelago for ritual revelry that lasts weeks. They
aquatic vessel during an action scene or other
trade gossip, magic, new discoveries, crew members,
urgent, dangerous situation.
and even submarines. Their Bargain with the Ocean’s
Currents stipulates that during the festival, all crews ••• While underwater in saltwater (not freshwa-
become one crew and no hierarchy holds sway — any- ter), your character can perpetually breathe,
one, Lost or mortal, can disobey orders with impunity. withstand any water pressure and other under-
Anyone trying to enforce their authority is in violation water environmental hazards (such as freezing
of the Bargain. The festival tends to be a shamelessly temperatures), speak and hear sound normally,
raucous time. and clearly see, as long as she stays within five
yards/meters of at least two of her crewmates.
It also hosts rites, from riotous contests of seafaring
Any vessel she’s aboard or within 10 yards/
skill to sacred observances cleansing a submarine of ill
meters of can withstand the deepest ocean
fortune or consigning one to the depths for good —
depths, as well.
sometimes because it’s reached its limit, and sometimes
as a tomb or memorial for those Minutefae who died •••• Your character can call upon fate’s currents to
during the year. New captains ceremonially christen deliver a windfall in exchange for letting them
and name their new subs, and non-members wishing wash her up on whatever shore they wish.
to take up the Mantle petition for membership. Each Once per scene, you may treat a failed mun-
crew is autonomous, and at festival’s end they scatter to dane roll as though it had rolled one success,
the seven seas. Throughout the year, each boat keeps in exchange for the Storyteller dictating your
the Bargain afloat by pursuing and defeating a requisite character’s next action.
number of supernatural undersea monsters. ••••• Your character inflicts the moderate Poisoned
That Bargain compels the Gentry and their servants Tilt (Changeling, p. 331) with any successful
to cede the weather gage, or tactical initiative. The Bar- Brawl attack (including simply touching an
gain’s origins lie in the Age of Sail; when ships couldn’t sail unwilling opponent; Changeling, p. 184) as
directly into the wind, a ship upwind of its enemies could long as she makes skin-to-skin contact (which
maneuver and attack more effectively. While modern may require attacking a specified target, at the
tactics have developed beyond the weather gage principle Storyteller’s discretion) and has higher Initia-
and the invention of submarines lets the Minutefae up- tive than the opponent. A target she envenoms
hold their undersea duties much more easily, the Gentry twice within the same scene upgrades the Tilt
still cannot attack from a strategically superior position. to grave.

Crown-of-Thorns Mantle Contract: Full Fathom Five


(• to •••••) (Common)
Countless tiny spines protrude from the change- The changeling loudly calls out, and nature’s forces
ling’s skin, and her eternally damp hair takes on the respond. Just as a dolphin or depth sounder uses echoes
smell of saltwater and seaweed. Her eyes may darken to to sense its surroundings, she hears or feels her call’s
the black of the undersea abyss or glow like an angler’s vibrations return through air or water, and gains a flaw-
lure. At its most powerful, the Crown-of-Thorns Man- less mental image of her environs.
tle may prompt vestigial limbs to sprout from her back Cost: 1 Glamour
— the more potent the Lost, the more limbs she pos- Dice Pool: None

26 Chapter Two: Oaths of Fealty


Action: Instant Roll Results
Duration: (Wyrd) turns (action scenes) or minutes Success: The target automatically moves their full
(other scenes) Speed toward the changeling as their allotted move-
Effects: At the beginning of the turn after she ment each turn unless they spend a Willpower to an-
invokes this Contract, the changeling gains a mental chor themselves that turn; they can use their instant
snapshot of the physical space, and everything in it, in action to move their Speed a second time in any direc-
an area around her with a radius of (her Wyrd x 10) tion, as normal. Anyone who comes within her melee
yards/meters. She automatically pierces mundane at- range and wasn’t excluded from the Contract’s effects
tempts to hide from or surprise her for the duration, and suffers the Knocked Down Tilt (Changeling, p. 330).
gains (Mantle) bonus dice to contest supernatural at- The vortex follows the changeling as she moves, and
tempts. She navigates and acts without penalty in pitch anyone who enters the vortex after the initial invoca-
darkness and other low-visibility circumstances, is im- tion must contest it as normal unless she spends an-
mune to the Blinded and Deafened Tilts, and negates other Glamour to exclude them.
up to (Mantle) dice in situational penalties to ranged Exceptional Success: Anyone who falls prone
attacks (including from concealment). She gains an within the changeling’s melee range — due to this
Initiative bonus equal to her Mantle and a Defense bo- Contract or not — also suffers the Immobilized Tilt.
nus equal to half that (rounded up), except against op- Failure: The Contract fails.
ponents farther away than her echolocation can reach
Dramatic Failure: The changeling only dizzies
or those who successfully ambush her. Anyone within
herself, suffering the Confused Condition (Change-
the Contract’s range who’s witnessed her invoking it
ling, p. 335).
before automatically identifies her by its sound or vibra-
tions; her biosonar advertises her presence and disrupts Loophole: The changeling dons an authentic sea-
the air or water around her in a characteristic way. farer’s hat, such as a tricorne or dixie cup, when invok-
ing this Contract.
Soundproofing protects against this Contract’s effects
automatically. If another loud noise, such as a gunshot or Lost Dynasties
scream, occurs within range, the changeling must succeed
As grandiose as the entourages (and egos) of court
on a (Wits + Composure + Mantle) roll to maintain the
monarchs can be, the head of a Lost dynasty has them
Contract; upon failure, it ends immediately.
beat in cults of personality. A dynasty forms when a
Loophole: The changeling uses a microphone, changeling makes a Bargain and then handpicks recipi-
megaphone, or other means to broadcast her voice at ents of his Mantle to create an elite or highly focused
a much louder volume than normal upon invocation, society — sometimes secret, sometimes not — charac-
attracting significant mortal attention. terized not just by oaths of fealty and participation, but
Contract: by auditions or special qualifications to keep member-
ship concentrated and loyal. Structurally and concep-
The Widening Gyre (Royal)
tually, a dynasty isn’t that far from a court, but where
The changeling spins in place and makes herself courtiers hold posts that contribute to the court’s suc-
dizzy, calling upon air and sea to pirouette along with cess and rotate power based on its themes and symbols,
her. scions of a Lost dynasty function more like an extended
Cost: 2 Glamour + 1 Willpower clan connected by personal ties — and debts owed —
Dice Pool: Presence + Athletics + Mantle vs. to the sovereign. The leader appoints a successor af-
Stamina + Wyrd ter fierce competition, and power usually only changes
hands when he dies. A dynastic ruler has more absolute
Action: Contested
power than most court monarchs.
The changeling becomes the center of a vortex
Some changelings describe dynasties as existing
with a radius of (her Wyrd x 10) yards/meters. Her
somewhere in the middle of a spectrum between courts
player makes this Contract’s invocation roll once and
and entitlements (p. 31), bearing resemblances to both.
every other character in range contests it individually,
Some dynasties do contain entitlements within their
whether she perceives them or not. She may exclude
ranks, or produce them over time as the dynastic title
specific targets she can perceive at a cost of +1 Glam-
of rulership takes on aspects of each changeling bearing
our per excluded target.
it until it metamorphoses into a heraldry token repre-

Non-Traditional Mantles 27
senting the dynasty itself. But these entitlements are answer to the head of the family, the eldest member
never legion, and thus only the rulers themselves can — affectionately called hal-meoni or hal-abeoji (Grand-
ever bear their blazons. mother or Grandfather) — thus extending the freehold
Courts resent dynasties for what they perceive as across multiple cities. This elder may be fae-touched or
the gauche selfishness required to grant a Bargain’s even an ordinary mortal, though it’s rare given change-
protection only to a chosen few. From the dynasty’s lings’ long lives. Individuals who violate the dynasty’s
perspective, the courts flirt with disaster by accept- principles of integrity and loyalty endanger the Bar-
ing nearly anyone and announcing their presence so gain, so elders are careful about who they adopt into
flagrantly among Lost communities. Dynastic scions the family.
argue that the risk of traitors, loyalist or Huntsman The House operates a chaebol — a large, family-
infiltrators, territorial invasions, Hedgefire wars, and run industrial conglomerate — with strong banking,
getting courtiers picked off motley by motley from shipping, and political ties. This business is the crux
wherever they’re scattered all over the city, isn’t worth of how they uphold their end of the Bargain, which
the benefits of broader and more stable Bargains. demands honoring tradition and the dynasty’s ances-
Example Lost Dynasty: The House of In tors, and maintaining loyalty to the family above all. It
also requires upholding ethical business practices and
“Absolutely not,” said Yeong-hwan, drawing his performing annual business reviews, employee retreats,
sword. “Loyalist my brother may be, but I will never turn and other such group rituals to ensure their chaebol re-
him over to your court’s so-called ‘justice.’” When his op- mains profitable. The Bargain makes the Gentry act
ponent drew her own weapon, brows drawn low, Yeong- with integrity to maintain the loyalty of their agents
hwan stood poised to strike. “This I swear, by the dream- when they invade; if they don’t, their forces rebel until
blade passed down to me by my father, and through him, they retreat back to Faerie.
my ancestors. Don’t say it —” He saw the question on
her face and preempted it with a sharp gesture. “Blood is House of In Mantle (• to •••••)
not the only way to have a family. It saddens me that you Threads representing the changeling’s many strong
don’t understand that. Now, get ready. This oath will not family ties run through his mien, extending out from
fulfill itself.” him until they fade into invisibility. As long as he con-
The House of In made its Bargain with In itself, tinues to respect those ties, they shine with the light
the Korean word for the Confucian principle of selfless of his devotion. If he betrays them, they darken to an
love, integrity, and “human-heartedness.” It encom- ashen gray. As his Mantle grows, the threads weave
passes the relationship and duties between two people: together to form patterns that reflect his most trusted
ruler and citizen, parent and child, siblings, spouses, bonds; the House’s elders boast whole tapestries draped
and close friends. A relationship not founded upon in over their shoulders like cloaks, documenting their long
can impose no duties to it. This Wyrd-backed social family histories in symbol and color.
contract binds the House’s members together — in- Effect: Your character gains a Glamour point
cluding not just changelings and fae-touched, but their whenever he displays his genuine respect for someone
mortal families as well. The House’s Bargain relies on with a meaningful gesture.
the Gentry’s inability to understand familial loyalty
• Gain bonus dice equal to your character’s
without oaths of obedience.
Mantle on mundane Social rolls to close or up-
The House of In is a broad, extended dynasty hold an above-board business deal.
with a lineage spanning nearly 1,500 years. Its found-
•• Gain bonus dice equal to your character’s
ers were brothers by blood who, upon escaping, refused
Mantle on mundane rolls to directly support
to leave their mortal parents in their fetches’ care, and
one of his Touchstones.
retook their lives together. They adopted newly escaped
changelings into their family by oath so long as they ••• Gain two dots of the Etiquette Style Merit
were willing to abide by the Confucian virtues, giving (Changeling, p. 122).
them a new home and, in time, a Mantle and Bargain •••• Once per scene, regain 1 Willpower when you
to protect them. Today, the dynasty’s fae-touched and make a meaningful sacrifice to ensure some-
ordinary mortals stand equal to its Lost members, and one else’s well-being.
they pay their elders great respect regardless of wheth- ••••• The changeling may spend 1 Willpower to de-
er they possess Mantles or Wyrd. All family branches clare a non-fae relative or member of the House

28 Chapter Two: Oaths of Fealty


of In to be his Touchstone for one scene, at- Exceptional Success: The target also can’t say
tached to his next available Clarity box to the anything they don’t believe is true until the end of the
right of the rightmost box with an associated chapter.
Touchstone, as long as one is available. Fae- Failure: The Contract fails.
touched count as non-fae for this purpose.
Dramatic Failure: The target instead learns about
Contract: Upholding the the last time the changeling disobeyed an elder in an
Principle (Common) important matter, betrayed someone, or did something
underhanded. They may inflict the Leveraged Condi-
The changeling inflicts the same signs of disloyalty tion on the changeling if they like.
and disrespect that haunt his own mien on another
changeling. Contract: Ancestors' Wisdom
Cost: 2 Glamour (Royal)
Dice Pool: Presence + Politics + Mantle vs. Re- The changeling performs a ceremony lasting at
solve + Wyrd least 10 minutes to summon the ghost of a House of In
Action: Contested ancestor.
Duration: Instant Cost: 2 Glamour + 1 Willpower
Effects: The character must obtain proof, evidence, Dice Pool: Presence + Occult + Mantle
or a confession that another changeling has cheated or Action: Instant (takes 10 minutes)
betrayed him or another House member, engaged in un- Roll Results
derhanded or immoral business practices, or definitely
intends to do so. Once he has that, he must shake the Success: The changeling summons the ghost of
target’s hand to invoke this Contract. Invoking it when a deceased House member, chosen by the Storyteller.
he doesn’t have any of the above doesn’t work; he can’t The ghost remains until the end of the scene, and re-
use this Contract to learn of someone’s ill intent. tains all of that House member’s memories. It’s up to
the changeling to get them to cooperate, though.
Roll Results Exceptional Success: The ghost is already willing
Success: The changeling inflicts a temporary ver- to cooperate and needs no convincing.
sion of the Oathbreaker Condition (Changeling, p.
Failure: The Contract fails.
343) that doesn’t require the Wyrd’s additional forgive-
ness to resolve. While this Condition lasts, it percepti- Dramatic Failure: The changeling instead sum-
bly affects the target’s mien in a way that reflects their mons the hostile ghost of a deceased traitor to the
crimes and fits their mien’s nature. House.

Non-Traditional Mantles 29
30 Chapter Three: Oaths of Nobility
Give me my robe, put on my crown; I have Immortal longings in me.
— William Shakespeare, Antony and Cleopatra
The Daughters of Baba Yaga believe entitlements find meaning in a fae existence that sometimes seems
spring from the dreams of mortal prophets —destinies senseless and chaotic. She wants to build a legend to
carved in sand. The isolationist Winter Dancers claim eclipse her past, that she might grasp the reins of her
entitlements are manifest reflections of obscure Gentry future.
Regalia. The Starless Wanderers say entitlements be- Entitlements exist independently of courts and
gin with a heraldry token, passed on from one noble to freeholds. Courtless changelings craving self-sovereign-
another until the Wyrd reinforces their self-appointed ty are particularly drawn to seek this path, to validate
legacy. The Fires of Lagos think an entitlement begins their choice to stay independent or find a sense of be-
with pure desire instead. longing Lost communities didn’t give them. Plenty of
They are all right. Entitlements, both in purpose courtiers pursue entitlements, too, refusing to let their
and origins, are as varied and splendid as the Lost affiliations define them entirely. If an entitled change-
themselves. ling joins or stays with a court or freehold, it’s on her
own terms, and the entitlement’s legend that grows
Wyrd's Pact with every deed she accomplishes is hers alone.
An entitlement, sometimes called a “blazon” by
those who carry theirs with pride or a “station” by those Claiming an
who view it as a position to hold, is a combination of Entitlement
a noble title that bestows power upon its bearer, a role Noble deeds spawn tales. One changeling hears
she inhabits, and a responsibility to which she agrees. stories of the Midnight Despot who controls a Hunts-
Every entitlement is unique, although a few contain man with his signature blade and tracks down the cur-
several roles and titles within them. “Nobility” to the rent noble to petition him to name her as his heir. He,
Lost means more than being an elite or lording status weary of duty, might relinquish the title to her on the
over others (though many do). It’s a promise that en- spot. More likely, he accepts an oath that makes her
compasses the other kind of nobility, too — the integ- his apprentice — or, if the title is especially popular,
rity to stand for something. A changeling who claims one of several apprentices. An apprenticeship oath en-
a blazon is driven to become more of who she is. She’s courages the would-be successor to follow through and
not content to keep her head down and simply survive. may grant peripheral benefits as well as imposing tasks
She wants a purpose that’s hers alone, an affirmation of through which the apprentice proves herself worthy.
dignity and self after everything she lost. She wants to

Claiming an Entitlement 31
Sometimes, an entitled changeling has no petition-
ers but wants to proactively name an heir or set aside Heraldry Tokens
the crown immediately. Provided his title allows it, he
Out and About
may abdicate to whomever he wants or name any unen-
titled Lost as a successor, but that successor must agree, Goblins scour the Hedge for lost heraldry
or the blazon doesn’t transfer. tokens to sell back to changelings, but rarely
Inheriting an entitlement from its current bearer
venture into the mundane world. Thus, the
mundane world boasts more lost entitlements
isn’t the only way to claim one. If no one currently than the Hedge. These tokens gravitate to
holds a title, whether the noble died or abdicated before places that mirror their legends — the Queen
passing it on or lost it through some arcane loophole of Hearts’ scepter is always found in or near
inherent in its complexities, it lies fallow. However, the a rose garden, for instance.
Wyrd can pass it on without him. An aspirant takes
up the loose threads of an abandoned quest or waiting
prophecy, sussing out the mazy quests of succession he Most entitlements are singular, but a few hold mul-
must undertake as he goes along. He might research the tiple, related titles. Such a legion entitlement contains
entitlement, digging up clues from its scattered mythos five or six roles at most, highly coveted since a mot-
like a fae scavenger hunt, or portentous events and odd ley can claim it together. A legion entitlement remains
coincidences might lead him like a trail of breadcrumbs held until its last noble lays down her title, through be-
to each step along the way once he unlocks the first queathal or death. The legion’s nobles can accept a new
puzzle piece. member if it has an unclaimed role.
Changelings can even stumble across the require-
ments of an entitlement’s byzantine rules accidentally. Bequeathal
One might defeat the loyalist who held his foster sister A ritual oath or other ceremony bequeaths an en-
in captivity at a goblin-run orphanage, only to find that titlement from one noble to the next, though each sta-
a nursery rhyme the children sing describes the last few tion has its own obscure rules for how it can be aban-
months of his life; in his pocket, he finds a violet lily doned. This is more about putting the title down than
he didn’t possess moments ago. He unwittingly inserted taking it up. A changeling’s entitlement is part of her
himself into a half-fulfilled prophecy and took it to its identity — she is the Queen of Hearts — and letting go
conclusion, but as he pulls out the flower, he intuitive- requires a little psychological pomp and circumstance.
ly senses its weight as a heraldry token and gains an Then, the new noble takes it up by formally claiming its
understanding of what pinning it on his lapel would heraldry as his own. He immediately inherits all pieces
mean. He may choose to do so, becoming a Dauphine of his predecessor’s life directly pertaining to her iden-
of Wayward Children (p. 40), or he may reject the to- tity as that noble, such as pledges, allies and enemies,
ken and everything that comes with it, leaving the magical curses and blessings, Conditions, reputation,
thread of destiny hanging for some other changeling to possessions and property, or promised tasks still to per-
pick up later. form. He may even inherit snippets of her memories
Rarely, a changeling forges a new entitlement. She and personality, which is unsettling but at least gives
petitions the Wyrd to grant her privileges, and it lev- him some idea of who all these people claiming unful-
ies duties in return. Changelings aren’t certain whether filled bargains and sworn enmity are.
such an entitlement is truly new, or if all entitlements The noble feels no supernatural compulsion to
exist in potentia and Lost merely discover them. The make good on his predecessor’s promises, but people
process is the same as restoring a wild title (p. 35), with and the Wyrd both have expectations. Other Lost
the five quests tailored to shaping the new entitlement. tend to be polite about this — the former Baron of
Failed attempts result in wild ranks immediately and the Lesser Ones (p. 37) promised to solve their goblin
failing five of them creates a wild entitlement that can’t problem, so if the new Baron would please get on that,
be tamed. The quests’ natures differ for each entitle- that’d be swell. Refusing might cause hard feelings and
ment; one might be a Fae Title a changeling breaks worse consequences, but it is an option. Gentry see only
and reforges into something she can hold, while others the title; if the Tooth Faerie always has tea with the
come about in the fulfillment of Hedge-witch prophe- Master of Keys (p. 44) under the full moon, the new
cies, in the use of powerful tokens that build heraldry Master had better show for their next appointment
over time, or in other ways.

32 Chapter Three: Oaths of Nobility


and remember what they talked about last time. Most Queen’s title is rumored to make its bearer ageless and
hobgoblins understand the concept of two changelings truly immortal, keeping them alive even through what
with the same entitlement being different people, but should be lethal injury until someone takes the crown
how well they understand it and how much they care from them according to its obscure rules of succession.
varies from goblin to goblin. A Huntsman can always
clearly distinguish between individual changelings re- Heraldry
gardless of entitlement, but that doesn’t stop her from An entitlement’s heraldry manifests as a token that
following through on her Keeper’s desire to capture the both represents and aids the noble’s duties and bears
Scarecrow Minister regardless of how many have ex- the entitlement’s identifying crest or sigil to signify her
isted since the original’s durance. privileges. Other Lost who see it immediately know
Mortals might end up transferring lingering feel- she’s ennobled, though if the crest isn’t famous, they’d
ings onto a title’s new bearer, but they’re governed by need to research or ask questions to find out more. The
what they know, not what they feel. The distinction noble can hide her heraldry, but doing so never fools
muddies if the noble only interacted with them under hobgoblins or Gentry, who recognize her title from her
his title, never giving a name or never meeting them mien alone. She can lose the token, or someone can
face-to-face. Then they’re likelier to mistake the noble steal it, but those who try doing almost anything with
for his predecessor, despite changes in personality, it that isn’t “give it back” suffer the Magpie’s Misfortune
voice, or appearance. curse (p. 34).

Becoming the Role Entitlement


An entitlement always changes a changeling’s Systems
mien. Sometimes, it also changes her Mask. Mortals
An entitlement is a Merit purchased with Expe-
cannot see the Midnight Despot’s scaled, gauntlet-like
riences, which comes with an attendant heraldry to-
hands, but she might appear to always wear gloves; they
ken with a rating of 1-5. Before the player can buy the
can’t see the straw sprouting from the Scarecrow Min-
Merit, the character must either inherit the title from
ister’s scalp, but they remark on how coarse his pale
a predecessor or satisfy its arcane rules for independent
blond hair is.
inheritance.
Some titles are easy to relinquish, while others
Each entitlement gives its own version of the Mer-
steadfastly remain until the noble dies or some other
it, but they all share the following. Anything else a
mysterious condition comes to pass. Even if she can ab-
changeling inherits is up to the Storyteller.
dicate, the entitlement is forever a part of her and vice
versa, just like any oath. The Lost view entitlements as • The Merit is rated at a fixed 4 dots.
ways to reinvent themselves on their own terms, but
some face struggles of identity once they’ve done so; the • Prerequisites: Changeling; additional prerequi-
line between individual and role is blurry at best, as is sites determined by entitlement.
the line between what an entitled changeling does and • Upon purchase, the character gains ranks
who she is. Even refusing to perform a title’s duties is a equal to her current Wyrd. She can spend each
definition of the self by those duties, after all. rank to either increase the heraldry token’s
rating by one dot or gain one of the entitle-
Blessings and Curses ment’s five blessings; each sample entitlement
Every entitlement comes with blessings and curses. lists its unique blessings and describes its to-
These integrate with the noble’s identity, and some remain ken. Before she invests any ranks in the to-
hers even if she’s terrible at carrying out her duty, while ken, it’s effectively 0 dots, existing purely as an
others are contingent on her compliance. A station’s bless- identifying sigil and badge of office.
ings include a Touchstone and several powers the noble
can master. Its curse includes a penalty on specific kinds of • Whenever the player purchases another Wyrd
Clarity rolls, as the title shapes her sense of self. Fulfilling a dot, the character gains another entitle-
title’s duty also helps the noble grow as a person. ment rank to spend. Thus, a Wyrd 10 entitled
Some entitlements extend changeling lifespans changeling is the pinnacle of her station’s real-
further than even high Wyrd normally can; the Forever ized potential — as some Lost put it, a fully self-
actualized changeling.

Entitlement Systems 33
• The noble may spend 1 Glamour for +2 to a mun- title instead of her Clarity track. She doesn’t risk
dane Social roll against any fae being (including detaching that Touchstone when she takes Clar-
fetches and fae-touched, but not Huntsmen) as ity damage, but she loses the Touchstone outright
long as it reinforces her title’s role or furthers its if she loses or abandons the title. If the current
duties, and the target is aware of them. Touchstone dies, becomes ineligible through be-
coming a changeling or Hedge Denizen, or is oth-
• One Merit blessing lets the changeling regain erwise permanently lost, treat it as though she’d
1 Glamour whenever she regains Willpower lost her last Touchstone (Changeling, p. 99) even
through her Needle in direct pursuit of her role. if she still has Clarity Touchstones left. Her en-
She may spend the Glamour immediately on titlement blessings and token cease functioning
anything she likes or store it in her heraldry to- until she replaces the entitlement Touchstone.
ken for later use. The token can store up to her
Wyrd in Glamour. If she can neither spend nor • Each entitlement Merit comes with a specific
store it, it’s lost. All stored Glamour empties at Clarity curse and a circumstance that generates
the end of the story. Beats when it befalls the noble, detailed in each
sample entitlement.
• One Merit blessing grants hazy, passive memo-
ries of her predecessors’ adventures, along with • Each entitlement gives three legends — rumors or
inherited expertise. Gain a new Specialty rel- stories a character might hear about the title’s pre-
evant to the title’s duty, such as Persuasion (Di- vious or current bearer that serve as both prompts
plomacy) or Survival (Hedge) for the Baron of for characters to seek more information about the
the Lesser Ones (p. 37). Rolls made with that entitlement and example larger-than-life tales for a
Specialty achieve exceptional success on three player’s ennobled character to live up to or subvert.
successes.
• Stealing a noble’s heraldry token lets the thief
• One Merit blessing grants sudden flashbacks. use it and access anything to which the title’s
Once per chapter, the player may accept the bearer has exclusive access through her heraldry,
Shaken Condition (Changeling, p. 344) for the such as a hidden Hollow or entry to an elite club.
character to remember a terrifying or traumatic However, such theft imposes the Magpie’s Mis-
experience from a predecessor’s life as the title’s fortune Condition.
bearer and gain that predecessor’s Thread in ad-
dition to her own for the chapter. She must still
abide by the usual limitations on anchor-based MAGPIE’S MISFORTUNE
Willpower gain (Changeling, p. 95).
(PERSISTENT)
• The other two blessings of each entitlement
Your character stole a changeling noble’s heraldry
Merit are unique. A blessing that scales with the
token and suffers for it. The Storyteller gains a number
changeling’s Wyrd increases in effect accordingly
of jinxes equal to the token’s rating and may inflict one
as her Wyrd rating increases.
per scene to turn one of your ordinary failures into a
• If the changeling doesn’t uphold the title’s du- dramatic failure. When all jinxes are spent, your char-
ties during each story, subject to the Storyteller’s acter has one full chapter to return the heraldry and lift
discretion, she loses one or several of the entitle- the curse. Otherwise, the Storyteller gains a new set of
ment’s privileges and powers until she fulfills her jinxes when the next chapter starts.
duties again. Each example entitlement desig- If another thief steals the token from your charac-
nates which mechanical benefits are thus sus- ter, they too suffer this Condition, and can resolve it
pended with the “Conditional” keyword. by returning the token to either your character or the
original noble; in the latter case, your character can
• The changeling gains a new Touchstone, whose only resolve this Condition by performing an appropri-
specific nature is determined by the entitlement; ate act of restitution. If your character willingly gives or
it may be someone she already knows, or someone trades the token away, the recipient doesn’t suffer this
the Wyrd ensures she runs into soon after gain- curse — but your character still does.
ing the title. This Touchstone is attached to the
Beat: The Storyteller inflicts a jinx.

34 Chapter Three: Oaths of Nobility


Resolution: Return the token or perform restitu- inflicts the Oathbreaker Condition, as the Wyrd holds
tion if the noble already has it back. The Storyteller re- the new noble responsible for the oath’s long abandon-
tains unspent jinxes when this Condition resolves and ment. The Autumn Court and others interested in eso-
may spend them as normal until they run out. teric occult matters keep records of wild titles they’ve
discovered over the years, in hopes of convincing some
Wild Titles fresh recruit or indebted troublemaker to retrieve and
A noble dies without a successor. Another, bitter try to tame them.
after too many sacrifices, deliberately abdicates with no For each rank the character invests in the wild en-
heir. If entitlements lie fallow too long, they go wild. titlement, whether to strengthen its token or acquire a
Whether taking up a given entitlement involves a new blessing, she faces an ordeal arising from the title’s
formal oath or not, accepting a title is effectively swear- wild magic. Ignoring it, or trying to conquer it and fail-
ing an oath, and the Wyrd treats it that way. A fal- ing, makes that rank a wild rank. Overcoming it tames
low title is an active oath with no one sworn to it, like or reforges that rank, pruning away its rough edges.
a carefully cultivated vine suddenly losing its trellis. Successfully overcoming one trial is enough to resolve
Left untamed, it eventually grows wild, warping into the Oathbreaker Condition. Successfully overcoming
something more other the longer it waits for someone to five permanently tames the entire title, even if it already
fulfill it. Some changelings liken this phenomenon to had wild ranks. The Storyteller and player should work
what might happen if one of their own somehow took together to decide whether any of the character’s victo-
on a Fae Title — meant for an immortal, ageless being ries reforge the blazon into something related but new,
— and then died a mortal death, leaving the broken shifting its role and identity.
pact upon which the Title was predicated flailing at its The ordeals’ nature is up to the Storyteller, but
own nature. Others refuse to accept this comparison, should reflect the entitlement’s themes, privileges, du-
seeing entitlements as the exact opposite of a Fae Title ties, blessings, and curses, and should require at least a
— routes to personal empowerment, rather than pris- chapter per ordeal to surmount. They can be literal or
ons of imposed identity. The truth, like many aspects of symbolic. One ordeal might require successfully Hedg-
the Wyrd, is inscrutable. espinning an entire trod out of Thorns, while another
A wild title can still be claimed. A changeling manifests the title itself as a child in the center of a
can take it up as-is, accepting its untamed magic as dreamed maze, preventing the changeling from waking
part of herself, or she can undergo quests to tame it. up until she saves the child from the chimera stalking
Sometimes, taming a wild title ends up forging it into the labyrinth.
something new. When the Master of Keys (p. 44) died Using Wild Entitlements
in London in the 1400s, the Last Key was lost in the
Each wild rank a title possesses converts the
Hedge for nearly a century. After restoring the title,
changeling’s rightmost regular Clarity box into a wild
the new noble found it changed — once a keeper of
box instead. Whenever she takes Clarity damage in a
secret Hedgeways, the Master now collects all secrets,
wild box, she automatically and immediately rolls to
and pays for the privilege by accepting an inevitable
incite Bedlam (Changeling, p. 110) at no cost for an
downfall.
emotion relevant to her entitlement, without gaining a
Wyrd scholars haven’t seen much consistency in Beat. In addition to the usual options, she may heal one
how long a title must lie fallow before it goes wild; some point of mild Clarity damage in a wild box by spending
only take a few months to mutate, while others survive an entire scene without her Mask in front of mortals
intact for a thousand years before showing signs of dan- who didn’t previously know about her fae nature. She
gerous vicissitude. may heal one point of severe Clarity damage in a wild
Systems box by doing so for an entire chapter instead.
With at least one wild Clarity box, filling the track
Exceptional success on a kenning roll (Changeling,
with damage no longer causes the Comatose Condi-
p. 107) or other magic that reveals details about super-
tion. Instead, the changeling gains the Cockaigne Con-
natural phenomena can alert a changeling to a fallow
dition, below.
title’s wildness ahead of time. Otherwise, she finds out
once she claims it, and must choose to accept its wild If a changeling’s title has five or more wild ranks,
form or undergo quests to tame it. Regardless of which all her Clarity boxes go wild, regardless of how many
she chooses, claiming a wild entitlement automatically total boxes she has.

Entitlement Systems 35
COCKAIGNE Eldritch Titles
(PERSISTENT)
Contrary to what many changelings believe
Your character can’t contain her wild title’s un- or dread, Wyrd 10 and normal entitlements
tamed magic. She continuously incites Bedlam and — even wild ones — possesses no inherent
can’t turn it off. At the beginning of every scene, you path to becoming Gentry. A few entitlements,
however, contain eldritch titles: those that
automatically spend 1 Glamour and 1 Willpower, and
demand higher Wyrd and more ominous or
roll to incite Bedlam for the primary emotion the fantastical duties. These may possess such
changeling feels at the time with bonus dice equal to paths, though knowledge about them is
ranks she’s invested in her entitlement Merit’s bless- scarce.
ings. If she runs out of Glamour, the Bedlam contin-
ues and she suffers the usual consequences for falling
to 0 Glamour (Changeling, p. 104). If she runs out of Example
Willpower, this Condition resolves and she gains an-
other persistent Clarity Condition instead (Storyteller’s
Entitlements
choice) that’s relevant to the circumstances. The following example entitlements present several
Beat: The character’s Bedlam causes significant options for bequeathed inheritances. Choose those that fit
trouble for herself or her motley. the chronicle and the noble’s player, and supplement them
as needed using the examples as a guide. See p. 46 for ad-
Resolution: Regain at least 1 Clarity; fall to Will-
vice on designing new bequeathals and entitlements.
power 0 and convert this Condition into another Clar-
ity Condition, as above; or undergo a new trial in an
attempt to tame the leftmost wild Clarity box your
character possesses. This is the only way to tame a Clar-
ity box again after it goes wild.

36 Chapter Three: Oaths of Nobility


Come, Thistlehat, we were friends last week when I brought that prime cut.
Play nice and work with me here.
Hobgoblins are unpredictable creatures with their
own agendas, rules, and societies. When trouble brews be- Origin Tales
tween changelings and Hedge natives, they call the Baron
of the Lesser Ones, although few would use that moniker • A goblin baron fell in love with a beauti-
aloud where a hobgoblin might hear it. That would be un- ful Fairest. By the time she realized her
lover was false, the Fairest had already
diplomatic, and the Baron is nothing if not diplomatic — made off with her coronet and title.
at least, until diplomacy is no longer viable.
Most Barons always had good relationships with • The first Baron negotiated a treaty
hobgoblins. Even before entitlement, they frequent- between Lost and hobgoblins. The Lost
didn’t hold up their end, so the Baron ap-
ed Goblin Markets, employed briarwolves as Hollow peased the goblins by promising to make
guardians, or simply made friends whenever they tra- it up to them — forever.
versed the Hedge. A few come at the duty from the
other side, learning to mend fences and defend the • A captive changeling turned the tables
mundane world because they were constantly at odds on her goblin jailor, stealing its signet
with Hedge denizens. Either way, every Baron is em- ring and penning a contract in its name
that granted her freedom. She reforged
broiled in goblin affairs, whether he wants to be or not. the ring as her own and pledged to
protect other Lost from the fate she’d
Privileges and Duties endured.
Goblins treat the Baron as kin, and the Gentry
view him as both changeling and hobgoblin. Goblins
trust him with juicy gossip and exclusive deals and play board or some other price. The Baron who chooses to
favorites with him when assigning tasks they’ll accept make one freehold his home base may view himself as
to pay off Debt. that freehold’s exclusive attaché, or may treat his title as
In return, the Baron is a liaison between the Lost a business, advertising at local Goblin Markets to attract
and Hedge natives. Usually, he acts as a neutral third clients. A few historical Barons have served a mostly
party in negotiations, mediates conflicts, and plays mes- courtless clientele, reasoning that freeholders already
senger or delivery boy. When words fail, he’s a defender have the resources they need to deal with hobgoblins ef-
for whichever side he believes is in the right. The lat- fectively, while the courtless must hack it on their own.
ter duty can cost him friends, but most changelings and Mask and Mien
goblins accept that it’s his job to choose sides and don’t
hold grudges. When they do, or when he clearly acts in Barons wear durable traveling clothes on the move
his own best interests rather than trying to be objective, but change into dress duds when serving as an official
vendettas against him can be vicious and last lifetimes. or diplomat; when they must settle disputes as a dueling
champion, they don military-style uniforms or elegant
Most Barons travel from freehold to freehold and
but sturdy clothes that are easy to move in. Everything
market to market, offering their services for room and

Baron of the Lesser Ones 37


they wear takes on a motif of winding, thorny branches Inherited allies come with caveats, though — the Starry
symbolically detailing deals he’s made, enemies he’s Ocean freehold of San Francisco Bay is glad to help, but
bested, and dangers he’s escaped. The Baron can sup- only if he keeps his predecessor’s promise to visit annu-
press this retelling with a thought, keeping a generic ally and rid popular undersea Hedgeways of dangers. If the
bramble motif instead if he likes; but he’s considered new Baron can’t breathe underwater, well…he’d better
always “on call” as far as the title is concerned, so he learn quick if he wants to keep these friends.
can’t suppress the brambles entirely. Even his skin takes When a Baron inherits memories, they run the
on tattoos to match. gamut between heartwarming reconciliations and
The Baron’s fae features resemble a specific hob- heartbreaking betrayals. One predecessor thought her
goblin of the player’s choice. Add one goblin feature negotiation was successful until a hobgob-
— retroactively, if need be — per two ranks in- lin stabbed her in the back on her way
vested in either token or Merit. home; next time the current Baron
sees that goblin, he remembers that
Bequeathal death at its hands in grisly detail
A Baron of the Less- — all the pain and horror, relived.
er Ones rarely turns Others blame him for that
down would-be inheri- failure, which led to a vi-
tors, as it’s a relatively cious battle with too many
unpopular title due to casualties and hunt him for
its overall thanklessness. restitution. They expect him
Still, petitioners do exist. to know the details, but he
Some believe the Lost as a whole only remembers flashes of
should treat goblins better and as- bleeding out in the Thorns
pire to be the change they want to the tune of mocking
to see, while others are more laughter. Later, he visits a
interested in protecting their freehold where they wel-
freehold’s interests from hob- come him with open arms
goblin schemes or just making and pile gifts at his feet for
bank as a mercenary diplomat; uniting them in solidarity
all changelings encounter goblin and trust with the denizens of
problems at some point, after all. a local Hedge town, giving them
Quitting is more difficult, as the crucial allies against a Gentry incur-
entitlement requires recruiting a will- sion. He doesn’t have the heart to tell
ing successor. A Baron may find himself them he’s not the one who deserves
“fired” if he misuses his title to benefit the thanks, and wonders whether he
himself over others and another change- should feel guilty or flattered.
ling finds out about it then successfully Heraldry: A crest composed of in-
performs his duty for him. That change- terlocking, stylized brambles.
ling then has the opportunity to claim
Heraldry Token:
the title instead, and if they turn it
down it becomes fallow. Seal of Thorns
(• to •••••)
Every Baron inherits his predeces-
sor’s reputation, as his success in the role A signet ring in pewter and carnelian
depends heavily on trust. The reputa- bears the Baron’s sigil. Its Mask appears
tions of earlier former Barons may pre- dented and dulled, but when activated while
cede him, too. Inherited allies and en- worn, its metal shines and its gemstone spar-
emies both abound, as a Baron’s duties kles, while its sigil glows with a warm light.
require not only interacting with peo- Upon activation in the mundane world,
ple constantly, but making judgment the Baron automatically learns where the
calls about who to support and closest existing Hedge gate is, active or
how conflicts should resolve. dormant.

38 Chapter Three: Oaths of Nobility


In the Hedge, while the seal is active, he may actions as Baron. Definitively fulfilling this oath
spend 1 Glamour to force the Storyteller to roll twice refills all spent Willpower.
and take the worse result for any one of the Hedge’s
Touchstone: A mortal the Baron rescued from
rolls in a chase, as local hobgoblins spot the glow of his
danger in the Hedge.
ring and actively make way for him or help him over-
come an obstacle. He may do this (token’s rating) times Curse: Clarity attacks suffered while favoring hob-
per chapter. This doesn’t affect other competitors in a goblin interests over changeling ones add damage dice
Hedge chase. (Conditional) equal to ranks invested in this Merit.
The Baron’s player also adds dice equal to the to- Beat: The Baron resolves a conflict with goblins,
ken’s rating to any rolls made in direct service to safely peacefully or otherwise, in a way that personally incon-
delivering a missive or package that bears his seal in veniences himself or his motley.
wax.
Legends
Catch: The user must affix his seal to a missive or
package he doesn’t actually want to see safely delivered • Once, a Baron became a Goblin Queen but
to its destination, and send it on its way in good faith, didn’t put down the title. He became known as
within the same scene. the inventor of the Hedge fund — a complicat-
Drawback: Upon activating the seal, the Baron ed web of Goblin Debt and favors owed to lay-
gains a temporary version of the Hedge Addiction ers upon layers of middlemen instead of directly
Condition (Changeling, p. 340), as though he were fae- from one party to another. He used this fund to
touched. It isn’t persistent and resolves the first time help mortals who couldn’t pay their debts, and to
he fails to resist its pull and enters the Hedge when it’s apply leverage to both changelings and hobgob-
highly inconvenient or dangerous to do so. lins whenever conflict arose.

• Once, a Baron turned Bridge-Burner and waged


Baron's Bond (••••) a one-changeling war against the Hedge’s deni-
Additional Prerequisites: Empathy 2, Intimida- zens, abusing his power and position to sabotage
tion or Persuasion 2, and one of the following Merits: negotiations, destroy Hedgeways, and encourage
Gentrified Bearing, Hob Kin, or Interdisciplinary Spe- freeholds to turn on their goblin allies. Eventu-
cialty (Goblins) ally, a clever young changeling stopped him by
This entitlement Merit grants the following bless- tricking him into burning his own title out of
ings: himself and taking it up in turn to repair the
damage her predecessor had done.
• Glamour gain; see p. 34.
• Once, a Baron inherited a sworn oath of bloody
• Enhanced new Specialty; see p. 34.
vengeance against his own husband, who had
• Additional Thread; see p. 34. long ago killed another Baron’s Goblin Queen
sister for crimes against his court. Heartbroken,
• Gain Allies (Wyrd/2, rounded up) for a particu- but driven by duty and knowing the Wyrd would
lar group of hobgoblins, such as all merchants punish his lover if he abandoned the oath, the
of a specific Goblin Market, or all briarwolves; Baron ruined his own marriage until love turned
these Allies remember favors previous Barons to hate — he knew his husband would never go
did for them. (Conditional) through with the final duel otherwise — and let
his beloved slay him. Confessing the truth as he
• Gain a hostile oath (Changeling, p. 214) to one lay dying in the arms of the Lost he adored, he
specific changeling, whether the character knows passed the title on, resting assured that the oath
that changeling already or not, leftover from un- was fulfilled and no Baron of the Lesser Ones
resolved enmity resulting from a predecessor’s would ever hunt his lover down again.

Baron of the Lesser Ones 39


Hello, little one. You look lost. Do you need help?
The Dauphines always number three: one, the
Sophomore, the eternal rebel; two, the Chaperone, Origin Tales
the whimsical caretaker; and three, the Dowager, the
protective guide. Together, they shield those more lost • Children kept disappearing into the
than they are, giving them a place to call their own — Hedge of Hamelin until three change-
and opening their eyes to what lies on the other side of lings acquiesced to the town’s plea to
the faerie ring. lead the children away before the pipe-
playing Gentry menace could.
Changelings know better than anyone what can
happen to a child or teenager adrift in the world with- • A duplicitous Keeper with three faces
out reliable guardians. While anyone can fall into a ate three children a day, one per face —
True Fae’s trap or linger a little too long in the forest at one at noon, one at twilight, and one at
midnight. The faces’ three vassals killed
dusk, youths with few or weak ties to the mortal world the Keeper and grew three lilies on Her
are more susceptible. The Dauphines of Wayward Chil- grave: one yellow, one blue, and one
dren gather and protect these vulnerable souls until violet.
they either return home, find new homes, or grow up
and leave their changeling governesses behind. While • A little girl wished three wishes on a
these wards’ lives are never ordinary, most wouldn’t shooting star. She wished for no more
rules, no more dull lessons, and a new
trade the wonders they experience for anything, not mother to replace the one who didn’t
even when terrors come along for the ride. love her. Each of her three wishes be-
Many who take up this legion entitlement were came one of the Dauphines.
once wayward children themselves: orphans passed
from foster home to foster home, kids left alone when
their guardians met tragic ends or abandoned them, resources to take the often-troublesome teens off the free-
or runaways who preferred life on their own to wher- hold’s hands for a few days. Such aid has nothing to do
ever they came from. Others lost their own children, with the Dauphines’ official duties, but few turn down the
whether to tragedy, estrangement, their own fetches, or request anyway, as long as “a few days” doesn’t turn into
coming back from Faerie in a time not their own. Some “indefinitely.”
seek the title out of compassion or a desire to relive Each title enjoys its own flavor of a Dauphine’s privi-
their own childhoods vicariously through their charges. leges:
Privileges and Duties • Sophomore: known as a trickster and maverick,
For many Dauphines, the youths the Wyrd brings into with a reputation for winning young hearts over with
their lives would be privilege enough. The entitlement com- promises of freedom and a magical life over which
mands great respect in most freeholds, although monarchs they’ll have complete control. Lost monarchs bend
tend to see its nobles as nannies for the youngest Lost and over backward to give the Sophomore and her charg-
fae-touched in the community, paying them in favors or es what they want (within reason) and try to usher

40 Chapter Three: Oaths of Nobility


them politely out before something important disap-
pears into a pocket-sized Hedgeway or the courtiers
find themselves on the receiving end of a food fight
assault. If the Sophomore belongs to a court, its
ruler must resign himself to shenanigans.

• Chaperone: her reputation as a mysterious


but compassionate caretaker who can work
miracles precedes her, making her the Dau-
phine changelings turn to most often to
babysit anyone from unruly hob imps to
orphan fae-touched to their own children.
It can be a burden, but it also makes the
Chaperone the one everyone trusts with
what they prize most — not just their chil-
dren, but the keys to their Hollow or the
secret word that summons their quicksil-
ver mount.

• Dowager: known for her Mama-Bear pro-


tective streak and the strict rules she im-
poses to teach wisdom, responsibility, and
independence. This often includes self-
defense, so the courts know better than to
mess with the Dowager’s kids, and she can
count on fellow Lost to provide them with
shelter, resources, and escape routes when too
much trouble calls. Freeholders know that
if they refuse and anything happens to
one of those youths, the Dowager’s duty-
bound to take it out of their hides.
The Dauphines’ duties revolve around
taking in wayward children in ways pe-
culiar to their titles. No Dauphine
may take an unwilling child
as a ward, and the three are
required to help each other
keep their children safe.
• Sophomore: offers a care-
free and wondrous life filled
with anything the chil-
dren could ever want and
teaches them how to get
it. She and her wards shun
any commands but those of
their own hearts. Some recruit
mischievous sorts to ragtag gangs
of thieves and scoundrels, while oth-
ers take their charges into the Hedge
at every opportunity to mold them into
expert Goblin Market hagglers and loophole-

Dauphines of Wayward Children 41


lawyers. Those with more riches or magic to throw A Chaperone’s mien becomes more mysterious in an
around simply cater to the children’s every whim, no inviting way — enormous wings made of rainbows that
matter how ridiculous. A few have turned their make- can wrap around a child to comfort him or spread to take
shift families into raucous warrior bands, conquering her flying far above where he can’t follow, or a trail of twin-
Hedge territory for the fun of it and taking whatever kling stars in her wake, for example. Her Mask makes her
they want from the unfortunate hobgoblins there. look more like her culture’s idea of the perfect parent or
benevolent authority figure.
• Chaperone: takes care of her wards, providing for their
A Dowager’s mien becomes sterner and sharper, per-
needs and teaching them life lessons and supernatural
haps giving her a hawk’s face or literal iron fists, while her
lore; but, she may never do so straightforwardly. Her
Mask makes her look older than she is or graces her with a
lessons are couched in strange tests, magical puzzles
spirited resting bitch face.
to solve, scavenger hunts, and other roundabout but
wondrous methods. The Chaperone is the most be- Bequeathal
loved of the three Dauphines, which is heartwarming
but can lead to trouble down the line: competition The Dauphines collect young Lost, as well as mor-
between her wards or between the Dauphines, separa- tal children, to groom as successors. Succession is always
tion anxiety when inevitably the changeling or a ward fraught with emotion, whether it’s teary goodbyes or re-
must leave, and kids putting themselves in danger sentful rebellion, because a Dauphine can only willingly
on her behalf even when she tells them not to. Some pass her title on to one of her wards. Once a child leaves
Chaperones make a point of popping in and out of the her care or reaches the age of adulthood in their society,
children’s lives to prevent these issues, but often that they’re no longer eligible. And, once a title is passed on,
only makes them love her more. the Dauphine must leave the children to the new recipient
immediately. If she doesn’t extract herself from their lives,
• Dowager: protects her charges by acting as discipli- disaster inevitably befalls the successor she chose, forcing
narian, guardian, and tutor. Many Dowagers adopt her to take the title back until she finds another heir.
military or martial arts training techniques, but their Aside from the children themselves, a Dauphine may
duties don’t dictate the means — only the results. inherit all manner of strange things connected to, or given
Accidents and unavoidable disasters are bound to to her predecessors by, charges that grew up and moved on.
happen eventually, but the Dowager must do every- She may even inherit gifts she gave to her own Dauphine
thing in her power to ensure that when they do, the caretaker as a child. Most Dauphines end up with at least
children are prepared and will survive. Not all Dow- one Hollow or mundane place for her wards to live in, and
agers focus on physical self-defense; some teach the she usually ends up living there too, or at least visiting often.
ability to defend themselves socially or magically, or
Many Dauphines inherit a boatload of promises her
by fleeing and hiding whenever trouble starts. Oth-
predecessors made to her children, which can get awkward
ers teach the art of winning hearts and loyalty, so
when those promises are things like “I will never forget
they always have someone to shield them. A few take
you” or “we’ll always be together.” Even if the Wyrd didn’t
more dangerous or questionable routes — encourag-
back them as pledges, a Dauphine feels them in her bones
ing the children never to trust anyone but them, for
and always knows when she meets someone who was once
instance. The final duty is punishment. The particu-
a predecessor’s ward. Kids who are fae-touched, whether
lars are up to the Dowager, but she must effectively
because of the Dauphine herself or someone they knew be-
punish both children who misbehave or put each
fore they met her, sometimes transfer their promises to her
other in danger and anyone responsible for a ward’s
— which turns all her successors into their promise-bound
peril or harm, even if indirectly. While the Dowa-
changelings, for the rest of those Avowed’s lives.
ger is duty-bound to be strict, nothing stops her from
doting fiercely on her charges as well and many do. Heraldry: A stylized lily of the appropriate color: yel-
low for the Sophomore, blue for the Chaperone, and violet
Mask and Mien for the Dowager.

A Sophomore’s mien grows more impish or fantastical. Heraldry Token: Dauphine's


Some become childlike pixies or mischievous fox-people, Lily (• to •••••)
while others gain bombastic or flashy miens designed to at- To mortal eyes, the three lilies are brooches com-
tract attention and spark wonder. Their Masks make them posed of dried flowers, fragrant but long dead. Behind
look younger or more innocent than they are.

42 Chapter Three: Oaths of Nobility


their Masks, they’re vibrant, living flowers, each one wards. The gift was a mundane object but be-
corresponding to its Dauphine’s heraldry color. coming part of the entitlement granted it power.
Upon activation, the Dauphine may speak the Use the rules on p. 55 to design this token with
name of one current ward per dot of the token’s rating the Storyteller or use an example from either
into the flower. She gains immediate knowledge of how chapter 4 of this book or starting on p. 224 of the
far away and in what direction each of those wards is. Changeling core book.
This sense lasts for the scene, updating in real time; she
• The Dauphine’s non-changeling wards all gain
can’t deactivate it early, so she must choose the wards
the Lucid Dreamer Merit (Changeling, p. 123).
she tracks carefully. (Conditional)
She always treats their Bastions as possessing
She may also activate the lily to point her toward Fortitude 1 (Changeling, p. 221). Successful
the nearest wayward child who isn’t any Dauphine’s mundane actions inside a ward’s Bastion gain
ward; this sense also lasts for the scene and can’t be one additional success that can only be used to
deactivated early. generate dreamweaving shifts; if this would give
While activated, the lily grants bonus dice equal the player enough successes for an exceptional
to its rating to certain kinds of rolls: Hedgespinning success, it counts as such. (Conditional)
rolls to amaze or impress a ward or grant their heart’s
Touchstone: One of the Dauphine’s mortal wards.
desire (yellow); Contract rolls to lead a ward through a
(Conditional)
series of riddles and adventures to learn something new
(blue); or mundane rolls to protect or avenge a ward Curse: Clarity attacks suffered as a result of losing
(violet). a ward for any reason, including because they grew up
or left of their own accord, add damage dice equal to
Finally, if the Dauphine spends 1 Glamour while
ranks invested in this Merit.
interacting with one of her wards and shows them the
lily, its sparkling pollen drifts into the child’s eyes and Beat: The Dauphine abandons an important re-
allows them to see through fae Masks for the scene. sponsibility or suffers harm to herself or her motley in
She may do so a number of times per scene equal to the the process of chasing and collecting a new ward.
token’s rating.
Legends
Catch: The user tells someone a treasured or
haunting secret from her childhood that they didn’t • Once, a Sophomore and her charges traded all
already know. their memories to a hobgoblin in return for never
Drawback: The user gains a Condition (see growing any older. She eventually persuaded the
Changeling, pp. 344-346): Wanton (yellow), Spooked goblin to reverse the trade for herself, tiring of
(blue), or Stoic (violet). her carefree life in the Hedge, but the immortal
children are still out there, waiting for the next
Dauphine's Gift (••••) Sophomore to inherit them.
Additional Prerequisites: Two dots in Presence • Once, a Chaperone hosted a massive Easter egg
(Sophomore), Manipulation (Chaperone), or Compo- hunt for all her charges. Its real purpose was to
sure (Dowager); two dots in Persuasion (Sophomore), determine which of them would inherit the Blue
Empathy (Chaperone), or Intimidation (Dowager); Lily, but she didn’t say so. Nor did she warn them
Wyrd 3 that, halfway through the hunt, their eggs would
This entitlement Merit grants the following bless- hatch into goblin chicks. The true winner wasn’t
ings: the one who found the most eggs, but the one
who best cared for their new pets.
• Glamour gain; see p. 34.
• Once, a Dowager was murdered by one of her
• Enhanced new Specialty; see p. 34.
own charges, who made off with the Violet Lily.
• Additional Thread; see p. 34. The mortal boy didn’t inherit the title, though.
He simply held onto the token, knowing some-
• Gain a token with a rating equal to (Wyrd/2, day another changeling would come seeking it —
rounded up) that your character inherited, rep- for a Lost privateer secretly recruited him as an
resenting a gift from one of her title’s previous apprentice, and he’s eager to earn his keep.

Dauphines of Wayward Children 43


A secret beyond imagining? What will you give me once I uncover it?
Secrets, mysteries, and hidden things lurk in every
dark forest and dragon’s hoard. Any pirate prize pried Origins
from a long-lost undersea wreck is bound to have wonders
locked behind its rusty latch. People lock their emotions • A Playmate stole the key to his Keeper’s
and memories away deep within themselves, wellsprings heart and offered its return for the keys
of Glamour just waiting for release. Strange otherworlds to unlock everything else in the world.
lie through invisible portals few can open. The Master of • A Wizened crafted the key to immor-
Keys inherits the privilege of discovering them all. tality by forging a token out of secrets
As the Master’s title can only be claimed through a he’d won from other people in games of
convoluted scavenger hunt for the answers to questions chance. But, like every token, it exacted
that may not even have been asked yet, few changelings a price — his own doom.
come to this entitlement who aren’t already obsessive • A farmer plowing his fields dug up a
truth seekers or treasure hunters. Fewer still are those faerie bound in iron chains one day. He
who find but reject it — the lure of the Last Key’s pow- released her, and in return the freed True
ers of revelation is too compelling to ignore. Whether Fae sculpted him into the Last Key, that
it’s the door to an ancient castle, the true potential of others might dig up treasures just as fine.
an abandoned curse, or the solution to the riddle ob-
scuring a monster’s secret origins, the Master can un- oner is, where they are, what they look like, or
lock it. some other detail is an important revelation.
Privileges and Duties • Helping someone remember a repressed memory
Many supernatural beings — fae and otherwise — or finding the key to a lonely man’s heart doesn’t
grant the Master of Keys access to their secret sanctuaries count unless doing so makes a dramatic change
and troves of mystical resources to cultivate goodwill, know- in someone’s life.
ing he could enter on his own anyway and plunder their se-
• Breaking into a safe to steal money doesn’t count
crets willy-nilly if he had a mind to. Beyond that, the fruits
but doing it to steal photos that can prove a
of his own labor are the entitlement’s primary privilege.
criminal’s guilt does.
The Master is expected to hunt down new secrets
constantly; and more importantly, to keep them, thus • Unlocking a gate to the Underworld doesn’t
converting them into new keys in his collection for his count unless he does it to find the ghost who
future successors. “Secrets” in this context are anything knows his enemy’s secret name.
he can obtain by unlocking something, literally or met-
aphorically, if its discovery is meaningful. For example: • Unlocking the true potential of an overlooked ingénue or
dormant magical relic only counts if he (or the ingénue)
• Breaking into a prison just to release a prisoner didn’t already know what he would unleash once that po-
doesn’t count, unless discovering who the pris- tential was realized, and that realization is important.

44 Chapter Three: Oaths of Nobility


Some Masters focus primarily on one kind of se- accomplished during a feverish hunt for an important
cret, while others sample a little of everything. Keeping truth or treasure the changeling refuses to abandon,
a secret doesn’t necessarily mean telling no one at all, even when it proves more dangerous and difficult than
but rather ensuring that the information or item doesn’t he could have imagined. This entitlement tends to lie
fall into hands that would reveal it to many or use it fallow for long periods of time, waiting to choose just
against the Master himself or his allies. Sometimes this the right changeling with just the right kinds of drives;
means keeping a secret that could save a friend or bring but a changeling who deliberately sets out to find it may
a killer to justice; in those cases, the Master must de- earn its favor if he’s dedicated enough.
cide which duty is more important. Every Master inherits a collection of lesser keys as
Freeholds with a lot of skel- well as the Last Key, and each one keeps a secret one of
etons in their closets hate when his predecessors uncovered. He also inherits a plethora
the Master of Keys is in town, of enemies and rivals — people whose secrets a for-
but that doesn’t stop them from mer Master stole or misused, and people who trusted
bartering for his help tracking that Master with a bunch of secrets now in a stranger’s
down secrets they desper- hands. Weirdly, Masters oc-
ately need and can’t get casionally inherit vague
themselves. Whether secrets or memories from
a given Master is al- the future, a phenomenon
truistic, mercenary, or that remains largely unex-
vindictive, others can plained but is thought to imply that
count on him to follow the source of the Last Key’s power lies in
a trail to its end no mat- far Arcadia, where time means little —
ter what. and that the Master of Keys’ connection to
that source is stronger than most entitlements
Mask boast. Perhaps, some say, it means something
and Mien went wrong when the title went wild centuries ago.
To a mortal’s eyes, the Perhaps the Master of Keys is an unwitting agent of
Master’s pockets jingle as the Gentry — or the one destined to eventually
he walks, spilling keys of all destroy them once and for all.
shapes and sizes whenever Heraldry: The Last Key itself, a stylized, om-
he pulls out his handkerchief inous-looking key of silver, with an elegant and
or takes off his jacket. Even if old-fashioned design reminiscent of creeping
what he’s wearing doesn’t have vines and peering eyes.
pockets — even if he’s stark
Heraldry Token:
naked — keys just appear wher-
ever he goes, scattered all over
Last Key (• to •••••)
the sheets when he wakes up in The Last Key represents the secret its
the morning or rattling around in Master will never unlock: the one that spells
the trunk of his car. In his mien, his doom. No amount of divination or truth-
these keys are part of him; his seeking can reveal the doom’s nature, nor
fingers, toes, and even his tongue be- how to prevent it, though many have tried.
come keys. These keys are, of course, Unlike many tokens, the Last Key’s mien
never made of iron. and Mask are identical.
The Last Key passively tarnishes
Bequeathal in the presence of someone
The Master of Keys cannot abdi- who secretly means the
cate his title. It’s his until the day the Master deadly harm at
doom his Last Key portends befalls him. no Glamour cost, though
Once it does, the Last Key retreats into it doesn’t reveal who; this
obscurity until a new Master discovers works even if he can’t perceive
it through a series of arcane revelations, the enemy. It regains its polish after

Master of Keys 45
one moonlit night has passed. If he encounters another suing a dangerous secret. Once he fulfills it, he replaces
secret enemy before then, he has no way of knowing. If it at the end of the chapter with a new one.
he chooses to allow the enemy to act against him and
they do, he regains 1 Willpower as the token rewards Legends
him for letting his doom approach closer. • Once, a Master accidentally unlocked a portal to
When activated with Glamour, the token grants the Underworld, and couldn’t figure out how to
the rote quality on (token’s rating) rolls per story to un- close it again. When a powerful ghost emerged
lock locked things, including Doors in Social maneu- with an army and tried to kill every changeling
vering and mystical barriers or gateways with unortho- in the city to add their ghosts to its ranks, the
dox “keys” in addition to physical items. Barriers that Master gave up his own life in exchange for the
have no keys at all don’t count. (Conditional) freehold’s safety, and his ghost remains a slave in
Catch: The user dramatically failed one of his own death to this day.
actions this scene, or dramatically fails a later action
within the same scene to regain the Glamour he spent • Once, a Master found a Huntsman’s heart among
to activate the Key. human dreams, and used his power to find the
key to that heart. The Huntsman served him
Drawback: The user suffers the temporary Obsession faithfully until the day Gentry forces arrived to
Condition (Changeling, p. 344) pertaining to whatever destroy her; to save her life, the Master bound
he finds after he uses this token to unlock something. her heart to his Wyrd (p. 54) as a token, and now
Key Mastery (••••) he and the Huntsman share body and soul.

Additional Prerequisites: Investigation 2, Empa- • Once, a Master made a deal with the Smiling Lady,
thy 2, any Merit pertaining to uncovering secrets (e.g. a True Fae who protected him from his Keeper
Diviner, Hedge Sense, Trained Observer, etc.) in exchange for secrets about her own escaped
This entitlement Merit grants the following blessings: changelings. Those changelings found out about it
and killed him for his treachery. Now, anyone who
• Glamour gain; see p. 34. inherits the title also inherits this deal, and the
• Enhanced new Specialty; see p. 34. Smiling Lady expects him to honor it.

• Additional Thread; see p. 34. Designing


• Gain one dot of the Safe Place Merit (Changeling, New Entitlements
p. 125), which contains a 2-dot Library (Change- Players and Storytellers may create entitlements to-
ling, p. 123) for a Mental Skill of the player’s choice. gether, or the Storyteller can create the basic concepts
The Master can use the Last Key to make any door for a few entitlements and drop leads to them for charac-
in the mundane world lead there, as a form of por- ters to discover if the players would rather be surprised.
taling (Changeling, p. 109). (Conditional)
Step One: Purpose,
• If the Master spends an extra Glamour when portal- Privileges, and Duties
ing into or out of the Hedge through a closeable por-
First, decide in narrative terms what the entitle-
tal, he may specify a new Key that opens the dormant
ment’s purpose is and what kinds of privileges and du-
Hedgeway he leaves behind, as long as it’s something
ties go with it.
that could be researched and is possible for mortals to
possess or do. The old Key no longer works. Then, the Storyteller decides whether anyone currently
holds the title and, if so, who it is and what kinds of trials
Touchstone: A mortal whose secret the Master they’ll impose on a petitioner. If not, instead decide how to
knows and keeps. (Conditional) introduce the fallow title in the story and what kinds of quests
Curse: Clarity attacks suffered while choosing to the character must undertake to claim it. They can even de-
keep a secret when its revelation would aid him, or an ally, cide it’s gone wild, if the player agrees to that complication.
add damage dice equal to ranks invested in this Merit. Finally, decide how the changeling knows the title
Beat: Upon investing at least one dot in this Merit, exists. Will she read an ancient legend and follow it to
the Master gains an additional Aspiration tied to pur- its source? Find an unclaimed heraldry token at the end

46 Chapter Three: Oaths of Nobility


of an unrelated adventure? Stumble across the fulfill- Step Five: Entitlement Merit
ment of a prophecy accidentally? Create the four-dot Merit representing the entitle-
Step Two: Mask and Mien ment’s blessings and curses. Give it a few prerequisites
that make sense for what’s expected of the noble. Its as-
Decide whether and how the entitlement affects sociated Touchstone should be a non-fae character —
the Mask’s appearance, and what changes it wreaks on usually a mortal — that represents a relationship to the
the changeling’s mien. Such changes are comparable to title, rather than to the character personally. Remem-
those a Mantle might cause, anywhere between minor ber, the Touchstone can be inherited, so it isn’t neces-
and all-encompassing, but they must be noticeable. sarily the character herself who forged the relationship.
Step Three: Bequeathal Of the five blessings, three are predefined; see p.
34. Of the two unique blessings, one must scale with
Figure out what requirements the entitlement has
the noble’s Wyrd rating, as an additional reward for
for putting it down and picking it up; can the noble
increasing Wyrd. Both blessings should be roughly
simply abdicate whenever she likes, or must she per-
equivalent to a three-dot Merit; a blessing that bestows
form some task first? Can her successor take it up with-
actual Merit dots shouldn’t exceed three total dots.
out fuss, or must he earn the right? These are story
hooks that inform how the character gains (and maybe The Clarity curse brings the character’s identity as
loses) the title. the noble and her identity as an individual into conflict.
Consider what kinds of actions the changeling might think
List a few things the entitled changeling inherits
are necessary to uphold her duties but would be personally
along with the title by default, including Storyteller
painful or traumatic. Clarity attacks suffered while perform-
characters with a vested interest in making sure she up-
ing those actions add (invested ranks) dice to the Clarity
holds — or forsakes — her duties. The Storyteller can
damage roll.
add more later, but the character should acquire a few
bequests right away. Come up with what earns the player a Beat when
the character does or undergoes something appropriate
If the inheritance includes a token, pledge, or other
to the title. It should be something the character wouldn’t
element with mechanical benefits, it should be one of
enjoy but encourages the player to have her act like the
the Merit’s two unique blessings (below); remember, the
noble she is. These Beat criteria work just like Condition
heraldry token is separate from these bequests. More
resolutions; see Changeling, p. 182 for guidelines.
narrative inheritances are built-in story hooks for the
character and her motley, so make sure they’re interest- Step Six: Conditional Benefits
ing enough for players to want to chase. A predecessor’s
Finally, choose which benefits are conditional —
unfinished business always produces good bequests.
that is, which ones the character loses access to if she
Step Four: Heraldry neglects her duties for too long.
Creating the heraldry has two parts: designing the Conditional benefits involve external elements,
sigil that represents the noble and designing the token like Merits that represent other characters or access to
that bears it. The sigil doesn’t have to be elaborate — restricted places, or abilities that rely on others’ reac-
a simple bit of symbolic imagery will do. Imagine the tions; the Touchstone is a good fallback if too many of
character flashing a badge to prove his nobility; what the other privileges are internal.
symbol would represent him? The sigil can even be a They’re also positive elements without complica-
stylized representation of the token itself, like the Dau- tions; an Allies or Contacts Merit is valid, but a hostile
phines’ lilies (p. 42). oath — while beneficial — comes with an enemy who
Use the rules on p. 55 to design the heraldry token. periodically shows up to duel the noble, so losing access
It must have a variable rating of 1-5, and at least some to it isn’t much of a loss.
of its effects must scale with its rating to give players Conditional benefits are important to the entitle-
something to invest in. The token’s form should either ment’s identity; greasing the wheels with goblin allies is
match the sigil’s image or be easily worn or shown to a major part of the Baron’s shtick, so losing their favor
display the sigil, like a signet ring or sash. is an obvious sign he’s abandoned his responsibilities.
Conditional privileges might be attached to the
Merit, the heraldry token, or both.

Designing New Entitlements 47


48 Chapter Four: Oaths of Substance
To see a World in a Grain of Sand
And a Heaven in a Wild Flower,
Hold Infinity in the palm of your hand
And Eternity in an hour.
— William Blake, Auguries of Innocence
Tokens are embodied oaths: pacts frozen in time The difference between trifles and goblin fruits
and space, for changelings to call upon at their leisure. sometimes confuses changelings who visit the Hedge
Infused with Wyrd, even the inanimate submits to its infrequently. Goblin fruits give up their bounties
reciprocal tyranny. straight off the vine; trifles, even naturally occurring
All tokens don’t follow the same rules, though. ones, require refinement or preparation before harvest-
Sometimes, a changeling finds a whisper in a shard of ing their magic, even if preparation amounts to “yank
ice, and when she speaks it into the air, the ice melts, a tooth out of a troll’s mouth.” Goblin fruits also pos-
gone forever. Sometimes, the Gentry pluck thoughts sess innate Glamour, while trifles need an infusion to
and fears out of human dreams to adorn their royal function.
bodies or hang above their beds. Sometimes, a change- Trifles can’t be mass-produced, but fae can create
ling rips out her own heart and replaces it with a stone them in batches. The unscrupulous sell trifles without
egg that won’t hatch until she’s granted three wishes to warning of their single-use nature. This tends to hap-
an innocent child. pen in shadier freeholds or with traveling merchants,
This chapter covers special types of tokens and as developing a habit of selling trifles as proper tokens
ways to use them, as well as guidelines for players and is an excellent way to destroy one’s credibility. In the
Storytellers to design their own tokens. freehold’s political theater, however, a changeling just
might have to screw someone over to get ahead.
Trifles Systems
The Lost refer to weak, single-use tokens as trifles.
Using a trifle robs it of its magic or irrevocably damages Trifles lack catches; activation always requires 1
it. Trifles come with no other drawbacks, though, mak- Glamour. Trifles also lack individual drawbacks, since
ing them appealing to changelings wishing to avoid af- only being able to use each one once is their drawback.
tereffects. Trifles also lack catches, preventing non-fae Trifles can be Hedge- or oath-forged, and up to
from using them — a boon for those who don’t want three trifles can be created at a time; creating more
their magic to fall into mortal hands or the clutches of than one in a batch makes them identical in function if
malicious supernatural creatures. not in form. If their forms and histories differ enough,

Trifles 49
the process yields a strange amalgam of themes and squid ink, kraken ink functions in air as well as water,
abilities in the resulting trifles. It takes three scenes to sublimating into smoke. Changelings and goblins sta-
Hedge-forge a batch of trifles, and the Storyteller rolls bilize kraken ink by refining it into a lightweight, eas-
a chance die to determine whether the token remains ily transported powder that remains inert until infused
undisturbed. It takes two oaths to oath-forge a batch. with Glamour. When a changeling throws a handful of
Trifles cannot be stolen tokens; anything pilfered from active dust, it explodes into inky smoke, inflicting the
a Keeper is too weighty in importance. Blinded Tilt (Changeling, p. 327) on everyone present
One Token Merit dot grants three trifles. Using all until the scene’s end.
three counts as losing the Merit dot for purposes of the
Seeming Song
Sanctity of Merits (Changeling, p. 111).
Seeming songs consist of magical sound, bottled up
Example Trifles for later. Any score or recording can birth a seeming
Below is a list of sample trifles to use in a chronicle song, although most trifle melodies reflect their cre-
or as guides when creating new ones. ator’s seeming, court, or other defining characteristic.
An unbottled seeming song infused with Glamour stirs
Barterer's Coin the heart and Wyrd of any who hear it. For the scene’s
This coin doesn’t look like much, with verdigris duration, any changeling who hears the tune can em-
tarnishing its surface. When activated, the coin turns ploy the benefit of the user’s seeming for any Arcadian
a shiny emerald color before disappearing in a puff of Contract she invokes, even if she hasn’t learned it. If a
golden smoke. Until the scene’s end, the coin’s user ben- hobgoblin or other fae creature without a seeming acti-
efits from +1 and 8-again on all rolls to barter or haggle. vates the song, it’s bound to have strange consequences.

Kraken Ink Sorcerer's Brew


Krakens not only stalk the Hedge’s watery depths To mortals, this concoction appears as vile, sludgy
but wander onto its shores and into its skies, too. Unlike water collected from some swamp or effluent pipe. In-

50 Chapter Four: Oaths of Substance


fused with Glamour, it’s no less disgusting, but it takes plundered this way, and they’re not sure the knowing is
on vibrant neon colors, with eyeballs and newt hearts any better. The Gentry carry these stolen mementos back
floating within. The taste churns the stomach and to Arcadia, molding them into solid objects. Be they eido-
some changelings have trouble keeping the stuff down. lons, props, memories, or emotions, each becomes a token,
For those who can stomach it, the user achieves an ex- accenting the Fae’s raiment or home with a hint of dread
ceptional success on three successes when using any or sparkle of long-lost love. The Lost most commonly call
fae power, such as inciting Bedlam, invoking Contracts, these dream-tokens baubles.
and using her kenning, for the scene’s duration. The Gentry use baubles as decorations or toys, but
to changelings they’re far more valuable. A bauble is a
Troll Teeth
catalyst that lets a changeling bend the waking world
These trifles appear as elongated lumps of limestone, to her whims as if it were a dream. Autumn sorcerers
but changelings recognize them as broken canines and especially prize these tokens, but any court or Goblin
tusks. Trolls’ teeth are brittle when removed and crack Market carefully guards any baubles it manages to get
open easily when infused with Glamour. Squirming, its hands on. With research and a bit of luck, baubles
goblin-faced maggots and blackened, craterous decay rot are powerful tools in a mortal’s hands, too.
their insides away. The trifle’s user chooses one charac-
Someone unfortunate enough to provide fodder for
ter she can see and smashes the tooth to activate it. The
a True Fae’s bauble is closely connected to that bauble
target experiences every mild ache, joint pain, and muscle
through what changelings call dramaturgy — what
spasm they have ever had all at once. While this deals no
others might call sympathetic magic, or an effigy. She’s
damage, the pain aggravates the victim, inflicting wound
intimately familiar with the thoughts and emotions it
penalties as though their rightmost Health box were filled
represents, and particularly susceptible to its effects. See
with damage until the scene’s end. Further wound penal-
Kith and Kin, Chapter 2, for more about dramaturgy.
ties from actual damage stack to a maximum of −5.
Winning Ticket Systems
Lottery tickets provoke a treasure trove of modern Baubles enable oneiromancy in the mortal world. The
superstitions. This ticket carries its fair share of luck; user designates a mundane action for dreamweaving that
a tumbleweed of thorny vines bursts out of it when it’s resonates thematically or symbolically with the bauble’s
activated, shredding it. For the scene, every random Crux (see below) and spends 1 Glamour before rolling.
guess the user makes is entirely accurate. She can guess This roll suffers a penalty equal to (6 minus the bauble’s
a cell phone’s passcode on the first attempt, call a spe- dot rating). If it generates excess successes, the player can
cific person without knowing their number, and choose spend them on dreamweaving effects without spending
the correct fork in the road without any investigation. additional Glamour, although bauble-fueled oneiromancy
This does not impart any knowledge or make navigat- can only create subtle shifts. If the action’s roll fails, the
ing the Hedge any easier, and the changeling doesn’t spent Glamour is lost. Fulfilling the bauble’s catch negates
recall specific information she guessed after the trifle’s the Glamour cost just like a standard token, allowing
power expires. characters lacking Glamour to use baubles as well.
Each bauble has a Crux: a descriptive phrase em-
Baubles bodying the original dream from which the bauble was
crafted. Its wielder can only enact oneiromancy shifts re-
Philosophers in Rome’s Marble Court argue that
flecting the token’s Crux. A bauble made from the eido-
the True Fae are greed made manifest, caring nothing
lon of a beloved pet can generate the positive emotions
for other beings’ autonomy or rights. When the Kindly
necessary to bestow the Inspired Condition but cannot
Ones desire something, they take it and leave a shoddy
inflict Frightened unless the Crux is explicitly about be-
counterfeit in its place, whether it’s an object or a per-
ing terrified for its safety or similar. Likewise, a bauble
son. Every changeling lives this experience.
created from the fear of being watched can make a wall
Not every theft is so brazen as to require a fetch, grow eyes but can’t transform a house into a volcano.
though. Sometimes the Gentry creep into dreams like spi-
For purposes of the bauble’s oneiromancy, treat ob-
ders and pluck out the juiciest bits to create jewels and tro-
jects and ordinary animals as important props, mortal
phies. Most victims wake feeling like something is missing
characters as important eidolons with effective Wyrd
but blissfully ignorant of the solipsistic creature pillaging
equal to their Resolve, and supernatural characters as
their minds; changelings can tell when something’s been

Baubles 51
oneiropomps. Targeting the one whose dreams created spent) is higher than the target’s (Resolve + Supernatural
the bauble grants 8-again on the roll. Tolerance), they don’t regain any Willpower next time they
Changelings can’t use oneiromancy in the Hedge sleep, and they gain the temporary Obsession Condition
even with a bauble, but the Hedge is psychoactive and (Changeling, p. 344) relating to the bauble’s Crux. The
responds to the bauble’s preserved memories, nonethe- bauble’s user can reduce the Glamour cost by one (to a
less. While taking an action designated for Hedgespin- minimum of zero) by fulfilling the bauble’s catch but must
ning, the user may activate the bauble with Glamour always pay the Willpower. The bauble provides no insight
before rolling to enjoy a bonus equal to the bauble’s into the target’s traits; the changeling must discover them
dot rating as long as the action aligns with the bauble’s on her own or guess at how much Glamour to spend.
Crux; this spent Glamour is in addition to the usual If the target’s dream produced the bauble in the
cost for spending excess successes on shifts, but Hedg- first place, they also gain the Persistent Addicted Con-
espinning this way can produce paradigm shifts. Fulfill- dition (Changeling, p. 333), driving them to repeatedly
ing the token’s catch waives the Glamour cost entirely, recreate the dream in their waking life and luring them
permitting characters without Glamour to shape the into difficult and dangerous situations. No matter how
Hedge, although using the catch to Hedgespin can only pleasant the original dream was, reliving it through the
produce subtle shifts no matter who does it. bauble is always strange and disconcerting.
All changes introduced through dreamweaving or A character capable of paradigm shifts in dreams
Hedgespinning with a bauble fade at scene’s end; Con- can definitively tell whether a Bastion she’s inside be-
ditions introduced this way lapse without generating longs to the bauble’s original dreamer with a 9-success
Beats, if not resolved first. paradigm shift, as though finding something important
All baubles are stolen tokens; only the Gentry can (Changeling, p. 219). Otherwise, she must investigate
produce them, barring some unknown and uniquely pow- the dreamer based on context clues from the bauble’s
erful magic. Thus, they’re usually only found in Arcadia. dream-memories, which she can view clearly by lucid
However, enough of them have leaked out to make them dreaming while inflicting the dark dream on herself;
known, fiercely coveted, and fought over. Like any stolen she must overcome her own Resolve + Wyrd to do so.
token (Changeling: The Lost 2e, p. 225), a changeling Contact with a bauble’s emotional gravity warps its
might steal a bauble in her escape, bringing it home or bearer’s dreams. Every bauble possesses the same draw-
dropping it out of her pocket to get lost in the Hedge. Her back: It doubles the amount of sleep required to regain
Keeper might give one to her as a gift, or award it as a prize Willpower and increases the Fortification of the user’s
for some grand achievement. A True Fae might trade or Bastion by the bauble’s dot rating when the user herself
lose one to a goblin, who passes it around at market. is the oneiropomp, thus making it incredibly difficult
for her to change her own dreams. A changeling with
Dark Dreams one bauble regains 1 Willpower every two nights of
Baubles weigh upon the mind, their emotional sleep, a changeling with two baubles regains one after
burdens slinking into even the most skilled oneiro- four nights, and so on. Locking the bauble away doesn’t
mancer’s dreams while she sleeps. The bauble’s user help; the Wyrd knows who claims ownership and en-
can weaponize this effect, digging its talons into a vic- forces the toll anyway. Once per chapter, if a character
tim’s dreams to make them toss and turn all night long. has no remaining Willpower when she goes to sleep and
These dreams aren’t necessarily nightmares, but they fails to regain any due to possessing a bauble, or if her
are uncanny and unsettling, filled with imagery from player dramatically fails involuntarily while she’s trying
the bauble’s original dream. The same effect, to a lesser to weave her own dreams, her player takes a Beat.
degree, haunts the bauble’s wielder; she finds its sym-
bolism vaguely infesting the edges of her dreams, re- Example Baubles
flecting in mirrors, and hiding in her peripheral vision. Below is a list of sample baubles to use in a chroni-
cle or as guides when creating new ones.
Systems
Once per chapter per target, a bauble can inflict a dis- Nameless Mask (•)
turbing reverie reflecting its Crux and original dream. The Created from eidolon extras, Nameless Masks are
user spends 1 Willpower and a variable amount of Glamour nondescript, carved from wood and lacking any dis-
with the bauble in hand to activate it, then touches the tar- tinguishing features. Gentry who create these Masks
get. If the total of (the bauble’s rating + Glamour points never don them; instead, they force their servants to

52 Chapter Four: Oaths of Substance


wear them, to ensure nothing distracts from the True favorite weapon, fast and lethal. The Kindly One had
Fae’s splendor. The cleverest of those servants use their to possess such an elegant stiletto, so she plucked it out
Nameless Masks to escape back through the Hedge, al- and wove a lattice of metal around it. Now dreams of
though some of their fellow freeholders argue that their sudden death follow it wherever it goes.
Keepers might have let them escape on purpose. Crux: The greatest threat is the one unseen.
Crux: I lose myself, alone among the faceless masses. Catch: Once drawn in the scene, the knife must
Catch: The user remains anonymous to everyone taste blood from blade to hilt before it activates.
else present for the scene’s entirety while people are
present who could recognize her. If she’s recognized af- Panic Pendant (••••)
ter using the bauble but before the scene ends, she must Everyone has that dream. She’s onstage in the spot-
immediately pay any Glamour cost she negated. light but memorized none of the song’s lyrics. His un-
begun thesis is due in an hour. They have an interview
Spider Shawl (••) on the other side of town they forgot to prepare for and
Silver webs and black spider patterns criss-cross can’t reach in time. The dreamer stands on the preci-
this gossamer red shawl of finely spun silk. One of the pice of a doom of their own making. The Gentry adore
Good Cousins wove it from dreams of acute arachno- the blind, flailing panic these dreams elicit, which they
phobia. forge into dark chalcedony stones set among rose gold.
Crux: Spiders crawl everywhere, spinning webs with Crux: A forgotten deadline leaves me well and truly
too many legs. fucked.
Catch: The user eats a live spider right before acti- Catch: The user deliberately misses her own im-
vating the shawl. portant deadline while using the Panic Pendant.
The Delicate Knife (•••) Kid's Latchkey (•••••)
The True Fae who crafted this bauble didn’t change This tarnished house key was forged from the eido-
the original prop at all. In dreams, it was an assassin’s lon of the dreamer’s father, who was constantly just on

Baubles 53
the other side of a closing door or pulling away in his with a dot rating equal to or lower than her Wyrd. She
fancy car whenever the dreamer approached. The True travels into the Hedge’s Thorns and spends at least one
Fae swooned at the exquisite heartbreak wrought by this full scene there before tearing out her heart, as a para-
figure of abandonment and detached love, and the time- digm shift requiring seven successes. The Thorns shred
worn key it made feels like loneliness and resentment. bits of her soul, making room for the token. She places
Crux: Even the ones who love you most will leave you the token over the hole in her chest, spends 1 Glamour,
before long. and takes one lethal damage point as the token sears
her flesh to cauterize the wound and bind itself to her
Catch: The user deliberately abandons a compan-
soul. From that point on, she is unkillable — although
ion or loved one to a dire fate when she’s needed, with-
the Wyrd charges a hefty toll for invincibility.
in the same scene.
The bound token isn’t literally inside the Empty’s
Empty Hearts chest; its physical form vanishes as she completes the
process. It becomes part of her and haunts her dreams
An Icon is a piece of a changeling’s soul left behind in
as an important eidolon. No one can steal the token
the Hedge during her mad flight from Arcadia. But what
from her (except perhaps a True Fae who turns it into
is a soul, if not a pact between the spiritual and the materi-
a bauble), and she never needs to spend Glamour to ac-
al? If it’s an oath the world dreamed up, well, oaths can be
tivate it, with or without the catch. The token likewise
broken; why not swear a new one? An Empty changeling
fixes her soul in place, preventing it from being stolen
reclaims her agency by vowing that no one will ever take
or altered by any means.
from her again — not her freedom, her home, or even her
life. She fills the hole in her soul with a token, binding it Once per chapter, the changeling can spend 1
to her Wyrd to render her life inviolable. Willpower and touch a target to pass the effects of the
token’s drawback onto that target instead of suffering
Other Lost treat the Empty with awe and fear,
them herself, though she earns no Beats this way. She
wondering what could drive them to use such desper-
can bind a trifle, but using it still destroys it, so it’s pure-
ate magic. Some fell into their durances because their
ly a desperation move. Baubles can’t be bound.
Keepers “rescued” them from death’s door and now take
extreme measures to avoid being in that position ever Removing her heart allows the Empty to store
again. Some had Keepers that styled themselves after the more Glamour in the space left behind. She increases
Grim Reaper or Thanatos; these Empty evade death to both the total maximum Glamour she can hold and the
ward off the Gentry’s gaze. The all-too-human terror of maximum Glamour points she can spend in a turn by
death consumes many Empty, driving them to cling to the token’s dot rating.
life long after they should wither like roses in winter. She can reverse the binding process by performing
Some Empty aren’t avoiding death at all. Instead, another seven-success paradigm shift after spending
they feel their souls are incomplete without more Icons, another scene in the Thorns and taking another lethal
but they have none remaining or can’t find any more. In damage point to release the token back into physical
desperation, they bind a token into the gaping wound, form and thrust her heart back into the cavity. Without
hoping to perfect their soul and remove the desolation her heart in hand, she’s stuck with the token in its place
they feel within. A few changelings become Empty — or nothing at all, if she chooses to release the token
through sheer hunger for power, as a way of hotwiring anyway. Leaving the hole in herself empty inflicts the
their Wyrd with sorcerous might. Soul Shocked Condition (Changeling, p. 345), which
can’t resolve until she first fills that hole.
Hollow Ribs
Deathless Husks
The Empty are rare and possessive of their secret
rites. Their hidden hearts are vulnerable, and paranoia Empty changelings cannot die, but they are far
convinces them that any knowledge of their history or from invulnerable. Prick them, and they bleed. Infect
practices could leave their one weakness in the hands of them, and they fall ill. Nuke them, and you’ll never
their enemies. Would-be Empty must scrounge through find their radioactive remains, but that isn’t the end for
ancient texts and personal journals for scraps of lore, or them. Nestled deep within the changeling’s dreaming
bargain with Goblin Queens, Huntsmen, or even the subconscious is the Wyrd-bound token and as long as it
Fair Folk themselves to learn the proper method. exists, the Empty can weave herself back to life.
Systems: The changeling must possess a token The Empty’s great irony is that their immortality offers

54 Chapter Four: Oaths of Substance


little protection from their greatest enemies. Rival court- tresses to hide a heart in, as the Gentry know well, but
iers or angry Bridge-Burners may want them dead, but the a changeling’s heart gives the dreamer fae nightmares
Gentry and the Huntsmen want to drag them back to Ar- just as a Huntsman’s does.
cadia alive. Some Empty avoid a Huntsman’s chains by in- By replacing her heart with a token, the changeling
tentionally provoking — and fatally losing — a fight with marks herself as more fae than most Lost, forcing her to
them. This tactic works as an emergency escape route, but obey obscure, ancient oaths and taboos governing deep
the Huntsman quickly realizes they no longer need worry faerie magic.
about accidentally murdering their quarry.
Systems: The Empty trades one set of vulner-
Systems: Mortal wounds can’t kill the Empty, but abilities for another. She gains a new major taboo in
they are inconvenient. When an Empty changeling addition to any other frailties she possesses. Emptying
would die, his body disintegrates into refuse, like a dead herself is rough on her Clarity, provoking a four-die
fetch. This debris reflects the changeling’s Mantle, so breaking point when she makes the attempt — even if
a Winter courtier might dissolve into snow, or an Au- she fails. Anytime an Empty changeling suffers Clarity
tumn sorcerer into orange leaves. If the Empty lacks a damage for any reason, she adds her bound token’s dot
Mantle, his body crumbles into a pile of Hedge thorns. rating to the damage dice pool.
Meanwhile, death launches the Empty through his Anyone who holds the Empty’s heart — even mor-
Gate of Ivory, stranding him in dream form inside his tals, if they know enough to try it — can seal her state-
own Bastion. He gains both the Lost and Soul Shocked ments (Changeling, p. 210) without spending Glam-
Conditions (Changeling, pp. 342-345). To resolve Lost, our, and she may not refute the sealings with her own
he must navigate to his token-heart’s important eidolon Glamour. By spending a Willpower point, the heart’s
with a paradigm shift costing nine successes and then possessor may replace one of the Empty’s Aspirations
retrieve the dream-token in the eidolon’s possession, with one of his own until chapter’s end. Swearing an
although the eidolon isn’t automatically predisposed to oath on a changeling’s heart ties her fate to its fulfill-
being helpful. Claiming the token may involve negotiat- ment, even if she isn’t a participant; if anyone breaks
ing with the eidolon, defeating it in a duel or game of the oath, she suffers a consequence appropriate to that
wits, navigating a trap-filled maze, or any number of bi- oath and the method of its breaking, such as taking a
zarre challenges. This eidolon reflects the token’s nature point of lethal damage or gaining a negative Condition
fused with the changeling’s own subconscious qualities, like Lethargic. If she breaks it, she suffers this conse-
including his seeming, kith, Needle, Thread, or other quence in addition to the usual Oathbreaker Condi-
defining characteristics; it’s an eidolon, not a prop, and tion. This leverage makes Empty hearts supremely
draws its sapience directly from the Empty’s soul. valuable, so goblins charge an arm and a leg for them
Soul Shocked can’t resolve until the changeling (sometimes literally) at market.
makes his way back to the Hedge, and he can’t simply Destroying the Empty’s physical heart doesn’t im-
wake up from his Bastion without a body to wake up mediately kill her, but it imposes the Ravaged Condi-
to. Token in hand, he must emerge onto the Dream- tion (Changeling, p. 344) and she takes one point of
ing Roads in dream form. He remains an insubstan- aggravated damage at the end of each scene until she
tial dream-wraith until he reaches the Hedge proper, can Hedgespin a new heart. Doing so requires a para-
at which point he must Hedgespin himself a new body, digm shift with nine successes as well as spending a
building it out of Hedge-stuff with either a single para- Willpower dot to infuse the new heart with true soul-
digm shift requiring seven successes or a series of five stuff.
separate subtle shifts requiring three successes each to
reconstitute major body parts one at a time. Custom Tokens
Tell-Tale Hearts Wild and weird, tokens are multifarious and can
provide a staggering variety of benefits, both numerical
Holding her still-beating heart in her hand after and narrative. A token’s powers and scope determine its
tearing it from her chest, the changeling must keep it rating, but assigning these values is as much art as sci-
out of the hands of rivals who would use it against her ence, given the vast breadth of options available. Treat
or foes who would use it to kill her. Canny Empty lock the advice in this section as guidelines rather than rules.
their hearts away in difficult-to-find or heavily guarded The most reliable way to determine a token’s rating is to
locations, like at the top of the Burj Khalifa or inside compare it to existing ones whenever possible.
the Chernobyl exclusion zone. Bastions make good for-

Custom Tokens 55
You can approach the process either by choosing one of its abilities per turn — it says he must. This may
an item and determining its effects based on its form be exactly what he wants, but in the chaos of an ac-
and history, or by deciding what you want it to do first tion scene or intense conflict, others are bound to act
and then figuring out a compelling and thematically unpredictably, and the character could face a choice
appropriate object and origin. The following steps are between letting go of the token’s great power and turn-
presented as a default progression, but you can tackle ing that power upon his friends. The downside comes
them in any order you like. with inherent story potential, rather than a simple dice
penalty or resource cost.
Origins The following chart is a referential guideline for
Where did the token come from? How was it forged where common, generic token benefits fall in terms of
and from what? Did the character create it themselves, dot rating. You can use it as a list of options for quick
and if so, was it deliberate or an accident? If not, who and easy token generation, or as a tool to estimate the
did, and how did it come into the character’s posses- rating of a more specific or unique effect based on its
sion? All these questions help inform the token’s pow- comparative effectiveness to those listed.
ers and drawbacks. If a token has especially limited application, remove
a dot; if it’s especially broadly applicable, add one. A to-
Benefits ken combining more than one effect simply adds their
A token’s powers should be fairly niche, especially dot values together; no token can exceed five dots.
by comparison to Contracts and other fae magic. A to-
ken does one thing and does it well. Its abilities align Dot
with both form and origin, expressing a story and an Value Benefit
unspoken agreement in what it does and what it costs. • Minor narrative effect impacting one
Two token pistols may both shoot people, but the one target
forged with hostile oaths of vengeance is a whole dif- • Bonus or 9-again to one Skill
ferent animal from one that marinated in the Hedge
• Reveal vague or limited information
under the watchful eye of a peaceful Goblin Queen to
keep it out of violent hands. •• Temporarily avoid or negate a
penalty or Tilt’s effects
Most tokens aren’t so niche that they can only be used
by specific people, though. Tailor powers to work under rela- •• Minor narrative effect impacting a
tively broad circumstances, even if they’re more useful for specific category of targets, or a
those who invest in a particular Skill or belong to a certain more substantial one affecting one
seeming. For example, Driver’s Little Helper (Changeling, target
p. 226) grants exceptional success on three successes to •• Bonus or 9-again to multiple Skills, or
handle a vehicle, but that’s rarely useful to characters lack- 8-again to one Skill
ing dots in Drive. By also negating the untrained penalty, •• Bonus or 9-again to a single Attribute
the token makes it easier for any character to make use of it.
••• Bonus or 9-again to multiple
Tokens usually don’t need a built-in penalty to coun- Attributes, or 8-again to one
teract their benefits; that’s what drawbacks and Glamour Attribute
costs are for. A token only ever costs 1 Glamour to acti-
••• Reveal specific or well-hidden
vate without the catch — never Willpower — and only information
ever takes one instant action. Most token effects last for
the scene but some are exceptions, such as the Ace in •••• Minor narrative effect targeting
the Hole (Changeling, p. 225) or any token that imposes everyone close by, a more
substantial one affecting a specific
a Condition, since Conditions have resolutions based on
category of targets, or a major one
story events instead of fixed durations. affecting one target
However, if you create a token that’s particularly
•••• Magical effect, such as a Condition
powerful or universally applicable, consider building or environmental Tilt, impacting
in a potential downside that creates interesting scenes limited targets over vast distances or
and hard choices. For instance, the Crown of Thorns everyone in a small area
(Changeling, p. 228) doesn’t say the changeling can use
•••• Rote quality on a single Specialty

56 Chapter Four: Oaths of Substance


••••• Major or complex narrative effects ence is that catches are more of a tit-for-tat deal with the
that impact a whole area Wyrd, with a greater likelihood to deal damage, cause real
inconvenience, or put the user in danger. Think in terms
••••• Rote quality on a single Skill of what a goblin merchant might say to a mortal asking, “It
••••• Magical effect, such as a Condition sounds too good to be true, what’s the catch?” Perhaps the
or environmental Tilt, impacting merchant replies, “No big deal, just give up your dreams
everyone in an extended area or for a week,” only for the mortal to later realize it’s not such
a basic assumption of the local a small price after all, since they don’t recover Willpower
environment (e.g. opening all Hedge when they sleep during that week. This also means the
gates or eclipsing the sun) catch must be something a non-changeling can do, and it
The Imitation Game usually isn’t anything blatantly supernatural. Most mortals
don’t jump to assuming a token is magic when it works
A token can mimic other supernatural effects to
— they instead feel that this coin must be lucky and they
an extent, although its magic isn’t as versatile as Con-
ought to hold onto it, or similar.
tracts or as convenient as seeming and kith blessings,
and it’s not a good idea to bypass the necessity of bar- Drawbacks
tering with goblins for Contracts or belonging to a par-
ticular kith to access specific powers. It’s especially not The Wyrd’s price for using a token is suffering its
a good idea to let a player create a custom token that drawback, but making players suffer is not the point.
mimics an ability another player’s character acquired Drawbacks pose the question: Is using this magic right
through other means or shortcuts established systems now worth its cost? It can be a question for the char-
of advancement — for instance, don’t make a token acter or the player, but either way, the ideal answer
that lets a player skip all that messy “joining a court” is “sometimes yes and sometimes no.” Like any other
business to access Mantle effects. Wyrd deal, the drawback should create fun complica-
tions that drive story opportunities, rather than pun-
A token mimicking a Common or Goblin Contract ishing a player for using her resources. The idea is to
has a rating of two or three, while powers aping Royal tempt her into using them so you can ramp up the dra-
Contracts rate four or five. A token’s means of repli- ma while she feels accomplished doing something weird
cating these powers is always sideways or cumbersome and fae.
and should never replicate them exactly. For instance,
boots that allow walking across ceilings would serve the Like catches, a drawback relates to its token’s pow-
same general purpose as Boon of the Scuttling Spider er and origins. For instance, a token revealing secrets
(Changeling, p. 144), but might do so by reversing the might inflict the Paranoid Condition as the user sinks
user’s personal gravity or otherwise preventing her from into irrational fear of other secret-hunters stalking her
walking on ordinary horizontal surfaces while active. to steal them. Drawbacks always reward players with
Beats when they come into play, encouraging them to
Avoid creating tokens that duplicate seeming or kith take bold risks in the face of potential peril. As a result,
blessings unless they’re more niche versions that only most drawbacks involve Conditions, which naturally
mimic the function, not the method or themes. Like- grant Beats when they resolve. If a drawback isn’t a
wise, if a token duplicates a Contract’s basic function, Condition, it should explicitly award a Beat whenever it
don’t give it a seeming’s additional Contract benefit. endangers the user or complicates things for her.
Those without Glamour can use tokens with catch-
es, so tokens that would only do anything for change- Mask and Mien
lings (e.g. one that affects Clarity) should be rare, as A token’s Mask and mien impact the game’s mood.
they shut down story options. A smoke bomb whose mien resembles a seed pod re-
leasing spores tells a different story than a cursed skull
Catches stealing victims’ eyes, even if both inflict the Blinded
Just like Contract Loopholes, catches relate to the Tilt. Feel free to reinterpret an existing token’s Mask
token’s themes and function, and require deliberate ac- and mien to make them more appropriate to your char-
tion or sacrifice on the user’s part in place of spending acter or chronicle, if it already does what you want me-
Glamour. chanically. Tweaking a token’s appearance and activa-
For the most part, create catches the same way you tion behavior is an excellent way to explore themes and
would create Loopholes (Changeling, p. 308). The differ- generate story hooks.

Custom Tokens 57
Trifles The Crux should be specific enough that the bauble
isn’t useful all the time for all things, but broad enough
Trifles hold weaker, fleeting magic. They could be
that it can fuel actionable oneiromancy in more than
less potent than a one-dot token or possess equal power
one way. It should encourage player creativity to use
but more limited utility. Their single-use nature is their
the bauble in clever and unique ways, rather than giv-
drawback, so they don’t need another; getting three per
ing her carte blanche to dreamweave in every scene. A
Merit dot compensates for their narrower scope. Since
Crux can be based on a specific eidolon or prop, or a
they don’t have catches, and thus only characters with
more general feeling or subconscious thought that fea-
Glamour can use them, their effects can more often be
tured in the originating dream. The best Cruxes ex-
specific to changelings or other fae. Due to their draw-
trapolate a theme from the symbolism of the dream as-
back’s transitory nature, trifles don’t generate Beats.
pect they came from; a bauble made from the eidolon of
If a token’s concept requires a more powerful effect the dreamer’s deceased fiancé might focus on lost love,
but you want the option to use its power up all at once, general grief, a specific thing the dreamer misses about
consider instead creating a regular token with a catch that person, the fleeting nature of mortality, marriage,
that destroys it, like the Ace in the Hole. If an alterna- or even ghosts.
tive activation method or use by mortals is a central
A bauble’s dot rating determines how easy it is to
conceit of the item’s concept, it should be a proper to-
use, which is a product of its importance to the origi-
ken instead of a trifle.
nal dream. Consider what it meant to the dreamer. An
Baubles eidolon extra from a passing dream produces a one-dot
bauble, while the monster representing a dreamer’s ex-
Designing a bauble doesn’t require figuring out spe- istential terror in a recurring nightmare produces one
cific powers. A bauble’s most important feature, and the rated at four or five. More important memories intrude
primary one you’ll invent, is its Crux: a short phrase into the waking world and other people’s minds more
describing the dream from which it originated, defining powerfully.
how it can — and, by extension, can’t — alter a scene.

58 Chapter Four: Oaths of Substance


So, you’re home. What now?
Gonna run and hide for the rest of your life to make sure
They never find you again?
Screw that. Don’t let Them scare you.
Take up space. Make noise. Write your name across
the sky and let Them know you’re not going anywhere
without a fight. You brought the fairy tale to your
home turf, and you make the rules here.
Your words have power now,
so use them. Build a community.
Bargain with gods. Defy traditions.
Choose a role to play, and write your own script.
Bring dreams to life and grasp immortality.
Nothing will ever be the same again.
And that’s a promise.
– Pretty Penny, Summer Court Elemental
Oak, Ash, and Thorn is a companion book to Changeling:
The Lost Second Edition,
Edition, expanding on what’s in the core book.
It contains:
• Expanded rules for freeholds and a selection of seeds for sample free-
holds in four international locations.

• Rules for creating new court Bargains and an introduction to


non-traditional Mantles, including free companies, traveling bands,
and Lost dynasties, with a playable example of each.

• Entitlements, the titles of nobility that changelings assume to inher-


it mystical legacies from the Lost who came before them, including
three full examples with accompanying tokens and Merits.

• Expanded rules for tokens, including two new types with examples,
guidelines for creating your own, and a system for ripping out one’s
heart to become unkillable.

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