The SeemingsPlease note that the relation between Seeming and changeling is going to be inverted in Second Edition: Whereas in 1E it was the "model" that your Keeper made you, in 2E it's the new form the Wyrd gave you after you showed it you weren't just a bit player in your Keeper's story, but a free agent of your own. Hence, every Seeming will have two versions, one for each edition.
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Lost in general
- Alien Abduction: Every Changeling has a supernatural variant of this as her backstory. Some actually manage to talk about their pasts in groups by interpreting the Fae as aliens.
- Bargain with Heaven: The Changelings' powers, fittingly known as "Contracts", aren't actually innate abilities, but literal contracts they made with incarnations of various elements in the world; for exemple, a Changeling who seems fireproof actually made a contract with fire itself to be protected against it, and the various Seasonal Courts contracts were created by the Courts' respective founders making contracts with the seasons.
- Crazy Sane: In 2e, Clarity is a measure of this versus actual delusional beliefs and refusal to acknowledge the reality of the world. Part of the problem is that many changeling hallucinations are actually prophetic visions, and so a high-Clarity changeling still sees the world in a different way-it's just that her view of the world is actually more accurate than that of everyone else's.
- Creative Sterility: At least when it comes to children; whatever transformation the Fae make Changelings go through leave them virtually unable to have children (only about one in a hundred possess any degree of fertility at all). This is the reason they are forced to keep abducting more of them instead of merely breeding new ones from the stock they already have.
- Dream Walker: Changelings have the ability to practice a form of magic known as Oneiromancy, which allows them to enter in people's dreams and manipulate them. This can serve a variety of purposes, from just provoking an emotion in someone in order to harvest Glamour to just altering the person's dreams into something better as part of a Pledge.
- Emotion Eater: The main way Changeling can recover Glamour is by causing specific emotions to mortals, then feeding on the energy released by that emotion.
- Mind Rape: 2E adds the option of Ravaging, which is taking the capacity to feel emotion in order to fill Glamour completely. Unsurprisingly, it's an automatic Clarity drop as the unfortunate Ravaged becomes borderline catatonically depressed until he grows back what the Lost took.
- Glamour: Aside from their Mana being named after this, Changelings also all share an ability known as the Mask, which allows them to appear completely human to regular mortals.
- Healing Potion: A variant; because Changelings lack a Healing Factor like most supernatural templates have, they make up for it by carrying "Goblin Fruits", strange fruits harvested from the Hedge which can have a wide variety of effects. One of the most common effects they have is to heal damages for whoever eats them, allowing the Lost to quickly recover when injured.
- Hero with Bad Publicity: While evil or crazy Changelings aren't unheard of, the Losts are, overall, among the least evil supernaturals in the setting; the large majority of them just want to live their life without having to ever be the True Fae's slaves again, and some of them even want to stop the True Fae. Unfortunately, most Hunters believe them to either be the actual evil fairies or the scouts for an Alien Invasion, and Changelings who try to return to their families usually end up looking like the bad guys when they try to murder their Fetch.
- Kryptonite Factor: Downplayed; unlike True Fae, Cold Iron doesn't inflict aggravated damages to Changelings, but it does bypass any kind of Fae power they can usually rely on to protect themselves, such as Contracts and fae armors. Fortunately for them, it needs to be at least 95% pure iron to actually qualify, and such a material has become rare in the modern era.
- Magically Binding Contract: Changelings have the ability to make "Pledges" with mortals and other supernaturals or Changelings, which are enforced by the Wyrd. While it's technically possible to break them, doing so causes devastating sanctions to whoever broke the Oath.
- Our Fairies are Different: For starter, they are not technically fairies; they are humans who were abducted and reshaped into fairy-like beings by the real fairies, then made their way back to the normal world. Their appearance and abilities varies widely according to their Seeming, covering about every existing archetype. Their magic is powered by an energy known as Glamour, which they harvest through emotions, and most of their various supernatural powers actually are bargain they pass with the world. Finally, they have a supernatural ability known as the Mask, allowing them to look human in the eyes of mortals and most supernaturals.
- Properly Paranoid: Changelings have a tendency for distrust and paranoia that would put vampires to shame; they can barely trust each others without Pledge, and are even less likely to trust other supernaturals. However, they are trying to run away from insane all-powerful masters who have agents everywhere, could come to grab them at any moment, and this very paranoia mean some of them will indeed break a deal on a whim, so this concern is pretty funded.
- Seers: All changelings can pull this off using Kenning, though it's easier in 2E.
- Squishy Wizard: Not as bad as the actual wizards of the game, since they at least get some small physical enhancements compared to humans, but Changeling still get injuries the same way humans do when they don't have a Contract to protect them, and are one of the few supernatural templates with a distinct lack of Healing Factor, forcing them to make up for it with Goblin Fruits.
- Was Once a Man: As noted above, all Changeling were once humans before the True Fae turn them into what they are now.
In 1E: Those who were transformed into animals by their keepers. This Seeming includes those who are associated with real-life animals such as hounds, lions, and eagles, as well as those associated with fictional or mythical animals such as griffins, mermaids and sphinxes. Beasts gain supernatural composure and animal magnetism from their Seeming, but lose some of their mental ability as they have had trouble regaining their human faculties.In 2E: Those who escaped by embracing their id and defying the social conventions of Arcadia, gaining an animal aspect to their kith in the process, a la many a Trickster Archetype. They can regain Clarity by reenacting their initial rebellion despite the consequences, affirming their initial freedom from restrictive social roles, but have a hard time escaping from mundane bonds and being imprisoned is a Trauma Button for them.
- Beast Man: Their most recognizabe trait. Each Beast has an overall humanoid appearance, but at least some animal features.
- The Beastmaster: They get an affinity for animals similar to their aspect, and their signature Contracts, Fang and Talon, focuses partially around interacting with animals.
- Book Dumb: Their weakness in 1E. Beasts can be very smart and cunning, but they have a hard time thinking truly like humans, making it difficult for them to use mental skills or their Intelligence Attribute.
- Petting Zoo People: They usually have a humanoid body shape, but animal features.
- Broadbacks: Changelings transformed into oxen, elephants, goats, and other stubborn, durable creatures
- Chimeras: Mix-and-match creatures who, because of their fantastical nature, get along with hobgoblins
- Cleareyes: Beasts renowned for their senses, such as hawks, bloodhounds, hares, or sharks
- Coldscales: Lizards, serpents, and other cold-blooded reptilian beasts
- Coyotes: Clever tricksters inspired by the Coyote myths of the American southwest
- Hunterhearts: Predators, dangerous herbivores, and other creatures with built-in weaponry of claw, fang, or horn
- Nixes: River-mermaids with intoxicating voices
- Riddleseekers: Cunning and wise Changelings inspired by sphynxes, raccoons, or the like
- Roteaters: Earthworms, vultures, flesh-eating insects, and other carrion-eating beasts
- Runnerswifts: Rabbits, gazelles, cheetahs, and other creatures of remarkable speed
- Skitterskulks: Creepy-crawlies or other creatures with jittering reflexes
- Steepscramblers: Spiders, monkeys, squirrels, and other climbing animals
- Swimmerskins: Aquatic and water-loving creatures such as fish, otters, whales, and crustaceans
- Truefriends: Pets, pack animals, or others emphasizing loyalty to others
- Venombites: Poisonous animals - snakes, spiders, fugu, and scorpions
- Windwings: Flying or gliding animals. Literal batmen, flying squirrels, birds, and flying insects
1E: Often taken for breaking some obscure or arcane law of the Fae, Darklings were taken to lands of nightmare to become nightmares themselves. Boogeymen, face-changers, gargoyles, succubi, and scholars of lore mankind ought not know make up the ranks of this Seeming. Darklings are witty and adept at lying and hiding, but find their magic less effective during daylight hours, due to their bond to the darkness.2E: Those who escaped through ways they are deeply ashamed of. Each one of them was driven to the point where they had to make a betrayal in order to escape, and the shame of what they did snuffed out their "light", leaving the quiet darkness of secrecy, hidden things, and the forgotten behind. They know better than anyone that darkness isn't a wicked thing, though; after all, the "right" and "just" way of doing things was to remain enslaved. Thus, they are the Lost's unofficial amoral friend, recognizing that the fact of the matter is, they began as the people who did bad things for the greater good already, and now they're the ones who regain Clarity when they fall into that role. Unfortunately, trust isn't something that comes naturally to them, to the point where blind trust, the simple faith that they don't need a Plan B because their friends have their back, is a breaking point.
- Creepy Good: By far the spookiest-looking of the Lost, but they are just as capable of being nice as any other Seeming.
- Casting a Shadow: Their signature Contract, Darkness, with is Exactly What It Says on the Tin.
- Dark is Not Evil: They are called Darkling, tend to have shadowy, incorporeal forms, and their main Contract, fittingly named Darkness, focuses around controlling the shadows and scaring people, but they aren't any eviller than other Changelings. Emphasized in 2E, as described above.
- Stealth Expert: Obviously, they are really good at sneaking around and hiding.
- Weakened by the Light: Their weakness in 1E; their Contracts get weaker whenever they try to use them during daylight hours.
- Antiquarians: Keepers of ancient lore and forgotten knowledge
- Gravewights: Liches, zombies, voodoo barons, and others with ties to death and the undead
- Illes: Disgusting trolls who have the ability to project false beauty
- Leechfingers: Soul-suckers, breath-stealers and blood-drinkers - fae vampires and leanansidhe
- Lurkers: Master thieves and pickpockets of the Victorian age
- Lurkgliders: Gargoyles and flying terrors
- Mirrorskins: Shapeshifters and face-changers
- Moonborn: Children of the moon with infectious madness
- Nightsingers: Creepy players of "the music of the night"
- Palewraiths: Spectres, shadows, and spies who can lurk in any shadow
- Pishacha: Bizarre madness-inducing creatures who you do not want to french kiss
- Razorhands: Freddy-style knife-fingered nightmares
- Skogsra: Animal-controlling forest-dwellers
- Tunnelgrubs: Things that crawl and squirm below the ground
- Whisperwisps: Spies and rumor-whisperers
1E: Humans taken and transformed into inanimate 'things' - statues, snowdrifts, pools, streams, puffs of air, dolls, and other, more obscure items and substances. Connected as they are to the "bones of the earth," to the most primal, basic, and often durable of substances, Elementals have the ability to endure stunning amounts of punishment and damage, but they have trouble dealing with and understanding humans. How do you identify with standard-issue mortals when you've spent time as a tree, or a bonfire, or the sky itself?2E: Those who escaped by forgoing thought and sanity, however briefly, to truly understand the world around them, allowing them to simply will themselves out of Arcadia by willing it during that brief nirvana. When they reconstitute in the mortal realm, the element they understand and joined with now composes them, and it wants to change and bring chaos; they may regain Clarity by finding meaning and purpose to an act of pure whimsy, retroactively or not. Of course, chaos turns both ways; an Elemental who is confronted with the damage in their wake and sees an example of people still familiar with concepts such as "me" and "now", they risk Clarity, and exposure to Cold Iron causes Power Incontinence via a bizarre inversion of Personality Powers (so an Air elemental might grow jumpy, and an Ice one lethargic).
- Elemental Embodiment: They have essentially be turned into this by their Keepers.
- Nature Spirit: Not spirits per say, but some may have miens based on the appearance of different styles of nature spirits from different cultures.
- Elemental Powers: Their signature Contract, Element, allows them to get powers over various elements.
- Made of Iron: Their Blessing in 1E. Since they are made of elements, they can use this to increase their health bar, making them really hard to kill.
- No Social Skills: Their weakness in 1E. Because they have spent so much time as non-human things, they have a hard time reconnecting with humanity, giving them penarties in Social rolls.
- Airtouched (air)
- Apsaras (watery tarts who induce lust)
- Ask-wee-da-eed (Will-o'-the-Wisps who bring bad luck)
- Blightbent (pollution)
- Di-cang (jeweled Bodhisattvas who ease pain and...uh, break into things)
- Earthbones (earth and stone)
- Fireheart (fire)
- Levinquick (electricity)
- Manikin (man-made items)
- Metalflesh (metal)
- Sandharrowed (sand)
- Snowskin (cold)
- Waterborn (water)
- Woodblood (plants)
1E: The Fairest Of Them All. Mortals taken by the Fae and sculpted into images of beauty (or, at least, of intriguing attractiveness), then kept in torturous ecstasy by their keepers. The Fairest were often used as pleasure slaves or concubines by the Fae. Others were singers and dancers, or cast as statues to be viewed and enjoyed by the Gentry. A rare few (especially of the Draconic kith) were warrior-artists or magical monsters like dragons and chimeras. Due to their preternatural beauty and grace, Fairest wield advanced presence, persuasive skill, and social poise, but their separation from humanity (and, in some ways, from other Lost) tends to hasten their descent into madness.2E: The Royals Who Actually Do Something. Fairest escaped through leadership, and to a certain extent martyrdom, and so the Wyrd gave them the mien of the ideal leaders they desperately want to be. Fairest, one part All-Loving Hero and one part Control Freak, regain Clarity by appearing right and directing their fellows to glory (even if the Fairest has doubts about actually being right or not)...and risk losing it when they screw up.
- Beauty is Bad: In 1E; Fairest have a strong tendency to be capricious and manipulative, and their weakness causes Clarity to go down faster for them. Toned down in 2E.
- The Beautiful Elite: In 1E, Fairest are defined by their beauty, and the fact they believe it gives them the right to rule.
- Brainless Beauty: Frequently stereotyped as not to bright among Changelings. While some of them indeed are, this is largely a misconception; plenty of Fairest actually are very smart.
- Glamour: Their signature Contract, Vainglory, focuses around making them compelling to others. They can also spend Glamour to enhance their social skills in 1E.
- Manipulative Bastard: In 1E, they really are inclined to use their charm to manipulate people.
- Our Elves Are Better: They share many of the characterizations commonly associated with elves, including being beautiful, charismatic and arrogant.
- Took a Level in Kindness: They are considerably more sympathetic in 2E.
- Bright Ones (embodiments of light)
- Dancers (lithe, nearly disturbing, avatars of grace)
- Draconics (glorious beasts like dragons, chimerae, manticores and the like)
- Flamesirens (the entrancing beauty of fire)
- Flowering (blossoming beauties whose musk makes them very... persuasive)
- Gandharva (eloquent androgynes)
- Larcenists (thieves and dashing highwaymen)
- Minstrels (musical performers)
- Muses (those used to inspire others)
- Playmates ("best friends" of a childish True Fae)
- Polychromatics (living embodiments of the shifting rainbow)
- Romancers (idealized lovers who can look like whatever you find most appealing)
- Shadowsouls (seductive darkness)
- Succubi (or Incubi) (beautiful seducers)
- Telluric (stars and the celestial bodies)
- Treasured (living trophies)
- Weisse Frau (gentle protectors)
1E: Victims of monstrous brutality, Ogres had to become brutal monsters to survive. Often, but not always, big and imposing, Ogres can be cunning cyclopes, massive giants, nimble and bloodthirsty redcaps, or surly trolls. Their strength and fighting skill have been boosted by their Durances, and they can be terrifying when they wish, but the workings of the Others can leave them gullible and sometimes dull-witted, often with short tempers.2E: Often the same as 1E, but it's been subsumed into their overall theme of Woobie, Destroyer of Worlds; to escape Arcadia, Ogres buried the part that could feel pain or restrict them from using violence, whether physical or metaphorical, even to the point where many of them lack an organic heart (they replaced it themselves). No matter how big an Ogre is or isn't (with more of them definitely being on the is side), they always have an air of imminent violence around them; largely because Ogres remain violent people; they regain Clarity when they violence or the threat of it to solve a problem. Of course, the problem with the whole heart removal was it doesn't really work. An Ogre is resistant to emotional pain, but there's chinks in that emotional armor; if someone makes an Ogre or their friends realize that something is causing them real pain, the Ogre risks Clarity (though It Only Works Once for each weakness).
- Big Eater: Ogres typically are known for having a spectacular appetite. One of the abilities granted by the Contract of Stone allows them to take advantage on this by using the large amounts of food and drink they consume to heal faster.
- The Big Guy: By far the most physical-oriented of the Lost.
- Dumb Muscle: They aren't always completely stupid, but they still tend to be rather dull-witted and easy to manipulate.
- I Am A Humanitarian: Sadly, they are prone to frequently develop a taste for human flesh.
- Our Ogres Are Hungrier: They are Changelings who were warped into tough, brutish monsters by their Keepers. They follow most of the characterizations associated with the trope, including eating human flesh and limited intelligence.
- Our Trolls Are Different: As noted below, Trolls are one of the Kith associated with Ogres.
- Super Strength: Their signature Contract, Stone, mostly grants them the ability to enhance their strength.
- Bloodbrutes are survivors of Arcadian gladiatorial arenas and wrestling rings.
- Corpsegrinders were fed on death.
- Cyclopeans are Ogres with preternaturally accurate senses, though they are often maimed or handicapped in some way.
- Daitya are giants who rend and tear with supernatural ease.
- Farwalkers are bestial Ogres of the wilderness.
- Gargantuans are giants even among Ogres.
- Gristlegrinders are gifted and cursed with gnashing maws (and often a matching hunger for flesh).
- Oni are Japanese demons who gain power from the blood of the sinful.
- Renders can destroy almost anything they touch, a legacy of their time as labourers with no tools save their hands, or as living siege weapons.
- Stonebones display the toughness of a mountain cliffside.
- Trolls are manipulative brutes.
- Water-Dwellers are amphibious Ogres.
- Witchteeth are Ogres who have proven more receptive to the mystical side of their Faerie nature, embodying the cruel man-eating witch and the magic-wielding giant of old lore.
1E: The Wizened endured endless tortures, then lives of undignified, often pointless drudgery, at the hands of their Keepers. They cleaned the houses, dens, or lairs of their Fae captors, crafted tools and machines, healed (or helped to alter) other Changeling captives, and sometimes served as butlers or cooks in the Fae households. Each Wizened has been 'reduced' in some way - height, weight, size, or sheer physical presence has been shrunk. Some are dwarfish, others unnaturally thin, and still others seem less 'real' than other people. Wizened are clever and nimble, often able to dodge attacks with unbelievable skill, but most are spiteful, shy, or otherwise have trouble dealing with people.2E: Escaping through art and the masterful application of a craft, Wizened are those changelings who imposed order on the chaos of Arcadia to escape, completely immersing themselves completely in their talents. Those same talents drive them; besides being a shield from the weak parts of what's left of their humanity, the pride in them affirm their internal right to exist, gaining Clarity when they perform them for free (and being darn good at them otherwise). Of course, when you have so much of your self-image wrapped up in what you're good at, failing at what you're good at, well, that doesn't lead to nice places.
- All of the Other Reindeer: Other Changelings tend to look down to them because of their small size and shyness.
- Gadgeteer Genius: The five-dot level of Artifice allows them to build incredible devices as long as they have the proper materials. For example, they can build a hovercraft using pieces from a motorbike, but building a nuclear bomb will require plutonium.
- The Grey: A very frequent appearance for them. Their description in the book explicitly makes a parallel between the two.
- Mr. Fixit: They are skilled at reparing things, both because of their agility and the abilities granted by their signature Contract. They are frequently associated with the stories about little gnomes and imps who hide in people's houses and fix their belongings while they sleep.
- Artists (obsessive craftsmen)
- Authors (master polyglots)
- Brewers (creators of heady and potent potables)
- Chatelaines (impeccably-mannered valets and diplomats)
- Chirurgeons (unrivaled doctors and surgeons)
- Drudges (swift but overlooked workers)
- Gameplayers (clever masters of trivial pursuits)
- Gremlins (tinkerers who render equipment useless)
- Inventors (makers of technological wonders)
- Miners (telegraphing without the telegraph)
- Oracles (fortunetellers)
- Pamarindo (greasy but sustaining epicures)
- Smiths (forgers of magical tools)
- Soldiers (battle-scarred swordsmen)
- Talespinners (Storytellers and Tropemasters)
- Thussers (mesmerizing musicians)
- Woodwalkers (survivors of alien wildernesses)
2E: Members of a new Seeming created for the 2nd edition, Grimm changelings escaped by subsuming themselves into a role of the story - the prince who rescues his princess and returns Home happily ever after, the warrior who leaves his home to wander the earth, or the like. This gives them a strong tie to stories, tropes, and roles in general. They can assume similar roles after their escape to guide fate and gain benefits, but while in a role they suffer a Breaking Point for acting outside of that character. When they're not invested in a role, their Mien tends to reflect writings, paper, and ink.
The CourtsThe courts are the primary structure of Changeling society, bound together by a shared philosophy and a supernatural pact with an aspect of the world to help ward of the Gentry. Each court also draws power from a specific emotion, such as fear, suffering, joy, desire, sorrow, honor, disgust, wrath, etc. Members of a particular court have an easier time harvesting glamour from that courts' associated emotion. Each court system shares power by one means or another, as this helps to further ward off the Gentry, who can't comprehend the idea of sharing power.
The Seasonal Courts
The default court structure in western Europe and most of North America, these courts share power, handing off control at the end of their given season in order to confuse the True Fae... or at least, that's the intention.
Spring CourtThe court of Desire, the Spring court believes in integrating into the mortal world and delving into their wants and needs wholeheartedly. The assumption is that the Fae will return expecting to see broken-down wretches, and finding happy (or at least well-entertained) party animals will throw them off. The court's powers involve finding and manipulating other peoples' desires as well as growth, healing, rain, and inspiration. If one overlays the Courts over the stages of grief, they represent Denial.
- The Hedonist: That's a given, seeing as they feed on desires.
- Too Kinky to Torture: Not all of them per se, but ''Mortal Remains'' mentions one particular Spring Queen who managed to frighten the Ashwood Abbey simply through her fetishes that she showed to them to feed on their desire. The fetishes she willingly demonstrated.
- Weather Manipulation: One of their Eternal Spring powers is to conjure a rainstorm - anything from a gentle drizzle to a hurricane, depending on how much power the Changeling puts into it and how long they focus on the effect.
Maria ThorneThe "leader" of the Spring Court in the Miami Freehold.
Rose ThorneThe leader-in-exhile of the Miami Spring Court, and possible mother of Maria Thorne.
Summer CourtMembers of the Court of Wrath know that the Others are always out there, and the courtiers plan to be ready to take the fight to their erstwhile masters when they come back. They train hard so that they can stay safe by fighting off the Others when they come, or at least make themselves less attractive targets. Their Contracts can detect, redirect, and quell anger, as well as manipulating heat and sunlight and generally improving combat capabilities. The court represents the Anger stage of grief.
- Do Not Go Gentle: The core element of their philosophy. They know the True Fae are still out there and might come to take them back, but they are not returning to Arcadia without a fight.
- Light 'em Up: One of the powers of Eternal Summer is to create a beam of white-hot sunlight to sear the Changeling's enemies.
- Proud Warrior Race Guy: Well, they aren't all warriors, but they do value strength and their ability to fight back at the True Fae.
Grandfather ThunderThe King of Eternal Summer of the Miami Freehold.
Deathless IvanGrandfather Thunder's bodyguard.
Autumn CourtThe Others took many things from their slaves, say the Courtiers of Fear, but they also gave things back - not least of which is power. Autumn studies that power, developing knowledge and magic and conquering (or reaching an arrangement with) their own fears so that if the Fair Folk come to call the Autumn courtiers can fight them back with their own magic. Their magic can sniff out others' greatest fears, immunize themselves and others against fear, inflict magical maladies, summon hailstorms, and improve the courtiers' mystical perceptions. The court embodies the Bargaining stage of grief.
- Creepy Good: Their signature emotion is Fear, they spend a lot of time studying Fae magic, and they delve into other supernatural lore such as vampires and werewolves, but they aren't eviler than any of the other Courts.
- Cursed with Awesome: How they feel about their Changeling condition; sure, the trip to Arcadia was a nightmare, and they aren't exactly happy with how they were tortured and reshaped into faeric beings, but since this granted them powerful magic powers, they might as well take advantage of them as much as they can.
- Guile Hero: The Ashen Mirror encourages subtle solutions to problems. Luring an enemy to a patch of ice is more attractive then sweeping him under his legs and both options beat merely pushing him over. The Ashen Court generally leans towards indirectness unless the most direct path works best.
- Weather Manipulation: One of the powers of Eternal Autumn is to conjure a dangerous hailstorm, potentially out of clear skies.
NaamahThe Autumn Monarch of the Miami Freehold.
CerastesAn influentual member of the Miami Autumn Court.
Tom HoodThe previous leader of the Miami Autumn Court and the founder of the Seasonal Courts in Miami.
Winter CourtIf the Others *are* coming back, reason members of the Court of Sorrow, why worry about what they will find? Why not simply prevent them from finding you at all? Basing their lives on this philosophy, courtiers hide from their own sadness and regret just as they hide from their enemies. They seek to blend in and avoid notice whenever possible. They can use their magic to deaden all emotions but sorrow, to endure and manipulate the cold, and to evoke pragmatic numbness (physical and emotional). They represent Depression in the stages of Grief.
- An Ice Person: Some of the powers of Eternal Winter conjure blasts of cold to disable or injure their foes.
- Stealth Expert: Their members are really good at not being seen.
Jeremiah SleetThe leader of the Winter Court in the Miami Freehold.
- The Cartel: Jeremiah Sleet and his Winter Court runs drug into and out of Miami, feeding on the sorrow that comes with the drugs.
La LloronaThe previous leader of the Miami Winter Court.
The Directional Courts
Common in China, Japan, and other areas of southeast Asia, these courts draw from elements of sacred geometry and Feng Shui, dividing the Freehold according to the cardinal directions.
North CourtThe Court of Suffering. The Turtle Court is made up of ascetics who systematically rid themselves of anything for the Others to take away, to make themselves unattractive for recapture (or to make it hurt less when they *are* taken again).
East CourtThe Court of Envy. The Dragon Court focus on gathering wealth and resources, so that even if *they* aren't great at hiding, fighting, or what have you, they can *hire* people who are to keep them safe.
South CourtThe Court of Ecstasy. The Phoenix Court of artists and madmen focus on feeling anything they feel to the utmost, drawing strength from the power of their emotions.
West CourtThe Court of Honor. The Tiger Court combine martial prowess with strict training to defend themselves and the rest of their freeholds when the True Fae attack.
The Diurnal Courts
Ancient Courts based out of Eastern Europe and based on Slavic traditions, these courts hand off power at dawn and dusk, each working to undo what the other has done in order to confuse the Gentry. While they're outwardly in conflict, older and wiser heads in each Court understand that they're two sides of the same coin and that neither could survive without the other.
Sun CourtThe Court of Shame. The Court of the Day focuses on righteous (or occasionally self-righteous) behavior and beauty. They're known to occasionally turn away potential members based on looks alone, forcing them to join the Night counterpart.
Moon CourtThe Court of Disgust. The Court of the Night commit acts of wantonness and wickedness (though more out of a sense of freedom than out of any true malice). They delight in tweaking the nose of their Sun Court opposites.
The Transitional Courts
Courts based on the vagaries of fate and luck: Sometimes things are good and safe and healthy. Other times, they... aren't.
Dusk CourtThe Court of Fatalism. Dusk Courtiers know - not just suspect, but know - that they and the world around them are doomed to failure, death, or recapture. Far from leaving them depressed, however, this knowledge galvanizes members of the Court. They fight, party, and work all the harder, knowing that each action may be their last and wishing to burn brightly before they're extinguished.
Dawn CourtThe Court of Hope. Dawn Courtiers realize that the world around them is terrible - how could they not? They maintain hope, however, that there is always a way to make things better. They are prepared to work hard and to sacrifice uncounted things (not all of them their own) in order to bring about this change.
The Entitlements and Eldritch Orders
- The Bishopric of Blackbirds is devoted to trying to help changelings maintain their grip on Clarity.
- The College of Worms is devoted to trying to mastering fate.
- The Duchy of the Icebound Heart, restricted to members of the Winter Court, is dedicated to protecting the changelings from having their hearts broken and their feelings abused... by crushing the hearts of others.
- Magistrates of the Wax Mask, officially, are charged with helping the Courts maintain their Contracts and Pledges, as well as assisting with the various festivals, games and other events the Courts throw.
- Members of the Margravate of the Brim don't trust the Court changelings one bit, but are dedicated to serving as the first (and, in their eyes, last) line of defense against True Fae attack.
- Changelings join the Sacred Band of the Golden Standard because they want to be legends amongst their own kind.
- The Spring Court's Satrapy of Pearls is devoted to being able to buy, sell, obtain and trade anything you can imagine.
- The Scarecrow Ministry of the Autumn Court deliberately instills fear in mortals, often by exploring and abusing urban legends, to try and keep them away from genuine supernatural dangers.
- The Tolltaker Knighthood are Summer Court changelings who act as brutal agents of justice-for-hire.
- The Phantom Tong, which sows discord and corruption to weaken the Courts "for their own good".
- The Bronze Beylik, an order of kingmakers and kingbreakers.
- The Knighthood of the Dragonslayer, who are devoted to rooting out corruption in the Courts.
- The Bodhisattvas of the Broken Cage, Spring courtiers who encourage new ideas and attempt to break the stagnation of society.
- The Summer Court's Hound Tribunal, who, during the "dog days" of summer, relentlessly hunt down, judge and punish those who dare cross the Summer Monarch.
- The Magi of the Gilded Thorn, members of the Autumn Court who eagerly explore the Hedge in order to root out its secrets.
- The Knighthood of Utmost Silence, Winter courtiers who, if you need to disappear, are perfectly willing to give you a completely new life (whether you like it or not).
- The Ancient and Accepted Order of Bridgemasons, Elementals and Ogres of the Autumn Court who are capable of truly astounding feats of construction.
- The Barony of the Lesser Ones, who are devoted to dealing with the hobgoblins within the Hedge, whether through diplomacy, careful analysis, or (when necessary) violence.
- The Court of the Solstice, which isn't actually a Court yet but is so desperate to become one that they actually gain Glamour from the emotion of desperation.
- The Duchy of Truth and Loss, an organization of Winter Court members devoted to hunting down and dealing with fetches (by killing them or selling them to hobs).
- The Eternal Echoes, living chronicles of history with eidetic memories, which they can literally share with others.
- The Guild of Goldspinners, supernatural moneylenders who live up to their name.
- The Guild of the Sacred Journey, Fairest couriers and messengers.
- The Knights of the Knowledge of the Tongue, gourmet chefs with...exotic tastes.
- The Lord Sages of the Unknown Reaches are academics who immerse themselves in the cultures of all the other beasties of the hidden world in which they dwell.
- The Order of the Oneirophysics, healers who make house calls in your dreams.
The Eldritch Orders
- The Charmed Circle seek out true leaders amongst the changelings and gather them into a brotherhood of kings and queens.
- The Knights of the Widow's Walk are elite spies amongst the changelings, serving a mysterious Spymaster of unknown origin or even type of being.
- The Legacy of the Black Apple whose totally safe job involves negotiating directly with the True Fae.
- The Lost Pantheon, who believe that the humanity that was scoured out of them in Arcadia was replaced by divinity, and so create modern day cults to themselves to protect, guide, and rule.
- The Parliment of Victors are composed of the greatest, most successful champions of the changelings, much like the Sacred Band of the Golden Standard.
- The Office of Vizieral Counsel are changeling archmages that forsake political power to become sorcerer-advisors to the freeholds, in order to stave off their growing madness.
The True FaeThe real inhabitants of Arcadia, and the ones responsible for creating the Changelings.
- Always Chaotic Evil: Well, technically they are more in the lines of Always Chaotic Neutral, but really, the difference matters little; they are still all incredibly cruels and unable to relate to humans.
- Axe Crazy: Every single one of them is completely unstable and capable of committing acts of insane cruelty on a whim.
- Big Bad: The True Fae are the ones who kidnap humans to turn them into Changelings, making them responsible for the entire premise of the game, and the Lost are mostly motivated by their desire to escape them.
- Blue and Orange Morality: True Fae have a sense of morality completely beyond human comprehension, making it practically impossible to understand their actions.
- The Dreaded: Changelings are absolutely terrified by these guys, and for very good reasons.
- Eldritch Abomination: What they really are in essence. True Fae have no consistant morality or shape (they are constantly changing over the course of their existence), are beyond human comprehension and possess powers beyond the law of physics.
- Even Evil Has Standards: Possibly their one redeeming quality. For all the atrocities they commit, they loathe people who break sworn promises, including among themselves. Not that it prevents them from exploiting Loophole Abuse, of course.
- Evil Cannot Comprehend Good: Because of their nature, they genuinely can't understand things like love, friendship or the idea of sharing power as a whole. In fact, it's essential for them to not understand in order to keep their powers; if a True Fae somehow does grow to understand humanity, his power will dramatically be reduced, and they might eventually lose their memories and find themselves exiled in the human world.
- The Fair Folk: And how. Unlike Changelings, they are real fairies, and they are incomprehensible alien beings who regularly abduct humans to warp them into their personal servants and playthings, enjoy torturing mortals for no reason and are overall some of the most cruel, psychotic creatures in the New World of Darkness (which is saying a lot.).
- For the Evulz: The reason why they do all these horrible actions? Usually, it's because they are bored.
- Homefield Advantage: True Fae already are powerful of their own, but when inside their domains, they practically are capable of Reality Warping.
- Kick the Dog: The large majority of their actions could qualify, but abducting humans to take them as their playthings and make them go through hell deserves a special mention.
- Kryptonite Factor: Unlike Changelings, True Fae are genuinely vulnerable to Cold Iron, to the point it inflicts them Aggravated Damages.
- Our Fairies are Different: They are borderline Eldritch Abominations from another realm named Arcadia, who embody The Fair Folk.
- Viral Transformation: Not the only mean for them to reproduce, but Changelings who become sufficiently powerful and amoral usually are at great risks of becoming True Fae of their own.
The HuntsmenThe True Fae's chief agents, introduced in 2E.
- And I Must Scream: The reason they are trying to capture Changelings is because existence is this to them; True Fae created them by enforcing a Contract to force them into a physical form, which is just not natural for them, and the only way they can return back to normal is by bringing back a Changeling.
- Death Seeker: As noted above, they are trying to capture Changelings because this is the only way they can truly end their own existence.
- The Heavy: True Fae still are the main antagonists in 2E, but are now largely kept offscreen, with the Huntsmen taking their role as the ones going after the Changelings.
- Shape Shifter: One of their most well-known powers is the ability to perfectly mimic other people or objects.