Characters / Changeling: The Lost

The Seemings

Please note that the relation between Seeming and changeling is 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

Tropes applying to all Changelings"

  • 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 example, 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.
  • Dangerous Forbidden Technique: Dropping the Mask becomes this in 2e; just by spending 1 Glamour and discarding his human disguise, the Changeling gets automatic exceptional success on all his Contracts, effectively allowing him to use his abilities at full power, but doing so also opens all the nearby gates to the Hedge, and warns the Huntsmen of his presence.
  • 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 Changelings can recover Glamour is by causing specific emotions to mortals, then feeding on the energy released by that emotion.
  • Escape Artist: Changeling can open gates to the Hedge from practically any area as long as there is some form of issue such as a window, meaning no room can keep them imprisoned, and, starting with 2E, now possess the ability to automatically escape any form of bond or restrain, effectively making them masters of escape.
  • 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. Not only that, but it also makes them look like regular humans to other types of supernatural as well; only beings with a connection to the Wyrd can see their true form.
  • Glamour Failure: While the Mask is one of the most effective disguises in the setting (preceded only by the Demons' Covers), it does have its flaws, and tends to show subtle signs of the Lost's true nature, such as a Beast changeling having slightly animal eyes or a wood Elemental having skin with some wood-like texture.
  • 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 Lost 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. Played straighter in 2E, where regular iron has the above mentioned effect, but true Cold Iron does inflict them aggravated damages, though the conditions for it to work make it even rarer.
  • Long-Lived: Their Wyrd gradually increase their lifepspan, potentially allowing them to survive centuries, if not longer.
  • 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.
  • 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.
  • Our Fairies Are Different: For starters, 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 bargains made 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 Pledges, 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 means 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 Changelings 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. Downplayed in 2E, where Kith abilities are made much more powerful, potentially giving some of them passive abilities to increase their resilience and abilities in hand-to-hand combat.
  • Took a Level in Badass: Like Vampires before them, Changelings become considerably more powerful in 2E, where they now are natural Escape Artists, become Long-Lived much sooner and gain a Dangerous Forbidden Technique in their ability to drop the Mask.
  • Was Once a Man: As noted above, all Changeling were once humans before the True Fae turned 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.
  • Animorphism: The final Clause of their affinity Contract, Fangs and Talon, gives them the ability to shapeshift into animals.
  • Beast Man: Their most recognizabe trait. Each Beast has an overall humanoid appearance, but at least some animal features. How animal-looking they are depend on the individual and Kith.
  • The Beastmaster: They get an affinity for animals similar to their aspect, and their signature Contract, 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.
  • Scarily Competent Tracker: Their Blessing in 2E; if it's something a Beast can "chase", even metaphorically, they're preternaturally good at it.
  • Speaks Fluent Animal: The first clause of Fangs and Talon gives them the ability to communicate with animals.

Kiths associated with this Seeming in 1st edition include:
  • 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: Averted by their signature Contract, the Contracts of Darkness, which is more about the subtle fears of night. That said, Darklings can purchase the Contracts of Elements (see below) for shadow, and many do.
  • Dark Is Not Evil: They are called Darkling, tend to have shadowy, incorporeal forms, and their main Contract, fittingly named Darkness, focuses around using 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. The second clause of Darkness allows them to reinforce their ability to go unnoticed.
  • Terror Hero: They are the best-fitted for accomplishing this function. The Contract of Darkness covers multiple clauses focused on using people's fear against themselves, including making them more vulnerable to intimidation and using their fear to paralyze them.
  • Things That Go "Bump" in the Night: Darklings represent the "creepy" type of fairies, the ones who hide under the bed or stalk you at night.
  • Wall Crawl: One of the clauses in the Contract of Darkness allow them to borrow a spider's ability to scale surfaces.
  • Weakened by the Light: Their weakness in 1E; their Contracts get weaker whenever they try to use them during daylight hours.

Kiths associated with this Seeming in 1st edition include:
  • 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", risks 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 Armor: They have two variants of this. First, their Seeming Blessing allows them to increase their own health bar by using the element making them. Then, the second clause in the Contract of Elements allows them to wreath themselves in an armor made of their elements. This one not only grants them an armor rating bonus, but also inflicts damages to anyone trying to touch them.
  • Elemental Embodiment: They have essentially been turned into this by their Keepers. The final clause of the Contract of Element allows them to fully become this, essentially becoming one with their element.
  • Elemental Powers: Their signature Contract, Element, allows them to get powers over various elements, though they typically only have one at the time (having power over multiple elements requires buying the Contract multiple times). Notably, they are not limited to the four traditional elements — they can cover pretty much anything, including wood or even artificial materials like plastic and cement.
  • 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.
  • Nature Spirit: Not spirits per se, but some have miens based on the appearance of different styles of nature spirits from different cultures.
  • 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.

Kiths associated with this Seeming in 1st edition include:
  • 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. Inverted in 2E, where their "elite" qualities is what made them beautiful.
  • Beauty Is Never Tarnished: Their 2E blessing; they never have a penalty to Social roles because of appearance, whatever injuries they sustain makes them look rugged or quietly defiant of fate at worst.
  • Brainless Beauty: Frequently stereotyped as not too 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. Downplayed in 2E, but it's still a valid Clarity regain to mislead their followers and friends.
  • 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 depicted as considerably more sympathetic in 2E, evolving from the incarnation of Beauty Is Bad to idealized leaders.

Kiths associated with this Seeming in 1st edition include:
  • 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 use violence or the threat of it to solve a problem. Of course, the problem with the whole heart removal is 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.
  • Genius Bruiser: That manifests as a penalty to Composure, though, Ogres can and do have scholars among them (Witchteeth are an explicit call-out to hale-bodied hags and sorcerous giants with mystical skills as grand as their muscle). In 2E, made far more feasible by the widening of "violence" as a category; it can be social or mental just as easily.
  • I Am A Humanitarian: Sadly, they are prone to frequently develop a taste for human flesh.
  • One-Hit Kill: Downplayed. The Blessing of Ogres in 2E is to instantly inflict Beaten Down (effectively so dazed you are unable to defend yourself or even move) with even a single point of bashing damage, with no Glamour cost if fighting for the sake of another. Yeah, it only lasts three turns, but in the Chronicles combat engine that might as well be instant loss.
  • 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.
  • Proud Warrior Race Guy: Especially in 2E, as would-be thugs of the Fae who rebelled upon realizing they were being used as savage, honorless thugs.
  • Super Strength: Their signature 1E Contract, Stone, mostly grants them the ability to enhance their strength.

Kiths associated with this Seeming in 1st edition include:
  • 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 laborers with no tools save their hands, or as living siege weapons.
  • Stonebones display the toughness of a mountain cliff-side.
  • 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, their pride in their skills affirms 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.
  • Hollywood Cyborg: Frequent look for them in 2E is for them to have their tools of the trade merged with their flesh for easy access.
  • Mr. Fixit: They are skilled at repairing 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.

Kiths associated with this Seeming in 1st edition include:
  • 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.
  • Badass Bookworm: You can always pick one out by the amount of reading and writing they're doing, and as a changeling, they've got some tricks up their sleeves.
  • Loads and Loads of Roles: Because being without a role leaves them vulnerable to being caught by the Huntsmen and the True Fae, they tend to take on a LOT of roles.
  • Man of a Thousand Faces: The same Grimm can play a LOT of different roles, from the Prince to the Princess, from Cinderella to Sinbad, and they can pull off every single look.
  • Only Sane Man: If someone treats them as the role they are currently in, they regain Clarity. As such, they tend to have a much clearer view of the world than everyone else.
  • O.O.C. Is Serious Business: When the Grimms don't stay in character, they tend to lose Clarity, and fast.

The Courts

The 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 Court

The 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.
  • Green Thumb: Eternal Spring can grant the ability to grow plants over an entire area and use the resulting roots to entrap opponents.
  • Healing Hands: The Contracts of Eternal Spring cover several abilities allowing them to invoke Spring's renewal in order to heal people.
  • Make a Wish: Since their signature emotion is desire, Fleeting Spring can be used to create an object desired by another person, effectively allowing them to grant wishes to some extent.
  • The Hedonist: That's a given, seeing as they feed on desires. The Spring Court tries to deal with the trauma of their trip in Arcadia by moving on and embracing a new life full of desires.
  • The Social Expert: The abilities granted by their Mantle primarily focus on granting them Social Merits and enhancing their socialize rolls, to reflect their ability to better reintegrate human society.
  • 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 Thorne

The "leader" of the Spring Court in the Miami Freehold.

Rose Thorne

The leader-in-exile of the Miami Spring Court, and possible mother of Maria Thorne.

Summer Court

Members 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.
  • Heroic Willpower: One of the abilities granted by their Mantle is to increase the bonus they get when spending Willpower to boost their Strength-related actions.
  • Light 'em Up: Many powers granted by the Contracts of Eternal Summer are light-based, including irradiating themselves with light, generating light to reveal hidden or disguised supernaturals, and creating a beam of white-hot sunlight to sear their enemies.
  • Made of Iron: Their Mantle can grant them natural armor, effectively making them more resilient to attacks. At higher level, it also grants them one additional dot of Health.
  • The Power of the Sun: Comes with their Summer theme. The Light 'em Up abilities mentioned above work by generating sunlight.
  • Playing with Fire: Downplayed; Eternal Summer doesn't grant the ability to control fire itself (that's under the Contracts of Elements' juridiction), but it does allow them to control heat and sunlight, which is pretty close.
  • 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 Thunder

The King of Eternal Summer of the Miami Freehold.

Deathless Ivan

Grandfather Thunder's bodyguard.

Autumn Court

The 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 faerie 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.
  • I Know What You Fear: The very first ability granted by Fleeting Autumn is to sense someone's fear.
  • Occult Detective: They focus primarily on studying and using anything occult, including Fae magic, but also the other types of supernaturals. In general, the powers granted by their Mantle enhance their Occult and investigation skills regarding the supernatural, making them fitted for this role.
  • Plague Master: Eternal Autumn grant the power to use the withering effect of Autumn to inflict magical sickness to plants and living beings.
  • Weather Manipulation: One of the powers of Eternal Autumn is to conjure a dangerous hailstorm, potentially out of clear skies.
  • Your Worst Nightmare: Fleeting Autumn can be used to assume the appearance of someone's greatest fear.


The Autumn Monarch of the Miami Freehold.


An influential member of the Miami Autumn Court.

Tom Hood

The previous leader of the Miami Autumn Court and the founder of the Seasonal Courts in Miami.

Winter Court

If 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.
  • Beneath Notice: Members of the Winter Court are encouraged to be as subtle and normal as possible in their daily life, so they can avoid getting unwanted attention. They usually put a lot of effort in blending in.
  • Masquerade: They put a lot of effort into maintaining one for the Changelings, covering up any evidence left behind that might allow True Fae to track them down.
  • The Spymaster: They specialize in a lot of practices typically used by spies, such as speaking in codes, leaving messages for each other that strangers cannot understand, keeping multiple homes which they regularly switch between, investing in advanced security systems and building secret rooms. The Cold War played a major role in helping them master these techniques.
  • The So-Called Coward: Because of their habit to constantly hide and evade problems rather than solve them, members of the Winter Court frequently are perceived as cowards by their peers. This reputation isn't entirely deserved— it takes courage for Changelings to divorce themselves from their fae side and try their best to have a normal life. Moreover, they make for spectacularly good spies and assassins.
  • Stealth Expert: Their members are really good at not being seen. Their Mantle primarily enhance their Stealth and Subterfuge skills, or inflict penalties to their opponent when it comes to noticing them.

Jeremiah Sleet

The 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 Llorona

The 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. Their Bulwark is the Mandate of Heaven; each of them holds to a different social role viewed as vital in Confucian thought, and so long as they keep their politics pure and functioning, the grace of the Celestial Bureaucracy forbids the True Fae from menacing them-which became a major problem in the Three Kingdoms period, when even the mortal government was disintegrating.

North Court

The 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 Court

The 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 Court

The 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.

Dark Eras introduces a different version, the Court of Rebellion. The meek and downtrodden who have overcome their lowly station and become rebels and philosophers, chosen by the Mandate of Heaven to force corrupt authority into its proper and just shape.

West Court

The 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 Court

The 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 Court

The 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 Court

The 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 Court

The 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 among 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 Parliament 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-advisers to the freeholds, in order to stave off their growing madness.


     The True Fae 
The 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 cruel and unable to relate to humans.
    • a way that makes them even more twisted in 2E. As it turns out, the majority of Gentry would rather just happily play their Legends in Arcadia. The Keepers are the ones who decide that what they really want is to possess lesser things than themselves and torment them.
  • 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. They are the main reason no Changeling in his right mind would ever want to go back to Arcadia.
  • Eldritch Abomination: What they really are in essence. True Fae have no consistent 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.
    • In fact, 2E reveals that they can't really comprehend anything; the lack of Clarity in character terms means they aren't capable of understanding anything outside of the web of Pledges and Contracts that is their power. They twist the truth to fit their whims, but when they can't do that, they're utterly lost.
  • 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 on 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: While True Fae are otherwise Nigh Invulnerable, Cold Iron is the single thing capable of inflicting them Aggravated damages.
  • Nigh Invulnerable: In 1E, True Fae flat-out No Selled Bashing damages and had a Healing Factor allowing them to heal lethal damages, while Cold Iron was the single thing capable of inflicting them Aggravated damages. In 2e, they now No-Sell both bashing and lethal damages as long as it wasn't inflicted by their Frailties.
  • Our Fairies Are Different: They are borderline Eldritch Abominations from another realm named Arcadia, who embody The Fair Folk.
  • Took a Level in Kindness: Very downplayed; while 1E described them as all being psychotic bastards with an alien sense of morality who enjoyed kidnapping Changelings, 2E clarifies that only a minority of them enjoy doing this; the wide majority of the species is happy with staying in Arcadia minding their own business. They are still chaotic beings with a major case of Blue and Orange Morality who would never qualify as good by human standards, but they are slightly less bad than they were in 1E.
  • Viral Transformation: Not the only means for them to reproduce, but Changelings who become sufficiently powerful and amoral usually are at great risk of becoming True Fae themselves.

     The Huntsmen 
The True Fae's chief agents, introduced in 2E. The original inhabitants of Arcadia, Huntsmen were non-Keeper fae who were enslaved by the Keepers and had their very hearts torn out, replacing the hollow shell with a Title that forces the Huntsman to obey the Title's proper owner. Summoned whenever a member of the Gentry wishes to recover something (typically a Changeling) lost on Earth, the Huntsmen are created by merging one of Arcadia's ancestral spirits of the hunt with raw material of the realm. Since this is unnatural for them, this results in them being in a constant state of pain and anger, which they hate; they aspire to be unmade and return to the way they used to be— something their master will only grant them if they bring back a Changeling. That being said, they don't actually like the True Fae either, and sometimes, a changeling finds them in a rebellious mood...
  • And I Must Scream: The reason they are trying to capture Changelings is because existence is this to them; a True Fae created them by enforcing a Contract to force them into a physical form and removing their hearts, which is just not natural for them, and the only way they can return back to normal is by bringing back a Changeling.
  • Anti-True Sight: Aside from the one Glamour Failure mentioned below, Huntsmen are impossible to detect by any means while disguised; their shapeshifting fools even magic means of detection.
  • Axe-Crazy: A different kind than the True Fae. While True Fae are insane and psychotic in a Blue and Orange Morality sense, Huntsmen are so because they are in a perpetual state of pain and anger, making them hate the world around them and especially the Changelings who are responsible for their current state.
  • Beyond the Impossible: They are the only being in the setting who can create bonds that effectively nullify the Changelings' Escape Artist ability.
  • Cast from Lifespan: Zig-zagged; Their signature shapeshifting ability, as well as most of their powers, are fueled by Yearning, the very energy that gives them life and mobility. They have to sacrifice a bit of it whenever they use them, and running out of it means they are banished back to Arcadia. Unfortunately for both themselves and Changelings, so long as they are missing their Hearts, they will reconstitute in the Hedge and pick up right where thru left off.
  • Death Seeker: As noted above, they are trying to capture Changelings because this is the only way they can truly end their current existence.
  • Genius Bruiser: While not all Huntsmen are that strong, they do have the ability to assume powerful form through their shapeshifting, effectively meaning they can easily become powerhouses. But what is truly dangerous about them is that they tend to rely primarily on their smart and guile rather than raw strength.
  • Glamour Failure: No matter which form they take, their inhuman feature is always incorporated somehow, albeit in an usually subtle way. For example, a horned huntman who turn into a painting will have the painting depicting a hunt led by a goatman.
  • Healing Factor: Downplayed; they have a spectacular one allowing to heal all their lethal and bashing damages at once, but this cost them 1 Yearning, and Aggavated is even harder to heal, as it cost 1 Yearning per damage and still take one night. As such, they usually try to not abuse it, instead using their shapeshifting to assume taller, more resilient forms.
  • 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 and fighting them directly, meaning the Lost will have to deal with them a lot more often than they will have to with the Gentry.
  • Immortal Assassin: If you kill, but do not unmake, a Huntsman, he'll be back in two weeks.
  • Manipulative Bastard: The wide majority of Changelings are paranoid wrecks desperate to avoid returning to Arcadia and barely trusting each other without the help of Pledges. Huntsmen know this, and they exploit the heck out of it, be it by invoking Paranoia Fuel through their shapeshifting or by turning them against each other with Tokens of Reprieve.
  • Mistreatment-Induced Betrayal: Their very existence is motive for one, as soon as the More Than Mind Control is broken.
  • More Than Mind Control: The Title replacing their hearts makes them view their quarry the same way their Keeper master does-notably, in the Hedge, their hearts start fighting against the Title's influence and makes them more prone to self-doubt and empathy.
  • Order Versus Chaos: They're the Order-everything Arcadia was before the Gentry took it over was based on rules and the natural order of things. Keepers exploit this by making them view changelings as violations in the natural order of master and servant.
  • Pragmatic Villainy: Exploited by the Changeling Courts; each of them has an "Approach" dictating Huntsmen must fight their members on specific terms that give the Lost a winning chance. Technically speaking, Huntsmen are not obligated to respect these Approaches, but they usually do, because the Courts intentionally designed them to grant 1 point of Yearning when respected, making it the only way Huntsmen can replenish their power.
  • Punch-Clock Villain: Played with. They hate changelings, but are perfectly aware that's largely because of the Titles replacing their hearts. A Huntsman who has gotten her heart back from a changeling is very likely to turn on their former master.
  • Red Right Hand: All Hunters look almost perfectly human, with only one defining, inhuman feature such as horns, a tentacle as a leg, claws on one hand, and so on. Said feature always appears in some form no matter which form they take.
  • Slave Mooks: Deconstructed. The Arcadian natives who became the Huntsmen hate the True Fae for their abuse, and only serve because the heart removal trick forces them to agree with their master. The moment that's broken, they promptly rebel, at the very least going home, and at the most it's been hinted they have fallen in love with their former quarry at least once.
  • Shapeshifter: One of their most well-known powers is the ability to perfectly mimic other people or objects.
  • Soul Jar: Unwillingly-a Keeper hides a Huntsman's heart in some hapless mortal's dream, and so long as the heart exists, so shall the Huntsman. They'd really prefer to have it back, though.


Whenever the True Fae takes someone to Arcadia to make them Changeling, they usually leave behind a quickly-built duplicate, made from part of the future Changeling's shadow as well as various materials. Said duplicates, called Fetches, then live the lives their counterparts should have had, often not even realizing they are mere copies.

  • Anti-Villain: Calling them "evil" frankly is kind of a stretch most of the time, as the large majority of them don't even realize they are mere duplicates left by the Fae to replace people. They honest to God believe they are the real deal, making it easy to sympathize with them when Changelings come to kill them and reclaim their life. In a way, they are as much victims of the Fae's cruelty as the Lost.
  • Clone Degeneration: It seems to be a basic trait of whatever magic creates fetches that they always lost a personality trait of their original. Well-made fetches downplay or subvert this, losing things like a nervous tic, a taste in musical genres, or alchoholism.
  • Divergent Character Evolution: A frequent in-universe occurrence; while Fetches start out as identical to the people they are based on when created, the fact the two end up living completely different lives, plus the occasional change of personality due to flaws in replicating the original, means they will frequently end up evolving in a completely different way. By the time the Changeling comes back, his Fetch frequently has become another person entirely, which becomes problematic if the Changeling wants to reclaim his old life.
  • Doppelgänger: Their core concept; they are copies of the Changelings' human selves created by the True Fae to replace them.
  • Evil Counterpart: Played with; some Fetches do end up complete sociopaths and evil, but most of the time they don't even realize they are copies. Many actually prove better people than the ones they replaced.
  • Kill and Replace: Inverted; the first thing many Changelings try upon getting back home is to kill their Fetch so they can return to their old life. It's far from easy however, as frequently the Fetch has been living their life for years by this point, and since time isn't the same in Arcadia might not even have the same age anymore.
  • Split-Personality Merge: A common belief among Changelings is that Fetches actually are made with part of their soul, and that if a Changeling and his Fetch grow to truly understand and empathize with one another, they might reunite and merge, allowing the Changeling to recover his entire soul. How true this belief is is left up to the Storyteller.
  • This Was His True Form: A non-shapeshifter example; Fetches are built by True Fae using scraps and a bit of the Changeling's shadow. When killed, they revert to exactly what they originally were— a pile of scraps.
  • Tomato in the Mirror: From their perspective. Fetches usually start out not aware of their nature, so when a Doppelgänger comes out of nowhere to attack them with magic powers, it sometimes ends up as a shock to learn that said twin is the real one and they are the fake.

Introduced in 2E, the Fae-Touched are humans connected to Changelings (usually friends or relatives) who shared a strong promise with them before they were taken by the Fae. Thanks to the kidnapping, they were unable to fulfill said promise, resulting in the Wyrd bouding them to the Changelings through it, and eventually causing them to find access to the Hedge, then enter it in an attempt to find their lost comrads. While they never went to Arcadia, and as such do not have Kiths, they do eventually develop a Seeming (albeit without a Mien) and a weaker ability for Fae magic.

  • Addictive Magic: In this case, the Hedge itself is addictive to them; whenever they find an opportunity to go inside the Hedge, they have a very hard time not taking it.
  • Blessed with Suck: Fae-Touched only share a weaker version of the Changelings' powers, and this comes with much more drawbacks, including an addiction to travelling to the Hedge, horrible dreams, and a shortened lifespan due to their body not adapting to the Wyrd.
  • I Gave My Word: The Wyrd pushes them into this direction, causing them to risk themselves inside the hell that is the Hedge just so they can fulfill the promise they made.
  • I Will Find You: Their entire motivation; they are trying to find the ones the Fae took away from them, and are willing to do everything to do it.
  • The Promise: Invoked; Fae-Touched are created when someone made a promise to someone that he couldn't fulfill due to the other party being kidnapped and turned into a Changeling, resulting in the one who made the oath being bound by his promise through the Wyrd, and urging him to follow I Gave My Word.

A general term used to design all the strange creatures native from the Hedge. These include many things, from dangerous animals to mischevious tricksters and goblin merchants.

  • Our Goblins Are Different: In that case, the term "Hobgoblin" just covers all the creatures living inside the Hedge, both sentient and non-sentient.