Changeling: The Lost: Difference between revisions

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[[File:CtL3 6694.jpg|frame|When [[Karma Meter|morality]] and [[Sanity Meter|reality]] fall apart, [[Loss of Identity|so do you]].]]
 
 
The successor to ''[[Changeling: The Dreaming]]'' and fifth of the [[New World of Darkness]] games, following ''[[Vampire: The Requiem|Vampire]]'', ''[[Werewolf: The Forsaken|Werewolf]]'', ''[[Mage: The Awakening|Mage]]'' and ''[[Promethean: The Created|Promethean]]''. Player characters are Changelings, humans who were stolen from their lives by the [[The Fair Folk|True Fae]] of Arcadia and kept as slaves or servants. Changelings are no longer entirely human, having been tormented in positively [[H.P. Lovecraft|Lovecraftian]] ways until they were broken in either body, mind, soul, or all of the above, and then rebuilt according to the True Fae's whims. The player characters, and many non-player character Changelings, are those who managed to fight, sneak, run, or trick their way back to freedom and the mortal world, but even when they return they bear the scars of their experience. Their very bodies have been changed into inhuman shapes. Their eyes have been opened so that they can see the truth of things, but they are also beset by hallucinations and tricks of perception. Worst of all is the constant, nagging worry: ''what if I never escaped? What if this is all a trick... or if I was '''allowed''' to leave?''
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Changeling was the second "limited cycle" game after Promethean, with a set number of sourcebooks, but proved popular enough that the line got extended for a few more books. The original five sourcebooks shared the same "seasonal" motif as the Changelings themselves: ''Rites of Spring'' gives more details regarding the specifics of Changeling life, the Hedge, and Fae magic, ''Lords of Summer'' elaborates on each seasonal Court, its place in a Freehold, and the noble Entitlements Changelings can join, ''Autumn Nightmares'' gives specifics on enemies and antagonists a Changeling might face, ''Winter Masques'' describes the Seemings and Kiths in more detail, as well as listing new potential Kiths and Courts from around the globe, and ''Equinox Road'' gives rules for high-powered and endgame play, including the dread truth behind the origins of the True Fae. The secondary sourcebooks were ''Swords at Dawn,'' which gives examples of change, [[Narrative Causality]], and war amongst Changelings, ''Dancers in the Dusk,'' which describes endings, dreams, nightmares and fate, and ''Grim Fears,'' part of the Night Horrors mini-line of World of Darkness antagonists, focused on Fae-themed monsters and enemies.
 
There have also been some PDF supplements: a set of ''Ready-Made PCs'', ''Goblin Markets'', a guide to those strange, peculiar markets where virtually anything is for sale, if you're willing to pay the price, and ''Victorian Lost'', exploring changelings in [[Victorian Britain]].
 
== The various [[Splat]]s of Changeling are as follows ==
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* ''Spring Court'' - After being twisted and stunted by the Gentry for so long, Changelings should have the ability to grow again. The Antler Crown is all about growth, healing, and rejuvenation. They dive into life, often developing a strong presence in the mortal world. Their court emotion is Desire. Variants include Short Spring<ref>Like the land itself, the Changelings grow swift and verdant, but tend to be fickle and indecisive. The Growing Season Court is about the time of greenery outpouring, fast rains, animals breeding. Their court emotion is Desire's shade: Lust.</ref> and Whirlwind Spring<ref>These Changelings allow their desires to run rampant, dark and mad urges and whims dragging them unpredictably here and there. This utter lack of control makes them mavericks, and they are often outside the court system proper.</ref>
* ''Summer Court'' - If the Gentry return, we'll be ready. The Iron Spear is focused on martial prowess and strength (or skill) in general, and often stands as the freehold's army. The ranks of Summer also include generals, scouts, and even the occasional diplomat or lawyer. Their court emotion is Wrath. Variants include the Dry Season<ref>Summer is a time of brittleness, dryness, bitterness, cracking. These Changelings explode into frenzies of hate and wrath at unpredictable intervals that can scour those who oppose them like a roaring conflagration. Their court emotion is Rage.</ref> and the Monsoon Season<ref>Revenge is not a dish to serve cold, but piping hot, fresh and ''bloody''. These Changelings clamor and howl vindication of broken hearts and betrayed pledges -- their wrath is personal to them. ''Always''. Their court emotion is Sanguine.</ref>
* ''Autumn Court'' - The best way to beat the Gentry is to understand how they work. The Leaden Mirror consists of occultists, Hedge wanderers, and sorcerers. They learn and develop powerful Contracts, catalogue the weaknesses of the True Fae, and even study the other strange denizens of the [[New World of Darkness]]. Their court emotion is Fear.
* ''Winter Court'' - We drew the attention of the Gentry once, and we sure as hell won't do it again. The Silent Arrow deals in stealth, secrets, and obfuscation, with the main goal of keeping the Lost safe by keeping them secret. Members serve as spies or scouts and often create safe houses for others of their Court or Freehold. Their court emotion is Sorrow. One variant is the Dead Season.<ref>in the depths of the Long Winter, sorrow and grief lose all of their passion, becoming so deep and all-consuming that one can barely muster any emotion at all. The court emotion of these tundra-like Changelings is Despair.</ref>
 
'''The Directional Courts''' - Wide portions of Asia, including Japan, China, and surrounding countries, follow this system, which divides the Freehold into quarters, each ruled by an Emperor.
 
* ''North Court'' - The best way to resist the depredations of the Gentry is to guard one's self against the burdens of the world. The Court of the Tortoise consists of ascetics and disciplined scholars who expose themselves to pain and exposure, believing that the Others won't take them again if the courtiers have nothing to lose. Their court emotion is Suffering.
* ''East Court'' - The best way to shore one's self against the Gentry is to build power and influence. Businessmen and manipulators, the Court of the Serpent uses wealth and notoriety to maintain their kingdoms. Courtiers often develop sprawling webs of influence and status. Their court emotion is Envy.
* ''South Court'' - The Gentry opened our mind to new senses, and the best way to adapt is to lose yourself in them. Artists and Ecstatics, the Court of the Phoenix throws itself into its interests with passions unmatched by others. They believe that the strength of their emotion grants them power with which to defend against the Others. Their court emotion is Ecstasy.
* ''West Court'' - We will stand against the Gentry and protect the others of the freehold at all costs. Warriors and generals, the Court of the Tiger stands firm against all threats. Unlike the less controlled Summer court, the West Court tends toward rigid, almost obsessive discipline. Their court emotion is Honor.
 
'''The Diurnal Courts''' - Followed in areas of Eastern Europe, this system changes power at twilight and focuses on balance and equal opposition, each court seeking to overcome and undo the works of the other.
 
* ''Day Court'' - One must stand against the sins of the world and serve as a beacon to others. The Court of the Sun is dedicated to serving as paladins, priests, and moral figures to the rest of the freehold. Much as the Others cannot understand the sharing of power, they say, They cannot understand true virtue, and so living virtuously offers a defense. Their court emotion is Shame.
* ''Night Court'' - The world is a sinful place, and sin can give you strength. The Court of the Moon consists of malcontents, criminals and radicals who deal in vice and laugh in the face of unyielding righteousness. After having been controlled by their Keepers, Moon Courtiers refuse to allow society to dictate their actions. Their court emotion is Disgust.
 
'''Other Courts''' - Some freeholds follow court systems even more obscure than those listed above. The Dawn and Dusk courts, for example, change power depending on the whims of fate and the welfare of the Freehold itself.
 
* ''Dawn Court'' - There's always the chance things will change, if you're willing to sacrifice, and things can always get better. The Court of the Dawn is made up of visionaries, martyrs, and others who believe that with hard work and change, things can improve. Their court emotion is Hope.
* ''Dusk Court'' - Everything's going to Hell in a hand-basket - the Freehold, the world, everything. 'Course, that just means you've got to work, fight, and party like it's your last day alive, 'cuz, heck, it probably is. Dusk Courtiers are warriors, seers, and others with the strength to accept that a dark fate was coming but face it nonetheless. Their court emotion is Fatalism.
 
'''Terminology, with translations:''' Every ''Changeling'' (Character) was once a perfectly normal (or at most mildly exceptional) human taken by one of the True Fae, enduring a ''Durance'' (length of time) in Arcadia, and frequently replaced by a ''Fetch'' (almost-twin) created by their True Fae abductor to fill their place in the real world. Surviving in Arcadia shapes the abducted into a member of one of six ''Seemings,'' (races) probably with an associated ''Kith'' (sub-race). Once they have returned, most Changelings choose to join a ''Court'' (class) of like-minded Changelings, which gives the Changeling extra power and an infrastructure to draw upon. Changelings enact powers known as ''Contracts'' (spells), which represent clauses in ancient deals brokered between the Fae and aspects of reality itself. A city full of Changelings is known as a ''Freehold'' generally made up of one or more ''Motleys'' (parties), small groups of allied Changelings. Some Changelings further join an ''Entitlement'' (prestige class) for more power, allies, or what have you.
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{{tropelist}}
=== This game features examples of ===
 
* [[A God Am I]]: Or so say the members of the entitlement known as The Lost Pantheon. And considering the fact that they get more perceptive and long-lived the more delusional they get, they can derive Glamour from being worshiped, and they get bonuses versus the True Fae and their servants, well, they ''may'' have a point.
* [[Alien Abduction]]: Some of the True Fae are said to be the source of modern-day abduction myths, bearing the grey skin, bulbous heads, and almond-shaped eyes of the mythical extraterrestrial Greys.
** In a way, those who believe folks are being abducted by aliens are ''right,'' except that rather than being extraterrestrial, they're extradimensional. And magic.
*** And to confuse the issue, it's ''also'' stated that the True Fae are idea thieves, meaning that they didn't come up with the [[The Greys]] image themselves (hell, there's a [[Mage: The Awakening]] version that has them as mortal cryptids, completely unrelated to Fae)...and that some disappearances have nothing to do with the Gentry.
* [[All Myths Are True]]: Somewhat exists in the game. The True Fae take on the forms of the deities of various religions, but it's ST fiat as to whether or not they ''are'' indeed those same deities.
** ''Winter Masques'' gives a variety of kiths based on myths and monsters from around the world, playing off this trope. From Hindu lore comes the ''Gandharva'' (Fairest), ''Daitya'' (Ogre), ''Apsaras'' (Elemental) and the ''Pishacha'' (Darkling). American Indian stories give rise to the ''Coyote'' and ''Ask-wee-da-eed'' kiths of Beasts and Elementals. The ''Weisse Frau'' (Fairest) and ''Nix'' (Beast) are both Germanic in origin. Italy gives the Wizened the ''Pamarindo'' kith. Norway, Iceland, Switzerland and Scandavinian stories of ''Trolls'' (Ogre), ''Thussers'' (Wizened), ''Illes'' (Darkling) and ''Skogsra'' (Darkling) take a life of their own beyond the Hedge. The ''Di-cang'' is an Elemental kith based on Buddhist lore, while the ''Oni'' is a Japanese version of the Ogre. Even more modern cultures aren't immune, with Wizened who bear the kith of the ''Gremlin''... and of course there's classics like Beasts of the ''Chimera'' kith and Fairest who represent the ''Succubus and Incubus''.
* [[Alternative Character Interpretation]]: all courts, seemings, and entitlements have a official character traits and several official alternative character traits in universe.
* [[And I Must Scream]]: Many of the uses your character were put to by a Keeper may fall into this trope. Best not to think too hard about the details.
* [[And Then John Was a Zombie]]: As noted elsewhere on this page, {{spoiler|high-Wyrd and low-Clarity Changelings sometimes find themselves called to return to Arcadia, there to become True Fae themselves.}}
** There's also a very subtle implication: {{spoiler|the True Fae occupy themselves by making up fictional characters, settings, and items, and then enacting stories with them for their own amusement. Remind you of anyone?}}
* [[Angst? What Angst?]]: Attempted (to varying degrees of success or failure) by the Spring Court.
** Some Autumn Courtiers as well...
* [[Anti-Magic]]: One of the multiple in-universe theories about why [[Cold Iron]] harms the True Fae is that it is literally the most non-magical substance on earth, and is therefore anathema to Fae magic.
* [[Appearance Is in the Eye of the Beholder]]: This is the benefit of the Romancer Kith of the Fairest. They always look like the beholder's ideal of beauty.
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* [[Beast and Beauty]]: It's even a stereotype that Ogres ''really'' like the Fairest. The Fairest usually don't reciprocate these feelings, but it happens. Generally though the Ogre will merely be strung along and serve as dumb muscle.
* [[Beast Man]]: The Beast seeming.
* [[Be Careful What You Say]]—Changeling: the Lost is full of this trope, most explicitly in the ability for Changelings (and Gentry) to bind ANYTHING you say as a magically enforced Pledge as long as it's phrased in a way that can be taken as a statement of intent. Most of the subtropes end up being used by players and storytellers, too. _Pledges are not all bad, has successfully filling one comes with some benefits, which usually manifest has a boost to your [[Mana Meter|Glamour]], though stranger things are possible.
** Of course, if a Changeling tries to do that without the direct consent of the one with whom they're making the pledge, (IE Tricking them into making one) you get the benefits, and also a nasty loss of [[Karma Meter|Clarity]] for doing something so much like one of the True Fae would do. It's stated that a good number of Changelings get dragged to Arcadia in the first place by the True Fae pulling this kind of trick, so it's not too surprising that Changelings frown upon it.
*** It's not uncommon for Freehold oaths to specifically forbid this. If you trick someone into an unfair or damaging pact, or oathbind another without consent (without a damn good reason)? [[Fate Worse Than Death|Enjoy getting kicked out into the Hedge alone, without resources... Dick]].
* [[Being Tortured Makes You Evil]]: Not universally, but many Changelings turn around and become abusers in their own right. {{spoiler|And some [[He Who Fights Monsters|go even further than that...]]}}
* [[The Blank]]: A version of the Noppera-bo feature as inhabitants of the Hedge.
* [[Blessed with Suck]]: Okay, some of the powers they have are pretty darn cool. But what they had to go through to get them is most decidedly ''not.''
* [[Blood Brothers]]: Some Motleys form like this. Groups of changelings [[Magically-Binding Contract|swear an oath on the Wyrd]] to come together for a common purpose, and usually gain mechanical benefits related to that area on the condition that they stand up for one another and don't flag in their pursuit.
* [[Blood Magic]]: Some Tokens, magical items infused by the power of Faerie, require a tithe of blood to fulfill their Catch. Notable is the Pledge Stone, which requires the sacrifice of a finger or ''tongue.''
* [[Blue and Orange Morality]]: The Keepers.
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* [[City of Adventure]]: Miami.
* [[Clone Degeneration]]: The Fetch which the Fae leaves behind in a Changeling's place is often somewhat... off from the original, even before its original returns. This often manifests as a tendency toward psychopathy. It's not fun. And just to prove that White Wolf is evil, the missing trait can be a personality ''flaw'' as well. Still want to slaughter the guy to take your life back, [[Jerkass]]?
* [[Cold Iron]]: The specific [[Weaksauce Weakness|vulnerability]] of the True Fae. The actual game definition of what qualifies as [[Cold Iron]] is somewhat inconsistent from sourcebook to sourcebook, but generally boils down into two types: one, any iron which is pure enough to be called "iron" (as opposed to steel or any other alloy), and two, iron which has never been heated by the hands of man (which, since [[Did Not Do the Research|turning iron ore into useable iron in the first place requires heat]], pretty much limits this to [[Thunderbolt Iron]] by definition.)
* [[Combo-Platter Powers]]: Like the Fae, changelings can have Contracts with almost anything, and are thus very, very inclined to this trope. A character might be able to talk to dogs, remain comfortable in any temperature, enhance her performance skills, seem to be a celebrity, and interrogate the landscape of a parallel dimension. When you bring in [[Dangerous Forbidden Technique|goblin contracts]], the platter can get really overloaded.
** Point in fact, the mechanics of the game ''itself'' tend to encourage this, as Changelings pay less to purchase/upgrade their "affinity" power sets than any other denizen in the World of Darkness, and have far, ''far'' more of them as well—a vampire has affinity to three Disciplines (four if of a Bloodline), but a Changeling has Affinity to nearly every type of Contract except the specialty Contracts of other Courts and Seemings.
*** Considering how outright weird most contracts are, you kind of need a lot of them to have even a shot at having one useful for a current situation.
* [[Comes Great Insanity]]: Oh so much.
* [[Compelling Voice]]: There are Kiths, Merits, and Contracts all out there to represent this archetypal Fae power.
* [[Cooking Duel]]: Duels among the Lost aren't always decided via combat. ''Swords at Dawn'' details the various types of duels the Courts use to resolve disputes, split along lines of Physical, Mental, Social, and Mystical. Sure, two members of the martial Summer Court could engage in a fist-fight to first blood... but they could also easily decide on a duel where each argues a case before an impartial judge and tries to make the best argument. There are examples given of duels by oratory, drinking contests, and even a trial by artistic creation - ''to the death''.
* [[Cool Old Guy]]: The hobgoblin Billy Birch is ''the'' [[Cool Old Guy]], the undisputed oldest denizen of the Hedge. He is frighteningly powerful when he gets angry, and even the True Fae know better than to mess with him.
* [[Corrupt Corporate Executive]]: It doesn't get much more corrupt than Baron Fairweather, a True Fae ''[[Anthropomorphic Personification|personifying capitalist greed.]]''
* [[Creative Sterility]]: The True Fae are incapable of bearing children, creating art, or even feeling like humans feel. Changelings are better off, but still suffer from very low (almost nil) biological fertility. There is also some flavor regarding making items through magic, or using luck magic to succeed at a creative task, which always seems less good than work done mundanely.
** Fetches, by default, can't have children because they're nothing but pale imitations of human life. ''Autumn Nightmares'' offers the possibility that they can have a child if they [[Power of Love|truly love the human they're courting]] and [[Achievements in Ignorance|don't know that their pretense of humanity is a lie]]. They produce either [[Creepy Child]]ren, [[Enfant Terrible|Enfantes Terrible]], or both.
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** The Auroch's Horn is a blood-spattered [[Exactly What It Says on the Tin|auroch horn]] that mysteriously appears at the doorstep of a freehold with a note tied to it signed: From Faerie. Any changeling from that freehold can sound the horn, which [[Villainous Rescue|summons their Keeper, flanked by two briarwolves, to fight tooth-and-nail on the changeling's side]]. In return, the Keeper gains physical bonuses against the changeling who summoned it, the permission to enter the world freely and the ability to [[Paranoia Fuel|always know where every changeling in the freehold is]]. If that wasn't bad enough, seven children will vanish from their beds on that night, taken to Arcadia, as payment. Oh, and the horn [[Clingy MacGuffin|appears on the freehold's doorstep, note and all, if it is ever destroyed or given away]].
*** The only real means of using this without screwing you over utterly is to invoke the Horn against an enemy you cannot possibly defeat on your own...who has a pretty good chance of killing your Keeper {{Spoiler| Of course, that may just only be one part of them...Use it carefully}}
* [[Darker and Edgier]]: So much compared to the predecessor.
* [[Dark Is Not Evil]]: Members of the Darkling Kith tend to be ugly, creepy, or both, and have a definite bond with darkness and night. That said, they're no more likely to be evil or crazy than any other Changelings.
* [[Deadly Decadent Court]] / [[A Fete Worse Than Death]]: Any gathering of the True Fae. Many Freeholds descend into this, as well.
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* [[Did We Just Have Tea with Cthulhu?]]: The True Fae are incomprehensible. One time a Changeling encounters his True Fae keeper, it might hunt him down to recapture him or torture his closest friend. The next time it might just pat him on the head and offer him a chocolate-chip-and-maggot cookie.
* [[Did You Just Punch Out Cthulhu?]]: Some Changelings ''do'' manage, by cunning, strength, or both, to defeat (or even destroy) their True Fae master. This is easier in the mortal world, as Fae are weakened while in the Real, but it's technically possible even in Faerie - just very, ''very'' difficult.
** Of course, {{spoiler|Odds are, [[Fighting a Shadow|that was only part of him.]] And the rest is probably ''pissed''}}
*** Or worse: {{spoiler|[[JustAll According Asto PlannedPlan|laughing.]]}}
* [[Did You Just Scam Cthulhu?]]: A method of dealing with the True Fae that is ''slightly'' less likely to end in death or capture than all-out battle. Some Changelings manage to escape captivity by catching their Keepers in pledges or obscure oaths. Caution is advised, though, as the Fae have had millenia to practice that sort of scheming.
** There exists an Entitlement, the Legacy of the Black Apple, that exists in part to do exactly this. Officially tasked with negotiating with Fae invaders to get Them to leave without kidnapping anybody, Legates are more than happy to oathbind a Fae so that it ''can't'' kidnap anybody, even if it wants to. This is a '''''very dangerous job.'''''
*** Though there's also a rumor saying that the Legacy of the Black Apple is just a front for Loyalists...
*** Of course, rumors in the book are to be taken with a grain of salt (they're in-character pieces, and changelings are prone to [[Did Not Do the Research|assume things without all - or any - of the facts)]]. Said rumor sidebar also claims they lose [[Power At a Price|bits of themselves due to their abilities]], which is simply not true.
** A specific example would be Jack o' The Lantern (yes, ''[[Public Domain Character|that]]'' Jack) who was banned from Hell - ie, Arcadia - not because his Keeper was afraid of getting scammed again, but because he tricked the greedy Fae into believing there was a (non-existent) treasure only her was capable of getting. He [[The Stoic|lost some of his emotions in the process]], but for his part, he could not care less he's stuck on Earth.
* [[Different As Night and Day]]: Essentially, any given opposing pair of Courts For example, ''Lords of Summer'' details the war practices of the Seasonal Courts. [[Let's Fight Like Gentlemen|The Summer Court]] has a short list of things that are off limits—tactics designed to harm a changeling's [[Sanity Meter|Clarity]] or [[Even Evil Has Loved Ones|family]] are high up on that list. Meanwhile, [[Combat Pragmatist|the Winter Court]] practically uses that same list as ''priority targets''—they don't declare war so much as [[Curb Stomp Battle|end it.]]
* [[Dream Land]]: The Skein. Made of the collective dreams of all sleepers, a Changeling can travel into any dream he can find just by finding a door into the Skein and walking down its tangled roads.
* [[Dream People]]: Incubi, ranging from simple "background players" to more aggressive concepts, such as Succubi, Night Hags, and a sentient play that convinces the actors to kill each other in a fit of jealousy.
* [[Dream Weaver]]: Nearly all fae creatures, including the True Fae and Changelings, are capable of this to one degree or another.
* [[Dreaming of Things to Come]]: All changelings possess the innate talent to have oracular dreams as part of their ties to the Wyrd; they just have to realize whether or not a dream really is prophetic before they can act on it. Some Merits, however, allow them to refine this talent, to the point that they can dream of the past or gain beginner's knowledge of any skill or language from the collective unconscious.
* [[Duels Decide Everything]]: Literally, among the True Fae in Arcadia. As reality in that chaotic world only exists by consensual agreement of the Fae who rule it, the results of a duel actually revise reality. Among Changelings, duels don't have the same sort of power, but they're still fairly common methods of making decisions and resolving conflicts.
* [[Dying Dream]]: The Pluto Dreams of the Autumn Court's horoscope. Pluto Dreams are the last dream a person has as they lay dying and their brain shuts down; they're usually filled with revelation, which makes catching one extremely difficult but rather worth while. Of course, some particularly foolhardy Autumn courtiers will attempt to ride a Pluto Dream the "easy" way...
* [[Earn Your Happy Ending]]: Changeling lives tend to either end young and brutally, or in various forms of eternal torment. But like with any dark, terrible story, it leaves all the more potential for happy endings to shine all the brighter.
** Another way to look at it? Yes, you've gone through hell like none of the other [[New World of Darkness|denizens]] can understand, but you were strong enough to escape it. [[Crowning Moment of Awesome|And that's really, really awesome.]]
* [[Eldritch Abomination]]: Many of the True Fae (see above) also verge into this territory.
* [[Eldritch Location]]: Arcadia itself, and the Hedge in many ways.
** And most of the True Fae. Arcadia is weird.
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* [[Elemental Embodiment]]: Members of the aptly-named Elemental seeming. They were transformed into inanimate objects while in Arcadia, and even on their return to the real world they possess elemental features either literal, metaphorical, or both. With the highest levels of the Contracts of the Elements, *any* Changeling can literally turn into a towering flame, stone statue, animated wave, or what have you.
* [[Elemental Powers]]: The aforementioned Contracts of the Elements. Toyed with, in that you can invoke these contracts with esoteric elements not usually in the lists - things like [[Kill It with Fire|fire]], [[An Ice Person|ice]], and [[Blow You Away|wind]] are listed, but so are things such as plastic, hair, glass, or concrete.
** [[Elemental Shapeshifter]]: The highest clause of an Elemental's Contract allows them to transmute into said element, with certain benefits—insubstantial elements (such as fire, air, and lightning) can only be harmed by certain kinds of damage, whereas substantial elements (such as stone or metal) grant heavy armor and physical bonuses.
* [[Emotional Bruiser]]: The Ogre blessing/curse arrangement makes this incredibly easy.
* [[Emotion Eater]]: Changelings (and many other fae creatures) can bask in the emotions of mortals to gain Glamour, the game's [[Mana]] (see below).
* [[Enfant Terrible]]: Fetchspawn. If a Fetch ever manages to have a child with a human, the result might be one of these monstrosities. They have no [[Karma Meter]]. They have no empathy. Most people just assume they're autistic because of their total inability to relate to other human beings on an emotional or social level. They tend to kill things... just because. This is all exacerbated by the fact that their touch automatically opens all doors and springs all locks, they cannot be bound or imprisoned, and people tend to ignore them, so they're able to slip around without notice. They are immune to Changeling powers, and their touch drains the Lost of magical energies. Oh...and did we mention that at the age of 21 they get sucked back into the Hedge, likely to become Gentry themselves?
** [[Subverted Trope|On the other hand]], the other kind of fetch-child, supposedly created when a Fetch who still thinks he's human has biblical study of a person he truly loves is almost always psychologically healthy. They're a little [[Creepy Child|weird]], to be sure, but no more weird then a high-functioning autistic, and they [[The Charmer|get better]] as they near puberty. Unfortunately, they're also a little [[Blessed with Suck]]-their very existence is a key to the [[Eldritch Location|Hedge]], and their blood is supposedly toxic to Fae, meaning they're likely to draw the attention of [[Well-Intentioned Extremist|militants]].
* [[Even Evil Has Standards]]: The True Fae may be pitiless kidnappers and abusers, but they tend to get very, ''very'' angry at anyone - including one of their own - who breaks a sworn promise.
** Not that it stops them from [[Loophole Abuse]]-ing said sworn promises to the fullest, however.
** You do NOT. FUCKING. BREAK. Market Law. Essentially it declares Goblin Markets has a "Safe Zone" If you're in one, nobody is going to fuck with you, even if you run into your Keeper, they can't do jack. You yourself don't have the protection though, its the people selling goods, the second one of them get hurt or any of the other parts of Market Law get violated, you get nailed with a powerful Curse, and every Goblin in the market rushes you and starts beating the everloving SHIT out of you. It says something when even the True Fae don't want to deal with this kind of crap. (Also: Don't even think about shortchanging or god help you STEALING from a Marketeer). It IS possible, if you have goods to offer that the Goblins find useful or interesting to become a Marketeer and gain total and full protection under Market Law, even if they avoid harming anything else, they can't touch you within the confines of market. The caveat is its very difficult to fulfill the criteria to become a Marketeer and if you fuck it up too badly...Well, its not fun to say the least.
* [[Evil Cannot Comprehend Good]]: The True Fae are, by their very nature, utterly sociopathic, incapable of seeing other people as anything other than toys or pets, at best. Their inability to understand humans is literally vital to the True Fae's power. If one ''does'' grow to understand humanity, its power is drastically reduced, and it may very well lose its memories and find itself permanently exiled to the Mortal world. Changelings base their government on sharing power to take advantage of this, because the idea of voluntarily choosing ''not'' to possess all the power throws the True Fae off.
* [[Evil Twin]]: Nearly all Changelings are replaced by a Fetch, a construct made from whatever's lying around, along with a piece of the original's shadow, when taken. This fetch looks and acts exactly (or nearly exactly) like the original, and in many cases believes it ''is'' the original until a creature with its face and wood for skin shows up. Some Fetches still serve the True Fae, or are simply emotionless monsters. Most of them aren't, or at least aren't ''that'' monstrous, which is why killing one dings the [[Karma Meter]] (his [[Tomato in the Mirror|entire life is a lie]], if he discovers the truth of the matter [[The Woobie|he'll be a psychological wreck for the rest of his life]], and you decide to kill him. Enjoy your loss of Clarity, [[You Bastard|asshole]]).
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* [[The Fair Folk]]: Fairly obvious, but used in several ways. Firstly are the True Fae, which are creatures of [[Cosmic Horror|lovecraftian power and alienness]] who abduct humans for their own reasons. Secondly are Hobgoblins, fae creatures from the in-between realm of the hedge which range from plantlike to superhuman. Finally, the player characters themselves have been transformed into fae creatures by their time among the True Fae. [[Word of God]] says that lots of fairy tales about antagonistic faeries were based on the True Fae; tales of benevolent faeries generally recounted the actions of Changelings.
* [[Familiar]]: Changelings (and other fae creatures) sometimes take Hedge Beasts as pet/sidekick/companions. These are Hobgoblins who look exactly like a mortal animal, except that they can speak and have human-level intelligence.
** They can also use Changeling Merits and Contracts. So its entirely possible to have an Ogre based around smashing things to have a Hedgebeast Buddy that's really good at research and packing Wizened contracts.
* [[Fantastic Drug]]: Goblin Fruits in general have the potential to be like this; the corebook even contains a plot hook for a [[Vampire: The Requiem]] crossover in which a goblin fruit called "bloodroot" is being sold on to the local kindred. Bloodroot is harmless to changelings, but to vampires, it's a powerful narcotic—and one they can actually feel wholeheartedly and without needing to use through human blood to enjoy.
* [[Fantastic Fragility]]: Every contract has a catch, and every oath wriggle room. Breaking them is no less catastrophic, though.
** Notably, the True Fae are terrifyingly powerful, but suffer from varying weaknesses that clever changelings can mercilessly exploit. [[Cold Iron]] and [[Evil Cannot Comprehend Good]] being the foremost.
** When a Changeling's Wyrd raises to 6, they start taking fragilities which could range from having to count spilled grains of rice to pain from the sound of church bells.
* [[Fantastic Fruits and Vegetables]]: Goblin Fruits and oddments. What else would you call a blood-flavored orange that heals your wounds, or a chewing-gum-like moss that helps you understand any spoken language?
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* [[Fertile Feet]]: Often occurs long-term behind Fairest of the Flowering kith (with a time-frame of months, rather than moments). Also an appropriate manifestation of Spring Court mantle.
* [[The Fettered]]: Pledgecraft can make these sorts of characters quite powerful indeed.
* [[Fighting a Shadow]]: Equinox Road realizes that the True Fae who come to Earth to kidnap humans are {{spoiler|simply one aspect, or Title, of the greater Fae entity it represents, which might have as many as half a dozen similar Titles. These Titles may manifest as items, swarms of creatures, individual creatures, or ''the entire Fae Realm itself.''}}
** {{spoiler|BUT they don't have unlimited titles. If you take down one of a Keeper's titles, [[Hope Spot|you've significantly weakened the whole creature. This may not sound like much, but Keepers DO end up banished from Faerie occasionally if they loose all of them, or even destroyed]] You CAN fight the mad things from beyond the world, and you CAN have real, meaningful, victories...but boy, oh boy the cost is steep. If you can pull it off at all, expect to have a lot of dead friends, and lost a lot personally...Begging the question...is it worth it?}}
* [[Fisher King]]: Every single True Fae is a god unto their own realm in Faerie, having control over every single aspect of their home, from whether the sky is blue to the conditions as to when a fire will or will not cook a person's food. The Changelings, human slaves abducted to act as servants, have to enter pacts with every element in order to even survive. The world changes according to what a Faerie thinks is entertaining. The True Fae are powerful outside their home realms, but have nowhere near this level of control over other domains.
* [[Fisher Kingdom]]: If the True Fae and their Contracts don't directly alter captives themselves, there's also the fact that they're living in a Faerie domain, eating Faerie food, drinking Faerie water, and doing Faerie work.
* [[Flying Dutchman]]: Jack o' the Lantern, of Grim Fears. Yes, he's ''that'' Jack.
* [[Foe Yay]]: The ''closest'' thing [[The Fair Folk|True Fae]] have to a friend is '''[[Fridge Horror|a sworn enemy.]]'''
* [[Food Chains]]: One of the ways in which a mortal might catch the attention of the True Fae (resulting in kidnap and durance) is by eating food the Fae's claimed as its own. Also, some of the fluff indicates that humans transform into Changelings in Arcadia, in part, by eating the food, drinking the water, and breathing the air.
* [[The Four Gods]]: the Directional Courts of China are patterned off of [[The Four Gods]] and supposedly embody associated values (the North Court is made up of ascetics who use suffering to escape memory of their durance at the hands of [[The Fair Folk]], the East Court values material wealth and draws power from envy, the South Court consists of artists and other creatives who value ecstasy, and the West Court is made up of honor-bound warriors).
** Every area in which the Directional Courts take hold are subject to an unpleasant extra facet - a "Demon's Gate", usually a particularly nasty Trod, somewhere in its northeast. Closing or destroying one just means another one opens elsewhere.
* [[Gadgeteer Genius]]: Many Wizened, especially those with high levels in the contracts of Artifice, Animation, or both.
* [[Gargle Blaster]]: Wizened Brewers get the ability to turn any beverage, whether initially alcoholic or not, into this with the expenditure of a point of Glamour. They're one of the few Wizened kith who are popular at parties.
* [[Genre Savvy]]: Changeling: the Lost characters almost always have at least some, with some being downright experts; the Talecrafting rules are literally a way of making this into an actual magic power.
* [[Gentle Giant]]: Not all ogres are cannibalistic engines of destruction.
* [[Glamour]]: The Fairest's contract of Vainglory does this at high settings.
* [[Glamour Failure]]: Pretty much literally. Everything fae has a Mask, an illusion that makes it appear normal to humans. Some people, and all fae, can see through this Mask, however. In addition, the more powerful a Changeling is, the more likely it is that some of his true nature will bleed through - a bristling beard turns rootlike, an underbite looks like tusks out of the corner of the eye, that sort of thing. Some mortals also have a chance of seeing through the Mask, specifically children, madmen, those under the influence of drugs, and others with "altered" states of mind. Whenever the Changeling is in the Hedge, an otherworld between our world and Arcadia, his true shape is visible to any who are looking. A Changeling can "turn off" his Mask by burning any Glamour remaining in his system for the effect, revealing his true Mein to the world. Finally, Changelings can intentionally allow others to see beyond the Mask by Ensorcelling them, imbuing them with Glamour (usually through a Pledge) so that they can see through the Mask. A Changeling can also use Glamour to strengthen the mask for a few moments against those that are trying to see past it, but even then his shadow will reflect his true face and not the Mask he wears.
* [[Gone Horribly Right]]: The expected result any time a Changeling uses Call the Wild Hunt.
* [[Grimmification]]: The Home Game!!
* [[Growing Up Sucks]]: Arguably inverted in the new Changeling, in which the focus is no longer on keeping your innocence and naivete in a harsh and dark world but rather about finding the way back from the loss of innocence and the pains of life and learning how to put yourself back together and discover what comes next.
* [[Have You Seen My God?]]: One of the example origin stories for the True Fae is based on the Manx interpretation of faeries. True Fae are actually angels whose God has left the universe. Without His guidance, they have gone completely insane.
* [[He Who Fights Monsters]]: Changelings have a dozen ways to become [[Well-Intentioned Extremist|Well Intentioned Extremists]] or [[Knight Templar|Knights Templar]] in their battles against the True Fae. Bridge-Burners try to close down all doors between the real world and the Hedge, despite the utility (verging on necessity) other Changelings find in it. Militia members seek to "enlist" other members into probably-Pyrrhic battles against the Others. Even members of the standard Courts who don't fall in with one of the extremist groups can become oppressors themselves in order to develop power with which to fight or avoid the Others.
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* [[Nightmare Fuel]]: The Scarecrow Ministry works to spread it in order to keep [[Muggles|mortals]] away from the ''real'' monsters.
* [[Horror Hunger]]: Disturbingly common. Not only are there Gristlegrinder Ogres and some Hunterheart Beasts whose teeth and mouths have become deadly weapons and who often spent their Durances chowing down on whatever or whoever they could catch, but some Kiths, such as the Darkling Leechfinger or Ogre Oni, can heal themselves by eating their foes. Any of these could face cannibalistic urges. And this isn't counting those driven to cannibalism through the workings of their steadily-worsening psychosis.
** The Ogre stereotype on Mortals says it all -- ''You're beautiful. On the other hand, [[I'm a Humanitarian|you taste like chicken.]]''
* [[How Do You Like Them Apples?]]: many a goblin fruit. Special mention goes to ''The Apples of War'' from Swords at Dawn—the gold one summons an [[Automaton Horses|Automaton Horse]] and [[Carry a Big Stick]], the Silver one summons [[The Cavalry]] / [[Elite Mooks]], and the Copper one summons a small [[Redshirt Army]].
* [[Horned Humanoid]]: Pretty much any of the Seemings can give a Changeling permanent horns. Elementals of fire, Darklings and certain Fairest might echo the modern conception of the demon or devil - either frightening, alluring, or both. Wizened and ogres might appear similar to horned goblins or trolls. Beasts might be transformed into bulls or rams.
* [[Horny Devils]]: A potent enough archetype to have its own kith in ''Winter Masques''; the Fairest's Succubus kith (called "Incubus" for male changelings with it). The changeling gets a bonus to Social rolls against people with the same Vice as the Incubus (with the bonus increased if the shared vice is Lust) and all of them are blessed with at least a modicum of Striking Looks.
* [[Humanity Ensues]]: Those who were taken and turned into Beasts and Elementals have a hard time adjusting back to being human again. The Beasts have a hard time thinking non-instinctively after being animals for so long, and the Elementals have trouble relating to other people after spending so long as flames or trees.
* [[Humanity Is Infectious]]: In their original state, True Fae are incapable of caring about other beings, or even understanding ''how'' to care for other beings. If the Kindly One actually manages to understand and feel strongly about humanity, in any way, he loses all memory of his true nature and the vast majority of his power, becoming a Charlatan, a Banished Fae.
* [[Humanoid Abomination]]: The True Fae can Mask themselves as humans when in the real world, although there's always some sign of what they really are.
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* [[I Know Your True Name]]: This setting dealing with [[The Fair Folk]] makes this trope inevitable. Both Changelings and Keepers have True Names, with the power gained over the individual in question varying depending on which rulesets are used. Critically, whilst a Changeling can conceivably change their True Name, the True Fae cannot.
* [[Incendiary Exponent]]: Any player with Contracts of the Elements 2 in fire can do this. And it's fairly awesome.
* [[Infallible Babble]]: Very, very averted. The "rumors" side bars on various Entitlements [[You Fail Logic Forever|often make some pretty large leaps of logic]], and sometimes conflict with the actual write-up; ie, just plain wrong. This is [[Lampshaded]] in the writeup for the Ancient and Accepted Order of Bridgemasons, it's pointed out that very few changelings are stupid/paranoid enough to think their handiwork draws the True Fae (if it was, [[Fridge Logic|why haven't it's users been abducted already?]]), but rulers who dislike them are known to [[Malicious Slander|lend credence to the theory]].
* [[Inn Between the Worlds]]: A Hollow can share much in common with this trope - doors in the Real World and the hedge alike... and the doors in the real world don't need to open in the same building, or even the same 'city.''
* [[Insane Equals Violent]]: Averted. It often ''does'', but it's made quite clear in ''Rites of Spring'' that this is a result of the individual changeling's madness, not a loss in Clarity directly. It recommends that changelings who are losing their grip on it be treated with sympathy.
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* [[Instant Expert]]: One of the early Clauses of the Contract of Animation is to give the Changeling who uses it an innate knowledge of how to use a device. Combined with the ability to gain Skill and Merit bonuses through Pledgecraft, or to use a Merit to draw knowledge from the collective dreams of mankind, this means that a Changeling could go from computer illiterate to Googling away in a few moments, and become a fairly serviceable hacker overnight.
* [[Invisible to Normals]]: The Mask, mentioned above essentially fools all five human senses, rendering their mien invisible to the eyes, removing anything clearly supernatural from their voice, muffling any odd scents or tastes, and convincing a human's sense of touch into believing that odd features like fur or horns are simply unaltered skin. Supernatural creatures with special sensory powers can pierce the mask, but it's ''extremely'' difficult.
* [[Invoked Trope]]: The book Swords At Dawn introduces a new mechanic called Talecrafting, which essentially lets canny players spot Tropes in motion (or good places to shoehorn them in) and tweak the Wyrd to cause them to come to pass. Changelings often get the inspirations for this power when they realize that they're, in a sorts, LIVING in a Faerie Tale, as they are Fae creatures. For example, a Changeling loses two huge bets at Vegas, but suddenly realizes that [[Rule of Three|the Third Time's The Charm]] and goes for one last bet, hoping to win it all just like in all the stories. Conversely, the same Changeling might set up events to fool the Wyrd into thinking it should enact the trope, such as using rigged 'failure' dice, intentionally blowing bets, etc. The Wyrd doesn't like it when it catches you doing this, and so inflicts a dice penalty on the attempt. The system has a dangerous caveat: unless the player gets very lucky on their Wyrd roll, their success comes with a Cruel Twist of Fate, such as the casino busting the Changeling for 'cheating', who gets a blunt lesson in [[All That Glitters]]. Needless to say, the possibilities in this system are as endless as this very website's bottomless resources, and this[[TV siteTropes]] indeed is [[Notable References to TV Tropes|LINKED TO in the book itself as a resource.]] Ladies and Gentlemen, things just got Meta.
* [[Karma Meter]] / [[Sanity Meter]]: Clarity. This tracks how much a character has mentally grown to resemble her Fae captors, both in her moral uprightness and her ability to tell reality from the dreams and hallucinations that come from her fae perceptions.
** It is worth noting that Clarity is somewhat unique amongst the various World of Darkness Morality tracks in that it can drop through no fault of the player- their sanity has become much more fragile, and general disruptions and chaos that disrupts their day to day routine can be just as jarring and detrimental to their mind as actively doing something reprehensible.
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* [[Muggles Do It Better]]: A common lament of the Wizened. Changelings can use Contracts and other methods to create incredible things, but it's either a temporary effect or likely to be flawed in some way.
* [[Natural Weapon]]: Several Kiths offer this, as does the "Lethal Mein" merit. These include Hunterhearts, Gristlegrinders, Razorhands, Leechfingers, Blightbent, and Oni. Some of these offer secondary powers as well, such as the ability to use the dealt damage to heal the changeling himself.
** Occasionally leads to [[Fridge Logic]] when you realize that your perpetually on-fire Changeling needs a special merit or contract to actually BURN people with it.
* [[Ninja Pirate Zombie Robot]]: The True Fae can be whatever they want. See the [[Fantasy Kitchen Sink]] example for Chrometooth.
* [[Noodle Incident]]: "Changelings tend to avoid giving Freeholds too-obvious names derived from myth, ever since the disaster that befell the 17th-century legendary freehold of New Lyonesse."
* [[The Oathbreaker]]: Any Changeling known to have broken his sworn word is looked upon with ''extreme'' suspicion by the rest of Lost society, and with decent reason - the bonds of Pledges are one of the only ways Changelings can manage to trust one another.
* [[Older Than They Look]]: The Changeling's connection to the Wyrd slows their aging and extends their lifespan, up to a maximum of + 140 years at Wyrd 10. {{spoiler|Of course by ''that'' point, it may not be long before aging is no longer an issue...}}
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** [[Our Gargoyles Rock]]: Lurkglider Darklings and some Beasts and/or Elementals, especially those with dual Kiths.
** [[Our Gnomes Are Weirder]]: They're called Wizened, for a start.
** [[Our Goblins Are DifferentWickeder]]: Hoo boy, are our hobgoblins different...
** [[Our Ogres Are Hungrier]]: Sometimes [[Horror Hunger|very hungry.]]
* [[Phantasy Spelling]]: The books tend to go with "Fae" and "Faerie" rather than "Fairy"
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* [[Really Seven Hundred Years Old]]: Even the youngest-looking True Fae may be ancient.
* [[Reality Is Out to Lunch]]: In Arcadia, Reality never even clocked in. Instead, the world runs on [[Clap Your Hands If You Believe]], [[Magical Underpinnings of Reality]] and the [[Theory of Narrative Causality]].
* [[Reality Warper]]: Each True Fae in its own domain. {{spoiler|Because many of them ''are'' their domain.}}
* [[Sacred Hospitality]]: One of the most important customs and traditions of Lost society. This doesn't exactly mean that folks don't break hospitality, it just means that the ones who do are considered even worse. This even applies in ARCADIA. Every realm in it, by laws even the Gentry find as ancient, is required to be hospitable and survivable in some manner. Not that it has to make sense. Equinox Road gives an example of a realm where you can walk on fire and swim in lava without harm, but if you touch an icicle it insta-freezes you.
 
* [[Scary Scarecrows]]: The Scarecrow Ministers mentioned below, whose Mien eventually starts to look like them.
* [[Schmuck Banquet]]: Not every Hollow in the Hedge is occupied. But then, some are only unoccupied while their owner is out shopping for children to kidnap. The books list several specific locales like this, including a sumptuous underground manse, accessible only by ladder, filled with beautiful decor and giant marionette handservants that offer you the finest refreshments. And then you try to leave, and find that the ladder's disappeared, and the walls up are covered with an extremely slippery substance. And if you stay in that manse, you'll slowly ''become'' one of those genderless automatons, dedicated only to pleasing your "guests."
* [[Screw You, Elves]]: The resounding cry of every non-Loyalist Changeling.
* [[Scooby-Doo Hoax]]: An interesting case. The genuinely supernatural Changelings of the Scarecrow Ministry have a tendency to create elaborate [[Scooby-Doo Hoax|Scooby Doo Hoaxes]] to keep people away from truly dangerous beings such as True Fae, werewolves and Spirits (either through fear of the hoax or through being attracted to it rather than the real monsters). Of course, sometimes they go a bit too far, and become the monsters they impersonate.
* [[Seasonal Baggage]]: The prominent Courts of western Europe and North America. As noted by Winter Masqes, areas with altered seasonal cycles sometimes follow the same Court system, modified to match.
* [[The Shadow Knows]]: A Changeling's Mask usually hides all traces of his true Fae nature from non-fae beings, but if he chooses, he can strengthen it to hide those traces from everyone... other than his shadow, which then shows the truth.
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** Wait, what happens if you try to invoke this tro- [[Divide by Zero|*KABOOM!*]]
* [[Transhuman Treachery]] This is what happens when an Autumn Courtier gets a ''little'' too low on the ol' Clarity-meter—though any Changeling can fall prey to such, Autumn's philosophies are more predisposed toward it.
** Arguably, Privateers and Loyalists as well, as they all too often will be right there condemning the poor Muggles to the same fate they endured for profit, fear, or twisted loyalty to their insane masters.
* [[Undead Tax Exemption]]: The New Identity Merit is there to address concerns of how you get by in society when your fetch is living your life and you may look [[Year Inside, Hour Outside|younger/older]] than you should be.
* [[Voluntary Shapeshifting]]: Some Contracts allow this, but Darkling Mirrorskins have this as their special ability.
* [[Weakened by the Light]]: As noted above, Darklings' ties to night and darkness means that their magic is less certain and powerful during daytime.
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*** ...or something like that. For the True Fae, reality is like a fairy tale and makes almost as much sense.
*** A result of this is that the best iron for taking out Fae comes from [[Thunderbolt Iron|meteorites]].
**** Of course, an even more epic way of dealing with them would be to find some way to drop a goddamn meteor on one of the True Fae. Sure, it's probably highly unlikely to be possible, but hey, its cool to think about.
**** Get a Telluric Fairest or two, a whole ton of varied Elementals, someone get the Autumn Court researching this.
* [[What Have I Become?]]: Many Changelings suffer psychological issues due to the alterations that have been forced upon them (even the beautiful Fairest). Surgery, drugs and even self-mutilation are common among the most disturbed of Elementals, for example - imagine having ''leaves and branches'' growing out of you, or constantly oozing toxic waste from every pore. Now add to that, you were a conscious, immobile candle for the last thirty years. No wonder so many Changelings go [[Axe Crazy]]...
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* [[The Wild Hunt]]: Definitely shows up. See "[[Dangerous Forbidden Technique]]" above.
* [[Winds of Destiny Change]]: The Contracts of Hearth allow one of the Lost to grant good or bad luck - but use them wrong or too often, and the effects reverse. For some of the weaker clauses, this simply makes things more flexible (you can grant a curse rather than a blessing). For others, the ill luck affects YOU. The Wyrd knows, and it does not enjoy being used.
* [[Wizards Live Longer|Changelings Live Longer]]: The Wyrd increases the lifespan of Changelings, depending on the strength of their fae nature. At the peak of a Changeling's potential power, he can live up to 140 years beyond his natural lifespan. {{spoiler|Assuming he hasn't transformed into another True Fae by then.}}
** It gets weirder then that, there is no limit to how long they can be in Arcadia, so long has more then one hundred years have not passed in the human world since they where taken. They can have a internal durance that lasts for centuries and come back just a few seconds later, having lived and suffered for centuries and not coming out any older or younger. THEN when you add onto the age extension that comes with high Wyrd, and certain contracts and goblin fruits, you can live a pretty damn long time in this game...assuming you WANT to live that long in the first place.
* [[Workplace-Acquired Abilities]]: How some Lost, especially those of the Wizened kith, "benefited" from their Durance.
* [[World of Chaos]]: Arcadia. The True Fae only exist in relation to one another, and the only way they can keep from being subsumed back into the dreamstuff from whence they came is to constantly pit themselves against one another.
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* [[You Sexy Beast]]: All changelings with the Beast seeming have as their blessing an animal magnetism that lets them increase their Presence and Composure.
** ''No, my place is a pigsty. Let's go to yours. So. What was your name again?''
 
 
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[[Category:Changeling: The Lost]]
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