Court Goodwill 1-5
Effect: This Merit reflects how well liked and respected
you are in a Court other than your own. While members
of a given Court will always be true to their own members
and agendas above all, they are more likely to give you the
benefit of the doubt in a dispute, or come to your assistance
if it does not undermine their own position. Unlike Mantle,
which represents a supernatural quality as well as a political
one, Court Goodwill is entirely a social construct, and
depends entirely on the opinions of the members of that
Court. Mistreat them, and Court Goodwill can disappear
in a flash; cultivate their friendship, and they might rally to
your defense when no one else will.
Court Goodwill adds to dice pools for social interaction
with members of the Court in question (though not supernatural
powers based on Social rolls). Each two dots (rounding
up) add a +1 die bonus to relevant rolls with members of
that particular Court, so a changeling with Court Goodwill
(Autumn) •• adds a +1 die bonus to Social rolls with a member
of the Autumn Court. The Merit also allows one to learn
some of that Court’s Contracts, though the highest levels are
generally reserved for members alone. As with Mantle, loss of
Court Goodwill does not prevent the changeling from using
any Contracts that she no longer meet the prerequisites for,
though she suffers the usual penalties (see p. 124). This Merit
may be purchased multiple times, representing a character’s
relationship with a different Court each time. A player cannot
purchase Court Goodwill (Courtless); the Empty Hearts
are not a social entity in their own right. Lastly, a character
cannot purchase Court Goodwill with his own Court that is
the province of the Mantle Merit.
Because Court Goodwill is a purely social construction, a
changeling may choose to ignore an attempt by another character
to apply Court Goodwill to a roll they are involved in,
essentially snubbing him despite his reputation in their Court.
For example, if an Autumn changeling tried to apply Court
Goodwill (Summer) •••• to a roll against member of the Summer
Court, the target could declare that he was ignoring the
character’s reputation and thus deny the Autumn changeling those two bonus dice. However, such disrespect is a serious insult.
Unless the snubbing character can prove there was a valid
reason to do so the outsider was throwing his weight around
in a supremely petty fashion, for example, or trying to use his
leverage to get the character to act against the best interests of
the Court more often than not, the momentary satisfaction
of the slight costs the character dearly within his own Court.
It might even result in a reduction of his Mantle rating as his
reputation as a member of that Court slips, not to mention earn
him the ire of the Court whose member he snubbed.
Harvest 1-5
Effect: Glamour is a precious commodity, and one of
the first things many changelings do upon coming to terms
with their new existence is try to find some way to secure a
steady supply. This Merit represents a relatively stable and
consistent source of Glamour that the changeling is considered
to have ready access to, allowing her to more easily refresh
her supply of Glamour in times of need. This does not
guarantee that the changeling will always be able to find
the exact amount she needs — in all its forms, Glamour is
an unpredictable energy at best — but it does give her a bit
more security than a changeling who never knows where
his next bit of Glamour will come from. Each dot of Harvest
adds one die to certain rolls related to gathering Glamour.
A character must specify what type of Glamour-gathering
activities this Merit represents when it is purchased.
The different types available include but are not necessarily
limited to Emotions, Pledges, Dreams and Hedge Bounty.
Thus a character adept at gaining Glamour from mortals
would take Harvest (Emotions), while a changeling receiving
Glamour due to upholding pledges would possess Harvest
(Pledges) and a savvy scrounger who knows where some of
the best groves in the local Hedge can be found would have
Harvest (Goblin Fruits). The bonus applies only to rolls related
to that type of collection, so a changeling with Harvest
(Dreams) would receive no bonus on a roll to gain Glamour
from a mortal’s waking emotions. The actual source of the
Glamour can vary considerably, from a reserved room at the
back of a local nightclub where the changeling brings her
conquests (Emotions) to a secret glen in the Hedge where the
goblin fruits ripen (Hedge Bounty).
This Merit may be purchased multiple times, but only
once per type of Glamour gathering. Note that the changelings
receiving Glamour from pledges with mortals are still
limited to the maximum number of vows determined by
their Wyrd rating
Hollow 1-5
Effect: A door under the old town bridge that opens up
into a quiet forest grove. A broken-down old shack that contains
a fabulous mansion for those who know the right secret
knock. A town high in the mountains that can only be found
by the outside world but once a century. All of these are examples
of the pockets of reality that changelings call Hollows
— places in the Hedge that have been cleared of thorns and
shaped into a stable location for inhabitation. Some Hollows
are little more than a clear patch of grass in the midst of the
great Thorn maze, while others are dwellings quite elaborate
and fantastical. Changelings actively create many of these
locations through sweat and toil, while other Hollows are
simply found and adopted in an almost fully formed state.
Although Hollows are always a welcome refuge from
problems of the mortal world and Hedge alike, not all Hollows
are created equal. A tiny cave in the Hedge might
be easily overlooked by enemies but also be cramped and
contain few escape routes. A fantastic Victorian mansion
might be able to house an entire motley and be packed with
all manner of amenities, but without the proper wards, the
mansion will also act as a beacon for all manner of freeloaders
and other undesirable entities. A Hollow’s strengths and
weaknesses are thus tallied according to four factors — size,
amenities, doors and wards. Players who choose this Merit
must also choose how to allocate these four factors when
spending points. Thus, a player who spends four dots on
this Merit might choose to allocate two to Hollow Size, one
to Hollow Amenities and one to Hollow Wards.
Hollow Size is perhaps the simplest defining characteristic,
governing the amount of raw space the Hollow encompasses.
A Hollow with no dots in Hollow Size is barely large enough for a pair of changelings to fit comfortably,
and has little if any storage space.
• A small apartment, cave or clearing; one to two rooms.
•• A large apartment or small family home; three to
four rooms.
••• A warehouse, church or large home; five to eight
rooms, or large enclosure
•••• An abandoned mansion, small fortress or network
of subway tunnels; equivalent to nine to 15 rooms or
chambers
••••• A sprawling estate, fantastic treetop village or intercon
nected tunnel network; countless rooms or chambers
Having a lot of space doesn’t always do much good if there
isn’t anything occupying it, which is where Hollow Amenities
comes in. Reflecting the relative luxuriousness of the Hollow
as well as how well-stocked it is with supplies and other material
comforts, this rating gives an idea of how elaborate the
Hollow is as well as what a character can reasonably expect to
find within it at a given time. (A character who wants a humble
cabin doesn’t need to allocate much here, but a character
who wants an elaborate treetop village stocked with delights
should be ready to invest quite a bit.) A Hollow without any
dots in Amenities contains few if any buildings or possessions
— it might be big but it’s mostly empty space. At the other end
of the spectrum, a retreat with five dots in amenities is likely
fully stocked with all manner of luxuries, and while most of
these Amenities are made of ephemeral dreamstuff and thus
cannot travel across the Hedge or even that far from their origin
within it, they still make for a very pleasing stay. (In other
words, Hollow Amenities cannot be used as a substitute for
other Merits such as Resources or Harvest, and if the character
wants the things found in his Hollow to travel outside of
it, he must purchase the appropriate Merits to represent these
riches.) While a high Hollow Amenities rating often entails a
high Hollow Size rating, exceptions do occur for example, a
changeling might not invest much in Hollow Size, but then
make that small cabin a veritable wonderland full of excellent
food, interesting books and a magical fireplace that keeps itself
at the perfect temperature all the time. Likewise, a motley
might invest a lot in Hollow Size to get a giant Victorian mansion,
but without much spent in Hollow Amenities, it will be
sparsely furnished and likely a bit rundown.
Although Hollows cannot have access to some high-tech
facilities such as phone service, Internet connections or satellite
broadcasts, some of the more impressive Hollows make up for
it with minor magical touches. These magical elements should
not mimic anything as powerful as Contracts, but can provide
basic household services and serve as excellent descriptive details
and flourishes to create exactly what the player desires for
the look and feel of their Hollow. A game board with living
chess or gwybdyll pieces that can play against a living opponent
is a perfectly acceptable entertainment amenity, for example,
as might be a battered arcade cabinet that changes every new
moon to a different video game never seen in the mortal world.
• A couple of homey touches, but otherwise quite plain
•• A comfortable Hollow with a few notable features
and decent fare
••• An elaborate Hollow with quite a few clever details and
an excellent supply of refreshments and diversions
•••• An impressive Hollow containing abundant
mundane delights and even one or two noteworthy
minor magical services as well
••••• A lavish dwelling with nearly every comfort of modern
living as well as quite a few magical conveniences
Hollow Doors reflects how many entrances and exits a
Hollow has, which can be equally important if a character
is cut off from her normal access point in the real world or
finds herself in need of a quick escape route while staying in
the Hollow. Without any dots in Hollow Doors, a Hollow
is assumed to have one entrance in the real world and one
small entrance in the Hedge — the Hollow can be reached
through either side. (A character may waive either of these
“free” entrances if he only wishes the Hollow to be accessible
from one side.) With each dot in Hollow Doors, the Hollow
has one additional point of entry/exit, either in the real world
or through the Hedge. For example, with the expenditure of
multiple dots, each motley member might have a door in his
own residence that allows him access to the group’s private
Hollow. Note that these doors must be tied to static access
points in either realm — these places do not change.
Of course, a changeling might have the most gigantic and
elaborate Hollow imaginable, but unless it is properly warded
and secured against intrusion, it will most likely be lost to opportunistic
scavengers in short order — or worse yet, subject
to an unpleasant visitation from the Others. Thus, it is wise
to invest at least a few dots in Hollow Wards, representing
the precautions both mundane and magical that protect the
Hollow from unwanted visitors. Each dot invested in Hollow
Wards subtracts one die from all attempts by unwanted visitors
to find or break into the Hollow; in addition, those inside
receive a +1 die bonus per dot on their Initiative compared to
those attempting to break in. Lastly, the more dots invested
in Hollow Wards, the less likely the location is to be found by
True Fae or creatures from the Hedge; each dot subtracts one
die from any rolls made to find the Hollow.
Characters whose players spend no points at all on
Hollow simply do not have access to any sort of special location
in the Hedge. They might come as guests to another’s
dwelling from time to time, but if they wish to have regular
access to any particular location, they must purchase this
Merit on their own or pool points with other changelings
who already own an existing Hollow. Characters with no
Hollow points simply do not enjoy the mechanical benefits
of having spent dots on a better living space in the Hedge.
Each aspect of the Hollow Merit has a limit of 5. In
other words, Hollow Size, Hollow Amenities, Hollow Wards
and Hollow Doors may not rise above 5 (to a maximum of
20 points spent on this Merit). The combined pool of points is used to determine the cost in experience points for raising
the Hollow Merit during play.
Special: The Hollow Merit may be shared among characters
in a close-knit group. They might simply be a motley
whose members are devoted to one another and are willing
to pool what they have, or perhaps their mutual reliance on
an individual or trust could bring them together to share
what they have in common.
To share this Merit, two or more characters simply
have to be willing to pool their dots for greater capability. A
shared rating in the Hollow Merit cannot rise higher than
five dots in any of the four aspects of the trait. That is, characters
cannot pool more than five points to be devoted to,
say, Hollow Size. If they wish to devote extra points to the
Merit, they must allocate those dots to a different aspect of
the Merit, such as Wards or Doors.
Shared Hollow dots can be lost. Motley members or associates
might be abused or mistreated, ending relationships. Group
members might perform actions that cast themselves (and the
group) in a bad light. Ravaging creatures from the Hedge might
damage part of the location, or some True Fae could discover
the Hollow and decide to make it their personal residence for a
time. If any group member does something to diminish the Hollow,
its dots decrease for all group members. That’s the weakness
of sharing dots in this Merit. The chain is only as strong as its
weakest link. The Storyteller dictates when character actions or
events in a story compromise shared Hollow dots.
Ch a r a c t e r s
can also leave a shared
Hollow. A rift might form between
close sworn comrades, or perhaps
a character falls in battle. Or one
could simply be kicked out of the Hollow by
the others. When a character leaves a shared-
Hollow relationship, the dots he contributed are
removed from the pool. If the individual still survives, he
doesn’t get all his dots back for his own purposes. He gets one
less than he originally contributed. So, if a character breaks a
relationship with his motley, his two Hollow dots are lost by
the group, but he gets only one dot back for his own purposes.
The lost dot represents the cost or bad image that comes
from the breakup. If all members agree to part ways, they all
lose one dot from what they originally contributed.
The Storyteller decides what reduced dots mean in the
story when a character leaves a shared Hollow. Perhaps no one
else picks up the character’s attention to the Hollow’s mystical
defenses, causing Hollow Wards to drop. The Hollow might not
be tended as fastidiously, causing a drop in the Hollow Amenities
value. Maybe a portion of the Hollow falls into disuse or
even collapses, causing an effective drop in Hollow Size. Whatever
the case, a plausible explanation must be determined.
A character need not devote all of her Hollow dots to
the shared Hollow Merit, of course. A changeling might
maintain a separate Hollow of her own outside the communal
one represented by the shared trait. Any leftover dots
that a character has (or is unwilling to share) signify what
she has to draw upon as an individual, separate from her
partners. For example, three characters share a Hollow and
expend a group total of five dots. One character chooses to
use two other dots on a private Hollow for herself. Those remaining
two dots represent a Hollow entirely separate from
what she and her friends have established together.
To record a shared Hollow Merit on your character sheet,
put an asterisk next to the name of the Hollow Merit and fill in the total dots that your character has access to thanks
to his partnership. In order to record his original contribution,
write it in parentheses along with the Merit’s name. It is
not important to note which aspect of the Hollow Merit on
which those points are spent, as this allows greater flexibility
should a character ever decide to withdraw from the community
arrangement
Mantle 1-5
Mantle represents a mystical connection with the elements
and emotions that a particular Court embodies. The
higher a changeling’s Mantle rating, the more he has come
to embody that Court’s ideal — even if he is a hermit who
doesn’t involve himself in local politics, a character with a
high Mantle is still given at least grudging respect by his
peers because of his obvious commitment to the values his
Court cherishes. From a descriptive perspective, as a character’s
Mantle rises, his fae mien reflects this ascendance,
displaying both literal and figurative signs of the season. A
character with Mantle (Autumn) • might be followed by a
slight brisk breeze, for example, while one with Mantle (Autumn)
••• might have illusory leaves kicked up as she walks
and at last at Mantle (Autumn) •••••, the character might
be illuminated by late afternoon light and surrounded by a
reflective hush similar to that found in a library. Specific examples
of how a Court’s particular Mantle increases can be
found in the “Courts” section in Chapter One. These trappings
are not visible to mortals and have no real game effect,
but should be used to enhance a character’s description and
convey a sense of how rooted in her Court she has become.
As a sign of brotherhood, Mantle adds to dice pools for
social interaction with members of the Court in question.
Each dot adds a +1 die bonus to relevant rolls with members
of that particular Court. This Merit does not add to dice
pools predicated on supernatural powers. Characters with
no Court cannot purchase Mantle. Mantle also serves as a
prerequisite for learning certain Court-related Contracts.
A character may learn clauses from the relevant Contract
path of his Court, which generally require a certain amount of
Mantle to learn, though he must still meet any other prerequisites
as well. Should his Mantle fall or he adopt the Mantle of a
new Court, he might no longer meet the prerequisites for some
of his old Contracts; in that case, he must spend additional
Glamour to activate those Contracts. (See “Changing Seasons,”
p. 94, and the note on Contract prerequisites, p. 174).
Each Court has certain mechanical and descriptive
benefits for all its members developing a Mantle rating, as
outlined in the Court descriptions in Chapter One. In addition
to those benefits, each Court has a benefit reserved
for its leader, an advantage most commonly referred to its
“crown.” A crown can only manifest in a freehold where
there are at least a handful of members of a particular Court
and they are able to choose a common leader, and generally
manifests only during the appropriate physical season.
Occasionally, a crown will manifest during the off-season if
a Court is especially prominent or powerful in the area, as
the Hedge reflects the Court’s potency, or a changeling who
is elected leader of the freehold might manifest his crown
out of season if he is sufficiently popular. Note that the
leader of a Court is not always the member with a highest
Mantle rating. Ultimately, the Storyteller is the final arbiter
of when and how a crown appears, but as a rule, only one
crown may manifest in a given freehold at a time.
Blessing of the Green (Spring): A character who
wears the crown of Spring may spend a Willpower point
to bestow the Blessing of the Green, allowing her to add
her Mantle rating as bonus successes to a single roll related
to gathering Glamour. The changeling may use this ability
up to a maximum number of times per session equal to her
Mantle dots. A particular character may only benefit from
one use of this ability per session, however. The Spring fae
may cast this blessing on herself, or she may choose to bestow
it on another with a touch, in which case the blessing
must be used before the next sunrise or it is lost.
Challenge of the Black Spear (Summer): This benefit
applies in one-on-one situations such as duels. By spending
a Glamour point, the character with the crown of Summer
receives a bonus to his Initiative rating equal to his Mantle
dots for the duration of the duel, and is not considered surprised
by ambushes or other unexpected trickery, though if
the duel shifts to mass combat this Initiative bonus drops to
a simple +1. The changeling may use this ability multiple
times per session, up to a maximum number equal to his
Mantle rating. However, this ability may only be used once
against a particular foe per combat.
Harvest of Whispers (Autumn): Once per session, the
Autumn leader may take a minute to reflect on what she has
learned so far that session (and consult the Storyteller as to
whether or not a particular bit of information qualifies for this
ability), and then perform the Harvest of Whispers. For each
valuable secret, important truth, revelatory fact or other significant
piece of information she has uncovered this session, up to
a maximum number equal to her Mantle rating, the character
receives two Glamour points that are placed in a special pool apart from her regular Glamour points. These harvested Glamour
points can be spent only to power Contracts, activate tokens,
facilitate dream travel or cross into the Hedge. These points
cannot be used for any other purposes, including seeming abilities,
and cannot in any way traded or given away; anything left
in this pool fades to nothingness at the end of the session. This
ability may allow the character to effectively exceed the limit of
Glamour points she can possess as dictated by her Wyrd, but the
number of Glamour points she can spend per turn is still limited
normally. Furthermore, as long as a character exceeds her
normal limit of Glamour, she is considered especially noticeable
by beings that can detect Glamour or magical energy, so unless
she wishes to attract undue attention, it is also best to ready a
concealing Contract or two to help dim this radiance.
It is important to note that only new information
learned that session can be used for the Harvest of Whispers
even if a character learned something just last session,
it’s old news and doesn’t qualify. Those who don the crown
of the Autumn Court are expected to always be seeking out
new and interesting information, not rest on the body of
knowledge they’ve already accumulated. The Storyteller is
the final arbiter of whether a piece of information is new,
valuable or important enough to qualify for this ability.
Feast of Ashes (Winter): Once per session, a changeling
wearing the crown of the Winter Court may devote
himself to the Feast of Ashes, converting one point of
Glamour to one point of Willpower, up to a maximum number
of points equal to the character’s Mantle rating. He may
even exceed his normal limit of Willpower points in this
fashion, though any excess points are lost at the end of the
session. In addition, for the remainder of the scene in which
this ability is activated, the changeling’s Willpower rating
is effectively increased by a number equal to his Mantle rating,
making it extremely hard for others to undermine his
confidence in his ability to survive
New Identity
Effect: Your character has somehow managed to acquire
documents supporting a new identity since his return. In this
age of background checks, paper trails and bureaucratic scrutiny,
this is an incredibly handy resource to call upon, especially
for changelings who have returned to find their old lives stolen
by their fetches, or who have returned years or even decades
after being taken and must forge new lives simply because it
is functionally impossible to re-enter their old ones. You are
encouraged to work with the Storyteller to determine exactly
how your character acquired his new identity. If your character
doesn’t seem to have any Merits or relationships that might
explain how he got his new identity, presumably he had to ask
a favor from someone else who did — if so, what did she want
in return? Many great story hooks can come from the process
of acquiring a brand-new identity.
The number of dots spent on this Merit determines
how convincing and in depth the documentation surrounding
this new life actually is. New Identity (•) represents an
identity that passes casual inspection, but not much else — a
character can go shopping and get around in most daily situations,
but any kind of trained scrutiny such as from a police
officer or bureaucrat immediately identifies her identity as
a fake. New Identity (••) imparts an identity that will pass
most forms of relatively cursory professional inspection, but
cannot stand up to a sustained investigation — a police officer
who has pulled the character over will not automatically
pick up anything unusual if he runs the character’s license
plates or calls up her name in a database, but should the character
be arrested and the police begin a formal investigation,
her identity will quickly unravel. New Identity (••••) represents
an identity that is essentially as real as any identity
can be — it would take a truly dedicated, competent and
time-consuming search by trained professionals to uncover
any hint that the changeling isn’t exactly whom she claims to
be, at least as far as her documentation is concerned.
This Merit may be purchased multiple times at multiple
ratings, each time representing a different identity,
and an identity may also be upgraded later with the appropriate
in-game explanation and experience expenditure.
In the case of certain Merits such as Resources or Status, it
might also be worth noting which identity these Merits are
tied to, since a character may not easily be able to access or
maintain them if that identity is compromised.
Token 1+
Fae lore is replete with stories of objects with magical
powers, either “liberated” from former masters in Arcadia,
discovered deep within the Hedge or even forged by skilled
changeling craftsmen. Though these objects are seemingly
mundane to the mortal eye, the Lost see these useful but
double-edged objects for what they are. A character with this
Merit has one or more such tokens in his possession. Each
dot in this Merit translates into one dot’s worth of token,
which can be divided up as the player sees fit. Thus, a character
with Token •••• could possess one four-dot token, two
two-dot tokens, one one-dot token and one three-dot token,
and so forth. This Merit can also be used to purchase the
expendable tokens called trifles at a cost of three trifles per
dot, or even goblin fruits (p. 222) at the same rate.
In most instances, a character does not need to spend
experience points for tokens acquired during the course
of play, only those in her possession at the beginning of
the chronicle. At the Storyteller’s discretion, ownership of
truly mighty tokens may require a partial or even complete
investment of experience points, representing the time required
to learn the complexities of using such epic items as
well as safeguarding them from potential thieves.
Effect: This Merit reflects how well liked and respected
you are in a Court other than your own. While members
of a given Court will always be true to their own members
and agendas above all, they are more likely to give you the
benefit of the doubt in a dispute, or come to your assistance
if it does not undermine their own position. Unlike Mantle,
which represents a supernatural quality as well as a political
one, Court Goodwill is entirely a social construct, and
depends entirely on the opinions of the members of that
Court. Mistreat them, and Court Goodwill can disappear
in a flash; cultivate their friendship, and they might rally to
your defense when no one else will.
Court Goodwill adds to dice pools for social interaction
with members of the Court in question (though not supernatural
powers based on Social rolls). Each two dots (rounding
up) add a +1 die bonus to relevant rolls with members of
that particular Court, so a changeling with Court Goodwill
(Autumn) •• adds a +1 die bonus to Social rolls with a member
of the Autumn Court. The Merit also allows one to learn
some of that Court’s Contracts, though the highest levels are
generally reserved for members alone. As with Mantle, loss of
Court Goodwill does not prevent the changeling from using
any Contracts that she no longer meet the prerequisites for,
though she suffers the usual penalties (see p. 124). This Merit
may be purchased multiple times, representing a character’s
relationship with a different Court each time. A player cannot
purchase Court Goodwill (Courtless); the Empty Hearts
are not a social entity in their own right. Lastly, a character
cannot purchase Court Goodwill with his own Court that is
the province of the Mantle Merit.
Because Court Goodwill is a purely social construction, a
changeling may choose to ignore an attempt by another character
to apply Court Goodwill to a roll they are involved in,
essentially snubbing him despite his reputation in their Court.
For example, if an Autumn changeling tried to apply Court
Goodwill (Summer) •••• to a roll against member of the Summer
Court, the target could declare that he was ignoring the
character’s reputation and thus deny the Autumn changeling those two bonus dice. However, such disrespect is a serious insult.
Unless the snubbing character can prove there was a valid
reason to do so the outsider was throwing his weight around
in a supremely petty fashion, for example, or trying to use his
leverage to get the character to act against the best interests of
the Court more often than not, the momentary satisfaction
of the slight costs the character dearly within his own Court.
It might even result in a reduction of his Mantle rating as his
reputation as a member of that Court slips, not to mention earn
him the ire of the Court whose member he snubbed.
Harvest 1-5
Effect: Glamour is a precious commodity, and one of
the first things many changelings do upon coming to terms
with their new existence is try to find some way to secure a
steady supply. This Merit represents a relatively stable and
consistent source of Glamour that the changeling is considered
to have ready access to, allowing her to more easily refresh
her supply of Glamour in times of need. This does not
guarantee that the changeling will always be able to find
the exact amount she needs — in all its forms, Glamour is
an unpredictable energy at best — but it does give her a bit
more security than a changeling who never knows where
his next bit of Glamour will come from. Each dot of Harvest
adds one die to certain rolls related to gathering Glamour.
A character must specify what type of Glamour-gathering
activities this Merit represents when it is purchased.
The different types available include but are not necessarily
limited to Emotions, Pledges, Dreams and Hedge Bounty.
Thus a character adept at gaining Glamour from mortals
would take Harvest (Emotions), while a changeling receiving
Glamour due to upholding pledges would possess Harvest
(Pledges) and a savvy scrounger who knows where some of
the best groves in the local Hedge can be found would have
Harvest (Goblin Fruits). The bonus applies only to rolls related
to that type of collection, so a changeling with Harvest
(Dreams) would receive no bonus on a roll to gain Glamour
from a mortal’s waking emotions. The actual source of the
Glamour can vary considerably, from a reserved room at the
back of a local nightclub where the changeling brings her
conquests (Emotions) to a secret glen in the Hedge where the
goblin fruits ripen (Hedge Bounty).
This Merit may be purchased multiple times, but only
once per type of Glamour gathering. Note that the changelings
receiving Glamour from pledges with mortals are still
limited to the maximum number of vows determined by
their Wyrd rating
Hollow 1-5
Effect: A door under the old town bridge that opens up
into a quiet forest grove. A broken-down old shack that contains
a fabulous mansion for those who know the right secret
knock. A town high in the mountains that can only be found
by the outside world but once a century. All of these are examples
of the pockets of reality that changelings call Hollows
— places in the Hedge that have been cleared of thorns and
shaped into a stable location for inhabitation. Some Hollows
are little more than a clear patch of grass in the midst of the
great Thorn maze, while others are dwellings quite elaborate
and fantastical. Changelings actively create many of these
locations through sweat and toil, while other Hollows are
simply found and adopted in an almost fully formed state.
Although Hollows are always a welcome refuge from
problems of the mortal world and Hedge alike, not all Hollows
are created equal. A tiny cave in the Hedge might
be easily overlooked by enemies but also be cramped and
contain few escape routes. A fantastic Victorian mansion
might be able to house an entire motley and be packed with
all manner of amenities, but without the proper wards, the
mansion will also act as a beacon for all manner of freeloaders
and other undesirable entities. A Hollow’s strengths and
weaknesses are thus tallied according to four factors — size,
amenities, doors and wards. Players who choose this Merit
must also choose how to allocate these four factors when
spending points. Thus, a player who spends four dots on
this Merit might choose to allocate two to Hollow Size, one
to Hollow Amenities and one to Hollow Wards.
Hollow Size is perhaps the simplest defining characteristic,
governing the amount of raw space the Hollow encompasses.
A Hollow with no dots in Hollow Size is barely large enough for a pair of changelings to fit comfortably,
and has little if any storage space.
• A small apartment, cave or clearing; one to two rooms.
•• A large apartment or small family home; three to
four rooms.
••• A warehouse, church or large home; five to eight
rooms, or large enclosure
•••• An abandoned mansion, small fortress or network
of subway tunnels; equivalent to nine to 15 rooms or
chambers
••••• A sprawling estate, fantastic treetop village or intercon
nected tunnel network; countless rooms or chambers
Having a lot of space doesn’t always do much good if there
isn’t anything occupying it, which is where Hollow Amenities
comes in. Reflecting the relative luxuriousness of the Hollow
as well as how well-stocked it is with supplies and other material
comforts, this rating gives an idea of how elaborate the
Hollow is as well as what a character can reasonably expect to
find within it at a given time. (A character who wants a humble
cabin doesn’t need to allocate much here, but a character
who wants an elaborate treetop village stocked with delights
should be ready to invest quite a bit.) A Hollow without any
dots in Amenities contains few if any buildings or possessions
— it might be big but it’s mostly empty space. At the other end
of the spectrum, a retreat with five dots in amenities is likely
fully stocked with all manner of luxuries, and while most of
these Amenities are made of ephemeral dreamstuff and thus
cannot travel across the Hedge or even that far from their origin
within it, they still make for a very pleasing stay. (In other
words, Hollow Amenities cannot be used as a substitute for
other Merits such as Resources or Harvest, and if the character
wants the things found in his Hollow to travel outside of
it, he must purchase the appropriate Merits to represent these
riches.) While a high Hollow Amenities rating often entails a
high Hollow Size rating, exceptions do occur for example, a
changeling might not invest much in Hollow Size, but then
make that small cabin a veritable wonderland full of excellent
food, interesting books and a magical fireplace that keeps itself
at the perfect temperature all the time. Likewise, a motley
might invest a lot in Hollow Size to get a giant Victorian mansion,
but without much spent in Hollow Amenities, it will be
sparsely furnished and likely a bit rundown.
Although Hollows cannot have access to some high-tech
facilities such as phone service, Internet connections or satellite
broadcasts, some of the more impressive Hollows make up for
it with minor magical touches. These magical elements should
not mimic anything as powerful as Contracts, but can provide
basic household services and serve as excellent descriptive details
and flourishes to create exactly what the player desires for
the look and feel of their Hollow. A game board with living
chess or gwybdyll pieces that can play against a living opponent
is a perfectly acceptable entertainment amenity, for example,
as might be a battered arcade cabinet that changes every new
moon to a different video game never seen in the mortal world.
• A couple of homey touches, but otherwise quite plain
•• A comfortable Hollow with a few notable features
and decent fare
••• An elaborate Hollow with quite a few clever details and
an excellent supply of refreshments and diversions
•••• An impressive Hollow containing abundant
mundane delights and even one or two noteworthy
minor magical services as well
••••• A lavish dwelling with nearly every comfort of modern
living as well as quite a few magical conveniences
Hollow Doors reflects how many entrances and exits a
Hollow has, which can be equally important if a character
is cut off from her normal access point in the real world or
finds herself in need of a quick escape route while staying in
the Hollow. Without any dots in Hollow Doors, a Hollow
is assumed to have one entrance in the real world and one
small entrance in the Hedge — the Hollow can be reached
through either side. (A character may waive either of these
“free” entrances if he only wishes the Hollow to be accessible
from one side.) With each dot in Hollow Doors, the Hollow
has one additional point of entry/exit, either in the real world
or through the Hedge. For example, with the expenditure of
multiple dots, each motley member might have a door in his
own residence that allows him access to the group’s private
Hollow. Note that these doors must be tied to static access
points in either realm — these places do not change.
Of course, a changeling might have the most gigantic and
elaborate Hollow imaginable, but unless it is properly warded
and secured against intrusion, it will most likely be lost to opportunistic
scavengers in short order — or worse yet, subject
to an unpleasant visitation from the Others. Thus, it is wise
to invest at least a few dots in Hollow Wards, representing
the precautions both mundane and magical that protect the
Hollow from unwanted visitors. Each dot invested in Hollow
Wards subtracts one die from all attempts by unwanted visitors
to find or break into the Hollow; in addition, those inside
receive a +1 die bonus per dot on their Initiative compared to
those attempting to break in. Lastly, the more dots invested
in Hollow Wards, the less likely the location is to be found by
True Fae or creatures from the Hedge; each dot subtracts one
die from any rolls made to find the Hollow.
Characters whose players spend no points at all on
Hollow simply do not have access to any sort of special location
in the Hedge. They might come as guests to another’s
dwelling from time to time, but if they wish to have regular
access to any particular location, they must purchase this
Merit on their own or pool points with other changelings
who already own an existing Hollow. Characters with no
Hollow points simply do not enjoy the mechanical benefits
of having spent dots on a better living space in the Hedge.
Each aspect of the Hollow Merit has a limit of 5. In
other words, Hollow Size, Hollow Amenities, Hollow Wards
and Hollow Doors may not rise above 5 (to a maximum of
20 points spent on this Merit). The combined pool of points is used to determine the cost in experience points for raising
the Hollow Merit during play.
Special: The Hollow Merit may be shared among characters
in a close-knit group. They might simply be a motley
whose members are devoted to one another and are willing
to pool what they have, or perhaps their mutual reliance on
an individual or trust could bring them together to share
what they have in common.
To share this Merit, two or more characters simply
have to be willing to pool their dots for greater capability. A
shared rating in the Hollow Merit cannot rise higher than
five dots in any of the four aspects of the trait. That is, characters
cannot pool more than five points to be devoted to,
say, Hollow Size. If they wish to devote extra points to the
Merit, they must allocate those dots to a different aspect of
the Merit, such as Wards or Doors.
Shared Hollow dots can be lost. Motley members or associates
might be abused or mistreated, ending relationships. Group
members might perform actions that cast themselves (and the
group) in a bad light. Ravaging creatures from the Hedge might
damage part of the location, or some True Fae could discover
the Hollow and decide to make it their personal residence for a
time. If any group member does something to diminish the Hollow,
its dots decrease for all group members. That’s the weakness
of sharing dots in this Merit. The chain is only as strong as its
weakest link. The Storyteller dictates when character actions or
events in a story compromise shared Hollow dots.
Ch a r a c t e r s
can also leave a shared
Hollow. A rift might form between
close sworn comrades, or perhaps
a character falls in battle. Or one
could simply be kicked out of the Hollow by
the others. When a character leaves a shared-
Hollow relationship, the dots he contributed are
removed from the pool. If the individual still survives, he
doesn’t get all his dots back for his own purposes. He gets one
less than he originally contributed. So, if a character breaks a
relationship with his motley, his two Hollow dots are lost by
the group, but he gets only one dot back for his own purposes.
The lost dot represents the cost or bad image that comes
from the breakup. If all members agree to part ways, they all
lose one dot from what they originally contributed.
The Storyteller decides what reduced dots mean in the
story when a character leaves a shared Hollow. Perhaps no one
else picks up the character’s attention to the Hollow’s mystical
defenses, causing Hollow Wards to drop. The Hollow might not
be tended as fastidiously, causing a drop in the Hollow Amenities
value. Maybe a portion of the Hollow falls into disuse or
even collapses, causing an effective drop in Hollow Size. Whatever
the case, a plausible explanation must be determined.
A character need not devote all of her Hollow dots to
the shared Hollow Merit, of course. A changeling might
maintain a separate Hollow of her own outside the communal
one represented by the shared trait. Any leftover dots
that a character has (or is unwilling to share) signify what
she has to draw upon as an individual, separate from her
partners. For example, three characters share a Hollow and
expend a group total of five dots. One character chooses to
use two other dots on a private Hollow for herself. Those remaining
two dots represent a Hollow entirely separate from
what she and her friends have established together.
To record a shared Hollow Merit on your character sheet,
put an asterisk next to the name of the Hollow Merit and fill in the total dots that your character has access to thanks
to his partnership. In order to record his original contribution,
write it in parentheses along with the Merit’s name. It is
not important to note which aspect of the Hollow Merit on
which those points are spent, as this allows greater flexibility
should a character ever decide to withdraw from the community
arrangement
Mantle 1-5
Mantle represents a mystical connection with the elements
and emotions that a particular Court embodies. The
higher a changeling’s Mantle rating, the more he has come
to embody that Court’s ideal — even if he is a hermit who
doesn’t involve himself in local politics, a character with a
high Mantle is still given at least grudging respect by his
peers because of his obvious commitment to the values his
Court cherishes. From a descriptive perspective, as a character’s
Mantle rises, his fae mien reflects this ascendance,
displaying both literal and figurative signs of the season. A
character with Mantle (Autumn) • might be followed by a
slight brisk breeze, for example, while one with Mantle (Autumn)
••• might have illusory leaves kicked up as she walks
and at last at Mantle (Autumn) •••••, the character might
be illuminated by late afternoon light and surrounded by a
reflective hush similar to that found in a library. Specific examples
of how a Court’s particular Mantle increases can be
found in the “Courts” section in Chapter One. These trappings
are not visible to mortals and have no real game effect,
but should be used to enhance a character’s description and
convey a sense of how rooted in her Court she has become.
As a sign of brotherhood, Mantle adds to dice pools for
social interaction with members of the Court in question.
Each dot adds a +1 die bonus to relevant rolls with members
of that particular Court. This Merit does not add to dice
pools predicated on supernatural powers. Characters with
no Court cannot purchase Mantle. Mantle also serves as a
prerequisite for learning certain Court-related Contracts.
A character may learn clauses from the relevant Contract
path of his Court, which generally require a certain amount of
Mantle to learn, though he must still meet any other prerequisites
as well. Should his Mantle fall or he adopt the Mantle of a
new Court, he might no longer meet the prerequisites for some
of his old Contracts; in that case, he must spend additional
Glamour to activate those Contracts. (See “Changing Seasons,”
p. 94, and the note on Contract prerequisites, p. 174).
Each Court has certain mechanical and descriptive
benefits for all its members developing a Mantle rating, as
outlined in the Court descriptions in Chapter One. In addition
to those benefits, each Court has a benefit reserved
for its leader, an advantage most commonly referred to its
“crown.” A crown can only manifest in a freehold where
there are at least a handful of members of a particular Court
and they are able to choose a common leader, and generally
manifests only during the appropriate physical season.
Occasionally, a crown will manifest during the off-season if
a Court is especially prominent or powerful in the area, as
the Hedge reflects the Court’s potency, or a changeling who
is elected leader of the freehold might manifest his crown
out of season if he is sufficiently popular. Note that the
leader of a Court is not always the member with a highest
Mantle rating. Ultimately, the Storyteller is the final arbiter
of when and how a crown appears, but as a rule, only one
crown may manifest in a given freehold at a time.
Blessing of the Green (Spring): A character who
wears the crown of Spring may spend a Willpower point
to bestow the Blessing of the Green, allowing her to add
her Mantle rating as bonus successes to a single roll related
to gathering Glamour. The changeling may use this ability
up to a maximum number of times per session equal to her
Mantle dots. A particular character may only benefit from
one use of this ability per session, however. The Spring fae
may cast this blessing on herself, or she may choose to bestow
it on another with a touch, in which case the blessing
must be used before the next sunrise or it is lost.
Challenge of the Black Spear (Summer): This benefit
applies in one-on-one situations such as duels. By spending
a Glamour point, the character with the crown of Summer
receives a bonus to his Initiative rating equal to his Mantle
dots for the duration of the duel, and is not considered surprised
by ambushes or other unexpected trickery, though if
the duel shifts to mass combat this Initiative bonus drops to
a simple +1. The changeling may use this ability multiple
times per session, up to a maximum number equal to his
Mantle rating. However, this ability may only be used once
against a particular foe per combat.
Harvest of Whispers (Autumn): Once per session, the
Autumn leader may take a minute to reflect on what she has
learned so far that session (and consult the Storyteller as to
whether or not a particular bit of information qualifies for this
ability), and then perform the Harvest of Whispers. For each
valuable secret, important truth, revelatory fact or other significant
piece of information she has uncovered this session, up to
a maximum number equal to her Mantle rating, the character
receives two Glamour points that are placed in a special pool apart from her regular Glamour points. These harvested Glamour
points can be spent only to power Contracts, activate tokens,
facilitate dream travel or cross into the Hedge. These points
cannot be used for any other purposes, including seeming abilities,
and cannot in any way traded or given away; anything left
in this pool fades to nothingness at the end of the session. This
ability may allow the character to effectively exceed the limit of
Glamour points she can possess as dictated by her Wyrd, but the
number of Glamour points she can spend per turn is still limited
normally. Furthermore, as long as a character exceeds her
normal limit of Glamour, she is considered especially noticeable
by beings that can detect Glamour or magical energy, so unless
she wishes to attract undue attention, it is also best to ready a
concealing Contract or two to help dim this radiance.
It is important to note that only new information
learned that session can be used for the Harvest of Whispers
even if a character learned something just last session,
it’s old news and doesn’t qualify. Those who don the crown
of the Autumn Court are expected to always be seeking out
new and interesting information, not rest on the body of
knowledge they’ve already accumulated. The Storyteller is
the final arbiter of whether a piece of information is new,
valuable or important enough to qualify for this ability.
Feast of Ashes (Winter): Once per session, a changeling
wearing the crown of the Winter Court may devote
himself to the Feast of Ashes, converting one point of
Glamour to one point of Willpower, up to a maximum number
of points equal to the character’s Mantle rating. He may
even exceed his normal limit of Willpower points in this
fashion, though any excess points are lost at the end of the
session. In addition, for the remainder of the scene in which
this ability is activated, the changeling’s Willpower rating
is effectively increased by a number equal to his Mantle rating,
making it extremely hard for others to undermine his
confidence in his ability to survive
New Identity
Effect: Your character has somehow managed to acquire
documents supporting a new identity since his return. In this
age of background checks, paper trails and bureaucratic scrutiny,
this is an incredibly handy resource to call upon, especially
for changelings who have returned to find their old lives stolen
by their fetches, or who have returned years or even decades
after being taken and must forge new lives simply because it
is functionally impossible to re-enter their old ones. You are
encouraged to work with the Storyteller to determine exactly
how your character acquired his new identity. If your character
doesn’t seem to have any Merits or relationships that might
explain how he got his new identity, presumably he had to ask
a favor from someone else who did — if so, what did she want
in return? Many great story hooks can come from the process
of acquiring a brand-new identity.
The number of dots spent on this Merit determines
how convincing and in depth the documentation surrounding
this new life actually is. New Identity (•) represents an
identity that passes casual inspection, but not much else — a
character can go shopping and get around in most daily situations,
but any kind of trained scrutiny such as from a police
officer or bureaucrat immediately identifies her identity as
a fake. New Identity (••) imparts an identity that will pass
most forms of relatively cursory professional inspection, but
cannot stand up to a sustained investigation — a police officer
who has pulled the character over will not automatically
pick up anything unusual if he runs the character’s license
plates or calls up her name in a database, but should the character
be arrested and the police begin a formal investigation,
her identity will quickly unravel. New Identity (••••) represents
an identity that is essentially as real as any identity
can be — it would take a truly dedicated, competent and
time-consuming search by trained professionals to uncover
any hint that the changeling isn’t exactly whom she claims to
be, at least as far as her documentation is concerned.
This Merit may be purchased multiple times at multiple
ratings, each time representing a different identity,
and an identity may also be upgraded later with the appropriate
in-game explanation and experience expenditure.
In the case of certain Merits such as Resources or Status, it
might also be worth noting which identity these Merits are
tied to, since a character may not easily be able to access or
maintain them if that identity is compromised.
Token 1+
Fae lore is replete with stories of objects with magical
powers, either “liberated” from former masters in Arcadia,
discovered deep within the Hedge or even forged by skilled
changeling craftsmen. Though these objects are seemingly
mundane to the mortal eye, the Lost see these useful but
double-edged objects for what they are. A character with this
Merit has one or more such tokens in his possession. Each
dot in this Merit translates into one dot’s worth of token,
which can be divided up as the player sees fit. Thus, a character
with Token •••• could possess one four-dot token, two
two-dot tokens, one one-dot token and one three-dot token,
and so forth. This Merit can also be used to purchase the
expendable tokens called trifles at a cost of three trifles per
dot, or even goblin fruits (p. 222) at the same rate.
In most instances, a character does not need to spend
experience points for tokens acquired during the course
of play, only those in her possession at the beginning of
the chronicle. At the Storyteller’s discretion, ownership of
truly mighty tokens may require a partial or even complete
investment of experience points, representing the time required
to learn the complexities of using such epic items as
well as safeguarding them from potential thieves.
