2.0 Changeling: the Lost Rules




Changeling Society in DC
Key Characters










Changeling: the Lost (Fae)

(Thank You to Ryan for extensive help revising this page for 2.0)

Elves are wonderful. They provoke wonder. Elves are marvellous. They cause marvels.
Elves are fantastic. They create fantasies. Elves are glamourous. They project glamour.
Elves are enchanting. They weave enchantment. Elves are terrific. They beget terror.

--Terry Pratchett, "Lords and Ladies"





After being stolen from a human life, a changeling is subjected to servitude or worse by the unfathomable creatures of Faerie. Some of these tasks or duties or roles are so unlike the human experience that they cannot even be called abusive. Some changelings are used as manservants, some as soldiers, some as statues, some even as the light in a lantern.

How one of the Lost are treated defines your Seeming, which is both your appearance and the way you have come to look at the world. Each of the six Seemings—Beast, Darkling, Elemental, Fairest, Ogre and Wizened—is then subdivided by Kith, which represents a more particular division of what you are good at or how you function.

At some point, every changeling manages to flee from his or her keeper. Or perhaps is set free. Or maybe even banished. Many changelings do not remember how they ended up back in the Hedge, the border realm between Arcadia and the mortal world. But for every one, memories of family or happy times, places, things, act as a beacon that leads you home.

Once returned, many changelings find that a constructed doppelganger called a Fetch has been left in their place, living their life while they were gone. For some, years have passed here, while they spent but a week in Faerie. For others, they have aged decades and only a month has passed in our world. Time is… slippery where the True Fae are concerned.

How each changeling chooses to deal with his or her Fetch is a very personal decision. Some seek to slay the thing and resume their lives, while others choose to leave the thing alone and move on with their new life. But every changeling comes to understand that Fetches are highly variable, and some become destructively unhinged the moment their changeling counterpart returns to earth.

Along with Fetches, the changelings also have to worry about Hobgoblins. These creatures spawned of the Hedge can come in just about any shape or size, and they sometimes escape into our world through an open gateway. In addition, True Fae sometimes stalk the Hedge or penetrate our world. More insidious, the Gentry sends its loyal changelings to infiltrate changeling society.



For changelings, being around each other, and spending time in the Hedge, can be a comfort, after acclimating to the wonders and terrors of Arcadia. To combat the threats they face, changelings have devised four Great Courts of Spring, Summer, Autumn and Winter. These seasonal courts trade power with each other, which somehow keeps the True Fae, the Others, off balance and confused.

Not everything is cohesive, however. Changelings are as prone to bickering and backstabbing as humans are. Intrigue and nefarious plots are common where the fae are concerned, and changelings are no exception. Courts seek to one-up each other, changelings steal from one another, lie, break pledges, and sometimes even murder one another.

Life as a changeling is no picnic, but many still find ways to see the wondrous details of life. Faerie alters perceptions by its very nature, and looking at the world through a kaleidoscope can be beautiful, even as it is confusing and incomplete.





Overview of Fae Society:

In 2001, a stretch of the eastern seaboard came under attack from the Others. True Fae stalked the landscape, capturing changelings by the dozen, sending their hounds after those who fled. For six years after that fateful time, Washington, D.C. was devoid of the fae. None of the Lost who escaped thought it safe to come back, and the last desperate effort to seal off the trods and bar the Gentry also meant that no more changelings could find their way out of the Hedge into the city.

All was quiet, as such things are measured, until some months ago, when the Regents arrived. Four powerful changelings came to the city, determined to open the trods and welcome any who returned. The members of this powerful motley represent each of the four Great Courts, and they have assumed the pro-tem leadership of D.C. as they continue the process of finding and rehabilitating other Lost who stumble back through the Hedge.

Three months have passed since then, and the ranks of the fae have swollen. In addition, a smattering of those who fled have finally returned, feeling safer with the knowledge that the Regents offer their protection over all of the Lost.






The gathering point for the Fae of D.C. is Franz Avenue Bistro in Southwest D.C., also referred to as the Bistro or the Diner. The exterior appears to be a very shabby and undesirable restaurant. The Bistro’s small front windows bear a sign that perpetually says “Closed for Private Function.” The IC channel for the restaurant is #FranzAvenue. From the Bistro, Changelings can pass into the Freehold, which exists in a large Hollow in the Hedge. 

The largest and most well-known trod in D.C. is the Amber Road, which begins at Harrison Fountain, four blocks from the Final Word. This trod meanders northward, passing the Freehold and then on to Rock Creek Park. One other feature of the Hedge in D.C. is the Blasted Stone. No trod leads to or from the Stone. It appears to occupy the same location as the front lawn of the White House, and most changelings use it as a meeting place, and many of the trees and bushes around it sporadically bear Goblin Fruit. 

All RP channels have been merged into Franz Avenue OOC but you may create side channels to separate areas of RP when needed; they just won't be officially supported channels any longer.


The Regent of Spring is Fostro the Radiant, a Fairest Bright One. Fostro is as effusive as his Kith suggests. He projects warmth and good will towards everyone he meets.

The Regent of Summer is Anne Bile, an Ogre Gristlegrinder. Anne is stoic and slow to anger, but vicious and full of fury when roused.

The Regent of Autumn is Johnny Twotoes, a Beast Broadback. Johnny is quiet and reserved, but always thoughtful. His advice is highly sought after.

The Regent of Winter is Hollyhock, an Elemental Snowskin. Hollyhock is a great keeper of secrets, and it is rumored that he is under a pledge never to reveal anything told to him in confidence.





"What we need is not the will to believe, but the wish to find out." -- Bertrand Russel



Restrictions are things that are legal by the book but for game balance or other reasons, the STs want more strict control over how much it is in play in this game. The below are not allowed. Forbidden means not ever; restricted means we have in the past or we may in the future but not now.


You may play any PC Class Character type made available in the core Changeling: the Lost book, that is not otherwise restricted below.




FAIREST & DARKLINGS are currently closed. If this changes, this notice will have been removed.




You may not mix Kith types from other Seemings. Please stay only with the Kiths for your Seeming.

Custom kiths are not being considered at this time, nor are cross-Seeming kiths.




Unusual types, such as playing a Fetch or a banished Gentry, are not being considered at this time.





"Imagination is the one weapon in the war against reality." -- Jules de Gaultier



MAKING A Changeling: the Lost CHARACTER:

The following is merely a "cheat sheet" or guide. You are highly encouraged to at least buy or get access to the core book (WW70000).

Using the Template that you can download HERE:

1. Name: Put both the real full name of your character & Epithet (nickname) Make sure it is not on the Blocked Names List.

2. Player Name: Put your name (and also your email address).

3. Chronicle: Put "Washington, DC By Night" or just "DC By Night" or "11th Hour"

4. Seeming and Kith: You are not required to pick a Kith. Custom kiths are not being considered at this time, nor are cross-Seeming kiths.


Seemings (and their Kiths):

• Beast
(Broadback, Hunterheart, Runnerswift, Skitterskulk ,Steepscrambler, Swimmerskin, Venombite, Windwing)
• Darkling
(Antiquarian, Gravewright, Leechfinger, Mirrorskin, Tunnelgrub)
• Elemental
(Airtouched, Earthbones, Fireheart, Manikin, Snowskin, Waterborn, Woodblood)
• Fairest
(Bright One, Dancer, Draconic, Flowering, Muse)
• Ogre
(Cyclopean, Farwalker, Gargantuan, Gristlegrinder, Stonebones, Water-Dweller)
• Wizened
(Artist, Brewer, Chatelaine, Chirurgeon, Oracle, Soldier, Smith, Woodwalker)

5. Court: Pick any of the four courts/seasons, or else choose No Court.


Courts (and their emotional ties)

• Spring (Desire)
• Summer (Anger)
• Autumn (Fear)
• Winter (Sorrow)

6. Motley: If your character belongs to a group of changelings that work together, indicate the name of the group here. Or else, put None.



7. Attributes (Physical/Social/Mental):


Starting dots for Attributes are 5/4/3.


POWER Intelligence Strength Presence
FINESSE Wits Dexterity Manipulation
RESISTANCE Resolve Stamina Composure




8. SKILLS (Mental/Physical/Social): You will have 11/7/4 starting dots (+3 Specialties).


Mental skills you don't have dots in will cost -3 to your dice pool for a roll using that stat.

Physical & Social are -1 for unskilled.

You will need to later list the stats for any equipment you have that modifies a skills dice pool.

  • Mental Skills: Academics, Computer, Crafts, Investigation, Medicine, Occult, Politics & Science.

  • Physical Skills: Athletics, Brawl, Drive, Firearms, Larceny, Stealth, Survival & Weaponry.

  • Social Skills: Animal Ken, Empathy, Expression, Intimidation, Persuasion, Socialize, Streetwise & Subterfuge.

NOTE: The "+3 Specialties" works like so: You get 3 "units" where you get to choose a specialty for any skills you put dots for already. You may spend all 3 on one skill, or 2 here and 1 there, or spread them out. Specialties give you +1 bonus die to any roll that specifically has to do with the specialty involved.



9. CONTRACTS: You have 5 starting dots in Contracts.

10. WYRD: Starting Wyrd is 1 dot.

11. CLARITY: Beginning Clarity is 7.

12. OTHER TRAITS: You will have to manually calculate these.

  • Size is 5.

  • Speed is Strength + Dexterity + 5.

  • Initiative Modifier is Dexterity + Composure.

  • Defense is the lower of Dexterity and Wits.

  • Armor is 0.


13. MERITS & FLAWS: Assign 7 merit dots.
Extra Wyrd may be purchased at the rate of 3 merit dots to one dot of Wyrd.


Flaws are no longer mandatory; however, you are rewarded with extra points for playing them out correctly.

This is an exception to our "no optional rules" policy - we will be subjectively permitting PC's to regain WP through quality RP of their flaws, as the book allows. Please see an ST about it.


There are 41 Basic Mortal Merits in the Core Book. Fae-Only Merits will be IN GREEN.


Mortal Merits include:

(M = Mental, P = Physical, S = Social)

Allies (explain in BG) (1 to 5) S

Holistic Awareness (3) M

Ambidextrous (3) P

Inspiring (4) S

Barfly (1) S

Iron Stamina (1 to 3) P

Brawling Dodge (1) P

Iron Stomach (2) P

Common Sense (4) M

Language (explain in BG) (1 to 3) (1-3 = proficiency, not # of languages known) M

Contacts (explain in BG) (1 to 5) S

Meditative Mind (1) M

Danger Sense (2) M

Mentor (explain in BG) (1 to 5) S

Direction Sense (1) P

Natural Immunity (1) P

Disarm (2) P

Quick Draw (1) P

Eidetic Memory (2) M

Quick Healer (4) P

Encyclopedic Knowledge (4) M

Resources (explain in BG) (1 to 5) S

Fame (explain in BG) (1 to 3) S

Retainer (explain in BG) (1 to 5) S

Fast Reflexes (1 to 2) P

Status (within Org.) (1 to 5) S

Fighting Finesse (2) P

Striking Looks (2 or 4) S

Fighting Style: Boxing (1 to 5) P

Strong Back (1) P

Fighting Style: Kung Fu (1 to 5) P

Strong Lungs (3) P

Fighting Style: Two Weapons (1 to 4) P

Stunt Driver (3) P

Fleet of Foot (1 to 3) P

Toxic Resistance (2) P

Fresh Start (pg. 112) (1) P

Unseen Sense (3) M

Giant (4) P

Weaponry Dodge (1) P

Gunslinger (3) P  


(M = Mental, P = Physical, S = Social; PR = has Prerequisites)

New Identity (1-3) S PR: must be given by pledge Changeling: the Lost WW70000 pg. 98
Perfect Stillness (1) P PR Rites of Spring WW70201 pg. 94


(M = Mental, P = Physical, S = Social; PR = has Prerequisites)

Amenities (1-5) PR: Hollow Merit Changeling: the Lost WW70000 pg. 95
Archive (1-5) (Fixture) Rites of Spring WW70201 pg. 87
Doors (1-5) PR: Hollow Merit Changeling: the Lost WW70000 pg. 95
Hollow (secured location) (1-5) {Size, Amenities, Doors, Wards} (SH) Changeling: the Lost WW70000 pg. 94
Wards (1-5) PR: Hollow Merit Changeling: the Lost WW70000 pg. 95




14. GLAMOUR: is one half of maximum pool at time of character creation, usually 5.



15. MASK DESCRIPTION &  SEEMING DESCRIPTION: Since Lost characters have a Mask that causes non-fae to see them as humans, give a description of how your character typically appears. You will also need to describe his or her fae appearance (only to those who can see it).


16. BLESSINGS & CURSE: Fill in your character’s blessing(s) and curse (the bonus & penalty that comes with your Seeming).







Every changeling character is required to fill out the Big Four questions required of any other 11th Hour character.

You may find it helpful to tack additional pages of explanation onto your character sheet that explain elements of it. For instance, its useful to note the way your character indulges in his or her virtue and vice. Explain any skills above 2 dots. Including a short character history is also a good idea. Explaining major elements of your character helps to flesh out who he or she is.

The Keeper is an essential part of any Lost character. A changeling’s keeper defines, in part, his or her memories of what Arcadia was like. Nightmares, hallucinations, and perhaps even the Keeper itself may play a part of the character’s life, and so it is important to know how what they remember and how it affects them. This may range from a scene or vignette of the Keeper to snippets of memory without any context. You must include a depiction of your Keeper on an additional page. This description must be at least one paragraph.

The Storyteller reserves the right to determine exactly how each character’s Fetch is created and will behave. Suggestions or requests from each player regarding his or her Fetch will be taken into consideration when determining how a Fetch behaves, or whether there is a Fetch at all. However, the Fetch is in no way under player control.







Restricted & Forbidden Character Types (Creating A Character Sheet)



Restricted Merits, Flaws, Backgrounds & Powers (Creating A Character Sheet)








"WE are the music makers, and we are the dreamers of dreams."
-- Willy Wonka, "Charlie and the Chocolate Factory"


All STs have the authority to receive sheets for approval and to storytell for Fae PCs.

Primary Changeling Storyteller is Eriond (Mike).

Ask in the IRC channel for Mike's email address to submit sheets.

You can email sheets to any ST in the channel. You are responsible to check with the ST to see if they has received your character. The above-named ST is just designated as more well-versed in the genre but you can and may be guided by any ST on staff.




"We don't live in the world of reality, we live in the world of how we perceive reality."

-- Bryan Singer, director of "The Usual Suspects"



White Wolf # Title ISBN: Summary


Changeling: the Lost, A Storytelling Game of Beautiful Madness (August 16th, 2007), 349 pgs.

ISBN: 1-58846-527-6

Changeling 2.0 Core Book
WW70200 Winter Masques (December 5th, 2007) ISBN: 1-58846-532-0 On the Winter Court


Autumn Nightmares (October 10th, 2007) ISBN: 1-58846-531-3 On the Autumn Court



"Our revels now are ended: these our actors As I foretold you, were all spirits, and Are melted into air, into thin air: And, like the baseless fabric of this vision The cloud-capp'd towers, the gorgeous palaces, The solemn temples, the great globe itself, Yes, and all which it inherit, shall dissolve, And, like this insubstantial pageant faded, Leave not a wrack behind: We are such stuff As dreams are made of, and our little life Is rounded with a sleep."

- Shakespeare's "The Tempest," Act IV






BOOKS: Numerous Traditional Children's Fairy Tales. "Books of Faerie" by Neil Gaiman, "Wizard of Oz" by L. Frank Baum, "Alice's Adventures in Wonderland" & "Through the Looking Glass and What Alice Found There" by Lewis Carroll, "The Chronicles of Narnia" by C. S. Lewis, "Elfquest" by Wendy & Richard Pini, "Neverwhere" by Neil Gaiman

MOVIES: Willow, Labyrinth ('86), Gremlins [Unseelie], Neverending Story (Die Unendliche Geschichte), Monkey Bones, Something Wicked This Way Comes, The Nightmare Before Christmas, "The Thief of Always" by Clive Barker

MUSIC: "My Fairy King" by Queen

POETRY: "The Erl-King (Erlkönig)" by Johann Wolfgang van Goethe, "The Fairies" by William Allingham, "La Belle Dame Sans Merci" by John Keats, "The Stolen Child" by William Butler Yeats



THEATER: "A Midsummer Night's Dream" by William Shakespeare




Quintessential Fae Archetypes in Media & Myth:









Dark Green - Some Disturbing Thoughts about Faeries: http://www.whitedragon.org.uk/articles/darkgreen.htm


(If any of these links die, if you spot errors, have something to add to this page,

or any other problems or questions about a Changeling PC, please let us know )




All Gaming Sourcebooks & Materials for this campaign are © 2004-2010 White Wolf Publishing, Inc.  All rights reserved.