The Lost Files (C:TL/Dresden Files) (CK2-ish)

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Changeling Files

The Dresden Universe, the world of darkness. Two very different tastes, two...
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Changeling Files

The Dresden Universe, the world of darkness. Two very different tastes, two very different worlds, for all that they both in one way portray our modern world. In one, the Fairies haunt the nevernever as Wizards interact with vampires, and there are many things that go bump in the night. In the other, the True Fae haunt Arcadia as Mages interact with Vampires and the many things that go…

Okay, alright, so there are also similarities.

But what would happen if the Changelings of the world of darkness, the rebels from their masters the True Fae, who built Freeholds based on the four seasons and other sources of power to fight them, who created their own culture and society, for all that they were sterile, twisted and turned by the dark magics of their master into something not quite human...what if all of them, all at once, appeared in the world of Harry Dresden.

What would happen? Chaos. Plot. Misunderstandings. Maybe war and maybe friendship.

How would a Freehold survive it, how would they interact with other Freeholds and try to present a united front, or would they?

There is much to decide, and much to choose.

This will be a CK2-ish Quest in the sense that you nominally control a Freehold, but will include many individual segments where you control a single person or a group, and will have mechanics that represent the multiplicity of a Changeling Freehold, and the personal nature of it: no city or entire country, Changeling Freeholds are far more intimate than that, and far more independent and interdependent.

This will not be the primary update priority, but I hope to get out, say, an update a week or so, as a good baseline. Yes, in some cases that doesn't seem like much, but hey.

Freehold of the Marble Arch: St. Louis, Missouri

Built off of the back of the River in the Hedge, Marble Arch is a rich and powerful Freehold indeed, one that in no way should be called second-fiddle just because Thousand Trods is in the same state and more populated and powerful and influential. Because they don't have as good access to the River, and they don't have the Gateway Arch, whose magical and symbolic potential is well acknowledged by all.

Population: 140-160


Advantages

The River Goes On: They are sitting, on the Hedge side, on the largest River in the world, one which can take one anywhere in the Hedge if one follows it, and has vast wealth to be gleaned from it, both in terms of trade and artifacts. Even in another world, this River survives, and is the heart of the Freehold. They also have moderate advantages towards seamanship and other such areas.

Gateway City: While not as full of Trods as the famed Freehold in Kansas City, Thousand Trod, the gateway it has means that in the Hedge there are many ties around the world, and the magical importance of the gateway has spawned an interest in symbology and magic relating to symbols, including sorcery and Onieromancy.

The King Stays The King: Their monarchies seem remarkably stable, and while there is friction between the four seasonal monarchs, and within the courts as well, it doesn't erupt into disagreement and squabbles all that often. The monarchs are likely to be experienced and capable men and women.

Neutral

Borderlines: I suppose if one wants to really get bent out of shape, it's the closest of all of these options to Chicago for the Dresdenverse crossover. So there's that.

Disadvantages

Second City: Their 'second-fiddle' nature means that some of the most ambitious of them resent Thousand Trods, or else go to join it. In the Dresdenverse, one will have to deal with the influence of such a nearby and powerful Freehold (nearby relatively speaking), while in other cases, one will have to deal with not having several of their best and brighest.

A Gateway to What?: Besides the mysteries that surround the Hedge Arch, there is the fact that many wandering bands of goblins sometimes show up to wreck things. They're kinda a problem, but it's even more of a problem because…

Pirates: Argh, matey, there are Pirates on the River. Surprised? Yeah, having to deal with bands of goblin and Changeling pirates, and those willing to give them aid and comfort, sometimes even within the Freehold itself, but generally the Courtless population, will be a bit of a hassle.

What Season Does the Transition Take Place In?

[] Spring, the season of hedonism and yet also beauty.
[] Summer, the season of war and yet also vacation.
[X] Autumn, the season of the fear and yet also the harvest.
[] Winter, the cold season of sorrow and warm hearths.


*****
Index Here, for Actual Story Content!:

Prologue/Turn 0--The Art of Translation
Prologue/Turn 0--The Science of Translation
Prologue/Turn 0--The Dream of Translation
Season 1, Autumn 2000--From Such Heights
Turn 1--Planning
Turn 1, A
Turn 1--A Cocktail of Death, Part 1
Turn 1--A Cocktail of Death, Part 2
Turn 1--A Cocktail of Death, Part 3
Turn 1--A Cocktail of Death, Aftermath
Turn 1--B, Lord Sages+Prophet Circle, and news
Turn 1--Gilding the Lily: Intro
Turn 1--Gilding the Lily
Turn 1--Gilding the Lily: Aftermath
Turn 1--C, Magic and Jonathan Graves, more news
Turn 1--Results and News
Turn 1--Epilogue: Read a Book, Read a Book
Turn 2--Planning
Turn 2--Sao Luis Showdown, Part 1
Turn 2--Sao Luis Showdown, Part 2
Turn 2--Sao Luis Showdown, Part 3
Turn 2--Sao Luis Showdown, Part 4
Turn 2--A
 
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Freehold Information
Freehold of the Marble Arch
Monarchs: Mayor Booster (Spring), Maggie the Zookeeper (Summer), Chancellor Cora Graves (Autumn), King Stoneguts (Winter)

Number of Changelings In the Freehold: 171

Leader: Mayor Booster
Numbers: 34

About: The leader of the Spring Court is Mayor Booster, whose clear sight and his careful taste are synonymous with excellence. He runs his court as a strange combination of social club, salon, and business. Economically wasteful in some senses, he cultivates contacts in a wide number of venues, and his days are filled with almost constant political work. He spends relatively little time, thus, dealing with, say, magic. That said, he's really skilled at Contracts, he understands the basic principles to a wide variety of types of magic, and most notably he's a proficient Talecrafter. But it is his connections that truly set him apart. His wealth both in and out of the Hedge mean he has many Tokens, and contacts that stretch even to other supernatural splats. His skills at rulership, while not amazing, are very solid even in the areas of specific policy, though he is known to go for grand ideas more than the basics.

Winning his favor involves proving yourself in one of several ways.

The general 'factions' are the River Traders, the Arete, the Doers, all of which can also be Powerbrokers.

The River Traders get their lifeblood from the river, from the desire and wealth and acquisition that it represents, and include a famous Knight of the Utmost Knowledge of the Tongue, well-known as a gourmand. Their wealth means that included in their number are a few of his top financial advisors, some of which are also advisors to the Freehold. It also has a few adventurous types, those that combine living hard with travelling far.

The Arete are those who seek pleasure in excellence. Comfortable living, happy times, great artwork, superb battle, they seek what they desire and they are what they seek. They tend to try to win favor through their excellence and skill, as well as their blandishments and compliments.

The Doers are the financiers and the artists, the ones who make the whole Freehold work in between enjoying themselves. They are the connective tissue that makes the Freehold and Court work.

Notable Events: Spring Revel (March 20th), Homecoming (July 1st), Arbor Day (Last Friday and April), Easter (Varies), May Day (May 1st), Slam Day (May 23rd), Other Holidays As Desired.

Leader: Maggie the Zookeeper.
Numbers: 37 (Note, this is only Changelings)

About: Maggie the Zookeeper runs the Summer Court in a very personal, even familiar way. Those who underestimate that and assume she doesn't also greatly value things beyond her own personal combat prowess are generally heavily mistaken. She has a strong grasp of psychology, she's terrifying in a fight, and she's also incidentally a top-notch medic, whose work as a Zookeeper put her pretty close to figuring out the logistics of a situation. Her Freehold is a well-oiled machine in one sense, but it's one that she oils herself.

It's a system that allows the Court to protect the Spring and Autumn traders down the River, to push off any and all challengers, and keep Marble Arch one of the safer Freeholds out there, even if it doesn't have the vast wealth of Thousand Trods. Ultimately, she accepts and even encourages help, but it's very much of the 'You want to help me? Pick up a shovel and get digging.'

While there are plenty of competent and skilled people, all the way up to officers, doctors, and even a few spies and contacts of-sorts, there is nobody who is clearly, far and away, the choice for next leader. There is just Maggie.

Notable Events: Fourth of July, The Contest of Fashion, The Contest of Magic, the Contest of Secrets, The Big Swim (June 29th), A Day At The Zoo (July 15th), Labor Day (September 5th).

Leader: Chancellor Cora Graves
Numbers: 41 (Note, this only counts Changelings)

About: Autumn Court in the Freehold of the Marble Arch is a body that is defined by its focus on knowledge and secrets. A Panopticon of spies and seekers of knowledge, it also does a very good job of uncovering a lot, magically, and exploring the Hedge and the River. Currently Cora Graves is almost entirely challenged, other than George Pryce, and even that is only to the extent that he often disagrees with her more careful and cautious policies.

She knows how to take her time, and she pushes ahead hastily neither on temporal power or power in the Hedge.

Meanwhile, his own opinions are defined by the fact that he is a former Hunter, someone who views fear as a tool to make the world a better place. There are jokes that he's Batman.

Notable Events: Back to School (September 23rd to 28th), Fallen Fair (October 20th), All Hallows Festival (October 31st), Thanksgiving Feast (November 24th), The Convocation of the Dreaming (This year only, December 1st-5th), The Contest (December 2nd-9th),

Notably, the 'Back to School' program has been cut back over the last two years. Basically, if one is curious as to what it is, it's meant to be a program in which Autumn Courtiers teach new Hedgefresh Changelings as well as other courtiers about the nature of magic and the supernatural, basically giving them refresher courses or further studying.

The Fallen Fair is the Autumn Court's own answer (in many Freeholds, this is a non-unique event) to Goblin Markets, being essentially an incredibly magic-heavy market focusing on the intellectual and magical output of the last year, meant to be a chance to show off, show who's the best, and unwind.

For Halloween, there are tons of rituals and actions they engage in, not limited to several parties and a haunted house contest.

Thanksgiving is pretty self-explanatory, it's a time to show off the power and beneficence of Fall Court.

The Convocation of the Dreaming is a big, big, BIG meeting of Oneiromancers that Cora has managed to snag this time around. Essentially a convention, and a very, very strange one at that. Since it takes place primarily at night, and primarily out of the sight and minds of most mortals.

The Contest is...well, outsiders don't know about it, other than the name, but it's a competition involving testing the information gathering and overall system of the Panopticon, similar to how world leaders might get in a room to try to test how well they'd coordinate in a disaster.

Leader: King Stoneguts.
Numbers: 39

About: Winter Court is a secretive court indeed. They have a powerful intelligence network, but also serve as builders and the go-betweens for a lot of business, protecting and sheltering new Changelings and making sense of the world. They are very good at monitoring the situation for future problems, and there are plenty of them whose self-interest spreads out to protect Motley-mates. They aren't as associated with crime as one might think, but there are certainly ties. The Court has deep ties both with religion and with the poor of the city, and more than any of the other Courts, they are aware that things are neither peachy nor keen, and they accept the world as it exists and try, by and large, to help as many people as possible.

King Stoneguts does have some potential successors, but he keeps them on their toes, and ultimately nobody could imagine Winter Court without him, so long has he reigned.

Notable Events: Christmas, New Years, the Winter Market, ???, others.

*****
Leader: Bishop Farmer
Numbers: 11

About: A very small group, of course, they're divided largely along religious lines. Five of them are Catholic, three Black Protestant, two Evangelical, and one Jewish. They tend to keep to themselves, but try to keep relatively friendly with the leaders of the Marble Arch, most notably Spring and Winter for different reasons. They have relatively little power, and tend to focus on individual affairs and at most coordinating with the Freehold on the matter of holidays or the like.

Leader: ???
Number: 8

About: The Reason Court is rather weak in Marble Arch, and seems primarily focused and centered upon a number of industries that are uniquely situated in St. Louis. It is very much an individual affair, but the presence of excellent universities, Boeing and other aerospace companies, and a large number of medical research facilities provides the backbone of those who call Reason their home. But they aren't really united, and to a large extent it is eight individuals, who might happen to meet each other at times, but no more than that.


Others:

Talebound: 15
Hedge Witches: ???
Fae Touched: ???
Ensorcelled and Allied Mortals: ???

Resources:

Token Source Level (3): The Token Source Level has to do with what level of Tokens could be obtained on a relatively quick basis by a Changeling who has been vested with the authority to go and search them out. Some Freeholds have official areas where Tokens are held in reserve, for the common good, which would probably act as a 'feature/advantage.' Tokens beyond this can of course be gotten by expending personal assets, or borrowing them from others. To note: Tokens aren't solution generators, and it's not a matter of "I need a Token that does exactly X" and specificity will make it harder to obtain. The Freehold's currently level is hovering around '3.' Each week, though doing it every week would begin degrading it, they can get up to three three-dot Tokens purchased and in use, or a four-dot Token, though that stretches and exhausts their capacity until the week is done. Five dot Tokens on the other hand can only be gotten with time and effort.

Hedgespinning: The Court is not the center of Hedgespinning art and craft, and while they get plenty of trade, and individuals are capable of providing their own supplies, to a large extent, at least, the Freehold doesn't have much of any Hedgespun to spare. In the case of a crisis, the Freehold doesn't have the number of spinners or the immediate access to resources to, say, arm and armor everyone who might be able to pick up a weapon. Of course, this is hardly needed, but it does also reflect the fact that they lack a Master Hedgespinner, let alone multiple such figures.

Sorcery 4: The Freehold has plenty of skilled Sorcerers, and has systems in place already that use that as part of the defensive lines of the Freehold. Abstractions come easy, and more than that, can be found and harvested in bulk, and there's a constant influx of new information and Sorcerous rituals. More specifically, in case of an attack or the need for sudden sorcerous might, the Freehold can deliver.

Hedge-Fruit 5: The Freehold is also blessed with a lot of access to Hedge-Fruit all along the River, and thus both in terms of healing, and in creating potent mixtures of Hedge-Fruit, this is the place to be. There is little problem gaining most Hedge-Fruit, with only the most difficult to obtain (such as those that grant immortality from aging for two decades per fruit, or those that can cure cancer or the like) presenting any major challenge if the resources of the whole Freehold are thrown at it.

Income: Medium-High, Stable.

Trade: ???.

Glamour: ???.

Assets:

Prophet Circle: A group of five women and two men whose psychic powers and strange dreams drove them her way, and whom she aides and helps, and whose dreams she also rides to glean information about the past, present and future. None are yet at the level of 'Gifted Psychic' or anything, and by Dresden Files rules/universal definitions, they seem to be the definition of Minor Talents.

Janet is the very definition of a woman cursed in a unique way that has come to appreciate and use her gifts, and thereby become useful to the Cora. In addition to her prophetic dreams, she is unusually and unnaturally sensitive to ghosts, and even was possessed several times before coming to Autumn's attention. The Autumn Queen could not fix her problem, but instead taught her to lean into it, to accept that she was, for spirits, an Easy Ride and even aHollow Soul and has been trained to accept willing possession and defend herself against unwilling possession, herResolve and Composure both having been trained by methods both harsh and kind to be at the limit of natural ability. The young women, now in her late twenties, has also trained her body. She is very loyal to the Queen, though not to the point of madness, and is aware that sometimes she is used to allow the Queen to have one of her ghostly familiars physically manifest, even when they lack the ability to possess bodies normally. This has caused some tension/suspicion, yet she is still loyal for the moment. African-American with dark eyes, tends to dress rather casually.

Roy Taylor is what is known as a Dowser. In addition to his psychic dreams, he can locate objects, even hidden ones with his divining rod, and has even located people on rare occasions with his abilities. It takes time and effort, and at most throughout his life he's been able to improve only his general skill at it, though under the Autumn Queen's tutelage, he's gained some experience, and repairing his rocky relationship with his wife (who doesn't believe in this nonsense), by a string of success which managed to save their home from going under. He knows he owes her a job, and in all honesty, he sorts of resents it, which doesn't stop him from accepting her help and aid. Makes it a habit of wearing a business suit after he was told from a young age that it makes one look 'professional.'

Jason "Smiles" is a very weak Mind Reader, but most of all a scared kid who is the most recent and youngest member of the Prophet's Circle. He grew up in a very conservative household, and seeing as he's gay and also a mind-reader, and an inexperienced one, he heard the constant surface thoughts of his parents as a litany against him. And when he came out, well, he heard that his parents first thoughts--not ones they'd act on, the fleeting maddening rage on the surface--were in fact...violent. Hostile. He ran, and has been running since. The Autumn Queen has had no success in strengthening his powers, but has helped him learn how to tune it out. He is in his late teens and has rather bad scarring around his mouth from a fight in a homeless shelter. He's terrified beyond reason of the Autumn Queen, most of all because he can't read her mind at all (because she's supernatural, and a Major Template at that). But with that terror also comes trust.

Layla Byrnes is a very weak Biokinetic, whose attempts to improve her abilities are still slow even under the Autumn Queen's somewhat uncertain tutelage. She is in college, the second youngest of the group, and though pledged to the Queen, she likes to think that she has her own life and that, though her dreams are filled with strange prophecies and visions of the past, she is ultimately just a normal girl. She sometimes uses her Biokinesis in an attempt to improve herself, and is trying to use it for 'normal' means. She's twenty, somewhat pudgy, with dark red hair.

Mrs. Adams is a former housewife, now divorced, who possesses the power to see Auras. She can see a person's emotional state, and under the Autumn Queen's help, has even begun to be able to tell useful things. She once even managed to tell that someone was a vampire...well, okay, they had fangs and were attacking someone, but their aura was also pale, and so she's working on that. She saw the divorce coming, not least because she saw how her husband looked at her, his aura towards the end. In her early fifties, she is the oldest of the Circle, and the least sure about the Autumn Queen. It doesn't hurt that Cora is far from conventional in many ways, and visibly younger than her.

Augusta is a somewhat weak Clairvoyant who mostly uses her power at the whims and orders of the Autumn Queen, who uses her as one of the several trumps and secret methods of spying. Augusta is suprisingly fine with this, for reasons that Cora is still trying to figure out, and the woman is as closed-mouthed as could be. And more than that, her dreams are a little strange. The symbolism is never personal, always distant, muted, in a way that is a little baffling and might speak to some underlying problems.

Eva is a Buddhist Thaumatage, who believes her prophetic dreams, most often of the past, are warnings and information from her past-lives, of which she hopes to be the last and break the cycle of reincarnation. She is likely the strongest of the members of the Prophet Circle, and seems to believe that Cora is in some way the person that will set her free from the cycle of rebirth.

Malthus M. Riddle, Mr. Spirit, other lame nicknames is most interested in Spirits, but also knows about Ghosts, and he tends to be very friendly with Cora. He makes a lot of bad puns, and is a Fairest Author, someone who knows his way around words and symbols, being a skilled studier of symbolic magic and sorcery as well. He is probably attracted to her, as far as her sources say. Spring Court.

Lydia Zero is an Elemental Hunterheart, claws and teeth and death, though she's surprisingly embarrassed about it and has a barcode on her back from her time in Arcadia. She studies Werewolves, though she's gotten more than a few surprises in her time, with how spiritual they were and how, while there was violence, there was also poetry, beauty, and mystical attainment in werewolves. She identifies with them so strongly that her religion, personal habits, and a wide variety of others things have changed in ways that make her fit in more and also fit who she is now. Malthus and Anton both worry about her, while Manny, of course, thinks of her as almost kindred in her level of trust. Summer Court.

Anton LeFay is an Autumn Courtier who studies Mages, and unlike others, he distrusts them, and his interactions with them have primarily been a little bit hostile. He studies them, he plays faction against faction, trying always to gain more and more secrets and powers. He has several Imbued artifacts, though stealing and gaining access to them has been highly difficult. He seems to have his own intentions with these objects, and has been amassing them for some purpose. More specifically, he seems to be founding a cult of some type, which is perfectly acceptable, but rather odd. Cora, of course, has contacts in the deepest levels of the cult, in case it goes...screwy.

Madcap Manny studies Vampires. A Winter Courtier, he hates his nickname, and prefers Manny. His Mien as always shows the slight glow of magic, and the symbols on his body seem to be ancient words in the languages of the start of a number of Vampire bloodlines. His knowledge of the community is rather strong, and there is a sort of identification with them that even the Autumn Queen has seen sometimes go too far. He says that it is the fact that they are willing to do anything to survive that fascinates him. He is a Fairest Thussar, small and gifted with music, as odd a skill as that is.

Persephone Powers is an initiate who might soon be a new member, who is undecided as to what to study, wavering back and forth, and constantly seeking reassurance from each of the four full Lord Sages, even Cora Graves, who terrifies her for good reason. She is currently in the Spring Court, though she has recently become dissatisfied with that too. She has a strong background in cultural and academic studies, and a good knowledge of investigative fieldwork, but also has a tough time deciding what to choose. She is a Beast Fireheart, her skin crackling with electricity and fire, seeming to briefly form tails and ears before dissolving and trying to form wings, and claws, until that too fails, as indecisive as the woman herself.

Rebecca Karling is an initiate learning under Anton, studying about Mages. She serves in many ways as the good cop to the bad cop, and the fact that she passes as a human, and a fresh faced, innocent one as well, yet hascertain skills that are most useful certainly isn't a bad thing. She is undecided, but is leaning towards Autumn or Winter, if only because she isn't so sure about Summer. She can often get stuck on the smallest things, and she is treating studying the Mages as if it were an investigation. Tracking them as much as possible, making copious notes, digging up mundane details to be examined later...going overboard, honestly.



Other information as I list it.
 
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Character Sheets
Character Sheets.

Name: Chancellor Cora Graves
Concept: Autumn Queen Running a Panopticon with a teenage son
Titles: Chancellor Graves, Mistress of Dreams, The River Walker, Ms. Archy, the Queen of Phantasms, the Ocean Walker, the Dreamland Champion, The Watcher of the Future, Twice-Blessed, Rhymes With Witch, the Hedge-Bound, Lady Sage, 'Mother' Graves
Virtues: Ambitious, Patient
Vices: Arrogant, Kind
Willpower: 10/10
Seeming: Darkling, Kiths: Gravewight/Di-zang
Court: Autumn
Wyrd: 7, Clarity: 5, Glamour: 20/20
Size: 5, Speed: 11, Initiative: 10, Defense: 4

Attributes:

Intelligence: 6, Wits 4, Resolve: 4
Presence 3, Manipulation 5, Composure 6
Strength: 2, Dexterity: 4, Stamina: 5

Skills:

Academics: 2 (Anthropology), Crafts 1, Investigation 3 (Dreams 2, Autopsies, Crime Scenes), Politics 2 (Freehold), Science 1 (Biology and Chemistry), Occult 6 (Oneiromancy 2, Onieroscopy), Medicine 1
Athletics 2 (Sprinting, Swimming), Brawl 1, Firearms 1, Larceny 6 (Security Systems, Lockpicking), Stealth 4 (Moving in Darkness), Survival 3 (The River 2), Weaponry 2 (Improvised Weapons, Staves )
Empathy 3 (Lies, Motives), Expression 1 (Lectures), Intimidation 4 (Veiled Threats 2), Persuasion 3 (Anthropology), Socialize 2 (Academic Events), Streetwise 2 (Rumors 2), Subterfuge 5 (Lying, Misdirection, Spotting Lies 2)

The Wyrd and its blessings and curses

Seeming Blessing--The Dark Hides All: Gain 9-again on all Stealth rolls. Glamour can be spent on a one-on-one basis to raise any dice pool that involves Wits, Stealth, Larceny or Subterfuge.
Seeming Curse--Magic and Eyes of the Dark: -1 to activate all Contracts during the day, and -2 when the Changeling can directly see the sun in the sky, and gain -1 to all Perception rolls during the daytime.
Di-Zang--There is No Suffering, Only Enlightenment--By spending a Glamour point, those within thirty-two (or 16, 12, or 10) yards of the Di-Zang not only suffer no penalties from existing wounds, feel no physical pain, and are completely unhindered by the effects of any illnesses they have that might impair them, but even seem energized and stronger. The effect can be made selective if the range is reduced to ten yards, but the total number of people affected must be the majority, and it 'feels' wrong to be selective. Additionally, the Di-Zang gains a free Larceny specialty, and may take Larceny equal to their Wyrd+1.
Gravewight--Ghoulish Sight: The Changeling can automatically see ghosts, always. In fact, she cannot *not* see ghosts, no matter what, even when they'd rather not, honestly. They also automatically qualify for the Catch to Shade and Spirit and Spell Bound Autumn 2, and receive a +1 dice bonus on *all* Contracts of Shade and Spirit.

History--

When Cora Graves fell into a pit, boy did she fall. A smart high-school student with nowhere to go but down, she lost herself, and she honestly doesn't even remember the specific circumstances of what should be two of the most magical--for opposite reasons--moments of her life. She doesn't remember anything except vague details (and her visionary dreams have only filled in the edges) about the night she conceived her son, and she was so drunk and high that she doesn't remember how she got taken to Arcadia.

But once there she was made to steal away corpses, moaning, howling corpses locked in deep pits, asking for forgiveness, telling her their sins, vile sins, many of them, and trying to attack her, again and again. But if she fought back she was punished, if she was screamed she was punished. Hurt, again and again, until she took all of the suffering given to her, accepted it all, ate all of it just as she ate their sins. Punished until it seemed she was broken, that there was nothing left but a lockpicker saving the dead, selflessly sacrificing herself for the 'good' of a bunch of (in retrospect, though at the time it seemed all too real) fake corpses.

Which is when she picked the lock of the entrance and escaped. Since then she has risen far and risen fast, interested in the real ghosts and the dead, and also in the River. Her attempts to gain back her son led to her entering college, and she gained an undergraduate degree and a decent sum of money as proof that she was worthy of her son, and was thus awarded custody over the foster parents who had taken care of her son for the first year.

In the fifteen years since, she has managed to rise far and fast, with a large number of deeds, several of which are so famed that many around the world know of them, such as her War in the Dreams, and her visit to the Ocean. Each of which left deep scars on her that didn't keep her from continuing her quest for knowledge and power. Most Changelings don't manage to become Wyrd 4, Mantle 4 Monarchs within five years of having escaped Arcadia, as a rule, and don't then continue to increase their power almost faster than it can be tracked, taking the time to begin to master sorcery and assemble what would come to be known as her Prophet Circle.

All the while, she raised and cared for her son, trying to do the best she possibly could in circumstances that were at times rather trying. Her son is now sixteen, and soon to be a man, and for almost a decade she has ruled the Autumn Court, harsh and powerful, unyielding and without compunction, limit, or--were it not for the fact that her son gives the lie to this--scruple. Yet rule it well she certainly does.

Appearance--

Mien:

The first sign of her approach, when she isn't sneaking[1], is that the lights in the area dim just a little, flicker briefly, to those who can see through the Mask. Plants seem to wither briefly in her presence, and on the walls of a room she has occupied for some time, strange and bizarre occult symbols seem to be etched, only to fade away when she moves. There is a slight chill where she moves, the brief shiver of someone whose grave has been walked over. Finally, while candles flicker and dim, her presence can also make candles appear to light themselves and cast off eerie light in a room which she occupies, or when she is 'pushing out' her Mantle in a display of terrible power.

When dressed in normal shorts and a blouse, she looks quite eerie. Taller than the average woman by a few inches, she has a deathly pallor, like a corpse, and her skin is clammy to the touch. She smells faintly of grave dust and death, and though she is vulnerable to bleeding out, to choking to death, neither a heartbeat or pulse can be felt if someone who can see through her Mask. Her hair hangs straight and black, but also a little limp, devoid of life, and her eyes--

Well, her eyes are black-red multifaceted gems that seem to suck in light, casting her face in a slight shadow. Notably, it is really hard to tell when she is looking at someone if she doesn't move her head, as her 'eyes' don't seem to move.[2] Her lips are oddly dark, almost looking bruised, or as if she is someone who regularly wears purple, black, or blue lipstick. Which she isn't.

Her face is thin, a little drawn, with obvious cheekbones and a sort of gaunt cast to it that doesn't honestly fit the fact that she is perfectly well fed. Her hands are cold to the touch, her nails oddly brittle looking, as if they were breaking down, and on each of her hands was inlaid a black gem in the shape of an eye. The eye of Horus, which she took as her symbol. Being somewhat tall and thin, her frame is not prominent, and she has a flat stomach, perhaps even a little starved looking, and bony legs ending in feet that are relatively normal, other than being clammy.

Additionally, her Entitlement alters her Mien yet further, and her arms sometimes, or her legs are covered, as are her clothes, in strange symbols. A few of these appear to be tattooed into her skin. Each night, at midnight, the location and nature of the symbols change, but having examined them, all of the symbols are either pictograms or representations of ghostly words and concepts (like the chinese word for ghost written in a symbol) or words, phrases, or concepts in dead languages, which range all the way from Bactrian to Minoan, from Gaulish to Latin to Sumerian and, most intriguingly of all, two languages that nobody can even read, which have never been translated: Cretan and Linear A.

Finally, there is an odd air of calm and control about her, a way her face doesn't seem to move that much, her expressions muted, her voice calm, and level, carrying just a slight croak like one might imagine a dead throat unused to words might speak.

Mask:

Her hair still looks limp, and she feels a little bit clammy to the touch still, but though her heart and pulse seem a little slow, she seems to be alive, if very pale and still a little underweight. But slightly less so. She appears to be in her early to mid thirties, and likely will continue to look so over the next few decades with only minute changes to her appearance. Her eyes seem dark, and hard to read, and there are rough lines on her palm that echo faintly her Mien, but other than that, she looks like she could be any rather pale woman who looks perhaps a bit too young to have had a sixteen year old son, but not too young as to cause more than a raised eyebrow and a thought of 'teen mom' when in reality she was almost twenty-two when she had Jonathan.

She comes off to many as serene, careful, slightly dead to the world and it to her, controlled and even a little bit graceful, for all that, yes, she does need some more sun.

[1] This is a mechanical decision as much as anything. It's just not cool if someone's greater strength meant that someone could, say, search out a dead leaf and know they were sneaking in; though in appropriate circumstances, the power of her Mantle *might* provoke a 1-dice penalty to hiding from someone who knows her, knows her Mantle, and thus knows how to search for the signs.
[2] Mechanically this is represented by, well, a high Subterfuge, and she can still be blinded, etc, etc. Just like how a Fireheart, despite having in some cases a head MADE OF FIRE can still get cold, because the Keepers are just that much of dicks.\

Politics--

Both Internally and Externally, her politics are dominated by the questions of knowledge and control. She has a vast network, one which stretches beyond the bounds of the Autumn Court, and includes ghosts, Oneiromancers, mortals, and people both within the Freehold, including specially picked agents and informers in each court, and those without, such as networks of paid goblins and networks that infiltrate and interact with other nearby, important Freeholds that might come into conflict, trade, or mutual defense with Marble Arches. This creates an atmosphere that anyone might be an informer, and that in fact even if nobody is, she'll find out anyways.

Within her court, many people give her information and even provide their expertise, but none ever could call themselves a 'top advisor' and the information tends to only go one way, except on a need to know basis. Information comes in, and orders come out, and everyone knows that the only chance to advance in rank and relative power is to obey or creatively interpret or improve upon the orders. This paranoia keeps everyone rather on edge, always after the next goal, the next success, knowing that she is watching.

When she is in charge, she keeps her network sharp and out for divisions and difficulties within the other court that she can either exploit or help the respective monarchs with in order to shore up the Freehold. With regards to policies, she tends to encourage trade, exploration, and magical development, and tends not to allow other Freeholds to get in the way of this. While she does often enough interact with the lesser members of each Court, as a matter of respect, or perhaps as a matter of efficiency (or, in truth, both) she tends to go to the Monarch of said court first, and has them pass it down and assign who they see fit.

Magic--

Sorcery: As a Master Sorcerer, there is no way to carefully list all that she can do, so instead, let's talk about her general range. She most often uses her Sorcery to monitor, view, and control the actions of others--not directly, though body-control is a thing that can be done--but through fear and the knowledge that they are being watched. She has a ton of investigatory/knowledge-seeking sorts of Sorcerous rituals and arts, and as a Master Sorcerer, she tends to keep the supplies and artifacts she can use to sacrifice on her, though this of course makes her stand out from other Changelings and, in that regard, 'regular' people. Most people can't spill a pint of blood to create 'bloodhounds' that can track down a target as long as she continues to bleed. Narratively/mechanically, magical options will be presented to the players/voters in most cases, rituals that can help/aid in the tasks.

Oneiromancy: As a World-Class Oneiromancer, she possesses all of the Oneiromancy abilities in their full measure, and strong knowledge of how to do anything at all I've listed previously, in addition to also being able to 'grasp' at things that are even beyond the normal ken of Changelings. Her skill with her dream-craft means that it will always be an option, and she tends to use her nights well. Additionally, she has and can easily use theWisdom of Dreams, and when she is not having a Visionary Dream, using Oneiromancy, or riding the dreams of her Prophet Circle, she can use it to gain one skill specialty or one dot in a Language, enough to read and comprehend it at an adult level, if not to its full mastery, based on the collective unconscious.

The Hedge and Goblin Fruit: She has a Harvest of 5 in Goblin Fruit, gaining plenty of glamour every week from the fruits of the Hedge, but in addition, there is a lot more than that. She knows where all of the best healing fruit are, and has mulched them into a special, preserved paste, like a sort of healing jelly. Each dose of it, rubbed on or near a wound, can heal one lethal damage, or two bashing damage, and at her home she keeps a few dozen doses of it, and if need be, she could get quite a lot more than that of it in a hurry. Additionally, she has dried and cured glamour-raising fruit into a thick and not that tasty jerky, which she can use to replenish her stores. These are, of course, the basic arts of the Hedge Witch, but one of course learns far more than that. First, she possesses eight small bottles of Amaranthine Sauce, made of course from the eggplant like Amaranthine. Drinking a full vial of it can heal one aggravated damage (and that's damage that takes weeks to heal), but once drank it's 'in the system' and it takes seven to eight hours before another dose can be drank.

She possesses plenty of Nightcap, which can be used as a poison in that it makes the eater lethargic, andBuglewort, which to most looks quite similar, and makes the user hyperactive, but also quick to act. She also possesses Tarfruit, an insidious poison that can be added in small doses to food to slowly turn a person's lungs black as pitch. She has Dreamsbane aplenty, which can weaken or strengthen a dream depending on how it is used, and she also has several bottles of Wineberry Wine, which can help clear up madness caused by a loss of Clarity, very useful considering the sorts of things she sometimes asks others to do.

She of course has a lot of dried Promise Leaves and other such oddments. Promise Leaves can extend the duration on a number of contracts, and she also has Fossil Leaves, which can extend some of the clauses of the Contract of the Ancient Beast. She has several means to poison someone, and she sells and provides several of them to those in her Court, Autumn, and sometimes even Summer who want to put an edge to their swords.

Additionally, she does know and possess some quantities of many other types of fruit, but these are some of the main or most notable ones. She can also strengthen or weaken madness, restore or subtract Willpower,increase health temporarily, temporarily protect from Clarity loss, in addition to a lot of effects that cannot be simply named, and would have to be sought out.

And of course, she knows the art of combining the effects of Goblin Fruit together.

She also possesses intimate knowledge of a number of rare and often spoken of River fruit, many of which have specific water-focused abilities, and she knows the River like the back of her hand in all endeavors, gaining alarge dice bonus to actions involving it personally or being supervised by her.

Hedgespun Equipment--

Hedgespun and Tokens: While not a skilled Hedgespinner herself, she has access to plenty of Hedgespun clothing, as well as some armor. She possesses a full small wardrobe of about five outfits and several formal/special outfits (such as for a formal event or a duel), and an additional outfit or two for more specialized situations.

When she is not in the Hedge but needs protection and doesn't want to stand out at all, she has a Darkluck Hoodie. It is reinforced clothing armor, which provides a slight bonus against, say, knives and slashing normally. But in addition, it is relatively stealthy and its protection against bullets is equal to that of a bulletproof vest, while being somewhat more protected against knives and fists than reinforced clothing would normally be.

Additionally, she normally carries around a Hedgespun kitchen knife, sheathed as if it were a 'real' weapon. It ismore durable than any kitchen knife, approaching that of a combat knife, and is both surprisingly sharp, andvery good at piercing through armor and defenses. Next, she has ragged, slightly ripped jeans that serve to cover the rest of her body, and which are similarly designed to be protected against both bullets, claws, and knives to some extent. Finally, she has the shoes of the swift journey. It provides some bonus to speed, and they are remarkably quiet, making very little noise in most circumstances. They're also black, so if they get blood on them, well, who's going to notice! Win-win.

Her Hedge-war outfit, on the other hand, is a little more...involved. She wears a suit of armor beneath a robe that is somewhere between the robe of an academic and one of a fantasy wizard. The armor is Plate Armor, which has had the strength requirements reduced by 2, and has been made limber and unencumbered to have no defense or speed penalties, but is otherwise as normal. The armor looks like burnished bronze, and has the personal crest of arms on the chest, when it is fully revealed, as well as symbols of both spiders and lightningwreathed in smoke on the arms. The crest of Cora Graves is a green Eye of Horus on an opened white palm, a Hamsa in other words, and that resting in the center of a grey gravestone. Over this armor is a grey robe, which seems to give off a dusky smell, and which is fitted to improve athletic ability, and fortified in order to be harder to rip, tear or destroy. In addition to this, she has one survival knife that is very good at skinning animals (or people) cutting off stray Hedge Fruit, and even hacking through dense foliage, and also serves as a decent backup weapon. She has this weapon whenever she is in the Hedge, unlike her stave, which is a large staff that she wields which is highly durable, surprisingly hard, made of dark wood, and the staff seems to grow and live, and tendrils of wood sometimes shoot up to block an incoming attack (increasing her effective defense). She uses this weapon only when she is expecting to go to war in the Hedge.

Finally, she possesses several small Tokens, including a pen that never runs out of ink, a jar that can hold anything, even acid, ghosts, or abstractions, and several other small/minor tools of her trade. She also has access, at times, to a few slightly higher dot Tokens, should she need them, but in her day-to-day, Tokens do not hold a large part of her attention.

Contracts--

Contract of Ancient Beasts (Dinosaurs)--

[1] Find the Bones
Dice Pool: 9 (Academics+Wyrd)
Cost: 1 Glamour
Catch: The Changeling has found at least one fossil of the type of animal he has a contract for already, using natural means.
Effect: The Changeling, by merely carrying around a map, can have the location of fossils of the relevant type highlighted for them for the length of the scene. It does not detail the nature of the fossils, and after an hour, the map goes blank, and cannot be directly copied. With an exceptional success, it may be copied, and the nature of the fossils (such as from what animal predominately) are detailed.
Modifiers: It is in an area known for dinosaur fossils (+1)

[2] Clothe the Bones
Dice Pool: 10 (Presence+Wyrd)
Cost: 2 Glamour
Catch: The Changeling has spent at least a dozen minutes talking to the skeleton, and has worked to clean it or otherwise make it look presentable.
Effect: Call up a single skeleton of the proper sort, which remains animated for an hour. Because it is a bunch of bones held together by magic, it is clumsy, and takes -1 to all dice pools. After the hour is up, it returns to its natural state. It can last three hours with an exceptional success, and removes the -1 penalty.
Modifier: The skeleton has been poorly preserved or is incomplete (-1), the skeleton is well preserved and has been well cared-for (+1)

[3] Gaining Long Lost Prowess
Dice Pool: 11 (Wits+Wyrd)
Cost: 3 Glamour
Catch: The Changeling has spent an hour studying the exact abilities or capacities they are seeking to gain.
Effect: Gain one quality of one beast from the type being used. Double their speed if using a swift runner, flying animals can grant the Changeling the ability to leap four times their normal height and fall without harm. They also gain the one perception advantage associated with said beast, gaining +2 to Wits scores involving Perception and whichever enhanced sense the beast was known to possess. If there is no sense they are known for, the +2 bonus and the locomotion bonus will have to suffice. With an exceptional success, it lasts until the next sunrise or sunset.

[4] Calling the Ancient Beasts
Dice Pool: 9 (Academics+Wyrd)
Cost: 4 Glamour +1 Willpower
Catch: Having the skeletons in question.
Effect: Ancient beasts are called, either from the skeletons or (more expensive, as noted) the very primordial past. Six small Beasts (Max size 3), three medium (so human-sized), or 1 large (like a T-Rex or Mega-Shark) can be called, and they last for a number of hours equal to the successes rolled. An exceptional success leads to one full day, and an exceptional success+a rare goblin fruit can keep them around for good.
Modifier: The character is an archaeologist specializing in the creature (+1), the character does not know the official/actual name of the creature ("I thought T-Rex stood for 'Totally Wrecks everything'") (-1), the character is calling the beasts up specifically to protect the sanctity of the dead or a burial site (+2)
[5] Assume the Ancient Form
Dice Pool: 12 (Manipulation+Wyrd)
Cost: 5 Glamour +1 WP
Catch: The character is touching the bones of the creature they want to become, and are at or near the natural habitat of the type of creature (forests for a forest-dweller, etc, etc)
Effect: The character transforms into the type of creature for up to the next hour, or less if they choose to revert. They gain all physical attributes, physical senses, and while they gain no skills, they gain instinctual knowledge of how to move and act in their new form. Their social and mental attributes are unchanged. With an exceptional success, this lasts until the sun next rises, and they may retain their Health level if their size would decrease it, and all lethal damage gained when one reverts is reduced to bashing, protected by the distance of time and ancient powers.
Modifiers: It is in an enclosed building (-1)

Artifice (Wizened)--

[1] Brief Glamour of Repair
Dice Pool: 8 (Craft+Wyrd)
Cost: 1 glamour
Catch: It is being used to fix an object that the Changeling neither owns or has ever used directly.
Effect: The Changeling can repair any object, even if they lack the tools, with anything that's lying around, but it is temporary, lasting only a single day unless an exceptional success is gained.
Modifiers: There are NO tools around (-1), all the tools needed are right there already (+1), the Changeling doesn't know the object's owner in any way (-1)

Autumn (Eternal)--

[1] Last Breath Isaac.
Dice Pool: 12 (Manip+Wyrd)
Cost: 1 Glamour
Catch: Plant unclaimed, or Changeling has permission.
Effect: Causes a plant to bear a ripe harvest. Can only affect things that her hand can fit around (a branch, but not a tree), unless an exceptional success is gained.
Modifiers: Within a month of its natural harvest (+1), in an entirely different season from its harvest (-1).

[2] Withering Glare
Dice Pool: 9 (Presence+Science+Mantle)
Cost: 1 Glamour
Catch: Plant has the Changeling's name on it somewhere.
Effect: Can cause a plant or animal, even a human, to wither. A plant falls into deepest winter, and it'd take a skilled gardener to save it, while humans and animals take a 1 bashing damage per success. Armor does not affect it, but defense does. Can kill a plant with exceptional success, or make it 'dead' for a year and a day, only to spring up again.
Modifiers: Plant is not robust or cared for well (+1), Plant IS robust/cared for (-1)

[3] Brother to the Ague
Dice Pool: 10 (Mantle+Dexterity+Medicine)
Cost: 2 Glamour
Catch: Can name two diseases the subject has suffered, and one they fear.
Effect: One point of bashing per success, and they wither, as if dehydrated, taking -1 to all dice pools per two points of the user's Wyrd. The tiredness is real, and only goes away after a full sleep, though the bashing damage heals normally except on an exceptional success.

[4] Riding the Falling Leafs
Dice Pool: 12 (Dex+Survival+Mantle)
Cost: 2 Glamour
Catch: Catching a naturally falling leaf at the moment the contract is activated.
Effect: Transforming into a bunch of autumn leaves, moving with one will and hard to scatter or destroy, gaining 6 defense except against attacks that could damage many leaves at once. Can fly at -3 regular speed on thermals. They can pass through small openings, but cannot manipulate physical objects or cause damage. Exceptional success raises the defense to 8, and flying may be done at full speed.
Modifiers: It's in Winter or Autumn (+1), in Spring (-1)

Autumn (Fleeting)

[1] Witch's Intuition
Dice Pool: 11 (Wits+Wyrd)-Target's Composure
Cost: 1 glamour
Catch: The target doesn't know the user's name.
Effect: Learn one of the target's fears, depending on the modifiers for how difficult it is. Two fears with an exceptional success.
Modifiers: Having a Pledge with the subject (+1), The fear isn't one the target is currently thinking/concerned about (-1), Learning about a specific type of fear (Halloween-related, about school, etc) (-1), Discovering a fear the target knows about but keeps hidden (-2), Discovering a fear even the target doesn't know about (-3).

[2] Tale of the Baba Yaga
Dice Pool: 14 (Manip+Intimidation+Mantle)-Subjects highest composure
Cost: 1 Glamour
Catch: The fear is based on a myth, urban legend, or actual threat that all of the targets are aware of.
Effect: One success needed for each person in the group to scare, each roll represents five minutes of fright-mongering. The subjects develop a temporary fear of the topic, and if faced with a believable manifestation of it, they are supernaturally terrorized, and flee from the threat, or if they cannot, cower, for one turn for success devoted to them. If an exceptional success per person is obtained, the character's Wyrd is added to the number of turns they are frightened.
Modifiers: Spooky ambiance (+1), Every five people not a target of the Contract in the area (-1), Comfortable ambiance (-1)

[3] Heart of the Antlion
Dice Pool: 12 (Resolve+Invest+Mantle)
Cost: 1 Glamour
Catch: The character consumes a spider or other vermin that has been scared to death.
Effect: The character steels themselves against supernatural and natural fear. All mundane attempts to scare them, no matter how terrifying, automatically fail, while supernatural attempts suffer a penalty equal to the successes on doing so. It lasts an hour or two, unless an exceptional success is rolled, in which case it lasts until the next sunrise.
Modifiers: Activated in a supportive environment (+1), the character is already nervous (-1 to -3 depending on the level of nervousness)

[4] Scent of the Harvest
Dice Pool: 9 (Presence+Expression+Mantle)-Resolve of anyone who resists
Cost: 2 Glamour
Catch: Two of the subjects' greatest fears are each other.
Effect: The character bolsters their allies, each roll being a minute of such bolstering, and one success per person needed. They are immune to natural fear for the next hour or two and supernatural attempts to scare take a dice penalty equal to the one the character took in invoking it. Exceptional success=lasts until next sunrise.
Modifiers: Supportive environment (+1), May choose to a dice penalty up to, but not exceeding, their Wyrd (-1+), allies already nervous (-1 to -3)

[5] Mien of the Baba Yaga
Dice Pool: 12 (Empathy+Wits+Mantle)
Cost: 3 Glamour+1 Willpower point
Catch: The thing they are most afraid of is the character...
Effect: To all, the Changeling takes on the appearance of the target's greatest fear. The Changeling can't see what it is without a mirror. The target takes bashing from terror equal to the successes, and may only flee or cower for a number of turns equal to the successes. Can be combined with Tale of the Baba Yaga for extra fun. Exceptional success means the target loses a point of Willpower and their Defense for a turn.
Modifiers: Their fear has been built up before the Contract was activated (+1), Appropriate ambiance (+1), Someone has been bolstering them against the fear (-1), Bad ambiance (-1)

Autumn (Spell-Bound)

[1] Warlock's Gaze
Dice Pool: 13 (Wyrd+Occult) (vs. Wyrd+Composure in the case of supernaturally hidden things)
Cost: 2 Glamour
Catch: The character makes physical contact with a non-Changeling, non-allied supernatural being when activating it.
Effect: If successful, detect all supernatural objects and beings within Wyrd yards of the Changeling in all directions.

[2] Barrow-Whisper
Dice Pool: 8 (Wyrd+Expression)
Cost: 1 Glamour
Catch: A ghost wants to communicate.
Effect: The Changeling can speak to, and be spoken to by, ghosts for the next hour, but cannot see them unless they actually manifest. Exceptional success means it lasts all night.

[3] Smith's Wisdom
Dice Pool: 17 (Mantle+Occult+Int)
Cost: 3 Glamour
Catch: The character has (maliciously) stolen the item from a friend, or been given it freely by an enemy.
Effect: Each roll represents four uninterrupted hours of studying the object, and on average five successes is needed per 'dot' of the Token (a one dot token is a minor object of power, while five dots is, like...Sword of the Cross, powerful magical artifact, etc, territory). When enough successes are gained, the Changeling knows its full and total supernatural and magical capacity though this doesn't necessarily translate into being able to *use* the object.


[4] Arcadian Commandment
Dice Pool: 10 (Presence+ Wyrd) vs. Target's Presence+Wyrd
Cost: 3 Glamour and 1 Willpower point
Catch: The user comes into the creature's presence unarmed and unarmored.
Effect: The character can command any minion of a True Fae as if they were the Fae themselves, and for the next hour or two, as long as it doesn't threaten their lives or the well-being of their (actual) Master, they will obey. If it is sent out of the Changelings sight to perform a task, it will do its best at it until the time has expired. The character *knows* it has been supernaturally compelled and might take vengeance later. Unless one gets an exceptional success, in which case it lasts a day and a night and the character thinks it was their own idea.

[5] Oathbreaker's Honesty
Dice Pool: 11 (Resolve+Wyrd)
Cost: 5 Glamour and 1 Willpower dot
Catch: The changeling is begged to enact this clause by someone who will knowingly come to disaster (loss of life or loved ones, loss of Clarity to the point of a descent into madness, etc.) on account of his betrayal.
Effect: An extended roll is needed, with one success for every level of penalty or boon one is trying to circumvent, each roll taking one turn. Once successful, for the next hour, the Changeling can act without incurring the sanctions of a Pledge, essentially slipping by what's supposed to be the impossibly iron-clad power of the Pledge.

Communion (Metal) (Elemental)--

[1] Sense Element
Dice Pool: 11 (Wits+Wyrd)
Cost: 1 Glamour
Catch: The Changeling sits for ten minutes, making a successful meditation check.
Effect: The Changeling can precisely locate all instances of their element within Wyrd x 10 yards in all directions. Sensing metal can tell where and how many knives and guns there are, and even whether the guns are loaded or have their safeties on, electricity can locate wiring, air can allow a sort of 'echolocation' by sensing what it's around. This effect lasts for around an hour. An exceptional success means they can instead look Wyrd x 25 yards.
Modifiers: The characters senses are restrained (like blindfolds) or overwhelmed (-2), The character speaks to the element and asks it questions in a conversational volume (+1)

[2] Primordial Voice
Dice Pool: 9 (Socialize+Wyrd)
Cost: 1 Glamour
Catch: The Changeling makes a minor offering to the element, such as singing for the air, polishing the metal, etc. It will take several minutes to do so.
Effect: The Changeling can ask the piece of the element present about anything it has 'witnessed' in the last day, with each additional success adding another day onto it. They can talk to every example of the element within Wyrd x 3 yards when asking, and what information is gained depends on the nature of the element. They can also answer general questions within the last 12 hours per success, such as 'who walked by' but are likely to be a little fuzzy on human details like gender, let alone name. It lasts five minutes
Modifiers: The character is brusque and hurried with the element (-1), the character talks to the element *before* using the contract and is friendly and polite (+1)

Compass Rose (Directional)--

Compass Rose (Four Directions)--

[1] Mind Finder
Dice Pool: 10 (Survival+Wyrd)-Target's wWits
Cost: 1 Glamour
Catch: The Changeling has a lock of hair from the target.
Effect: Can track down any target. The 'tracking' manifests as a sense of which direction they are in, and, for instance, a mystical humming that the user hears as they get closer, or other means to indicate general distance. Even if the subject is moving, the tracker will keep a bead on them. The contract lasts an hour and can be reinstated, but each extra hour it is working takes a -1 penalty to activate it. The user must have physically met the target at least once for it to work. An exceptional success means the Contract works for two hours.
Modifiers: Met within the last day (+1), Met only once, or a long time ago (-1)

Darkness (Darkling)--

[1] Creeping Dread
Dice Pool: 12 (Manipulation+Wyrd)-Target's Resolve
Cost: 1 Glamour, or 2 Glamour and 1 Willpower
Catch: The Changeling is using this to scare dwellers into her house/domain.
Effect: The target or targets experience a mild chill of fear, and take a penalty equal to the Changeling's Wyrd on all rolls to resist fear or intimidation. One glamour means it affects a single target the Changeling can see. If 2 glamour and a point of willpower or spend, it affects everyone within willpower x 3 yards of the Changeling. It lasts around an hour at the most.
Modifiers: The target is already a bit afraid (+2), The surroundings are dark and spooky (+1), the target is vigilant and expecting trouble (-1), the surroundings are bright and not conducive to frights (-1)

[2] Night's Subtle Distractions
Dice Pool: 11 (Wyrd+Stealth)
Cost: 1 Glamour
Catch: The clause is invoked outdoors at night.
Effect: Everyone within fifty yards of the Changeling, unless they are in physical contact and the Changeling chooses to, doubles their environmental penalties to perception of the Changeling, as their footsteps are muffled, the night seems darker, and the distracting noises louder. It only affects those within 50 yards of the Changeling at the time of activation. It lasts several dozen minutes. An exceptional success means even those who enter the range later, while the clause is active, are affected.
Modifiers: Total environmental penalties, naturally, are no more than -1 (-1), penalties are -3 or higher naturally (+1)

[3] Balm of Unwakeable Slumber
Dice Pool: 12 (Manipulation+Wyrd) vs. Resolve+Wyrd
Cost: 1 Glamour
Catch: The target is at sleep in his own bed, and the contract is used between sunset and sunrise.
Effect: One target can be made unwakeable, even if they are lifted up, manhandled, anything, as long as no physical damage is done to them, but even screams and shouts cannot wake them. This lasts until the time the target is 'accustomed' to waking. An exceptional success makes the target groggy for the next hour, suffering -2 speed, defense, and all actions.
Modifiers: The target is deeply asleep (+2), the target is merely making a nap (-1)

[4] Boon of the Scuttling Spider
Dice Pool: 9 (Wyrd+Athletics)
Cost: 3 Glamour
Catch: The Changeling is climbing a wall of wood or stone outdoors, at night. The Changeling might actually be a ninja.
Effect: The Changeling can now walk and even run along walls, on ceilings, or on icy surfaces that would normally be treacherous. So long as the surface could hold their normal body weight, they're good, and they can move at their normal speed, dodge, and even attack while using this. With an exceptional success, they are moving so quickly that they get +1 to Defense.
Modifiers: The surface is rough, with many handholds (+1), the character is barefoot, like a fucking monk, which they could also be, in addition to a ninja (+1), the surface is smooth with few handholds (-1)

[5] Touch of Paralyzing Shudder
Dice Pool: 10 (Presence+Wyrd) vs. Resolve+Wyrd
Cost: 2 Glamour+1 Willpower
Catch: The target is alone and already afraid of the changeling.
Effect: The Changeling touches the target's body, and their body shudders constantly with fear and revulsion which make their movement slow and clumsy, halving their Speed, Defense, and Initiative all halved, as well as the dice pool for any set of rolls involving either Strength or Dexterity for three turns (9 seconds) per point of the character's Wyrd. If an exceptional success is gained, round down when halving their stats.
Modifiers: The Changeling touches bare skin (+1), The target is wearing actual armor, and the Changeling didn't touch their bare skin (-1)

Den (Beasts)--

[1] Trespasser's Spoor
Cost: 1 Glamour
Catch: The Changeling writes their name on one of the entrances to the territory in chalk mixed with blood.
Effect: For the next 12 hours, the Changeling gets Wyrd+2 bonus to their Perception while in their territory, which is defined as something seen as belonging to them by the local neighbors, or an area that they can enforce as 'theirs'. The effect fades, however, if they spend more than five minutes at a time outside their territory.

[2] Trapdoor Spider's Trick
Dice Pool: 11 (Wits+Wyrd)
Cost: 1 Glamour
Catch: The Changeling is holding a live spider in their mouth.
Effect: A door that the Changelings pass through, or a window, is given a strong illusion that makes it appear impassable or not there at all. It cannot be seen through easily, though someone running their hand across a wall will be able to feel the door. It lasts an hour, except with an exceptional success, which increases it to a day and a night.
Modifiers: In enemy territory (-1), the door leads to territory that the Changeling owns (+2)

Dream--

[1] Pathfinder
Dice Pool: 13 (Intelligence+Wyrd)
Cost: 1 Glamour
Catch: The changeling must have plucked a Thorn from the local Hedge and shed a single drop of blood while doing so within the last day.
Effect: Learn one pertinent fact about the local Hedge for success, within their line of sight, generally. These include trods, whether there is a nearby Hollow, Goblin Fruits, etc. Locations are granted with exceptional success.
Modifiers: It is a new area of the Hedge that they have never seen before (-1)

[2] Forging The Dream
Dice Pool: 11 (Wits+Wyrd)
Cost: 1 Glamour
Catch: Changeling is standing or sitting besides subject, touching her own temple and the dreamer's.
Effect: The target's dream can be edited to create an entire dream, like directing a movie, except it cannot depict the sleeper's death. Each use creates a single, vivid dream that they'll remember even when they wake. The details are under total control.
Modifiers: The Changeling isn't near the subject (-1), the Changeling has at least met the subject or talked to the once (+1), The Changeling has a close, personal relationship with the dreamer (+3)

[3] Phantasmal Bastion
Cost: 1 Glamour
Catch: Changeling is carrying a token of favor given freely to them by a living enemy or a loved one or family member of said enemy.
Effect: The Changeling creates tools for Dream Combat, either creating a weapon which effectively doubles her Wyrd for the purpose of attacks, or armor that grantsphantom willpower points to serve as extra 'health' for combat. Both may be taken for one glamour, but they cannot stack.

[4] Cobblethought
Dice Pool: 13 (Intelligence+Wyrd)
Cost: 1 Glamour
Catch: The changeling must possess at least a single fiber of her subject's bedclothes, whether a thread from her pillowcase or a full nightshirt.
Effect: Draw forth a single object from the target's (them or another) dreams. It must be a single object, and it counts as an 'ordinary' object even though it looks a bit odd and vague. Living beings cannot be drawn out, except as 'costumes' to be work. This image or object remains in reality for a number of turns equal to the successes obtained on the roll. If the success is exceptional, it remains permenantly in reality until banished back at the Changeling's will.
Modifiers: The thing drawn from dreams is fantastical (-2), It is from their own dreams (-1), They try to draw forth a very specific idea, appearance or item (-2)

[5] Dreamsteps
Dice Pool: 13 (Intelligence+Wyrd)
Cost: 1 Glamour
Catch: The Changeling is carrying a physical object they crafted that they will leave behind in the dreams of both sleepers, who will remember the object and feel a link to the Changeling if they meet them in their waking lives, remembering the object.
Effect: The Changeling enters into the dreams of a nearby sleeper and instantly traverses physical distances. They travel up to ten miles per success and emerge as close as possible to the physical place of their choosing, emerging from the dreams of the sleeping individual closest to their destination. If an exceptional success is rolled, they can choose exactly where they wish to be put down, to the inch.
Modifiers: The Changeling is rushed or fleeing and thus doesn't have time to be gently, potentially jeopardizing the slumber of the dreamer and the Contract (-3), The Changeling personally knows the dreamer at the start of the journey (+1), The first dreamer is having noteworthy dreams (+1).
Note: Cora often uses her Prophet Circle in other to invoke the positive modifier, when using this contract for various purposes.

Entropy (Dusk Court)--

[1] Babel's Curse
Dice Pool: 7 (Mantle (Dusk)+Intelligence+Expression)-Target Resolve
Cost: 1 Glamour
Catch: The Changeling writes the target's name or commonly used nickname on a piece of paper and tears it up.
Effect: The targeted individual is unable to communicate in any way: verbally, written, or even supernatural, for a number of turns equal to the user's successes.

[2] Sense the Inevitable Doom
Dice Pool: 10 (Wits+Occult+Dusk Mantle)
Cost: 1 Glamour
Catch: The Changeling has drank a serving of a caffeinated beverage in the last hour.
Effect: By their very acceptance that bad things are going to happen, the Changeling receives the Danger Sense Merit for the next hour or two, gaining +2 (or +4 if they already have the merit) towards reacting to and noticing a sudden attack. When going into an inherently dangerous situation, even if attack doesn't happen, they feel constantly on edge. When the Changeling grows closer to a dangerous fate, the uneasiness grows stronger. An exceptional success makes it last all day.

Forge (Wizened)--

[1] Rewriting the Image
Dice Pool: 8 (Wyrd+Expression)
Cost: 1 Glamour
Catch: The Changeling is changing an image of someone else into that of the Changeling
Effect: The Changeling can alter the details of a 2-D image, though not writing. It can make the face on that ID theirs, or make it so that the security footage, when reviewed, shows a rather *different* set of robbers, though it's only for a single object, and lasts one hour before reverting back.
Modifiers: The Changeling touches the object (+1), The image is larger than the Changeling (-1), it is a broadcast image (-1), -1 per six seconds of moving footage altered (-1 to -5)

[2] Trivial Reworking
Dice Pool: 8 (Wyrd+Crafts)
Cost: 2 Glamour
Catch: The changeling is reshaping an item that she stole from someone so that the changeling can use it against this person.
Effect: The object is reshaped into another form, but one of the same purpose. One type of bullet can become another, your house keys can become the house keys of the place you are about to rob, the ID could turn from a driver's license to a 'I'm FBI' ID, but not into, say, a bullet. This lasts one hour, and cannot be used on any object created by a Contract. Exceptional success means it remains in its form until the sun next rises.
Modifiers: The changes are minor (+1), the Changeling doesn't have a minute to examine the object before changing it (-1)

Goblin Contracts--

[1] Sight of Truth and Lies
Dice Pool: 12 (Wyrd+Subterfuge)
Cost: 1 Glamour
Catch: This is used at an official occasion, such as a trial or a former gathering of leaders.
Effect: The user can tell whenever something anyone says is an intentional lie in any respect for the next hour or so, but they must not lie within the same time, not even to exaggerate or be polite (such as complimenting someone), or else for the rest of the duration of the contract, they lose *all* ability to tell truth from lies, and will believe anything told to them unless it is obviously false, like saying it's night-time when the sun is shining outside.
Modifiers: The character told a lie in the last hour (-1), the character is acting as a judge or otherwise charged with determining the truth in a matter/investigating something (+1)

[2] Dream Rendering
Dice Pool: 11 (Wits+Wyrd)
Cost: 1 Glamour
Catch: The Changeling is naked.
Effect: The Changeling breaks down an object gained by using Dream 5 (Cobblethought). They can then hammer and wrap this stuff around a token with a Dex+Crafts roll. Once this is done, the Changeling can take this Token into their dreams itself and use it there, as they normally couldn't. But the next time she sleeps she has a horrible, bruising nightmare of her time in Arcadia so powerful that no Oneiromancy in the world can prevent it, and so real that the Changeling feels as if maybe she has not escaped Arcadia at all, and this 'being on earth' is a mere dream, and thus she must roll 5 dice and if she doesn't gain a success, she loses a clarity.
Modifiers: The object that is being rendered came from someone currently asleep (+2), Object is size 3 or larger (+1), Object is size 1 (-1), Comes from a non-human's dreams (-1).

[2] Sandman's Bargain
Dice Pool: 11 (Resolve+Wyrd)
Cost: 1 Glamour
Catch: The Changeling has stayed up for the past 24 hours.
Effect: Normally, too many changes to too weak of a dream ends it, but with this, a dream can be manipulated as much as one wants, but the dream is more real, and all damage the Changeling takes is translated into physical, real-world damage, Matrix style. Lethal, unless with an exceptional success, in which case it's bashing (so the worst that would happen is you get kicked out of the dream and wind up knocked out, rather than, you know, DEAD).
Modifiers: The dreamer shares a dream pledge or task with the Changeling (+2), the Changeling personally knows the dreamer (+1), The dreamer is a stranger (-1), the contract is used on the same dreamer more than one night in a row (-2 per night).

[1] Hospitality's Hold
Dice Pool: 17 (Willpower+Wyrd)
Cost: 1 Glamour per enforcement level.
Catch: The Changeling owns or is the primary resident of the building this is being cast on.
Effect: By travelling around the perimeter of the house, until the next dawn or dusk (whichever is closer) hospitality is officially maintained. They choose the Enforcement level (1-5) and gain a bonus on all actions meant to enforce or maintain Hospitality, and a Penalty on all actions unrelated to this, and those who violate hospitality are marked. The mark is obvious, cannot in any way be hidden, and everyone who sees it that is a Changeling or connected to the Wyrd (including Goblins or Ensorcelled mortals) will know *exactly* what it means. The mark lasts for a number of months equal to the enforcement level.


[4] Wyrd Eye
Dice Pool: 13 dice (Occult+Wyrd)
Cost: 2 Glamour
Catch: The Changeling breaks a pair of prescription glasses.
Effect: The Changeling receieves a penalty to all non-Wyrd related perception rolls equal to their Wyrd, which lasts as long as the Contract is active, and an hour afterwards. However, upon success, the Changeling can sense the activation of any Contract within fifteen feet and can automatically notice and sense any active Contracts, and needs only a single success on Intelligence+Occult, no matter HOW obscure, to identify the EXACT nature of any Contract used, no matter how rare, and all Clarity-based Perception penalties are eliminated for the duration of the Contract when related to Fae magic, and they receive +3 to all attempts to sniff out supernaturally hidden *anything* as long as it relates to the Wyrd (doesn't count for other supernatural creatures). This effect lasts an hour, sometimes slightly longer, and cannot be deactivated early.

[5] Sleepwalker
Dice Pool: 11 (Wits+Wyrd)
Cost: 1 Glamour+1 Willpower
Catch: The dream being devoured is that of a child.
Effect: Whoo boy. So first, the Changeling purpose-crafts a dream using Dreamweaving into an object for just this purpose, and then they have to devour the dream. While using it, they live in a dream-like state and take -3 to all Perception rolls, and the Changeling will be unable to sleep for the next 36 hours by any means, no matter what. The dream cannot be reused unless an exceptional success is rolled. But, what does it get for the price?
Pick one of five types of dreams that has been made to be devoured:
A dream of might and power increases a single Attribute by 5 points, ignoring ALL human limits for the next hour.
In a dream of glory, a single Skill is similarly raised by 5 points for the next hour.
Using a dream of flight, a Changeling may fly at twice their ground speed, and all humans who see it, the Mask makes them ignore it or rationalizes it (such as with the Changeling suddenly seen to wear a hang glider, and not in fact to be fucking flying, oh my god this is so cool.
Using a Dream of Vanity, the Changeling gains Striking Looks (Handsome/Beauty/Sexy/etc), their Persuasion and Socialize increase by 3 (ignoring all restrictions), and they give off an intoxicating and irresistible smell that is different for each person that smells it. Oddly, someone who loves the Changeling cannot be effected by *any* of this.
Finally, a Dream of Dominance makes all people within line of sight follow their commands without question unless it would be suicidal or would contradict the morality of the person. They can command anyone, even those that cannot possibly understand them, and it lasts, instead of an hour, until next dawn or they give the same person a contradictory order.
Modifiers: The Changeling has taken a moderate amount of a psychotropic drug (+2), Already hasn't slept in the last 12 hours (+1), has slept in the last eight hours (-1), The prepared dream wasn't created by the Changeling (-2)

Goblin Transformation--

To note, Catches only eliminate the Glamour cost. Willpower will out no matter what.

[1] Healing Sacrifice
Dice Pool: 8 (Wyrd+Medicine)
Cost: 1 Glamour and one dot of Willpower. As in, a physical dot that has to be repurchased.
Catch: The Changeling is using the Contract to heal or cure a blood relative (no, you can't say that you're your own blood relative)
Effect: Can heal *anyone* totally, including yourself. Any and all injuries and diseases, all the way up to fucking cancer, AIDS, the bubonic plague, it's healed. The target falls into a deep and unbreakable slumber for five minutes minus the number of successes on this contract. This Contract cannot remove scars or damage already done/natural such as a missing limb, or congenital poor eyesight. An exceptional success means there is no slumber, and for the next week all of their injuries heal twice as fast.
Modifiers: Used on the Changeling themselves (-1), the target was injured just five minutes or go or just noticed symptoms of her illness (+1), the Contract is being used to gain money or compensation in exchange for its usage (-1)
Additional Notes: yes, she did learn this *entirely* to heal her son if need be, why do you ask?

[2] Seven-Year Gift
Dice Pool: 12 (Stamina+Wyrd)
Cost: 2 Glamour plus a dot of Willpower
Catch: The target is a blood relative of the Changelings...within three generations.
Effect: The target will not age for the next seven years, though they are not protected from disease or injury. The Changeling must touch the Contract, but doesn't need to explain that they are doing it. With an Exceptional success, the target instead becomes seven years younger (to a minimum of 20)
Modifiers: The Changeling is being paid or knowingly compensated for this Contract (-1), the Changeling is using the Contract without the target's knowledge (+1)
Notes: Yes, again, she's wondering about the whole 'If nothing kills me, I'll live to an average of 150 years, he'll be lucky to live till he's 80'...

Hearth--

[1] Fickle Fate
Cost: 1 Glamour
Effect: The subject of Fickle Fate, who must be touched by the user, makes the next roll they actively attempt (that is to say, breathing or reflexive rolls don't count) at -2 dice penalty.
Ban: The character using Fickle Fate can't use it to affect that some subject more than once an hour, or it affects him instead.

[2] Favored Fate
Cost: 1 Glamour
Effect: Target, including self, gets +4 on next attempted dice bonus.
Ban: If it's used to augment the same specific type of action before the sun has risen or set since the last attempt, an upcoming roll will automatically fail from bad luck.

Hours--

[1] Restoration Of Dawn Beauty
Dice Pool: 8 (Wyrd+Craft)
Cost: 1 Glamour
Catch: The Changeling or a family member owned this object before the Changeling's abduction.
Effect: Any one object they touch up to Size 3 becomes as if it was newly made, if it is something non-living. It doesn't repair any damage not caused by age and doesn't replace more than small missing pieces or bits. If an exceptional success, the object is also cleaned, and becomes more resistant to age. Dramatic Failure: The object ages rapidly and crumbles to dust.
Modifiers: The object was a gift to the Changeling (+1), the Changeling stole it (-1)

Mirror --

[1] Riddle-Kith
Pool: 12 (Manipulation+Wyrd)
Cost: 1 Glamour
Catch: The Changeling dined with a member of the selected kith within the past week.
Effect: The Changeling takes on the features of a seeming or kith of her choice, with all of the physical alterations this implies, but only until the next sunrise or sunset. The Mask is unchanged, but the Mien is notably different. An exceptional success allows them to choose their exact features.
Modifiers: The Changeling has never seen one of the Kith in question (-1), the Changeling is closely familiar with someone of this Kith (+1)

Moon--

[1] Lunatic's Knowing Glance
Dice Pool: 11 (Wits+Wyrd)
Cost: 1 Glamour
Catch: The Changeling dresses and behaves like someone in the medical profession.
Effect: Instantly know all mental illnesses that any person they can see has, and any details like type of phobia or specific obsessions and compulsions. This ability lasts a full hour. Each success gives one die towards any attempt towards helping people with their mental illness, or any attempt to help trigger a severe episode/problem with the mental illness.
Modifiers: The Changeling talks to those they are observing, The Changeling observes through a live video link or window (-2)

[2] Maddening Eye
Dice Pool: 12 (Manipulation+Wyrd)-Target Composure
Cost: 2 Glamour
Catch: The Changeling has a mental illness.
Effect: By staring intently at someone with a mental illness, it temporarily grows worse or a new one pops up, for the next hour or two, before they swiftly fade away. After they have used it on one target, for the next hour they can use this on other targets without needing to spend additional glamour. With an exceptional success means the worsened mental illness or new mental illness lasts until the sun next rises or sets, and if the target is suffering from a debilitating mental illness, the new mental illness chosen is chosen by the Changeling's will.
Modifiers: The Changeling touches the target (+1), The target tries to avoid the Changeling's gaze (-2)

[3] Touch Of Bedlam
Dice Pool: 10 (Presence+Wyrd) vs. Composure+Wyrd
Cost: 2 Glamour.
Catch: The subject has broken an oath to the Changeling.
Effect: By touching the target, they can cause the target to suffer a severe but not extreme mental illness of their choosing which lasts for one to two hours, after which they immediately recover and improve. With an exceptional success, they can give any mental illness, and decide the exact details of it as well.
Modifiers: The Changeling address the target by his full name (+1), The Changeling only casually brushes against the target (-1)

Oath and Punishment (Ogre)--

[1] Pursuer's Seven-League Leap
Dice Pool: 9 (Athletics+Wyrd)
Cost: 1 Glamour
Catch: The Changeling is pursuing an oathbreaker
Effect: For every success, the Changeling can leap fifteen feet vertically, or eight horizontally Exceptional success increases the defense score by two.

Omen--

[1] Vision Of Strife
Dice Pool: 10 (Wyrd+Empathy)
Cost: 1 Glamour
Catch: The target is currently speaking about her past.
Effect: The user has a brief vision of the msot traumatic and intense negative event that happened to the target. This vision lasts only a few seconds but the Changeling is able to understand from it the nature of the event, and holds a few vivid sensory images of it. The Changeling must look at the target to use this. An exceptional success gives them a general understanding of all of the other major traumatic events in that character's life.
Modifiers: The Changeling can't see the target clearly (-1), Changeling touches the target (+1)

[2] Glimpse Of Fortune's Favor
Dice Pool: 11 (Wits+Wyrd)
Cost: 1 Glamour, 2 if cast reflexively.
Catch: The Changeling is playing a game of skill.
Effect: The Changeling can roll twice for a single instant action performed next turn and taking the better of the two through viewing the future and thus getting 'two' shots at something. For two glamour it can be used on this turn, rather than next turn. Exceptional success provides 8-again on said foreseen roll.
Modifier: Already used the clause once in the last hour (-1), Changeling can see themselves in a reflective surface when activating contract (+1)

[3] Reading The Portents
Dice Pool: 11 (Wits+Wyrd)
Cost: 2 Glamour
Catch: Target is a child under eighteen.
Effect: Changeling gains a general impression of the most significant or emotionally charged event that will happen within the next few months, positive or negative. They learn the nature, roughly when it happens, and nature of the event in general. If nothing is coming up for the next six months, it tells that. It reflects what is most likely to happen if things continue as they are, not what is certain, and events can be done to change or ensure it happens.
The changeling looks at a target and sees the most significant upcoming event in his near future. With an exceptional success, they gain more details about it, or if there are no upcoming dramatic events, it can reveal a target's hopes and fears and how these possible events might be made to occur if changes were made in the target's future.
Modifier: Viewing their own future (-2), Target is a sworn enemy (-1), target is a relative (+1)

[4] Vision Of Disaster
Dice Pool: 11 (Wits+Wyrd)
Cost: 4 Glamour+1 Willpower
Catch: A trusted friend or ally suddenly betrays the Changeling.
Effect: The Changeling has a clear and vivid vision of the next turn, basically being able to 'rewind' the last three seconds totally, knowing exactly what just might have happened. They can then act based on this impending future, but they can make use of it only once for every three hours.
Modifiers: Changeling is blindfolded or has trouble seeing during the turn being replayed (-1), The Changeling was injured during the seconds whose vision they see (+1)

[5] Tying The Knots Of Fate
Dice Pool: 10 (Presence+Wyrd)
Cost: 3 Glamour+2 Willpower
Effect: Extended action, target is the target's Clarity or Morality. One roll even ten minutes, during which they are performing a fate-altering ritual. The target is more likely to have a single experience named by the Changeling in the next month, gaining bonus dice equal to the number of successes to happen. The clause ends after 30 days have passed, or the experience happens. It cannot be wildly improbable or demand the whole world change, and the importance of it can't be too specified, and the outcome of the event can't be named (such as death). A person being shot might merely be grazed, a person winning the lottery wins just fifty dollars, etc, etc. Only a total equal to their Wyrd of these can be invoked by one Changeling at a time.
Modifiers: The fate is extreme or unlikely (-2), likely or minor fate (+1)

Reflections--

[1] Reflections Of The Past
Dice Pool: 11 (Wits+Wyrd)
Cost: 1 Glamour
Catch: The mirror belongs to someone with a close emotional connection to the Changeling.
Effect: The Changeling can look into any reflective surface and see anything that was there in the last week, whether in fast-forward or looking for a particular time or freeze-framing it like security footage, but they can't be photographed. All of this lasts for one hour. On an exceptional success, even a theoretically blurry reflection returns crystal clear results and will show up on film if photographed.
Modifier: The Changeling owns the reflecting surface or the land on which it rests (+1), the surface has been cleaned, reshaped, or significantly altered within the past month (-1)

[2] Glimpse Of A Distant Mirror
Dice Pool: 13 (Composure+Wyrd)
Cost: 1 Glamour
Catch: The mirror belongs to someone who has sworn enmity against him.
Effect: The Changeling and anything he is with can see out of the mirror he's at as if it is a door into any other reflective surface that has 'caught' his face in the last week. The target surface also displays his face. . He must choose a specific surface. It can be looked up to for up to an hour, or less if desired. Exceptional succcess mean they can see through any surface as if it were clear glass, even something like a murky puddle.
Modifier: The Changeling is within a few feet of the surface he wants to look out of and stares into it for several minutes (+2), the two surfaces are the same type and dimensions (+1), The changeling's reflection in the surface is blurred or only seen at a distance of more than five yards away (-2)

[3] Reflection's Grasp
Dice Pool: 11 (Dex+Wyrd)
Cost: 2 Glamour
Catch: The character attempts to reach through a mirror that he uses most often to look at himself.
Effect: The Changeling can reach through one reflective surface and out another, if both are large enough for his arm and hand can go through. The destination must either be within the line of sight, or they've touched it within the last day. They can manipulate objects on the other side or bring inanimate objects size two or smaller back through the surface. They can't see through the surface, except using Glimpse of a Distant Mirror. This clause can last up to the better part an hour. On an exceptional success, they can also see through it.
Modifier: The Changeling spent a minute rubbing both of their bare hands over the reflective surface they want to reach out of (+1), the reflective surface is shiny, like a mirror (+1), dull or dim, like polished metal, or a muddy puddle (-2)

[4] Mirror Walk
Dice Pool: 9 (Athletics+Wyrd)
Cost: 3 Glamour
Catch: A blood relative is currently reflected in the surface out of which they are stepping.
Effect: The Changeling steps into one reflective surface that can fit their body, and out of a similarly-sized surface that they can touch and that their whole body has been reflected in for at least a minute. They must go all the way, not halfway, and can bring along someone else for an extra to glamour and 1 WP. They can't see through the surface unless Glimpse of a Distant Mirror is used. Exceptional success means that the Changeling can step back and forth for Wyrd turns without spending glamour
Modifiers: The Changeling owns the destination surface (+1), Either surface is something not very reflective like a mirror, a pool of clear water, or well polished metal would be (-1), The Changeling is only reflected in the surface he wishes to exit at in an obscured way, such as through smoke and fog (-3)
Note: Those who count themselves in good standing with her are expected and required to keep a large mirror in their house, the better for her to visit them...and keep an eye on them.

[5] Stealing The Solid Reflection
Dice Pool: 13
Cost: 3 Glamour +1 WP
Catch: The Changeling removes an image of an object owned by someone in debt to them.
Effect
Effect: The Changeling can take the image of an object reflected in a surface, creating a solid duplicate. It must be the entirety of the object, and the object needs to be reflective enough. The Size cannot be more than Wyrd x2. It is a mirror image of the actual object or person. The original casts no reflection, and neither does the new object, and each object can be 'created' only one at a time. The reflection lasts a little over an hour, unless an exceptional success causes it to last until the next sunrise or sunset.
Modifer: N/A.

Separation (Fairest)--

[1] Tread Lightly
Dice Pool: 11 (Dexterity+Wyrd)
Cost: 1 Glamour
Catch: The Changeling is wearing delicate and fancy footwear that would otherwise be ruined
Effect: The Changeling can move across any solid surface as if they weighed but a few ounces, and they leave no tracks when they do so. They also take only bashing damage from a fall, no matter how far. This lasts up to an hour.
Modifiers: Running or jumping when activated (-1), Walking (+1)

[2] Evasion of Shackles
Dice Pool: 13 (Wyrd+Larceny)
Cost: 1 Glamour
Catch: The user has been unjustly imprisoned for a crime they did not commit.
Effect: All constraints, from straitjackets, to cuffs and chains, are at once removed. It can only open a locked door if they are in a small compartment that restricts their movement (like a car trunk.) Unless they get an exceptional success, in which case a locked door in their way *also* opens.
Modifiers: Previously struggled against bounds (-1), has calmly not attempted to escape the bounds (+1)

[3] Breaching Barriers
Dice Pool: 10 (Presence+Wyrd)
Cost: 1 or 2 Glamour.
Catch: The character has been deliberately imprisoned by another Changeling.
Effect: The Changeling can walk through or climb through any locked window or closed door, setting off absolutely no alarms and disturbing nothing. Walk through as in, almost phase through while it still remains locked/etc. It leaves no marks or traces on the door. With an exceptional success, one person can be brought along for an extra glamour if they hold hands while doing so.
Modifiers: The Changeling has no clue at all what's on the other side of the barrier (-3), the Changeling totally *can* see what's on the other side (+1)

Shade and Spirit (Darkling) (Cora's Bread and Fucking Butter)--

[1] Ghostly Presence
Dice Pool: Doesn't Matter (Presence+Wyrd)
Cost: 1 Glamour
Catch: The ghost was someone the Changeling knew in life, or the Changeling is a Gravewight
Effect: The Changeling sees, hears, and speaks to ghosts for the next scene. With an exceptional success, the nearest person *also* can do the same.
Modifiers: Is a Gravewight (+1)
Note: She already has this automatically always-on no matter what.

[2] Dread Companion
Dice Pool: 12 (Manipulation+Wyrd)
Cost: 1 Glamour
Catch: The Changeling presses a drop of blood into the forehead of everyone participating, or is a Gravewight.
Effect: The ghost can affect one sense of everyone participating in the contract (sight, sound, touch). Everyone participating counts as everyone within the same room or line of sight of the Changeling. With an exceptional success, it increases to *two* senses.
Modifier: Is a Gravewight (+1)

[3] Haunting Intercession
Dice Pool: 12 (Manipulation+Wyrd)
Cost: 1 Glamour
Catch: Set up a 'dead supper' on never-used plate and silver, with a place for everyone who wants to be involved.
Effect: For the next hour, a ghost manifests...as a person. It can touch a person, it can fight, it can have sex, it can fulfill its last wishes, do whatever it will, once it's flesh and blood.
Modifiers: Is a Gravewight (+1)

[4] Waking the Dead
Dice Pool: 9 (Strength+Wyrd)
Cost: 2 Glamour
Catch: The Changeling 'feeds' the spirit by cutting themselves, and taking one bashing damage of minor blood loss per question.
Effect: An extended action with a target of four or more. A non-sentient (non-ghost) echo of a dead person will appear and answer one question honestly per success. If an exceptional success is gained, the shade will provide elaboration for all answers, including details they didn't know they needed to know.
Modifiers: Is a Gravewight (+1)

[5] Opening the Black Gate
Dice Pool: 12 (Stamina+Wyrd)
Cost: 2 Glamour, 1 Willpower
Catch: The clause is invoked at midnight in a mausoleum, and the changeling invokes the laws of hospitality while the clause is in effect.
Effect: Five successes needed, each roll is a turn. A passage the size of a regular door is opened to the Underworld for night. At first light, the door shuts, and any on the other side will be trapped unless they find, or make, another exit. An exceptional success makes it last a lunar month, but no more.
Modifiers: Is a Gravewight (+1)

Smoke--

[1] The Wrong Foot
Cost: 1 Glamour
Catch: The Changeling smudges a nearby mirror when using this Contract with their thumbprint.
Effect: Evidence of the Changeling's passage is changed to resemble something other than human tracks, whatever the character wishes, though once used, the result is always the same type of tracks. This supersedes footprints. It's most useful as a 'calling card', not obscuring actual passage. This Contract lasts almost a full hour.Catch: The changeling licks his thumb and smudges it on a mirror, thereby leaving another mark of his own passing.

[2] Nevertread
Dice Pool: 13 (Intelligence+Wyrd)
Cost: 1 Glamour
Catch: Spent an hour barefoot within the past day.
Effect: All traces of a Changeling's passage, even grass trampled or flour on the ground, or wet feet, or in mud, sand, snow...in any other surface. Not invisible, but no signs of their message, and so it is hard to track them or tell where they went. Exceptional Success makes it hard to track where they were going by *any* means.
Modifiers: The environment is susceptible to marks of passage (mud, new snowdrift, wet cement (-2), Notably resistant to holding new marks of passage (+2)

[3] Shadowpatch
Dice Pool: 11 (Wits+Wyrd)
Cost: 1 Glamour
Catch: Spent at least an hour away from natural light (including windows, open doors, etc) within the past day. There has to be natural light to keep away from, so sleeping at night doesn't count.
Effect: Darkness congeals around the character, dampening light, sound, smell, all perceptual stimuli. For the better part of the next hour, they get a +3 dice bonus to Stealth based dice pools. Exceptional means +5.
Modifiers: The environment doesn't have shadows longer than the height of a man (-1), The environment consists solely of either natural or artificial light (eg: park playground, windowless warehouse) (+1)

[4] Murkblur
Dice Pool: 13 (Intelligence+Wyrd) vs. Resolve+Wyrd
Cost: 1 Glamour
Catch: Changeling swallows the eye of an animal or insect while invoking the Contract.
Effect: A smoky caul falls over the subject, and they are totally blinded for a full hour. They must be within line of sight for this to work. Exceptional success means it can be terminated at any point before the hour is up.
Modifiers: Can't see target's face (-1), The subject wears glasses, contact lenses, or otherwise has some sort of vision correction or visual impediment over them (+1)

[5] Light-Shy
Dice Pool: 13 (Intelligence+Wyrd)
Cost: 1 Glamour+1 Willpower
Catch: Told a meaningful lie to someone important to them in the past day, something that could hurt their relationship if it was discovered.
Effect: The Changeling becomes invisible, even to photographs, cameras, infrared, though it affects only sight, so sound and smells still can be sensed. It lasts for a number of minutes equal to successes rolled, though it may be ended earlier. Exceptional success makes it last almost a full hour!
Modifier: Changeling is trying to vanish from plain sight while people are watching (-2), Nobody sees them when they are disappearing (+1)

Spring, Eternal and Fleeting--

Spring (Eternal)--

[1] Gift of Warm Breath
Dice Pool: 7 (Resolve+Survival+Spring Mantle)
Cost: 1 Glamour
Catch: The target has freely offered the Changeling some form of sustenance since the last sunrise.
Effect: The contract feels energy entering them, and becomes as healthy and alert as if he had rested a full night and eaten a good breakfast. All fatigue penalties disappear, all bashing damage goes, and any penalties from a lack of food or water along with it.
Modifiers: Each point of fatigue the target is suffering (-1), each point of bashing damage they are suffering (-1)

Spring (Fleeting)--

[1] Cupid's Eye
Dice Pool: 11 (Wits+Wyrd) vs. subject's Composure+Wyrd
Cost: 1 Glamour
Catch: The user has kissed the target within the last 24 hours, or is the subject of the desire.
Effect: The Changeling learns one of the target's desires, depending on the modifier for what is sought out.
Modifiers: The character has a pledge with the target (+1), Desire not currently concerning the subject (-1), specific kind of desire (job, sexual, etc) (-1), Hidden desire (-2), Unknown desire (-3)

Summer, Eternal and Fleeting--

Eternal Summer--

[1] Son of the Hearth
Dice Pool: 10 (Wyrd+Survival)
Cost: 1 Glamour, or 1 Glamour+1 Willpower point
Catch: Spit on a fading ember or spark.
Effect: The character heats themselves or expels excess heat to remain at a personally comfortable temperature, and with a willpower point can heat an entire room. It lasts an hour, unless an exceptional success happens, in which case it lasts all day and with a willpower spent can defy things like 'open doors' as the heat remains properly trapped.
Modifiers: Every 20 degrees below 0 degrees or above 120 degrees fahrenheit (-1), heated space is Size 10 (-1), heated Space is Size 20 (-2).

Fleeting Summer--

[1] Baleful Sense
Dice Pool: 11 (Wits+Wyrd)
Cost: 1 Glamour
Catch: User is angry when this is activated.
Effect: The character becomes aware of the greatest concentration of wrath (in whatever form) within a mile. They know the direction, the distance, and how many people are involved, and with an exceptional success they learn the cause of the anger and how many primary 'wrath sources' there are.

Wildwalker (Beasts/Elementals)--

[1] Wildwalker
Dice Pool: 9 (Wyrd+Persuasion)
Cost: 1 Glamour
Catch: The character spent the last night sleeping outdoors.
Effect: For each success, negate a penalty point caused by environmental conditions. It can only affect themselves, and cannot affect a vehicle they are using.
Modifiers: Wearing delicate clothes easily ruined by the environment (-1), Dressing the part (+1)

Winter (Eternal)--

[1] Jack's Breath
Dice Pool: 10 (Wyrd+Survival)
Cost: 1 Glamour
Catch: Someone shivers, or the user can taste sweat.
Effect: The room cools by a degree decided by the modifier. It remains this way for around two hours before then gradually warming back up.
Modifiers: Every 20 degrees of cooling (-1), the room is Size 10 (-1), the room is Size 20 (-2)

[2] Touch of Winter
Dice Pool: 7 (Intelligence+Science+Mantle (Winter)
Cost: 1 Glamour
Catch: The Changeling first spells out a name or idea he hates with the liquid on a dry surface.
Effect: The liquid freezes over and has, for the purpose of supporting weight, a strength equal to the successes rolled, spread out, of course. So a group can walk across a frozen pond if they keep apart. Weight can be distributed to effectively reduce it by half by laying down to move prone. It remains frozen until it melts naturally, unless an exceptional success is rolled, in which case, within the next hour they can make it instantly return to liquid.
Modifiers: Liquid is already almost frozen (+1), The area of a driveway (-1), the area of a swimming pool (-2), the area of a parking lot (-3)

Winter (Fleeting)--

[1] The Dragon Knows
Dice Pool: 10 (Empathy+Wyrd)-Target Composure
Cost: 1 Glamour
Catch: Meet the subject's eyes.
Effect: The Changeling discovers the reason the character is currently sad (if they aren't sad right now, it turns up no results), exceptional success can also tell if the subject was sorrowful in the last hour, and if so, why it has ended.
Modifiers: The emotion is evident (+1), the subject is hard to see (-1)

[2] Slipknot Dreams
Dice Pool: 10 (Manipulation+Subterfuge+Winter Mantle)-subject's Resolve
Cost: 1 Glamour
Catch: The target accepted something from the Changeling within the last 24 hours.
Effect: The subject forgets all sorrows, or even that they were sad, acting as if everything was perfectly alright for a number of minutes equal to the success.
Modifiers: Minor or distant sorrow (dead goldfish, weeping over the state of the world) (+1), Deep personal tragedy (-2).

[3] Faces in the Water
Dice Pool: 9 (Intelligence+Investigation+Winter Mantle)-target's composure
Cost: 1 Glamour
Catch: The subject is carrying a photograph or image of an older relative or ancestor.
Effect: The subject recalls one sad, painful memory, the Changeling is not able to control which one. The target receives a social dice penalty equal to half of the successes rolled, and becomes sunk in their sorrowful memory for around an hour or so. With an exceptional success, another such event within the next 24 hours at a set time.
Modifiers: Target has a doleful personality (+1), Target is upbeat (-1), Something good just happened to subject (-1), character has no truly sorrowful memories, like an innocent young child (-3).

[4] Fallow Fields, Empty Harvest
Dice Pool: 9 (Manipulation+Intimidation+Winter Mantle) vs. Composure+Wyrd
Cost: 2 glamour
Catch: The user has made the subject happy within the last ten minutes.
Effect: Holy shit. The subject loses all ability to feel positive emotions such as joy, happiness, or even contentment for one day per success. She cannot regain willpower, having no will for anything, and takes -2 for all social dice rolls. Also, if this was a person and not, like, mecha-Hitler or an evil vampire or something, this is so totally a hit against Clarity because you just gave someone magical major depression, I mean, holy shit. What's WRONG with you? Also, an exceptional success makes it permenant until the Changeling decides to release it.
Modifiers: Subject is sad (-1), subject is experiencing positive emotions (-1), strong positive emotions (-2)

Winter (Sorrow Frozen Heart)--

[1] A Mere Vessel for Loss
Dice Pool: 10 (Resolve+Occult+Winter Mantle)
Cost: 1 Glamour
Catch: Piercing their own skin with a thin needle
Effect: Reduce all dice penalties for discomfort, pain, or physical illness equal to the successes gained. All penalties, no matter what. The wounds and physical illnesses don't go away, merely their effect. It lasts one hour. Exceptional success makes it impossible to incapacitate them.
Modifiers: The user has just felt or been dealt a strong emotional blow (+1), the user is currently very happy or in a wrathful mood (-1)

[2] Fear is Nothing
Dice Pool: 7 (Composure+Expression+Winter Mantle)
Cost: 1 Glamour
Catch: The character empties his hands and leaves them open at his sides, as if he feels no need to arm himself against danger. (If necessary, he can arm himself after invoking the clause.)
Effect: The character can ignore all mundane sources of fear, as well as sources of disgust (such as walking into a brutal crime scene or gory battlefield) and supernatural attempts to make them afraid or unsettle them take a penalty equal to their Wyrd, or Wyrd+2 with an exceptional success, and with an exceptional success all phobias, supernatural and natural (such as the Tale of the Baba Yaga), drop away for the length of time. This lasts one hour or so.
Modifiers:

[3] Grief is Stronger Than Death
Dice Pool: 7 (Survival+Resolve+Winter Mantle)
Cost: 2 Glamour
Catch: The character tosses a chunk of cold iron (C:TL definition of it) on the floor with contempt.
Effect: The Changeling can ignore damage equal to their number of successes. Not just the penalties, but the actual damage is set aside until either after an hour or they run out of successes, at which point the damage all comes back, coming on successive turns, one damage a turn, paying back all that was avoided. With an exceptional success, they also have an extra point of armor while the effect lasts.
Modifiers: The Changeling knows and intends to fight to the death (+3), the Changeling has a significant desire to live/survive and means to flee (-1), The Changeling is suicidal (+1), Someone the Changeling loves has died in the last day (+1)

Ghostly Familiars--

Cora Graves possesses two ghostly familiars. One is the ghost of a young girl, whose name in life was Jeanne Roads, and whose curiosity in life ended poorly, but in this afterlife, after having found Cora, seems to be paying off, as she is a spy with a skill in recording what she sees and hears and reporting it to Cora, as well as trying to master her 'ghost powers' as she calls it, recalling the comic books her brothers read...in the 1950s.

The second is a day laborer who just goes by Jacques whose actions in the past were rather hard to forgive. Murder and then a failed suicide attempt tends to get judged rather badly, whatever reasons he has claimed (that it was self-defense) didn't stop him from being executed for it, but not before he hadn't discovered religion and mysticism in prison, as poorly literate as he was. He has spent the last two hundred years between his rage, his guilt, his brutality and violence, and his curiosity about magic and power, the latter of which lured him into Cora's service. He watches her back and is surprisingly powerful, his effects and abilities focused primarily on hurting others, causing fear, or being mystically hard to put down. There is a surprising amount of trust between the two considering just how awful he objectively is...but then again, she's no saint either.

Ghosts have Essence that they spend to use their abilities, they must use up one point of Essence a day or they fall into their slumber. They can take Essence from Cora (in which case one point of Glamour=1 Essence) or from any place that is strongly linked to death. Additionally, if need be, the reverse can happen, and Cora can spend her Ghostly Familiar's essence as a backup/last resort pool of Glamour.

Name: Jeanne Roads
Type: Ghost
Virtue: Curiosity, Vice: Impatience
Essence: 10, Willpower: 5, Initiative: 7, Defense: 4, Speed: 10, Size: 4, Corpus: 8

Attributes:
Power 2, Finesse 4, Resistance 3

Skills: Ghosts do not possess skills, but are counted for all relevant/likely skills to have a 'skill level' and an 'attribute level' equal to their relevant attribute. So for stealing things, for instance, if she manifests physically, she is assumed to have a pool of 8 dice, while if she tried to punch someone, she'd have a total of 4 dice. Narratively, skills that she wouldn't have will just not be granted that bonus, because yeah.

Numina: Numina is ghost magic! Here's what she has!--

Speed: She can temporarily greatly increase her speed. She mainly uses this to run away from problems or do a variety of other such things.

Blast: She can strike targets at a distance, though the hit is no harder than if someone punched them really hard. Which can be enough at times.

Pathfinder: She is really good at 'figuring out' how to get where she wants to go, heading straight for whatever (or whoever) she is trying to find.

Ghostly Viewing: Can capture video, pictures, or sound and then replay it for all others. Five minutes (or one high-quality photo) per Essence spent. Currently they cannot be modified or faked, which makes them trusted, though if she does figure out how to do so, the Chancellor would have her keep this a secret...just in case it's needed.

Jacques
Type: Ghost
Virtue: Fortitude, Vice: Wrath
Essence: 10, Willpower: 9, Initiative: 7, Defense: 4, Speed: 12, Size: 6, Corpus: 10
Power 5, Finesse 3, Resistance 4,

Numina--

Telekinetic: Can manipulate objects as if they had hands. Or people. Or throats. And hands around said throats.

Terrify: When he manifests, he strikes terror into the hearts of all who are viewing him, which would be a contested Power+Finesse vs. Resolve+Composure roll. If they fail, they're scared, and depending on how much they fail, penalties and fear follow.

Regeneration: Yes, their manifested body can be healed even if they are injured by spending Essence.

Spectral Toughness: They don't suffer wound penalties or fall unconscious, no matter the damage.

Spirit Prowess: Essence can be spent to increase Attributes or Health.

Corpse Ride: Can animate, control, and possess dead bodies on his own. The bodies of goblins count, as Cora learned in one particular fight.

Chain of Death: Once in a dead body, he can transfer himself into the body of anyone he kills, keeping up the kill-chain. For obvious reasons this isn't one he gets to, um, use often...anymore.

Allies--

Prophet Circle: A group of five women and two men whose psychic powers and strange dreams drove them her way, and whom she aides and helps, and whose dreams she also rides to glean information about the past, present and future. None are yet at the level of 'Gifted Psychic' or anything, and by Dresden Files rules/universal definitions, they seem to be the definition of Minor Talents.

Janet is the very definition of a woman cursed in a unique way that has come to appreciate and use her gifts, and thereby become useful to the Cora. In addition to her prophetic dreams, she is unusually and unnaturally sensitive to ghosts, and even was possessed several times before coming to Autumn's attention. The Autumn Queen could not fix her problem, but instead taught her to lean into it, to accept that she was, for spirits, an Easy Ride and even a Hollow Soul and has been trained to accept willing possession and defend herself against unwilling possession, her Resolve and Composure both having been trained by methods both harsh and kind to be at the limit of natural ability. The young women, now in her late twenties, has also trained her body. She is very loyal to the Queen, though not to the point of madness, and is aware that sometimes she is used to allow the Queen to have one of her ghostly familiars physically manifest, even when they lack the ability to possess bodies normally. This has caused some tension/suspicion, yet she is still loyal for the moment. African-American with dark eyes, tends to dress rather casually.

Roy Taylor is what is known as a Dowser. In addition to his psychic dreams, he can locate objects, even hidden ones with his divining rod, and has even located people on rare occasions with his abilities. It takes time and effort, and at most throughout his life he's been able to improve only his general skill at it, though under the Autumn Queen's tutelage, he's gained some experience, and repairing his rocky relationship with his wife (who doesn't believe in this nonsense), by a string of success which managed to save their home from going under. He knows he owes her a job, and in all honesty, he sorts of resents it, which doesn't stop him from accepting her help and aid. Makes it a habit of wearing a business suit after he was told from a young age that it makes one look 'professional.'

Jason "Smiles" is a very weak Mind Reader, but most of all a scared kid who is the most recent and youngest member of the Prophet's Circle. He grew up in a very conservative household, and seeing as he's gay and also a mind-reader, and an inexperienced one, he heard the constant surface thoughts of his parents as a litany against him. And when he came out, well, he heard that his parents first thoughts--not ones they'd act on, the fleeting maddening rage on the surface--were in fact...violent. Hostile. He ran, and has been running since. The Autumn Queen has had no success in strengthening his powers, but has helped him learn how to tune it out. He is in his late teens and has rather bad scarring around his mouth from a fight in a homeless shelter. He's terrified beyond reason of the Autumn Queen, most of all because he can't read her mind at all (because she's supernatural, and a Major Template at that). But with that terror also comes trust.

Layla Byrnes is a very weak Biokinetic, whose attempts to improve her abilities are still slow even under the Autumn Queen's somewhat uncertain tutelage. She is in college, the second youngest of the group, and though pledged to the Queen, she likes to think that she has her own life and that, though her dreams are filled with strange prophecies and visions of the past, she is ultimately just a normal girl. She sometimes uses her Biokinesis in an attempt to improve herself, and is trying to use it for 'normal' means. She's twenty, somewhat pudgy, with dark red hair.

Mrs. Adams is a former housewife, now divorced, who possesses the power to see Auras. She can see a person's emotional state, and under the Autumn Queen's help, has even begun to be able to tell useful things. She once even managed to tell that someone was a vampire...well, okay, they had fangs and were attacking someone, but their aura was also pale, and so she's working on that. She saw the divorce coming, not least because she saw how her husband looked at her, his aura towards the end. In her early fifties, she is the oldest of the Circle, and the least sure about the Autumn Queen. It doesn't hurt that Cora is far from conventional in many ways, and visibly younger than her.

Augusta is a somewhat weak Clairvoyant who mostly uses her power at the whims and orders of the Autumn Queen, who uses her as one of the several trumps and secret methods of spying. Augusta is suprisingly fine with this, for reasons that Cora is still trying to figure out, and the woman is as closed-mouthed as could be. And more than that, her dreams are a little strange. The symbolism is never personal, always distant, muted, in a way that is a little baffling and might speak to some underlying problems.

Eva is a Buddhist Thaumatage, who believes her prophetic dreams, most often of the past, are warnings and information from her past-lives, of which she hopes to be the last and break the cycle of reincarnation. She is likely the strongest of the members of the Prophet Circle, and seems to believe that Cora is in some way the person that will set her free from the cycle of rebirth.

The King is an imposing man, and a terror both on and off the battlefield, whose skills in espionage match hers and who on a battlefield can change the course of an entire fight merely by being there. Tall, strong, and powerful, he's imposing, the Mantle of his Kingship permanent, a crest upon his chest, almost a tattoo, that can be made to shine through any impediment, or can hide itself at his whim. All who see it know that he is the King of Winter and, three months out of the year, the Freehold.

Once, they had a relationship which started at first playful, and then grew almost serious, and certainly highly sexual. There were even unfounded rumors that they meant to take the Heart's Oath, to bind each other together as Summer and Autumn had done in the rival Thousand Trods, but instead they eventually mutually agreed to transition to a friendship. And, as neither of them was a conventional person, they actually meant this, and followed through, with a warm friendship and political alliance that has lasted for four or five years with no signs of growing weaker at all.

Their friendship is founded first on their mutual intellectual interests, second on their politics, and third on their willingness to share in each other their passions and interests.

For while King Stoneguts is superhumanly tough and strong, he is also surprisingly smart, quite witty, and has an iron will that cannot be broken. Hispresence is the grinding glacier that tears down a person, and yet he can be as subtle as a whisper or a careful knife. His many-faceted personality and tendency towards politeness even when doing great acts of power and brutality, as well as the careful way in which he has reined in his passions and rules over his every emotion, employing it for careful use, his sorrow, his fear, his anger and his joy all tools if need be towards a single end which she can deeply appreciate: the betterment of the Freehold no matter the moral, intellectual or personal cost, to himself or others.

He is a powerful user of Contracts who is most skilled at a very wide variety of Elemental and Communion Contracts, as well as powerful Contracts that enhance his body and fighting to levels that are frankly beyond belief. He is also a moderately skilled sorcerer, and a skilled Oneiromancer (thanks to his former relationship with Cora), who forges his own weapons, as well as weaving them as well, with Masterful skill in both areas, and his is known to have many powerful Tokens.

In addition he has an information network equal to Cora's, and also has access (and grants access to his own in return) to many of her intelligence network, and has the loyalty of the Winter Courtiers, including a few VERY skilled spies and assassins, as well as a network of contacts on the River.

I might as well give a little more concrete, since in about three months he will become the PC.

King Stoneguts.
Wyrd: 6
Virtue: Politeness, Cunning
Vice: Probably something related to cruelty or his willingness to sacrifice. He's a pretty hard man, but not sure if that's good or bad...really, it's both.

Also, he has the Feast of Ashes Winter Crown always active/useable: Once per day they can convert Glamour to Willpower on a 1-to-1 basis up to their dots of Mantle, and it can exceed their maximum willpower, though they disappear at the end of the day. Also, for the purpose of resistance, their Willpower counts as Mantle (in this case five) higher. This represents his confidence in his ability to survive. Considering he already has eleven fucking Willpower, the ability to spend Glamour to get even more to push through anything...

He's scary-calm and controlled and determined in a fight, having the human limit of composure and a beyond-human will and ability to push forward no matter what.

Attributes:

Strength: 6, Dex: 5, Stamina: 6
Intelligence: 4, Wits: 5, Resolve: 6
Presence: 4, Manipulation: 5, Composure: 5

Jonathan Graves is a teenage boy, of average height and average weight. He is thoughtful, intelligent, and yet he often seems to wear his heart on the string, leaping before he looks, and more than that, he is intensely curious about the sort of world that his mother tries to shelter him from. Magic, excitement, danger. At school he is relatively popular, being on the track team and also getting good grades (primarily A's and B's). He is currently not dating anyone. He enjoys hiking, running, and plays shooter video games and read books, most of all non-fiction books with a preference for Changeling books. He tends to view fantasy as being less interesting than the real thing, and he is the one person that Cora Graves totally and without question and compunction, loves and confides in, though she tries to keep away the fact that she all but runs a police state from her son, going out of her way not to snoop in his room...often. Other than to go in and tell him to clean it, because it's a pig-sty.

He has known that she is a Changeling since he was young and saw through her mask, and his powers seem to be unknown but seem to relate to both his mind and body in some way. It is not known what his Tale or Role are, but he has expressed the desire to join one of the Courts as a Mantle 0 (maybe eventually higher) member at some point. His mother has forbidden him from doing so until he is eighteen. He has Wyrd 1, higher than many Talebound.

He possesses 2-3 points of glamour at any one time, and one or two small, one-dot tokens including a phone that can connect with his mother's number (and no other) no matter the conditions, that cannot be broken or taken away.

Additionally, he has a number of Hedgespun pieces of clothing that are mundane except for two things. First, they are the best possible instances of their kind: the hat seems to keep the sun off remarkably well, and the coat is snuggly at warm. Second, somewhere on them, in a place that can be revealed, they have Cora Graves' personal emblem, which can scare or compel obedience from those who know what it is.

She hedgespun them herself, despite not generally doing such a thing for most of her objects. Notably, one of the ingredients of most of the small hedgespun objects she has him is some form of love, expressed in various ways, such as a sigh, a love poem, or a kiss placed upon the object, which she meant as symbolic, and has no mechanical effects at all in the world of darkness world.

Malthus M. Riddle, Mr. Spirit, other lame nicknames is most interested in Spirits, but also knows about Ghosts, and he tends to be very friendly with Cora. He makes a lot of bad puns, and is a Fairest Author, someone who knows his way around words and symbols, being a skilled studier of symbolic magic and sorcery as well. He is probably attracted to her, as far as her sources say. Spring Court.

Lydia Zero is an Elemental Hunterheart, claws and teeth and death, though she's surprisingly embarrassed about it and has a barcode on her back from her time in Arcadia. She studies Werewolves, though she's gotten more than a few surprises in her time, with how spiritual they were and how, while there was violence, there was also poetry, beauty, and mystical attainment in werewolves. She identifies with them so strongly that her religion, personal habits, and a wide variety of others things have changed in ways that make her fit in more and also fit who she is now. Malthus and Anton both worry about her, while Manny, of course, thinks of her as almost kindred in her level of trust. Summer Court.

Anton LeFay is an Autumn Courtier who studies Mages, and unlike others, he distrusts them, and his interactions with them have primarily been a little bit hostile. He studies them, he plays faction against faction, trying always to gain more and more secrets and powers. He has several Imbued artifacts, though stealing and gaining access to them has been highly difficult. He seems to have his own intentions with these objects, and has been amassing them for some purpose. More specifically, he seems to be founding a cult of some type, which is perfectly acceptable, but rather odd. Cora, of course, has contacts in the deepest levels of the cult, in case it goes...screwy.

Madcap Manny studies Vampires. A Winter Courtier, he hates his nickname, and prefers Manny. His Mien as always shows the slight glow of magic, and the symbols on his body seem to be ancient words in the languages of the start of a number of Vampire bloodlines. His knowledge of the community is rather strong, and there is a sort of identification with them that even the Autumn Queen has seen sometimes go too far. He says that it is the fact that they are willing to do anything to survive that fascinates him. He is a Fairest Thussar, small and gifted with music, as odd a skill as that is.

Persephone Powers is an initiate who might soon be a new member, who is undecided as to what to study, wavering back and forth, and constantly seeking reassurance from each of the four full Lord Sages, even Cora Graves, who terrifies her for good reason. She is currently in the Spring Court, though she has recently become dissatisfied with that too. She has a strong background in cultural and academic studies, and a good knowledge of investigative fieldwork, but also has a tough time deciding what to choose. She is a Beast Fireheart, her skin crackling with electricity and fire, seeming to briefly form tails and ears before dissolving and trying to form wings, and claws, until that too fails, as indecisive as the woman herself.

Rebecca Karling is an initiate learning under Anton, studying about Mages. She serves in many ways as the good cop to the bad cop, and the fact that she passes as a human, and a fresh faced, innocent one as well, yet has certain skills that are most useful certainly isn't a bad thing. She is undecided, but is leaning towards Autumn or Winter, if only because she isn't so sure about Summer. She can often get stuck on the smallest things, and she is treating studying the Mages as if it were an investigation. Tracking them as much as possible, making copious notes, digging up mundane details to be examined later...going overboard, honestly.

She knows the professors from numerous Colleges, and while she has not continued to graduate work, the friends she won with the Professors has continued to this day, despite the fact that they have aged. A very few know her secrets, including Professor Frost, no relation to the poet, who teaches literature and mythology, and a janitor named Roger Evanson, whose access to the grounds of the college has been very useful in the past in those times where a bit more thorough work was needed to research a topic, sometimes after hours.

Mechanically, these serve as Allies and Contacts, as well as an effective Library 1 for just about any topic one could learn in college, meaning that by consulting them, she can gain the knowledge that a specialty would get her in the topic, and their web of information on the college itself and its students and comings and goings have helped her keep track of supernatural phenomenon, find new Changelings, or track down vampires and other creatures that sometimes prey upon such areas. Finally, they trust her and are in her corner in any number of matters.

Merits--

This only represents all Merits *not* represented by all of those allies/etc seen earlier.

[1] Hedge Gate Sense
Effect: This represents increased sensitivity to the presence of gateways into and out of the Hedge, cutting the time in half and gaining the ability to make a reflexive Wits+Wyrd roll to notice an active gateway into or out of the Hedge.

[1] Pledgesmith
Effect: Cora Graves is known as being a somewhat basic but still mostly competent Pledgesmith, and gains +1 to all social dice rolls involving Pledges.

[6] Archive
Effect: Areas of study: Anthropology, Goblin Fruits, the River, Local Trods, Goblins, and Herbalism. In any of these topics, using the Archive to research the topic takes only fifteen minutes, rather than the hour or more it might take at a less specialized library.

[5] Bastion, Battlements 5
Effect: A dream fortress, she can enter there with others to defend herself against major attacks that she is unable to face in 'fair' combat.

[5] Court Goodwill (Winter) 5
Effect: She's really close to Winter.

[2] Court Goodwill (Summer) 1
Effect: She's done a few favors to Summer. Just a few.

[1] Court Goodwill (Spring) 1
Effect: She's at least not unfriendly with Spring, even if she doesn't entirely get them.

[5] Fighting Style: Dream Combat
Effect: Well yeah!

[1] Hedge Duelist
Effect: Though she mostly disdains the practice, she has learned the Quick Count, and in a Hedge Duel she gains +2 initiative for all rolls, acting a little faster than anyone expected.

[15] Harvest 5 (Dreams), Harvest 5 (Goblin Fruits), Harvest 5 (Emotions)
Effect: She has regular sources of Glamour Harvest in three separate areas, and gets 'Harvest' number of dice on any attempt to harvest from that particular source. So there's rarely not a chance for her to get more glamour, if given a little time to seek it out.

[] Hollows:
Effect: She has more than a few hollows. There is a large Hollow that she uses as the center of her intelligence services, which also possesses, incidentally, archives on *all* of the Local Courts and Changelings and their secrets and abilities, and there are smaller Hollows which serve as hideouts and meeting places, and then there is her own, somewhat homey but strongly guarded Hollow, which she most often stays in when she's making an extended visit to the Hedge and not out exploring.

[5] Mantle
Effects: Autumn 1 gives a specialty in Investigation, Occult, Intimidation, or Stealth, Autumn 2 an extra die to Empathy and Investigation rolls involving the Fae, Autumn 3 gives two dots to spend on Harvest, Mentor, Token or Archive, Autumn 4 grants a reroll on occult magic...such as Oneiormancy and Sorcery, Autumn 5 grants one extra pledge with the Fae beyond what's allowed by the Wyrd. Additionally, with the Autumn Crown comes the Harvest of Whispers.

[4] Workshop
Effect: +1 on all Sewing rolls, +3 on all rolls towards Harvesting/Preparing Goblin Fruits. A workshop for doing, well, work!

[2] Visionary Dreams
Effect: Has visionary dreams, which sometimes are completely useless (provide no relevant information) and all information is a combination of metaphor and whimsy to interpret, though they always remember it in full. She can attempt to have a dream about a specific person or place. To call upon this, she must spend a Willpower point and roll Intelligence+Wits and then sleep for at least five hours interrupted. If successful, they will have a dream of their subject, one clue/piece of information for success. It is easier to do with those she knows well than those she barely knows. It can only be used once per day.

[3] Ritual Doorway
Effect: In addition to the normal entrances and exits of a Hollow, there is a certain ritual that can be done to access the Hollow from anywhere at all. Each ritual is unique to the Hollow, and anyone who performs it correctly gains access to the Hollow, so the ritual is usually kept a closely guarded secret. Each ritual requires tools and ingredients, and always has at least one unusual ingredient, and takes between five and ten minutes to perform and can't be done in the middle of combat or on the run. Two glamour must be spent to do so, and all entrances created are one way. Also, it doesn't work in the Hedge.


[3] Wisdom Of Dreams
Effect: Your character has especially close ties to humanity's collective unconscious. When your character sleeps, his dreams can gather any knowledge known to a living human and allow him to make use of it when he awakes. This Merit allows your character to temporarily gain one dot in any Ability Specialty or one dot in any Language that is known to at least one living mortal. Knowledge of this Ability Specialty or Language persists until your character next sleeps and can be used just as any other Specialty or Language. If your character learns a Specialty such as Heavy Weapons or Pilot, where characters without the Specialty suffer special penalties when trying to perform certain actions, this Specialty acts as a normal Specialty and negates these penalties and also provides one additional dot for appropriate rolls. Having a dream to learn such a Specialty requires your character to make a meditation (Composure + Wits) roll immediately before he goes to sleep. Your character must then sleep for at least five hours to gain a Specialty or Language in this fashion. Characters may not use this Merit more than once per day.
Dramatic Failure: Your character's dreams bring him false and useless information, and for the next day, he suffers an additional -1 to any rolls with the chosen Ability.
Failure: Your character fails to learn the desired knowledge.
Success: Your character gains the desired Specialty or one dot in the desired Language.
Exceptional Success: Your character's dreams are exceptionally vivid and useful. If a Language is selected, he gains two dots in the Language until he sleeps again.


[2] World Class Onieromancer
Effect: Gain 8-again on all dice rolls related in any way to Oneiromancy, including dream-based Contracts.

[1] Master Sorcerer
Effect: Gain 9-again on all Sorcery rolls.

[1] Goblin Harvest
Effect: Gain 9-again when searching for goblin fruit, or 8-again when searching for a Fruit by the River.

[3] Master of the River
Effect: Navigating the part of the Hedge that is the River is a Rote Action.

[2] Savior of the Damned
Effect: 8-again to all social rolls involving ghosts, and 9-again to all other rolls involving ghosts, including Contracts.

[1] Arch's Symbolism
Effect: 9-again to all rolls related to the symbolism of the Marble Arch.

[1] Good at Everything
Effect: Magically, that is. Once per hour/scene, any magical roll (of any kind, or anything related directly or indirectly to magic) attempted can be done with an 8-again, representing sheer magical skill overpowering any 'piddling' lack of actual knowledge.

[1] Direction Sense
Effect: She always knows which direction she faces and never experiences navigation penalties under normal/mortal conditions.

[2] Good Time Management
Effect: She is good at managing complex tasks and meeting deadline, and all time for extended actions is halved.

[3] Indomitable
Effect: As if she needed to be harder to scare and intimidate, any power used to influence her thoughts or emotions takes a two dice penalty.

[1] Patient
Effect: She is patient and can pace herself. Normally one may do only Attribute+Skill rolls on an extended action before they are exhausted/give up (like, with a total of seven, and each roll being an hour, that means that after seven hours of working to dig a ditch they give up for the moment), but she knows how to push through, and gets two additional rolls over this total for an extended action...which, remember, has halved time anyways!

[2] Professional Training: Anthropology
Effect: Gain 9-again in Academics and Empathy rolls.

[4] Meditative Mind
Effect: She's skilled at meditation, and may do it even when wounded or there are loud noises or the like around, and by doing it once per day, in addition to being a way to regain a point of Willpower, she can gain +3 on all Resolve+Composure rolls, and needs only a single success, rather than four, in order to gain the full benefits.

[3] Trained Observer
Effect: 8-again on all perception rolls!

[3] Double-Jointed
Effect: Through application of yoga, she's trained herself to be very nimble, and she can slip out of most mundane bonds without a roll, and subtracts her Dexterity from attempts to grapple her as long as she's trying to get away rather than fight back.

[3] Sleight of Hand
Effect: She can pickpocket people reflexively, rather than instantly (meaning it takes literally no meaningful time) and it can only be noticed if someone is actively trying to notice, rather than passively.

[1] Fame
Effect: Fame one...the Gentry. Yeahhhh.

[4] Resources
Effect: Resources four means she is officially moderately wealthy (think the people with hundreds of thousands of dollars coming up on a million, rather than the multi-millionaires).

[3] Mythologist.
Effect: She knows about the mythology of death in a wide variety of cultures, the burial practices, habits, beliefs about the afterlife, etc. +3 bonus to things related to that.
 
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Allies, Contacts, Misc
'Foreign' Relations, Allies, Contacts, Etc.

Factions in the City:

The Gardiners:

The Vampires:


Foreign Relations (Changelings)

Sister Cities--

County of the Lost Way: Galway, Ireland, a somewhat typical Freehold other than a large influx of both Faith Courtiers and a number of unique Kiths and Tokens. Relations are fairly warm.

Duchy of the Diamond Fort: Donegal, Ireland. A relatively small Freehold, it is rather martial, and seems rather insular. They are known for their quality Hedgespinning, albeit in small quantities and focusing more on beauty than effectiveness, and they tend to not sell any Hedgespun armor or weapons they make, instead keeping them back for Freehold defense. Relations are somewhat cordial, but primarily economic.

Freehold of the High Springs: Suwa, Japan. A very small Freehold known for their hot-springs on both sides of the Hedge, they have very warm relations indeed with Marble Arch.

City of New Founding: Szczecin, Poland. Founded less than sixty years ago, the Freehold was formed after the city was transformed from a German to a Polish city, and the previous Freehold ceased to be. There were some tensions for a long time between the old and new guard, and more than that between the Freehold trying to make its way in the world, and the Communist government and conditions. It was this city that played an important role in the Solidarity movement, and after 1989 it has been on a relative upswing, though there are constant threats and disagreements. Their relationship with Marble Arch is largely positive, but has cooled in the past few years due to some minor trade disputes.

Kingdom of the Rainy Sunda: Bogor, Indonesia. A powerful Directional Court and strong Faith Court (Muslim, specifically) presence define this Freehold, which has to deal with an influx of poor workers, as the city has to. Poverty is quite bad in the city, and so they have been trying to some extent to subsidize their members to try to keep poverty from overwhelming the Freehold's ability to act on the world stage. In this, they have found a strong ally: Mayor Booster. With his ties and seeming respect for religion, and his economic prowess, he's been able to convince several important Freeholds to invest in helping the Kingdom set up a system which is, in essence, a small monthly stipend to all those who agree to be members and thus follow the rules, and they've managed to maintain their place. Because of this, they are very close allies indeed.

Freehold of the Luminaries: Lyon, France. A freehold heavily involved in local industries, its Kings and Queens include software developers and film-makers, and they own and operate as their mainline a large set of studios, in which every Changeling, even the least charismatic or screen-worthy, has been able to find a place, even if it's as a makework job. Relations are relatively warm, if vague and only somewhat economic.

Freehold of Stuttgart: Stuttgart, Germany. No clever name here, the Freehold has very strong ties to the Hedgespun Automobile-makers of several other German Freeholds, and serves as a middle-dealer for a lot of business. Their Spring Court is well known for their revels and their culture, and they're quite progressive in the benefits and aid they offer their members. Their relations with Marble Arch are strongly economic, but thus far not that of rivals.



(Seven down, nine to go.)

Bonus Points

@veekie : 1
@Snow : 1
@Wellhello : 1
@NemoMarx : 1
 
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OOC: Wizards and the White Council, an Overview
Hmm, actually, could you give a brief overview of the Dresdenverse? I've heard of it, but I don't know much about it; I'm mostly here because you make C:TL seem pretty awesome. :)

I know they have wizards (whose magic interferes with tech, and have some rules they're supposed to follow, and Harry apparently sets things on fire a lot), vampires (black court are the traditional ones and almost extinct, red court are some other sort of vampire, jade court are a mystery), werewolves, fae (divided into summer and winter?), and I think angels? And a talking skull of some sort. That's about all I remember from a brief look at the RPG a while back.

Okay, so the Dresdenverse. Some of it's hard to put into words because it's very much a first-person book setting that also has worldbuilding, if that makes sense.

Shit, this isn't going to be a brief overview. Uh, uh. Respond to this, and I'll make it a running series on each of the supernatural factions/etc out there.

So, a run down of things. Wizards are the rare humans whose magical talents are powerful and controlled, and magic seems to be genetic. There are less Wizards than Sorcerers (someone with either power or control but not both) and Minor Practitioners (Basically, they do magic in a single small area, like, "I do magic with air, but can't do anything else"), and of course against the world population, are all pretty low in numbers. Changelings heavily outnumber Wizards, for sure, and probably at least aren't largely outnumbered by Practitioners.

Wizards can do two things. Evocation, and Thaumaturgy. Evocation is rough, quick, and dirty magic, but that makes it hard to control, so they often learn 'Rotes' to control them, and have to use objects as a focus. Additionally, they usually have to say a magic word. Well, a made up word that serves as a focus for 'what do I want my magic to do.' Evocation can include fireballs, shields, tracking spells, all sorts of things.

Thaumaturgy is ritual magic, and thus needs to involve, well, a ritual, but also a sympathetic link to the target. If you want to track someone, you need something that represents them, or something of theirs, etc, etc.

Wizards have great potential power, but because magic is tied to their will and their belief, they tend to do magic along a very narrow band of things they're certain they could do.

They can enchant objects and also make potions, but indeed, the more powerful and old they are, the more technology breaks down around them.

They have some sort of enhanced life-time, in that there are Wizards around who are 300-400 years old, and their bodies naturally over the long duration recover from injuries that they shouldn't. Like, a football player who has suffered a concussion/brain injuries can't just 'take a year off and get over it' or whatever. The body doesn't repair stuff like that. A wizard's body does, though to note, this doesn't really help him in a fight at all. And he can't regrow limbs, I don't think, though if he keeps a burned hand, say (as Dresden does) over time feeling will start to come back to it.

Because magic is tied to their Will and belief in it, doing certain types of magic means you believe in it. Makes it easier to do it again, and again. If you literally enslave someone to your will, it marks the wizard, you, as someone who is the sort of person who thinks that that's what magic is meant for. It corrupts you, and it becomes easier to keep on doing it. Or if you kill directly with magic, mess with the timeline, all sorts of things. So that's a limit, and Wizards who break those rules tend to be hunted down and murdered by the Wardens, the police of the White Council, which is the elitist group that controls/represent the bulk of Wizards out there.

Wardens, to note, don't break the First Law when they kill you, because instead of using magic, they use a sword. So its totes legit.

Minor Practitoners, on the other hand, are those judged too weak to join the Council, and thus they sorta have to make their own way. They're subject to the laws of the council, and to some degree the protection...but not the power, and not the full protection, or at least, it can be easy for people to slip through the cracks.

The White Council, like many powers, signed the Unseelie Accords. They can be traced back pretty far, to pre-Roman times, and have some connection to, you know, Merlin. They are run by the Senior Council, whose leader is called The Merlin, but isn't Merlin himself. In theory, the Senior Council is a geritocracy, in which the seven oldest Wizards are in charge of things. In practice, it seems, politics and desire and power come into it, because at least once in the series, someone far younger than he 'should' be was promoted to the Council, and it was implied that Wizards who were in the way (next in line) were given a talking to and convince to abstain/refuse the honor on down to the person that politics demanded should be on the Senior Council.

So yeah! Also, people are free to ask me the same questions about C:TL...though to note, all of this information about the Dresdenverse will not be known IC, obviously.
 
OOC: So, Introductory Changeling Stuff
Well, if it isn't much trouble I would like a general overview of what you think is mostly relevant Changeling: The Lost. My experience with WoD is Vampire and Werewolf.

So, Changeling: The Lost.

Here's the Fallout-esque intro I did for them in the other Quest thread: "When the Gentry took away humans, took them and made them something other, they were not doing anything wrong, to their ears. Immortal, matchless, perfect and perfectly mad, these creatures played god and goddess, twisted humanity, enslaved a few to its will, and had they had the inclination, the mindset, could have easily done the same with the whole world, drowning it in glamour and madness.

Yet they did not, and even their hold, their grip, let through many survivors. These Changelings, twisted and mutated by their experiences in the home of the True Fae, Arcadia, became something other than human. Sterile, and yet granted powerful magic, and the ability to use the tokens and tools and weapons of the master. They were but scraps, like pieces of junk in the heap, compared to the full might of the Gentry, and yet with these weapons, and with their cunning, they fought and hid, survived and formed Freeholds, societies.

They fought the Goblins in the Hedge, the border between Arcadia and the human world, shrouded in darkness, ignorant of the death and destruction beyond their sight, they fought each other. Loyalists and privateers, scum and villains and well-meaning ideologues all.

These Freeholds formed with rules, with Courts. Ways to divide themselves and confuse the Gentry, to hide. Spring Court, the Court of Desire, of love and passion and the shining knight. Summer Court, the Court of Wrath, the Militia whose war is endless, against an unbeatable foe. The Autumn Court, the Court of Fear, which knows the magic and secrets of the True Fae, and uses them against their enemies. The Winter Court, the Court of Sorrow, which knows how to run and hide, how to sneak and murder."--Glamour, Glamour Never Changes.

Basically, to sum it up. Beyond the borders of the Hedge, a mad maze that like the Nevernever can take you anywhere and stretches across the whole world, there lies Arcadia, where the True Fae live. The Gentry, the Keepers. They are powerful beyond reason, beyond madness too, but bound by their Pledges and their vices, their sins, and weak against Cold Iron, which in the C:TL verse doesn't include steel, so they're actually better off than the Fairies in that respect.

Sometimes, out of whim or desire, they steal a human away from the world, though earth is an anathema to them, and they cannot stay for long, and bring them back to Arcadia. There the human is made to work or fight or be their lover or knight, or whatever the twisted whims of the Fae who took them.

Most do not escape, but those that do, in escaping, steal a scrap of their master's power. They become human again...of a sort. But what they were marks them. The man turned into the tree, beneath the Mask that hides what they are, that all Changelings and those mortals who are Ensorcelled can see through, but that ordinary people can...that man might have bark for skin, or his hair might be leaves, or even more.

So they are marked in the mirror, marked as different, and with different powers.

But they are also replaced. A Fetch (very different than Dresden Fetches) is used to replace them, made of bits and bobs, it often thinks it is human (though sometimes it is in direct communication, and other circumstances happen, Gentry being unpredictable) and has all of the memories of the 'real deal' and goes about its life. A rule of thumb is that a Fetch is the person the Changeling was with a single change. Perhaps they're more polite, perhaps they miss a few memories, perhaps they're more cruel, or have less self-control or...but usually only a single change, though malovelent sociopaths or intelligent monsters do exist.

A Changeling, whose Mask looks human, quite understandably enough wants their life back. They can only do this by slaying the Fetch. Most Changelings do so, though it can be somewhat damaging to their Clarity, which is their sense of sanity.

But Changelings are also aware of other threats. In the Hedge rest Goblins, who range the gamut even more than Dresdenverse Fairies. Some are slaves or work for the True Fae, but most are self-interested, or they form their own societies. In the Hedge rests a great bounty of magical fruits, magical items, objects, and secrets...but also the Goblins themselves, who are often hostile. It's something that lures them into the Hedge, despite the fact that they fear that their Keeper will lift their hand, will come to bring them back.

They NEVER want to go back (Loyalists excepted) and so they form Freeholds, groups of Changelings that band together and agree to follow certain rules and work together and protect each other. Freeholds tend to be made of Courts, and the sorts of Courts there can be vary widely. And custom Courts and the like spring up all over, fitted to the unique situation of the Freehold, but each Court gains power by its contracts with the very forces of reality (more on that later) and this power manifests both as a Mantle and unique Court Contracts that only those in the court can do. So special magic, wee!

The four 'big' western Courts are the Seasonal Courts, that rotate power between the four of them in order to confuse the Gentry, who don't understand the very idea that you'd GIVE UP power. Or at least, that's the theory. So you have four Monarchs taking turns, being political with each other, all of that good stuff. Per Freehold, because there's no 'High Kings' or anything, though an individual Monarch is free to call themselves 'Sultan' or 'Emperor' or 'Lord Protector' if they want, the name doesn't matter that much.

The first of these courts is the Spring Court. It is the Court of Desire, most often stereotyped as lust, but desire can be other things. Passion to see something to an end, hunger, greed...desire is want, and the will to get it. Like all Courts, they often have their own rituals and unique heraldry, and as their Mantle increases, their supernatural 'mark' as Spring does as well. A high-Mantle (Mantle 4-5/5) Spring Courtier can cause flowers to bloom briefly where they walk, visible only to Changelings, or other such rather obvious things. They believe that the Gentry will be looking for scared cowards, who do nothing but run and hide, and so they party.

Now, I should probably briefly explain Glamour. Glamour is the fuel of a Changeling's magic. They can get it by eating Goblin Fruits, by making pledges, or by harvesting emotions. Or rather, glamour comes *from* emotions, because unlike White Court vampires, as far as anyone has been able to tell, they aren't slowly killing anyone by what they do.

Each court harvests their emotion, so yes, Spring Court harvests desire, either on a one-to-one basis, or ambiently, from the background.

Summer Court

"When they kick at your front door
How you gonna come?
With your hands on your head
Or on the trigger of your gun?"--Guns of Brixton, the Clash

When the Gentry come for them, Summer plans to fight. The Court of Wrath, they are the militia that protects the Freehold, the strong shield and sword. Not all of them are fighters, and there can be fury in a shock jockey, or in a barrister pounding his desk as he yells his objections. What matters is the mindset. Angry at what has been done at them, and willing to fight back. Notably, the fifth clause (capstone) of their Eternal Summer (each Court has three contracts, one to do with the emotion, one to day with the season, and then a third one) allows them to shoot weaponized beams of white-hot sunlight at whoever the fuck they want. So yeah.

Fall Court

"I am Batman."--Batman, Batman.

The Fall Court, the Court of Fear. They know that the true secret to fighting the Gentry is their magic. It is in mastering their own fear of the Gentry and using it as a weapon, and using other's fear against them. They are the sorcerers, the leg-breakers, and yes, occasionally the Batman. They are willing to do what it takes, to use what means are needed, but they are also the ones most likely to plunge deep into the secrets, and thus in general the greatest magic-users are here, though to note, all Courts have great warriors, sages, spies and diplomats, just with a different...flavor.

Winter Court

The Court of Sorrow. You can run, AND you can hide. The Gentry are cruel and powerful, and to fight them directly is madness. Instead, hide, know when to cut ties. Follow the Ice Law and freeze your heart, act to save yourself and those close to you. Spy and keep and learn secrets, and work with the rest of the Freehold. They believe each Court has their role, and that their own is vital. Changelings often join this court first, and then are ushered towards other Courts as they slowly get over their sorrow and desire to hide away, and start to reforge their past. It might sound gloomy, but there's a reason they are around.

Magic

Changelings possess a lot of magic. Powered by their Glamour, and limited by their Wyrd, they can do Contracts. These are deals that the True Fae or Changelings signed with reality itself. Contract of Hours, Contract of Hearth, Contract of Moon, or Reflection, or Omens. Or, in the case of Changelings, each one as I said has a seeming (Ogre, Elemental, Wizened, Fairest (of them all), Beast, Darkling) that gives them discounted access to a whole list of Seeming Contracts. Each Contract has a cost, a roll, and an effect, and there are always five clauses/levels to each Contract.

Each Contract also has a Catch, a special circumstance in which it can work for free. Let's use 'Fuck Vampires, I'm a Lord of Summer' as an example.

[5] Lord's Dread Gaze.

Channeling the destructive power of the relentless Summer sun, the changeling sears his enemies with sunlight.
Prerequisite: Mantle (Summer) 4
Cost: 3 Glamour (+ 1 Willpower, optional)
Dice Pool: Dexterity + Athletics + Mantle (Summer) - subject's Defense
Action: Instant
Catch: The character's target is wearing or touching elemental gold.

So, if mister Vampire likes a gold bling, congrats, you can toast him for free.

In addition, Changelings can use magical objects called Tokens, each of which has a specific, special power of one kind or another.

They can also use what's called Onieromancy, stepping into and out of dreams, doing dream combat, and a ton of other cool things.

They can Talecraft, which...whoo-boy, that's going to be a long explanation, but it involves seeing the entire world as a story, and then forcing reality to act in a certain way.

Additionally, they have Wyrd-Bound Sorcery, which is their most free-form sort of magic, and involves making a sacrifice to obtain an effect.

Finally, they can make Pledges with mortals or other supernatural beings. These Pledges have to be balanced, and breaking them brings down the Sanction upon the pledgebreaker, which can range from mildly annoying to 'you will die in seven days' and they can use these Pledges to do the absolutely, totally and completely fucking impossible. They can grant people (mortal) strength or give away what they don't even have. Like, say a Changeling and a homeless man make a contract. In exchange for making the homeless vet's dreams a little nicer and keeping bad things from happening, once a month, the homeless man will give them Resources 1 (IE, a few hundred dollars). But how does that work, how can they get the money for it? The Changeling realizes this and says, "Buy me a scratchers ticket once a month" as the specific pledge.

Guess what, the Wyrd, the world itself, will make it so that that ticket is the winning one. Not the big winning one, but it wins two or three hundred dollars. There's no end to the amazing things that can be done with Pledges.

Finally, there's a lot of misc magic. Merits and one-off weird abilities that can't even be properly classified, but that more than a few people seem to have.

So as you'll might note, Changelings have access to a lot of powerful magic.

...the downside to this is that SO DO THEIR KEEPERS. Which, uh, can be a very, very bad thing.

Hmm, people who know C:TL, am I missing anything? I mean, in a basic summary.

And others, was this helpful?

[x] Kingdoms of the Volcano: Honolulu, Hawaii
[X] Spring, the season of hedonism and yet also beauty.

@The Laurent ; Will other WoD fractions make an appearance ?

Probably not, the Dresdenverse is already pretty crowded! I mean, I might crib some of the Hunter organizations or the like, but direct crossovers? Probably not!

Thanks, that was pretty informative. :)

Um, I suppose information about Dresdenverse Fae would be pretty useful. It seems pretty inevitable that we'd be quite curious about each other IC.

Will do so in a little bit.
 
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OOC: Very brief thing on Fairies
Thanks, that was pretty informative. :)

Um, I suppose information about Dresdenverse Fae would be pretty useful. It seems pretty inevitable that we'd be quite curious about each other IC.

Okay, well. First, unlike the True Fae of WoD-verse, the Fairies/Fae of the Dresden-verse are not all bosses. It would be as if, to compare them and get a grip on things, all Goblins were also (Lesser) True Fae.

To get to the start, Fairies are magical beings that live in the Nevernever, which is somewhat like the Hedge, though different and not quite as theme-locked. A series of interconnected realms, haunted and controlled and patrolled by Fairies. There are as many kinds, almost, as there are of goblins, and similar to goblins and the True Fae/Changeling, they are drawn from various interpretations of mythology, so a goblin based on the myth of a Kelpie and a Kelpie (Dresden) meeting could be interesting.

As different as they can be, ranging the gamut from small to huge, from very weak to 'stronger than any individual True Fae'*, they follow certain rules.

First, they cannot give anything away for free, or find it deeply against who they are, and so they are natural dealmakers. They love gathering information, as a rule (those that aren't stupid, that is). They are weak against Cold Iron, which unlike the True Fae includes all steel, even mass-produced steel. Which means they're actually fantastically vulnerable, honestly. They cannot lie outright, and they cannot break the word (the letter, of course, can be broken however one wills) or their promises. That's how binding on them. Asking them something three times or making them promise something thrice is even more binding, so they can't even wiggle out of it with a half-truth, or intentionally not trying as hard for the promise, or anything else.

Fairies are divided into three general groups. Winter Court, led by three figures...

The Winter Lady, the Queen Who Is To Come.

The Winter Queen, the Queen Who Is.

And Mother Winter, the Queen Who Was.

Each has different powers and responsibilities, and different abilities to interfere in the world. The Winter Lady interferes with mortals all the time, the Winter Queen sometimes, and Mother Winter, vastly more powerful than both of them combined, almost never.

In fact, Mab is unable to affect people who aren't in some way tied up/related to something she is doing. Bound by pledge or oath or war or something else. Hence, the Winter Court has a single mortal, the Winter Knight, who received the Mantle of Winter, and all of the powers with it.

Winter Court rules half the year, at the height of their power in the height of Winter, at their wane just before they switch over, and they are known/seen as cruel, monsterous, and dangerous.

Summer, on the other hand, can be quite brutal as well, but Queen Titania and the current Summer Lady, wise and beautiful Aurora, are definitely viewed in a better light.

Most Fairies though, are Wyldfae, somewhere in between, though in times of war between Summer and Winter, they are forced to pick sides.

The Erlking is the King of Goblins, and runs the Wild Hunt, and is also the Summer King. To clarify something really complicated, the King rules anything he has independently of the Queen system, and is stated to have an "opposite nature" from his Season's Queen. So whereas Titania is one via of Summer, he is the 'I'm leading a hunt to murder people isn't it great' view of Summer.

Just like the Winter King, Santa Clause, is the Hearth and Fire and Chestnut version of Winter (while also being a dangerous badass).

Okay, that rambled some, but, tldr: They can't break their oaths, they come in many forms, anything with iron in it hurts them, they have a Summer and Winter Court ruled by three Queens each, who take turns sharing power based on the seasons.


*Such as the Eldest Gruff, quite probably, Leansidhe, MAYBE a Lady but possibly not actually, and Mab and Titania and the Erlking and Santa Clause, less uncertainly. Note, Mab is not even close to strong enough personally, or honestly even with all of the armies she has (even if she literally emptied the border with the Outsiders), to conquer Arcadia, but no, there's not a single member of the Gentry, and certainly not outside of Arcadia where they are strongest**, who can come even close to matching her one-to-one. Of course, the number of True Fae are...well, it's essentially infinite, so her deciding to One-Man-Punch her way through them would end hilariously badly. And if actually threatened and forced to actually give a shit...well.
** On earth they are powerful but Changelings have beaten them and even killed them. In the Hedge they are still more powerful. In Arcadia they are a nightmare, and best beaten by running, hiding, or using tricks.
 
OOC: What is Talecrafting
The Skinwalker is a representation of a peoples fears and legends, due to its presence within their part of the world shaping said cultural mythos. But I don't think that serving as an ethnic boogeyman is its actual purview, so to speak.
I'm not really sure what its deal is, other than being a shapeshifting abomination driven by pure malice.
In DF, the term Naagloshii seems to encompass a fairly broad range of supernatural beings; though in this context I am speaking of semidivine immortals such as Shagnasty.

Still, all of that may be entirely irrelevant.
I don't know much about how magic works in C:TL. In laymans terms, what is Talecrafting and how effective is it within material reality?




I'm just speculating that if they find existence hard to bear, they'd find those beings who help enforce physical/metaphysical qualities of existence even worse. Not that it likely matters too much as most DF Immortals have a very limited capacity to interact with the world. Generally speaking the higher up the supernatural power chain something is in DF, the more bound by rules it is.
Uriel is powerful enough to annihilate galaxies, for example and he can barely do anything most of the time.

So basically unless the True Fae try to screw with the physical/metaphysical order of existence in some significant way, it is likely a moot point whether Immortals could act as silver bullets or not.

Talecrafting is, whoo-boy. It is manipulation of the Wyrd, of the rules of reality and fairytales itself, to your advantage. The world manifests what are known as Hooks, or Principles, that you can notice or force. "The Hero gets the girl", "The House Always Wins", "If Dresden is in a Book, a Building Will Be On Fire" are some examples for the Principles end of things. A Changeling who is a Talecrafter (and the mroe skilled the more they can do with it) can force reality to act to fit it. Suddenly their enemy starts losing at poker, Harry Dresden's spell goes awry immediately and sets the building he's in on fire, etc, etc. You see the situation, and then press it.

Now, these often come with Cruel Twists of Fate that the Wyrd deals out, consquences for having done so that you have to deal with, so one has to be careful not to do it too often...or be so good at it/stack enough dice that you get an Exceptional Success and don't get a Cruel Twist.

Now, there are other things that can be done. You can manipulate how others act or are. That is known as Personal Talecrafting. Like, for instance, you try to inhabit the 'character' of an action Hero, and by doing so gain power, but also are forced to act like one to maintain the 'Tale'. Or you can see that someone is acting like a certain sort of character and force them to conform or pay.

In addition you can do a number of things like conditional Tales, trying to guess at the 'genre' of the "Tale" you're in, and some other stuff that is either too high level to be discussed, or just as often too obscure.

Now, there are several limitations to this. First, it takes a lot of skill, and a lot of glamour, and you have to be able to deal with the Cruel Twists that will be coming your way. So in some ways, the ideal Talecrafter is someone skilled enough that they might be able to get what they want without Talecrafting, since using it to do something big means you might get a bad Twist. The House wins, but then accuses you of cheating and you have to run from goons. It turns out that the Harry Dresden building on fire means *you* might get caught in a blazing inferno. Whoops.

Second, it's arrogant as fuck: some Talecrafters avoid it, but the stereotype/bad ending for a lot of Talecrafters is you start to see people as characters. As setting and props and tropes and cliches and fairy-tale things. And yourself as well. You see the world as this not-real thing that you have the power to manipulate, dominate, and decide for. It can make you an asshole, a self-righteous prick, or even a monster if you dive too deep into it, and even if it doesn't, you can start to grow addicted to Talecrafting, for one, and can also start to lose touch with reality, with the fact that the world ISN'T a story with easily definable cliches. Which means someone too far into addiction and Talecrafting Madness would be more likely to make mistaken assumptions based on a world that isn't actually, you know, real most of the time.

All that said, its power and versatility mean that quite a few people pursue it, and a powerful Talecrafter can be scary as fuck.

Does that help?

Edit: Oh, and it works everywhere. Talecrafting, that is.
 
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OOC: I Say I Ain't Gotta Explain Shit About Magic...and then Explain Shit About Magic
Based on the way @The Laurent has portrayed it in his other quest, it does actually work that way. He posits the scenario of someone entering the hedge under time dilation (lets say x2 for simplicity), while someone else enters without it. They spend 2 hours chatting, and then leave the hedge together. While talking to each other, both perceive the other as moving/talking/etc. at normal speeds. But if they try to leave together, the first person's time dilation ends. Person A comes out one hour after they entered, while person 2 comes out 2 hours after they entered. From person B's perspective A vanishes the moment they leave the hedge.

Now suppose that person A goes into the hedge, and arranges for person B to meet him at a known location. Person B tells person C to meet him at the same destination 1.5 hours after he enters. When C gets there, A and B are still both there talking. He then proceeds to tell A about what happened in the past 1/2 hour. When A leaves however, C hasn't even entered the hedge yet, essentially giving A 1/2 hour of future knowledge. As time gaps and time dilation factor increases, it becomes more and more abusable. And I imagine if you could chain a few of these groups together you could probably transmit information back in time an arbitrary distance, limited only by when the chain was established. The only thing keeping this from happening is that the GM (the Wyrd IC) may potentially look down upon this, and start causing problems to would-be time travelers.

Now, another GM might run it a different way, but that's the way he's run it before - not that we've gotten much use out of it, due to our character not actually knowing that contract herself.

First:

Second: Yes, that is indeed how it works, but there are a few difficulties with using it. First, you can't actually *know* how much time dilation you're going to be getting. Hell, bringing along a means of telling time, any means of telling time (which means that literally *being* a Telluric gets a -3 on it, because that's how it rolls) is a -3 to the dice pool. A -3 on a Wits+Wyrd Pool can be devastating unless you're also already pretty powerful. Additionally, if you do fail (say, because you have a pool of 5-6 dice and get unlucky) you have no way of knowing either.

Obviously, in addition to not being able to actually be sure how much time is passing, all members who went in under the 'cloak' of the time have to stay there the whole time, as noted. Any of them leave, and the spell breaks. So you have people bound to stay in the Hedge for a certain amount of time, which means you sure as hell need a Hollow unless you're just screaming "Please attack and murder me while I'm cooling my heels." So you have to have someone enter and leave very specific points to provide you information and then go back and work with that, which means for anything that has even MODERATE opposition from a being that can get involved at some point, it's...not the best idea, unless you start going 'layers of layers of protection and counter-measures' at which point it's no longer a cheap option and damn, son, you must really be desperate.

This also means that as a rule it's pretty kinda shit at, say, use for battle or...any number of things. Now, you can indeed use it and a network to game, say, betting on sports matches. The Wyrd will probably punish you, or your fellows or someone will likely notice, but certainly you could get away with it at least once, if you were willing to put in all of the effort.

A number of Freeholds *do* get some good use out of it, as a location/way of emergency meetings.

Gather at a specific point where a window is visible (-1 if not, so yeah), go through the Hedge, sit down and have the meeting at time dilation, generally ASSUMING x2 dilation and being grateful if it's more than that, because it's best to assume the least possible non-tragic (because you'd have the best person for the job using it, so hopefully they at least wouldn't fail) answer.

All that said, it STILL is very useful in some circumstances.
 
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Autumn Queen Character Creation 1
Character Creation, Part 1:

[X] Freehold of the Marble Arch
[X] Autumn

Name: Sarah Stefford
Gender: Female.
Apparent Age: Thirties
Changeling Name: Stephannie Westside, Ms. Archy, ???
Titles: Mistress of Dreams, The River Walker, Ms. Archy (but don't call her that), others depending on what you choose.
Alternate Identities: Others, possibly, depending on what is chosen.

Wyrd: 7
Seeming: Darkling.

Kith…we'll get to that.

History (Basics, will become more fleshed out as the character creation continues): A poor daughter of a rather poor and not entirely free of difficulties family, she grew up having it rather rough. Her father was an asshole, her mother was a drunk, and no doubt if they could have afforded it, they would have White Flighted their way out of the city, which perhaps gives a taste of what their opinions and politics were. Sarah was an intelligent girl, and somewhat bright, but disinterested in schooling, not least because she saw very little in the way of advantage to it.

She wound up making more than a few mistakes and dropping out of school. Within a few years, in which she dug more than a few holes for herself, she was taken by the Gentry, by her Keeper, and made into something she didn't want to become.

And yet, her Homecoming was the best thing that could have happened. Magic seemed to resonate to her, and if the world was cruel and dark, and the Hedge terrifying even to her, she seemed to almost use that fear against it, to master magical talents those far older and wiser couldn't, to walk quite a bit of The River, and restart her own education, both in magic and otherwise. She rose far, and she rose fast, and before she knew it, she was Queen of Autumn in the Freehold of the Marble Arch.

Kith

Choose up to two Kiths. Those who know the setting will notice that they've been split away from their Seemings. There's no *particular* advantage in choosing only one Kith, but potentially of course, there might be a single theme one wants to stick to narratively.

There will be no write-ins now, because I don't want to police potential combinations of Kiths, and these are chosen specifically because they seem like they would fit with her Darkling Seeming.

[]Nix: The Nix is a river mermaid, a being possessing both the features of a snake and the features of a fish. Some are said to be ugly, other beautiful, but all have beautiful voices that lead sailors astray, often right onto the rocks. Thus, they possess the Consumptive Voice and once a day they can spend one Glamour to make it so that any who hear her voice directly have all social rolls hampered by a penalty equal to half their Wyrd, rounding down.
[] Riddleseeker: Riddle-seekers are a Kith based on animals noted for wisdom and love of riddles, both natural ones such as snakes, owls, cats, foxes, and supernatural ones such as the spinx. They can spend a point of glamour to add two to all Wits-based rolls other than for perception, and they gain a free Investigation specialty in "Riddles."
[] Swimmerskin: Changelings who draw affinities with aquatic or amphibious creatures: seals, otters, ducks, salmon, and the like; mermaids, too. They can hold their breath underwater for thirty minutes, as if they had a stamina of 7, and if they do have a stamina of 7, it stacks. However, they cannot hold their breath for any longer than his Stamina allows outside of water. They can also swim as fast as they can run, rather than the natural speed for a human in water.
[] Venombite: Changelings who have an affinity with poisonous creatures, such as poisonous spiders and insects, or poisonous reptiles. Every Venombite has the Poisonous Bite blessing. Once per scene, the changeling's player may spend a point of Glamour and roll a normal brawling attack. The attack causes no damage, but does deliver a lethal poison with a Toxicity equal to the changeling's Wyrd. The victim can't avoid taking the damage with a Stamina + Resolve roll.
[] Gravewight: Cold-skinned Darklings who draw comfort from consorting with the dead, both restless and in repose. The Gravewight possesses the Charnel Sight: The changeling can see the unquiet dead. For one point of Glamour, the changeling can see ghosts for the rest of the scene. The power doesn't extend to any other invisible beings that may or may not be present, and doesn't allow the changeling to touch the ghost or compel it to answer her unless the ghost chooses to allow that.
[] Leechfinger: The faeries who steal life from humans, grain by grain, drop by drop, with just a touch. Every Leechfinger knows how to Sap the Vital Spark: With a touch, he can steal the health of another to heal his own injuries. The character needs to touch the target, and the player spends a point of Glamour. The victim takes one point of lethal damage, and the changeling heals one point of lethal or bashing damage, or downgrades one point of aggravated damage to lethal. This blessing can be used once per scene per point of the Darkling's Wyrd.
[] Nightsinger: The Darklings are not without their music. Darkling music, however, is largely heard without ever catching a glimpse of the musician. Nightsingers compose operas of wolf howls and owl cries, sing banshee songs and play hauntingly devilish tunes on fiddles strung with unwholesome gut. Nightsingers may set aside their instruments and strive to escape for home, but the music stays with them. The Nightsingers enjoy the favor of the Haunting Nocturne: By playing an instrument or singing, they may lull listeners into a hypnotic state. The player spends a point of Glamour and makes a Performance + Wyrd roll; listeners may contest the roll with Composure + Wyrd. Success makes the affected listeners more suggestible; such listeners suffer a -2 penalty to Resolve, Empathy and Subterfuge rolls for the duration of the scene. A Nightsinger also gains a free Performance Specialty.
[] Pishacha: In Hindu myth, the Pishachas are demons, gaunt and strange with bulging bloodshot eyes and skin as dark as midnight. Pishachas were said to speak in their own strange language, haunting graveyards and cremation grounds with all the other ghosts. Changelings of the Pishacha kith share the terrifying red eyes and obsidian skin of their folktale analogs, but also have the addition of some manner of odd tongue -- often forked, sometimes barbed or simply over-long. The Pishacha, often associated with madness, can afflict a victim with a Taste of Madness: by spending a point of Glamour and performing a successful touch attack, the changeling licks the exposed flesh of an opponent. The opponent takes a mild derangement of the changeling's choosing (or a severe version if the mild version is already possessed) and suffers from the derangement for the next week. The Pishacha can perform this attack only once per week (i.e., when the last victim's madness finally fades).
[] Tunnelgrub: Those of the Darkling faeries who slide and slither through tunnels and sewers and chimneys, the better to do terrible things in the night. The Tunnelgrub has the ability to Slither and Squirm: She slips and slides and wriggles through tight spaces and out of handcuffs and other bonds. By spending a point of glamour, they can get through spaces that are only just too narrow for her to get through, spaces that would otherwise leave her completely stuck. The changeling gets to roll Dexterity + Athletics to wriggle out of ropes or handcuffs. If it's a long distance, such as a chimney or a sewage pipe, an extended roll is required, and failing halfway would be a bad idea.
[] Whisperwisp: Spies flourish in the dark, hiding from their false allies and whispering to their true friends. Some have achieved an artful perfection in the trade. Whisperwisps flit from alcove to alcove in the grand halls of the Gentry, worming their way into the confidences of servants and eavesdropping on the masters. The Whisperwisp's blessing is the Turncoat's Tongue: He benefits from the 9 again roll on Empathy and Subterfuge rolls involving conversation or gathering information. They may also spend one Glamour to whisper a message to anyone within earshot, whether the Darkling can see the target or not. The target hears the message as if the Whisperwisp were standing beside her, murmuring into her ear.
[] Di-cang: In Buddhist lore, his name means "Womb of the Earth." As one of the bodhisattvas, he was said to calm the suffering of those poor souls lost in the many hells. Born of the earth, one might suggest that Di-cang is a kind of "jewel elemental," for in his hand he usually holds a precious gem that salves the pain of others. Those of this Kith tend to possess mostly human features, but have skin or extremities studded with various jewels (some might even have multi-faceted eyes such as rubies, sapphires or emeralds). The Di-Cang can provide others with the Peace of Suffering: by spending a Glamour point, those in the presence of the Di-cang (within 10 yards) suffer no penalties from existing wounds, as they feel no physical pain. This lasts for one scene. In addition, the Di-Cang can purchase Larceny dots at half the normal experience cost, since it was said that the original bodhisattva was able to unlock all the gates of the many hells to gain entrance.
[] Ask-wee-da-eed: The Abenaki people of the northeastern United States tell stories of a will-of-the-wisp-type creature formed of fickle fire. This creature, the Ask-wee-da-eed, is tied to meteors and comets and is said to bring bad luck and death by its presence. Those of this kith in some way embody the meteoric fire, but are also able to foretell the misfortune of others, in a way, with their Taste of Ill Luck: once per day, by spending a Glamour point, the Abenaki can force another to re-roll a successful roll at -1 die in the hopes that the re-roll fails (the original roll therefore never occurs). The changeling also gains the additional benefit of a +1 bonus on any rolls to activate clauses within the Hearth Contract. [Winter Masques -- Page 108]
[] Blightbent: Some of the most tragic of Elementals, the Blightbent are children of pollution. They were altered by choking smogs, toxic waters, blighted land, diseased forests and chemical fire. Upon their return to the mortal world, the Blightbent are the most comfortable in areas where humanity has tainted the elements in turn. Some Blighbent hate themselves for it. The Blightbent's blessing is the Caustic Caress. Once per day, the changeling may spend one Glamour to inflict a polluted touch on an opponent -- breathing a puff of toxic smog into his face, marking him with acidic fingertips or the like. The player rolls Dexterity + Wyrd - the target's Stamina; the victim takes one point of lethal damage per success. Defense and armor can affect this roll if the target is free to defend himself; otherwise, they do not apply. The Blightbent are also resistant to toxins and poisons of manmade origin, and gains +3 on rolls to resist their effects.
[] Muse: Their beauty inspires the arts. Whether a Rubenesque beauty, a sedate and delicate daughter of the Heavenly Ministry, a grotesquely beautiful masquer garbed in yellow tatters, or a Dark Lady who drives her beloved to destruction, the Muse inspires the creation of things of beauty and horror and love and hate and fear. The growth of confidence can precipitate a headlong rush to doom, and the Muse knows how to make it happen. The Muse's talent is The Tyranny of Ideas: The changeling's presence can give a human the confidence and talent to do things that he otherwise would not be able to do. For every point of Glamour the changeling spends, the human subject (and it must be human; it can't be another changeling or another supernatural being) gains +2 on one dice pool involving Expression, Persuasion, Socialize, or Subterfuge.
[] Weisse Frau: The Weisse Frau ("White Lady") in German lore is a beautiful matron said to protect children. Wearing all white, she is thought to be benevolent and sad (compared quite often to the Mexican La Llorona, the "weeping woman" who waits by the river-side crying for the children she has lost). It's said that a kiss from the Weisse Frau confers protection, and this is true for those of the kith. With the Kiss of Life, the character can, once per day, kiss another and spend a point of Glamour. In doing so, she grants that person two points of armor that is invisible and without substance, but works to protect the individual just the same. This armor does not stack with mundane or magical armor. Perhaps more importantly, in kissing a child (under the age of 13), this armor increases from two to three.
[] Water-Dweller: Changelings who resemble the legendary water-demons of many cultures, from life-demanding river spirits through to the trolls of coastal caves and under-bridge shadows. The Water-Dweller can Lie Under the Waves: The character can hold her breath for 30 minutes, as if she had a Stamina of 7, including on rolls above-ground. She is also accustomed to murk and darkness, and suffers no penalties to sight-based Perception rolls when underwater.
[] Witchtooth: The embodiment of the cruel, maneating hag and the selfish, mystical monster, the Witchtooth is among the wisest and most cunning of Ogres. The Witchtooth have a penchant for dark magic, particularly curses. The Witchtooth has learned the secrets of the Black Hex: The character may spend Glamour to increase Occult rolls, and gains a one-die bonus to activate any Contracts that involve cursing another person (such as Fickle Fate).
[] Smith: Changelings who were forced to labor under the watchful eye of the most unimpeachable Faerie blacksmiths, tinkers and toolmakers. Their blessing is Steel Mastery: The changeling can use his supernatural skill with metallurgy to alter metal objects, improving them, even if improving them would normally be impossible. The player spends one Glamour and makes an extended roll of Dexterity + Crafts, with each roll representing half an hour of tinkering, polishing and hammering. If the changeling manages to gather four successes, he can alter a tool so that it gives a +1 equipment bonus. The item has to mostly be made of metal. The magic wears off after a day. No object this way can be improved more than three times. If the changeling tries to alter an object a fourth time, he destroys the tool, and it can never be used again.
[] Inventor: This Wizened kith was common between the late 18th century and WWII. During this era, many amazing inventions were made by a single dedicated and often eccentric mortal, and Arcadia was filled with reflections of their dreams. As with all human imaginings and passions, the Gentry wished to have servants to create all manner of clockwork, steam-powered, or electrical wonders for them. However, eventually, mortal dreams moved on to labs and factories filled with faceless technicians, and the Gentry found other interests. Blessed (or perhaps cursed) with long, many-jointed fingers and sometimes mechanisms incorporated into their own bodies, their blessing is Inventive Genius. The Inventor gains the benefit of the 8-again rule on all Crafts or Science rolls to design, build, modify, or repair any sort of device or mechanism. By spending 1 Glamour, the changeling can add dice equal to their Wyrd to any of these rolls.
[] Miner: These changelings are the knockers and kobolds, the Coblynau and Telchines. Miners labored in deep mines to extract rare and precious metals, and perhaps other things -- chipping out veins of fossilized blood from the rotting gut of a mountain-sized great beast, or tunneling for the root of all evil. The Miner's gift is the Tappingspeak: By spending one Glamour, the changeling may tap out a coded message on a nearby surface. The message (which cannot be longer than three sentences) travels like vibrations to the intended recipient, as long as there's a sufficient medium between the two to carry it all the distance (thus, a recipient currently in an airplane could not receive the missive). The range is one mile per point of the Miner's Wyrd. The recipient automatically understands the meaning of the Tappingspeak, thanks to the Glamour embedded in the message.
[] Chirurgeon: Changelings who master surgery and pharmacy, sometimes from altruism, and sometimes simply because they can, ranging from scary back-street surgeons to strangely alien experimenters. The Chirurgeon's blessing is The Analeptic Charm: able to perform medical miracles, the changeling gains the benefit of the 9 again rule on Medicine dice pools. The Chirurgeon can also use the humblest tools well, and never suffers from penalties for poor equipment as long as at least something can be jury-rigged as a medical tool. Finally, anyone whom the changeling tends to for any length of time receives the benefit of the Chirurgeon's skills as if they were in a hospital intensive care unit.
[] Scrounger: Living in the nooks and crannies of their Keepers realms, these Lost learned to collect and scavenge off the scraps of their Faerie masters or were sent to scour away odds and ends and knick-knacks at their Lord's behest. Honed from their time sifting through the oddest piles of junk these mischievous changelings possess the Blessing of the Missing Keys, granting them the uncanny ability to find things hidden in cracks and clutter. Once per scene, the changeling may spend Glamour on a 1 to 1 basis to add to dice pools to scrounge, scavenge, forage, or otherwise locate items stashed away. Additionally the scrounger gains a free specialty in Survival.

Magic--

As part of the package, she starts with these, and more can be picked:

Major Magical Attainments

Master Onieromancer: While not quite world-class, she's in the same league, a great Onieromancer who has access to all of the assumed Contracts and Merits, and has a good deal of skill. She has fought and dealt with all manner of Incubus, the dream intruders, and explored deeply the lore of dreams.

Minor Magical Attainments

Weaknesses, Ha!: Like a certain Fall courtier, there is no area of Changeling magic in which she is mediocre. There are areas where her skill outstrips her power in that area by far, and plenty more where her knowledge is clearly lacking, but in no area of the magical lore or usage that she's seen or heard of is she entirely without skill.

River Walker: She's walked The River and knows many of its secrets, though there are others in the Freehold who know at least as many, if not more. Still, her knowledge of the river and its ways, secret shores, outlets and side-paths, as well as the Goblins and threats that rest along it, is certainly helpful. This also helps her against the Pirates.

"Ms. Archy": She has studied the magics of the Arch on both sides of the Hedge, and knows much about using its symbolism for any number of rituals and magical effects. As a side-effect, she also knows about those who are interested in the same thing, as well as the goblins and other dangerous which try to use it.


In addition, she has…

Major Magical Attainments (Choose 3)

[] Token Monger: She has a huge collection, and knowledge on how to use and deploy, of Tokens. She might even have the ability to create more on her own, though this is a mixed blessing. She also will obviously have the proper Contracts and knowledge of other tokens and know much of their lore.
[] Master Sorcerer: She is skilled at Wyrd-Bound Sorcery, the art of making sacrifices in order to gain magical effects that can be incredibly potent. Often using obscure or strange ingredients, and dangerous and tricky to use, it's also the premier art that gets someone called a Sorcerer, even though in theory knowing any type of magic other than the 'basic' Contracts qualifies one.
[] Contract Master: And who says that Contracts are in any way, shape, or form basic? A Master of Contracts not only has some Contracts (as all Changelings do) or even many Contracts (as an Autumn Queen would half almost by default) or even a lot, but pretty much the full smorgasboard of Contracts that she can get her hands on, and even some she can't. Not only that, but she is liable to know a lot about those Contracts she doesn't have, and is fully skilled and experienced in how to use the Catches of Contracts for cheap usage.
[] World-Class Onieromancer: Are there betters? Probably, some at least, and certainly those True Fae who specialize in Dream Magic far surpass anything a Changeling can do, at least in power and often in subtlety, but all that said. This is the level of Onieromancy that is the equivilent to having a PhD in it. It is mastery at a level that is terrifying to behold, and likely comes with many, many, many dangerous tricks and strange bits of dream lore.
[] Battle-Mage: She is experienced beyond merely being strong and tough into being a terror on the battlefield, capable of using all of the arts she has to utmost effect, and all but incapable of the fear and weaknesses that others might show in the face of overwhelming odds. For she is Autumn itself, and the only thing to fear in this world, on this battlefield, her might declares, is HER.
[] Master of the River: She has not seen the end of the River, for there is no end, but she has seen it all the way to the edge of Arcadia and returned alive. She knows the river, as she might know her own child. She knows its dangers, she knows its power, she knows its mysteries. She doesn't know everything, not absolutely everything, but she is clearly the foremost expert on the River in the Freehold.
[] Pledgemaster: At this level, it's more than just the ability to craft a good Pledge. It's knowledge of every aspect of the Pledge, how to make them work for her, how and when to break them, and maybe even legal training *just* to find and use technicalities. A Pledge crafted by her is one of beauty, ironclad or with carefully concealed loopholes just for her use.
[] Great Hedgespinner (Raiment and Weapons): The art of Hedgespinning is one that the Gentry cannot imitate. It is the one art that is entirely that of the Changeling, and so to know it has great value. A Hedgespinner creates of the stuff of the Hedge enchanted weapons and armor. Their powers are not as great as Tokens, or at least powerful tokens, and are somewhat limited, but being able to outfit herself and others can be very useful. And she's *good* at it.


Minor Magical Attainments (Choose 5)

[] Skilled Sorcerer: While she is not amazing at it by the standards of the most powerful, by the standards of any average Changeling she has obtained great and fearsome skill in the art of using wyrd-bound sorcery for her own ends, including one or two tricks that might even be called impressive by Sorcerer standards.
[] Competent Pledge-Smith: While not amazing, she knows how to word a Pledge to be tight as a good ship, and she knows all of the ins-and-outs, the secrets and tricks, of how someone might deceive another with a Pledge.
[] Warrior-Wizard: While war is far from the only thing on her mind, she is skilled at combat and knows how to leverage her magic and how not to freeze up, how to control and direct her fear, far better than most do, and certainly enough to make her quite fearsome herself.
[] Skilled Hedgespinner (Raiment and Weapons): As above, but moderately less skilled and capable of gathering the ingredients quickly and choosing their effects and powers carefully, potentially less unique merits related to this, and the like.
[] Skilled Hedgespinner (Automatons): Robots. Yes, Changelings can make robots and the like out of the stuff of Hedges and dreams and other strange parts, and then have literal robot buddies. They don't have armies of these things because it is somewhat costly to make them, but she knows how to make them, and has her own small force of them, and the skill to make more.
[] Better Lucky Than Skilled: She's GOOD at using the Contract of Hearths, and not only that, finding the right moment to use it and manipulating the turn of events to give a chance to use it. Misfortune to the enemy!
[] Master of Phantoms: She knows ghosts. Very, very well. She has the full Contract of Shade and Spirits, and Merits involving knowing ghosts, and even if indeed as it turns out all of the ghosts she'd know were gone, this knowledge and skill might prove useful in her acting as an Ectomancer of sorts, someone negotiating with ghosts, in the future. ((Note: I would have made a higher level version of this, but honestly Changelings just don't have the power to be world-class Ectomancers in their own right. But they can be pretty good at mocking stuff up, and a combination of Pledges, their Contracts, and other things probably could be pretty nifty.)
[] Many are the Masks: She has multiple Masks, the illusion that is always-on. Now, other Changelings can see through to her Mien, and so could those who can find ways to see through such things, but these multiple masks, besides needing to keep to the same general size (not that big of a restriction) and apparent gender, can be completely different fake identities, and combined with her ALSO getting a number of Merits involving faking identities and Fake I.D's and the like, she's sorta, well, a Master of Diguise.
[] Great Blacksmith: Hedgespinning can create weapons, though it takes gathering ingredients, but a true Blacksmith can create something no Hedgespinner ever could. A cold-iron weapon, the very bane of the True Fae. This represents very exceptional skill at crafting the weapons, and likely Merits that allow one to do so faster and easier, such as both mundane merits, and Brownie's Boon:
Brownie's Boon--Effect: Similar to the legendary brownies or shoemaker's elves, you possess the ability to complete mundane tasks in record time. For any long-term work project of mundane (not supernatural) nature, you may halve the required time to complete a task as long as you are not being watched by anyone. Thus, a character with this Merit could repair a car in half the time but could not shape the Hedge more quickly. In addition, you may spend a point of Glamour to halve the time again, to a maximum of three points of Glamour and 1/16th of the normal time for any particular task.

To note, from what I've read online, it takes from one to three days of work (not constant, one is assuming) to make a good longsword (in this case out of cold iron and thus walking death to a member of the Gentry). At three Glamour spent, if unobserved (lock oneself away, of course) then it'd take a few hours, maybe five or six at the maximum. Which, yes, seems like a long while, but you're making a sword BY HAND. Which is pretty cool. Or shield, or anything else, of course.
[] Hedge Bounty, Hedge Witch: She knows the Hedge and knows Goblin Fruit very well, how to combine and use their effects for purposes both medicinal and dangerous. She can find a harvest of goblin fruits of many different types, and can even brew them together or combine effects.
[] A Circle of Prophecy: She possesses both a prophet circle of women and men whose visionary dreams she can ride and thus glean for useful information, and Visionary Dreams of her own, and likely has all five dots of the Contract of Omen. But always in motion, the future is.
[] A Reasonable Woman: She has ties to the Reason Court, and more than that, Court Goodwill. This, she has access to and knows a few Reason Contracts, and in addition to this, has access to some of their periodicals and their general political news.
[] Keeping the Faith: She has ties to Faith Courtiers, and knows how to keep the Faith. Not only does she mean she has access to their Contracts which govern belief itself as well as the power of faith to shape the world (and to be honest, she's going into a world in which God is real, so well!) but she has access and knowledge of their politics and squabbles.
-[] Write in what her religion is, QM veto allowed for something like Jedi, but feel free to be reasonably obscure-ish.
[] Lady Sage: The Lord Sages of the Unknown Reach are an Entitlement (social/magical group) that have sworn to reach beyond Changelings and study other magical beings, and are thus marked and grow based on these studies, learning and participating in the various cultures of their main topic/interest, though they can sometimes have more than one (but very rarely). Of course, all of these interests are mostly gone, so what does it get one? First, a mindset that looks to other supernatural beings first and foremost as a topic of interest. Second, any knowledge of the mindset of a certain group--Mages, like Wizards, are subtle and quick to anger, and a knowledge of Vampires will actually help predict what the Black Court can do, etc, etc. Third, and most obviously, they gain one magical object from the other tradition. This can range the gamut, but represents the hard-won rewards of interacting with them.
-[] Ghosts and Spirits: This is mostly as Master of Phantoms, honestly, except the knowledge of spirits does potentially help with some groups, but it's honestly functionally identical.
-[] Werewolves: While not helping with most forms of Dresden Werewolves, someone who has taken up their study is liable to be more spiritual, more inclined to believe old rumors and stories, and more willing and able to get their hands dirty, as well as, you know, listen when people are talking about ancient evils. They also have what is called an Outsider Fetish, a living spirit-being trapped in an object that provides a single, unique, token-like ability that can be used over and over for free.
-[] Mages: Subtle and quick to anger, the free object can be two things. One, an Imbued Object, in which it has a magical spell and other things such as that it can do, unique and, again, free-ish. Or it could represent an arcane or magical library that can be accessed for magical knowledge, though much of this would be outdated at least to start. It would certainly teach her how to deal with/be around powerful workers of the will, humans who have access to magic, and give her a healthy appreciation of just what such beings can do.
-[] Vampires: Okay, I'm going to make you salivate, but it's possible that the special 'token' here is, instead of a Token, a rogue vampire chained up on a table having their blood harvested for a reusable (but slowly, obviously) source of free healing/Ghoulification for a few select (human) individuals. Or it could be another strange artifact of that type. Don't drool too much, but it's possible. More notably, this would make her the type of person who is willing to hang out with vampires. Some are worse than others, but all have done bad things, and the fact that she's interested enough to study them and at least not call them horrible monsters to their face will probably say something about how she will (both in and out of your control) interact with vampires in general, to the extent that they act like the ones she knows.
[] Tale Lore: She knows all about Talebound, humans with special powers marked by having been conceived by a man or borne by a woman who was Ensorcelled (in which their eyes are opened to the Changeling's nature). They have special powers, and can even pass on their magical lineage to the next generation. She knows the general lore about the different types of Talebound, what they can do with their magic, the sorts of Pledges that can allow them to pass on their magic to the next generation...all of that.

Complications

Finally, for this stage (going to break it up into 2-3 stages), are the complications. I was going to have these be last, but...well, there's a reason why not. Pick two or more. Hell, you can take all of them if you want. Complications are matters in which there is both advantage and danger to possessing it. They open up plot hooks and opportunities and everything.

[] Rival: She has a rival, one sworn to do her harm or surpass her. This of course can be dangerous and rather problematic, but it also spurs her along, strengthening her resolve and making sure she continually improves and grows better rather than stagnating.
[] A Favor: One of the Gentry owes her a single favor. Good, right? Well, they're treacherous monsters, and even possessing a token of a favor owed is often enough that many would suspect--though as a Queen, wouldn't immediately act--that she is a traitor, having sold out the Freehold for magical favors...just like those Autumn bastards do!
[] Unto You a Child: She has a child, from when she was still a human. This, this is a miracle, for Changelings are sterile, and many are the Changeling who would, and in some cases has, given absolutely everything for a child. The child, however, is Talebound, from a tie she didn't even know existed at the time, which is reason for paranoia enough, if not for the fact that, of course, they could be vulnerable to attack, or...or, well, a mother worries, and certainly while a child, and a Talebound as well, is a miracle, miracles can turn on the user. The child is in their late teens currently.
-[] Choose Expressed Gender (note sex if it's different from their gender, feel free to be creative!)
[] Devotees: The very strength of her Wyrd has drawn Devotees. Currently just a few, but it may in fact grow. Having gotten a glimpse of her true form, they think she is some sort of goddess, and as only those with mental illnesses react that way, it means she has a small group of people who'd really be better off getting treatment. But, well, they'll do anything for her. They'd die for her, and they'd kill for her. It's morally questionable, and not being entirely sane, one should be careful of the orders given, but it--and the potential that there might be more where that is coming from--is certainly a...tempting use of power.
[] Well-known: She has done great and terrible things, and is thus well known...to the Gentry themselves. She may take one extra Experience, which is in the next section and represents an epic thing she's done that grants a boon and power for having done it (Summer gets the most of these, and examples include slaying a (C:TL version) Dragon, having completed some epic trek, having beaten a member of the Gentry in a riddle-game, and the like). But, of course, the Gentry remember and will pay extra attention to what she does.
[] Nightmares and Daydreams: She is prone to nightmares far more intense and even damaging to her health, brutal things of half-remembered events but fully remembered consequences. And yet in learning to fight them, she has grown mentally tough, and is harder to attack in the dreams (harder even than her skill level at Onieromancy would indicate, whatever it is) and has a certain fortitude. However, the nightmares continue to plague her sleep and create occasional difficulties.
[] Write-in: Feel free to suggest something! QM Veto is of course active.

By the Way, here's the short write-up for the other monarchs

(Spring) Mayor Booster: A Fairest Cleareyes, Wyrd 5. The youngest monarch, with eight years experience, he is a powerful politician and businessman, and as his name indicates, is quite the booster for St. Louis, and has been doing everything he can to help both it and the freehold, which certainly helps explain why he's more than a little bitter at Thousand Trods. But no matter, St. Louis is still better than KC. He's generally friendly with all the other monarchs, though he finds King Stoneguts intimidating. In terms of power, he's clever and something of a jack of all trades, both magically and in terms of skills, and has a wide network of contacts to go along with his vast wealth and political experience.

(Summer) Maggie the Zookeeper: The Summer Queen has a menagerie. Hell, as a Beast Chimera, she is a fucking menagerie, and that's before she turns into a wolf using Fangs and Talons, or whatever else she wants to do. She has under her sway three different Hedge Beast Companions, a dog, snake, and a parakeet, as well as a number of less unique Hedge Beast Familiars, and plenty of plain-old trained animals. Once, she was a rather victorious and powerful champion on the river, fighting in the name of Summer, but for the last decade and a half, this short, slender woman--though pound for pound she's disgustingly and in fact supernaturally strong--has taken up the task of trying to rule the Summer Court and the Freehold one season a year as best she can. She thinks that Mayor Booster is a little annoying, but honestly he's alright, and she likes the Fall Queen. Wyrd 6

(Winter) King Stoneguts: A surprisingly cruel and yet hard to read figure, he is a powerful Elemental whose Mien also bears signs of the Ogre, of the powerful brute. He rules through the secrets, and they are his strength, yet when pressed, he can fight far better than many expect of Winter. He keeps quite strictly to the Icelaw and is hard to get a hold of, and after two and a half decades as King, he and his Drotti, his group of five closest supporters, seem unquestioned and unquestionable. He has a Wyrd of 6, and is known to be almost supernaturally strong and tough, and able to survive--as during a piratical incursion--far more than he should...though as he is wont to point out, the strength of not-being-there is the best defense against any attack at all.

*****
A/N: So, well, there you go. So it begins, as it were! Yay! Hope it's not too long, but there was a lot to cover. If you'd chosen a Summer Monarch for this, there'd be less choices with the magic, but more Experiences, and an automatic level of War Wizard, because that's Summer. And Spring tends to get more Contacts/Allies (next section) instead of the one major one that will be hers to choose.

Vote by Plan.
 
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