Grows vegetables Fills classrooms Drills wells Empowers women Fights poverty. The Lost supplement, Winter Masques. Preview — Winter Masques by Dawn Elliott. The core book spends some time defining these types but this book digs deeper into those and presents some new options.
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When morality and reality fall apart, so do you. Player characters are Changelings, humans who were stolen from their lives by the True Fae of Arcadia and kept as slaves or servants. The player characters, and many non-player character Changelings, are those who managed to fight, sneak, run, or trick their way back to freedom and the mortal world, but even when they return they bear the scars of their experience.
Their very bodies have been changed into inhuman shapes. Their eyes have been opened so that they can see the truth of things, but they are also beset by hallucinations and tricks of perception. Worst of all is the constant, nagging worry: what if I never escaped?
What if this is all a trick There is no redemption, no way to go back to what you once were. The True Fae are infinite, their sorcery unstoppable, and their appetites impossible to slake. Being only slightly better than humans, Changelings must rely on others—their Motley, their Freehold, their Entitlement—to help them take on most threats and maintain their hold on what sanity remains to them.
In addition, several sourcebooks note that for all the horrors of the Changeling existence, they also experience incredible beauty and fantastic marvels that most mortals can never see. Advertisement: Changeling was the second "limited cycle" game after Promethean, with a set number of sourcebooks, but proved popular enough that the line got extended for a few more books. The original five sourcebooks shared the same "seasonal" motif as the Changelings themselves: Rites of Spring gives more details regarding the specifics of Changeling life, the Hedge, and Fae magic, Lords of Summer elaborates on each seasonal Court, its place in a Freehold, and the noble Entitlements Changelings can join, Autumn Nightmares gives specifics on enemies and antagonists a Changeling might face, Winter Masques describes the Seemings and Kiths in more detail, as well as listing new potential Kiths and Courts from around the globe, and Equinox Road gives rules for high-powered and endgame play, including the dread truth behind the origins of the True Fae.
The secondary sourcebooks were Swords at Dawn, which gives examples of change, Narrative Causality , and war amongst Changelings, Dancers in the Dusk, which describes endings, dreams, nightmares and fate, and Grim Fears, part of the Night Horrors mini-line of World of Darkness antagonists, focused on Fae-themed monsters and enemies.
As of GenCon , a 2nd edition of Changeling was announced, eventually being released on January 16th, Each Seeming is associated with a number of Kiths or subgroupings.
Beasts: Those who were transformed into animals by their keepers. This Seeming includes those who are associated with real-life animals such as hounds, lions, and eagles, as well as those associated with fictional or mythical animals such as griffins, mermaids and sphinxes. Beasts gain supernatural composure and animal magnetism from their Seeming, but lose some of their mental ability as they have had trouble regaining their human faculties. Beast Kiths vary from outright embodiment of specific animals to embodying animals as they are associated with certain traits and qualities.
From the corebook; Broadbacks those of great endurance To these, "Winter Masques" added the Cleareyes representing creatures renowned for their senses , Coldscales reptiles , Roteaters carrion-eating beasts and Truefriends representing pets, pack animals, or others emphasizing loyalty to others.
They also got one extra kith in "Grim Fears"; the Riddleseekers kith embodies animals as representatives of wisdom and cunning sphinxes, spiders, snakes, owls, etc. Culture-based Beast Kiths Also from Winter Masques include: Chimeras mix-and-match creatures who get along with hobgoblins , Coyotes clever and greedy beasts , and Nixes watery beings with intoxicating voices.
Darklings: Often taken for breaking some obscure or arcane law of the Fae, Darklings were taken to lands of nightmare to become nightmares themselves. Boogeymen, face-changers, gargoyles, succubi, and scholars of lore mankind ought not know make up the ranks of this Seeming.
Darklings are witty and adept at lying and hiding, but find their magic less effective during daylight hours, due to their bond to the darkness. Corebook Darkling Kiths are the Antiquarians keepers of ancient lore and forgotten knowledge , Gravewights those with ties to death and the undead , Leechfingers soul-suckers, breath-stealers and blood-drinkers , Mirrorskins shapeshifters and face-changers and Tunnelgrubs things that crawl and squirm below the ground.
Culture-based Darkling Kiths Also from Winter Masques include: Illes Icelandic trolls with illusory beauty , Pishacha Hindu cloud spirits that induce madness , and Skogsra animal-controlling forest-dwellers. Connected as they are to the "bones of the earth," to the most primal, basic, and often durable of substances, Elementals have the ability to endure stunning amounts of punishment and damage, but they have trouble dealing with and understanding humans.
The Seeming whose kiths are most straightforward; the corebook Elementals are Airtouched air , Earthbones earth and stone , Fireheart fire , Manikin man-made items , Snowskin cold , Waterborn water and Woodblood plants. Fairest: Of Them All. Mortals taken by the Fae and sculpted into images of beauty or, at least, of intriguing attractiveness , then kept in torturous ecstasy by their keepers. The Fairest were often used as pleasure slaves or concubines by the Fae. Others were singers and dancers, or cast as statues to be viewed and enjoyed by the Gentry.
A rare few especially of the Draconic kith were warrior-artists or magical monsters like dragons and chimeras. Due to their preternatural beauty and grace, Fairest wield advanced presence, persuasive skill, and social poise, but their separation from humanity and, in some ways, from other Lost tends to hasten their descent into madness. Fairest have the greatest variety of kiths. Bright Ones embody light.
Dancers used their grace and agility to amuse their Keeper. Draconics embody the glory of the Great Beasts; dragons, chimerae, manticores and the like.
Flowering Fairest were used as literal pieces of horticultural art or scent to use their seductive musks upon others. Muses were used to inspire, be it admiration, disgust or fear. Of their "Winter Masques" kiths: Flamesirens represent the entrancing beauty of fire. Polychromatics are living embodiments of the shifting rainbow.
Shadowsouls show how darkness can be beautiful as light. Telluric Fairest are bonded to the stars and the celestial bodies. Treasured were living trophies to be admired and coveted by their Keeper. Romancers were the idealized lovers of the True Fae, and punished terribly for being anything less than perfect. Larcenists stole for their Keepers, and often stole their freedom from their Keepers.
Perhaps worst of all, the Playmates were taken to be the "best friend" of a childish True Fae. Culture-based Fairest Kiths also from Winter Masques include: Gandharva eloquent androgynes , Succubus or Incubus beautiful seducers , and Weisse Frau gentle protectors. Ogres: Victims of monstrous brutality, Ogres had to become brutal monsters to survive. Often, but not always, big and imposing, Ogres can be cunning cyclopes, massive giants, nimble and bloodthirsty redcaps, or surly trolls.
Their strength and fighting skill have been boosted by their Durances, and they can be terrifying when they wish, but the workings of the Others can leave them gullible and sometimes dull-witted, often with short tempers. Cyclopeans are Ogres with preternaturally accurate senses, though the ogres are often maimed or handicapped in some way.
Farwalkers are bestial Ogres of the wilderness. Gargantuans are giants even among Ogres. Gristlegrinders are gifted and cursed with gnashing maws and often a matching hunger for flesh. Stonebones display the toughness of a mountain cliffside. Water-Dwellers are amphibious Ogres. Of new Kiths introduced in "Winter Masques": Bloodbrutes are survivors of Arcadian gladiatorial arenas and wrestling rings.
Corpsegrinders were fed on death. Renders can destroy almost anything they touch, a legacy of their time as laborers with no tools save their hands, or as living siege weapons. Witchteeth are Ogres who have proven more receptive to the mystical side of their Faerie nature, embodying the cruel man-eating witch and the magic-wielding giant of old lore.
Culture-based Ogre Kiths from Winter Masques include: Daitya giants who rend and tear with supernatural ease , Oni demons who gain power from the blood of the sinful , and Trolls manipulative brutes. Wizened: The Wizened endured endless tortures, then lives of undignified, often pointless drudgery, at the hands of their Keepers. They cleaned the houses, dens, or lairs of their Fae captors, crafted tools and machines, healed or helped to alter other Changeling captives, and sometimes served as butlers or cooks in the Fae households.
Wizened are clever and nimble, often able to dodge attacks with unbelievable skill, but most are spiteful, shy, or otherwise have trouble dealing with people.
The Wizened kiths all relate to the tasks they performed. Artists obsessive craftsmen , Brewers creators of heady and potent potables , Chatelaines impeccably-mannered valets and diplomats , Chirurgeons unrivaled doctors and surgeons , Oracles fortunetellers , Smiths forgers of magical tools , Soldiers battle-scarred swordsmen , and Woodwalkers survivors of alien wildernesses , "Winter Masques" adds: Authors master polyglots , Drudges swift but overlooked workers , Gameplayers clever masters of trivial pursuits , and Miners telegraphing without the telegraph.
Culture-based Wizened Kiths from Winter Masques include: Gremlins tinkerers who render equipment useless , Pamarindo greasy but sustaining epicures , and Thussers mesmerizing musicians. Any Kith can belong to any Seeming, and will manifest in an appropriate fashion.
A seventh Seeming was introduced in World of Darkness: Dark Eras during the development period, before the book was completely developed. The various court systems offer protection from the Others by confusing Them with the sharing of power - or, at least, this is the theory.
The Seasonal Courts - The most commonly-followed Court system in Europe and the Americas, this court system changes power with the seasons, the Spring Court handing over rule of the Freehold to the Summer Court on the Solstice.
These courts tend to have "splinter" courts, in those areas with slightly different takes on the seasons — an equatorial country may have Dry Season and Wet Season courts as the only courts, both splitting off from Summer. Spring Court - After being twisted and stunted by the Gentry for so long, Changelings should have the ability to grow again. The Antler Crown is all about growth, healing, and rejuvenation. They dive into life, often developing a strong presence in the mortal world.
Their court emotion is Desire. The Growing Season Court is about the time of greenery outpouring, fast rains, animals breeding. This utter lack of control makes them mavericks, and they are often outside the court system proper..
The ranks of Summer also include generals, scouts, and the occasional diplomat or lawyer. Their court emotion is Wrath. These Changelings explode into frenzies of hate and wrath at unpredictable intervals that can scour those who oppose them like a roaring conflagration. Their court emotion is Rage.
These Changelings clamor and howl vindication of broken hearts and betrayed pledges — their wrath is personal to them. Their court emotion is Sanguine. Autumn Court - The best way to beat the Gentry is to understand how they work. The Leaden Mirror consists of occultists, Hedge wanderers, and sorcerers. They learn and develop powerful Contracts, catalogue the weaknesses of the True Fae, and even study the other strange denizens of the New World of Darkness.
Their court emotion is Fear. The Silent Arrow deals in stealth, secrets, and obfuscation, with the main goal of keeping the Lost safe by keeping them secret. Members serve as spies or scouts and often create safe houses for others of their Court or Freehold. Their court emotion is Sorrow.
The court emotion of these tundra-like Changelings is Despair.. The Directional Courts - Wide portions of Asia, including Japan, China, and surrounding countries, follow this system, which divides the Freehold into quarters, each ruled by an Emperor. Their court emotion is Suffering.
CHANGELING THE LOST WINTER MASQUES PDF