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Changeling the Lost

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A young woman falls asleep beneath a cypress tree and awakens surrounded by thorn bushes
and unable to remember her name. A teenaged boy walks through a cemetery gate and walks
out through a tangle of brambles, then hears the distant baying of hounds on the hunt. An old
man stands with his shadow falling over an open grave and whispers a word his grandmother
told him never to say, then watches as the briars fade into view around him. This is the Hedge, a
barrier between the realms of the Fae and the world of humanity. The Hedge does not conform
to human expectations of time, distance or mass. The Hedge appears (and disappears)
according to rules and laws laid down thousands of years ago, and not even the Fae can truly
control it. Changelings fear the Hedge because it can lead them back into slavery, but they
recognize its utility as well. They can enter the Hedge through the appropriate gates. Mortals
normally enter the Hedge by accident or trickery only, but a few mortals know secret rules and
rites that allow them ingress. Of course, once someone has entered the Hedge, whether mortal
or changeling, her life is in danger. Getting out of the Hedge is often much more difficult than
getting in.
-Changeling the Lost, pg. 210

Through various magics, emotional events or just chance permanent gates to the Hedge liter
the valley. The following is the OoC list of Hedge Gates and their keys of activation. Also
included is a listing of those destroyed gates that still have an aura of faerie power. This guide is
created for non-Changeling VST use and how to deal with Keyed Hedge Gates. The information
may be altered during the course of the chronicle and notification will come from
dmh.changeling.vst@gmail.com . This guide will also contain and encounters guide with
information if a non-changeling enters through the gate.

Keyed Gates: Some mortals know (or discover) keys to the Hedge. The Hedge isnt actually a
place so much as a barrier, and so a key to the Hedge is, in truth, a key to Faerie. Its just that
one has to walk through the Hedge in order to reach Faerie. In any event, all cultures the world
over have legends and fables about entering other realms. The tales might refer to entering the
lands of the dead or of spirits, the Dreamtime of Australian aboriginal legend or the mythical
Mag Mell of Irish folklore. At least some of these legends actually refer to Faerie, and the
methods of entering these realms might allow a mortal to access the Hedge. Its not enough to
discover a key, though, because keys are usually specific to time, place and circumstances. A set
of standing stones might allow sometime to access the Hedge if that person stands between
them at sunset on the summer solstice and turns around in place three times. A certain hill
might allow ingress if the traveler spills his blood on the ground and curses a close family
member. Keys can be highly specific, only working for one (probably long dead) family line, or
can be so general and simple that people fall into the Hedge on a comparatively regular basis.
An area with a high disappearance rate might actually contain a gateway with a simple key.

-Changeling the Lost, pg. 216-217

Refer to the following map link for the exact locations: http://goo.gl/maps/zWyCO

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Keyed Gates in the Valley of the Sun

The Basilica Gate
Location: Downtown Basilica Van Buren St. (Phoenix)
Status: Active
To activate - can only be done on the night of the new moon. The doors must be shut (will need
WD-40). Then one needs to knock on the door three times. The door will open on its own (back
to its original setting) and will reveal a door into the Hedge and an established Trod. The door
remains open for 1 minute. This trod is always in daylight regardless of the time of day.

The Snake Point Gate
Location: Midway between Mill & College on Curry Rd. (Tempe)
Status: Active
This cluster of rocks is known to some as "Snake Point" because the rock has the shape of a
serpent's head. Following the rock down leads to a man-sized crack. If blood is split on the
serpent or the crack, a Hedge Gate opens up into a Hedge Mine. The gate remains open for 1
minute. Also note - that once you fall through - only supernatural or outside help can pull you
out, unless the gate closes. This trod is always in twilight regardless of the time of day.

The Salt River Gate
Location: Near the W 202 & N/S 101 Interchange (Mesa)
Status: Active
This gate is only visible when the area is flooded after a rain. Those walking along the levee can
see soft glowing lights in the water. If they decide to swim down and investigate, they are
pulled down as if they are caught in a rip tide. They are emptied out into a swampy Trod. This
gate remains open only if the area is flood, otherwise it is always closed. This trod is always in
dusk regardless of the time of day.

The Kiwanis Pier Gate
Location: Kiwanis Park Lake (Tempe)
Status: Active
There is a rickety security gate that prohibits access to the pier. If silver (any kind) is dropped
between the wood planks on a full moon night, the gate can be opened into the Hedge - in this
case a small lake in the thorns. This gate remains open for as long as the security gate is
opened. Once it is closed - the gate's magic shuts off. This trod is always in night regardless of
the time of day.






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The Whispering Canyon Gate
Location: Phoenix Mountains Reserve (Phoenix)
Status: Active
A pair of saguaro cactus reach out to each other creating an archway. If a conversation is
whispered before the archway - the gate will open up. However because of the lay of the land -
conversations carry on the wind which lead to this gate opening on its own at random interval.
They gate opens for a 1 minute at a time. This trod is always in daylight regardless of the time
of day.

The Mission Bell Gate
Location: Farm Crossroads (Queen Creek)
Status: Destroyed
This cross road used to possess an adobe archway with a bell. Through the actions of
changeling in the 1980s - this gate was destroyed for unknown reasons. It required the users to
ring the bell (3) times during a half moon to open.

The Spirit Trod Gate
Location: Skyline Regional Park (Buckeye)
Status: Destroyed
Within an overgrown trail is collapsed cave entrance. This was rumored to be the path to the
Great Spirit but was destroyed by Sarah Largent and Honovi Tallfellow.

The Turtle Gate
Location: 600ft Southwest of Salvia Dr. (Gold Canyon)
Status: Active
There is small cave (size 4 and under) entrance that acts as a permanent archway into a Hedge
Mine. However, it is a labyrinth of tunnels. Many things that enter die due to exhaustion, lack
of food and water. Where it exits is unknown.

The Crossroads Gate
Location: Crossroads District Park (Gilbert)
Status: Active
The crossroads complex was built on an older crossroads. By spilling blood in the center of the
crossroads, four gates will open up - all leading to different parts of the Hedge. This trod is
always in twilight regardless of the time of day.

The Sacred Trust Gate
Location: McDowell Mountain Regional Park (Scottsdale)
Status: Destroyed
The location was once the site of the original freehold of the Sacred Trust. The ruins here were
rumored to possess a Hedge Gate though it is unknown how to open it.



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Hedge Gate Encounters

If a non-changeling character activates a Hedge Gate or is in the area of an active Hedge Gate
please refer to the following to determine how they will fair in the Hedge. This guide only
contains information for Vampire the Requiem and Werewolf the Forsaken. If the domain
expands its reach of games, this guide will be updated.

Vampire the Requiem
For the most part, a vampires Disciplines work normally in the Hedge. Changelings are
susceptible to Disciplines just as supernatural beings normally are (that is, they add their Wyrd
ratings to resistance rolls, etc.). Hobgoblins, however, are a slightly different case.

Some hobgoblins can be affected by the Animalism Discipline, while others are only affected by
the "higher functioning" powers of Dominate. The Storyteller needs to make that decision on a
case by base basis, and unfortunately, theres no way for a vampire to tell until he tries it. After
some time in the Hedge (and a few mishaps, probably) the vampires player might be allowed a
Wits + Animal Ken or Occult roll to determine at a glance if a given creature operates on a
human (or human-like) level of cognition.

Vampires cannot eat food, and so cannot usually partake of goblin fruits (though there is always
the possibility of something like Bloodroot, as mentioned on p. 250 of Changeling: The Lost). To
find a Bloodroot a Vampire must roll Wits + Survival and gain a minimum of 3 successes on
the draw. If they have Auspex 1, add +2 to the pull. But some of the animals in the Hedge have
mystical properties to their blood, and the vampire is uniquely suited to discovering these
properties. In game terms, the possibility of having such animals gives the Storyteller a way to
allow vampire characters all the fun of guessing whether a given goblin fruit is going to be
beneficial or deadly in the long run, and to give the vampire a way to interact with the Hedge a
bit more directly.

Remember that stepping off the thorns doesnt strip a vampires Morality (called Humanity),
but it does sap her blood as the thorns slice her flesh open. This is described on p. 222 of
Changeling: The Lost.

Bloodroot
A new goblin fruit has turned up in the Hedge near the freehold, and though this goblin fruit has
no apparent effect on changelings, it works as a narcotic for vampires.

Mechanics: Bloodroots act as heroin with a potency of 2, as per MET p. 244, with an additional
+2 bonus to Wits tests related to perception. Failing to resist the effects of Bloodroot inflicts the
mental flaw Addiction as per MET p. 312. While in the Hedge, it gives the consumer 1 point of
virtual vitae.


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Werewolf the Forsaken

Gifts, for the most part, function in the Hedge, subject to the restriction listed above. Spirits
dont venture into the Hedge - the Hedge is a barrier between Earth and Faerie, and the spirit
world has no dominion here. A spirit forced or tricked into the Hedge Materializes, and over
time, Glamour can replace ephemera, making the spirit into a hobgoblin (indeed, some theorize
that this is how the Hedge become "populated" in the first place). A spirit bound into a fetish is
safe from this effect.

Rites, like Gifts, only work if they dont rely on direct intercession from a spirit. As such, Shared
Scent works in the Hedge, but Blessing of the Spirit Hunt does not. Gifts that affect animals,
such as Beast Speech, are subject to the same restrictions as the Animalism Discipline
mentioned above - they only work if the hobgoblin in question is truly animalistic in nature.

Werewolves can eat changelings for Essence (and, of course, face the same possibility of
Harmony loss as for eating people), but derive no such empowerment from hobgoblins, no
matter how human- or wolf-like they might seem.


Hedge Gate Encounters

Once a gate opens, begin the timer & have the PC draw a card. They must add their Resolve +
Composure and the card pull. They need to achieve 1 success. If they do, they have the choice
of exploring the gate or they can choose to walk away from it. If they fail to Resolve +
Composure, they are drawn into the gate. Please account for PC Flaws and Derangements that
may modify their draw.

If they lose the draw or choose to explore the open door, have them draw a new card. Use the
following chart to refer to what they will find.

1 2 Drudgeman
3 4 Harvestman
5 Laughing One
6 Will O Wisp
7 Shadow Wolves
8 Song Wraith
9 Terradont
10 Nothingnadabut they dont know that



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Drudgemen

Description: Drudgemen are
small, hairy creatures with
long beards, thick tails and
bushy eyebrows. Their faces
bear an unsettling
resemblance to those of old
men, but the Drudgemen walk
on all fours with a hunched
back that gives them a strange, rolling gait and their "paws" have prehensile fingers tipped with
long sharp claws. Although vaguely humanoid looking, they are sometimes mistaken for cats,
dogs or raccoons by those who chance to catch a glimpse of them out of the corner of their
eyes. It is rare that anyone, including their wards, actually fully sees a Drudgeman, however.
Drudgemen never intentionally reveal themselves to others. Perhaps as a magical reflection of
their shy natures, Drudgemen are capable of making themselves invisible and prefer to use this
method for spying on others or going about protecting their wards as much as possible. This
invisibility is, however, notoriously imperfect. The nearer an individual is to the hobgoblin, the
more likely the human is to see through the Drudgemans invisibility, meaning that many times
the hobgoblins ward will witness a glimpse of the creature out of the corner of its eye when it
gets too close, as may those who the Drudgeman feels it necessary to take action against to
"help" its chosen charge.

Storytelling Hints: Much like mortal relationships, obsession is a dangerous emotion. From the
moment a Drudgeman imprints upon a particular individual, the Drudgeman focuses entirely
upon that person, doing everything it can to covertly aid him in all his endeavors and help him
accomplish all his goals and desires. Drudgemen, however, have no real understanding of
humanity; they are entirely amoral by human standards.

For a Drudgeman, there is no right and wrong. There is only aiding their chosen "ward" in
whatever way possible. Unfortunately, both for their ward and those around the wards, the
Drudgeman has no sense of empathy for things such as human values and absolutely no
compunction about taking the wards expressed or evidenced emotions and desires completely
at face value. Drudgemen use any means within their considerable grasp to aid their wards.
Drudgemen have access to some innate abilities that they use on their charges behalf.
Unfortunately, much as the drudgemen themselves, these abilities often result in mixed
blessings. They also are more than willing to take direct physical action to do what they believe
is aiding their chosen target. If his spouse turns off the game the Drudgemans charge was
happily watching, the hobgoblin is there at the head of the stairs when his wife coming down
with an armful of laundry, making certain she trips and injures herself so she doesnt bother her
husband again.


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Stats & Powers

Attributes Merits Misc.
Intelligence 3 Strength 2 Presence 1 Direction Sense Willpower: 6 Speed:16
Wits 4 Dexterity 3 Manipulation 2 Fast Reflexes 2 Initiative: 6 Health: 5
Resolve 5 Stamina 2 Composure 3 Fleet of Foot 3 Defense: 2 Wyrd: 3

Skills
Craft (Traps) 2 Athletics 2 Empathy 4
Investigation 4 Brawl (Ambush) 2 Persuasion (Actions) 4
Occult (The Hedge) 2 Larceny 4 Subterfuge (Red Herrings) 3
Stealth (Invisibility) 5
Survival 3
Powers
Protectors Knack: As an innate ability costing no Glamour, the Drudgeman has access to the following Contracts.
However, the target is limited to the hobgoblins ward or items and objects that will directly affect the human. If
the Drudgeman is not bonded, it cannot access this ability.
Hearth: Favored Fate - Target gets a +4 to an action
Hearth: Beneficient Fate - Target gets a single success
Hearth: Fortunas Cornucopia - Target gets the 8 Again quality for 1 action
Hearth: Triumphal Fate - Target gets 5 successes on a single uncontested extended challenge
Artifice: Blessing of Perfection - An item get a +3 equipment modifier until sunset
Vainglory: Mask of Superiority - Target seems to "belong" when questioned about his presence
Vainglory: Songs of Distant Arcadia - +3 to either Expression or Persuasion for one draw
Vainglory: Splendor of the Envoys Protection - Gains Striking Looks 4, and cannot be harmed if they take no
aggressive actions for the scene
Goblin: Trading Luck for Fate - Receives a moment of good luck, followed by bad luck the next day
Goblin: Fair Entrance - Allows entry into a locked building but an enemy can open a secured place of theirs
Goblin: Delayed Harm - Delays 1 level damage for 1 round, but upgrades the next hit: Bashing becomes a lethal, a
Lethal becomes an Aggravated, 1 Aggravated becomes 2
Goblin: Good and Bad Luck - Can make a successful lucky guess but at the price of some bad luck
Goblin: Lost and Found - Allows for a fair escape from a current pursuit, but will be found by another enemy

Clear the Path: As an innate ability costing no Glamour, the Drudgeman has access to the following Contracts.
However, the target is limited to someone the Drudgeman feels is harming, interfering with or otherwise
bothering its ward or items and objects that will directly affect those who are doing so. If the Drudgeman is not
bonded, it cannot access this ability.
Hearth: Fickle Fate - Target gets a -2 to an action
Smoke: Murkblur - Target is blind for the scene
Artifice: Touch of the Workmans Wrath - Renders an object unworkable unless repaired for 2 turns
Artifice: Unmakers Destructive Gaze - Renders an object unworkable for 3 turns and at -3 penalty to repair
Darkness: Creeping Dread - Target takes a -3 to resist fear & intimidation draws
Darkness: Touch of Paralyzing Shudder - The targets Speed, Defense, Initiative and all of the targets dice pools
involving Strength and Dexterity are halved (round up).




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Harvestman

Description: Harvestmen are hobgoblin-
spiders. They have proportionately small oval
bodies, supported by eight long and slender,
but deceptively strong, legs. Harvestmen (also
called reapers) come in a variety of sizes; one
with a body the size of a large house cat will
sport legs six to 10 feet long, but because of its
arched build, would look a human roughly eye
to eye. Larger reapers, with a torso roughly the
size of a human, might easily stand as tall as
single story building without problem, while
the largest may have horse-sized torsos and
tower over trees. Stats given below are
presumed to be for an average sized
Harvestman, with a human-sized torso and 12
to 15 foot legs (giving it an eight- to 10-foot
height). To represent larger Harvestmen,
Storytellers are encouraged to increase Size from 7 to 9 and raise the Strength, Dexterity and
Stamina by a point or two (along with the resulting Health, Initiative and Speed). Unlike
mundane spiders, Harvestmen have only two eyes, located roughly at their temples, allowing
them excellent peripheral vision while maintaining their ability to perceive depth and
perspective. Below, set where humans would have cheekbones, are a pair of pedipalps, vicious
pincers designed to grasp, tear and stuff flesh into its maw. These pedipalps also can be (and
frequently are) used for fighting, contributing to the Harvestmans highly dangerous biting
attack. Harvestmen have no venom-injecting fangs (their spinnerets create both the silk of their
web and the contact sedative that coats it), but their mandibles are well suited to bite attacks.
Although their heads and bodies seem small compared to their long legs, their eyes and mouths
are proportionately very large. A Harvestman with a human-sized torso will sport globular eyes
the size of dinner plates, and a mouth wide enough to bite a mans head off in a single snap.

Storytelling Hints: Harvestmen tend to be territorial, rarely straying far from their chosen area,
although a large hobgoblinspiders range might incorporate a dozen square miles. Their Hollow-
homes are subterranean, with as many as a dozen entrances all leading into a central lair. All
but one of the routes is capped with a double layer of webbing: the ground-surface layer is
strong enough to support a fine layer of vegetation and detritus, but will give way beneath the
weight of even a child-sized human. Further down the vertical tunnel, a thicker layer of
webbing awaits those who fall through the first layer. This heavier web is coated with
Harvestmans poison, a thick syrupy glue that not only binds anything (other than the
Harvestman itself) to the webbing, but that also contains a contact narcotic to subdue the
trapped victim. The spider uses the uncapped entrance, building other openings near
frequently traveled paths within the Hedge. The capped tunnels may be as much as a mile away
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from the main lair, and larger Harvestmen may dig similar pit-traps along the tunnels to stop
those who somehow manage to escape the original pitfalls.

Harvestmen prefer not to risk taking their prey by force, relying instead on their web-traps for
hunting. Once their webs have snared a victim and the sedating coating has taken effect, they
will approach from within the lair (so as not to expose themselves unnecessarily to the
predations of those who might have been attracted by the victims fall) and begin to cut the
web around their sleeping prey from the supporting wall, using the web itself as a shroud or
straitjacket to keep the prey immobilized even if he awakens. Before moving their enrobed and
incapacitated victim to the main room of their lair, the hobgoblins will repair the lower
(heavier) net, both to re-set it for its next target and to ensure that no one follows the tunnel
into the main Lair. Later, when the prey has been dealt with, the Harvestmen will return
topside and repair or replace the lighter ground-level webbing and, if necessary, re-bait the trap
with a craftily laid trail of treasure (including that taken from their new prey).

Attributes Merits Misc.
Intelligence 2 Strength 3 Presence 3 Ambidextrous Willpower: 4 Speed: 21
Wits 3 Dexterity 4 Manipulation 2 Brawling Dodge Initiative: 8 Health: 9
Resolve 2 Stamina 2 Composure 2 Fast Reflexes 2 Defense: 4 Wyrd: 3
Fleet of Foot 2
Skills
Crafts (Webs and Traps) 3 Athletics 3 Survival 4
Investigation 1 Brawl (Bite) 3 Empathy 1
Stealth 3 Intimidation 3,
Animal Ken 2
Harvestmans Net
The silken web of the Harvestman is designed to hold even the strange and sometimes
powerful prey it comes across in the Hedge. The silk itself varies in diameter from as thin as a
hair with the smaller hobgoblin-spiders to as thick as yarn with the larger ones. Regardless of
the diameter, Harvestman silk is supernaturally strong, with a Durability of 3. The contact
sedative that the web silk is coated with is quite sticky. All individuals and items coming into
contact with it are treated as though under an immobilizing grapple (see pp. 157-158 of the
World of Darkness Rulebook) and must make a successful Strength + Brawl roll to break free.
This roll is penalized by the webs Durability. The roll to break free may be made once per turn,
before the webs toxin test is made. If an individual falls under the sway of the webs sedation,
he falls asleep and cannot make another test to break free for an hour, until he wakes. After
that point, the sedation properties of the web are assumed to have worn off, and the trapped
individual may attempt to break free each turn without testing for the webs toxin. The webs
sedation properties require a Stamina + Resolve roll -4 (to represent the toxins strength) at the
end of each turn the target is immobilized in the web. On a failure, the target falls into a
drugged sleep for an hour. Success allows him to continue to attempt to break free the next
turn, but he must test against the toxin again at the end of each turn.


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Laughing One

Description: The Laughing Ones are adept
shapechangers, able take on many forms. When they
appear as humans, they are often beautiful to behold,
strong of limb and fair of face. They can take on male
or female forms, and often appear dressed in
seductive clothing when wearing human shapes.
When in animal forms, Laughing Ones can appear
either quite docile and mundane, the better to tempt
potential riders onto their backs, or spirited and
striking, the crme de la crme of their species, in
hopes of raising the greed of those who might want to
own (or sell) such an amazing animal. While the
Laughing Ones can take any sort of form, historically
they are fond of those types of animals that might
most easily lure humans into putting themselves at
the phookas mercy - hence Laughing Ones love of
appearing as a beautiful human or riding beast.

Storytelling Hints: The Laughing Ones tend to have a mean and capricious streak. Their brand
of mischief shows up often in tales from around the world: they might emulate the Japanese
tanuki, the British phooka, the American Indian Coyote or any of the hundreds of other
shapechanging menaces from world folklore. And as many of these stories, crossing a Laughing
Ones path is often fatal. It seems absurdly
comical to the shapeshifting hobgoblin, of course,
but few others would find it funny.

The Laughing Ones hide a deep resentment
under their laughter. The nature of their ban
vexes them greatly, reminding them that their
power over themselves is limited. Thus, they love
to take advantage of others, proving the Laughing
Ones power over those who cross these
hobgoblins. And, since the ultimate power is that
over life and death, many of their "tricks" are
lethal.

There will always be more targets for another romp. Laughing Ones can take on the form of any
animal, plant or inanimate object, natural or fantastic, and gain the natural abilities of that
creature as long as they remain in that form. However, they rarely leave the Hedge, where they
are more familiar with the local roads and trails.
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When they do venture outside, they rarely take fantastic forms outside of the Hedge, especially
in locations where the shapes can be witnessed by more than one person or recorded in any
fashion. The Laughing Ones particular bent of mischief relies not only upon trickery but in
proving the stupidity, gullibility and witlessness of their targets. The greatest goal is to convince
a person to do something particularly foolish, such as clamber on the back of a strange horse or
cross a treacherous suspended bridge to reach an inviting half-naked temptress. Despite their
obvious physical prowess, they rarely engage in combat, however. It does not suit a Laughing
Ones sensibilities to be reduced to throwing blows or using weapons. Their chosen battles are
those of wit and subterfuge, offering pain while risking little in return.

Attribute Merits Misc
Intelligence 3 Strength 3 Presence 3 Fast Reflexes 2 Willpower: 5 Speed: 20
Wits 5 Dexterity 4 Manipulation 5 Fleet of Foot 3 Initiative: 9 Health: 9
Resolve 2 Stamina 4 Composure 3 Iron Stamina 3 Defense: 4 Wyrd: 3
Striking Looks 4

Merit
Investigation 1 Athletics (Running) 5 Animal Ken 3
Medicine 2 Brawl (Defense) 2 Empathy (Seeing Weaknesses) 4
Stealth 3 Expression (Singing) 3
Survival (Navigation) 4 Intimidation 3
Persuasion (Temptation) 5
Socialize 3
Subterfuge 5


Shapeshifting: Laughing Ones are consummate shapeshifters able to take on new forms at will.
They are able to emulate natural weapons (such as a bears claws or a wolfs teeth), movement
modes (swimming like a mermaid, flying as a crow) and in some cases may even gain armor (if
taking the form of, say, a boulder). They may swell up to Size 10, but not beyond that. Each
Laughing One has a particular ban that limits its shifting in some way. For some, it may be as
simple as cannot take the form of any birds, while others may have to show certain coloration
patterns in each shape, or may only be able to change shapes in certain situations. Knowing this
ban often enables someone to hold a great deal of power over the Laughing One, whether it
means the creature is easier to identify regardless of the form it takes, or the creature can be
"locked" into a form by preventing the circumstances required for the Laughing One to change
from coming about. Because of this, the metamorphosing hobgoblins are very secretive about
their bans, and few will even admit to they (or others of their kind) having such limitations.






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Will O Wisps

Description: Will O Wisps are luminescent globes of light
that range in size from fire-fly-sized sparks to balls the size of
a mans head. They are often white, light blue or eerie green
in color, although yellow, red or orange Wisps are not
unheard of. Some appear to be made of flame; others shine
with the cool glow of the full moon. They tend to hover at
roughly shoulder height, although some witnesses report
Wisps playing in the tree tops of a thick forest, or even
rolling about beneath the waters surface in a swamp or sea.
Wisps are nocturnal, appearing only during dusk or darker
conditions, whether that is produced by nightfall, storms,
thick forest canopy or supernatural means. They also
sometimes appear in dark internal structures: subterranean
caves, windowless rooms and hallways or the like.

Will O Wisps have no tangible form. They are ethereal entities without shape or physiology,
appearing only as a shimmering, luminescent globe of light. They sometimes are credited with
producing soft whispering voices, mournful sobs or mischievous, seductive giggles that
encourage others to follow after them, but are apparently incapable of real verbal or psychic
communication. Scholars have conjectured that both the form and sounds attributed to Wisps
may actually be a manifestation of the desires of those who witness them. A traveler who has
recently lost a loved one may hear what she believes to be his voice coming from the glowing
light, and may even imagine that she sees his profile reflected in the unearthly glow. Similarly, a
witness who has sworn to protect children or women may imagine he hears a babys whimper
or a womans sobs. This theory is supported by reports of different individuals within the same
group hearing or seeing different qualities while following the same Will O Wisp. As Wisps are
incorporeal, they cannot do (or take) physical damage; blows pass through them, magic does
not affect them, and they seem immune to fire, cold or other environmental influences. If they
are imprisoned, they will simply discorporate and reappear in another location. Being not truly
"alive," they cannot be killed or injured by physical means, and dont have a sentience that can
be negotiated with or forced into Contract.

Storytelling Hints: Will O Wisps do not seem to possess the self-awareness required to enter
into negotiations with other creatures, or at least their intellect is alien enough to make
negotiation impossible. Their ability to lure travelers into compromising positions, however, is
sometimes used by the True Fae or other predators who hunt around areas Wisps are known to
frequent. If a swampy area is home to Wisps, a hob may well make her home there as well,
offering "succor" (for a price, of course) to those who are foolish enough to follow the Wisps
into the marshlands and become lost. Similarly, an enticer or bloodsuckle may lurk in an area
where Wisps frequently lead people, counting on the glowing balls to conduct prey directly into
their waiting maws.
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While Wisps have an empathetic ability to project tempting stimuli out to those who witness
them, Wisps have no overt methods of attack or hostile magics. Their abilities do not force
others to follow against their will or dominate their self-interest, Wisps merely prey upon
others fears, weaknesses or morals to encourage them to do so. Storytellers are encouraged to
think of Wisps as carrots, tempting characters, rather than leashes that force others to follow.
Wisps Attributes and Abilities are given only for the purposes of attempting to lure others to
follow them, and do not represent an equivalent personality in a humanoid-creature. Wisps
are, at most, a minor annoyance for those who are wary and do not follow their enticing.
However, there is no end to the mischief or harm that can fall upon someone who is foolish
enough to follow their lead.

Attributes Merits Misc.
Intelligence 1 Strength 0 Presence 4 Fast Reflexes 2 Willpower: 5 Speed: 18 (flight)
Wits 5 Dexterity 5 Manipulation 5 Fleet of Foot 3 Initiative: 9 Health: N/A
Resolve 3 Stamina 5 Composure 2 Defense: 5 Wyrd: 3

Skills
None Athletics 5 Empathy 4
Stealth 3 Expression 4
Persuasion 4
Subterfuge 4



Mirroring: Will O Wisps have an empathic mirroring ability that allows them to "reflect back"
the appearance or sound of that which will be most likely to tempt an individual into following.
The effect affects only the perceptions of those who see the Wisp, not the Wisp itself. The Wisp
does not actually take on the image or sounds thereof, and another person witnessing the same
Wisp will perceive it differently, projecting their own personal temptations onto the Wisp.

Intangible: Will O Wisps have no physical form, existing solely as a manifestation of Hedge
weirdness. They cannot be affected by physical or mental attacks, and arent susceptible to
Contracts or other supernatural powers. Wisps are, essentially, Hedge window dressing, having
no impact on the world around them, unless individuals are foolish enough to follow them.









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Shadow Wolves
Description: Shadow wolves look much like normal wolves if
you ignore the fact their very skin seems to be made of
darkness. Three to four feet in length, every bit of the
hobgoblin is black as night, including teeth and eyes. Their
growls rustle the leaves of the Thorns with bass vibrations
and their howls are the awful, coughing retch of a dying
cancer patient. Their movements are completely silent, even
when passing over dry leaves or other substances that
should betray their presence.

Storytelling Hints: Normal wolves rarely attack humans,
unless they are rabid or starving. The majority of wolf attacks
are the result of humans too stupid to back down when they
come too close to a wolves den or after theyve trapped or
injured one of the animals. But shadow wolves hunt for
pleasure. They enjoy the feeling of chasing frightened prey, of ripping into soft flesh with their
black teeth. Shadow wolves do more than just hunt prey, however, they terrorize. The wolves
leap from shadows to nip at flanks or barrel into their victims from behind, knocking them to
the ground.

Again, though cruel, these tactics are no different than any number of similar fae predators that
can be found in the Hedge. Shadow wolves are much, much more than simple predators. The
eyes of a shadow wolf are listless orbs of black that refuse to reflect any light. To stare into the
eyes of the beasts is to become lost in them and open the way to your soul. When a pack first
catches the scent of prey, the pack alpha glides forward to scout. If the prey turns out to be a
single victim, the alpha howls for the rest of the pack and the hunt begins. If, on the other hand,
their prey travels in a group, the alpha will slink around that group until he manages to catch
the eye of one of the travelers. As soon as the alpha makes eye contact, he leaps, becoming
pure shadow, and attempts to invade the body of the prey. If the possession is successful, the
alpha uses the body to lure other members of the group off one-by-one to his waiting pack. If
not, the alpha races away to reunite with the pack, running just slow enough to make sure the
prey is following.

Hobgoblins know better than to chase anything through the Hedge. Changelings cant seem to
resist. The battle between pack and prey becomes a running fight, with shadow wolves popping
out to attack before running off again. Eventually the prey will tire, from fatigue and blood loss,
and the pack will slow the pace to move in for the kill. Usually. Sometimes, the pack continues
to run, always staying maddeningly just out of reach. At first the chase is a voluntary one, with
the pursuer eager to catch and kill his attackers. As the chase wears on, though, the victim feels
as though hes being pulled along. His shadow stretches out in front of him, dragging him
through the Thorns like a dog on a leash. As he tires, the victim begins to stumble, cutting
himself on the thorns of the Hedge over and over again until he bleeds from a thousand shallow
Changeling the Lost
15

cuts. When he finally collapses, ragged beyond all endurance, his shadow continues to run,
pulling his soul clear of his body. The shadow begins to take on the shape of a wolf and soon it
joins the pack, the newest member leading the way back to fresh meat.

Attribute Merit Misc.
Intelligence 3 Strength 4 Presence 2 Danger Sense Willpower: 5 Speed: 26
Wits 4 Dexterity 4 Manipulation 4 Direction Sense Initiative: 6 Health: 6
Resolve 3 Stamina 3 Composure 2 Fleet of Foot 3 Defense: 4 Wyrd: 2

Skills
None Athletics (Lope) 5 Expression 3
Brawl (Bite) 4
Stealth 5
Survival (Scent) 5
Powers
Shadowskin: The body of a shadow wolf is only partially solid. Physical attacks can injure the beast, but the
damage is always less than might be expected. This grants the wolf an effective Armor Rating of 2 against all
attacks. In addition, the wolf gains a +2 bonus to all Stealth rolls as a result of its natural camouflage. Their
shadowy natures do come with some disadvantages, however. If the wolves are exposed to any light source
stronger than a candle flame, they suffer a -2 penalty on all actions and lose the Armor Rating from Shadowskin.

Pack Tactics: Shadow wolves use their feral intelligence, cunning and pack awareness to attack as a team, rather
than as individuals, each strike benefiting from the one that came before it. Any character that is attacked by a
shadow wolf has her Defense reduced by two for that turn (rather than the usual one) for the next attack by
another member of the pack.

Windows to the Soul: Only available to the alpha of a shadow wolf pack, this Aspect lets the wolf attempt to
possess their prey. Roll the alphas Presence + Manipulation +2 versus the targets Resolve + Composure. If the
target wins the roll, the attempt at possession fails. If the alpha wins the roll, the target becomes possessed for the
remainder of the scene. If the possessed takes damage from any source while under the control of the alpha, the
possession immediately ends and the alpha is ejected from the body. Alphas may only use this Aspect once per
night.

Strength in Numbers: Only a fool chases the unknown through the Thorns. For each turn a character chases the
shadow wolves she must make a Stamina + Resolve roll at a cumulative -1 penalty (maximum of -5). If a roll is
failed, the character takes one point of lethal damage as her shadow seems to pull her into the Thorns. A character
may choose to stop chasing the wolves at any time, unless he suffers a dramatic failure on the Stamina + Resolve
roll or suffers a total of five points of lethal damage. In either of these circumstances the character must make a
Strength + Composure roll in order to rein in her shadow and come to a halt. Other characters that tackle or
otherwise hinder the character as she runs, must hold the character still for two turns before the compulsion to
chase the wolves is lifted. This may call for opposed grappling checks (see the World of Darkness Rulebook, p. 157).
If a character fills the last point of her Health track with lethal damage inflicted by chasing the pack, her shadow
and soul pull away from her body and join to become a shadow wolf. The body left behind exists in a coma state
(and gravely injured) and if some way is discovered to reunite body, soul, and shadow, the character may recover.

Smoke 1: Removes all traces of physical evidences of ones presence from an area.
Smoke 2: Can mask a personal scent to another scent of your choosing.



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Songwraith
Description: The Songwraith appears vague at first glance, which always
occurs from a distance, and usually either at night or late in the day
when the light is dim. As she gets closer, her features begin to sharpen
and take on more detail: the color of her eyes, the color and length of
her hair, the style of dress, and so on. By the time she can be seen
clearly, she has taken on the exact appearance of the one woman the
person viewing her loves the most - wife, lover, friend. Male Songwraiths
exist, but these are far more rare. If more than one person is viewing the
Songwraith, the Songwraith is only visible to her chosen victim, making it
more difficult for the targets acquaintances to help defend him. The
Songwraiths appearance is usually young. Female Songwraiths can and
will go after lesbian females as victims, and male Songwraiths will prey
on homosexual men. The only necessary prerequisite is desire.

The Songwraith has no fixed appearance, and between feedings, exists as a cloud of disincarnate shadow, resting
in a thin layer along the ground in places where large numbers of people have died, such as battlefields and
charnel houses. Storytelling Hints: Because the Songwraith is composed of shadow, physical attacks are of limited
use against it. Enchanted weapons and tokens will harm one, but standard weapons are of no use.

Attributes Merits Misc.
Intelligence 3 Strength 2 Presence 5 Harvest 2 (Emotions) Willpower: 6 Speed: 10
Wits 2 Dexterity 3 Manipulation 4 Striking Looks 4 Initiative: 6 Health: 8
Resolve 3 Stamina 3 Composure 3 Defense: 2 Wyrd: 3

Skills
Crafts 2 Athletics 3 Empathy 4
Occult 3 Larceny 2 Expression 4
Politics 3 Stealth 3 Persuasion 3
Survival 1 Socialize 2
Weaponry 3 Subterfuge 5
Powers
Bewitching Melody: When a Songwraith has chosen her victim, she begins to sing. The target must resist by rolling
his Resolve + Composure versus the Songwraiths Presence + Expression. If the roll fails, this song begins to sap the
victims Glamour at a rate of one per Turn. The victim may reroll once per every three turns. Once the victims
Glamour is drained, the song then drains their Health points at the same rate as it did their Glamour, until the
victim finally dies.

Fleshly Guise: The Songwraith is capable of taking on a specific form for an extended period of time in order to
draw out the deception. During this time, it has a corporeal form, and will appear to eat, converse, and carry out
the same sort of activities as any normal changeling. When engaging in such long-term hunting, it will appear as a
changeling of the Fairest kith.

Vainglory 1: Mask of Superiority (2) - Target seems to "belong" when questioned about his presence
Vainglory 2: Songs of Distant Arcadia (9) - +3 to either Expression or Persuasion for one draw
Vainglory 3: Splendor of the Envoys Protection (8) - Gains Striking Looks 4, and cannot be harmed if they take no
aggressive actions for the scene
Mirror 1: Riddle Kith Changes your appearance to that of a different Seeming
Mirror 2: Skin Mask (5) Can change a feature on your face/body
Mirror 3: Transfigure the Flesh (5) Alters your height
Changeling the Lost
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Terradont
Description: A Terradont is an extremely large, mostly
stationary scavenger that resembles a large pile of
leaves and other vegetable detritus. However, the
hobgoblin is a master of camouflage, and the details of
its appearance change not only according to season, but
to specific locale as well. It may mimic a heap of brown
and gold oak and maple leaves in a deciduous forest in
October, a pile of broken sticks and brown pine needles
in an evergreen forest in January, a mound of green
vines and creeping flowers in a wildflower field in April,
or a morass of fermenting fallen fruit in an old apple
orchard in August. Tropical variations, sub-arctic
versions, and even subspecies are adapted to blend in to
goblin towns and market areas, usually by disguising itself as a compost heap. The debris that makes up the top
layer of the Terradont is composed of protoplasm shaped and colored to mimic specific types of vegetation.
Underneath the top layer is a moraine of stones, gravel, and sand, which acts as the creatures teeth. The
Terradont has no sense of sight, but it compensates for this with extremely well-developed senses of hearing,
smell, and touch. A full-grown Terradont can spread out in a roughly circular area almost 15 feet across, and may
weigh almost a ton.

Storytelling Hints: The Terradont has two ways of devouring its prey. Its favorite method of trapping victims is to
slowly excavate a deep hole in a suitable spot in a secluded location, incorporating whatever rocks it finds in the
soil into its make-up. It then spreads itself out over the hole, similar to the leaves and twigs that cover a hunters
pit trap. It completes the trap by extruding a pseudopod of protoplasm shaped to look like something valuable.
This can be anything from a bit of gold jewelry, a piece of goblin fruit, or an imitation of a smaller, weaker animal
that flops about as if injured. When an animal, hob, or changeling happens along and attempts to retrieve the lure,
the Terradont collapses into the pit, enveloping the target and smothering her. The Terradont is also known to sit
at the edge of cliffs that overhang roads and other areas where prey creatures pass underneath. When it senses
approaching prey, usually through soundor vibrations in the ground, it will slide off the edge of the cliff,hoping to
land atop the animal underneath, crushing it with its weight. This method of hunting is by far less successful than
the other, however, and is rarely used unless the pit method has repeatedly failed. The Terradont is, above all, a
very successful scavenger, and will digest anything organic that it can devour. Plants, animals, and rotting carrion
all serve to nourish it. Because of this trait, at least one goblin town is known to have captured a Terradont when it
was young, imprisoned it in the bottom of a pit, sealed off the opening to the pit with a barred grate, and used the
creature as a giant, living trash disposal. At least one Keeper is known to use the creature in the same way to
dispose of changelings that have displeased her.

Attribute Merits Misc.
Intelligence 1 Strength 5 Presence 1 Fast Reflexes 2 Willpower: 4 Speed: 15
Wits 3 Dexterity 5 Manipulation 3 Iron Stomach Initiative: 7 Health: 11
Resolve 2 Stamina 3 Composure 2 Strong Back Defense: 3 Wyrd: 3

Skills
Crafts 1 Brawl 3 Expression 1
Investigation 2 Stealth 4 Intimidation 2
Survival 2 Subterfuge 5

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