Dwell in Darkness

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C:tL General Info

The protagonists of this modern fairy tale are the changelings, or as they often call themselves, the Lost. Stolen away from their human lives as children or adults, they spent what seemed like years or even centuries in Faerie, chattel to beautiful but inhuman lords and ladies. Fed on faerie food and drink, they gradually became more fae themselves, their bodies shifting slightly to reflect their roles. Some, however, managed to escape. Holding on to their memories of home, they found their way through the winding thorns of the Hedge, the barrier between the mortal world and time-twisted Faerie.

Their return, however, was all too bittersweet. Some came back 20 years after they’d first vanished, even though it had never seemed that long to them in Faerie. Others who had reached adulthood in Arcadia found that they returned only a few hours after their abduction. And almost all found, horribly enough, that they weren’t missed. The Fae had been thorough. Left in the stead of each abducted changeling was a replica, a simulacrum, a thing that looked like him or her — but wasn’t. Now, with inhuman strangers living their lives and nowhere to go, the Lost must find their own way in the world that was stolen from them.

Changeling deals with the struggles and dreams of people who are no longer what they were, their mortal flesh interwoven with fae magic. An illusion called the Mask obscures their remade physical bodies, allowing them to pass for humans — a word that doesn’t apply to them any more. The contrast between the reality of the mortal world and the unreality of Faerie colors their stories, in ways that often express as beauty, madness or both.

Check out the Changling Template Quick Reference.
Refer to the Changeling: the Lost (Core Rulebook), page 76.

Seeming, Kith and Court

Choose a seeming, representing the general faerie archetype that your character has become, either by proximity or by the purpose of her durance.

Seeming
You may, if you like, choose a kith. These optional subcategories of the seeming grant their own individual blessings, and further refine the seeming’s archetype. The kiths available depend on your seeming.
Kith
Choose a Court, one of the four great houses of changeling society. You may also choose to be Courtless, a member of none. Each Court also grants affinity with two Contract lists, both the Fleeting and Eternal lists for the appropriate season.
Court
Edit / Navigation
    ALL CHARACTERS
  1. Writer Info: General Info
  2. WoD: Character Background
  3. WoD: Attributes
  4. WoD: Skills
  5. WoD: Advantages
  6. WoD: Merits
  7. WoD: Derrangements / Flaws
  8. Describe: Appearance
  9. Describe: History
  10. Describe: Experience Points
  11. Describe: Notes to Management
    VAMPIRES
  1. VtR: General Info
  2. VtR: Advantages
  3. VtR: Discliplines
  4. VtR: Rites / Rituals
  5. VtR: Merits
    GHOULS
  1. Ghouls: General Info
  2. Ghouls: Disciplines
  3. Ghouls: Merits
    WEREWOLVES
  1. WtF: General Info
  2. WtF: Advantages
  3. WtF: Gifts
  4. WtF: Rites / Rituals
  5. WtF: Merits
    CHANGELINGS
  1. CtL: General Info
  2. CtL: Advantages
  3. CtL: Contracts
  4. CtL: Entitlements
  5. CtL: Merits
    MAGES
  1. MtA: General Info
  2. MtA: Advantages
  3. MtA: Arcana
  4. MtA: Rotes
  5. MtA: Merits
    SECOND SIGHT
  1. SecSight: Psychic Merits
  2. SecSight: Thamaturge Merits
    SIDE GAMES
  1. Side Game: Rogue Run
    REVIEW & SUBMIT

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