The Animals

Fang and Talon (CtL 142)
Contracts of the Den (WM 19)
Contracts of the Wild (RoS 111)
CtL 101
WM 15
(+) 8-Again on Animal Ken and a free specialty on the animal most represented in their mien.
(+) Can add points of Glamour to Presence and Composure dice pool.
(-) -4 untrained penalty in Mental Skills.
(-) Do not reroll 10s in dice pools involving Intelligence.
Kith Name
Kith Description
Kith Blessing
Blessing Description
Page No.
Beasts of Burden
Stoic Forbearance
Spend Glamour for +2 to all Stamina rolls for the scene.
CtL 102
WM 62
Tooth and Claw
Lethal unarmed damage
CtL 102
WM 63
Runs Like the Wind
+2 Speed
CtL 102
WM 63
Creepy Crawlies
Impossible Counterpoise
Triple Defense when Dodging
CtL 102
WM 64
Gifted Climber
+3 to Climbing
CtL 102
WM 64
Natural Swimmer
Can swim at full speed and hold breath underwater as though Stamina 7
CtL 102
WM 65
Poisonous Bite
Once per scene, one can spend Glamour to make a poisonous Brawling attack that deals no damage. It delivers a poison with toxicity equal to the changeling's Wyrd. Target cannot avoid resulting damage from poison normal Stam + Resolve roll.
CtL 102
WM 65
Gift of the Sky
Reduced falling damage. Spend Glamour to glide one minute per Wyrd dot.
CtL 103
WM 66
Keen Senses
Primal Senses
+2 to perception rolls. Spend Glamour to heighten senses.
WM 67
Reptilian Blood
+1 to Composure when resisting emotional manipulation, +2 to Stamina when resisting poisons
WM 67
Carrion Eaters
Scavengers Nature
+2 to resist poison/disease, +3 if injested, 9 again perception when scrounging for items.
WM 67
Loyal Pets
Companion's Boon
Spend Glamour to grant an ally get +3 on a roll. You're mah bro, bro.
WM 67
Goblins Tongue
Spend Glamour, +3 on social rolls with Hobgoblins until end of scene.
WM 106
The Trickster's Truth
Spending Willpower on a Pers or Sub roll grants +5. If vice is Gluttony, Greed or Lust, Manipulation cost is New Dots x 4
WM 107
River Maiden
Consumptive Voice
Once per day, after spending a point of glamour; anyone hearing her voice cuts social rolls by half of Nix's Wyrd. Continues until end of scene.
WM 107
Wise/Cunning Animals of Legend
Inquisitive Instinct
Spend Glamour, for one scene, +2 to all Wits rolls except Perception (Wits + Composure). Free Investigation Specialty "Riddles".
NH:GF 102

The Boogiemen

Darkness (CtL 136)
Shade and Spirit (WM 26)
CtL 104
WM 21
(+) Spend Glamour to increase dice pool involving Wits, Subterfuge and Stealth.
(+) 9-Again on Stealth rolls.
(-) -1 to activate Contracts during the daytime.
(-) -2 to activate Contracts while the sun is upon the Darkling.
Kith Name
Kith Description
Kith Blessing
Blessing Description
Page No.
Collectors of Forbidden Secrets
Keys to Knowledge
9-Again on Academics and Investigation rolls. Can spend Glamour to temporarily use Encyclopedic Knowledge for one question (If they already have it, they gain +3 to their roll)
CtL 106
WM 68
Affinity with the Dead
Charnel Sight
Spend a Glamour to make user able see ghosts until end of scene.
CtL 106
WM 69
Fae Vampire
Sap the Vital Spark
Spend Glamour to heal self while damaging the opponent. Deals one lethal to target, and heals either a bashing or a lethal, or downgrades an Agg damage to lethal. Usable once per scene per dot of Wyrd.
CtL 106
WM 69
Doppelganger and Identity Thief
The Mercurial Visage
+3 to disguise rolls
CtL 106
WM 70
The Monster Under Your Bed
Slither and Squirm
Can spend 1 Glamour to wriggle free of restraints or squeeze through tight spaces they normally would be too large to get through. Roll a Dex + Athletics for restraints, and an extended roll for things like tunnels.
CtL 106
WM 71
Winged Monsters
Gargoyle's Grace
Spend Glamour to fall 100 yards without taking damage, +2 to for balancing on ledges.
WM 71
Lunatic's Kiss
Once every 24 hours, roll Int + Wyrd vs. Res + Wyrd. Both of you gain the same derangement for a day, but the victim gets a worse version of it. Ends at sunrise for Supernaturals, lasts for a month for humans.
WM 71
Haunting Nocturne
Spend Glamour, roll Perform + Wyrd vs Comp + Wyrd. Listeners gets -2 to Resolve, Empathy, Subterfuge until end of scene. Gains free Expression Specialty in a music form.
WM 72
Light's Aversion
Spend Glamour, +1 to defense in shadows (Applies to firearms as well).
WM 72
Promise of Nighttime Violence
Ripper's Gift
Spend Glamour, hand becomes a knife (1L). Gain Melee Specialty Knives.
WM 73
Spies, Watching and Listening
Turncoat's Tongue
9-Again on Empathy and Subterfuge on conversation/gather info. Spend Glamour to whisper a message within earshot.
WM 73
Shadow Beauty
Once a day, spend a Glamour to gain ●●●● Striking Looks merit (WoD, p117) for one hour. Gain +2 social when dealing with opposite sex.
WM 107
Taste of Madness
Spend Glamour, and lick opponent. Opponent gains mild derangement (or upgrades to major) for one week of the Changeling's choice. Can only be used once per week.
WM 107
Wood Trolls
Keepers of the Feral Heart
Spend Glamour and look into bird or mammal's eyes. It becomes a loyal pet until next sunrise or sundown.
WM 107
Thieves and Pickpockets
Larcenous Fingers
9-Again on Larceny rolls, with no penalty for poor equipment. Spend Glamour to gain a +2 to Larceny rolls. 8-Again on Stealth rolls.
VL 22

Embodiments of Nature

Elements (CtL 138)
Communion (WM 32)
Contracts of the Wild (RoS 111)
CtL 108
WM 27
(+) Once per day, spend one point of Glamour to increase Health by your Wyrd level for one scene.
(-) Do not reroll 10s in dice pools involving Manipulation, Empathy, Expression, Persuasion or Socialize, except in dice pools for seeming affinity Contracts
Kith Name
Kith Description
Kith Blessing
Blessing Description
Page No.
Velocity of the Zephyr
Can spend Glamour to add Wyrd to Speed or Initiative for the scene. Usable once per scene.
CtL 109
WM 74
Terrestrial Might
Can spend Glamour to increase non-combat Strength rolls at 1-to-1 basis
CtL 109
WM 74
Flickering Acumen
Can spend Glamour to increase Wits rolls at 1-to-1 basis
CtL 109
WM 75
Dolls/Mechanical Men
Artificer's Enchantment
Can learn Contracts of Artifice at 5x per dot, and make untrained Crafts rolls at only -1 dice
CtL 109
WM 75
The Voice of Ice
9-Again on Intimidation and Subterfuge rolls and can spend Glamour to reroll a failed Intimidation roll
CtL 110
WM 76
The Gift of Water
Can spend a Glamour to breathe underwater and Swim at 2x Speed. Cannot breathe air until effect is over or Glamour is spent to deactivate
CtL 110
WM 77
Fade into the Foliage
9-Again on Stealth and Survival rolls. Can spend a Glamour to hide in a normally unhideable area with decent foliage
CtL 110
WM 77
Living glob of Pollution
Caustic Caress
Once per day, spend a Glamour, breathe pollution. Roll Dex + Wyrd - targets stamina. Target takes one lethal per success unless they can defend. +3 to resist man-made poisons.
WM 78
Fireflaught's Vigor
Spend a Glamour, +2 to speed and initiative. Lasts for a turn per Wyrd.
WM 79
Statues made of Metal
Forge's Endurance
Once per day, spend a Glamour to get +1 to Stamina, Resolve, Composure for scene.
WM 79
Enveloping Sands
+2 on grapples and escaping grapples.
WM 79
Beautiful Fog Nymphs
Enthralling Mist
Spend Glamour, change a target's vice to "Lust". Add Wyrd to manipulation against effected individuals. This effect lasts 24 hours.
WM 108
Taste of Ill Luck
Spend Glamour, force a successful reroll at -1. Usable once per day. Also, +1 effect to all Contracts of the Hearth. (Those contracts that offer a bonus get an an additional +1, those contracts that offer a negative remove an extra 1)
WM 108
Humanoid Jewel
Peace of Suffering
Spend a Glamour, everyone within 10 yards suffers no wound penalties until end of scene. Purchase Larceny at half cost.
WM 108

The Royalty and Glamorous

Vainglory (CtL 146)
Reflection (ER 34)
Separation (WM 40)
CtL 112
WM 35
(+) Spend Glamour to improve dice pools involving Presence, Manipulation and Persuasion
(+) Do not suffer a penalty for untrained social skills.
(-) -1 when rolling to avoid losing Clarity
Kith Name
Kith Description
Kith Blessing
Blessing Description
Page No.
Bright Ones
Transformed by Light/Fire/Ice
Goblin Illumination
Can illuminate an area at will. By spending a Glamour, can make the light blinding; anyone targetting the Bright One gets a -2
CtL 113
WM 80
Dancers, Assassins and Artists
Fae Grace
9-Again on Socialize or Expression rolls involving agility and +1 to Dodge
CtL 114
WM 81
Graceful Warriors/Beastblooded
Dragon's Talon
Spend Glamour, reroll a Brawl attack, once per scene. +1 to Brawl rolls
CtL 114
WM 81
Personification of a Sweet Flower
Seductive Fragrance
9-Again on Persuasion, Socialize and Subterfuge
CtL 114
WM 82
Artistic Inspiration
The Tyranny of Ideas
Can spend a Glamour to give a Human +2 to an Expression, Persuasion, Socialize or Subterfuge roll. This can stack.
CtL 114
WM 83
Entrancement of the Flame
Burning Hypnotism
Once per scene, spend a Glamour, everyone looking must roll Res + Comp, or suffer -2 to all actions until scene or effect ends.
WM 83
Rainbowchild/Emotional Epileptic
Prismatic Heart
Reflexively spend a Glamour, +2 to resist emotional manipulation for scene. All empathy vs. Polychromatic suffers -1.
WM 84
Beauty of the Night
Unnatural Chill
Bonus to Intimidate = Wyrd, 9 again subterfuge. Contracts of Darkness are affinity.
WM 84
Music of the Spheres
Always know what time it is, +3 on situations that require precise timing. Free Astronomy for Academics, Astrology for Occult.
WM 84
Treasured Item
Alabaster Fortitude
Once per scene, spend a Glamour to retake one Stamina, Resolve or Composure roll (Not for derangement rolls.)
WM 85
Pretty Messenger
Heavenly Articulation
Spend a Glamour, Expression or Persuasion rolls become an exceptional success at 3 successes instead of 5 for one scene.
WM 108
Demons of Temptation and Sex
Vice to Vice
If target and Succubus have same vice, +1 to all social rolls. If both have Lust, +2. Free ●● Striking Looks merit (WoD, p117). If already owned, ●●●●.
WM 109
Weisse Frau
Kind, Sad Pale Matrons
Kiss of Life
Usable once per game session, Spend a Glamour and kiss a target Target gains +2 armor. If target is younger then 13, +3. Does not stack with other armor.
WM 109
Perfect Pitch
Spend a Glamour to reroll any failed dice on Expression roll. Harvesting Glamour from audience gains 8-Again.
NH:GF 43
Masters of Twisting Truths
Narcissus's Blessing
Subtle changes in everyone's eyes making each viewer see the Romancer with visual traits they find attractive. This causes a -3 to describe Romancer, which also applies to their clothes. Even cameras, both video and digital are affected by blessing.
NH:GF 46
Charmers and Thieves
Thievery's Grace
9-Again on Larceny and Socialize rolls involving Agility. +1 to dodge when dodging attacks.
NH:GF 63
Taken to be the Fae's Best Friend
Circle of Friends
When Playmate is primary actor in a teamwork roll, add +2. If secondary, you may forgo roll to give primary 9-again.
NH:GF 122

The Monsters

Stone (CtL 144)
Oath and Punishment (WM 47)
CtL 116
WM 42
(+) Spend Glamour to improve dice pools involving Strength, Brawl and Intimidate.
(-) Do not reroll 10s in dice pools involving Composure (Except for perception rolls, Wits + Composure)
(-) -1 Penalty when using Composure as a defense trait (Subtracting defense from a characters dice pool).
Kith Name
Kith Description
Kith Blessing
Blessing Description
Page No.
Trackers with Acute Senses
Smell the Blood
8-Again on Wits based Perception rolls. Fi Fi Fo Fum indeed.
CtL 118
WM 86
Cryptids and Urban Legends
The Elusive Gift
9-Again on Stealth or Survival rolls and can spend a Glamour to reroll a Stealth or Survival roll
CtL 118
WM 86
Giants that Magically Grow
Spurious Stature
Once a day, spend a Glamour, add Wyrd to Size. When returning to normal size, take 1 lethal damage.
CtL 118
WM 87
Monstrous Eaters
Terrible Teeth
Can use a 2L bite attack when in a grapple
CtL 118
WM 88
Heavy Defenses
Obdurate Skin
As an instant action, once a day, spend a Glamour, gain Armor equal to Wyrd. While activated, all Dex rolls suffer -1. Defense gets a negative of 1 if Wyrd is 3, of 2 if Wyrd is 5, and so on. Does not stack with normal armor. Lasts until end of scene.
CtL 118
WM 88
Lake Monsters
Lie Under the Waves
Can hold breath as though Stamina 7 and no penalty to sight based perception rolls underwater
CtL 119
WM 89
Improvised Mayhem
Spend Glamour, turn something into any weapon from the Melee Weapons Chart (WoD Core p170). No -1 Improvised Weapon penalty for the Bloodbrute.
WM 90
Sepulchral Hunger
An enemy at half health grants +1 to the Ogre's attack rolls. Gain a +1 when fighting undead (Zombies, vampires)
WM 90
Living Siege Engines
Sundering Talons
When attacking w/ bare hands, ignore 3 durability in objects.
WM 91
Crones and Warlocks
Black Hex
Spend a Glamour for +1 occult. +1 to activate Contracts that curse.
WM 91
Reptilian Giants/Godslayers
Cutting Might
Spend a Glamour, ignore durability do damage to structure for one attack. Free Weaponry Specialty at creation.
WM 109
Soul Consuming Demons
Mouthful of Sin
Spend a Glamour, bite attack once per session. Heal 1 lethal or 2 bashing for every damage dealt. Must be done on Morality 6 or less. Usable once per game session.
WM 110
Ambushers/Cunning Riddlers
Unyielding Voice
Spend a Glamour, add Strength to any Manipulation rolls.
WM 110

The Servants and Craftsmen

Artifice (CtL 134)
Animation (WM 52)
Forge (RoS 99)
Ctl 120
WM 48
(+) Spend Glamour to get 9-Again on Dexterity for the scene
(+) Spend Glamour to add Wyrd to dodge total
(-) Do not reroll 10s in dice pools involving Presence
(-) -2 for untrained Social Skills
Kith Name
Kith Description
Kith Blessing
Blessing Description
Page No.
Impeccable Craftsmanship
8-Again on Crafts rolls and can spend 1 Glamour to reroll failed dice on a Crafts roll
CtL 121
WM 92
Makers of Alcohol
The Inebriating Elixir
+4 dice to resist poisons/intoxication; spend Glamour, magically make a drink alcoholic
CtL 121
WM 92
Perfect Protocol
9-Again on Social rolls that deal with manners or etiquette and can spend a Glamour to get +2 to Manipulation and Presence die pools
CtL 121
WM 93
The Analeptic Charm
9-Again on Medicine rolls, doesn't suffer equipment penalties on Medicine rolls
CtL 122
WM 93
Can tell the future as though they had the Common Sense Merit
CtL 122
WM 94
Steel Mastery
Spend Glamour, improve a tool
CtL 122
WM 94
Blade Lore
Has a Weaponry specialty with Bladed weapons
CtL 122
WM 95
Protectors of the Land/Gardeners
8-Again to Survival rolls and can survive by eating any plant
CtL 123
WM 95
Polyglot's Riddle
8-Again on Expression when writing. Wits + Academics to understand written text in any mortal language.
WM 96
Unseen Labor
Spend a Glamour, complete a simple task (that takes 5 or fewer successes to accomplish) at time / (Wyrd + 1). Cannot be watched while doing it. 9-Again on Stealth rolls.
WM 96
Grandmaster's Stratagem
Spend a Glamour, win mental based board games. +3 to gamble in games that require both mental skill and luck.
WM 96
Spend a Glamour, send a coded message through vibrations in the ground. Range is 1 mile per Wyrd. Coded message is understood by it's intended recipient.
WM 96
Gremlinizing Touch
Once per day, spend a Glamour and touch a device (weapons included) to negate equipment bonus.
WM 110
Gourmand's Grotesquerie
Spend a Glamour, touch raw meat (Minimum one pound, Pamarindo can feed people equal to Wyrd score which nourishes for 24 hours (eater doesn't have to eat). Gain Free Iron Stomach Merit (WoD p112).
WM 110
Fiddler's Delight
Spend a Glamour, pick a target: A successful expression roll involving singing or playing instrument makes target unable to act as long as performance continues or target must defend themselves from danger.
WM 110
Talecraft Specialist
Turn of the Tale
Add 2 Glamour to a Talecrafting roll to avoid Cruel Twists of Fate (does not protect against dramatic failure on the roll)
SaD 64
Inventive Genius
8-Again on Crafts and Science rolls involving mechanisms and devices. Spend Glamour to add Wyrd score in dice to such a roll.
VL 22
You are not limited to what is on this list; For information on fleshing out your own Kith, refer to Winter Masques p. 59
You may forgo a Kith blessing to go Kithless. For information on how to gain a Kith in this situation, refer to Winter Masques p. 59
For information on shedding a Kith or Seeming, refer to Winter Masques p. 99


Age Reversal
Wyrd ••••
NH:GF p84
Your Changeling begins to age backwards.
Arcadian Body
Attribute •••+
Creation Only
RoS p87
Bring an attribute to a maximum of +6 , 5th dot only costs one dot at character creation.
Arcadian Metabolism
RoS p87
Greater healing when eating Goblin Fruits, but suffer malnutrition without one Fruit per week.
Brownie's Boon
RoS p88
You complete mundane tasks in half the time that it would take others! Well, except you can't be watched while you do it. You can spend a glamour to half this time again. And again. And a gain. Though, this tops out at being able to finish something in 1/16th the time.
Charmed Life
RoS p88
Reroll when dealt aggravated damage or would otherwise be killed.
Court Goodwill
(• to •••••)
CtL p93
AN p. 45
Develop favor with members of a Court. Ensorcelled mortals can take this merit.
(• to •••••)
Wyrd •••••••
ER p14
You have a group of loyal, but broken followers.
Disenchanting Kiss
Wyrd •••••
Clarity 9+
SaD p92
With high Clarity, you have a kiss that cancels mind and emotional controll
Dual Kith
Wyrd ••
WM p98
Your character possesses two or more kiths, and by proxy the blessing that comes with it.
Dual Kith
(•• or •••)
Creation Only
RoS p88
Your character possesses two or more kiths, and by proxy the blessing that comes with it.
Enchanting Performance
Expression •••
RoS p88
Reduce negative situation modifiers to Expression or Persuasion equal to your wyrd. Spending a point of Glamour the performance becomes rote, and if successful, it inspires an emotion appropriate to performance.
Fae Mount
(•, ••, ••• or •••••)
RoS p89
You own a Hobgoblin/Token/Otherwise magical mount.
• = Appearing when called.
•• = As • , but with single magical ability
••• = As ••, but with another magical ability
••••• = As •••, but capable of leaving the Hedge for a scene, complete with mask. Must return to the Hedge for 24 hours afterwards.
Faerie Favor
RoS p90
You possess a token, which, when broken, will summon your Keeper, who owes you a single favor.
Faerie Healing
RoS p90
Capable of using Goblin Fruits to restore health to others. Does not apply to the dead (Ghosts, Vampires)
Fighting Style
Dream Combat
(• to •••••)
Wyrd ••, Empathy •••
RoS p90
Abilities for fighting while in a dream. Look under the Styles Merits page for more information.
Fighting Style
Hedge Duelist
(• to •••••)
Wyrd •••
RoS p91
Abilities to use in a formal duel while in the Hedge. Look under the Styles Merits page for more information.
Gentrified Bearing
Wyrd •••
RoS p92
You look a bit like the True Fae, and can fool Hobgoblins and Gentry at a distance.
Goblin Merchant
(• or •••)
Goblin Markets p34
Sell at Goblin Market without being price-gouged and while protected by Market Law
Goblin Vow
(• to •••••)
RoS p38
Can make pledges with one Wyrd-purview/dot; no sanction and boon and task must be related to purview
(• to •••••)
CtL p94
A list of your consistent sources of Glamour. Examples include: Emotion, Dreaming, Oaths, Hedge Fruit
Hedge Gate Sense
RoS p92
Sensitivity to established Hedge Gates, lower time spent finding such a gate cut by half, granted a reflexive roll when near one.
Hedgebeast Companion
(• to •••)
AN p132
Intelligent Hobgoblin familiars who act as animal retainers. The more dots you have, the stronger the Hobgoblin is.
Hidden Life
(• to •••)
Fame 0,
Wyrd equal to dots in Hidden Life
RoS p92
Seeking information about your character takes a penalty, including remembering contact or physical details.
Hob Kin
Hollow •+
RoS p92
Feel like family to Hobs, making it easier to make fair deals with them.
Hobgoblin Trainer
RoS p93
Ability (and rules) for temporarily training Hobgoblins.
Lethal Mien
Wyrd •••
RoS p94
A part of the body becomes a weapon, and granted a damage bonus. This can stack with Blessings.
Long of Days
RoS p94
When determining maximum age, the Changeling is treated as if her Wyrd is +4. For information on aging, see CtL p. 174 - 175.
(• to •••••)
CtL p97
Membership in a court, benefits in the form of bonuses to social interaction, Contracts and Blessing. The first dot for free.
(• to •••••)
Wyrd •••••••
ER p14
The Changeling possesses multiple masks (One per dot) and can change them. The masks do not change your size and gender.
Market Familiarity
(• or •••)
Goblin Markets p14
Locate and attend Goblin Markets.
Market Sense
RoS p94 or
Goblin Markets p33
+3 bonus to determine if being cheated in deals.
Market Stall
Goblin Merchant •••
Goblin Markets p34
Own a stall where you can store goods and be able to extract and store abstractions.
New Identity
(•, •• or •••• )
CtL p98
AN p45
The quality of legal (Or illegal) documentation supporting your new identity. This merit can be taken by mortals or other supernaturals as well.
Perfect Stillness
Stealth •
The Changeling is capable of standing absolutely still, and all rolls to notice or locate take -2.
(• to •••)
RoS p94
Your character is known for having a way with words. Gain +1 for every merit dot when discussing Pledges.
Prophet Circle
(• to •••••)
RoS p94
Grants ensorcelled mortals to receive Prophetic dreams. Costs 1 glamour and a Wits + Occult roll.
Rigid Mask
Subterfuge ••
RoS p95
Hide your emotions very well, even from lie detectors and such.
Second-Hand Skills
(• to •••)
Wyrd •••
Goblin Markets p26
Gain bonus equal to dots to three skills once per Chapter.
Shared Sleep
Functional Multiple Personalities
or Multiple Personality Disorder
CtL p44
Need only 4 hours sleep as long as you spends 6 hours in each of your personalities.
Siren Song
RoS p96
While speaking, everyone within earshot takes a -2 penalty to all actions.
(• to •••••)
Goblin Markets p23
Supernatural servant purchased at Market.
Soul Sense
A Living Fetch
RoS p96
Always know the direction and distance to your Fetch, its moods and emotions, and a +2 to social rolls when interacting. Take penalties when it is injured or killed.
Wyrd •••••••••
ER p14
The Changeling's mein becomes transcendental, and mortals become bewitched, limiting their actions. Changelings must roll Resolve + Composure or be bewitched.
Narrative Master
Wyrd •••
SaD p78
Spend Glamour to increase Talecrafting rolls.
(• to •••••)
CtL p98
Own a once mundane charm turned magical from its time in the Hedge or Arcadia. You may not use this merit to obtain Legendary Tokens (••••• or more). See the list here.
Token Maker
Wyrd •••, Crafts •••
Through extended actions and spending Glamour a Changeling may create a Token at 25 successes per level.
Wyrd •••••••
ER p14
Being in constant touch with objects turns them into Tokens. See the list here.
Unseen Sense, Talecrafting
Wits •••
Academics ••
SaD p78
Sense when the an opportunity to set up a Hook comes up.
Visionary Dreams
Wyrd •••
RoS p97
Your character receives Prophetic Dreams. Costs 1 Willpower point and a Intelligence + Wits roll.
Wholesale Wares
(• to ••)
Market Stall ••••
Goblin Markets p35
Once per chapter, reduce the cost of an item by dots in the Merit so long as intent is to resell.
Wisdom of Dreams
Wyrd ••+
RoS p97
A successful Wits + Composure leads to borrowing a skill specialty or language for one day from a known mortals dreams
Wyrd ••••••
ER p15
Gain a free skill specialty in one field every time you grow in Wyrd. Developing other skills may cost more.

Kith Restricted Merits

Kiss of Life
(••••) *pre: Sap the Vital Spark Blessing
SaD p24
The Leechfinger can store stolen health and use it to heal himself or others.
Subtle Liquer
(•) *pre: Inebriating Elixir Blessing
SaD p29
When the Brewer uses his blessing, the merit makes the fermented drink unrecognizable as alcoholic.

Entitlement Restricted Merits

Outsider Fetish
(• to •••) *pre: The Lord Sages of the Unknown Reaches
LoS p150
Begin play with a talen or fetish. Must be instructed on the usage by a Werewolf. List of Talens and Fetishs.

Milestone Merits

You may not buy Milestone Merits. All Milestone Merits are granted when a Changeling kills her Fetch. They have no dots.
For more information on Fetch Hunting, go to p. 109 - 110 in Autumn Nightmares.
Bloodied Ground
AN p. 103
The milestone is achieved on the human side of an open gateway (The Hedge must be seen). Reach the spot where the Fetch died easier.
Broken Mirror
CtL p. 259
The milestone is achieved when done personally. Once per story, the Changeling can activate the merit to gain +3 to any roll.
Cuckoo's Egg
AN p. 103
The milestone is achieved with no witnesses, even animals. Receive an item that lets you play the part of the fetch. Can be stolen and used to impersonate the Changeling.
False Heart
AN p. 103
The milestone is achieved. A fist-sized object that was the fetches heart is taken, which can be used as Glamour reserves. Usable only by the owner.
AN p. 103
The milestone is achieved with a single weapon not made of Cold Iron. The weapon does lethal damage (Or +2 if lethal) when infused with Glamour. Take penalties for using it in self-defense.
Shared Guilt
AN p. 103
The milestone is achieved when every member of a motley gets at least one hit into a Fetch, and is applied to every member. When any member is rolling for degeneration, the motley can activate this merit to have every member roll a degeneration check. If there is even one success, then it counts as a sucess for everyone.

Fate Merits

Take these merits only at your ST's discretion.
Fatebound Title
Merit Cost (•••)
*Pre: Wyrd (•••)
Bean Buyer
Streetwise •••
SaD p89
Once per story, after being tricked, spend a glamour to gain a significant advantage.
Using the advantage runs you into an enemy, who gains access to you through said advantage.
Cloistered Spinne
Crafts •••
SaD p90
Do an instant Action to turn trash into something valuable.
Every time something is created using this method, the Fatebound loses something of equal value.
Cowherd and Weaver
Resolve •••
SaD p90
Gain some knowledge of circumstance when forcibly seperated from your lover, and your lover escapes.
Lose all social 10-Again rolls when with your lover.
Evil Stepsister
Manipulation •••
SaD p90
Spend a Glamour whilst being cruel to a subordinate to get something that will help you in the future.
Near the climax of the story, everything comes back to bite you in the ass.
Fair Prince
Court Mantle •••
SaD p91
You are loved by almost all the courts, and receive a bonus for dealing with non-fae.
Opposing Court hates the Fair Prince, to the point of plotting assassination.
Fisher King
Court Mantle •••••
Court Crown
SaD p91
When at full health, all Social Merits act as though you have them twice over (Not doubled).
A Court member dying causes one lethal damage, and inability to maintain rule or insurrection in your kingdom loses benefits, and causes wound penalties
Mobled Queen
Court Mantle •••••
Court Crown
SaD p91
Massive bonuses when activating a Court Contract, and a bonus when harvest a Court Emotion.
-1 when rolling to resist gaining a derangement after losing Clarity. Every time she benefits from this merit, she gains a cumulative penalty to all actions (Except contract activation and resistance).
Monkey Heart
Wits •••
SaD p91
+5 to notice traps and avoid being suprised by an adversary for a second time after.
-2 to avoiding traps or being surprised by an adversary for the first time.
Mortal Enemy
Resolve •••
SaD p92
Get extra dice when dealing with your enemy, as well as other bonuses.
Enemy receives same benefits.
Star-Crossed Lover
SaD p92
Spending a Willpower point when working to protect or save your love is an automatic success and regain a point of Willpower per scene spent protecting her.
The lover is constantly being targeted for abduction. When this happens, -2 on all rolls not directly related to rescuing the lover

Partial Transformation Merits

Do not use these merits unless you are designing a recently rescued abductee. They are treated as templates for lesser supernaturals.
For more information on the Fey-Touched, see Equinox Road P. 107 - 108
Take these merits only at your ST's discretion.
Enchanted Mortal
ER p107
Character is treated as if permanently Ensorcelled.
No Seeming
(••) *pre: Changelings Only
Character Creation Only
ER p107
Character is treated as if she has no kith or seeming, therefore no curse or blessing.
Gains +1 to all rolls involving clarity loss or gaining a derangement.
(•••) *pre: Fey-Touched Only
Character Creation Only
ER p107
Character possesses a seeming, and has the associated blessing and curse.
-1 to rolls to avoid derangement.

Fair Folk Merits

Autumn Nightmares P. 71 - 72
Take these merits only at your ST's discretion.
Fae Pet
(•• or ••••)
Similar to Retainer, grants the Fey an animal companion that is willing to die for its master. Any pet that dies is replaced within 24 hours.
•• - Real world animal that exists locally.
•••• - Hobgoblin pet.
Fair Haven
Designated area in the real world where the Fey can stay without being poisoned by reality.
Forbidden Merits:
Unseen Sense (WoD, Page 109) (Note: Unseen Sense: Talecrafting is NOT Forbidden.)
Fair Folk Merits (AN, Page 71)
Lucid Dreaming Merit (CtL, Page 195)
Partial Transformation Merits should typically only apply to mortals who were recently abducted and rescued before their transformation into a Changeling was complete. (Information is in Equinox Road p. 105)
Fair Folk Merits should typically only apply to the Gentry. (Information is in Autumn Nightmares P. 71 - 72)
Restricted Merits:
Social Merits must be justified, as many contacts and utilities may be lost upon the characters return.
Social Merits may never be applied to the Gentry.
Kiss of Life is restricted to the Leechfinger Kith.
Subtle Liquer is restricted to the Brewer Kith.
Milestone Merits may not be purchased, they must be earned through play.
Fate Merits can change the flow of the story, so should only be taken with the consent of the Storyteller.


Bishopric of Blackbirds
Wandering fellowship, often regarded as a mixed omen, who seek to aid all other changelings, in exchange for favors.
Wyrd ••; Empathy ••
May purchase Aspersorium token
CtL 290
College of Worms
Diviners who seek to study Fate and its signs where ever they may be found.
Wyrd •••; Investigation ••; Occult ••
Awarded The Diviner's Instrument token
CtL 293
Duchy of the Icebound Heart
Drawing from the ranks of the brokenhearted, these manipulators who seek to break the hearts of everyone that they can, to use and exploit them and be victims themselves no longer.
Wyrd ••; Persuasion ••; Subterfuge ••; Mantle(Winter) •
Gains significant social bonuses when interacting with those they have broken, until the victim loves again
CtL 297
Magistrates of Wax
Self-styled organizers of Changeling society.
Wyrd •••
May purchase the Waxen Violet token
CtL 300
Margravate of the Brim
Guardians of all Changelings, who spurn the courts and operate outside of them, but none the less do everything they can to protect the Freehold.
Wyrd ••; Clarity >4; No Mantle
Gain several minor bonuses when within the bordermarch territory that they guard.
CtL 303
Sacred Band of the Golden Standard
Vain in the extreme, this band of warriors serves the freehold diligently for the praise and glamor it brings.
Wyrd ••; Presence •••
May spend a glamour to add any physical attribute's dots to a presence roll.
CtL 306
Satrapy of Pearls
Hedonistic merchants who all things, even abstract concepts, as being potentially for sale. They frequently take a fancy to random items that they will exchange anything to obtain.
Wyrd •••; Persuasion ••; Mantle(Spring) ••
Gain a specialty in a social skill.
CtL 310
Scarecrow Ministry
Inflicters of horror upon mortals, frequently the stuff of urban legends, in order to warn them away from dangerous places and actions.
Wyrd •••; Manipulation •••; Mantle(Autumn) ••
Awarded the Bugbear's Mask token
CtL 313
The Tolltaker Knighthood
Bloody and merciless mercenaries, who will none the less never accept a task that they consider unjust.
Wyrd ••; Mantle(Summer) •; Brawl, Firearms or Melee ••
Bounty victims suffer half defense and reduced Initiative against the Knights
CtL 317
The Phantom Tong
A criminal organization with a secret membership, working under the pretense that the chaos they cause keeps the Courts honest.
Wyrd •• , Larceny •••
Free specialty in Larceny or Streetwise, and Contacts/Allies relating to criminal world purchased at x1 dots.
WM 143
The Bronze Beylik
Kingmakers who are supposedly cursed never to be rulers themselves. They seek to select a rule that is best for the freehold, or become the secret power behind the throne.
Wyrd 3, Politics 3, Clarity 6 or higher
Gain access to the Bronze Spearhead
WM 146
The Knighthood of the Dragonslayer
Policers of Lost society, who see it as their task to root out corruption and purge it by any means necessary, infamously including torture.
Wyrd 2, Wits + Composure of at least 6, Intimidation 2
Gain access to the Grand Cross of Saint George.
WM 149
Bodhisattvas of the
Broken Cage
Social reformers that encourage individuals to break free from social mores and the rut of habit.
Wyrd 2, Wits 3, Fleeting Spring 1, Mantle(Spring) 1
Gain access to the Sprung Door token.
LoS 43
The Hound Tribunal
In the latter days of Summer, the secret police of Summer come out, and 'deal' with anyone who seems to have obstructed or turned traitor against the Summer Monarch.
Wyrd 2, Subterfuge 2, Stealth 2, Martial skill at 3, Mantle(Summer) 2
+2 to subterfuge rolls when lying about themselves. Also taught the Turncoats Assurance pledge.
LoS 63
Magi of the Gilded Thorn
Wandering hermits that seek to understand the power and treasures of the Hedge.
Wyrd 2, Occult 2, Survival 3, Mantle(Autumn) 2
No -1 to degeneration when in Hedge, can go hours=Wyrd before losing Glamour to the Thorns
LoS 83
Knighthood of the Utmost Silence
Knights that help Changelings leave situations by stealth and guile, be it evading the eyes of the Gentry, or getting out of jail quietly and setting up a new name.
Wyrd 3, Stealth 2, Subterfuge 2, Weaponry 1, Mantle(Winter) 1
Gain power Shadowkiss. Kisses recipient and spends Glamour, imposes -3 penalty to anyone wanting to discover information about the recipient, ends after a day unless another Glamour is spent.
LoS 102
Ancient and Accepted of or Bridgemasons
Known chiefly for the art of Wyrdbuilding. Group of builders with secret signs to guard their art.
Wyrd 3, Crafts 3 + Specialty: Construction, Mantle (Autumn) 1, Elemental or Ogre
Wyrdbuilding: can construct a building for 1 Glamour per hour per 20 size points. Building must touch bare stone or soil. Complex buildings need an Int+Crft. This can also be used to destroy other buildings at the same rate. Mortals cannot witness or know how the building was constructed or the task fails or begins to crumble at the rate it was built.
LoS 110
The Barony of the Lesser Ones
Investigators and diplomats to hobgoblins, judges and enforcers of relations between Changelings and hobgoblins.
Wyrd 3, Intimidation 3, Persuasion 3 (or 2 Intim and 2 Pers if possess Gentrified Bearing or Hob Kin merits)
+2 to all Intimidation and Persuasion made against hobgoblins or other Hedge denizens, +1 defense against these, and +1 bonus to navigate the Hedge.
LoS 113
Court of the Solstice
Highly varied title venerating or at least seeing the merit in the between places of the world. Generally looked on poorly by the traditional courts.
Wyrd 3, Mantle 0
Concider Desperation the title's native emotion and so harvest additional glamour from it. It is also the emotion for Bedlam.
LoS 117
The Duchy of Truth and Loss
Fetchhunters and killers, but doing so discreetly so it seems the person vanished.
Wyrd 2, Resolve 3, Investigation 3,
Mantle(Winter) 1
Gains a free 2-dot Hedgespun rainment armour, and the token False Face of Truth.
LoS 121
The Eternal Echoes
Historians and witnesses to the dangers and heroes the Lost.
Wyrd 3, Eidetic Memory, Intelligence 3
Perfected Memory: Willpower and Glamour causes the rest of the scene to be perfectly remembered in all detail and replayable. This cannot be altered or stolen by mundane or supernatural means. +5 to resist coercion to get recorded memories. Can only remember 10xWyrd scenes.
Memory Transferal:Ritual dream with skin-to-skin contact where the Lord may give a memory to another Echo.
LoS 125
The Guild of Goldspinners
Creators of gold and wealth. Enforcers of bargains.
Wyrd 2, Crafts 2 + Specialties: Textiles and Smithing, Mantle(Spring) 1
Access to the Gildwheel toke, and access to the Gildwheel Pledges.
LoS 130
Guild of the Sacred Journey
Couriers and messengers, typically for inter-freehold contact, but can be used personally too. Inter-freehold deliveries are free, and the Courier cannot investigate the package.
Wyrd 2, Drive 2, Expression 2, Streetwise 2, minimum Clarity 5, Fairest only
gain access to the Courier's Winged Sash token.
LoS 134
Knights of the Knowledge of the Tongue
Gourmands always experimenting with new foods and ingredients. Usually outlandish.
Wyrd 3, Crafts 3 or Crafts 2 + Specialty: Cooking
+3 to any roll to track down a Goblin Fruit, Hob Goblin, or other element in the hedge, as long as it pertains to a dish hoped to prepare. outside of a dish, there is a +1 to find Goblin Fruits
LoS 138
Legacy of the Black Apple
Negotiators with the True Fae. Pledgemasters and careful diplomats.
Wyrd 5, Clarity 6 or higher, one of the following Social Skills at four dots: Empathy, Persuasion, Socialize, Subterfuge
Have at least 1 minute per wyrd of talk time with a Keeper before they attack. Non Supernatural Manipulation rolls are exceptional success on 3 success instead of 5. Gain access to the Black Apple Pendant token.
LoS 142
The Lord Sages of the Unknown Reaches
Scholars and researchers of other supernatural phenomena.
Wyrd 2, Occult 3, at least two Occult specialties
+1 to Socialize and Persuasion rolls with one type of supernatural creature. Can purchase Allies or Contacts with any supernatural being. May purchase Enhanced Items (Mage) Imbude Item (Mage) Library (Mage) Fetishes (Werewolf) merits.
LoS 147
The Lost Pantheon
Changelings that believe themselves gods.
Wyrd 6, Mantle (Any) 4, Clarity No higher than 6
Perception Minuses for low clarity are reversed, becoming bonuses. These bonuses are also added to her Wyrd to determine longevity. Can Harvest Glamour from worshipers by revealing true form. Always considered 'court' harvest, even if courtless. +2 to all rolls to attack, defy, or otherwise engage in aggression or resistance against the Gentry and their Minions
LoS 151
The Order of Oneirophysics
Mystics and healers that focus on the real of dreams and their power.
Wyrd 2, Medicine 2, Empathy 1
Spend 1 Glamour to enter a Lucid Dream even without being in a hedge or hollow. When doing this may enter any dreams of someone in skin to skin contact. May use Dream healing, based on Rank
LoS 155
The Charmed Circle
Eldrich order that consists of real rulers; those with the confidence and personal power to truly lead.
Wyrd 7, Persuasion 4, Willpower 7, Mantle 5
5 merit dots to be spent on social merits. Once per story may touch a target and verbally declare Friend or Foe. Friends get +1 to all non social rolls. Gains 2 Willpower on waking, and +3 to social rolls involving the freehold (except the Sovereign) Foes have -1 to all social rolls, loose one willpower on waking and a -3 to all social rolls involving the freehold (The Sovereign is still excluded). Gains access too the Gilded Torc Token
ER 40
Knights of the Widow’s Walk
Spies that can change their face. Generally not known about.
Wyrd 6, Subterfuge 4, Mantle 2 or less
May shift their Mien within her Seeming to appear as another kith when receiving an assignment. May do so again before new assignment at the cost of one Willpower dot. Cannot appear as someone else. Can Smell lies without a roll. May regain one glamour a day from a successful lie. Gains a free specialty in subterfuge.
ER 44
The Parliament of Victors
Champions and slayers. Victors that have to keep winning.
Wyrd 6, One combat-related Skill (Brawl, Firearms, Weaponry) at 4, Presence 4
Privileges can be lost if the Champion fails a task or challenge. All Physical rolls are considered exceptional on 4 success instead of 5. Gains Striking Look at 4. +1 to Persuasion rolls if she already possess the merit. Once per chapter may spend glamour to add her Wyrd score to a single combat roll. The attack is dramatic and showy.
ER 48
The Office of the Vizieral Counsel
Mad wizards that use the order to keep their insanity in check. Impartial magical advisers to all courts.
Wyrd 7, At least 12 dots in various Contracts, Politics 3, Occult 3
The Vizier does not Age as long as she is part of the order. +5 dice when making a roll to resist activating a derangement. +1 to Clarity rolls made to resist gaining a new derangement. She can ignore all Major Frailties (Minor's still apply) Leaving the order causes an immediate loss of a Clarity dot. When purchasing a Contract that will further help her duties for the king or queen, it then costs new dots x2 for that clause.
ER 52
The Family of Silent Nights
Dreamtrappers. They watch dreams for intrusion by the true fae, and can bind almost any oneiropomp in the physical world.
Wyrd 4, Contract of Dreams 2,
Empathy 2
Can craft a Dream Prison - Same as crafting a new dream, but instead is a hole where a dream will fall. Can specify what kind of dream.
DD 145
The Hedge Wardens
Nobles that seek to tame the local hedge, slay dangers from the Hedge, and keep the Trods open so that the Lost can escape Arcadia.
Wyrd 3, Investigation 2, Occult 2
When ever tainted by magic that allows her Wyrd as a penalty to its roll or to roll Wyrd as part of her resistance, her wyrd is 1 higher for that purpose.
DD 149
The Squires of the Broken Bough
A nomadic order that moves soldiers to where they are most needed. They fight off whatever danger a freehold faces before moving on to the next distant threat. All have nearly lost everything to the threat and so this task consumes them.
Wyrd 2, Resolve 3; Any of Brawl, Firearms, or Weaponry 2
Gains access to the Broken Blade Token
DD 153
The Twilight Gleaners
Devotees to fate. Often come into conflict with the College of Worms. Worms seek to understand fate, Gleaners seek to simply enact fates will.
Wyrd 3, Empathy 2, Occult 2
Spend 1 glamour and discover if an action is fated to succeed of rail. Successful fate gives a +1 to any roll for directly furthering the plan, and -1 to anyone attempting to hinder it. If the plan is destined to fail, bonuses are reversed.
DD 156
The Adjudicators of the Wheel
Judges of fate who tsk themselves with making sure that the worthy get success, and the unworthy fail.
Wyrd 3, Contracts of the Hearth 2, Investigation 3
May activate Fortunes Wheel when using the Contracts of Hearth. +1 Glamour to store the contract activation opposite of the one enacted, and may use it against a second person.
SD 142
The Legion of the Iron Wall
Tacticians and guardians of the freeholds worldwide. They monitor threats to freeholds and mobilize to defend them.
Wyrd 4, Persuasion 3, Brawl, Firearms or Weaponry 4
Can swear the Freehold's Defender Oath. May train followers who can purchase certain traits even even if they don't have the experience for it yet.
SD 146
The Order of the Hallowed Garden
Architects of urban renewal and change. Designers of 'gardens' where people can rest and keep the community peaceful.
Wyrd 3, Politics 3, Socialize 3
Declares an area equal to Wyrdx200 yards or less or Wyrdx1000 population or less their territory. People not aligned to the principles of the region will want to leave. +1 to people furthering the goals within the region.
SD 150
The Pilgrims of the Endless Road
Journeymen who desire to improve themselves to unattainable perfection. Envied or disdained by others usually.
Wyrd 3, Resolve 3, No Attribute at 1.
May choose a 2nd Kith Blessing (which must be from a different seeming) May exceed Dual Kith rules (allowing a 3rd Kith)
SD 154


Clause Name
Description of Clause Effect
(Reminder: Using the catch only waives glamour cost. Additional costs must still be paid.)
Dice Pool
Universal Affinity Contracts

Contracts of the Board

Swords at Dawn 46
• The Honest Eye
If the changeling rolls more successes than the subject, she knows whether or not they are cheating.
Changeling has caught subject cheating in the past without using a contract.

Wyrd + Wits vs Powerstat + Composure
•• Knowing the Competition
Gain +4 to next pull against their opponent, in or out of game
Invoked during a rematch of the initial competition.

Wyrd + Intelligence
••• The Living Game
Plays a game with the Wyrd and gains insight on a competition or battle.
The character is using a game appropriate to the situation at hand (Chess for a football game, blackjack when it's multiple vs. one, poker for every man for himself)
Wyrd + Occult
•••• The Game Master's Table
Give information to a unit through a board game.
Prepare each piece or card for at least one hour before the clause is activated. Followers must be on hand.
Wyrd + Manipulation
••••• The Cheater's Gambit
Curse enemy units. Leader will know you've cheated if you didn't get an exceptional success.
Changeling has played this game with someone who died in the last week.
Wyrd + Manipulation vs Powerstat + Composure (Enemy Leader)
Contracts of Dream

Lost 124
• Pathfinder
For each success, the user gets to ask a question of if something exists in the local hedge, and gets a truthful answer
Pluck a thorn from the local Hedge and shed a drop of blood within a single day

Wyrd + Intelligence
•• Forging the Dream
Alter events and setting in subject's dreamscape, even when not inside
Stand or sit beside target with touching subject's and his or her own temples

Wyrd + Wits
••• Phantasmal Bastion
Double Wyrd for calculating damage, or increase Willpower by Wyrd as health in oniomachy combat.
Carrying a token of favor given to them freely by an enemy or one of their loved ones or family members

•••• Cobblethought
extract items or images from dreams
Posses at least a single thread from target's night clothes

Wyrd + Intelligence
••••• Dreamsteps
use dreams to traverse instantaneously a physical distance
Carry a physical object made by user during the journey.

Wyrd + Intelligence
Contracts of Hearth

Lost 127
• Fickle Fate
Give someone a -2 penalty on next actively attempted instant action
If used on a target more than once an hour, affects user instead

•• Favored Fate
Give someone a +4 bonus on next
actively attempted instant action
If used to enhance the same action more than once before the next sunset or sunrise, another roll will fail

••• Beneficent Fate
Give someone an automatic single success on next actively attempted instant action
If subject benefits more than once per day, their next action is rolled with a chance die

•••• Fortuna’s Cornucopia
Give someone 8-again on the next actively attempted instant action
If used on a subject more than once per day, another roll will dramatically fail

••••• Triumphal Fate
Make one subject's unresisted extended action an automatic exceptional success
If used on a subject more than once within a year and a day, that action becomes a dramatic failure
Contracts of Hours

Rites of Spring 102
• Restoration of Dawn Beauty
Restore a weathered item to prime condition.
User or a member of the user's family owned the object before abduction

Wyrd + Craft
•• Frozen Moment
Freeze an object in time by touching it.
Performed during sunrise or sunset
Wyrd + Wits
••• Thief of Days
Cause an object to age unnaturally, damaging it.
Knows the name of a now dead former owner
Wyrd + Investigation
•••• Flickering Hours
Alter the flow of time within the Hedge relative to Earth.
Smash a time keeping instrument during activation
Wyrd + Wits
••••• Leaping Toward Nightfall
Shoot a target forward in time, removing them from action.
Used when the target is touching or moving through a gateway into the hedge
Wyrd + Investigation or
Wyrd + Investigation vs Powerstat + Composure
Contracts of Lucidity
Note: Activating Contracts of Lucidity is a Clarity Breaking Point

Dancers in the Dusk 69
• Read Lucidity
Learn the Target's Clarity
Breaking Point level: 9
Touch the target.

Wyrd + Intelligence
•• Temporary Sanity
Increase Clarity for a few turns.
Breaking Point level: 8
Stand on one foot with shut eyes and your arms by your side for a minute.
Wyrd + Occult
Loan Clarity for a scene
Breaking Point level: 6
Target has lost Clarity in the last 24 hours.
Presence + Clarity + Wyrd - Resolve + Composure
•••• Armoured Clarity
Only make one Clarity roll in the next scene, no matter how many Breaking Points you triggered. (Not counting the Breaking point for activating this Clause)
Breaking Point level: 4
Spent the last hour with more normal humans than Enscrocelled humans or Lost.
Resolve + Clarity
••••• Thief of Reason
Lower the target's Clarity for a scene.
Breaking Point level: 2
The target publicly doubted her own sanity in the last hour.
Presence + Intimidation + Wyrd - Willpower + Wyrd
Contracts of Mirror

Lost 129
• Riddle-Kith
Appear as another Kith.
Dined with a member of that kith within the last week

Wyrd + Manipulation
•• Skinmask
Alter one feature of the Mask.
Get an object belonging to the reproduced individual

Wyrd + Stamina
••• Transfigure the Flesh
Grow larger or smaller as you wish.
Steal a garment that is either too large or too small to wear

Wyrd + Stamina
•••• Oddbody
Transmutes a single bodily feature into an unnatural shape, such as sprouting claws or elongated legs, granting a variety of potential bonuses
Consume the threads of a caterpillar's cocoon.

Wyrd + Strength
••••• Chrysalis
Transform into an inanimate object of your choosing for one scene.
Commission the creation of object intended to mimic

Wyrd + Strength
Contracts of the Moon

Rites of Spring 105
• Lunatic’s Knowing Glance
The changeling can instantly tell if anyone she is looking at suffers from a derangement.
User is dressed as and behaving like a medical professional

Wyrd + Wits
•• Maddening Eye
Causes derangements to temporarily worsen
User is currently suffering at least one derangement
Wyrd + Manipulation - Subject's Composure
••• Touch of Bedlam
Target suffers temporary severe derangement.
Target broke an oath to the user
Wyrd + Presence vs Powerstat + Composure
•••• The Madness of Crowds
Induces temporary Mass Hysteria all around.
User is performing for an audience
Wyrd + Expression
••••• Lurking Insanity
The character can look intently at a target and cause him to develop a latent form of insanity that manifests only when a specific even or type of event occurs.
Target betrayed a close blood relative
Wyrd + Subterfuge
Contracts of Omen

Rites of Spring 108
• Vision of Strife
See someone's worst memory
Target is speaking about their past

Wyrd + Empathy
•• Glimpse of Fortune’s Favor
Next turn roll twice and take the better result. Two Glamour to cast reflexively and roll twice this turn.
User is playing a game of skill
Wyrd + Wits
••• Reading the Portents
The Changeling sees the most significant or emotionally important event that will happen to someone in the next few months.
Target is under 18
Wyrd + Wits
•••• Vision of Disaster
Sees a vision of one single turn, effectively letting you replay that turn.
A trusted friend or ally suddenly betrays the user
Wyrd + Wits
••••• Tying the Knots of Fate
The Changeling names a single experience which will happen to someone, the experience becomes much more likely.
Used to bless a mortal under 18 with good fortune
Wyrd + Presence
Contracts of Smoke

Lost 132/*VL 23
• The Wrong Foot
Replace tracks with that of another animal
Lick thumb and smudge it on a mirror

•• Nevertread
Don't leave tracks when moving
Spent at least an hour barefoot within the past day

Wyrd + Intelligence
••• Shadowpatch
Bonus to hide as shadows envelop the Changeling
Spent at least an hour away from natural sunlight within the past day

Wyrd + Wits
•••• Murkblur
Make target blind for a scene
Swallow the eye of an insect or an animal

Wyrd + Intelligence vs Powerstat + Resolve
•••• Smoke-Stepping* (Alternate Clause)
Move through thick smoke or fog with visibility of less than 30 Yards at the speed of thought
Used within 10 minutes of sunrise or twilight, or on a day with thick clouds and little sunlight.
Wyrd + Intelligence
••••• Light-Shy
Told someone a meaningful lie to someone important to the user within the past day
Wyrd + Intelligence
Contracts of Thorns and Brambles

Swords at Dawn 49
• Bite of the Wooden Fang
Increase the damage of a weapon, weapons must cause bashing damage.
The changeling uses a whip made of plant material.

Wyrd + Dexterity
•• Leechweed
Enchant thorns to drain glamour.
Clause is used against someone in the service of the characters Keeper or the Keeper itself.
Wyrd + Occult
••• Briarpath
As the Changeling moves a path of thorns grows behind them. Slows down pursuit.
The character scatters a handful of hedge thorns behind her
Wyrd + Wits
•••• Shield of Thorns
Creates a circle of thorns which attack anyone in them.
Changeling deals 1L to self, pours blood where she wants thorns to grow.
Wyrd + Manipulation
••••• Hedgewall
The changeling grows a wall of thorns in any shape she desires.
The changeling transplants a small shrub from the hedge into where she will activate the clause.
Wyrd + Presence
Beast Affinity Contracts

Contracts of the Den

Winter Masques 19
• Trespasser’s Spoor
For one day gain a significant bonus to perception checks within one's territory, based on Wyrd.
The changeling writes his name on one of the entrances to the territory in chalk mixed with blood.

•• Trapdoor Spider’s Trick
Conceal the entrance to one's territory.
The changeling is holding a live spider in his mouth at the time.

Wyrd + Wits
••• Cuckoo’s Ruse
Convince a home that one is a resident
The character has openly invited the owner of the location over to his home within the last three days.
Wyrd + Manipulation vs Hollow Ward / Security dots
•••• Blessing of the Burrow
Carve a burrow in soil or stone.
The character is nude at the time of invoking the clause.
Wyrd + Survival
••••• Collapsing the Entrance
Collapse all or part of one's den.
The building belongs to the changeling using the clause.
Wyrd + Strength
Contracts of Fang and Talon

Lost 142
• Tongues of Birds and Words of Wolves
Speak with animal (one type, chosen at first use of Contract)
Give the animal a new name

Wyrd + Animal Ken
•• Beast’s Keen Senses
Gain +2 Perception as the chosen animal's primary senses are inherited
Sees or touches the animal of the imitated type
Wyrd + Wits
••• Pipes of the Beastcaller
Call upon a group of the chosen animal
Ask the animal to guard or watch the user's dwelling
Wyrd + Animal Ken
•••• Tread of the Swift Hooves
Assume movement type of the chosen animal
Touch an animal of the correct type
Wyrd + Dex
••••• Cloak of the Bear’s Massive Form
Transformation into chosen animal
In animal's natural habitat and be touching (or be within touching distance) of the animal
Wyrd + Manipulation
Contracts of the Wild
Note: Affinity is shared with Elementals.

Rites of Spring 111
• Wildwalker
Each success reduces environmental penalties by one to move, hide and perceive
Character spent the last night sleeping outdoors

Wyrd + Persuasion
•• Nature’s Curse
Each success increases environmental penalties by one to move, hide and perceive for a target
Target is carrying a gun

Wyrd + Intimidation
••• Viridian Embrace
Each success increases speed, stealth and perception by one
User is attempting to come to the aid of a mortal
Wyrd + Expression
•••• Calling Wind and Water
Create/modify weather patterns
A dozen or more mortals are asking or hoping the user to do so
Wyrd + Presence
••••• Calling Nature’s Wrath
Environment attacks everyone withing 50 yards
On land owned by family
Wyrd + Survival
Darkling Affinity Contracts

Contracts of Darkness

Lost 136
• Creeping Dread
Reduce resistance to fear or intimidation of either one target or everyone within three yards per dot of Willpower
Used to frighten intruders into dwelling
Wyrd + Manipulation - Subject's Resolve
•• Night’s Subtle Distractions
Avoid notice by enhancing physical conditions that limit perception
Used outdoors at night

Wyrd + Stealth
••• Balm of Unwakeable Slumber
Sleeping targets remain sleeping through all noises or movements
Target asleep in own bed and Contract used between sunset and sunrise

Wyrd + Manipulation vs Powerstat + Resolve
•••• Boon of the Scuttling Spider
Run along solid surface
Climbing a wall made of stone or wood outdoors, at night
Wyrd + Athletics
••••• Touch of Paralyzing Shudder
Cause the target to move slowly and clumsily
Target is alone and already afraid of the Changeling
Wyrd + Presence vs Powerstat + Resolve
Contracts of Shade and Spirit

Winter Masques 26
• Ghostly Presence
Speak to ghosts in Twilight
The ghost is someone the changeling knew in life, or the changeling is a Gravewight

Wyrd + Presence
•• Dread Companion
Allows a ghost limited ability to interact with the physical world
The changeling presses a drop of her own blood to the forehead of everyone participating in the clause.

Wyrd + Manipulation
••• Haunting Intercession
Allow a ghost to materialize physically for one scene
The changeling has set up a "dead supper": a complete meal served on never-used plates and silver, with a place for everyone who wishes to participate in the intercession, including the ghost.

Wyrd + Manipulation
•••• Waking the Dead
Awaken a ghost and learn its secrets
The changeling "feeds" the shade by wounding herself and offering her blood, taking one point of bashing damage per question.
Wyrd + Strength
••••• Opening the Black Gate
Open a gate to the Underworld
The clause is invoked at midnight in a mausoleum, and the changeling invokes the laws of hospitality while the clause is in effect.
Wyrd + Stamina
Elemental Affinity Contracts

Contracts of Communion

Winter Masques 32
• Sense Element
Sense all instances of your element within a range based on Wyrd
The changeling sits and meditates for at least 10 minutes and makes a successful meditation roll.

Wyrd + Wits
•• Primordial Voice
Interact with an element, asking about recent events
The character makes a minor offering to the element — polishing metal she is going to talk to, sweeping flagstones, singing for the air, adjusting the lights to make shadows larger, etc. In addition to the effort involved, such efforts also take at least a few minutes of time.

Wyrd + Socialize
••• Distant Connection
Remotely scry through instances of an element
The character wishes to share the senses or ask a favor of an example of the element she is extremely familiar with such as the wood of or air in her home or the metal in her car.
Wyrd + Persuasion
•••• Elemental Servitor
Animates the element to serve as an ally
The changeling performs a significant favor for the element, such as thoroughly cleaning a public fountain, spending an hour or more polishing a large stone statue or hanging up ribbons and bits of paper for a wind to blow immediately before using this clause.
Wyrd + Persuasion
••••• Elemental Ally
Renders the element intelligent and observant for an extended period, but it can animate for only one scene.
When first using this clause on the element, the changeling negotiates with the element, promising some service or other payment in return for having the element as a temporary ally. Successfully bargaining with the element and paying its price are the catch for this clause. The favor asked is invariably hazardous, arduous or expensive
Wyrd + Presence
Contracts of Elements

Lost 138
• Cloak of the Elements
Be protected from all manifestations of the element.
Wearing a symbolic representation of the element
•• Armor of the Element’s Fury
Gain 1 Armor, do damage on contact, attack by touch.
Touching the element when the contract is invoked
Wyrd + Dexterity
••• Control Elements
Direct the element within the area.
Area completely dominated by the element
Wyrd + Manipulation
•••• Calling the Element
Call an element to the area.
Calling the element solely to entertain
Wyrd + Wits
••••• Become the Primal Foundation
Become a manifestation of the element.
Must sit and contemplate a large amount of the element for at least half an hour immediately before
Wyrd + Manipulation
Contracts of the Wild
Note: Affinity is shared with Beasts

Rites of Spring 111
• Wildwalker
Each success reduces environmental penalties by one to move, hide and perceive.
Character spent the last night sleeping outdoors.

Wyrd + Persuasion
•• Nature’s Curse
Each success increases environmental penalties by one to move, hide and perceive for a target.
Target is carrying a gun.

Wyrd + Intimidation
••• Viridian Embrace
Each success increases speed, stealth and perception by one.
User is attempting to come to the aid of a mortal.
Wyrd + Expression
•••• Calling Wind and Water
Create/modify weather patterns.
A dozen or more mortals are asking or hoping the user to do so.
Wyrd + Presence
••••• Calling Nature’s Wrath
Environment attacks everyone withing 50 yards
On land owned by family.
Wyrd + Survival
Fairest Affinity Contracts

Contracts of Reflection

Equinox Roads 34
• Reflections of the Past
See into a reflective surface and see what it has reflected.
The mirror belongs to someone the user has a close connection to

Wyrd + Wits
•• Glimpse of a Distant Mirror
Look through any surface the Changeling's face has been reflected in
The mirror belongs to someone who's sworn enmity against the user

Wyrd + Composure
••• Reflection’s Grasp
Reach through a mirror
The user reaches through a mirror he uses most
Wyrd + Dexterity
•••• Mirror Walk
Walk through a mirror
A blood relative is currently being reflected in the surface out of which he's stepping
Wyrd + Athletics
••••• Stealing the Solid Reflection
Create a duplicate of an object by stealing its reflection
The object removed is owned by someone indebted to the user
Wyrd + Larceny
Contracts of Separation

Winter Masques 40
• Tread Lightly
Walk on surfaces that could not support one's weight, and downgrade falling damage.
Wearing delicate footwear which would be ruined without this power.

Wyrd + Dexterity
•• Evasion of Shackles
Become immediately freed from bondage or imprisonment
The character is unjustly imprisoned for a crime she did not commit.

Wyrd + Larceny
••• Breaching Barriers
Pass through a sealed door or window.
Deliberately imprisoned by another Changeling. On an exceptional success, the user can bring another person with you by spending an additional glamour and holding their hand.
Wyrd + Presence
•••• Elegant Protection
Add Wyrd to defense for a few turns
The Changeling is unarmed and does not attempt to attack. If the Catch is used attacking ends the Contract and costs 3 Glamour
Wyrd + Dexterity
••••• Phantom Glory
Briefly enter the Twilight
The Changeling wears no armour and carries no weapons. Using either ends the Clause
Wyrd + Persuasion
Contracts of Vainglory

Lost 146/*VL 23
• Mask of Superiority
Gain a +2 bonus when speaking from a position of authority.
Pretending to be someone who's status comes from looks alone
Wyrd + Intimidation - Subject's Resolve
•• Songs of Distant Arcadia
+(Wyrd) to Expression and Persuasion rolls.
Performing for a rich and powerful group.
Wyrd + Expression
••• Splendor of the Envoy’s Protection
Unable to be attacked by mortals as long as you don't attack or carry a weapon; supernaturals roll to resist with each attack. Gain Striking Looks •••• for the duration.
Used at a formal party with at least a dozen people.
Wyrd + Presence
••• Splendor of the Envoy’s Protection* (Alternate Clause)
As above, but gain Striking Looks •• and Status (High Society) •• for duration.
Used at a formal party with at least a dozen people.
Wyrd + Presence
•••• Mantle of Terrible Beauty
Force mortals and supernaturals to flee in fear with revelation of unearthly beauty.
In combat that was previously agreed to by both sides.
Wyrd + Intimidate vs Powerstat + Composure
••••• Words of Memories Never Lived
Create a story so well-woven that everyone listening believes it wholly.
The Changeling is trying to convince people of something she believes to be true.
Wyrd + Expression vs Powerstat + Composure
Ogre Affinity Contracts

Contracts of Oath and Punishment

Winter Masques 47
• Pursuer’s Seven-League Leap
Jump either 8 feet vertically or 15 feet horizontally per success.
Pursuing an Oathbreaker

Wyrd + Athletics
•• Sense Tainted Vows
Determine whether a touched entity has violated oaths and gain the general impression of the most significant oath
Target has sworn or is swearing an oath with the Changeling

Wyrd + Wits vs Powerstat + Composure
••• Inexorable Pursuer
Gain a bonus to resist some attempts to apply emotional influence.
Successfully resisted a Court based emotional manipulation or attack in the last day.

Wyrd + Resolve
•••• Relentless Pursuit
Sense distance and direction to pursued subject.
The Changeling can't stop to rest for more than 15 minutes. Including resting in a vehicle, but not driving.
Wyrd + Stamina
••••• Cruel Vengeance
Against a subject who has violated an oath, bashing damage is upgraded to lethal and lethal to aggravated. Defender gets -2 to defense, and -3 to other pulls against them
The target is a member of the Changeling's Freehold.
Wyrd + Presence vs Powerstat + Manipulation
Contracts of Stone

Lost 144
• Might of the Terrible Brute
Each success adds one to Strength for the turn
Fighting multiple opponents while unarmed

Wyrd + Strength
•• Ogre’s Rending Grasp
Each success destroys one Durability
Attempting to remove a barrier.
Wyrd + Strength
••• Display Grandiose Might
Add Wyrd to Strength for non-combat purposes
The Changeling is using the contract to show off for a mostly non-practical purpose.
Wyrd + Athletics
•••• Gluttonous Feast of Health
Convert 2 Lethal to 2 Bashing damage or 1 Aggravated to 2 Lethal damage
The Changeling was offered large amounts of food by a stranger.
Wyrd + Stamina
••••• Red Rage of Terrible Vengeance
+1 Initiative, Stamina, Strength, Armour per success
The Contract is being used in respond to a loved one being seriously hurt or killed.
Wyrd + Resolve
Wizened Affinity Contracts

Contracts of Animation

Winter Masques 52
• Knowing Touch
Learn the secrets of an inanimate object, learning of secret compartments and a bonus to repair or damage it.
The owner of the device asked the changeling to examine it. This catch does not function if the changeling owns the object in question.

Wyrd + Craft
•• Instant Expertise
Understand how to use a device, gaining temporary skill dots applicable to its use
The character has at least 10 minutes to talk with the device to learn the secrets of its use.

Wyrd + Wits
••• Inanimate Communion
See the history of an object
The object has not been used or handled for at least a year.

Wyrd + Empathy
•••• Animate Device
Commands an object to act on its own
The character owns the device and has regularly used it for at least a month.
Wyrd + Manipulation
••••• Command the Inanimate
Animates an object for an entire scene
The object’s owner is a stranger to or enemy of the changeling, and mistreats or does not take adequate care of the object
Wyrd + Presence
Contracts of Artifice

Lost 134/*VL 23
• Brief Glamour of Repair
Repair a device without tools or parts
Fix an item owned and used by another but never personally used

Wyrd + Craft
•• Touch of Workman’s Wrath
Causes a touched device to malfunction, requiring brief repairs
Owner of the device stole or cheated or attempted to steal or cheat the Changeling
Wyrd + Larceny
••• Blessing of Perfection
Blesses an object, giving it a die bonus equal to Wyrd for a full scene; lasts until sunrise or sunset with a point of Willpower and Promise Leaves.
Used on an object used and owned by someone the Changeling doesn't know well in exchange for a favor
Wyrd + Wits
•••• Unmaker’s Destructive Gaze
Can jam a device with a look, causing it to malfunction, with significant penalties to repair.
Touched and examined the object for at least a minute
Wyrd + Presence
••••• Tatterdemalion’s Workshop
Can create a device out of unlikely but thematically fitting components.
Created in their own workshop with their own tools
Wyrd + Crafts
••••• Tatterdemalion’s Workshop* (Alternate Clause)
Can create wondrous devices that will not be invented for many years. The device may inspire but cannot be recreated.
Created in their own workshop with their own tools
Wyrd + Crafts
Contracts of the Forge

Rites of Spring 99
• Rewriting the Image
Alter the details of any two dimensional.
Changing an image of a person in to the user

Wyrd + Expression
•• Trivial Reworking
Reshape small object in minor ways.
Reshaping a stolen object to use against the person
Wyrd + Crafts
••• Discreet Conjuration
Conjure small object from pocket
Paying an enemy for valuable info with a valuable object
Wyrd + Manipulation
•••• Hidden Reality
Create or Change some minor feature of reality.
Used when creating a way out of a place where they've been confined against their will
Wyrd + Wits
••••• Paths of Desire
Open a gateway that leads to
anyplace in the Hedge that the character has ever visited
User has buried a vial of their own blood in the soil of the desired location
Wyrd + Academics
Court Contracts
To buy an ability with Mantle, ability must be Clause Rank - 1 = Mantle. So a level 4 can own the 5th dot, and a level 2 the 3rd.

Spring Court Contracts

Clause Name
Clause Description
Court Goodwill Requirement if not a member
Contracts of Eternal Spring

Lost 151
• Gift of Warm Breath
Rejuvenates a target, alleviating suffering from fatigue and deprivation, and healing bashing damage.
The subject of the clause has freely offered the changeling some form of sustenance since the last sunrise.

Mantle + Resolve + Survival
•• New Lover’s Kiss
Conjure rain, no matter current cloud conditions, potentially up to even a deluge.
A mortal human has commented, within the character's hearing and within the past hour, that it looks like rain.

Mantle + Intelligence + Survival
••• Warmth of the Blood
Downgrade a subject's lethal wounds to bashing, or heal bashing wounds entirely.
The target has honestly professed a heartfelt and deep love, romantic or familial, for the changeling.
Mantle + Wits + Medicine
•••• Yesterday’s Birth
Age a target by a full season, leaving it as if it were now the height of Spring; requires additional Glamour and a willpower dot to apply to humans.
The character spills two drops of blood on the target object and cups it in her hands.
Wyrd + Medicine
••••• Mother of All Deaths
Animates the plant life in an area and have it fight on the changeling's behalf.
A man bled to death on this soil within the past year.
Mantle + Presence + Empathy
Contracts of Fleeting Spring

Court Goodwill (Spring)

Lost 149
• Cupid’s Eye
Learn one of the subject's desires
Used on someone who has kissed the Changeling in the past 24 hours, or who desires the Changeling

Wyrd + Wits vs Powerstat + Composure
•• Growth of the Ivy
Change one of the subject's desires
Using the contract to resolve a Pledge. Must spend a Willpower point when using on a Supernatural
Mantle + Manipulation + Persuasion - Subject's Resolve
••• Wyrd-Faced Stranger
Become someone who the target desire/expect to see
The changeling has offered food to the target and it was accepted, or the other way around.
Mantle + Presence + Subterfuge vs Powerstat + Composure
•••• Pandora’s Gift
Temporarily produce an object the subject desires
Used on someone who gave the Changeling a no strings attached gift in the past week
Mantle + Wits + Craft
••••• Waking the Inner Faerie
Alter a subject's desire and force them to pursue it above all else.
The subject freely told the Changeling his desires.
Mantle + Intelligence + Expression vs Powerstat + Composure
Contracts of Verdant Spring

Court Goodwill (Spring)

Lords of Summer 39
• Font of Inspiration
Each success is a +1 to Crafts or Expression rolls
Invests his own literal blood sweat or tears into the creation

Mantle + Wits + Empathy - Subject's Resolve (If subject is opposed)
•• The Ineffable Gift
Gains a +3 bonus in social challenges. Drawback of being less effective with multiple uses.
Speaks out loud about something she is passionate about

Mantle + Presence + Manipulation vs Resolve + Composure
••• Impassioned Blow
+4 Bonus to attack pool, but the opponent gets a +2 bonus as well.
Target has insulted or assaulted by word or deed the changeling in the last hour

Mantle + Resolve + Brawl / Firearms / Weaponry
•••• Spur the Crowd
Sway a crowd in a certain emotional direction
No one in the crowd knows the user is a changeling

Mantle + Wyrd + Presence
(Extended and Contested)
••••• Verdant, Roiling Heart
Renew Willpower pool as if fulfilling Virtue, drawback of all social actions being tainted by her virtue or vice and a -2 to all social rolls
Takes an action directly related to virtue or vice

Mantle + Composure + Empathy
Summer Court Contracts

Contracts of Eternal Summer

Court Goodwill

Lost 155
• Son of the Hearth
Remain at a comfortable temperature, no matter what the outside circumstances are.
Spit on a fading ember or spark
Wyrd + Survival
•• Ulf’s Heart
Produce a small light for one scene; extend its presence by spending 1 more Glamour.
Within 5 minutes of midnight
Mantle + Strength + Occult
••• Noonday Grasp
Gain +1 Strength with one success, and another +1 with every three successes after that.
Eats a chunk of naturally formed ice
Mantle + Stamina + Brawl
•••• Solstice Revelation
Let loose a bright light that reveals all hidden individuals and challenges supernatural cloaking.
Within five minuets of noon
Mantle + Presence + Occult
••••• The Lord’s Dread Gaze
Unleashing a beam of focused sunlight that does Lethal (Aggravated with Willpower)
The target is wearing or touching gold
Mantle + Dexterity + Athletics - Subject's Defense
Contracts of Fleeting Summer

Court Goodwill

Lost 153
• Baleful Sense
Sense the greatest nearby source of wrath.
Character is angry when he invokes this clause.

Wyrd + Wits
•• Goblin’s Malignance
Redirect the focus of a subject's wrath.
The current victim of the subject's wrath owes the character a favor, or the subject has red hair.

Mantle + Manipulation + Persuasion vs Powerstat + Composure
••• Friendless Tongue
Stir a person to fury with harmless words.
The clause's target wears a ring on the left hand.
Mantle + Manipulation + Subterfuge vs Powerstat + Composure
•••• Sundown Eyes
Quell all conflict in an area temporarily.
The character is suffering wound penalties and has taken at least two points of lethal damage.
Mantle + Presence + Socialize - Subject's Composure
••••• The Flames of Summer
Enter an unstoppable fury; gain +2 to Physical rolls and ignore all wound penalties.
The sun is within five minutes of its zenith, and the character has called out a formal challenge to an opponent.
Mantle + Stamina + Animal Ken
Contracts of Punishing Summer

Court Goodwill

Lords of Summer 59
• Smoldergrip
Makes an object unbearably hot to the touch.
The Changeling sports a real sunburn

Strength + Wits - Objects Size
•• Battle Bright
Creates a blinding beacon that distracts all attackers.
The Changeling is holding a real, burning torch.
Wyrd + Presence vs Highest Wits + Composure within sight.
••• Crown of Clashing Fire
Summons up a ring of flaming thorns that forces a target into one-on-one combat.
The Changeling has one or more scars from the last battle with this foe.
Wyrd + Resolve - Subject's Stamina
•••• Baleful Stroke of Summer Sun
Inflicts a sun stroke on the target, resulting in either mounting mechanical penalties or aggravated damage (target's choice).
The Changeling strikes with a metal weapon he forged, has to hit with substantial metal part.
Wyrd + Stamina vs Stamina + Composure. This is after an attack.
••••• Scorched Earth
Turns the area into a blighted waste land that inflicts penalties on all combatants.
The Changeling meditates under a Summer Court flag or pendant she helped make.
Wyrd + Strength
Autumn Court Contracts

Contracts of Eternal Autumn

Court Goodwill

Lost 159
• Last Breath Isaac
Ripen a portion of a plant
The plant or tree is unclaimed or the Changeling has permission to harvest from it.

Wyrd + Manipulation
•• Withering Glare
Wither a plant to Winter or age an animal.
The plant has the Changelings name or moniker carved into it or written on a tag.

Mantle + Presence + Science
••• Brother to the Ague
Damage a foe through dehydration.
The character can name two diseases that the subject has suffered or is suffering, and one that the subject fears.
Mantle + Dexterity + Medicine
•••• Riding the Falling Leaves
Transform into a cloud of autumn leaves
The character catches a naturally falling leaf at the moment of the clause's activation.
Mantle + Dexterity + Survival
••••• Tears of Autumn
Bring about a hailstorm
The character holds a key encased in ice that finishes thawing at the start of the ritual.
Mantle + Manipulation + Occult
Contracts of Fleeting Autumn

Court Goodwill (Autumn)

Lost 156
• Witches’ Intuition
Learn one of the subject's fears
Subject does not know the Changelings name

Wyrd + Wits - Composure
•• Tale of the Baba Yaga
Invoke fear of intended object in subjects for 1 turn per success.
The unnatural fear the character evokes is based upon a myth, urban legend or actual threat with which all subjects of the Contract are familiar.

Mantle + Manipulation + Intimidation
••• Heart of the Antlion
Immune to mundane attempts at fear and resistant to supernatural fear.
The character consumes a spider or other vermin that has literally been scared to death.

Mantle + Resolve + Investigation
•••• Scent of the Harvest
Heart of the Antlion for friends.
Two of the subjects greatest fears are each other.
Mantle + Presence + Expression
••••• Mien of the Baba Yaga
Become the subjects fear. Scare them badly enough to actually deal damage
One of the subjects greatest fears is actually the character.
Mantle + Wits + Empathy
Contracts of Spellbound Autumn

Court Goodwill (Autumn)

Lords of Summer 79
• Warlock’s Gaze
Detect the presence of the supernatural, even deliberately obscured. AoE: Yards = to Wyrd
Physical contact with non-allied supernatural being other than another changeling.
Wyrd + Occult (vs. Powerstat + Compusure if target supernaturally concealed)
•• Barrow-Whisper
Hears and is heard by ghosts.
Ghost in the area wants to communicate.

Wyrd + Expression
••• Smith’s Wisdom
Learn abilities and purpose of item of power (token or else).
The character has stolen the item from a friend (without permission) or been freely given the item by an enemy.
Mantle + Intelligence + Occult
•••• Arcadian Commandment
Power to speak with authority of True Fae to hobgoblins and other Gentry minions, even to those incapable of speech.
Character knowingly comes unarmed and unarmored to the presence of entity to be commanded.
Wyrd + Presence vs Powerstat + Resolve
••••• Oathbreaker’s Honesty
Violate the pledge without falling under its Sanctions.
Begged to enact this clause by someone who will knowingly come to disaster on account of his betrayal.
Wyrd + Resolve (extended)
Winter Court Contracts

Contracts of Eternal Winter

Court Goodwill (Winter)

Lost 162
• Jack’s Breath
Cools a room, potentially by a significant margin.
The character hears someone shiver or tastes someones sweat.

Wyrd + Survival
•• Touch of Winter
Freeze the surface of a body of water, potentially affecting quite a large area.
The character first spells out a name or idea he hates with liquid on a dry surface

Mantle + Intelligence + Science
••• Riding the Devil’s Jawbone
Inflicts an area with intense cold, causing penalties to all within.
There is a bell ringing within 20 feet of the character.
Mantle + Dexterity + Stealth
•••• Fallen from the Timbers
Blasts a target with cold and ice, inflicting lethal damage and penalizing all of their actions.
The contracts target is wearing silver jewelry that has a religious meaning to her.
Mantle + Dexterity + Athletics - Subject's Defense
••••• Witch’s Paradise
Summons a lasting snowstorm over an area.
The moon is in the sky and the character can hear a wolf howling.
Mantle + Presence + Occult
Contracts of Fleeting Winter

Court Goodwill (Winter)

Lost 160
• The Dragon Knows
Determine the source of sorrow someone is experiencing.
The character looks into the subjects eyes for a moment.

Wyrd + Empathy - Subject's Composure
•• Slipknot Dreams
Forces a subject to temporarily let go of their sorrow.
The subject has accepted something from the character in the past 24 hours.

Mantle + Manipulation + Subterfuge - Subject's Resolve
••• Faces in the Water
Fills a subject with sorrow over a painful memory, inflicting social penalties.
The subject is carrying a photograph or some other image of an older relative or ancestor on her person.

Mantle + Intelligence + Investigation - Subject's Composure
•••• Fallow Fields, Empty Harvest
Eliminates a subject's ability to feel positive emotions for a time, suffering social penalties and an inability to regain Willpower via virtues or vices.
The character has made the subject happy (or happier) within the last 10 minutes.
Mantle + Manipulation + Intimidation vs Powerstat + Composure
••••• Every Sorrow a Jewel
Paralyzes a subject with grief, rendering them briefly unable to take any actions.
The subject has tasted one of the changelings tears.
Mantle + Manipulation + Persuasion vs Powerstat + Composure
Contracts of the Sorrow-Frozen Heart

Court Goodwill (Winter)

Lords of Summer 99
• A Mere Vessel for Loss
Reduce the Effects of pain and discomfort by success
Pierces skin with a thin needle

Mantle + Resolve + Occult
•• Fear is Nothing
Reduces dice pool of supernatural fear effects by Wyrd
Empties his hands and leaves them open at his side

Mantle + Composure + Expression
••• Grief is Stronger than Death
Damage from an attack is ignored for a round, to be applied next round
Contemptuously tosses a chunk of cold iron on the ground.
Mantle + Resolve + Survival
•••• Remorseless Strike
Next Brawl or weaponry attack target suffers additional bonus damage equal to Wyrd
Slashes himself with a sharp instrument and takes 1 lethal
Mantle + Resolve + Brawl
••••• A Cold Hand on the Heart
Bestow previous clauses on others as well.
Clutches target with one hand and anoints with ashes of a suicide victim or victim of a crime of passion.
Mantle + Composure + Expression
Directional Court Contracts

Contracts of the Four Directions

Court Goodwill (Directional)

Winter Masques 134
• Mindfinder
Know the direction to any target
Changeling has a lock of hair from the target.

Wyrd + Survival - Subject's Wits
•• Finding the Flow
Ignore environmental penalties
The character successfully meditated for one full uninterrupted hour within the last 24 hours.

Wyrd + Wits
••• Inequity of the Center
Confuses a target, causing them to take many wrong turns, effectively penalizing speed
The changeling succeeds in touching a magnet to the target's bare skin.

Wyrd + Manipulation vs Powerstat + Survival
•••• The Hundred Steps
Powerful blessing upon an area to protect it from intruders
The character has two working compasses somewhere on his body
Wyrd + Resolve
••••• Harmony of Portals
Walk between two doors, potentially separated by several miles
The character possesses the key to both doors.
Wyrd + Stamina
Auroral Court Contracts

Contracts of Potential (Dawn)

Court Goodwill (Dawn)

Swords at Dawn 138
• Light the Path
Learn of the motivation of an action or statement
Previously caught the target in a lie.

Wits + Wyrd vs Powerstat + Composure
•• Read the Web
Determine the nature of a relationship between two people through a translucent strand that connects.
The Changeling shares a Pledge with the target
Intelligence + Wyrd - Subject's Composure
••• Martyr's Will
Increase extra dice when spending Willpower. Drawback of target being unable to regain willpower for the next 24 hours.
Deliberately shed a few drops of blood
Wyrd + Resolve
•••• Shift the Foundation
Temporarily change the targets Virtue or Vice.
Changeling and Subject are conversing about Virtue or Vice targeted as the result of the Contract.
Dusk Court Mantle +
Manipulation + Expression vs Composure + Subterfuge
••••• Tenacity of Hope
Massive benefits towards a goal, such as 8-again, etc. Drawback: If goal is not reached within time period, suffer penalties until goal or equal time is met.
Target is using this Contract for a selfless Purpose.
Wyrd + Resolve
Contracts of Entropy


Court Goodwill (Dusk)
Dancers in the Dusk 141
• Babel's Curse
Prevent another from communicating
Write target's name or common nickname on a piece of paper then tear it to pieces

Intelligence + Expression + Mantle (Dusk) - Resolve
•• Sense the Impending Doom
Detect dangerous situations, react to danger faster
Consume at least a serving of caffeinated beverage within the last hour.

Wits + Occult + Mantle (Dusk)
••• Gift of the Skald
Target(s) gain a bonus to Resolve checks
Invoker is a member of Dusk and spends at least 5 minutes proselytizing on the Dusk philosophy.

● per target + ○
Presence + Persuasion + Mantle (Dusk) (vs target's Resolve + Wyrd if they WANT to resist)
•••• Hero's Stand
Challenge a target to gain a bonus to Brawl/Weaponry, they take Composure penalty if flee
Issue challenge while standing in a marked space <5' square.

Resolve + Brawl or Weaponry + Mantle (Dusk) vs Composure + Wyrd
••••• The Centre Cannot Stand
Nullify a target's Contract
The Changeling knows and has used the target Contract in the last 24 hours.

Intelligence + Occult + Mantle (Dusk) - level of Contract

Goblin Contracts
Note: Goblin Contracts are not chained and any clause rank can be bought with no prerequisites.

Contracts of Sacrifice

Clause Name
Dice Pool
Contracts of Goblin Fortune

Rites of Spring 117

• Fortune’s Favor
Change a single roll into a rote or a chance roll
Expensive cost to invoke. Must spend a willpower dot.
Used to protect a close friend from harm

Wyrd + Manipulation
RoS 117
•• Fortune’s Swift Blessing
Change a chance roll into a normal roll or a normal roll into an exceptional success
Expensive cost to invoke. Must spend a willpower dot.
Used when striking a blow against a mortal enemy
Wyrd + Wits
RoS 117
••• Fortune’s Bane
Exceptional success become normal successes, normal successes become failures and chance rolls dramatically fail at 7 or lower until the next sunrise or sunset
Expensive cost to invoke. Must spend a willpower dot.
Target publicly lied about the user to turn public or official opinion against the user
Wyrd + Subterfuge vs. Powerstat + Resolve
RoS 118
•••• Distracting the Hounds
Escape from any pursuit or confrontation
Expensive cost to invoke. Must spend a willpower dot.
User is being pursued by Hobgoblins
Wyrd + Stealth - Subject's Powerstat
RoS 118
••••• Recalling the Lost
Rescue anyone abducted by the Fae
Expensive cost to invoke. Must spend 2 willpower dots.
Used to recall a child younger than seven
Wyrd + Occult
RoS 119
Contracts of Goblin Transformation

Rites of Spring 120

• Healing Sacrifice
Heals any and all wounds or diseases
Expensive cost to invoke. Must spend a willpower dot.
Used to heal or cure a blood relative

Wyrd + Medicine
RoS 120
•• Seven-Year Gift
Target does not age for the next seven years
Expensive cost to invoke. Must spend a willpower dot.
Target is a blood relative within three generations
Wyrd + Stamina
RoS 121
••• Trading Beauty for Love
Makes a human feel more positively towards the Changeling
Expensive cost to invoke. Changeling permanently loses the color of his eyes and his beauty, becoming bland and colorless (Though never ugly) or downgrading Striking Looks merit.
Target must be fed an item of food the user prepared
Wyrd + Manipulation -Subject's Composure
RoS 121
•••• Changing Minds
Change a target's opinion on something
Expensive cost to invoke. Must spend a resolve dot.
Causes someone to believe an abstract ideal
Wyrd + Persuasion - Subject's Powerstat + Resolve
RoS 122
••••• The Fatal Transformation
Kill the target
Expensive cost to invoke. Must spend a stamina dot.
Target has slain one of the user's blood relatives
Wyrd + Intimidation vs. Powerstat + Stamina
RoS 123
Goblin Contracts of the Wyrd

Dancers in the Dusk 65

• Mantle Mask
Temporarily disguise your Mantle as another Court's
Signs of use remain for twice as long as the disguised mantle.
The decorates her skin with a sign appropriate to the Court she is disguising herself as.

Wyrd + Occult
DiD 65
•• Daunting Force
The Changeling becomes intimidating to the subject
All Glamour costs are increased by one for 24 hours.
Brandishing a drawn weapon.
Wyrd + Presence - Composure
DiD 66
••• Nothing Hidden
While the Contract is active, the Changeling may roll to notice supernaturally concealed things.
Significant negative Perception modifiers to the following scene.
Burn the feather of a keen sighted bird and rub the ashes on your eyelid.
Wyrd + Occult
DiD 66
•••• Wyrd Eye
Automatically become aware of any Contracts nearby. Ignore low Clarity modifiers to noticing Wyrd related phenomena and gain a bonus to Kenning
All Perception for things unrelated to the Wyrd is penalized.
Breaks a pair of prescription glasses.
Wyrd + Occult
DiD 67
••••• The Fatal Clause
Block a Contract as it is being activated.
Pay the cost of the Clause you are attempting to block.
The Changeling has been a target of a Contract cast by the subject in the past 24 hours.
Wyrd + Occult - Subject's Wyrd
DiD 68
Unclassified Goblin Contracts

• Contracts

Shooter’s Bargain
Blesses the next three shots fired from a weapon to mitigate penalties when attacking.
One of the three shots is automatically reduced to a chance die.
In a fight scheduled beforehand.

Wyrd + Dexterity
CtL 164
Sight of Truth and Lies
Gain the ability to instantly tell if a person is lying.
If the user lies while the contract is active, however, they lose any ability to tell truth from lies, believing all but the most blatant fabrications.
Used at an official occasion

Wyrd + Subterfuge
RoS 114
Trading Luck for Fate
Gain a sudden simple insight into the immediate future.
This is done in return for a minor turn of bad luck.
Using the contract to win at gambling.

Wyrd + Wits
CtL 164
•• Contracts

Calling the Guardian
Summon an invisible guardian that strikes back the instant you're attacked.
The guardian can not distinguish between a blow that would actually do harm or a playful shove.
Currently suffering at least one lethal or aggravated damage from a hand-to-hand attack
Wyrd + Dexterity
Rites of Spring 114
Dream Rendering
Upgrade a Token, permitting it to be used in dreams.
Make a clarity roll at 5 dice when you next sleep, regardless of your current Clarity.
Used while naked.

Wyrd + Wits
SaD 109
Diviner’s Madness
Gains a brief glimmer into the past or future of a person, place, or thing.
Causes temporary insanity.
Divining the past or future of someone the changeling is in love with.

Wyrd + Wits
Lost 165
Fair Entrance
Opens a door, no matter how it is barred.
Causes one of the changeling's doors to be similarly opened for another some time soon.
Opening the door to someone who confessed his hatred towards the Changeling.

Wyrd + Larceny
Lost 165
Fool’s Gold
Guises an object to look like something else, potentially appearing quite valuable.
This illusion lasts only for a time though, and when it expires the deceived parties automatically know who was responsible for the deception.
Clause is used to deceive someone who's lied to the Changeling in the last 24 hours.

Wyrd + Manipulation
Lost 166
Sandman's Bargen
Makes a dream immune to disruption by Oneiropomps
The user can takes real Lethal damage when hurt inside the dream.
Used after staying awake for 24 hours

Wyrd + Resolve
SaD 110
••• Contracts

The Blessing of Forgetfulness
Allows the user to erase any one memory from the target's mind.
Curses the user to suffer a dramatic failure on the next Subterfuge roll to get someone to believe a necessary lie.
Used to make the target forget about an event in which the user betrayed the target
Wyrd + Manipulation - Subject's Composure
RoS 115
Burden of Life
Removes damage starting at Agg by 2 for each success. Must be done within turns the damage was done by equal to user's wyrd.
If you heal target for 4 or more damage, the user takes all damage the target would take in the next day instead.
Target was injured while saving the Character from harm.
Wyrd + Empathy
CtL 166
Delayed Harm
The user avoids damage from one attack.
The next attack they suffer doing lethal or aggravated damage does the previously avoided damage as a bonus.
Character is unarmed or otherwise unable to defend herself.
Wyrd + Dexterity
CtL 167
Hospitality's Hold
Gain bonus (equal to glamour spent) maintaining hospitality in a location, mark violators
Take a similar penalty on all actions not related to maintaining hospitality, except against violators
Own or be primary resident of location
● to
Willpower + Wyrd
GotU p29
Mirror Mirror
The Changeling spies on another through a mirror,
The target will see the Changeling when she next looks into a mirror.
The changeling breaks the mirror.
Wyrd + Resolve
SaD 53
•••• Contracts

Goblin Oath
The changeling can bind another character to an oath. The party taking the oath has difficulty breaking this oath, and if she does, disaster will strike her down.
The changeling must also swear an oath to the subject and suffers similar penalties if he breaks his oath — but the nature of the Goblin Oath is such that both parties may suffer if only one is unfaithful.
Used when making a treaty of alliance or non-aggression
Wyrd + Intimidation
RoS 115
Good and Bad Luck
Accurately guess the outcome of an event that would be difficult to predict.
Suffer a bout of bad lack afterwords.
Used to best a rival or enemy.
Wyrd + Wits
CtL 167
Call the Hunt
Calls a Wild Hunt from out of the Hedge.
Haha oh man what were you thinking? No seriously, nice going dumb ass! You deserve this.
Character is in the Hedge
Wyrd + Presence
CtL 167
The crowd becomes a violent, enraged mob. They target an obvious source of anger first, or are randomly violent with no target.
Many people in the area vividly remember the changeling and that they are responsible for the riot.
The changeling addresses the crowd and urges them to violence immediately before use. Most of the crowd must hear the changeling.
Wyrd + Presence
VL 23
Royal Oil
Target is covered in magical, highly flammable oil.
Changeling is marked with a fiery crown showing he was the one that activated the contract.
Drink a tablespoon of castor oil and suffer from stomach cramps.
Wyrd + Dexterity
SaD 54
••••• Contracts

Drains a target splashed with blood of all Glamour
The user is drained of all Glamour as well.
Used against someone who murdered a blood relative. (Glamour expenditure is not negated)

(All Glamour)
Wyrd + Presence
RoS 116
Goblin Ward
Draw a magical mark; Any changeling not attuned to it and steps near it will suffer from hallucinations and confusion. When the ward is activated it will affect everyone nearby, even those attuned. High Clarity Changelings must roll for loss.
The creator cannot use his Seeming Blessing for as long as the ward continues to exist.
The ward is painted with the blood of a murdered enemy.
Wyrd + Occult
SaD 54
Lost and Found
Escapes from captivity or pursuit, seemingly by chance, but always automatically.
Another enemy is made aware of the escapee's new location.
Escaping someone who knew the changeling personally for over a year.
Wyrd + Presence
CtL 168
Mad Trespass
Use a dream to spy on a Keeper
The keeper spied on knows where to find you until the following dawn.
Given a gift by the keeper or it's servants.
Wyrd + Composure
SaD 110
Damage or disable a factory or equivalent full of machinery.
The changeling suffers a roll of their total Wyrd in bashing damage.
The user has been employed at some point to work on machines that they are targeting.
Wyrd + Crafts
VL 24
Devour a dream for a verity of potent benefits
-3 to perception while the contract is active. The user cannot sleep and halves all traits until they can sleep.
Devours a child's dream
Wyrd + Wits
SaD 111

○ = Willpower Cost
● = Glamour Cost
(x) = Optional or Special Costb


The Ancient Pact
Makes a Changeling and a mortal lifelong allies, ensorcells a mortal and obligates the Changeling to protect his dreams from Fey incursion.
The mortal then recieves a 3 or 4 point merit (Or +2 to an existing one), and the Changeling gets the same, as well as one easy point of Glamour a day.
Lost 187
Brotherhood in Arms
A group swears to never yield in combat for extra dots in weaponry and fighting finesse.
RoS 43
The Changeling swears himself to the service of a leader and pays a yearly tithe of Glamour equal to the leaders' Wyrd, as well as the benefit of the Freehold Blessing, whatever it may be.
The standard oath for joining a Freehold.
CtL 189
The Dove’s Promise
The oath for joining the Doves, a mercenary group of Fey hunting assassins and ambushers.
Forgiveness of the Imp
The Changeling sincerely apologizes in return for a small favor and a promise of peace.
Fostering Oath
An older, more experience Changeling takes a newbie under his wing, sheltering him and teaching him how to adjust to his existence as fey.
RoS 43
The Fylgiar’s Caul
The Changeling swears to protect the Mortal from all harm regarding Wyrd for the rest of either of their lives (Not necessarily mundane harm)
WM 118
Good Neighbors Pact
Both parties agree to stop squabbling for one year and a day.
Lost 188
The Heart’s Oath
Changeling wedding.
Lost 190
The Knight’s Oath
Like Commendation, but for hardcores. Lasts longer, and with more willingness to die (But not necessarily be a soldier). The Liege pays the Knight some Glamour every month, the Knight gets a combat skill, while the Liege gets a sweet one dot merit (Or +1 to an existing merit).
Lost 189
The Motley Pledge
Finalizes the existence of a Motley in the eyes of the Wyrd for a year and a day. The Changelings must help each other as though they were family.
Everyone get a free skill point, plus 2 dots in a merit (or +2 to an existing merit). The merit and skill must be the same for all pledgers.
Lost 188
Oath of the Rose and Thorn
Ensorcells a mortal for a month, opening his eyes to the fae, but forcing him to keep quiet about it.

Grants the Changeling the right to ask for a single favor from the mortal.
Lost 186
Penitent’s Pledge
Religious vow of faith. Must attempt to convert all non-believers and keep oneself pure (As defined in the pledge itself) or be struck mute.
Bonus to persuasion and free Holistic Awareness merit.
RoS 44
Pledge of Horn and Bone
The basic dream insurance package.
The Changeling goes in every night, keeps things running smoothly and Fae free, and comes out with a point of Glamour. In return, the Changeling must keep the dream a secret.
Lost 187
The Reaper’s Pledge
The Changeling does chores for a week in exchange for some Glamour and a daily token of thanks.
Lost 185
Secrets of the Dead River, The
One Changeling shares a secret with another, and can call the listener an ally. The listener gets bonuses to keeping the secret, but will go permanently mute if he reveals it.
WM 118
Turncoat’s Assurance
Secret pledge taught only to the Hound Tribunal entitlement, the MIBs of the freehold. It manifests as an actual piece of paper that must be written in fruit or vegetable juice and signed in insect juice.
Allows the Hound to offer a traitor a self-imposed banishment rather then being punished.
LoS 65
Freehold's Defender
Oath sworn on the Knight's title to defend the freehold, granting a number of combat bonuses to the defenders present.
SD 148

Pledge Curses
Oath of Ceaseless Striving
"I will not rest until this is done!"
Whenever the victim stops working at his task, even if it's so much as setting down his pencil or going to sleep, he will be cursed with a year of bad luck.
DitD 76
The Impossible Quest
"I'll find her within a week or die trying!"
If the victim fails to achieve his task by the end of the time period, he will die.
DitD 77
The Undesired Prohibition
"I would never lie to you!"
Upon lying, will be struck with a speech impediment for a decade.
DitD 77
The Careless Threat
"I'm going to kill her!"
If he doesn't, he's screwed.
DitD 77

Morphean Bargains
Unique boons and pledges granted by Morpheans

The Boon of the White Twins
Granted by the Pale Brother after succeeding in a quest. Pick a person. You can bring him back to life when he dies, but afterwards your destinies will be intertwined, and both of you will die at the same moment.
DitD 45
The Dark Huntress Pact
Accept a quest from The Rogue Sister. For destroying one of the Moirae, you can remove one of your Pledges.
DitD 46
The Vow of All Consuming Fire
The Ruinous Prince doesn't require a quest. This pledge will make you powerful and successful, before it all comes crashing down on you.
DitD 47


Catch (No Glamour Requirement with Power Stat Roll and the Following:)
A bitter fruit, that if consumed, suppresses the changeling's mien and seeming for eight hours.
Lost 209
Found in Hedge Oceans. A corked bottle that takes effect when you breath in the miasma contained within. A mental skill you choose gets +3 for the rest of the scene
Winter Masques 114
A face made by the changeling out of clay. When worn, it will take 1 lethal or 3 bashing damage instead of the changeling before it shatters.
Rites of Spring 154
A lock of hair from a True Fae or a figure in the Hedge, which grants a temporary illusion of the three-dot Fame merit.
Lost 209
Dream Charm
True Fae trying take a penalty to affect the dreams of a mortal using the charm. Very difficult to make, and can only protect one mortal at a time.
Autumn Nightmares 67
A bracelet or anklet made of faery bones that when donned, provides the wearer with an automatic exceptional success to the next instant or reflexive action, and a dramatic failure to the action after that.
Rites of Spring 154
The fingernail of a corpse from the Hedge. When placed under a pillow, does 1 bashing to the sleeper upon waking and prevents willpower gain for 8 hours.
Rites of Spring 145
Immune to fire for a number of turns equal to user's Wyrd
Rites of Spring 145
Found in Hedge Mountains. A rock frozen for so long it takes the appearance of a snowflake. Gain Windwing Blessing for one hour. Must spend a point of Glamour.
Winter Masques 114
+2 dice to Wits + Crafts roll made to perform hedgespinning
Rites of Spring 145
A small seed from the Edge, which if implanted in a bullet and watered, if used within the next scene inflicts a penalty on the victim to all actions until the damage partially heals.
Lost 209
The blood of a fae creatures sweetened with sugar, if consumed it grants 9-again on all Socialize rolls for one scene.
Lost 209
A small thimble, in which a drop of blood is splashed and it is then placed under the user's tongue. May add Subterfuge to all Craft or Computer rolls for one scene.
Lost 209
A small glass bauble, that if broken underfoot, allows the user to fall up to 100 yards once and suffer no damage.
Lost 210
A dried, human-faced Hob fly. The shell can be broken and the goo within, when smeared over anything, illuminates that object in a 10-yard radius for a scene. Perception penalties due to darkness are negated, and perception penalties outside of the immediate area are reduced by 2. However, anyone in the area is easier to see, and any perception rolls to see the character are at +2.
Rites of Spring 145
+3 to secondary actor rolls during teamwork rolls involving your motley
Rites of Spring 154
A thorn from the hedge, which if used to scratch a victim, robs them of their voice for one scene.
Lost 210
A shell casing filled with hedgewasp wings and sealed with wax. This bullet completely ignores penalties caused by concealment or cover, as the bullet goes straight through. Damages the gun, giving -1 to the gun for each waspshot fired until looked at by a gunsmith.
Rites of Spring 154
A branch taken from high up in the Hedge, which when snapped doubles the user's next jump roll.
Lost 210
Privilege Tokens

Aspersorium (•• Token)
Entitlement: Bishopric of Blackbirds
Small pail or cup. Used to bless water, which is then sprinkled on a persons forehead. The blessed have mild derangement disappear and severe is downgraded for one scene. Gains +1 perception until sleep.
Bishop takes -1 to Perception, cumulative with extra blessings. Restored with 4 hours of sleep.
Take derangements unto yourself for one scene.
Lost 292
Black Apple Pendant
(•• Token)
Entitlement: The Legates of the Black Apple
A silver pendant in the shape of an apple; cannot be removed. Adds Composure to Defense for one scene, as long as the wielder does not attack. Usable once per day.
If the wielder does attack, he or she suffers -2 to Intelligence, Wits, Dexterity and Defense for the remainder of the scene.
Take 1L damage as the apple drinks a pint of blood.
Lords of Summer 146
Bronze Spearhead
Entitlement: The Bronze Beylik
The head of a bronze spear. When used, add Wyrd to Intimidation rolls.
For the scene and one after, -2 on Socialize, Animal Ken and Expression.
Scratch self for 1L damage
WM 149
Bugbear’s Mask (••• Token)
Entitlement: The Scarecrow Ministry
Appearing as a cheap Halloween mask, frequently worn by the Scarecrows of the Ministry. When activated the user must meet eye-to-eye with a victim, and they receive the Phobia derangement with the mask-bearer as the subject.
Suffer from Narcissism or Megalomania for the rest of the day.
If eschews power stat roll, removing the mask deals 1L damage.
Lost 316
Courier's Winged Sash
(••• Token)
Entitlement: The Guild of the Sacred Journey
A royal-blue sash with a winged silver badge; when activated, gives the user an intuitive sense of the location of anyone they've been hired to deliver a message or package to, as long as they're somewhere accessible (not e.g. Arcadia or the Shadow Realm) and the client identified the recipient precisely.
Until the package/message is delivered or 2 Willpower are spent, -1 to all actions not related to delivering the package/message.
Penalty for drawback increases to -3; character literally cannot rest or stop until the goods are delivered.
Lords of Summer 137
Diviner's Instrument, The (••• Token)
Entitlement: College of Worms
Any sort of divining tool unique to the Diviner. When the instrument is used, within an amount of time called "Insight" (Clarity = Hours), the Diviner is granted a bonus equal to his Wyrd.
During Insight time, -1 to Perception. Token can only be activated once per game session.
If eschews power stat roll, later in the day, you must take a penalty (Maximum -5 dice)
WM 296
False Face of Truth, The
(••• Token)
Entitlement: The Duchy of Truth and Loss
A small badge or pin with a porcelain doll's face; anyone touching a lock of hair or drop of blood to it knows if the blood/hair came from a fetch, a Changeling or a mortal.
The token cannot be reused until it has been fed 1B worth of blood.
The token must have a teaspoonful of the target's fresh blood to activate, and needs 1L to recharge.
Lords of Summer 124.
(••• Token)
Entitlement: The Guild of Goldspinners
A wheel that can spin straw into gold, producing one Resource dot's worth per day up to a maximum of the user's Power Stat; the owner of a Gildwheel cannot spend its gold.
Unless the Resource dots involved came from a pledge, the gold turns to dross within one day of being spent or used in any transaction.
The straw to be spun must be soaked in fresh blood squeezed from a human heart; the user must actually roll Crafts to spin.
Lords of Summer 132
Grand Cross of St. George, The
Entitlement: The Knighthood of the Dragonslayer
A cross made of Hedgestuff. Pressing it against someone with Morality 5 or below incurs lethal damage.
If used on someone with a morality of 6 or above the Knight takes penalties as penance.
Burns hand for 1L damage
WM 151
Sprung Door
(•• Token)
Entitlement: The Bodhisattvas of the Broken Cage
A broken door of some form; +3 to rolls to convince the target to break social mores, habits or try new things. Increases to +5 if paired with Cupid's Eye.
-2 to all Presence and Manipulation rolls against Bodhisattvas, regardless of whether the token has been used or is even present.
None printed.
Lords of Summer 46
Waxen Violet (•• Token)
Entitlement: Magistrates of the Wax Mask
A small purple flower, available to all Magistrates of the Wax Mask, can be activated to emit a scent that causes those nearby to sense the wearer as humble and trustworthy.
Affects the Magistrate as well, leaving him very sleepy after 2 hours unless he spends willpower (One WP for one turn of awakeness.)
If eschews power stat roll, the flower takes 1L and leaves flower shaped scar.
Lost 302
Gilded Torc, The
(•••• Token)
Entitlement: The Charmed Circle
A necklace that is worn tightly around the neck. Allows the transfer of skills to or from the user while the target is kissing their hand. All dots in that skill are transferred for the day. A character with 5 dots transfers all five, no more, no less.
Suffer three points of bashing damage when taking a skill from the target as the Torc chokes the user.
Take a stamina roll. Failure causes the user to pass unconscious for a scene, while success allows the user to stay awake. Suffer -2 to all rolls for the next day.
Equinox Roads 43
• Tokens

Ace in the Hole
A playing card, which if placed over a lock, inflicts a dice penalty to open it as well as removing 10 again from all attempts.
Card papercuts you for 1B damage when activated.
Lose 10 again for the rest of the day.
Lost 202
Bone Comb, The
A comb from the hedge or Arcadia, which, when run through a users own hair for 100 strokes, allows the user to change their hair colour for a single scene. In addition, the user gains the 4 dot Striking Looks merit.
After the scene, the user loses some of their hair's natural luster. For the rest of the day, social rolls take a -1 penalty
Gain the narcissism derangement. If the user already has narcissism, lose three dice from any Res+Comp roll made to resist the derangement.
Rites of Spring 147
Cracked Mirror, The
A dingy mirror, which can reveal and allow communication with the user's fetch, or potentially other impersonators.
The Fetch becomes aware of the Changelings exact location.
Must cut face for 1L damage.
Lost 202
Driver’s Little Helper
A token from a game of chance, this must be placed inside a car. The car then consumes no fuel, grants a small bonus to Drive, and cuts down on the time it takes to drive to any destination.
After an hour, the car overheats and cannot be driven for 15 minutes (Unless you fix it with Wits + Crafts)
Must pour a pint of blood into gas tank or transmission for 1L (Mortals) or 1 vitae (Vampires)
Lost 203
Jackdaw Trinket, The
A necklace featuring the head of a hob carrion-bird, threaded through the eye-sockets. When activated, the user may make a Sleight of Hand Larceny roll, and all who could act as observers are distracted at that moment. The Wits+Comp or Wits+Larceny roll necessary for observers suffers a -3 penalty.
If the sleight of hand roll fails, its always a dramatic failure
Gain the Vocalization derangement, or if the user already has that, the more severe Schizophrenia. Lasts until the user gets 8 hours of sleep.
Rites of Spring 156
Murmuring Coin, The
A coin from Faerie, which may be activated to increase the user's effective Resources merit by one dot during a transaction.
The next day until you sleep, your vice becomes greed. If it was already greed, fulfilling your virtue will only net you half Willpower.
A friend or loved one will suffer money problems, losing one dot in Resources.
Lost 204
Visage of Glory
A monstrous mask that grants protection from Hobgoblins. No Hobgoblin can attack the user physically unless the user attacks them first. Protects for one day only. Must be worn on the face.
-2 to all social rolls while wearing the mask.
Affix the mask by using two thorns, causing 2B
Rites of Spring 155
•• Tokens

Amber Demijohn
A fat amber bottle, which the changeling can beg for protection. The changeling takes two turns to turn into smoke which wisps inside the bottle, and another two turns to turn back into a size 1 version of themselves inside the bottle. The changeling is not immune to harm, but the bottle is resistant. It is Size 2 and, when active, Durability 5 and a total Structure of 7. In addition, it heals for one point of structure per minute. Piercing specialties on weapons are negated. Nothing, not even explosives, bypass the durability. Any rolls to find the changeling are at a -3 penalty.
The changeling may only leave the bottle after an hour has passed, at which point the user is expelled forcefully.
The user may never leave the bottle, and it must be destroyed to grant exit.
Rites of Spring 147
Homespinner’s Needle
A simple sewing needle, which when hidden in a room and activated, grants a bonus to Presence or Manipulation rolls to all those present. Grants an increased bonus to the owner.
Everyone who benefited from the needle takes -1 for all social rolls in the next scene. Owner takes -2.
The user of the needle must recite a rhyme and stab them self with the needle.
Lost 204
Hollow Heart
A contain the size of a bowling ball. A changeling may chose to put glamor into the bag instead of his pool when harvesting emotions. Up to 20 points of Glamour.
While carried, the the bag will upgrade one bashing damage to one lethal damage per round.
The changeling becomes aloof. Social penalty.
Swords at Dawn 36
Lantern of Ill Omen
A magical lantern, which may be attuned to a specific subject through the expenditure of a willpower dot. When activated, the lantern will glow when the attuned subject is near.
When it glows for long enough, it goes out and the hair and fireflys must be replaced.
Orbs of light dance in your eyes for a full hour after lantern goes out.
Lost 204
Periwig of Orators
After a successful Oratory roll, everyone within earshot regains 1 willpower. Once per day use.
User is harried with hedge-nits. -1 to all non-social rolls while wearing the wig.
Act as if under the effect of marijuana.
Rites of Spring 156
Ribbon of Nevermiss
A ribbon that is to be tied around the barrel of a gun, which doubles the effective range bands of the weapon.
After three shots the gun is rendered useless, and the ribbon cannot be used on it anymore.
Yank a tooth out or fate will do it for you.
Lost 205
••• Tokens

Plastic flashlight with a lump of coal within. Shining the token on a True Fae blinds them, and they suffer defense and perception penalties.
Grows very warm, dealing 1B damage and forcing roll to maintain grip. Cannot be used on the Lost or Hobgoblins.
Anyone searching for owner is granted +3 perception to discover the character.
Autumn Nightmares 75
Baby Cat’s Eyes
A porcelain doll with one good eye, when activated the user may see through the doll's eyes for twelve hours. Afterwards it must rest for 48 hours.
-2 to perception until 6 hours of sleep fix it.
Suffer from suspicion or paranoia until the 12 hours are up.
Lost 205
Dead Man’s Boots
Filthy boots taken from the feet of a corpse in the Hedge, they may be triggered to double the user's Stealth score, until the wearer runs out of Willpower or chooses to end the effect.
Drinks one point of willpower an hour.
Drinks one point of bashing health an hour.
Lost 205
Deadman's Mask
A changelings plaster death mask. When worn, the changelings Seeming and Kith changes to that of the deceased's. When taken off, it cannot be activated for time worn x 5.
Kith and Seeming Blessings do not return for a week. Changeling is less fey then usual, suspicious to the Lost.
The changeling allows the mask to decide how long it wants to stay on your face.
Swords at Dawn 55
Glimpsing Mirror, The
The user asks the mirror one question about a persons attributes or skills. The person must have looked in the mirror while it is active and the user must know the persons first name. Stays active for an hour.
Costs willpower to use. 1WP for a skill question, 2WP for an attribute question. One question per person.
Tell the mirror one of your deepest darkest secrets. The next person to look in the mirror learns that secret and to whom it belongs.
Rites of Spring 148
Hedgespun Wardrobe
A wardrobe, which when closed, locked and activated may produce a new Hedgespun outfit to specifications.
Dissolves the next sunrise.
Must moisten the lock with blood, wound will cause -1 to all composure rolls when clothes are worn.
Lost 206
Hoarfrost Spine
A thorn from a frozen place in the Hedge, when worn as jewelry and activated this token grants a defense bonus against Brawl attacks, and doubles Defense versus grapples.
Fire damage becomes aggravated for the next 24 hours. Vampires and such take +1 extra fire damage.
For 24 hours, all athletics rolls take -3
Lost 206
Minister Viburnum’s Clepsydra
When activated, silences all voices in the room except for those who have a hand resting upon the very top of the token. Lasts for a scene. In addition, any speaker touching the top of the token gets +1 to expression rolls. Affected characters can spend 1WP to speak for 3 turns. Only muffles speech etc.
Activator becomes over-sensitive to sound, and suffers -2 to perception.
Fill the token with blood instead of water
Rites of Spring 156
•••• Tokens

Biting Crotesquerie
A horrific idol made from mismatched parts, which may be activated and thereby animated. The bite of this creature causes potent hallucinations which inflicts many penalties.
Electronic blackout within 50 yards for one hour.
Spend willpower point and spit on it. Token crumbles after it's activated.
Lost 206
Bleakmoor Black Pony
A statue of a pony made from hedgestuff. Upon activation, becomes alive for one hour, and more time can be added at a rate of 1 hour per glamour spent. Suffers speed penalties based on weight carried. No more than two adults at a time. No roll required to ride unless circumstances dictate it.
Pony is GRUMPY.
Getting too close to the ponies mouth can result in up to 2B of bite damage.
Groom the pony - Brush its mane, clean it generally, pick things from its teeth) for one hour. During this time, the user must tell the pony of a terrible nightmare that they once had, in detail.
Rites of Spring 157
Blood Poppet
A creepy doll found in the hedge. Can be used to form a sympathetic connection with a users fetch by winding three of the fetches hairs around the dolls head. When activated, the doll becomes a voodoo doll for a scene. Spend 1WP to cause 2B and a -1 penalty (up to -3) to all physical rolls to the fetch. No distance limit.
After torturing their fetch, the user feels empty inside. Prevents willpower gain for the next 48 hours after use. Oh, and if the fetch gets a hold of the doll...
Wet the dolls head with some fresh fetch-blood from the users fetch.
Rites of Spring 149
Bug Cudgel
A blunt instrument, which if activated and used to inflict a blow, curses the target. An hour after the impact, the site swells up and bursts forth with many insects, inflicting intense dice penalties (not to mention trauma)
Nightmares about bugs, penalty for rolls for first hour awake.
Develop Phobia (Specifically entomophobia)
Lost 207
Curious Paw, The
The claw of some kind of mutated creature from within the Hedge, activation grants the changeling and his motley 9-again on all rolls except those relating to Glamour or Contracts for a scene.
Begin to feel tired and sick after effect wears off.
A memory is taken as payment, something small but important.
Lost 207
Promise Stone
A stone with runs. Can have a pledge invested into it, and have another party enter the pledge at any time with a ritual. All pledges sworn this way is considered a vow.
Using this token costs a dot of willpower (Can be bought back with 8 XP). Much more, see book.
Can be activated without Wyrd (Able to have 3 vows). Must pay cost, then tear out tongue and throw it into a fire, dealing 2L.
Autumn Nightmares 22
••••• Tokens

Blood Pennon
A short, swallow-tailed banner. When activated and waved, the changeling and his motley gain significant combat bonuses. Their Defense is double, they gain a bonus to Initiative, and they can ignore any wound penalties. They may also make all-out attacks with a bonus.
Enemies are called to your location.
You are left exhausted for the rest of the day, easy pickings for the Gentry if they show up from the drawback.
Lost 208

Jerusalem Mile, The
It's a rug, about 9' by 12'. A dusty frayed rug, with a blocky maze design stitched into it. Those who walk through the 'maze' to the end are transported to a spot in the hedge where they have been before.
The rug is one-way.
The user can choose not to choose a location, which dumps them ANYWHERE.
Rites of Spring 149
Keeper’s Quirt, The
A two-ended riding crop, which summons a wave of repressed negative memories when it strikes flesh. For humans, this can be anything, for Changelings, it's generally their durance. When used in combat, it can be especially debilitating. Those hit no longer apply defense to incoming attacks, and lose -3 to speed and initiative til the end of the scene. Does +1B, requires Strength+Weaponry to wield. Can only be used on another character once.
Transmits small jolts of pleasure upon use. Hurting others with it becomes addictive after its third use. When addicted, user must succeed on a Res+Comp roll to NOT use the Quirt when available.
Use on a family member or motley-mate within an 8 hour period before activation.
Rites of Spring 158
Squall Knife
A knife placed under the cradle of a human child in Faerie. When used to inflict damage, if the victim screams or shouts, the wielder may heal lethal or bashing damage.
You hear screaming children, and suffer from Melancholia or Depression for 12 hours.
-3 to all social rolls for 24 hours.
Lost 208
Variable Tokens

• to •••
Hedgespun’s Rainment
Clothing crafted from materials from the Hedge. The one dot variant reflects clothing with no supernatural power (but is treated as a status symbol amongst the Lost and is universally beautiful), the dot variant may grant armor, and the three dot version grants powerful armor.
Offers no protection against cold iron. Delicate garments might even be destroyed just from a touch.
On non-fey the garment is very uncomfortable and garners a -1 on some rolls.
Lost 203
Book of Tales • to •••••
An old book from the hedge. Prick finger and apply dot of blood to activate. Upon activation, open the book and read a tale that might be about the user. For the remainder of the story, the user receives one clue toward future events. Additionally, for each dot of this token, the user may reroll one failed roll during this story.
Requires strength = to the level of the token to open and use.
Every time the player rolls for something, the ST rolls as well. On a 1, that roll becomes a dramatic failure. Effect stops after one dramatic failure.
Rites of Spring 145
Cursing Box, The • to •••••
A box that curses the area (100 yards per token dot) that causes food to spoil, animals/people to fall ill, life rots. Anyone that sleeps within the area suffers -1 to all actions the next day unless they sleep outside the effect.
The changeling who activates the token suffers a vulnerability to iron (general, not cold) while the box is active, suffering an additional level of damage from any attack with iron.
The character severs the tip of their index finger and places it in the box for two lethal. If the box is dug up later, the character can reattach by spending willpower.
Rites of Spring 146
Heavenly Stem • to •••••
A "natural" rapier made of wood and thorns. Activate the token to provide benefits for a scene dependent on the number of dots. Each dot can provide +1 Defence, Equipment bonus, Initiative or Speed. The weapon without activation is a 1(L) Rapier with no armour piercing.
This token may only be activated before performing any attack. Additionally, it may only be activated once per game session.
The character pledges to the token, which eats their life at a rate of one lethal per turn the blade is in hand.
Rites of Spring 154
Jeweled Hookah • to •••••
A hookah with the appearance of writhing snakes. Taking a hit from the Hookah negates all wound penalties and allows the user to regain a point of willpower. All users suffer a penalty of the dot rating to their pools for the next scene.
The token may only be activated once per week. Suffer a biting headache for the next hour that penalises mental rolls by 1.
A character places their hand in the water jar and suffers a bite from the snakes. The character takes a bite with a toxicity rating of 3. Does not heal until 12 hours have passed.
Rites of Spring 155
Hungry Arrow, The •• or ••••
Holding the arrowhead in their palm upgrades damage. •• upgrades Bashing to Lethal, •••• upgrades Lethal to Aggravated. The effect lasts one turn.
Only affects the damage of the weapon held in that hand. Activation incurs a point of bashing damage.
Feel the sting of the arrowhead and halve initiative for the rest of the scene (rounded down).
Rites of Spring 148
Promise Tokens

Ampoule of Life
Upon receiving would-be-fatal wounds, drinking the blood downgrades all of the character's Lethal or Aggravated damage to bashing. Only works on wounds or poisoning, but not illness.
Lose all willpower points.
Lose two permanent health dots.
Rites of Spring 151
Auroch’s Horn, The
Can be used by any changeling in a freehold. When used, summons the user's Keeper to their side for one battle.
The keeper gains +3 on all Physical tests against the user. Keeper always knows where any changeling belonging to the freehold is, Keeper can stay in the mundane world indefinitely. Seven children will be abducted that night.
Blowing the horn performs all the effects. Cannot be destroyed or given away.
Rites of Spring 151
Black Nickel
Borrow up to five skill dots from another changeling or Fae for a full week. Limited to the maximum skills that the target has.
Token is rendered inert after borrowing five total skill dots.
Target gains bonus skill dice for any contract used against the user equal to number of dots borrowed. Benefit lasts for a full year.
Rites of Spring 152
Blank Check
Allows the user to add the resources score of the person who gave them the token to their own for a single purchase.
Cannot access any of their own money for an entire week.
The user becomes pliable to social advances by the person who gave them the cheque. The giver gains +2 Socialise whenever interacting, capped at +5. This effect is permanent.
Rites of Spring 152
Finger Locket
Target gains life equal to Wyrd x 5 Years at the point when the token was given.
Permanently loses the finger used in creation of this token.
Target no longer regains willpower from rest. The changeling that created it gains it instead.
Rites of Spring 152
A Tattoo shared by a pair of characters that ensures mutually assured destruction. The pair cannot wound the other without wounding themselves - any damage inflicted is mirrored.
Automatically lose a dot in Clarity if the other of the pair dies.
The effect can be escaped by the pair agreeing to, spending a willpower dot and suffering a point of aggravated damage with an obvious burn mark.
Rites of Spring 153
Scobury-Clovill Box Camera
Taking a photo of someone with the camera causes them to be dragged to Arcadia for a year and a day. This happens within the next seven days.
Use of this token is a Clarity sin at any level.
Destroying a True Fae before the target gets abducted will prevent them from being abducted.
Rites of Spring 153
For information on Cursed Tokens, refer to Dancers in the Dusk, page 72.
For information on Trophies, the lost relics of the Gentry, and how to stat your own, refer to Dancers in the Dusk, page 78. They may be bought as a token would.

Goblin Fruit

Goblin Fruits

Looks like a small, red eggplant.
Heals 1A, limited to once per scene.
CtL 223
Babel Gum
Grows in Hedge Cities. Pink lichen that resembles chewed up gum.
Understand all spoken languages, forget how to read for one scene.
CtL 113
Pink fruits slightly larger than cherries.
Healing fruit. 1L or 2B healed.
CtL 223
Small almost sour tasting onion. Grows underground with only a few leaves poking out to find it.
Instant exit from the Hedge
RoS 131
Mushroom that appears almost identical to Nightcap. Effects of both can stack.
+4 Initiative for scene
CtL 224
Chu Chu Culm
Grows in Hedge Fields. Bamboo filled with red liquid.
Intoxication, +2 social, -2 dexterity, wits or intelligence for one scene.
WM 113

Intoxication equivalent to a shot of liquor
Goblin Markets 21

smoke to Increase sense-of-self, followed by hallucinations
Goblin Markets 21
Bitter and minty leaves, usually made into a tea.
Restores 1 point of spent Willpower. After first Coupnettle, for 24 hours, still restores, but imposes cumulative -1 to composure.
CtL 223
The Cousins Trumpet
Grows in Hedge Jungles. Yellow, conical flower with no scent. Must be brewed into a tea.
Outside Hedge: Hallucinogenic drug. Restore one willpower, -3 all dice pools including defense and initiative.
Within Hedge: +2 Wyrd when shaping the Hedge.
WM 113

9-again on social rolls, but hard not to vomit up
Goblin Markets 21
Slightly intoxicating, looks like a purple Nectarine.
Healing fruit. 1L or 2B healed.
CtL 223
Mealy seeds inside a pod, similar to peas.
Healing fruit. 1L or 2B healed.
CtL 223
Fear Gortach
Highly addictive grass. Can affect mortals and supernaturals. Must succeed Wits + Composure to pull away, and reroll if you run into more Gortach in the next scene. Gluttons get a -3 on these rolls.
Makes consumer hungry/loses benefits of other Fruits
CtL 223
Grows in Hedge Farmlands. Grows in the shape of a scarecrow. Crack it open and smear it on yourself to gain benefit.
+1 to Defense, -2 to Social rolls for one hour.
WM 112
Hera Pear
Particularly healthy pear tree guarded by a powerful hobgoblin or goblins of some sort
Completely cure a disease. Cannot be transplanted
RoS 131
Tiny, crimson berry about the size of a pomegranate seed. Very rare and bitter, but essentially turns you invisible to the Gentry.
Fae must roll Wits + Composure to find you at -5. Lasts for minutes equal to your Wits + Resolve.
AN 59
Jarmyn Fruit
Grows with Jarmyn Leaves. Forces sleep.
Extended actions in same scene lose penalties; sleep whole day after to maximum of 7 days.
CtL 223
Jarmyn Leaves
Grows with Jarmyn Fruit. Forces sleep.
+3 to stay awake for extensive amount of time; sleep whole day after to maximum of 7 days.
CtL 223
The Judas Yew
Grows in Hedge Deserts. Tree with red berries that grows out of walls in elevations.
Eating does 1L damage due to potent poison. Allows you to go 3 times the length without food or drink.
WM 111
A Blossom that curls upwards at the end of the leaf
Healing fruit. 1L or 2B healed.
CtL 223
Mushroom that appears almost identical to Buglewort. Effects of both can stack.
Halves Speed until accumulates 4 successes on Stam + Res
CtL 224
Pedicle Velvet
Grows in Hedge Tundras, on the horns of fierce Hobgoblins. Lichen that must be scraped off and eaten completely to take effect.
Heal 1L damage. Gain +1 Stamina for 6 hours. Next time you have intercourse, it will result in pregnancy.
WM 114
Pitt Moss
Very rich, pungent moss used in soups. Effect only applies if eaten raw, about a salads worth, in the field.
Loses 1 Willpower and can't spend Willpower for scene
CtL 224
Fleshy fig, black and filled with dizzyingly sweet tar sap. Contains milky grubs with black mandibles.
Eat the grubs to gain +5 to any roll made to escape any kind of bondage. Gain a glamour.
RoS 131

Ropy vine shaped like a noose.
Acts as Strength 3 attacker with a garrote for 3 turns.
CtL 224
Hog Eye
Grows in Hedge Bogs and Swamps. Looks like a reed with a knobby outgrowth.
Single-use lockpick, adds +5 to any lockpick roll.
WM 111
Foul smelling acorns.
-1 dice pool to everyone within 15 feet.
CtL 224
Promise Leaves
Dispersed among trees completely randomly. Parchment-like leaf that is crumpled up when casting your contract.
Lengthens certain Contracts' duration
CtL 224
Milky thistle with night black flowers.
Thistle can be used to tattoo a Lost for a month. Lost can spend a Glamour to gain +1 on a chosen Social Skill (chosen when the tattoo is made). Can have one tattoo per dot of Wyrd at a time.
RoS 132
The fruit is safe to eat. The thorns are hard and sharp, and can be used as a weapon.
Thorns can be used as (1)L, Size 1, Durability 1 weapon
CtL 224
Tovil's Ooze
Found in sinkholes in cold parts of the hedge. Molasses like substance
Smear on objects to grant +2 durability for a week. Smear on living thing for +2 armor. Peels off after about a week. Items take 2 damage to structure, Characters suffer 1 lethal damage.
RoS 132
Oozes out of trees in Hedge Forests. Just a dollop on your skin summons masses of vermin that follow you until removed.
Vermin follows you around, -2 social penalty, -1 initiative and defense.
WM 112
Walking Gertrude
Slowly walking stalks of fibrous tissue, like a spider made of sugarcane.
Rub odorless residue on inside of victims shoes. Victim suffers halved speed while wearing the shoes.
RoS 132

Misshapen black-spotted apples. Hybrid of a Jennystone and an apple.
-3 to all rolls for a day if eaten. If skin is pierced acts like a Jennystone.
Crossbreed of blushberries and fear gortach. Lush purple berries.
Heals like blushberries, but eater must succeed on Wits+Compsure roll or else continue eating. -3 penalty if Vice is Gluttony.
RoS 130
Hybrid of coupnettle and pitmoss. Has airy stems topped with curling clusters of violet leaves.
Consume raw and lose a point of willpower and get +3 to a Mental Skill of the changeling's choice provided the changeling was thinking about it, for a scene. After scene ends -1 to all physical rolls. -2 if Vice is Sloth.
RoS 130

Alternate Rulings:
Somnus-Pollinated Goblin Fruit - Autumn Nightmares p. 127
A status infected on an existing fruit. You can only determine if it's been pollinated by a Somnus when it's devoured, where you will take damage as if you'e been bitten or stun. If multiple fruits have been eaten, you must roll every 10 minutes for every fruit.