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=Fan Games= ==Dragons== An ancient contract with the Fae prevents them from taking dragons as slaves, and as such they are generally ignored. But occasionally, a True Fae or one of their servants will temporarily kidnap a dragon to perform some arcane task, claiming that it's the price of the bargain. And while dragons chafe at serving a higher power, refusing or failing this task generally ends very poorly for the dragon in question. ==Geniuses== The spark of Mania in a Genius seems to terrify the Gentry. Every Genius taken has been returned less than a day after being taken, though it's usually longer to the Genius in question. ==Giants== The relationship between Fae and Giants is a convoluted one, to say the least. Giants are the heroes of their own legends, which seems to impress the True Fae to some extent- not enough that they'll consider a Giant their equal, but enough that they will usually attempt to negotiate with any Giants they encounter and generally treat them as more than curiously mobile parts of the scenery. The Giants, for their part, are very wary of the True Fae, for a variety of extremely good reasons. Seeking the True Fae out for aid is generally considered Unworthy behavior, and the more Worthy of Giants will often shelter escaped Changelings in their domains. Giants are never kidnapped into Arcadia (whether this is because of some bizarre Faerie quirk, an old pact, or the True Fae simply can't do it is still up for debate), and if they end up there somehow, they do not become Changelings and generally escape on their own sooner or later. And yet, the True Fae still endeavor to get Giants into Arcadia by every indirect or non-coercive means that they can. Most consider this behavior another inexplicable facet of the True Fae's insanity, as that's a lot of effort to put in to taking a slave that will never obey them. Few aside from the True Fae know the method to their madness; the secret is that a Giant who loses all of their Worthiness while in Arcadia will become another of the True Fae, just as a Wyrd 10, Clarity 0 Changeling would. The Gentry also like to send loyalist Changelings out on missions to kill Giants, outfitting them with magical equipment but generally not telling them of the curse that befalls anyone who kills a Giant. This tends to lead to said Changelings turning runaway if they realize what they're being sent to do. ==Hunchbacks== Hunchbacks tend not to change too much from entering Arcadia because, not to put too fine a point on it, their life on Earth sucks so much it's kind of hard for the True Fae to make it any worse. When the True Fae take Hunchbacks, they generally take pains to both keep them alive and preserve them as they are in order to amuse themselves by pointing and laughing at something more pathetic than they could ever be. And because Misery is Misery wherever one goes, Fae-stolen Hunchbacks tend to eventually gain enough power to escape home- where they find that their Master probably now thinks that their Fetch is them, because Hunchbacks can't ever catch a break. Fellow Hunchbacks, on the other hand, are never fooled by a Fetch of a Hunchback, as the True Fae either cannot or will not replicate the true nature and effects of the Hump. This also means that Fetches of Hunchbacks tend to be far more well-adjusted and live much better lives than their originals, who will often return to find their Fetch living a life that they, as a Hunchback, can never have. This often ends badly for both the Fetch and the Hunchback. Hunchbacks who escape Arcadia become part of the Rue de Perrault and gain access to the Twist of Talespin, which acts as a set of pseudo-contracts that allow the Hunchback to apply the narratives omnipresent in Arcadia to real life- generally with adverse side-effects applying to the Hunchback, because none of the stories involving them are happy ones. Hunchbacks who were already part of a Rue when taken will forget all of their knowledge of the Rue's signature Twists when they return in favor of power that would better help them in Arcadia, represented by the player switching all dots in the Rue's Twist to Talespin. Hunchbacks who have escaped Arcadia may join Courts if their Master is a Court member. Perraults of all Santuaires tend to seek out Changeling Masters for their shared experience of Arcadia; Concordians will take a Court as a master, some Mabuse gravitate towards Autumn courtiers who seek to understand the fiddly rules of the Hedge (though Mabuse are also the most likely to attempt to keep themselves as far away from anything Fairy-adjacent as possible after escaping back home), the Mondelora will switch their focus from mundane to Changeling society, the Outrevie find themselves ideally placed to aid Changelings in making new lives for themselves, the Savagine find common ground with the Beast Seeming, and even the Abandonnai know kindred spirits when they see them. Hunchbacks aside from the Abandonnai cannot join courts independently, as their devotion to their Master overrides all other loyalty. While Changelings sympathize with everyone taken to Arcadia and are inured to the horrific and grotesque, they are still well aware that even a Perrault Hunchback is not truly a Changeling, but one of The Other. They don't struggle with their Clarity and have no use for Glamour; what kind of Changeling is like that? Hunchbacks don't take social penalties with Changelings of their Court, but they are still kept at arm's length. They cannot earn Court Goodwill or learn Court Contracts- though the latter is partially the fault of the Hump's interference. ===Talespin=== ====Fairy Sense *==== Cost: - Having managed to survive a Durance, this Hunchback has learned to recognize Arcadia and the Hedge for what they are, and now wonders why he never noticed before. The Hunchback can see through the Mask and can always reliably identify any Changeling or related creature (Gentry, Goblins, etc.). If they are hidden or magically disguised, the Hunchback knows that they're in the area but can't pinpoint anything directly. ====Gambler's Charm **==== Cost: 1 Misery The Hunchback is marked by a world where reality means less than stories, and probability is subject to the narrative. By spending 1 Misery, they can focus this effect, granting a bonus to one roll to another person, while giving themselves equal penalties on random roll. The misery cost is negated if the twist is used on someone who is a complete stranger to the Hunchback. ====Genre Savvy ***==== Cost: - If there's one thing Hunchbacks are really good at, it's quickly figuring out the desires and whims of powerful and often insane entities so that they can better serve, or at least not get squished for being ugly. Serving a Durance in Arcadia has only sharpened that talent, allowing the Hunchback to fit in seamlessly and seemingly effortlessly to the bizarre and magical world of the Fae. The Hunchback may spend 1 Misery per rank of merit to temporarily mimic Changeling merits, without the social penalties for being a Hunchback (if applicable), as anyone who's spent any amount of time in the Hedge will have seen much worse. All normal restrictions for having these Merits apply; for example, if the Hunchback were to attempt to mimic Market Sense twice in a session, the second attempt would be wasted. Copied Merits last until the next midnight. The Misery cost is negated if the Hunchback is using it to interact with people or items related to their Durance- though when compared to the risk of their Keeper deciding to come back to pick up their lost entertainment, most Hunchbacks prefer to just spend the Misery. ====Your Trusty Guide ****==== Cost: 1 Misery per included character The Hunchback has found a knack for navigating through the Hedge while using it to escape their Keepers. By spending 1 Misery, they may safely enter, move through, and exit the Hedge, concealed from the denizens and suffering no damage from the Thorns. They may also extend this protection to others in their group by paying 1 Misery per passenger. Passengers must follow the Hunchback's instructions to the letter, or they will lose access to all benefits of the Twist. The misery cost will be negated if the passengers pay the Hunchback a fair price for the trip, though for obvious reasons the Hunchback cannot pay for their own passage and must spend Misery for themselves. ====Godmother's Gambit *****==== Cost: - The Hunchback cloaks themselves in a weave of Arcadian tales, taking on the role of the old and ugly in fairy tales who were in fact disguised fairies or enchanters who would reward those who treated them kindly and punish those who were rude to them. The Target must roll Composure + Willpower - the Hunchback's Hump rating. The number of successes gained will allow the Hunchback to spend 1 misery per success to turn a roll's failure into success and success into exceptional success, while a Failure will allow the Hunchback to spend 1 Misery to curse one future roll to fail regardless of what the dice show, and a Dramatic Failure will also allow the Hunchback to automatically succeed in one action meant to harm the target. Misery need not be spent if the initial roll is made in place of the normal Composure roll to interact with normal humans, with a failure not giving the Hunchback the normal Misery. ==Leviathans== If it were ever possible for the True Fae to consider another being equal to themselves, then that would be the clearest answer to how the Gentry treat Leviathans. They seem to see them as honored rivals, to be respected as much as they are opposed. They do not kidnap Leviathans or their cultists, and if a Leviathan finds their way to the Hedge, they are generally treated as guests and shown the way back when they wish to leave. This does not mean that the Leviathans get off easy. The Gentry will expect the same standards of conduct and hospitality to be shown to them in turn, and they rarely if ever explain themselves. Ignorance of the law is considered no excuse, and a Leviathan who breaks a rule of etiquette they didn't know existed in front of someone they thought was mortal will offend the Gentry the same as a deliberate slight- and to be treated as a peer enemy by the True Fae is a very bad thing indeed. The School of Fog strives to prevent such occurrences by documenting every known encounter between Leviathans and Gentry and attempting to puzzle out the rules by comparing incidents, but the only thing they've managed to pin down for sure is that the codes the Gentry abide by when interacting with Leviathans are either unique to each Fae or change frequently. ==Princesses== Princesses- even from the Twilight Courts- almost universally come out as Fairest, often appearing close to their transformed selves. Those from the Radiant Courts also do not suffer from -1 to clarity rolls that other Fairest do. Princesses of the Radiant Courts also find it far easier to escape Arcadia under their Queens' guidance from the Dreamlands. ===Sworn=== The Sworn- even of the Twilight Courts- almost universally come out as Fairest. Those from the Radiant Courts also do not suffer from -1 to clarity rolls that other Fairest do. ==Sirens== The power of Ceto protects Sirens, even in Arcadia, and any Siren who happens to be taken can still slip into the Celestial Ocean, and from there back home, without any physical effects on themselves. The experience of being dragged through the thorns is, however, a highly traumatic one that grates on a Siren's already fragile Stability, causing a Foundation Dissonance roll. ===Flensers=== The Siren flesh a Flenser ingests to extend their lifespan reacts poorly when brought into the Hedge and beyond. Because of this, the Gentry rarely take them to be slaves; most of the time the Fae just finds the way their bodies twist and implode as the Thorns rend the fragile bond of mortal flesh and Siren magic to be funny and drags them over for a quick trip to see it happen in person. On the occasion that they do manage to survive the trip, their cannibalism marks them indelibly in Arcadia; they cannot become any changeling Kith that does ''not'' in some way revolve around it. Corpsegrinders are by far the most common Kith amongst them, with the occasional Gristlegrinder, Pamarindo, and Roteater. Occasionally, sirens of Buoyancy and some Abyssal Currents will try to set one foe against another by leading the True Fae to Flensers and watching the gory fireworks, but most Sirens recognize that trying to involve the True Fae in anything is a double-edged sword, and merely count their blessings whenever a Flenser happens to catch the Gentry's attention. [[Category: Changeling: The Lost]]
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