Changeling the lost equinox road pdf download






















This applies even if you're not running an "Epic" game. Certainly I can imagine a Changeling chronicle which spends more time in these fantastic realms-- one where they're not necessarily hostile. That kind of game would skew more modern fantastic and could be quite viable. The chapter has many ideas on how changelings can get to these realms, how they can interact with them, and how they might take the battle to the Keepers themselves.

The material here could easily be foreshadowed in the early game-- and players could taste these riches through short quests and the like. I like some of the specific areas suggested and some of the campaign seeds given here. The material in Dancers in the Dusk compliments this well and should probably be read in conjunction with it.

The Hardest Road This last chapter, twenty-five page long, build from the idea of the previous one. It provides an extensive but loose campaign outline for providing an Endgame to a campaign. Such and endgame might be a capstone story or might bring about drastic changes ala the Time of Judgment chronicles that closed out the earlier old World of Darkness. It builds it as a fairly linear Heroes Journey-- with example Guides and Obstacles provided.

While I doubt I'd use the material given as is, it does provide a nice template for GMs. The specificity of the story provided doesn't limit its adaptability. The book ends with a strange little five page Appendix called "The Game of Immortals. I can't help but thinking of Fiasco as I read it-- with plots and plans going awry.

It is structured as a Freeform game evening. There everyone battles to seize the Throne which has suddenly been vacated. I don't know how playable the game would be-- but it provides some ideas and serves as an odd contrast after many Changeling books of dense specific rules and mechanics.

Portability I'd say some of the ideas here could be taken for other games, especially some of the Arcadian domains presented. But generally this book builds from the earlier Changeling material and supports that specific setting. On the other hand, for GMs adapting Changeling to another system, there's some mechanics here that will require some serious consideration before converting. Overall It's a good book-- and not just for GMs getting to the latter part of the campaign.

I think some of the concerts and plots here would be worth setting up earlier. It also gives some ideas for how to make older and more powerful changelings seem strange, powerful and yet vulnerable. I'd recommend this to GMs who have decided to definitely run a Changeling campaign. Books Characters Glossary Timeline. Characters Glossary Timeline.

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White Wolf Changeling: The Lost. Start Over. Advanced Search. Hottest Titles. The game focuses on the experiences of these changelings as they re-discover the world of their birth, try to cope with the metamorphoses they have undergone, and seek to evade recapture. The dominant themes of the game are the pain of loss, the quest for identity, and the bittersweet nature of human existence. Changelings refer to themselves as "the Lost": they were kidnapped by the godlike Fae, taken to an alien realm, and held prisoner.

While trapped there referred to as their "Durance" , they were forced to serve their otherworldly masters and endure inhuman tortures; to survive under the twisted laws underpinning Arcadia, they also had to undergo physical and supernatural metamorphoses. Many escape only to find that they have been replaced by a faerie simulacrum called a "Fetch" and that they have not been missed at all. Most also discover that time passed differently in Arcadia than in the mortal world, and they are either too old or too young to resume their normal lives.

Those who can often attempt to pick up where they left off before they were taken, with varying degrees of success, while others try to build new human lives elsewhere. However even under the best possible circumstances, the Lost are no longer fully human; they have become part of both worlds and while they are still human enough to make sense of human things, they have metamorphosed just enough to skew their perceptions.

Many embrace their new existences, compensating for the loss of their mortal lives by immersing themselves in changeling society. Most find that they have come to appreciate humanity in a new way, finding beauty in the most mundane or painful of experiences, aching for things they did not appreciate before their capture.

Changeling characters are unique individuals, each one shaped differently by his or her personal experiences in the world of the Fae. As a result, Changeling: The Lost features a more nuanced and detailed character-creation system than the other World of Darkness games. Each Changeling possesses a Seeming , and may possess a Kith which further defines a seeming, a Court represented by Seasons or any other patterns, and Entitlements which are used to distinguish and describe the nature of the character according to the metamorphoses that her time with the Fae have wrought upon her.

Some Changelings exhibit inhuman beauty, while others exhibit atavism; some are defined by a particular season , while others are defined by their approach to social interaction. All things fae, including changelings, are also protected by the Mask , an illusion that makes them appear as mundane versions of themselves.

Only fae beings can see through the Mask, though they can ensorcell humans and thereby grant them the temporary ability to see through the Mask.



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