It's not new, having launched in 2007, and like many of the
lesser-known World of Darkness titles, flew under a lot of peoples'
radar. I'm bringing it up again because I feel like it's a game that
deserves a lot more attention than it got. This is a truly deep,
compelling game, with some stirring themes and imagery.
I feel like White Wolf got it right. This game has a
purer feel to it than its precedent title. The faerie tale elements are
all there. The supernatural element is what it should be: raw,
elemental, potent, and terrible. Dreaming changelings had to carefully husband the faerie parts of their lives; Lost
changelings run the risk of being overwhelmed by it. This is a game
about
people who are victims of something greater and more terrible than
themselves, but ultimately turn those victimizing forces into essential
aspects of a new identity. It has a timeless quality found in the
writing of Charles de Lint and Neil Gaiman and the Brothers Grimm.
Published by White Wolf as another installment in their reincarnated World of Darkness line, The Lost is drastically different from its ancestor, The Dreaming.
In the Dreaming, changelings were mortal people who housed faerie
souls and lived in two worlds: the physical world we all know, and an
immaterial overlay of living dreams. The supernatural half of this dual
reality existed only for its participants, and was vulnerable to the
forces of disbelief and denial. Children's imaginary friends or
monsters under the bed were real to the changelings, as were more
classic faerie beings. This world of enchantment was fragile and prone
to vanishing for individuals who wander too far into day-to-day
drudgery, but those that strayed too far into it were often driven mad.
However, The Lost
takes a more archetypal approach, drawing more on traditional faerie
tales. Changelings are mortals who, at some point, were abducted by the
True Fae, and carted off to Faerie. There, they slaved and served at
the whims of their ethereal, godlike masters in a realm more beautiful
and terrible than anything they'd imagined could exist. Memories of
former lives dwindled and faded, and the magic of Faerie inundated these
people until they were no longer truly human. Eventually, they escaped
from Faerie, through the barrier between the worlds called the Hedge,
back into their own world.
Except it wasn't their world
anymore. Many return to find that time has passed dramatically.
Oftentimes, the changelings return to friends and family to find that
they were never missed; they had been replaced by a fae-made imposter
called a Fetch. Frequently Changelings have flawed memory of life
before their abduction, and recall their time in Faerie only through
dreams or vague (but overwhelming) sensations.
Unable to return
home, or not even knowing where home is, the changelings find each
other. Mortal eyes see changelings as normal people, but they can see
each other's fae aspect. They band together for camaraderie,
friendship, mutual understanding, and protection. The enchanted world
they share is not the fragile fantasy of The Dreaming, it is an awful, brutal reality that seeks to hunt them down and drag them back, through the Hedge, to their immortal Keepers.
This
new iteration of Changeling has one of the most open-ended character
generation systems I've ever seen. In the past, there were a handful of
kiths that a player could choose (Nocker, Boggan, Eshu, Sidhe, Satyr,
Troll, Pooka, Sluagh... did I forget any?). Now, there are six
Seemings: Darklings (the insidious things from the deep dark places in
Faerie), Ogres, the Wizened (sage in appearance and ability), Beasts
(changelings with one or more animal aspects), Elementals (those that
were shaped by their keepers into material objects or overexposed to raw natural forces), and
the Fairest (humans abducted to be singers, dancers, courtesans, and
lovers to the True Fae).
Each Seeming has six or seven Kiths
associated with it, which takes the overall role and appearance
determined by Seeming and refines it by detailing specific powers, and
expanding on particular aspects of the Seeming's role. For example,
Darklings might be Antiquarians (hoarders of books and forgotten
knowledge), Gravewights (those who deal with the dead), Leechfingers
(who steal life from mortals), Mirrorskins (changers of shape and
appearance), and Tunnelgrubs (goblinesque creepers capable of squirming
through extremely narrow spaces).
Each changeling also has a
Mantle. Rather than being simply Seelie or Unseelie, each changeling is
(usually) allied with the forces of a particular season. The Winter
Court embodies Sorrow, the Spring Desire, the Summer Wrath, and the
Autumn Fear.
Finally, changelings frequently can have Entitlements.
These represent membership with particular houses, factions, or secret
societies that grant supernatural boons, and instill an agenda. The
Duchy of the Icebound Heart, for instance, grants its members
supernatural influence over those whose hearts they have personally
broken.
The theme of The Lost is beautiful madness, and like many of White Wolf's other titles, it asks a great deal of its troupe. The potential for gripping, tragic storytelling is there, if the players and storyteller are ready and able. The strong fibers of loss, isolation, confusion, and insanity are interwoven with myth, beauty, poetry, and raw elemental power to create something that can inspire players. It certainly inspired me.
I'm happy to see another post on this really good genre. I feel like it really hasn't been given the attention it was due from the general gaming populace, although it is good to see that White Wolf noticed its brilliance as it went from a limited run to practically a core line.
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