DESIGNATION: DENIZEN_03 — LOST CLEARANCE: PUBLIC ARCHIVE: BASILICA PURGATORY

Lost

Escaped From Arcadia Into a Broken Dreaming

The End of Times cracked the gates to Arcadia and the Dreaming open. The Lost — mortals taken by the Fae and eventually escaped — found themselves in a world where the boundaries between reality and dream bleed freely. Traditional Changeling society is gone entirely. What remain are three distinct peoples sharing a fractured origin: the Lost (playable), the Dreamborne (Rare, playable), and the Wyrd-born (Storyteller-controlled NPCs).

The Six Seemings

Seeming Nature
Beast The animal-touched — claws, instincts, and a relationship with the wild that serves them well outside the walls.
Darkling Children of shadow and secrets, at home in darkness and deception.
Elemental Shaped by fundamental forces — fire, stone, water, wind. Often the physical backbone of Lost operations.
Fairest The most visibly Fae-touched — beautiful, compelling, dangerous. Standing out can get you killed, so Fairest learn to control their presence carefully.
Ogre Massive, powerful, and often underestimated. Carry Arcadia's cruelty in their bodies and use it as armor.
Wizened Crafters, tinkerers, and the clever — survived Arcadia by being useful, and continue that practice here.

Dreamborne — Rare

Fae beings in the middle space between the mortal Lost and the fully supernatural Wyrd-born. Rare and requiring a detailed application explaining survival, what service they provide their reigning Wyrd-born, and why they're in Basilica Purgatory. Twelve Kiths are available, each grounded in a fundamental story archetype (Troll the Warrior, Nocker the Creator, Boggan the Caregiver, Eshu the Sage, Pooka the Joker, Sluagh the Occultist, Sidhe the Leader, Clurichaun the Rebel, Satyr the Lover, and others) — every Kith carries a permanent Kith Gift and an equally permanent Kith Frailty.

Wyrd-born Fae are NPC-only and Storyteller-controlled. They govern the Dreaming hierarchy in Basilica Purgatory and cannot be played as PCs.

Universal Lost Strengths

  • The Mask — Every Lost has a human appearance overlaying their true Mien. Ordinary mortals see only the Mask; supernaturals and other Lost may see through it, but never accidentally.
  • Glamour Sense — Lost can perceive Glamour and Wyrdstorm proximity naturally, without a roll.
  • Fae Healing — Heal 1 Bashing health level per hour of rest, 1 Lethal per day, without spending Glamour. Spending Glamour accelerates this.
  • Dreamwalking — All Lost can enter the Hedge with a Wyrd roll and survive within it.
  • Clarity Shield — Clarity adds to the difficulty of any supernatural attempt to alter a Lost's memories or perception.

Universal Lost Weaknesses

  • Cold Iron — Causes Aggravated damage and disrupts Contract use.
  • The Fetch — Every Lost has a magically created double living their old life in their absence. Meeting your own Fetch is one of the most destabilizing experiences a Lost can have.
  • Clarity Loss — Violating personal values, overstaying in the Hedge, or encountering powerful Wyrd phenomena all risk Clarity loss.

House Rules

  • Traditional Changeling Courts don't exist. Faction membership replaces Court affiliation entirely.
  • The Dreaming is accessible but unstable — a Storyteller must be present for Dreaming-realm scenes.
  • Arcadia gates exist in and around Basilica Purgatory, monitored by the Lost Mirror.

See also: The Lost Mirror · Character Creation Guide