"The Fae took you. You escaped. But someone else came home."
Changeling: The Lost is fairy-tale horror from Onyx Path's Chronicles of Darkness line. You play changelings: people stolen by the True Fae, dragged to Arcadia and remade into servants, toys and monsters — who managed to escape. The second edition (2019) runs on the Storytelling System: d10 pools, success on 8+. Clarity stands in for sanity, Contracts for fae magic, and oaths bind for real. It is a game about surviving abuse, so a session zero on boundaries matters here. The line is complete: The Hedge (2024) was its final book.
Our world, with the Hedge growing behind it — a thorny maze of dreams and briars between reality and Arcadia. Coming home, a changeling finds their place taken by a Fetch, a fake copy left by their Keeper. The escaped hide their inhuman nature behind the Mask and gather into the Courts of Spring, Summer, Autumn and Winter, each with its own way of living with what happened. And the Keepers' Huntsmen are on their trail.
d10 pools (Storytelling)
Roll Attribute + Skill in d10s; every 8+ is a success, 10s roll again, and five successes make an exceptional success. The same base as Chronicles of Darkness.
Clarity
A track like Health, but for your grip on reality, with a maximum of Wits + Composure. Trauma, fae magic and brushes with your Keeper deal Clarity damage, while Touchstones to your old life keep you anchored.
Pledges and Contracts
Changelings swear pledges that work literally: break one and the Wyrd punishes you. Contracts are the power of fae bargains — Royal, Common and risky Goblin Contracts — fuelled by Glamour.
Seemings and Courts
Six Seemings — Beast, Darkling, Elemental, Fairest, Ogre, Wizened — describe what you were made into. The seasonal Courts set your politics and your way of living with trauma.
Open in Session Zero to let every player vote and see the results.
