Lexicon

General Terms
The following are general terms to know for Changeling: the Lost. Other terms will be defined on their relevant pages.

Arcadia: the home of the True Fae, sometimes called Faerie. A place where dream-logic rules and physics takes a back seat to the whims of the Others.

Clarity: the replacement for the Morality stat, Clarity measures your ability to discern between reality and hallucination.

Contract: a pact between the fae and the living embodiment of a natural force, allowing the fae to use supernatural powers. Each "level" of a Contract is called a clause.

Court: large social organizations bound together by pledges of loyalty and related to the four seasons. The Courts take turns governing the freehold.

durance: your captivity in Arcadia.

ensorcelled: a human who has been given the ability to see through the Mask.

fetch: the replica left to take your place in the mortal world.

freehold: the local changeling community, overseen by the Seasonal Courts and offering support to newly-escaped changelings. Fairly similar to the wizarding world in Harry Potter, but with the paranoia dialed way up.

Glamour: the magical energy on which fae creatures subsist, tied to strong human emotions.

goblin: a blanket term for fae creatures that are not the Gentry or changelings; sometimes used to refer to unaffiliated changelings (derogatory usage).

Goblin Market: a fae black market of sorts, where one can procure almost any fanciful or fae-touched item they could want and then some.

the Hedge: the thorny otherworld between Arcadia and the mortal world. As vast as it needs to be, it also serves as a (relatively) quick gateway between worldly locations, as well as the means to travel to and from Arcadia itself (not that you want to).

hedgespun: clothing and other objects made of dreamstuff and Wyrd. They have a Mask and mien like other fae things, looking fanciful and interesting to changelings while appearing mundane to mortal eyes.

hobgoblins: also called "hobs," the fae creatures and other denizens of the Hedge itself.

Hollow: a safe haven within the Hedge. Can be found or created.

Keeper: the True Fae who was your captor in Arcadia. True Fae are also called Others, Gentry, Good Cousins, and other Assorted Capitalized Titles.

Mask: the illusion that conceals fae presences from mortal eyes. Changelings can automatically see through the Mask, and the Mask doesn't work within the Hedge. The Mask is also what your fetch looks like all the time.

mien: a fae's true form, which only other fae beings (changelings, True Fae, hobgoblins, etc.) can see through. Your fae mien shows the changes made to you while you were in Arcadia.

motley: a group of changelings who work together as a group. Essentially, this is what the party is called in Changeling (equates to Mage's cabals and Orpheus' crucibles).

pledge: a Wyrd-enforced agreement, magically binding. To break one's pledge is considered very bad etiquette (or worse) in changeling society.

seeming/kith: the physical changes made to you by your captivity. Kith is a subcategory of seeming and is optional, but provides an additional minor benefit.

token: an object that holds a measure of fae power and produces special magical effects as a result. Always has a negative drawback for using it, as well as a "catch" that allows non-fae to use it as well.

trod: a path cut through the Hedge from one mortal site to another or to Faerie; also used to refer to the physical location of the path's entrance(s).

Wyrd: the power of Faerie, a representation of Fate itself. Also your power stat.

Seemings
Changelings can be categorized into one of six seemings, representing the general changes made to them during their captivity in Arcadia. A given changeling may possibly fall into more than one seeming depending on the circumstances of their alterations (a fire-based changeling can be a pure fire Elemental, a brightly glowing Fairest, or even a Darkling of black fire, for instance), though for mechanical purposes you have to pick one.

Beast: those changelings whose captivity saw them transformed into animals or the concepts of animals, the hunters, the hunted, the pets, the beasts of burden, and so on.

Darkling: the changelings that go bump in the night, whose captivity was full of punishment and torture.

Elemental: the changelings whose captivity saw them transformed into the elements of the world around them, trees and rivers, paving stones and clouds, candle flames and drifting snowfall.

Fairest: the changelings whose captivity warped them into beautiful yet slightly unhinged creatures, the elegent and adored, the graceful and manipulative.

Ogre: the changelings whose captivity brought abuse to them and who learned abuse in return; the goblins and giants, those prone to brute force and direct methods.

Wizened: the changelings who were used as craftsmen and skilled labor, and were often diminished slightly by their captivity (though not always in size). The crafters and wondermakers, the tradesmen of the Fae world.

Courts
The freehold is ruled by four Seasonal Courts, who cycle through leadership with the turning of the year. This is said to confuse the Gentry, who cannot comprehend abdicating power willingly, and thus keep the True Fae away. The court options are as follows:

Spring Court: the Emerald Court, the Antler Crown, the Court of Desire. The Spring Court rejects the pain and sorrow of their captivity and lives for the moment.

Summer Court: the Crimson Court, the Iron Spear, the Court of Wrath. The Summer Court bands together to defend the changelings against the True Fae.

Autumn Court: the Ashen Court, the Leaden Mirror, the Court of Fear. The Autumn Court seeks to learn more about the Gentry and their magic in order to fight fire with fire.

Winter Courth: the Onyx Court, the Silent Arrow, the Court of Sorrow. The Winter Court seeks to avoid capture by blending seamlessly into mortal society, hiding from their former captors.

Courtless: the Colorless Court (colloquial). Those who choose to follow their own path and forego joining a court, often because their ideals don't quite mesh.