Changeling NPCs Wiki

Eh, "wiki" is a bit much, but whatever.  Here are all the NPCs with all the "known" information about them.  As more is learned, more will added.


Hearthhome is a homeless shelter in southern Washington DC, in a not great part of town.  There are quite a few mortals and changelings that make their home in the shelter, as well as it being the home of the Hearthhome Freehold.  There are 4 major social courts of the Hearthhome Freehold, but no one is required to be in a court to join.  They do have to swear fealty to the ruler of the court who is running the Freehold during each season, though.


John Hearth, Elemental Fireheart (a candle), the Spring-King and acting Summer King.  He owns and runs Hearthhome, and was one of the founding members of the freehold almost 4 years ago.
Flowers, Fairest Flowering/Playmate (a rose), is John Hearth's adopted daughter.
Robbie D (Pitbull) and Robbie P (Parakeet), both Beast Truefriends and Jersey-style bros who enjoy partying and just enjoying life, despite their changed lives.
Capp, Elemental Woodblood (mushrooms), a homeless man who is very kind
Hank, Fairest Minstrel (John Morrison from WWE), a completely shameless busker with a guitar who plays with Sophia and Trinidad.  He is amazingly attractive, and just genuinely nice seeming.
Gogoat, Beast Broadback/Render (goat), a college student who enjoys being a pretentious hipster almost by accident, now spends time making and selling cheeses at farmer's markets and goblin markets.


VACANT - Summer King
Big Bad, Beast Hunterheart (a wolf), a biker who seems very angry.  He has a fetch he has tried to kill, but has been unable to do so so far.
Roach, Beast Skitterskulk (a roach), he works for DC sewer system along with Taps.  He is a not very well liked guy, being a troll and kind of a dick.  When he escaped Arcadia, he was in the sewers and came upon a sewer worker by accident, who he murdered and took his life.  He isn't proud of it ... he was just tired of being the one who got squished.
Pidge, Darkling Skogsra (a bird-man/tengu), a japanese homeless man who has a thing for birds.  He seems dour at best, and English is probably not his first language.
Flint, Elemental Earthbones (a big ole rock), a quarry rock with a "chip on  his shoulder" that was able to escape from the Leprechaun Baron’s realm before being smashed by a Crump.  When Crump (the PC) came to him, he exploded in rage, knowing exactly who Crump was and telling Crump for the first time that all the rocks he was smashing were actually people he was murdering.
Wreckless, Ogre Gristlegrinder (shark-like ogre), a phillipino-american professional eater on youtube and generally a huge diva.
Samson, Ogre Bloodbrute (gladiator ogre), a homeless man with muscles on muscles and hair to the back of his knees who is incredibly dim-witted, incredibly angry, and incredibly loyal to Ogres.  He is trying to put together an "Ogre Court" but doesn't actually know how to accomplish this goal yet.  But no matter what, "Ogres are for Ogres."


Chuck, Beast Roteater/Lurkglider, a homeless Condor that sells at the goblin market and searches for tokens.  He was the previous King Autumn, though how the court actually works is yet to be seen.
Scissors-Jack, Darkling Razorhand, a homeless guy with butcher knives for fingers.  He seems lost and very child-like ... until he begins to talk about politics.  Something about politics brings out an incredible intelligence that his nature does not show.
Layla, Fairest Shadowsoul, a professional “mistress” in Congress, and the most well-off member of the freehold.  Her shadow does not seem to match up with her motions most of the time.  She is owed a favor from Elizabeth and Hobcat in the future.
Zion, Ogre Corpsegrinder (an ogre frog-man), professional eater on youtube with Wreckless.  He seems the brains of supposed Ogre Court, though doesn't seem interested in running it.
Taps, Wizened Miner, a long nosed elfen man who also works for the city sewers.  He is a very "hands off" type.


Sophia, Darkling Nightsinger (entirely purple with white/silver hair and a sultry thick voice), a fiddle playing busker with Trinidad (her significant other) and Hank.  She is the Snow Queen, and general ruler of the Winter Court, though she always refers with Trinidad on decisions, though he is not in the court.  She runs the court with all the dignity, pomp, and circumstance of an actual medieval court.
Reba, Wizened Oracle/Chirurgeon, a “psychic healer” who makes her money faking tarot card readings, but actually does have the gift of seeing the future.  She is a former nurse as well.
Sweetheart, Darkling Illes, a hooker who is very ... shapely, but not necessarily attractive.  But for some reason, she oozes sexuality.  She purposefully obfuscates and lies, refusing to give truth to any she doesn't wish to.
Ali Baba, Elemental Sandharrowed, a homeless muslim who made his way back from Arcadia by accident, thinking he was in paradise.  He is now list-less and despairs for his knowledge, wishing for the blissful ignorance he had as a sand dune.
Manuel Santos, Wizened Brewer, (a living keg with arms and legs) owns a bar called the Black Cauldron, that houses a gambling game that Eric Vale was a part of in years past.


Calvin Hobbes, Darkling Antiquarian (a man made of paper, stuck in an old library) who now works in Office Max.  He refuses to have a court, seeing them as a waste of time, and he just wants to keep his human life going.
Daitya, Ogre Daitya (an ogre guard), a homeless woman with a magical Hedge Sword made of thorns.
Sarge, Wizened Soldier, homeless, stolen in Vietnam, freeing himself after slaughtering every other changeling he met on his escape, finding himself in China.  He made his way back and now stays in the Shelter.  He joined the Courts of the Four Directions, or Feng Shui, to survive, and has found they serve his purposes.
Trinidad, Wizened Thusser (a big blue troll), a Norwegian mandolin player.  He follows a court system from the more artic regions, the Night/Day court, and specifically is the Night King.  He helps make most decisions of the Winter Court with his significant other, Sophia.


Boston Whipperwheel, Ogre Cyclopean with a fae mount, a frog creature with seats inside of it.  He knows Turnip from his human life as well as Elizabeth, and is a "slaver" though he doesn't use the term - he sells humans to the fae.  No known court.

Lucky, Ogre Gremlin, works for the Lepreuchan Baron to find workers for his Realm with a hedge-thorn whip.

An Ogre Oni (a nosferatu looking vampire) & a Darkling Leechfinger (fat guy tentacle monster) who attacked Elizabeth and ran in the shadows.

The trumpeter, a Wizened Drudge working for the Leprechaun Baron, still in Arcadia

Jacob Odds, otherwise known as the Leprechaun Baron, a powerful fae who used to gamble with humans in the eighties, but has since moved on to other goals unknown, including buying up Crump's granite and stone warehouse.

Arnold Slatemore, Crump's fetch, scared away as Crump went to take back his life.

V, Eric Vale's fetch, who brokered a deal with Eric Vale to give Eric ungoldly amounts of money as long as Eric doesn't come into Wall Street, NYC, or kill V.


IHAO ... on NPCs

This started as just a bank for all the NPCs in my Changeling game, which you can read the first four little sections of on the blog.  But I ended up feeling like talking a little bit more: making NPCs.

An NPC, for people who don't know the terminology (though I highly doubt people reading this would actually not know the terminology, but if you don't, hey, how are you?  Doing well?  I appreciate you reading these) an NPC is a Non-Player Character.  That means in a roleplaying game (and also in video games) any character that you as a player do not have direct control over.  Video games have a little more ... wonkiness to the definition, what with pets and squad mates and yadda yadda yadda ... so perhaps a simpler version is "a character whose perspective is not the lens you see the plot through."  I actually like that better.

NPCs are necessary to storytelling.  You cannot have an entire game of just smashing things willy-nilly.  Those games get tiresome.  And even then, those games that you DO do that, someone had to guide you to go smash things.  And if those things that you are smashing are intelligent, like a boss or even just a leader minion, those count as NPCs, too.  A game with no NPCs is just a player ... and that's it.  If it is a group of players, all you end up doing is fighting amongst yourselves.

Doing games, and creating characters, is about expressing concepts that are important to the world of the story you are telling.  If you need to express ... that the city is incredibly poor, an NPC who is a beggar, perhaps even one that stole a silver coin from one of the players, is a much stronger way of involving the character and player into the world than just explaining "this city is incredibly poor."  NPCs create stories, and all should have stories.

In the same vein, they all should serve a purpose.  You cannot just have an uber-NPC around just to be better than everyone else, or just overpowered, or to "get players out of a jam."  All games should be focused on the players: they are the protagonists to the story you are showing, and if all you do is have uber-NPCs wandering around, then it defeats any power the players have, and overall deflates the story, making the players merely voyeurs in another character's story.  On the other side of that coin, you cannot just allow yourself to have pointless NPCs.  Every NPC should have a purpose.  They are the fastest, most entertaining, and most efficient way to present information to your players, and they will listen or ignore them at their own discretion.  If you start having too many (something I tend to do quite often) then the messages they are passing around become muddled.  Their purposes become mixed, and the players do not know where to move, who to listen to, and in the end, will more than likely not listen to anyone.

Using Changeling as an example, I needed to flesh out the world, because Changeling, by its nature, is an incredible social game.  To get their energy to use their fae powers, a Changeling character has to interact with NPCs.  To gain access to higher power spells, or artifacts, you have to interact with NPCs.  Hell, to survive, you have to interact.  It is a dangerous world, and very very few characters can survive alone.  Oh wait, they cannot because even if a player DOES try to do that, the character slowly goes insane from lack of Clarity as they keep themselves locked off from either side of their bodies.  And that's not even  including antagonists, clues, quest-givers, retainers, allies, and just cool pieces of information.  It is a LOT of NPCs to consider as you make your game.

And that's what makes it so magical.  That's what I love.  I had to create ... around 40 or 50 NPCs for this game ... so far.  I have yet to create all I need, because we are only in the first story of seven.  There are a lot of characters for my players to meet, and all of them need to serve a purpose and a plan for the story.  Which is the difficulty.  But I feel my players have really fallen in love with the concept of meeting these characters.  And that thrills me.  To hear Daniel exclaim how much he loves Roach because he sounds like Andy Richter (totally by accident/happenstance, because I have no clue how to do that voice) is wonderful.  To see people roll their eyes because the Robbies are bros and are just goofing around is magnificent.  To sit down with a player and just talk, over facebook chat, for long lengths of time, about small things like why they are hiding their name, or how the social system within this group of lost and hurting people works ... it is so fantastic.  To just be able to say "Ogres are for Ogres" and have my players wonder and try to figure out what NPC said that, and what it means, and why they said that ... it is all so thrilling to me.  To just be able to have conversations as these characters is wonderful.  They are the only characters I actually control.  It is the give and take of the game.  So I suppose it isn't fair to call NPCs that, because I am a player within the game, and those moments, arguing with a crazy cat girl about her wanting to break into the aquarium, they are what make the games come to life.

Then when the plots come in ... then they are hooked.  All because of a little extra work and well made NPCs.  That is gratifying.  And tabletop games are the only ones you can do that in.

But that's just my opinion.


Changeling Session Report 3 - Slatemore's

Firstly, I really need to get one making a video opening "credits" for our tv show.  This is really just for me to remember to do it than to share that detail with you.  All right.

The session starts with an opening montage of everyone waking up the following day, July 15th.  And it is a blistering 127 degrees.  That is Arizona-like high temperatures.  The group (sans Eric Vale, who is still at the Hyatt) meet up in the dining hall.  They find a letter telling them that there is a Summer Banquet this evening, at which point they can make their final pleas and the freehold will decide if they can join.  Their hear a strange tapping that becomes language they can understand, telling them to come outside.  Outside is Roach and Taps, Roach's co-worker for the DC Sewer system.  They tell them that they have the day off and they are to help take them around until 7.  Crump very much wants to figure out his life, and for the first time decides to check his pockets.  He finds a business card for Slatemore's Marble, Slate, and More, a stone company in Springfield, VA.  Taps says he'll take him there.  "Maddy" says she wants to go to the aquarium because "she is hungry" (she's a cat, you see, and having a hard time coping) so Roach agrees to take her there.

Meanwhile, Eric Vale tries calling his contacts in local gambling group (which he has dots in Allies, huzzah!) and gets a spanish guy, Manuel, who asks him for the password and proof he is Eric Vale.  Eric says there is no password, and talks about Jacob Odds.  Manuel agrees, and tells Eric to grab a cab and head to the Black Cauldron, a bar.

At the aquarium ... goodness, it is just ... the number of failures was just endless.  Roach pulls up and "Maddy" wants to take Hobcat in with her, but Roach eloquently puts it that they won't let a house cat into an aquarium.  Then Maddy tries to lie her way in and fails.  Roach buys tickets.  Inside, Maddy tries to steal a key from a worker to get back into employee access, and fails.  Roach laughs.  He explains a bit about the Summer Court, and Maddy immediately likes what she hears and asks how she gets in.  He tells her to go make a mortal angry with her, and it'll be easy.  Maddy is unequipped to make people angry, it seems, as the same woman she tried to steal from earlier she tries to make angry by hitting on her (the woman was wearing a wedding ring and a WWJD bracelet).  Instead, the worker just smiled and felt bad for the poor homeless girl.  Roach just laughs and tells her she should look into other court options, probably Spring.

Taps and the rest pull up to Slatemore's Marble, Slate, and More ... to find it in liquidation.  This did not make Crump very happy, as he was only stolen in the mortal world for 2 weeks.  So he bursts in ... and finds his fetch ... staring back at him.  His fetch runs, and Crump chases after him.  Crump tries to tackle him, but the fetch dodges out of the way.  At this point, Turnip, Yo-yo, and JJ all run after Crump.  JJ uses some Judo to throw Crump to the ground and keep him grounded.  Crump is a strong fella, though, and gets up and runs to the office, where his fetch has locked himself inside.  But barriers are nothing to Ogres, and he just cuts through it like paper with his Contract of Stone's Ogre's Rending Grasp clause.  Crump scares the crap out of his fetch, who just runs, leaving behind everything, keys, wallet, ids, everything, for Crump to collect ... well, after an argument and some problems with Turnip Husk who was holding a grudge from Crump hitting him earlier.

Eric gets to the Black Cauldron, and he and Manuel actually have a very pleasant conversation.  He catches Eric up on the group, on the fact that Jacob Odds has been gone for exactly as long as Eric has (13 years) and that Manuel is the only supernatural still gambling.  He also says he will introduce Eric to the freehold and vouch for him, as tonight is a big Summer Banquet to see if the freehold will accept new Changelings.  They drink to that.  Roach and "Maddy" continue having a decent time at the aquarium, before Roach realizes they need to start heading back for the Banquet.

Crump, trying to get things in order, learns the truth about his fetch: he was a terrible business man that ran his life financially in the ground in just two weeks.  A worker for Slatemore's told them that the place is sold and they have until September 22nd to get out of the warehouse.  Crump found the contract, and saw that it was signed by Jacob Odds.  Yo-yo used his Contract of Reflection to look into a mirror in the office, and saw it happen ... revealing that the Leprechaun Baron is Jacob Odds.  They do not have long to deal with this information, but it confirms for Crump that while he may have his life back, he isn't done with all this fae crap, so he agrees to go along to the banquet.

Once there, every character had enough time to speak to 3 different NPCs of the whole Freehold, who were all there for the vote that evening.  I'm not going to mention all the NPCs in the freehold, just the ones that each player talked to (and I actually have to have two more conversations with one of the players who had to leave).  I'll just mention the ones I remember, because it was a lot of character talking.

 - Eric Vale talked with John Hearth, Chuck the vulture, and Roach, trying to get a group together to help him with his quest to kill Jacob Odds.
 - Crump spoke first with John Hearth about feeling the need to join the Freehold, which Hearth agreed was wise, and made vague mentions of changelings losing Clarity if they don't.  Crump ended up talking with all the Ogres, who told him that "Ogres are for Ogres" and that they liked him.  He also talked with Flint, and learned the heartwrenching truth that every stone he crushed in the Leprechaun Baron's realm was a human, a person, destroyed and killed.  Flint was lucky to escape, and now has a chip on his shoulder about Crump.
 - Yo-yo talked about, looking to the psychic healer Reba, who told him she wasn't really psychic, it was just an act.  But when asking about fetches and help, she pointed him to Big Bad, though warned him he might not like what he heard.  In Big Bad, a Hunterheart Wolf, he found a ... comrade maybe, who hated fetches.
 - Turnip Husk talked with the Robbies, Robbie D and Robbie P, two Jersey Shore bros who were turned into pets (D was a dog and P was a parakeet) by their keepers.  They just had a good time and Iced Turnip, which he very much liked being forced to drink alcohol.  He then had a very long indepth conversation with the Sarge, a Wizened Soldier from Vietnam who was actually trained in the Courts of the Orient, and didn't follow the Seasonal Courts.  It was a very long, and surprisingly good conversation, considering Turnip's personality.
 - JJ spoke with everyone she could to learn of the courts.  She spoke with Pidge, a homeless changeling dark and covered in brown that had a pet pidgeon, about the Summer Court.  She spoke with Calvin Hobbes, who refused to join a court and just wanted to start life again.  He had nothing good to say about any of the courts.  She moved to Sweetheart (Darkling Illes), one of the Winter Courtiers, who told her not much about the Winter court, but that all of the changelings here today were in the freehold.  Whether this was politeness or actual misdirection, JJ was not sure.  She finally moved to speak with Scissors-Jack, who seemed very quiet ... until speaking of Court politics, which he rattled on and on about, seeming to love the politics.  He also made reference to the fact that he had some ... clarity problems.
 - "Maddy" immediately hit on Hank some more, who was both gorgeous and without any guile.  She spoke with Manuel Santos, the Brewer, wanting to learn more about the Winter court, and in the end getting a job and place to stay, if she wants it.  She then had a conversation with John Hearth, where he called her on her bullshit and lying, telling her he knew she was Elizabeth.  They talked a lot about family and she learned that Changeling cannot have children.  It was sad, and touching.  He pointed her to Sophia (Darkling Nightsinger), the Snow Queen of the Winter Court, and she learned that the Winter Court runs the most like a medieval court, with the Snow Queen and Trinidad, the Norwegian troll, as the Night King.  Elizabeth made a good show and impressed Sophia, who told her to "find a pristine snowflake" and if Elizabeth did, she would be in the Winter Court.  Thinking quickly, she found Layla, a Fairest Shadowsoul, and cut a deal with her: Layla would give Elizabeth a diamond if Layla could at some point in the future, give Hobcat a task he must complete, as long as it does not directly hurt him and she sends her best protection with him.  Layla agrees, giving Elizabeth a diamond ring.  Upon showing this to Sophia, she was impressed and agreed, dubbing Elizabeth "Lady Elizabeth of the Sorrow-Frozen Heart".

The session ended there, with next session picking up with the final rounds of them joining the Freehold (maybe) and from there ... well, we'll see.


IHAO ... on Magic the Gathering

I played a lot of disparate time periods and blocks, going in and out whenever the winds changed too much or something interesting was on the way.  I played the most in college, from Onslaught to Llorwyn/Shadowmoor.  I really loved playing Onslaught block, I even remember my first two rares from my first two boosters then ... well, I remember Butcher Orgg and the other one I sold to buy 4 more boosters that day but I cannot remember what it was other than a black rare enchantment.  Whatever.

From there, I remember doing Mirrodin and Darksteel drafts and tourneys (I made a Shunt Draft deck that when I drafted 3 of them and an Arc Slogger ... was just completely awful because of the sheer lack of things for me to shunt, but I do love that card still, as well as Arc Slogger who is amazing).  Then came Kamigawa ....

Man, I loved Kamigawa (except for Soulshift, but that was relegated to Green/White/Black decks which were awful, so that's fine).  Awesome rats, awesome goblins, awesome samurais ... what a cool set.  I had all sorts of great decks and probably bought 3 boxes of it in college.  I loved this set ... then Betrayers came out and just ruined the power-levels with the Jitte and the ninjas ... and then Champions came out and was awesome though it tried to do a mechanic about having 7+ cards in hand without ever giving a lot of ways to keep your hand that stocked beyond just slow play, so the Jitte still destroyed.  But still, I loved Kamigawa to begin with.

Then Unhinged happened.  And that was ridiculous.

Then it was Ravnica.  And that's when I got into the most.  I had block, tourney legal decks that I won stuff with.  We drafted a bunch, I scoured eBay for cheap boxes, it was pretty great.  The gimmicks were fresh and interesting, the guilds were all neat, the mechanics made everyone happy.  Awesome stuff.

I heard a lot of bad things about Coldsnap, but I loved it!  I wanted more and more, but my friends that played at the time all avoided it, which means I ended up avoiding it more than I wanted.  I still super want just a box of Coldsnap, I like it so much.

Then came Time Spiral.  The the color shifting that made me super upset because of how much I loved Magic theory.  But that aside, it was a super cool set.  I was currently getting into the history of Magic, the meta-themes, the old plots, and seeing all those show up again, all the references to the past, all the magic theory and stuff was so cool!  And then planar chaos ... and the colorshifting.  Ugh.  Made me super unhappy.  I didn't buy a single bit of Planar Chaos.  But Future Sight was phenomenal!  It did everything I loved from the first part, but in the future!!!!

Then Llorwyn/Shadowmoor.  We played the crap out of those sets.  4 or 5 boxes, a bunch of tourneys and drafts, it was a huge amount.  I really loved this set ... and I super hated it at the same time, which is why I stopped playing there.  It became easy-mode.  The power of cards were getting ridiculously over the top, and tribe decks were so easy to make that there wasn't competition and skill in deck-building any longer.  It was just "I'm playing elves" and then spending more money than the guy playing Elementals.  Or spending more money on Kithkin and that beating the guy who spent less on Merfolks.  I was not immune to this, as I spent way too much money on a Treefolk deck.  And it won.  A lot.  It was so strong it was basically indestructible.  Oh wait, it was, because of Timber Protector.

Not only that, it introduced the most powerful and worst version of that exact complaint (about the game becoming about money instead of skill and cards being too powerful) with Planeswalkers.  They are awful.  Dreadful.  Terrible.  I hate them with every fiber of my being.  And I know most people don't, and that's fine.  And I know it is hypocritical to like a few (Koth and Karn, plus I like the old characters getting cards, not continuing to make more new planeswalkers ... where is my Squee planeswalker?!).  But it just killed the game for me.  The game was no longer something where I could spend time putting together a deck where everything cost only 1 CMC and it still had a fighting chance, because everyone else would just spend 300 or 400 more than me and have eight planeswalkers and a billion Day of Judgments and other ridiculous things.  The skill was gone.

So I stopped playing.

Years passed, I moved away from all my college friends, got a divorce, moved back to Newnan, and Innistrahd came out.  I love Ravenloft, I love gothic horror, and I was making friends who were interested in playing again.  So I jumped in.  And I kind of liked it.  I played a lot of drafts, and it was fun for awhile.  Transform is a pretty fun mechanic.  Blue/Black zombies was a novel approach.  Some of the cards are truly inspired.  And I like the actual story of what is happening with the Planeswalkers, which is nice and all.  But something was missing for me.  So I stopped.  And then I lost my job and needed money and sold everything.

Then I met my now very tight friends.  And they reminded me of the joy of Magic.  The fun of finding combos and doing ridiculous things like building a deck around having an incredibly low CMC or shuffling all the time or playing every card so that the game has to restart.  The fun of magic is making a deck or a combination and just playing it.  It isn't about spending money on the cards, or using the most Try-Hard I-Gotta-Win-Or-I-Don't-Have-Fun decks.  It is about building a deck entirely around the concept of never being attacked, EVER ... or winning because you gave all your opponents a billion life ... or just playing a farmer working really hard to get his rot-farm off the ground.

Now, I say all this because I was supposed to be picking my favorite set/block.  And I'm pretty sure I could answer this emotionally from my memories (Kamigawa) or from what I just liked to buy the most (Odyssey) I think the honest to god answer is that I don't care about any of the blocks.  I like building casual fun decks and spending time laughing and getting upset and destroying each other and making none of Josh's decks work because we focus on him, and getting really upset because I get focused on when I pull out my best deck even though I know I need to be focused on because it is my best deck.

But that's just my opinion.


Changeling Session Report 2 - Hearthhome

Had another very good session, and met a LOT of NPCs, because I love to populate the world and let a more "sandbox" approach happen in games like this.

The group, in Boston Whipperwheel's Frog Taxi Van, discussed among themselves everything, trying to wrap their minds around it all.  It was chaotic, and difficult, with very little real answers.  Boston told them that all of this was above his pay-grade, but that he was taking them to Hearthhome where they could have a good night's rest and stay safe.  Two characters, "Maddy" and JJ, had heard of Hearthhome in the past, though neither knew about the Supernatural aspects.

In Arcadia, Eric leapt down and began to exit.  He entered the Hedge on a very small path, and found himself trapped between baying hounds to his back and an army coming for him at his front.  A quick look around (and a very good roll) had him spot something red in the thorns.  A successful wriggling through the thorns and Eric finds an exit sign and a doorknob in the ground.  Opening it, he finds the mortal world, perpendicular to him, and Boston's Frog Taxi Van waiting for him.

At this point, the characters all meet (for just a little bit) and we realize that Eric Vale is from 1989, being the most time displaced of the Lost (other than "Maddy" who asks if Ke$ha is Janis Joplin ... ).  Boston hands Yo-yo his cellphone, and he calls his home ... and finds himself on the other line.  The other him tells Yo-yo that he and his family is sitting down for dinner, but gives him a cell-phone number he can call tomorrow.  This leads to everyone talking about fetches.

Boston drops them off outside of Hearthome, but Eric isn't going to stay at a homeless shelter, so he asks to be taken to the Hyatt.  So they head off, leaving the others outside in the rain.  No one is really sure if they can trust this place or anything, really.  A homeless guy comes across the street and very pleasantly meets them.  His name, they jokingly say, is Capp, since he is a mushroom looking changeling ... but it is!  And he's super happy that they guessed his name.  He knocks on the storm door, and a little girl changeling of roses and flowers and sweetness let's them in, and he and she go off, leaving our characters wet and standing in the foyer-hall, waiting.

Eventually, a bald Bill Cosby with his head on fire comes to them and introduces himself as John Hearth, the Spring King and owner of Hearthhome.  He promises to explain anything they may want to know if they just head to the dining area.  They pass through a rec room with a handful of people in it, a few changelings, but also a few mortals.  Turnip Husk starts bothering a mortal, causing John Hearth to harshly drag him into the dining room with the others.  While there, they see a few other changelings walk by: a muscles on muscles huge long-haired latino-maybe guy, a slenderman with butcher knife fingers, and a very nice Condor man named Chuck, who brings them a bowl of Goblin Fruit, giving them each their first taste of glamour.  "Madagascar" immediately spends some to activate her Contract of Fang and Talon and talk to Hobcat again, who is clearly not very happy being in the mortal realm and knows very little about it.

Meanwhile, Boston drops Eric off at the Hyatt.  Eric pays him well (Resources ***) and heads in.  The guy at the desk is curious at Eric's name and asks for ID ... and sees one that expired 19 years ago.  Some quick fast talking and a greased palm and it isn't a problem, though.  Then a "back to the future" moment happens, and the guy says there was an envelope left for Eric in 1989.  He headed to his room, room 619, and tried to contact his former gambling group, but got no answer.  He called for room service, then heard a knock on the door.  He answered, and it was himself, well, his fetch (rolled very well on Clarity loss for a Fairest, I was POSITIVE he was going to lose it, but nope).

John Hearth answers the questions that the lost had about what had happened as best he could, and lays out that today is a free day for them.  They get a bed, food, somewhere safe to be.  But it'll only be for the evening.  Then they are on their own unless they join the Freehold.  The freehold charter is masked above the hearth in the rec room.  He also explains that he shouldn't be the one answering for them, but there is no Summer King, so he is the acting one.

The court system and general ... confusing nature of their new world made things difficult to swallow, and everyone reacted a little differently.  Yo-yo and JJ both very pragmatically looked through the contract and tried to talk with anyone that would give them information, starting with a cockroach in a jumpsuit named Roach (who sounds like Andy Richter) and then a troll playing a mandolin, though he only spoke Norwegian.  Turnip Husk tried to fast track his way into the Freehold once he learned that there was someone with weapons by breaking the glass the framed the Freehold Contract and signing it, but that clearly wasn't going to work.  He was not making good impressions.  Elizabeth decided to try and find Hank, a changeling who could speak with the Norwegian Troll.  Crump sat down and tried to sleep.

Elizabeth (sorry, "Maddy"), outside and alone, with a quick streetwise roll (my guys are very good at succeeding, good for them) she headed towards a late night spot where she could likely find live music, which is where she would find Hank, a busker on guitar.  She hears a trashcan get knocked over and turns to see two changelings, one a fat leech in a tank top, sandals, and atheletic shorts, and the other a ridiculously stereotypical bat-person.  They lay it on pretty thick what they are about to do to her, and she runs.  Well, she tries to, but the leech is surprisingly fast and sinks his tentacle arm into her left bicep, clearly draining her blood.  "Maddy" tries to attack the Leechfinger ... and gets a dramatic failure ... and gets tangled up and grappled tightly.  The bat opens his mouth and his jaw distends and he rips a huge chunk out of her right bicep.  In a round, she was down 4 lethal.  The players were crazy worried that this was a dead character, session 2.

The bat spat out the chunk of flesh from her arm, saying "Damn, I thought she was a slut.  Let's go."  And the two of them sink into the shadows ... literally.  Her screams caught the attention of those at the night spot, and an amazing beautiful changeling (Presence ****, Striking Looks ****), Hank, came to help, another changeling, Sophia, came as well.  They brought her back to Hearthhome.  Everyone reacted as you would expect having just missed a very brutal attack that could have been much worse.  John Hearth activated his Contract of Eternal Spring, Warmth of the Blood to downgrade most of the wounds.  He sighed, and explained that while the Hearthhome freehold may be the only one close to Washington DC, there are many changelings who choose to not join up and instead do their own thing.  It is a dangerous world when everyone is in it only for themselves.

While all that was happening, Eric and his fetch were finishing a sushi dinner.  His fetch, who says he is going by V now, explains why he is here: he wants to make a deal.  As soon as Eric came out of the hedge, V became aware of his otherness, and with Eric already well versed in occult knowledge, V figured out what would happen to him.  So he came and proposed a deal: as long as Eric does not enter NYC at all, and does not kill V, Eric will get more fae power to find Jacob Odds, the man who took him, and have access to all the wealth that V made in the 24 years Eric was away.  Eric renegotiated to just a small section of NYC, and V agreed, under the terms that if the oath is violated, everything that Eric was given would be taken back, with interest.  They shook on it, and immediately Eric's Wyrd flashed to 3 and his Resources became a magical ****** dots.

Next session, we pick up the next morning as we see about people joining the freehold, looking up their fetches, meeting more of the freehold as they gather together, and learning the mysteries of the lost Summer King and the lost Summer Contracts.