

Seeming: Fairest
Seemings represent many things, from an outer expression of your core personality to how you escaped your fae masters. From Beasts that might excellent hunters or escape artists, Darklings who excel in the dark and shadow, Fairest who are social masterminds, Elementals who either embody an element specifically such as wood or fire or even intangible concepts like love, or act like a force of nature, blowing their way through a party that as they leave looks like a hurricane hit, to Ogres who are paragons of violence and pain or the endurance of the same, or even Wizened, the craftsmen and workers of the fae.
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Seemings are separate from Kiths, so it is possible to have a Beast Chirurgeon even though Chirurgeon is normally under the Wizened classification. Like how someone can be amazing at piano and be ok at violin despite being two separate instruments.
Blessing & Curse
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Blessing: The Fairest is one of comfort, inspiration, and leadership, allowing them to burn glamour to bolster an ally's resolve and inspire great works of beauty and power. Under the rallying words of a Fairest, with a healthy dose of glamour, allies find their swords strike truer, their music sings louder and stronger, their paintings more vibrant and emotionally stirring, etc.
Curse: However, as they say the pride comes before the fall. If a Fairest's action or inaction causes their allies to come to serious harm, they suffer a clarity break, as if mountains of stress crashed against their minds like a tidal wave.
Fairest
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While the Wizened maintain a freehold’s complex etiquette and operations, the Fairest hold their fellows together with inspiration and bold decisions. When their companions falter, crushed under the weight of their ordeals, they can rely on their Muses to pick their spirits up again.
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You glorify yourself, because no one will do it for you. You show people the real you at every opportunity, and you bring out their real selves, too. You already have their love, but you crave their respect, and you know the best way to get it is to share a true connection that trivialities can’t break. Despite all your charms, it isn’t easy — even your fellow changelings find you intimidating, or stare at you in awe, or let their jealousy consume them. But you know how to kill them with kindness, and you make yourself the only one who can give them what they want. You’re the guiding light in a sea of uncertainty, the grandeur of Arcadia come to Earth in the flesh. Your friends know that when they tire from their labors or lose hope from their traumas, you’ll be there with words to inspire and a plan to win. Nicknames: Muses, the Sovereign, Unicorns
Kiths:
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Kiths are like a lesser Seeming, the 'job' they performed for their fae lords before their escape.
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Arcadia is a realm of chaos and change, and to allow them to survive, Keepers must transform their captives. The ordinary humans the Gentry take to Arcadia return with inhuman forms hidden behind their Masks. That form is the changeling's kith. One changeling's Keeper transforms him into an inhumanly enthralling musician with disturbingly long fingers and the eyes of a cat, while another Keeper remakes her captive into an ever-hungry monster with vast jaws filled with razor sharp teeth.
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Keepers almost always transform changelings into kiths that fit into the aesthetics of their realms. In a realm of sun scorched sand, rivers of burning lava, and elaborate castles made of brass, kiths associated with flame, metal, sand, and desert creatures are common, while kiths associated with jungles or ice likely don't exist. Similarly, in a vast city made of crystal and platinum, where elegant mechanical men and attractive humanoid animals serve white robed Gentry, most changeling are living statues or animalistic humanoids, while animate sandstorms are unlikely to exist.
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Limits of Transformation
The Gentry can transform changelings into an almost infinite variety of forms, but even their reality-warping powers have limits. Although they can assume any possible form in Arcadia, when changelings enter the Hedge, return to the mortal world or even journey to a different realm controlled by another of the Gentry, they revert to a roughly humanoid form.
Transformation into radically non-humanoid forms are inherently unstable and if the changeling escapes from Arcadia or leaves the portion of Arcadia controlled by their Keeper, their natural humanoid form reasserts itself. So a Keeper cannot turn someone into a centipede or centaur permanently, the shred of their remaining soul giving the scaffold for their new forms and a sense of stability that creatures of Arcadia don't have in the mortal world.
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Within their Keeper's realm, a changeling who appears as a human-shaped fire in the mortal world could have been a stationary pillar of flame, a wandering bonfire, or even a single tongue of flame that was part of a vast fiery plain. One fireheart may have spent her entire time in Arcadia as a swift messenger whose form closely resembles her Mask, while another might have been a roaring fire in a his Keeper's great hall, or the tiny night light her Keeper chatted with before sleeping.
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Truefriend: Loyalty and selflessness are unknown to the Others: Allies are to be exploited and betrayed, and narcissism is 44 Book of Seemings the only sensible outlook. However, like many things the Gentry can’t possess, altruism intrigues them, and this interest has resulted in the Truefriend kith, paragons of generosity and self-sacrifice. While the Others can’t experience loyalty, they can recognize it, and they’ll seek out mortals who already display an abundance of it to test its limits. Who or what these unfortunates are loyal to doesn’t matter: The Gentry are as likely to kidnap a fanatical soldier as a die-hard football fan. Given their crude understanding of human motivation, many Others fashion these changelings into animal forms, as they comprehend the selfless drive of a pet better than the complicated affections of humanity. Once in Arcadia, Truefriends find their early days surprisingly pleasant. Keepers wanting to experience real loyalty directed at them start by treating their new charges generously. It never lasts...
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Truefriends who make it back are often mistrustful of people, even as they yearn for them. They still harbor a deep need to help, give, and fix but also bear an awareness of how those needs can be used to control them
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Kith Blessing: A Friend Indeed: A Truefriend can spend a Glamour to add +2 to any action another character makes as long as she knows that character is attempting one and she can see it happening. This must be accompanied by some sort of overt gesture of support, such as a cheer or a reassuring pat on the back. Furthermore, a Truefriend’s player can spend a Glamour whenever she participates in a teamwork action where she is not the primary actor to gain the Advanced Action quality on the roll, allowing them to reroll and take the higher result.​
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