


I could've just been misreading, but I don't remember it extending a Changeling's life by this much, which to me is an excellent change. So before I continue, I'll note how much I like the changes I see in the Wyrd. Otherwise, for every dot of Wyrd, a Changeling lives by approximately twenty more years, but, as a Changeling gets older, their Mein(i.e., what they really look like), shines through a bit more, as they're living from their Wyrd at that point. Next, we get into Longevity, although at the end of is a very helpful table depicting the effects of Wyrd as a character gets more of it. In that respect, they advise it can be used to justify things like improving skills with experiences. isn't a good thing, although the text goes onto say that this is mostly a roleplaying opportunity. Notably losing your last touchstone acts as +1 Wyrd for the purposes of remembering dreams which reinforces that this. We then get into Remembered Dreams, which goes over how the higher a Changeling's Wyrd, the better they are at remembering dreams about Arcadia. Every Changeling starts with one Wyrd, and at character creation, can buy up to two more Wyrd for a total cost of 10 merit dots, five per Wyrd point. It also determines the number and severity of frailties from which your character suffers, reduces penalties from mundane illnesses and fatigue, and determines how many goblin fruits a Changeling may carry into the mortal world. It then goes on to list a number of gameplay effects tied to Wyrd such as Wyrd determining your maximum number of attributes(as at 6+ Wyrd you can go above 5 in attributes), how much Glamour a Changeling can possess at once, acts as their power trait, how much Glamour can be spent per turn, and on the flip side, how easy it is for a fae creature to track a Changeling from Arcadia as higher Wyrd gives them dice bonuses. So its fitting that rights afterwards, it is into the Wyrd! Wyrd is has much magic a Changeling has tapped into, and getting more of it represents a Changeling diving into their magical nature, remembering more of their time in Arcadia, and just becoming better at magic. This section begins with a description of Faerie magic as something that has really planted itself into Changelings. Way, way too much hinges on Clarity for it to be covered as anything but its own post. It also covers Clarity, but that is getting its own post. I'm calling this section Wonders and Terrors as that's in all caps above a section covering Wyrd and Glamour, i.e., Changeling Magic.
