TEXT: Written by Jess Hartley 
  Developed by Eddy Webb 
  Edited by Genevieve Podleski
  Layout by Aileen E. Miles 
  Art by Abrar Ajmal, John Bridges, Jeff Holt, Saana Lappalainen, 
  Pat Loboyko, Thomas Manning, Britt Martin, Peter Mohrbacher, Justin Norman, Steve Prescott, 
  Matthew Stawicki
  Playtesting by Michael Grasso, Jenny Anckorn, Melanie Hockabout, Mandy Leetch,  
  Bill Lynch and Stephanie Phillips
  An adventure for Changeling: The Lost  
  using the Storytelling Adventure System
  The heart of a woman falls back with the night, 
  And enters some alien cage in its plight, 
  And tries to forget it has dreamed of the stars, 
  While it breaks, breaks, breaks on the sheltering bars.
  - Georgia Douglas Johnson (1886-1966)
  
  © 2008 CCP hf. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden, except for the purposes of reviews, and one printed copy which may be reproduced for personal use only. White Wolf, 
  Vampire and World of Darkness are registered trademarks of CCP hf. All rights reserved. Vampire the Requiem, Werewolf the Forsaken, Mage the Awakening, Promethean the Created, Changeling the Lost, Hunter the Vigil, Storytelling System 
  and The Rose Bride’s Plight are trademarks of CCP hf. All rights reserved. All characters, names, places and text herein are copyrighted by CCP hf. CCP North America Inc. is a wholly owned subsidiary of CCP hf. The mention of or reference 
  to any company or product in these pages is not a challenge to the trademark or copyright concerned. This book uses the supernatural for settings, characters and themes. All mystical and supernatural elements are fiction and intended for 
  entertainment purposes only. This book contains mature content. Reader discretion is advised.
  Check out White Wolf online at http://www.white-wolf.com
  An adventure for Changeling: The Lost 
  using the Storytelling Adventure System
  The heart of a woman falls back with the night, 
  And enters some alien cage in its plight, 
  And tries to forget it has dreamed of the stars, 
  While it breaks, breaks, breaks on the sheltering bars.
  - Georgia Douglas Johnson (1886-1966)
  Written by Jess Hartley 
  Developed by Eddy Webb 
  Edited by Genevieve Podleski
  Layout by Aileen E. Miles 
  Art by Abrar Ajmal, John Bridges, Jeff Holt, Saana Lappalainen, 
  Pat Loboyko, Thomas Manning, Britt Martin, Peter Mohrbacher, Justin Norman, Steve Prescott, 
  Matthew Stawicki
  Playtesting by Michael Grasso, Jenny Anckorn, Melanie Hockabout, Mandy Leetch,  
  Bill Lynch and Stephanie Phillips
  SCENES
  MENTAL OOOOO
  PHYSICAL OOOOO
  SOCIAL 
  OOOOO
  XP LEVEL
  11
  35-74
  STORYTELLING ADVENTURE SYSTEM
  
  The Rose-Bride’s Plight
  1
  A 
  cold war between Spring and Winter threat-
  ens to tear the freehold apart. Broken oaths, 
  betrayals and bitter memories have widened 
  the chasm between the two Courts for  
  decades, with each transition from Onyx to  
  Emerald becoming an ever more frigid and hostile 
  affair.
  In the past, fanatics on either side have taken 
  overt action against their enemies and tensions 
  have swelled. Members of the freehold fear that if 
  something is not done soon, one party or the other 
  will take drastic action and drive the freehold into 
  a true civil war.
  Or worse. 
  From amidst this turmoil, two levelheaded 
  rulers have emerged and struck a time-honored 
  bargain, pledging to unite their Courts with a  
  wedding between two of their members. But it 
  appears that someone isn’t eager to see the decades-
  old hostilities so easily soothed. 
  Introduction
  Oaths, vows and pledges are the heart of fae magic. From the first 
  moment of their submission to the Others’ will in Arcadia, the Lost’s 
  lives have been influenced by making, breaking, negotiating or refusing 
  to agree to one sort of promise or another. 
  Ancient bargains between the True Fae and their world spawned 
  the ground rules of Arcadia. When first taken there, every changeling 
  implicitly or explicitly agreed to abide by at least the basic tenets of 
  these bargains, or else perish without the benefit of air’s breath, fire’s 
  warmth or food’s sustenance.  From these timeless laws, the Lost’s own 
  Contracts were born, vital tools in protecting themselves against their 
  one-time captors.
  Recognizing the power of promise, changelings who are fortunate 
  enough to escape their captors often go on to make Wyrd-witnessed 
  vows to one another. These pledges bolster both the individual fae who 
  craft them and Lost society as a whole. They give paranoid escapees 
  who may have little else in common with each other a hope of being 
  able to trust one another and a shared framework of tradition and jus-
  tice to build their world around.
  But with every promise comes a price. No gift is given for free, 
  and the costs of oaths are myriad. Not only does one risk great harm 
  — even death — for violating one, but to maintain their Sanctions, a 
  pledged fae gives over a degree of control of his actions, thoughts, even 
  emotions, to abide by the pledge. Lost who layer on too many pledges 
  may wield great power, but they are also tightly proscribed in their ac-
  tions, penned in by conflicting loyalties, requirements and bans in order 
  to keep to the word of their oaths.
  The Rose-Bride’s Plight centers around a traditional pledge — 
  The Heart’s Oath — which is intended to heal past difficulties between 
  two of the freehold’s Courts by uniting in life-long partnership the indi-
  viduals who will inherit their Crowns. By binding these future leaders 
  together, the current monarchs hope to mend a historic rift between 
  Spring and Winter, ensuring the health of the freehold. 
  This adventure poses an opportunity for the characters to learn first 
  hand about the intricacies of pledges and the weight thereof. Within its 
  framework, they will be given the chance to unravel a mystery or two, 
  
  The Rose-Bride’s Plight
  2
  uncovering some of the confusing and often contradictory situations 
  that life among the fae can spawn. As well, this story’s challenges offer 
  the opportunity for them to explore some of the Lost’s courtly tradi-
  tions, and perhaps to find a place for themselves therein.
  Like most Storyteller Adventure System kits, The Rose-Bride’s 
  Plight works as a stand-alone story spanning one or two gaming ses-
  sions, but it also includes tips and advice for folding it into your current 
  Changeling: The Lost chronicle.
  What’s Inside
  This story kit breaks down into three basic parts:
  The Introduction, which you’re currently reading, gives you the 
  overview of the story, the rundown on Storyteller characters and lots 
  of history and back-story to help you bring the setting and characters 
  to life.
  The Scenes are the heart of the story. They detail the central ac-
  tions of the tale and help you improvise in the midst of your story. Each 
  includes more specific Storyteller advice and a plethora of options for 
  characters to interact with the scenario presented.
  The Scene Cards mark the beginning of in-play resources included 
  with The Rose-Bride’s Plight. Along with the key Storyteller charac-
  ters’ character sheets and the scene flow chart, they are designed to be 
  easily printed. If you can’t print this whole kit, just print this section 
  (pp. I-XIV) which will provide the basic information you will need to 
  tell this story.
  Treatment
  In The Rose-Bride’s Plight, the Spring and Winter Courts of the 
  local freehold have been at odds for decades. The current monarchs, at 
  the strong suggestion of the other Courts, have devised a plan to mend 
  their past and forge a new future together. Queen Aeolian, longtime 
  Verdant Sovereign, and King Maxwell Warden, ancient Onyx Mon-
  arch, have agreed to the marriage of their wards and the heirs to their 
  respective thrones. The engaged couple, Aurora of the Spring Court 
  and Todd White of Winter, are scheduled to wed in a small private 
  ceremony on the vernal equinox, three days hence. Tonight, at a party 
  hosted by Queen Aeolian, the happy couple celebrates their upcoming 
  nuptials with the freehold and guests from both far and near. But trag-
  edy will mar the celebration, throwing those gathered into chaos and 
  turmoil. Recruited by the locals to help prevent the freehold from fall-
  ing into civil war, the changelings must dig deep into the interpersonal 
  and political web of the freehold to determine the truth of the situation. 
  The investigation must be done quickly. The equinox is only three days 
  away, and with it comes the potential for great joy or tragedy depending 
  on what the characters uncover and the choices they make. 
  Before she can make her debut at the pre-nuptial ball, Aurora, the 
  Flowering bride-to-be, is found dead, presumably struck down by an un-
  known assailant. Her liege-lady, Aeolian, blames Warden’s agents and 
  vows revenge if her ward’s murderer is not found. The Winter King, on 
  the other hand, claims this is treachery on Spring’s behalf and insists 
  About the Storytelling Adventure System
  If this is your first Storytelling Adventure System (SAS) 
  product, you’ve chosen a fine place to start. To keep this story 
  kit lean and focused, though, we haven’t included a lot of the 
  core premises and Storyteller suggestions that are at the heart of 
  the SAS. Whether you’re new to the role of Storyteller or more 
  experienced, be sure to read the free SAS Guide, found at the 
  SAS website:
  www.white-wolf.com/sas
  Here are some of the features available in The Rose-Bride’s 
  Plight:
  Interactive links. Clicking on anything in green will take 
  you directly to the section referenced, or to an appropriate char-
  acter sheet or prop. It can also take you to an external website 
  that could be useful.
  Scenes. Clicking on a scene name in the scene flowchart or 
  the page number in the scene card will take you to the full write-
  up of the scene.
  Bookmarks. This PDF is fully bookmarked, so you can 
  jump to major sections at any time when the file is open.
  
  The Rose-Bride’s Plight
  3
  of course, but others have their own hunches as to who — or what — is 
  to blame. And when the dead bride’s corpse disappears, even those who 
  did not originally suspect foul play become certain that something is 
  afoot.
  The characters may be drawn into the situation by their own cu-
  riosity or greed, by Court loyalties, or out of self-defense when accused 
  of being involved in the wrongdoing themselves. Investigating the situ-
  ation draws the characters deeper into the inner conflict and turmoil 
  of the freehold. Clues suggest the groom is not, in truth, mourning his 
  fiancée’s death; perhaps there was more (or less) to the marriage than 
  the characters were led to believe? 
  When Aurora’s body disappears, it becomes clear that something 
  beyond simple assassination has happened. Clues abound. Members of 
  the freehold, including Aurora’s motley-mates, share their own insights, 
  some of which may lead the characters to those with direct knowledge 
  of the Spring princess’ whereabouts. 
  With only three days before the equinox, there’s no time to delay. 
  Decisions must be made and promises kept or broken. At the brink 
  of civil war, the characters are faced with the ultimate choice — do 
  they reveal Aurora’s situation or do they find another solution to unite 
  Spring and Winter for once and for all?
  Theme: Conflicted Loyalties
  The tangled maze of freehold politics and Wyrd-sworn pledges is a 
  territory few Lost tread lightly. They are often thrust into a morass of 
  conflicted loyalties such as the conflict between Aurora’s love for her 
  beloved and her Oath of Fealty to Aeolian, her motley’s loyalty to her 
  juxtaposed with their concern for their freehold’s health and safety, and 
  even Micah the Tall’s inner turmoil between what is right and what he 
  wants to be right. Often, after escaping from their Keepers and realizing 
  that they cannot return back to their earlier lives, the Lost will seek to 
  surround themselves with other relationships that reinforce a new sense 
  of belonging (as well as relationships forced upon them by pledges or 
  political needs). Unfortunately, these relationships can bring them into 
  conflict not only with differing factions, but also with their own beliefs, 
  desires and aspirations.
  Foreign Guests
  While everything needed to run The Rose-Bride’s Plight 
  is contained within this adventure kit, the World of Darkness 
  Rulebook and Changeling: The Lost, references are made to 
  game elements from other World of Darkness materials as well. 
  While enough context and mechanics are given to use these ele-
  ments without possessing the books from which they came, this 
  chart will allow you to find the original references, should you 
  desire more information about them.
  Item 
  SAS 
  Originating 
   
  Reference  
  Supplement
  Merit: Pledgesmith 
  p. 9 
  Rites of Spring,  
   
   
  p. 94
  Entitlement: Oneirophysics 
  p. 10 
  Lords of Summer,  
   
   
  pp. 155-158
  Contracts of Separation 
  p. 22 
  Winter Masques,  
   
   
  pp. 40-42
  Fighting Style: Hedge Duelist 
  p. VI 
  Rites of Spring,  
   
   
  p. 91
  Rare Goblin Fruits 
  p. 53 
  Rites of Spring,  
   
   
  p. 131
  Contracts of the Four Directions p. 48 
  Winter Masques,  
   
   
  p. 134
  Contracts of Communion 
  p. 48 
  Winter Masques,  
   
   
  pp. 32-35
  that if another bride is not found for his now-mourning heir, he will not 
  relinquish the throne to the Verdant Court at the equinox — a sure 
  promise of civil war and a clear call to the Others.
  The freehold is aghast. Who would kill Aurora, beloved Spring 
  courtier, especially if it means destroying the peace they’ve worked so 
  hard to regain and putting the entire freehold at risk to the Gentry? 
  Some are quick to point fingers. Spring and Winter blame each other, 
  
  The Rose-Bride’s Plight
  4
  Mood: Confusion
  Like the Lost themselves, many situations look fairly simple to 
  understand on the surface but further investigation reveals layer upon 
  layer of increasing complexity. Thus one is often tricked into making 
  snap judgments or decisions only to discover the ramifications run far 
  deeper than originally envisioned. The Rose-Bride’s Plight mirrors 
  that sense of discovery of depth, presenting an atmosphere wherein 
  there is no clear right or wrong, save for those determined by each indi-
  vidual’s own personal compass.  Each new piece of information revealed 
  is designed not only makes the scenes within this adventure kit more 
  real and multi-dimensional, but also to force characters and players to 
  examine their own views on topics like honor, honesty, faith, and love. 
  The mood is one of being challenged to separate not only truth from 
  falsehood but also multiple warring priorities. 
  A Story By Itself
  The Rose-Bride’s Plight works well as a stand-alone adventure. 
  Run over one or two sessions, the story provides intrigue to uncov-
  er, mysteries to solve and faces characters with a tough end-choice to 
  ponder. For this type of a short-run story, the players’ characters can 
  be visitors to the established freehold, invited for the wedding celebra-
  tion only to find themselves thrust into a courtly environment that is 
  both foreign and frightening. With no pre-existing loyalties and little 
  foreknowledge of the situation they’re walking into, the characters will 
  still have to make tough decisions with whatever information they can 
  gather in the growing chaos of the freehold.
  Alternately, the Storyteller may choose to cast the players’ charac-
  ters as part of the focal freehold, spending a little time painting in back-
  ground connections with some of the Storyteller characters to establish 
  a sense of pre-existing loyalties from which they may springboard into 
  the story itself.
  In a stand-alone adventure, the story will end with the characters’ final 
  choices: to pledge themselves or others into loveless marriage to unite the 
  Courts, to allow chaos to ensue or to find another way to bridge the gap 
  between Spring and Winter. After-effects may be narrated as a summary, or 
  simply planned out by the Storyteller for use as a springboard into another 
  stand-alone adventure, perhaps set a few years in the freehold’s future.
  A Chapter in Your Chronicle
  Alternately, this adventure kit can be used as part of an ongoing 
  Changeling: The Lost chronicle. Several possibilities exist for using 
  the story in this way. If you’re just starting your game, the freehold in 
  question could be one that the characters have just moved to, and they 
  are learning about the history of their new home as the story unfolds. 
  Or perhaps they have already established themselves within the free-
  hold, forming their own alliances and animosities with the other Lost 
  who populate the city. 
  If your chronicle is already underway, characters already in play can 
  be substituted into the roles of those outlined here, using this story in 
  as one chapter in your long-running story.  Or, as suggested above, the 
  players’ characters can have been invited to a nearby freehold as guests 
  at their neighboring group’s celebration, and the story played out with 
  the offered Storyteller characters as the residents of that city.
  In an ongoing chronicle, the characters’ choices may well have far-
  flung ramifications. Forcing (or supporting others in forcing) a freehold 
  member into a life-long oath may well net them at least one long-term 
  enemy. On the other hand, any pledges they commit themselves to on 
  the freehold’s behalf will certainly affect their path forward as well. He-
  roes or villains, the choices the characters make in this story will color 
  their future in the ongoing chronicle.
  It’s important to note that the actual reason why the two courts are 
  at each other’s throats isn’t detailed in the story kit. We’ve left that for 
  you as the Storyteller to detail, if it becomes important to your chroni-
  cle, as another way to tailor this story to your needs.
  Motivations
  Some character groups will leap onto plot threads like a hungry 
  Hunterheart on the scent of prey. Others may require a bit of artful 
  nudging on the part of the Storyteller in order to convince them to get 
  involved in a storyline. If using The Rose-Bride’s Plight as a chapter in 
  an ongoing chronicle, Storytellers may have a better idea of what will 
  encourage their players’ characters into action. However, certain moti-
  vating factors are inherent in the story; these may work to get a broad 
  variety of Lost characters involved in the plotline, even if the story not 
  tied into a greater chronicle arc. 
  
  The Rose-Bride’s Plight
  5
  Potential motivations for becoming involved in the investigation 
  (and thus in the process of healing the rifts discovered therein) might 
  include:
  • Patronage: Aiding Aeolian in this matter may well earn charac-
  ters her patronage. As a long-time Queen of the freehold, being in her 
  good graces could certainly serve the characters well, even if they are 
  of different Courts than her.  While King Warden is a bit more difficult 
  to deal with, some characters may seek (and benefit from) his patronage 
  as well.
  • Camaraderie: If the characters begin as outsiders (visitors to or 
  new members of the freehold), their investigations may well allow them 
  to begin building working (or personal) relationships with established 
  members of the freehold.
  • Reward: Queen Aeolian’s offer is quite clear — the Lost who 
  provides her with the identity of Aurora’s murderer can name their own 
  reward. Greedy characters may seek treasure, inquisitive ones request 
  knowledge and those with political aspirations might ask for a position 
  within the freehold far beyond what they have yet to achieve.
  • Justice: A grave wrong appears to have been committed. Those 
  with noble demeanors or a strong sense of right and wrong may seek to 
  discover the victim’s assailant simply to bring them to justice.
  • Fame: Assuming the characters have not yet made a name for 
  themselves within the freehold (either because they are newly arrived 
  or because they have yet to prove themselves) this adventure presents 
  them with the perfect opportunity to stand out in the crowd of Lost and 
  gain recognition.
  • Safety: If the above potential rewards are not sufficient to moti-
  vate the characters, they may be encouraged to take action out of self-
  preservation. A freehold provides safety and protection for its members. 
  However, a freehold at war is an inherently dangerous place, for com-
  batants and bystanders alike. And a freehold which no longer upholds 
  the traditions and rituals that keep the Others at bay is nothing more 
  than a target-rich environment beckoning for the True Fae to come 
  shopping.
  New Elements
  New System:  
  Unwitting Pledges
  Tricking, bullying or sweet-talking someone into an unwitting 
  pledge is an ageless Fae tradition. While many oaths are sworn of free 
  will, with forethought and planning on all parts, not all are. Some are 
  “caught” into pledges, having their freely given words or agreements 
  which were not intended as a pledge turned into one. Others are actu-
  ally tricked or manipulated into giving an agreement (which is then 
  Wyrd-bound), even though it was not their intention to do so.
  Changelings can use their connection with the Wyrd to turn any 
  agreement into a pledge. From a formal promise (“I swear, I will never tell 
  you a lie”) to a casual agreement (“Sure, I’ll pick you up at the airport”), any 
  commitment that is recognized by the Wyrd, through one or more parties 
  involved in it having the Wyrd advantage, can be forged into a pledge. All 
  it takes is the application of Willpower by someone involved.
  Most Lost (and those who know about them from direct experience 
  or legend) are extremely wary of making any promises, commitments 
  or agreements — and rightfully so.  While human society may see 
  oath-breaking to be a serious matter only in extremely formal instances 
  (marriage vows, legal contracts and the like), the Wyrd cares nothing 
  for “circumstances beyond your control.” If you have promised to tend a 
  Woodblood’s plants while she is on vacation, and she locks your prom-
  ise into a pledge, the Wyrd does not care if her house burns down while 
  you’re away or if you are taken into an alternate dimension where your 
  demonic overlords won’t let you loose to tend to your gardening. A bro-
  ken pledge is a broken pledge.
  Some Lost eschew the use of anything other than formal pledges. 
  Most often the newly returned, these changelings believe that to lock 
  another (be they fae or mortal) into a casual promise with the Wyrd is a 
  form of treachery only suited to the True Fae. Others, however, embrace 
  this ability as a vital tool. When there is little to nothing one can trust, 
  the ability to bind others to their spoken word provides a basis for be-
  ginning to trust. It prevents treachery, betrayal and deception — or at 
  least invokes a price for them. Binding humans into secrecy is a pledge 
  
  The Rose-Bride’s Plight
  6
  few Lost would disagree with. If a few more complain if that pledge 
  includes servitude or support, they really aren’t arguing against the mo-
  rality of manipulating others into pledges, but rather are splitting hairs 
  about the nature of “proper” pledges versus unethical ones.
  Dice Pool: Manipulation + Persuasion + Wyrd minus the target’s 
  Resolve + Occult + Wyrd
  Action: Instant (costs 1 Willpower to initiate the roll which is then 
  used to fuel the pledge or wasted)
  Unwitting pledges must be a part of a conversation that could be 
  manipulated into the target saying something that could be construed 
  as a promise. The aggressor must determine the constraints of the 
  pledge before making the attempt to trick the target into it. The target’s 
  resistance is reflexive, and they do not suffer an unskilled dice penalty 
  for the Occult skill (so in other words, they don’t add dice to the aggres-
  sor’s roll if the target doesn’t have any dots in Occult). 
  The power of the unwitting pledge is limited by the net number of 
  the aggressor’s successes. No aspect (positive or negative) of the pledge 
  may be greater than the number of net successes achieved by the ag-
  gressor. With a single success, the aggressor is limited to Lesser sanc-
  tions, durations, boons and tasks (no greater than 1 or –1 in severity.) 
  With two successes, Medial pledge elements can be added, and with 3 
  or more, Greater aspects can be enforced.
  Unwitting pledges count towards the total number of pledges the 
  changelings involved can bear at any given point, just as unforced ones do.
  In addition to the standard Persuasion modifiers (p. 83, World of 
  Darkness Rulebook), Storytellers can impose the following pledge-
  specific helps and hindrances to this challenge.
  Hindrances: Target is aware of the existence of pledges (–2), for 
  each level of each aspect (sanction, duration, boon or task) of the pledge 
  that is above Lesser (–1 cumulative), Pledgesmith Merit (–1 per level of 
  Merit of target; see Rites of Spring, p. 94)
  Help: Pledgesmith Merit (+1 per level of Merit of aggressor; see 
  Rites of Spring, p. 94), target is an ensorcelled human (+1), target is in-
  toxicated or otherwise influenced to be more pliant to suggestion (+1) 
  Roll Results
  Dramatic Failure: The target automatically knows that they were 
  being talked into some sort of promise against their will. Any additional 
  attempts to manipulate this target into an unwitting pledge within the 
  next 24 hours automatically fail.
  Failure: The unwitting pledge does not “take” and the target may 
  reflexively roll Wits + Occult + Wyrd to determine if they sense the 
  fact that they were being manipulated into an unwilling agreement. Re-
  gardless of whether the target is aware of the trick or not, any additional 
  attempts to manipulate this target into an unwitting pledge within the 
  next 24 hours suffer an automatic –4 penalty (cumulative with succes-
  sive attempts and failures over any 24 hour period.)
  Success: The aggressor has managed to bribe, bully, sweet talk or 
  intimidate his target into unintentionally making an agreement that 
  he then binds into to an immediately activated pledge. A side result of 
  this entrapment is that the target becomes aware, at least in general, of 
  what she has “agreed” to do or not do, and the punishment if she should 
  break the pledge. She is not, however, aware that she has been tricked 
  into it, and believes she swore of her own volition.
  Exceptional Success: No additional benefit results from an excep-
  tional success beyond an increased threshold for the power of the pledge 
  gained from the net successes rolled.
  Note that using this method to trick or force a supernatural into a 
  pledge is a level 5 Clarity sin. At the Storyteller’s discretion, exception-
  ally dangerous, restrictive or long-lasting pledges may be level 4, 3 or 
  even 2 Clarity sins, depending on how closely the Lost’s behavior and 
  demands resemble the means and methods utilized by the Others. Forc-
  ing a mundane human (who are inherently more vulnerable to such 
  predations) is automatically one step lower Clarity sin (thus a minimum 
  of level 4). Trapping defenseless humans into unwitting pledges is the 
  purview of the True Fae.
  Aeolian attempts to bind an unwitting human into a Reaper’s Pledge 
  (Changeling: The Lost, pp. 185-186). She spends a point of Willpower 
  and strikes up a conversation with the target. Her starting dice pool is 13 
  (Manipulation + Persuasion + Wyrd). The human’s starting resistance is 3 
  (Wits 3, no Occult, no Wyrd). Aeolian is further hampered by the Medial 
  Endeavour Task (–1) and the Medial Glamour Boon (–1), although all other 
  aspects of the pledge are Lesser and thus impose no hindrances. Aeolian re-
  ceives a +3 bonus for her three levels of the Pledgesmith Merit, and she has 
  both intoxicated and ensorcelled the human (+1 for each) for a total of +5 
  
  The Rose-Bride’s Plight
  7
  bonus dice. Thus the Storyteller rolls 13 dice for Aeolian’s attempt (13–3–
  2+5) and achieves 4 successes. This is more than the 2 she needed to achieve 
  the Reaper’s Pledge, as no aspect of the pledge is greater than Medial, and 
  the human is bound in the pledge. Aeolian must now make a Clarity check 
  versus a sin level set by her Storyteller (but at least a level 4 sin). 
  New Goblin Fruit:  
  The Myrsina
  Flesh as white as snow, skin as red as blood, the myrsina might well 
  be mistaken for the stereotypical perfect apple, at least visually. Its odor 
  and taste, however, it is utterly unique. Despite its beauty, myrsina fruit 
  flesh carries the scent and flavor of death; a single bite requires a Re-
  solve + Composure check to avoid vomiting. Fortunately, for those who 
  would gain its benefit, a single bite is all that is required. 
  One turn after swallowing a bite of a myrsina (and not throwing it 
  back up), the consumer falls into a deep, coma-like sleep. Two turns later, 
  this sleep deepens even further — for the next 12 hours, the individual ap-
  pears to all examinations to be dead. She does not breathe, her heart does 
  not beat, and her body exists as if in suspended animation. Those who have 
  experienced myrsina say it is as if they fell asleep and woke a moment later, 
  with no memory of what happened around them while they were “dead.” 
  The “corpse” can, of course, be injured or even killed in truth during this 
  time period, taking damage as normal, although she feels no pain during 
  this death-like state. The death-state continues for a full 12 hours regardless 
  of what happens to the individual during that time period. Although it is 
  exceedingly difficult to mistakenly eat (or convince someone to eat) a fruit 
  that tastes and smells so strongly of dust, rotting flesh and offal, it has hap-
  pened in the past. Unwary victims have woken in morgue drawers, during 
  their own funeral ceremonies or even mid-examination on autopsy tables.
  The death-state induced by eating myrsina flesh is so deep and true 
  that it is rumored to fool even the Wyrd. Upon entering this state, all life-
  long pledges become undone without technically breaking. The death-
  state fulfills the end of the oath just as if the individual had actually died, 
  and unless re-sworn upon awakening, the changeling is free of their oath 
  without triggering the sanctions of it. Contracts or powers which detect 
  oath-breakers do not recognize this loophole as having broken the oath. 
  It is, instead, as if it was fulfilled by the individual’s pseudo-death. The 
  fruit, of course, cannot prevent the individual who has dodged the sanc-
  tion of his or her oath from suffering whatever damage to their reputa-
  tion may occur should their duplicity become known.
  Myrsina are a very rare goblin fruit, not commonly known. Unless 
  one has been specifically taught about the fruit, it requires a successful 
  Intelligence + Occult roll made at a –6 penalty to have even heard of 
  the myrsina (a skill specialty in goblin fruit reduces the penalty to –4) 
  and after that, another test with similar penalties is required in order to 
  be aware of its specific properties.
  
  The Rose-Bride’s Plight
  8
  Background and Set-Up
  No one really remembers exactly what set Spring and Winter at 
  each other’s throats more than 30 years to the past. The conflict was old 
  by the time Warden took the throne. Any clear right or wrong has been 
  buried under years of betrayals, back-stabbings, clandestine guerilla tac-
  tics and petty arguments blown out of proportion for generations. While 
  the rift has varied in depth and intensity over the years, recent history 
  has done nothing to mend it, and tensions are at an all-time high. The 
  wedding is a lace doily atop this freehold’s proverbial powder keg — a 
  last ditch effort to make things right before they go totally to hell.
  The Recent Past
  While contradictory tales are told of the freehold’s past, certain 
  events in recent history have driven the tension to dramatic heights. 
  Depending on whether the characters are assumed to be visiting the 
  freehold simply for the wedding, to have recently returned and begun 
  to make their home in the featured freehold or to have lived in the 
  featured freehold for a longer time period, they may have heard some or 
  all of these tidbits. Variations (or more thorough information) may be 
  available through investigation or interaction with certain Storyteller 
  characters during the course of game play.
  • Queen Aeolian virtually adopted the newly returned Aurora 
  about six months ago, and the girl has learned much at the feet of her 
  socially adroit monarch-mentor.
  • Two months ago, King Warden surprised those gathered at his 
  formal court by announcing the engagement of his ward, Todd White, 
  to the Spring courtier, Aurora.
  • Those close to both mentioned seeing the two interact on occa-
  sion, but no one really thought of them as a couple.
  Tonight
  The story begins the night of the ball celebrating the upcoming 
  wedding of Todd White and Aurora, heirs to the Winter and Spring 
  thrones respectively. The location is the manorial estate of Queen Aeo-
  lian, who is rumored to have stepped back into ownership of her fam-
  ily’s mansion after arranging for the destruction of her fetch. 
  
  The Rose-Bride’s Plight
  9
  Maxwell Warden
  Pledge Trap (dice pool 16, no 10-again, with situational modifiers per 
  Unwitting Pledges pp. 5-7) — Aeolian levels a hard blue stare upon her target, 
  speaking with the speed and dexterity of a spring breeze. The conversation winds 
  around the two of them almost visibly, and the person she’s speaking with slowly 
  begins to nod his head in agreement with her words. No one in the freehold is 
  as renowned for weaving airtight pledges as Queen Aeolian. Perhaps her own 
  vaporous nature allows her to see even the smallest crack or potential loophole 
  in a promise’s wording, or perhaps she simply lacks the human emotions that 
  would grant her vows a modicum of flexibility. Regardless, should this cunning 
  Pledgesmith attempt to manipulate an unwitting individual into a pledge, her 
  target will be hard pressed to escape unfettered.
  Aurora
  Flit
  Parsimon
  Queen Aeolian
  Character Relationships
  Jeremiah Somn
  Squick
  Madame Night
  The Cast
  Minor Characters
  Minor players in the story have been provided in an abbreviated form: a 
  glimpse of personality, a snippet of statistics and a bit of background in rela-
  tion to the roles they play within the tale. This is not to say that any of these 
  individuals may not, depending on your player’s actions, take on a larger role, 
  but they are not specifically designed to take the center stage, and should 
  never overshadow the player characters in terms of focus. This story is not one 
  to be told to your players’ characters, but instead is laid out as terrain for them 
  to move within, giving them the opportunity to explore the moral dilemmas 
  raised by the scenario both externally and internally.
  Those characters who do share the spotlight with your players’ characters 
  are those who are most likely to develop into antagonistic relationships with 
  them. This does not mean that they will necessarily come to blows, although 
  that is certainly a possibility.
  The Emerald Court
  Aeolian, Oath-wielding Queen
  To some, it may seem strange that the long-standing Queen of Spring is 
  an Elemental, a seeming known for difficulty in accessing human emotions. 
  Far from a frailty, however, Aeolian has 
  turned her distance from humanity 
  into a boon — many boons, in fact. 
  Unlike Warden who has retained 
  his seasonal crown throughout 
  the years due to cool effi-
  ciency, Aeolian relies upon 
  the Oath-Sworn loyalty of 
  certain prominent mem-
  bers of the freehold, tugging 
  at their pledge-strings with 
  ruthless efficiency. Her abil-
  ity to sense and manipulate 
  emotions has little to do with 
  empathy and more with seeing 
  those around her as a resource to 
  plunder.
  
  The Rose-Bride’s Plight
  10
  Aurora
  Parsimon
  Madame Night
  Jeremiah Somn
  Character Relationships
  Aeolian
  Jeremy can attempt to analyze the dream, learning interesting details 
  about the dreamer’s nature, condition or the current issues plaguing her 
  subconscious. He can also rifle through her subconscious, given time, 
  and pick out particularly interesting tidbits of current or former dreams 
  to view.
  Jeremiah Somn,  
  Voyeuristic  
  Dream-doctor
  Spring is about growth 
  and healing as well as 
  desire and passion. Jer-
  emiah Somn has made a 
  name for himself among 
  the freehold as being the 
  “go-to” person when indi-
  viduals are sick or injured. 
  This Fairest Bright One’s 
  skin shines like a starry night 
  sky, and his personality is just 
  as bright. He’s always willing to lend 
  a hand, and gives his services to members 
  of the freehold and their visitors freely. Or rather, the price he takes is 
  noticed by very few.
  Jeremiah is a dream-voyeur. Outside of his professional demeanor, 
  he is shy about interpersonal matters. He indulges in vicarious excite-
  ment by exploring the most intimate and private chambers of others’ 
  dream world.  Making himself invaluable to the freehold as a healer and 
  psychiatrist has allowed him to indulge himself with no need for risk or 
  retribution. If one is invited into another’s mind to heal their wounds, 
  surely no one will mind (or notice) if one does a bit of exploring while 
  at work?
  The Plunge — As a member of the Oneirophysics, Jeremiah may 
  slip into a deep dream state at will, just by spending a point of Glamour. 
  This Plunge allows him, while sleeping, to enter into the dreams of any 
  individual he is making skin-to-skin contact with, as long as his target 
  is also sleeping.
  Dream Riding (dice pool 9 vs. dreamer’s Wits + Resolve) — With 
  a self-contented smile, the starry-skinned doctor settles down beside the sleep-
  ing form, reaching out to stroke her cheek with one hand as his eyes close. 
  Within moments, his body relaxes visibly and his breathing matches that of 
  his sleeping patient as their dreams merge. After entering another indi-
  vidual’s dream, either through the Plunge or a dreaming-tasked pledge, 
  
  The Rose-Bride’s Plight
  11
  Todd White
  Aeolian
  Balor
  Micah
  Jeremiah Somn
  Aurora
  Character Relationships
  Madame Night
  Squick
  Aurora,  
  Blushing Bride
  The only thing sweeter 
  than Aurora’s cherubic face 
  is the delicate jasmine per-
  fume that surrounds her. 
  This Fairest Flowering is 
  beloved by almost every 
  member of the freehold, 
  and her popularity has led 
  to her being named Queen 
  Aeolian’s ward and most 
  likely successor. She dresses 
  in green silk and velvet, demure 
  but undeniably sensual. Aurora is 
  graced with a sense of fragile femininity 
  that attracts attention of all sorts. Some want to protect it, some to 
  possess it, and others to sully it and prove she is not as naive or inno-
  cent as she seems. Aurora is often accompanied by the members of her 
  motley — Squick, Madame Night and Jeremiah Somn — as well as an 
  entourage of other admiring friends, fans and would-be lovers.
  Sweet Talking (dice pool 7, 9-again, augmentable with Glamour 
  up to 3 per round, max pool of 12) — She lowers her gaze to the floor at 
  her target’s feet as if too shy to meet his eyes. A few soft words pass across her 
  crimson lips, and then she looks up at him through her thick fringe of lashes. 
  She holds his gaze for just a moment too long before tilting her head to the 
  side and smiling sweetly. Those nearby can hear a single honeyed word… 
  “Please?” He almost hurts himself rushing to meet her request. Aurora’s 
  sweet demeanor, beauty and charm make it difficult for others to tell 
  her no. She will, in any situation, attempt to use guile and sheer force of 
  personality to convince others to do as she sees fit, including lying for 
  her, protecting her from harm and supporting her plans, no matter how 
  morally ambiguous they may seem to be. On the other hand, she really 
  does come across as a nice person (albeit in a difficult situation), which 
  only bolsters the effectiveness of her verbal manipulations.
  
  The Rose-Bride’s Plight
  12
  Tai
  Micah
  Aurora
  Jeremiah Somn
  Balor
  Character Relationships
  Aeolian
  The Crimson Court
  Balor, Jealous Bully
  The Cyclopean known as Ba-
  lor may rarely speak, but when 
  he does it is almost certain to 
  be venom-filled and bitter. Ba-
  lor was quite handsome before 
  his abduction, or so he claims. 
  Now his left eye socket is a 
  gaping hole bordered by four 
  long, equally spaced scars that 
  stretch from brow to chin. He 
  covers the worst of the long-
  healed wound with a large black eye-
  patch, but the patch does nothing to 
  hide the callous demeanor and sullen words that 
  have driven away anyone who might have tried to care for him. 
  Ferret Out Info (dice pool 7, 8-again) — He leans in close, speak-
  ing in a surly whisper to the man in front of him. His face wrinkles in a 
  grimace as he breathes deeply of the now-cringing man’s scent. “Y’er lyin’, 
  ya slimy bastard. Ya reek of it. Now where’s it at?” Although far from 
  socially graceful, Balor’s got a knack for gathering information. He’s 
  exceedingly good at “sniffing” out information, regardless of whether 
  others intend to share it or not. Among other things, he can quite 
  often tell when others are lying, just from the scent of fear and decep-
  tion surrounding them.
  
  The Rose-Bride’s Plight
  13
  Tai
  Aurora
  Squick
  Character Relationships
  Todd White
  Balor
  The Ashen Court
  Squick, Bogeyman
  Fae know that there truly 
  are things that go bump in 
  the night, and Squick is one 
  of them. Capable of taking 
  on whatever visage suits his 
  whim, this Darkling Mir-
  rorskin haunts the shadows 
  and nightmares of wrong-
  doers throughout the area. 
  Most in the freehold know him 
  by his childlike demeanor and 
  constant grin, but both quickly 
  fade when confronted with news of 
  children being harmed. 
  Instill Fear (dice pool 9 vs. target’s Comp) — He grinned at her 
  with the unceasing, gape-lipped smile of a scarecrow. The expression never 
  reached his eyes, however, which glittered like oily pools. He doesn’t say a 
  word, just looks at her, and even across the room, you could can see the 
  goosebumps start to raise on her forearms. Squick’s role in life is to play 
  the boogie-man for adults who need a reminder that there are things 
  out there bigger and badder than they are. Child molesters, abusive par-
  ents, pedophiles and others who take advantage of the young and vul-
  nerable may well find themselves visited by a grinning demonic scare-
  crow intent on scaring them to within an inch of their life. While he 
  rarely uses this ability on anyone except those who mistreat children, 
  it’s always a possibility.
  
  The Rose-Bride’s Plight
  14
  Aurora
  Madame Night
  Character Relationships
  Aeolian
  Squick
  Maxwell Warden
  Madame Night,  
  Disdainful Seer
  Abducted from her famil-
  ial home in New Orleans, 
  Madame Night spent her 
  durance among the ghost-
  ly victims of her Keeper’s 
  wrath, and learned the 
  power of fear. Gaunt, yet 
  elegant, 
  this 
  red-haired 
  beauty now plumbs the 
  depths of the unknown using 
  a deck of tarot cards rumored to 
  have once belonged to the Mam-
  bo Marie Laveau herself.  She offers 
  her advice (whether it is asked for or not) 
  to those within the freehold. Many scoff at her claims of predicting the 
  future — but only until one of the fates she’s foretold comes true. Few 
  doubt for long.
  Reading The Portents (dice pool 8) — A thoughtful look crosses 
  her face and her long, spidery fingers scramble for the silk pouch at her 
  waist. The cards are in her hands and shuffling before he can take a back-
  wards step, and as he lifts his hands to protest, she plucks one from the 
  deck and holds it out towards him. “What’s wrong, sugah?” she purrs in a 
  slow, southern drawl. “You afraid of seeing what will come of your choices?” 
  Some people shy from the mysteries of the future. Madame Night has 
  no respect for those who are not willing to face what lies ahead with 
  open eyes and squared shoulders. By consulting her tarot deck, Madame 
  Night can gain insight into the most significant upcoming event which 
  will affect her target in the near future. She regularly uses this ability 
  to keep an eye out for dangers to newly returned Lost or the children in 
  her neighborhood, but can also be convinced, with the proper payment, 
  to focus her ability on the future of others.
  
  The Rose-Bride’s Plight
  15
  The Onyx Court
  Maxwell Warden,  
  A Most Proper King
  Maxwell Warden tends to the 
  freehold that has been under his 
  care, at least during the months 
  of Winter, for almost 20 years. 
  His late wife passed away 
  more than a decade ago, and 
  rumors say that not only was 
  he unfailingly devoted to her 
  during their marriage, but that 
  he has not so much as looked at 
  another in that way since her death. 
  Warden was not originally antagonis-
  tic towards Spring Court; in fact early in his 
  reign long-time members of the freehold may remember a prophecy of 
  him being “fated” to bridge the gap between the estranged seasons. The 
  Fates, however, seemed to work against Warden, and that end has not yet 
  manifested, although Warden swears loud and long that he will be the 
  savior of the freehold, no matter the cost. As he has announced that this 
  will be his final season bearing the Ashen Crown, many believe the mar-
  riage of he and Aeolian’s successors is his last-ditch effort to fulfill that 
  destiny. The truth, however, is a bit more dire.
  Well-Chosen Words (dice pool 9, 11 when spending a point of 
  Glamour, 9-again) — Sliding his spectacles slightly lower on his nose, the 
  monarch looked over the top of them at the offending party. “I can see your 
  point. But the end simply does not justify the means. I will look into this 
  matter, and I assure you justice will be done. But as for your actions, I’m 
  certain you see that amends must be made.” The onlookers were amazed as 
  the criminal willing agreed to support the family of the man he’d murdered 
  for the next year as a penance for his actions. If there is one thing Maxwell 
  Warden does well, it is dealing with controversial topics while avoiding 
  offending others. He may not necessarily convince those around him 
  to believe as he does, but he rarely fails to communicate the logic of his 
  arguments in a way that leaves at least the possibility of swaying others 
  to his way of thinking. 
  Maxwell Warden
  Character Relationships
  Aeolian
  Tai
  Todd White
  Micah
  
  The Rose-Bride’s Plight
  16
  Todd White,  
  Ice-Hearted  
  Groom-to-be
  Pretty as sin wrapped in 
  crystal, Todd White is the 
  archetypal aloof Winter 
  Courtier. Most folks were 
  surprised to find out that 
  this Beast Hunterheart 
  was involved with Aurora 
  when their engagement 
  was announced. He may be 
  beautiful, from his regal brow 
  to the tip of his ermine tail, but 
  he simply doesn’t seem to care about 
  anyone or anything to any significant extent.
  Cool and Collected (dice pool 7) — He looks over the head of the 
  angry Wizened who is poking a finger in Todd’s chest to make her point. 
  “You aren’t even listening to me! I told you, I know you did it, and I’m go-
  ing to find a way to prove it!”  The silver-haired fox-man just smiles, looking 
  down at her with a nonchalant shrug. “Go ahead and try. You’re wasting 
  your time and mine. Now if you’ll excuse me?” Some folks just don’t care. 
  Todd is one of them. He’s so casual about virtually everything that it’s 
  hard for people to imagine that he would lie, and it’s almost impossible 
  to intimidate or bully him, or to appeal to his better nature (assuming 
  he has one).
  Aurora
  Todd White
  Character Relationships
  Balor
  Micah
  Madame Night
  
  The Rose-Bride’s Plight
  17
  Parsimon
  Maxwell Warden
  Tai
  Character Relationships
  Aeolian
  Tai,  
  Stealthy Killer
  Going unnoticed is what Tai 
  does best.  She’s plain-faced 
  and soft-spoken to the extent 
  that even those who’ve been 
  members of the freehold for 
  years often forget she is a part 
  of their city.  This Venombite, 
  however, uses her camouflage 
  to carry out the worst of Win-
  ter’s tasks with a speed and effec-
  tiveness that makes her invaluable 
  to her Court in times of dire need.
  Back Stab (dice pool 9, initiative 18) — 
  Your eyes slip across her, like there’s nothing there to hold your attention. 
  She’s standing against the back wall, well out of the flow of traffic. Then, 
  someone makes the wrong move and she’s not there any more. You look, 
  and she’s 10 feet away, putting away a slick-looking dagger like she’s already 
  shanked someone. Tai is a one-trick pony, but what this Beast does, she 
  does exceedingly well. Seeming to appear from nowhere (Light-shy — 
  Smoke 5), she strikes with inhuman speed (Oddbody — Mirror 4, Bu-
  glewort, Fast Reflexes 2) and then disappears again just as quickly until 
  her Court has need of her once more.
  
  The Rose-Bride’s Plight
  18
  Flit
  Character Relationships
  Aeolian
  Jeremiah Somn
  Micah
  Tai
  Outside the Courts
  Flit,  
  Nosey Information 
  Broker
  Full of kinetic energy 
  and curiosity, some mistake 
  Flit for a harmless social but-
  terfly. Nothing could be 
  further for the truth, how-
  ever, despite the young 
  Windwalker’s 
  antennae 
  and colorful wings. Although 
  many of the seasonal courtiers 
  distrust her Courtless ways, it’s 
  said that she knows enough secrets 
  (and blackmail material) about the movers 
  and shakers of the freehold to allow her free access to all but the most 
  private gatherings that happen in the area. Unfortunately, Flit may well 
  have sold information to the wrong individual this time.
  Information Broker (dice pool 5) — Her wings practically vibrate as 
  she fidgets from one foot to the next. “Yeah, I know a little something about 
  them. What’s it worth to you?” Her eyes sparkle as her customer reaches 
  for his wallet. If there’s dirt on someone, Flit probably knows it, and is 
  willing to trade it for something “valuable.” Her definition of valuable 
  varies, though, and some consider her a walking goblin market when it 
  comes to information and the prices she asks in return. This petite air-
  head may have the attention span of a gnat, but she never forgets a juicy 
  tidbit of information, and she rarely gets the short end of a bargain.
  
  The Rose-Bride’s Plight
  19
  Likely Antagonists
  The following characters are offered with full character sheets be-
  cause they are the most likely Storyteller characters for the player charac-
  ters to come into direct physical (or supernatural) conflict with. This does 
  not mean that these characters will automatically initiate combat upon 
  meeting the characters, or that the characters must fight with them, only 
  that they are the most likely to be thrust into antagonistic situations with 
  the characters which may escalate into hostile encounters.
  Parsimon, Hermit Farmer
  Quotes: What do you want?
  Ya don’t even look, none of you. 
  You see what you want to see, and 
  don’t even look beyond the for-
  est to see the trees.
  G’wan. Get outta here 
  with your sob story and 
  your whining. Here. Take 
  this with you. It’s in my 
  way.
  Virtue: Charity. He 
  really can’t help but try 
  to help those who are suf-
  fering.
  Vice: Wrath. Although not 
  one for fighting, Parsimon’s toler-
  ance is very low. Even though it is more 
  likely to manifest as snarling words than swordplay, he’s quick to lash 
  out verbally at others.
  Background: For all that he looks timeless, Parsimon was not al-
  ways the ancient hermit he is today. A farm boy at heart, he escaped 
  from what seemed an eternity of servitude raising exotic crops for his 
  Keeper to take on the same tasks in support of his freehold. He took to 
  Spring Court, with its emphasis on growth, like a duck to water, and 
  quickly earned renown in the area for his skill in cultivating goblin 
  fruits and other exotic flora. 
  Unfortunately, as his fame (and standing in the Spring Court) grew, 
  he found the greedy, self-centered members of the local Lost popula-
  tion to be almost as demanding and thankless as his True Fae captor 
  had been, and slowly grew disenchanted with the fae community as a 
  whole.
  He withdrew from court, gradually at first, and then completely, 
  only to find that the path to his doorway was worn bare by those who 
  sought his wares for selfish and often vindictive purposes. When he at-
  tempted to be responsible about what his goblin fruits were being used 
  for, he was first bribed and then threatened by those who sought his 
  work for immoral purposes. He retreated even further, leaving his Court 
  for that of the Ashen Mirror, and finally barred entrance to his Hollow 
  to other fae altogether.
  Parsimon has discovered over the years that the best way to not be 
  taken advantage of is to be feared. For decades, he’s cultivated an air 
  of suspicion around himself as carefully as he’s tended to his crops and 
  studies. This effort has worked, perhaps too well. Others from the free-
  hold don’t trust him and are quick to jump to negative conclusions about 
  his rare interactions with them. Rumors over the years have named him 
  a loyalist (still raising goods for his Keeper), a privateer (blaming him for 
  every Lost to go missing in the area over the decades) and a madman 
  who simply cannot be trusted to know right from wrong. 
  Description: Gnarled as an old root and just as bitter, Parsimon 
  could easily be mistaken for a walking debris pile. His hair is a mess of 
  faded straw and withered weeds, and his skin as dry and craggy as bark. 
  He wears a battered straw hat to shade him from the harsh sun in sum-
  mer and keep the rain out of his eyes during the wet seasons. All knees 
  and elbows, he would be lanky, were he not so bent with age, work and 
  the weight of his own self-worth. His fingers are permanently curled, as 
  if wrapped around the handle of some invisible tool, even when he’s not 
  at work. His tools of the trade are never far from his reach: sharp spades 
  for digging, small sickles for harvesting and a pair of clippers suitable for 
  sheering off whatever bits might need pruning.
  Storytelling Hints: More than anything, Parsimon just wants to be 
  left alone. He ventures out into the world only to sell the most mundane 
  of his crops to small local vendors, in exchange for whatever necessities 
  he cannot grow himself. All in all, however, he prefers the company of 
  
  The Rose-Bride’s Plight
  20
  his plants to that of people, be they fae or human. People only come 
  calling when they want something, he’s learned, so he treats any visitors 
  with the gruff assumption that they’re going to ask for favors.
  Despite his gravelly nature, however, he has a very soft heart. He 
  won’t sell or trade his goblin fruits to those just seeking to obtain them, 
  but he’s a sucker for a sob story and may well gruffly shove the answer 
  to a despondent Lost’s problems into her hands before turning his back 
  and telling her to get out of his sight.
  While he looks ancient and frail, this Woodwalker does more phys-
  ical labor in any given day than most Lost do in a year. He’s stronger, 
  more agile and more capable of defending himself than others imagine. 
  Though he prefers to allow his gruff demeanor and bad reputation to 
  chase off most trouble before it escalates to blows, he hates being bul-
  lied, and is not opposed to protecting himself.
  Parsimon
  Character Relationships
  Aeolian
  Jeremiah Somn
  Micah
  Tai
  Aurora
  Balor
  Squick
  Madame Night
  Maxwell Warden
  Todd White
  Flit
  
  The Rose-Bride’s Plight
  21
  Viscountess of Broken Vows, 
  Karmic Servant of the Wyrd
  Quotes: You swore, but you didn’t 
  mean it. I heard it from miles 
  away. You won’t stay true. I’ll 
  be waiting.
  That splintering sound? 
  That was your oath. What 
  a nice doorway the wreckage 
  leaves behind.
  Oh, you promised 
  never to raise a hand 
  against your brother? 
  How… quaint. (sound of 
  a well-placed blow) Oops. 
  Which one of you did that 
  hurt more, do you think?
  Virtue: Prudence. The Vis-
  countess never acts rashly, and has usual-
  ly planned out several potential backup plans for every action she takes.
  Vice: Sloth. Whenever possible, the Viscountess prefers to have 
  others take action for her, although she doesn’t mind nudging them in 
  the right direction to set things in motion.
  Background: It is rumored that the Viscountess was born of an 
  ancient war between the seasons of Spring and Summer, and that in 
  their fury, the two tore asunder the timeless cycle of the year casting 
  the world into chaos that nearly killed off life entirely. Other stories 
  say that the previous rumor was just a lie concocted by the Viscountess 
  herself in order to set those True Fae who favor either of the two seasons 
  against one another. Either is possible. What is for certain is that for 
  centuries the Viscountess has appeared in the mortal world whenever a 
  broken promise has set epic events in motion. Some claim she is simply 
  summoned by the shattering of vows and the chaos that ensues thereaf-
  ter. Others believe she is called by the potential for destruction inherent 
  in situations where promises may be broken, and sets about influencing 
  the scene to ensure the worst will come.
  She has been watching the situation at the freehold carefully, since 
  long before Maxwell Warden even made the pledge which he fears will 
  summon her. She may well be responsible for nudging several of the 
  members (Aurora, Micah and Parsimon especially) into actions that 
  may have put Warden in a nigh-impossible situation: break his oath 
  in regards to cementing peace between Spring and Winter, which 
  would leave him susceptible to her, or stop the changing of the seasonal 
  crowns, which might bring about civil war as well as flagging the free-
  hold to other True Fae for attack.  
  Description: The Viscountess’ voice is the cacophony of shattered 
  glass shards grating against one another. She appears, from a distance, 
  to be a beautiful woman dressed in a diaphanous gown, voluptuous and 
  curvaceous with luxurious hair flowing down around her shoulders. 
  Upon closer examination, however, her True Fae nature becomes clear. 
  Rather than a sound physical form, the Viscountess’ features and form 
  slide loosely against each other. Her limbs slip eerily back and forth 
  against her torso rather than being joined to it and her facial features 
  float upon her skin like loosely moored boats on an uneasy sea. When 
  she moves, each strand of her hair groans against the rest, like an out-
  of-tune violin being played by a hyperactive schoolchild. The discord is 
  louder to those who have recently broken promises, or who have broken 
  pledges in the past, to the point where a very recent oath-breaker may 
  well find the sound maddening.
  Storytelling Hints: The Viscountess is, at heart, lazy. She regains 
  Willpower by encouraging (or forcing) others to do her work for her. 
  Some of her favorite techniques include using Fleeting Seasonal gifts 
  to redirect others’ actions against their friends (Friendless Tongue and 
  Goblin’s Malignance to incite anger in a target and then direct it to-
  wards his friend), or appearing as an “authority” to humans and using 
  this role to cause problems and encourage mayhem for those Lost she’s 
  chosen to try to nudge into breaking their oaths.
  Because she dislikes exerting herself, the Viscountess goes into any 
  interaction with others with Splendor of the Envoy’s Protection (Vain-
  glory 3) activated, making it difficult for others to take action against 
  her. Similarly, she will not engage in physical combat, instead retreating 
  into the Hedge (and from there quickly back to Arcadia) if it becomes 
  clear she cannot manipulate her targets into fighting with one another 
  
  The Rose-Bride’s Plight
  22
  to cause a distraction while tempting (Fleeting Spring) one of their 
  number back with her.
  Her primary goal at this point is to urge Warden’s situation to the 
  point where he breaks the oath he has made on her name. Although 
  she is already aware of his location, this outcome would give her sadistic 
  pleasure as well as a bonus to all her attempts to recapture her escaped 
  former-chatelaine.
  Special Abilities
  Sense Sundered Oaths: Broken promises of all sorts speak 
  to the Viscountess. Not only can she sense automatically if oth-
  ers have broken any pledges during their lifetimes, but she can 
  tell if they have violated any promises of any sort within the last 
  month, who the promise was made to, as well as how and when 
  it was broken. With a successful Wits + Wyrd roll, she can also 
  sense any existing pledges her target bears. This roll is a con-
  tested action versus the target’s Resolve + Composure.
  Two Birds with One Stone: Laziness inspires efficiency. 
  The Viscountess can wield two Instant action Contracts in the 
  same turn. This ability only works with Contracts, not other 
  Instant actions. It can be used to activate two different Instant 
  action Contracts such as Baleful Sense and Friendless Tongue 
  in a single turn. It can also be used to activate the same Instant 
  action Contract twice against the same or different targets. It 
  cannot be used to lessen the amount of time required by Ex-
  tended action Contracts.
  Slip Away: The Viscountess has the ability to make herself 
  intangible. She cannot use any other offensive or defensive 
  abilities or powers while intangible, but neither can she be af-
  fected by offensive or defensive actions of others. This can be 
  used for spying (she remains wholly visible while intangible, 
  but she can hide within walls or solid objects large enough to 
  mask her presence) or as a means of escape. For Storytellers 
  with access to Winter Masques, it would be very appropriate 
  for the Viscountess to also have access to all five clauses of the 
  Contracts of Separation (pp. 40-42), with Slip Away being a 
  simplified version of Phantom Glory.
  Vice Over Virtue: Like all Keepers, the Viscountess of Bro-
  ken Vows regains Willpower contrary to the ways of mortals and 
  changelings. She regains one Willpower point from indulging her 
  Virtue, but refreshes her whole pool when satiating her Vice.
  
  The Rose-Bride’s Plight
  23
  Micah the Tall 
  Quotes: Honor demands it, and 
  I cannot deny what is right.
  Might does not make 
  right. Right makes might. 
  When the cause is true, 
  the Fates show their 
  favor.
  My word is my 
  bond. Can you say 
  the same?
  Virtue: 
  Justice. 
  Always there to cham-
  pion those who cannot 
  defend themselves, he is 
  willing to put himself into 
  grave personal danger for the 
  sake of “doing the right thing.”
  Vice: Pride. Micah feels himself to inherently know right from 
  wrong to the extent that he sometimes doubts others have the ability to 
  do so, especially if their views differ from his.
  Background: Micah burst out of the Hedge a few years ago, wield-
  ing a bloody sword and wearing little more than torn rags. It took five 
  freehold members to subdue him upon his arrival, all who wear scars 
  from the encounter to this day.  Once he was assured of his escape 
  from his Keeper’s care, however, he spent a lot of his first few months 
  engaging in heated arguments and brawls with those who dared to ex-
  press opinions different than his. About a year after his arrival, Micah 
  disappeared for a few weeks, and returned a changed man. He almost 
  immediately settled down into life at the freehold, and his fury banked 
  down to a fiery drive for defending what is right (rather than what is 
  popular or traditional). 
  Description: Broad of shoulder and huge in stature, Micah is a 
  mountain of a man. His clothing is all custom made to allow his mas-
  sive form sufficient room to move, and he favors simple clothing that 
  borders on historic garb in styling when he’s not actually wearing his-
  torical re-enactment costumes. His skin is pale enough for the veins to 
  show through, giving him an almost marbled visage, and his muscles 
  bulge with strength and vitality.
  A giant in stature, even when not using his kith’s blessing, Micah 
  the Tall has a reputation as large as he is within the freehold. He will 
  not be party to deception or lies, claims to have never struck a foe by 
  surprise or from behind, and (if rumors are to be believed) has no vices 
  whatsoever. Some respect the Ogre Gargantuan for his strict adherence 
  to his own moral code; others ridicule him for it, claiming it makes him 
  predictable and vulnerable to his enemies. Little do they know that 
  even this noble knight has his own treasured secrets.
  Storytelling Hints: Few things in the world are as difficult to rea-
  son with as a man who honestly believes he knows best. Micah is will-
  ing to discuss, debate or duel over right and wrong, but is exceedingly 
  difficult to convince; changing his mind is almost unheard of. At most, 
  he will agree to disagree on topics that do not directly affect him or 
  those he considers “his,” but in these cases he will still adamantly be-
  lieve the other individual is wrong.
  On matters that do affect himself or those he cares for, he will not 
  relent on his attempts to convert others (be they commoner or king) 
  to his way of thinking. He may let up for a time, make a strategic with-
  drawal from a conversation and re-attack from another direction at an-
  other time, but he will never entirely back down. Hedge duels are a 
  frequent occurrence with Micah, as he attempts to “convince” those 
  who seem to need a physical reminder of right and wrong.
  Micah sees the world in black and white — everything is either 
  right or wrong. He believes in Aurora wholly, seeing only the good in 
  her. Therefore, if Aurora is always right, anyone who opposes her must 
  be wrong. Micah supports her actions, even the ones which seem con-
  tradictory to his moral code, because he believes she was forced, ma-
  nipulated or pressured into situations where the “right” thing to do was 
  to do whatever it was that she did.
  
  The Rose-Bride’s Plight
  24
  Dramatis Personae
  The Rose-Bride’s Plight features an extensive cast of characters, 
  and focuses heavily on the intricate web of past and present interac-
  tions between them. As an aid to Storytellers, below is a brief descrip-
  tion of each character, as well as his or her strongest connections with 
  and attitudes towards other characters within the adventure kit.
  Aeolian
  The potential for stormy weather always exists in her silver tousled locks 
  and sky-blue eyes. 
  Elemental Airtouched. Spring Queen. Mentor of Aurora. Adver-
  sary of Maxwell Warden.
  • Aurora: A tractable girl who knows her place.
  • Flit: Useful at times, but too unpredictable to be truly counted upon.
  • Parsimon: Too valuable a resource to allow to slip away.
  • Jeremiah Somn, Madame Night and Squick: As long as they re-
  main devoted to Aurora, they are known quantities and assets to the 
  freehold.
  • Warden: He lets his pride get in the way of what is best for the 
  freehold.
  Aurora 
  Fresh with the blush of youth, her skin is as pale as a lily and her hair 
  adorned at all times with still-growing roses. 
  Fairest Flowering. Spring Court. Heir to the Emerald Throne. 
  Beloved to Micah the Tall. Motley-mate of Jeremiah Somn, Madame 
  Night and Squick. Fiancée of Todd White.
  • Aeolian: She’s not as smart as she thinks she is.
  • Balor: It’s not my fault he’s got a thing for me. It’s not like I ever 
  led him on.
  • Jeremiah Somn: He’s such a dear, sweet boy. He really needs a 
  girlfriend, though.
  • Madame Night: She scares me sometimes, but I’d never let her 
  know that.
  • Micah: What girl could resist a man who believes the sun and 
  moon rise and set in your eyes?
  Micah, the Tall
  Character Relationships
  Aeolian
  Jeremiah Somn
  Aurora
  Squick
  Madame Night
  Todd White
  
  The Rose-Bride’s Plight
  25
  • Squick: There’s nothing frightening about Squick — as long as 
  he’s on your side.
  • Todd White: I think this is all a game to him. He courts me like 
  I’m a chess piece to be captured, or a bird he’s stalking but doesn’t really 
  want to eat.
  Balor
  As ugly as he is ill-tempered, this one-eyed bruiser is a monster in more 
  than just name.
  Ogre Cyclopean. Summer Court. Rival of Micah the Tall and Todd 
  White for Aurora’s attention.
  • Aeolian: No one who’s watched her for five minutes could miss 
  how she uses people.
  • Aurora: She’s nothing but a manipulative little tease.
  • Jeremiah Somn: He healed me once through my dreams. Smirked 
  at me for weeks afterwards. Someone needs to teach him to respect 
  other people’s privacy.
  • Micah: Self-righteous ass.
  • Tai: Damn effective, when the frost-biters let her off her leash 
  long enough to be.
  Flit
  Perhaps it’s all the facets in her eyes, or the constant twitch of her anten-
  nae, but this butterfly-girl always seems alert to whatever it is others most 
  want ignored.
  Beast Windwalker. Courtless. Spy.
  • Aeolian: She pays me a lot to keep her secrets. You going to pay 
  me more to talk?
  • Jeremiah Somn: He knows things about just about everyone in 
  the freehold. And he’s not that hard to trick into spilling his guts.
  • Micah: Like any other knight, he’s got a weak spot in his armor. 
  You wanna know where? Sure, but it’ll cost you.
  • Tai: She hates being watched, and hates being talked about even 
  more. I can tell you some really interesting things about her. But, oh 
  boy, is it going to be expensive.
  Jeremiah Somn
  Stars as thick and bright as the Milky Way dance along his night-black 
  skin.
  Fairest Bright One. Spring Court. Motleymate of Aurora, Madame 
  Night and Squick.
  • Aeolian: I believe she genuinely cares for the freehold and the 
  Court. It must be hard to be alone up there on the throne.
  • Aurora: She’s a sweet girl, and deserves far better than most of the 
  lowlifes that have been courting her.
  • Madame Night: I’ve never let her read my future. I trust that she’d 
  see and tell the truth — I’m just not sure I’m ready to hear it.
  • Parsimon: I don’t envy the man. I think he still pines for the 
  queen he can never truly be with.
  Madame Night 
  Bone thin, with fingers that flex and skitter like roaches fleeing the light 
  — No wonder she’s often mistaken for Darkling.
  Wizened Oracle. Autumn Court. Motleymate of Aurora, Jeremiah 
  Somn and Squick.
  • Aeolian: I’ve seen dark things in her future, but she listens to no 
  one but herself.
  • Aurora: Like the rest of us, she does the best she can with the 
  cards she was dealt.
  • Squick: He walked through Hell and out the other side with me. 
  I’d do anything but go back there for him.
  • Warden: The Devil comes up whenever I read his future. I do not 
  envy him the choices he must face.
  Maxwell Warden
  As stiff and slender as an icicle, this white-haired monarch glowers at 
  the world over the top of his frost-rimed glasses.
  Wizened Chatelaine. Winter King. Mentor of Todd White. Adver-
  sary of Aeolian.
  • Aeolian: She does not tell me how to run Winter, nor I her Court. 
  But I cannot, will not trust her with our freehold’s future. Spring has 
  proven far too fickle in the past.
  
  The Rose-Bride’s Plight
  26
  • Micah: A supreme example of Summer’s inability to understand 
  the word “subtle.”
  • Tai: You have nothing to fear from the girl. She’s harmless, I as-
  sure you.
  • Todd White: The hope of the freehold rests on his shoulders. I 
  cannot allow myself to doubt he can stand the weight.
  Micah the Tall
  As tall and unrelenting as a pillar of stone, he manages not to bend, 
  even under the burden of his own self-righteousness.
  Ogre Gargantuan. Summer Court. Beloved to Aurora. Rival of Ba-
  lor and Todd White for Aurora’s attentions.
  • Aeolian: Heartless. I can’t even call her cruel — that would imply 
  she has emotions. She’s utterly without empathy for those around her.
  • Aurora: I’d die for her. I’d lie for her. Since almost the day we met, 
  I’ve lived for the touch of her gaze upon me.
  • Jeremiah Somn, Madame Night and Squick: They’re good friends 
  to Aurora, and love her almost as much as I do. For that, they have my 
  loyalty.
  • Todd White: I’d rather cut off my sword-hand than allow him to 
  touch Aurora, let alone marry her.
  Parsimon 
  Maybe once he was a vital, growing thing. Now he’s like an old root — 
  dry, gnarled and good only for tripping up those who don’t watch their way.
  Wizened Woodwalker. Autumn Court. Hermit.
  • Aeolian: I loved her once, or thought I did. Thought she loved me 
  too. I’ve never been more wrong, on either account.
  • Everyone else: Damned nuisances. Why won’t they just leave me 
  to my work?
  Squick
  All knees and elbows, he moves like his joints are too loose. And when 
  he smiles to reassure you, his lopsided grin stretches way too far across a face 
  the color of burlap-sack.
  Darkling Mirrorskin. Autumn Court. Motleymate of Aurora, Jer-
  emiah Somn and Madame Night.
  • Aurora: She plays games, but she’s a good person at heart.
  • Balor: Yeah, he’s a jerk. But when you need to get to the root of 
  an issue, there’s no one better.
  • Tai: The only thing faster than the speed of light is the speed of 
  darkness. Don’t blink or you’ll miss her, then it will be too late.
  • Todd White: If he hurts Aurora, he’ll regret it for as long as he lives.
  Tai
  Her visage and voice are carefully cultivated not to draw attention. 
  Only her sheer ordinariness is truly of note.
  Beast Venombite. Winter Court.
  • Aeolian: Who knew so much ice could thrive in Spring?
  • Parsimon: He’s forgotten more about poisons than most Lost will 
  ever know. Makes ya wonder why Aeolian keeps him so close, doesn’t it?
  • Warden: He knows a tool used too often loses its edge.
  Todd White
  Sleek silver-white hair pulled back in a loose ponytail, without a single 
  strand out of place. His eyes are blue ice, but his smile could melt the heart 
  of any woman.
  Beast Hunterheart. Winter Court. Heir to the Onyx Throne. 
  Fiancé of Aurora. Rival of Balor and Micah the Tall for Aurora’s 
  attentions.
  • Aurora: The Princess and a sure path to the throne? Yeah, I’d hit 
  that.
  • Balor: He’s just jealous. All talk, no action, you know what I 
  mean?
  • Madame Night: Kinda freaky, but, you know… in that zombie-
  princess kind of way.
  • Micah the Tall: Why is that Ogre always hanging around Aurora?
  Viscountess of Broken Vows 
  She slips along her path with all the grace of a con man’s lies, features as 
  fractured as the destruction he leaves behind.
  True Fae. 
  
  The Rose-Bride’s Plight
  27
  Scenes
  A total of 11 scenes are provided within this adventure kit. Some 
  (“A Grave Announcement,” “Fallen Rose” and “The Vow,” for example) 
  are almost certainly going to be part of the story you and your players 
  create from The Rose-Bride’s Plight. Others will only come into play if 
  the characters take certain actions, and may be skipped over or stepped 
  around as your players’ characters traverse the plot.
  You may find that, depending on the nature of the characters in-
  volved and their actions, you want to change or alter some of the scenes 
  or the Storyteller characters described in them. Feel free to do so! Think 
  of the provided scenes as a series of building blocks which can be used, 
  altered, combined in new ways or left out entirely in order to make the 
  best story for your players. If a character provided is not presented in an 
  antagonistic way, but your characters’ actions back him into a corner, 
  feel free to create a reaction for him — fight or flight — even if it’s not 
  detailed in the scene. Likewise, if you’re using this storyline in conjunc-
  tion with an existing chronicle, feel free to switch out the suggested 
  characters for ones that already exist in your world. 
  Each of the scenes include a brief summary of what the characters 
  involved may see, hear and even smell while involved in that particu-
  lar scene. These descriptions are designed to be read aloud to introduce 
  characters the scene at its onset. They can also be provided bit-by-bit as 
  the characters actively seek to explore the scene, at the Storyteller’s dis-
  cretion. Because fae with low Clarity perceive the world around them in 
  unusual and unique fashions, suggestions for what those with low Clarity 
  might sense are included in each scene’s description. These additional 
  perception notes are noted by the word “clarity” in parenthesis.
  Scene Flow
  The scenes in this adventure kit are not intended to be linear. Al-
  though the story begins with “A Grave Announcement” and ends with 
  “The Vow,” there is no one right path between them. “A Grave An-
  nouncement” offers likely transitions to six other scenes. Each of those 
  scenes may in turn lead to several other scenes. In some cases, char-
  acters may even return to a scene they’ve previously left for additional 
  investigation. Notes are included in each scene as to whether this is 
  possible, and indicating if returning to a scene changes it in some way.
  Regardless of the path the characters take, they have a maximum of 
  three days before “The Vow” comes into play. While they may enter this 
  scene before that 72 hour deadline, it comes into effect (with or without 
  them) at sunset on the third day after the ball — the Spring Equinox. 
  Because characters may breeze through some scenes and spend hours in 
  others, Storytellers are encouraged to keep track of the passage of in-
  character time. At the very least, players should be notified when they 
  have reached 24 and 48 hours, and when they are nearing the 72-hour 
  mark. This will serve to keep the tension in the situation high even 
  as the characters spend time investigating and interrogating, and will 
  force them to make some sort of a decision — even if that decision is 
  to abstain from action and let the freehold go to war — by the end of 
  the story. 
  To Prologue  
  or Not to Prologue
  An optional prologue, “Night Magic,” is offered in this adventure 
  kit. In it, the characters are given the opportunity to do a little social 
  networking and exploration before the first conflict of the night arises. 
  This can be especially useful when using this story as the first chapter 
  in an ongoing chronicle. It allows characters to mix and mingle, to rub 
  elbows with some of the important (and seemingly unimportant) at-
  tendees, and may give them a chance to interact with different aspects 
  of characters than the ones which will come out after Aurora’s death is 
  announced. Feel free to give players the opportunity to enjoy the won-
  der that is Lost society at its best for as long as feels appropriate before 
  throwing the first tragedy of the evening at them. For some groups of 
  characters, the prologue may stretch out for quite some time; others 
  may quickly become bored with the subtlety of interaction portrayed 
  there and should be faced with their first challenge right away.
  Alternately, you may want to throw your characters right into the 
  deep end, confronting them immediately with the first challenge in 
  the story. In this case, leave the prologue aside and open with the first 
  scene, “A Grave Announcement.” 
  
  The Rose-Bride’s Plight
  28
  Even if the characters do not play out the prologue, Storytellers are 
  encouraged to read through “Night Magic,” as it contains elements of 
  atmosphere and scenery that may be woven into other scenes to en-
  hance the aura of alien fae ambiance within.
  Where to Go From Here
  While not every player contingency can be planned for, the final 
  scene, “The Vow,” includes brief overviews of “what happens next” for 
  several of the most likely outcomes of this storyline. Storytellers using 
  this adventure kit as a short-term complete adventure can offer these 
  conclusions to their players as a wrap-up, or they can be used as an in-
  spiration for the next story in an on-going chronicle. Like every other 
  scene in The Rose-Bride’s Plight, these are not concrete dictates about 
  what must happen, but rather suggestions and ideas about what might 
  happen after the end of the scenario if characters take certain actions.
  Scene Flowchart
  
  The Rose-Bride’s Plight
  29
  Optional  
  Prologue: 
  Night Magic
  mental • 
  physical — 
  social ••
  Overview 
  This scene takes place during the celebratory ball held at the estate 
  of Queen Aeolian. Characters have the opportunity to socialize, es-
  tablish relationships and potentially pick up tidbits of information that 
  may prove useful in future scenes.
  Description
  Outside, the air is crisp with the promise of snow, despite the clear night 
  sky. Winter has not given up its reign, and although the equinox is but three 
  days away, frost is beginning to form on the lush carpet of grass that sur-
  rounds Queen Aeolian’s estate. The palatial mansion’s circular driveway 
  is lined by hundreds of glowing luminaries and filled with all manner of 
  vehicles. Small cliques of individuals stand here and there outside. Some are 
  gathered around the babbling fountain, while others have stopped midway up 
  the sweeping staircase that leads to the tall set of glass double-doors, beyond 
  which the golden light of the party gleams.
  The interior of the mansion is warm and brightly lit. An expansive foyer 
  leads into the main ballroom where dozens of Lost of all shapes and sizes 
  congregate. Between the freehold members and visiting guests, you guess 
  there are a hundred or more gathered, dressed in everything from formal 
  gowns, ethnic clothing and historical costumes to jeans and t-shirts. Quiet 
  conversations take place here and there as Lost congregate in small groups. 
  From somewhere out of sight, a string quartet of ensorcelled humans are 
  playing music by Vivaldi, just loudly enough to keep the social discourse 
  from bleeding over from group to group.
  All manner of changelings are apparent here. Elven courtiers, some 
  glowing softly, others with skin of night-sky darkness or flame-red hue, laugh 
  gaily or glower snidely at a wrestling match taking place between a hulking 
  rock-pile wearing plate armor and a ten-legged squid-woman. A butterfly-
  winged sprite dangles delicately above the head of a grotesque scale-skinned 
  Beast with jaws full of row upon row of razor-sharp teeth. In one corner, 
  leaning against an antique chaise lounge, an ashen-skinned creature wrapped 
  in a burial shroud holds an animated conversation with a near-naked sand-
  statue, while an arachnid the size of a mastiff messily consumes something 
  still-squirming at its feet.
  The estate itself is opulent and expansive. From the marble floors and 
  Persian carpets to the vaulted ceilings and crystal chandeliers, it’s obvious 
  that no expense was spared to outfit this mansion in style. Beyond the foyer 
  and main ballroom, additional building wings extend out to each side, with 
  dens, libraries, small dining areas and other living spaces stretching out for 
  what feels like miles of decadently appointed hallways. Beautifully arranged 
  bouquets of fresh flowers waft their perfume into the air as the serving staff 
  in Aeolian’s livery make their way around the room, carrying trays of deli-
  cious-smelling hors d’oeuvres.
  (clarity) There’s a feeling of almost anticipatory tension in the air, and a 
  cold breeze seems to creep along the floor no matter where you stand. It’s like 
  the feeling you get right before your skin breaks out into goose bumps. Is some-
  one watching you? That group over there — they’re laughing. Were they look-
  ing your way before you turned around? The feeling doesn’t seem to get any 
  better whether you go further into the building or remain on the outskirts.
  Storyteller Goals
  Atmosphere and foreshadowing. This scene gives the Storyteller 
  the opportunity to showcase some of the surreal beauty and grotesque-
  rie that is the fae world. The performers, guests, servants and host all 
  lend their own unique flavor to this scene. Delights, devilries and de-
  pravities unthinkable in human society run amok here, as the gathered 
  fae guests’ fantastic natures rival the outlandish feats of the performers 
  brought here to entertain them. 
  While the surface atmosphere is one of celebration, beneath it runs 
  30 years of dark, cold freehold history. Spring or Winter Court characters 
  might be rebuffed by members of the rival Court, while being inundated 
  with whispered rumors and innuendo by their own. They may witness 
  subtle or overt hostility between members of opposing sides of the rift, or 
  (if they are not already attached to a Court) be approached by those at-
  tempting to recruit them to one side or the other of the social conflict.
  
  The Rose-Bride’s Plight
  30
  Character Goals
  Recreation and acclimation. Those gathered are here to celebrate, and 
  there are ample opportunities for fun, ranging from a veritable banquet of 
  buffet-style foods and beverages (both mundane and Hedge-spun delica-
  cies) to a live band that takes requests and wandering performers of all 
  skills and specialties. Friendly games of chance might be found, if that is 
  appealing to the characters. Socializing is another option. With close to 
  a hundred Lost gathered in one location, chances are every character can 
  find someone to chat with, and gossip is running high tonight. This social 
  interaction also may serve to give the characters additional insight into the 
  whys and wherefores of the freehold, allowing them to pick up facts, rumors 
  and innuendo about current Court and inter-personal intrigue.
  Actions
  Within this scene, most of the situations characters will encounter 
  are social in nature. It is unlikely for the situation to devolve into com-
  bat, as most of the Lost here are on their best behavior. However, in the 
  course of their social interactions, it is possible for them to accomplish 
  a bit of information gathering which may prove useful or interesting 
  further along.
  If you would like, you are welcome to introduce characters who will 
  appear later in the story at this stage by allowing players’ characters to 
  interact with them as they are gathering information. Each rumor is fol-
  lowed by the character most likely to be saying it. Note that several Sto-
  ryteller characters will not be present during this prologue. These include 
  Aeolian, Aurora, Micah the Tall and the Viscountess of Broken Vows.
  Information Gathering
  Dice Pool: Wits + Socialize
  Action: Each roll represents a half-hour of social interaction with 
  the gathered guests. A total of four rolls (two hours of social interac-
  tion) may be attempted by each player, and each character may garner 
  different (even contradictory) rumors from those listed below. Thus a 
  total of four rumors per character attempting to socialize are possible 
  during this scene.
  Hindrances: Ill-dressed for the event (dirty, cheap or torn clothing 
  –1), strangers to the freehold (–1)
  Help: Striking Looks (+1 for 2 dots in the Merit, +2 for 4), hold 
  rank or position within the freehold (+1)
  Roll Results
  Dramatic Failure: No rumors are gathered for that time period and 
  the total number of rolls possible is reduced from four to three. No ad-
  ditional effect if this happens during the fourth roll.
  Failure: No rumors are gathered for that time period.
  Success: The character picks up on one rumor from the sidebar. 
  Exceptional Success: The character gains one rumor from those 
  listed below. In addition, an extra roll may be made to determine if 
  another rumor is gained. Thus the first exceptional success rolled in-
  creases the potential number of rolls from four to five, the second from 
  five to six, and so on.
  Rumors
  • “Aurora? Shallow little slut. White deserves her.” (Balor)
  • “You need something, come to me. I can get any goblin 
  fruit you want, even the fancy stuff… for a price. I know a 
  guy…” (Flit)
  • “White? Don’t think much of him, honestly, but if he 
  makes Aurora happy, I suppose that’s enough.” (Jeremiah)
  • “Something bad’s coming. I see it in the cards. I’m just not 
  sure exactly what. But trust me. It’s bad. And soon.” (Madame 
  Night)
  • “This marriage is the crowning glory of my seasons of 
  reign here. It will ensure that the past will not happen again, 
  that the future will be more peaceful for the next generation.” 
  (Maxwell Warden)
  • “My Court? No… I’m not Spring. Not any more. It’s really 
  none of your business, is it? Don’t you have someone else to go 
  bother?” (Parsimon)
  • “White better not pull any of that Winter stuff on Aurora. 
  I’m just saying… it would be bad for his health.” (Squick)
  
  The Rose-Bride’s Plight
  31
  • “Well, I’m not married yet, my dear. You wouldn’t deny a 
  dying man a last meal, would you? Come, walk with me, some-
  where a bit more private….” (Todd White)
  • “Aeolian’s called in favors from all over the globe to ensure 
  that the wedding is perfect. Flowers, gown, decorations. It’s like 
  she’s playing dress-up with Aurora as a doll.” (Overheard in a 
  group)
  • “That Parsimon guy? Creepy old hermit. Seriously. No one 
  trusts him. He and Aeolian hate each other. Not sure why she 
  lets him hang around, but she never talks to him, or he to her.” 
  (Overheard in a group)
  • “He’s just mean-spirited, I tell you. I heard he’s got a whole 
  warehouse of goblin fruit, but he refuses to use them to aid the 
  freehold, just cuz he’s mad at the Queen.” (Overheard in a group)
  • “White? Can’t be trusted. He’s broken more hearts than 
  most Duchy members. Can’t see what Aurora sees in him.” 
  (Overheard in a group)
  • “Aurora? Sweet girl. Seriously. I’d do anything for her, 
  most of us would.” (Overheard in a group)
  • “Aurora? I don’t know. That motley of hers seems just a 
  little too nice, if you know what I mean. I don’t trust what I don’t 
  understand, and I don’t understand that group.” (Overheard in a 
  group)
  • “Yeah, we’ve got ogres. It’s like opposites around here, the 
  white knight and the monster.” (Overheard in a group)
  • “Tai? Never heard of her. You sure she’s from around 
  here?” (Overheard in a group)
  • “King Warden’s changed. He used to be pretty easygoing, 
  but now it’s ‘I can’t allow’ this and ‘That’s not acceptable’ that. 
  You’d think it was him getting married, not the kids.” (Over-
  heard in a group)
  Consequences
  The characters may gather a number of rumors in addition to 
  meeting with characters who may prove useful later on in the story. 
  For the rumors listed as “overheard in a group,” you may use some 
  of the general physical descriptions of Lost listed in the Description, 
  or, if you are running the story in your own chronicle, attribute the 
  rumor to one of your existing characters. Actions taken in this scene 
  may give positive or negative modifiers to future Social rolls made 
  later in the story against the particular characters interacted with, so 
  you may want to take note of any especially good or hostile interac-
  tions the players’ characters may have.
  The conclusion of this scene transitions into the opening of “A 
  Grave Announcement.” If the characters do not seem especially inter-
  ested in gathering information or socializing, feel free to move quickly 
  into the next scene. If, however, they are enjoying the social interac-
  tion or rumor gathering, feel free to allow them to do so for a time 
  before interrupting their investigation (perhaps in the middle of a juicy 
  conversation) with Aeolian’s announcement, thus transitioning into “A 
  Grave Announcement.”
  
  The Rose-Bride’s Plight
  32
  A Grave  
  Announcement
  mental • 
  physical — 
  social •
  Overview
  The characters are present when Aeolian announces the death of 
  her ward, Aurora. As guests (or members) of the freehold, they are en-
  couraged to investigate.
  Scene Prelude
  Over the small talk, louder than the music, a moaning wail rises up 
  from beyond the far wall of the ballroom. It rises in pitch and volume until 
  it has drowned out all conversation, and continues to grow louder until it is 
  like a hurricane has taken up residence in the building. The more delicate 
  attendees cover their ears as the chandelier crystals shake and clash against 
  each other and some of the smaller flower vases here and there are knocked 
  to the floor.  On the far side of the ballroom, a pair of double doors that stand 
  as tall as the ones you entered through begin to shake, and the frosted glass 
  that shields the ballroom from what lies beyond cracks, splinters and then 
  explodes outwards in a cloud of shards that leaves several guests wounded. 
  The doors burst outward, falling to the floor on either side of the door-
  way. In the gaping hole left by their ruin stands a woman whose bearing 
  marks her as nobility, although there is no crown upon her windswept brow. 
  Her eyes flash with miniature sparks of lightning as her gaze sweeps the room 
  and she cries out, “Aurora is dead! Whoever brings me her murderer may 
  name his own reward!” The wind lashes out from around her, slamming 
  shut all the outer doors to the mansion simultaneously. Then, as quickly as 
  it rose, the storm falls silent as Aeolian, Spring Queen, falls into a near-faint 
  into the nearest chair. She’s quickly surrounded by servants and attendees, 
  leaving the rest of the guests milling about in confusion.
  Description
  The opening of this scene is the same locale as that described in 
  “Night Magic.” After the announcement, however, the arrival of the 
  Spring Queen and her announcement has triggered some changes. 
  The room is in chaos.  The queen’s entrance has toppled candles, flower 
  arrangements and serving staff alike, merging the smell of snuffed flame, 
  crushed roses and violently combined foodstuffs into one chaotic blur. Punc-
  tuated by the tinkle of broken glass, Aeolian’s servants begin correcting the 
  damage, while a trio of Lost beat a hasty retreat back down the hallway 
  the Spring Queen emerged from. A small mob surrounds Aeolian, fawning 
  over the nearly collapsed Airtouched monarch. In the opposite corner of the 
  room, a pale crowd has begun to form around the reigning king as well. War-
  den’s courtiers, including Todd White and Tia, slowly coalesce around him, 
  and that area is soon filled with the hissing susurrations of barely audible but 
  intense conversation.  The rest of the room buzzes with the frenzied echo of 
  not-quite-covert whispers of supposition and slander. The Lost mill about in 
  small groups, occasionally making a beeline for one clique or another as the 
  freehold attempts to put meaning to the queen’s words.  
  (clarity) The room rocks with the weight of Aeolian’s words. While 
  the chandeliers above slowly sway to a stop, the swirling shadows they cast 
  around the room continue to writhe and rock in the corners and beneath the 
  Lost’s feet like twisting shades waiting for someone to lose his footing and fall 
  into their dark clutches. From each corner of the room, gasps of wind swirl 
  the skirts and stir the hair of those gathered; sometimes warm like spring or 
  hot enough to force one to turn away, sometimes crisp as autumn or with an 
  icy winter chill that traces down the spines of those it passes.
  Storyteller Goals
  This is the jumping-off point for the story. While most scenes will 
  involve challenges to the characters, this one really just serves as a start-
  ing point — where they go from here is up to them.
  Character Goals
  This is a hub situation for the characters. There are many choices 
  for them to make, all which will lead them to one or another of the 
  other scenes. 
  Actions
  Because these actions are directional rather than mechanics fo-
  cused, they’re grouped here in a collection, each with its own inherent 
  consequences.
  
  The Rose-Bride’s Plight
  33
  • They may stay and “work the crowd,” gathering what informa-
  tion they can. In this case, the scene returns to “Night Magic,” with 
  the two-hour time limit being a transition to the “Disappeared!” scene 
  rather than to this one. This affords characters the opportunity to fol-
  low up on some of the rumors they’d heard earlier, or to gather rumors if 
  they did not do so earlier. At the end of “Night Magic” (four rolls, each 
  representing a half hour in time) the scene will automatically shift to 
  “Disappeared!” and proceed from there.
  • They may attempt to leave, in which case they will transition to 
  the “Going Somewhere?” scene.
  • They may approach the queen or king. This will take them to 
  either “A Cold Reception” (King Warden) or “Eye of the Hurricane” 
  (Queen Aeolian).
  • They may follow the motley into Aurora’s inner chambers, lead-
  ing them to the “Fallen Rose.”
  Consequences
  The characters have several options in leaving this scene, as de-
  scribed above — a return to “Night Magic,” a transition to “Going 
  Somewhere?” a move to “A Cold Reception” or “Eye of the Hurricane,” 
  or following the motley to “Fallen Rose.”
  
  The Rose-Bride’s Plight
  34
  Fallen Rose
  mental ••• 
  physical — 
  social ••
  Overview
  After seeing a trio of Lost slip down the corridor where Aeolian 
  emerged from, the characters follow to discover the fallen Spring Prin-
  cess’ bedchambers and her body.
  Description
  Aurora’s chambers lie at the end of a long and now wind-torn hall-
  way. If this is the first scene the characters have chosen after “A Grave 
  Announcement,” they may enter the hallway in time to see the trio of 
  Aurora’s motley members disappear into her bedroom.
  If the characters have chosen either to speak with King Warden 
  (“Cold Reception”) or Queen Aeolian (“Eye of the Hurricane”) or both 
  monarchs after “A Grave Announcement,” they find the motley already 
  in Aurora’s chambers, but the scene otherwise as noted. 
  If, however, they attempt to leave Aeolian’s mansion (through “Go-
  ing Somewhere?”) before investigating Aurora’s chambers, they segue 
  into “Disappeared!” instead of this scene and find her chambers empty.
  The room itself is as still as a tomb. From down the long hallway be-
  tween here and the ballroom, the sounds of the rest of the party are filtered 
  and twisted until they’re no longer recognizable as people speaking or fur-
  niture moving. Instead, only the highest and lowest tones make their way 
  down the hall — it sounds like the squeaking of far-off mice, and the scur-
  rying skitter of their claws on stone floors.
  Compared to the opulent ballroom, these private chambers are both smaller 
  and more garishly appointed. The furniture and architecture is still in keeping with 
  the rest of the mansion, but the carpets, paint and decorations are crowded and 
  modern, with none of the elegant style of the outer rooms. A cell phone, desktop 
  computer and television with scattered DVDs lend the room a modern air, while 
  piles of scattered clothing, jewelry and accessories in bright colors are heaped on 
  every vertical surface. The only exception is the bed that forms the centerpiece of 
  the room. Here, the bright crimson comforter stretches out without so much as a 
  wrinkle. Its broad red expanse is interrupted only by a single, prone, female figure.
  The young woman’s body is deathly pale, in stark contrast to her jet-black 
  hair. The floor-length skirt of her emerald-green ball gown has been tucked 
  demurely beneath her legs, leaving only a glimpse of bone-white ankle between 
  them and her delicate low-heeled slippers. One hand clutches a red rose, the 
  other is out-flung, the pale fingertips fanned out as if in supplication.
  From the now-fading rose blossoms tangled in Aurora’s hair, a cloying 
  perfume fills the air. The floral scent, however, is not enough to cover the 
  overwhelming odor of death that fills the air. It is as if a fog of rotting flesh 
  and offal hangs in the room.
  A group of three Lost, Aurora’s motley-mates, gather around the bed, 
  standing in stoic silence as they stare at the corpse stretched out before them.
  (clarity) Aurora’s body draws the eye, like the entire room was slanted 
  towards her still and silent form. When you look away, you’d swear you 
  saw her stir, ever so slightly. Did her chest rise and then fall, just once? It 
  couldn’t have. 
  Storyteller Goals
  This is likely the character’s first glimpse of Aurora and first oppor-
  tunity to really interact with her motley. (Interactions with the motley 
  during “Night Magic” is likely to have been fairly light social discourse, 
  if it happened at all, but may color their reactions to the characters now.) 
  This is a setting full of contradictions: Aurora’s beauty and her death, 
  the modern chaos of this room and the opulent elegance of the rest of 
  the mansion, the Princess’ perfume and foul stench of death in the air, 
  her murder and the apparent peace of her carefully arranged body. 
  Character Goals
  If the characters have entered Aurora’s chambers, it’s likely that 
  they are (at the very least) curious to discover what has happened to 
  her. Their goal during this scene is to ferret out as much information 
  about her death as possible.
  There are multiple sources of information available in this scene. 
  These include her motley (who know more than they are likely to want 
  to admit), physical clues (which may lead the characters after Micah the 
  Tall) and the evidence left behind (the bitten “apple”).
  If something else sets them on this trail — suspicion about the identity 
  of the Lost who they see going this direction, perhaps, or simply looking 
  
  The Rose-Bride’s Plight
  35
  for another way out of the mansion — the motley will react in accordance 
  with how they are treated by the characters (see below for examples).
  Actions
  Social interaction is likely during this scene, as Aurora’s motley-
  mates are not going to leave a group of unknown individuals alone to 
  root through their fallen friend’s belongings. Depending on what tactic 
  the characters use with them, they may befriend the motley and earn 
  their aid, or they may find the motley doing everything they can to 
  prevent them from proceeding with their investigation.
  If the characters have had negative interactions with the motley 
  in earlier scenes, are rude or insulting to the motley, or disrespect Au-
  rora’s corpse or surroundings in any way, they are likely to be treated 
  with hostility from the motley. This may manifest as subtly as Madame 
  Night pulling a reading from her tarot deck for the offending character 
  and putting as negative a spin on it as possible, or as overtly as Squick 
  instilling fear in him and driving him away from the scene.
  If the characters have not interacted before and maintain a profes-
  sional, but not ingratiating attitude as they investigate, the motley will 
  leave them to their work, especially if the characters are (or claim to be) 
  working under Aeolian’s directive. As long as the investigation does not 
  harm Aurora’s corpse or her belongings and environ, the motley will 
  just maintain quiet watch on the proceedings.
  If the characters have had a positive interaction with the motley, 
  or if they go out of their way to be ingratiating, friendly or sympathetic 
  for the motley’s loss, they may well find themselves with allies for their 
  investigation. Not only can the motley possibly provide an extra few 
  sets of eyes for searching (see the modifiers below), but if asked, Madame 
  Night’s Tarot deck may provide the characters with helpful glimpses of 
  the future.
  Searching the Room
  Dice Pool: Wits + Investigation 
  Action: Extended (5 successes). Each roll represents 10 minutes of 
  searching. After an hour (six rolls), the search has disturbed enough of the 
  room that nothing further can be discovered. The characters can combine 
  their efforts using teamwork (p. 134, World of Darkness Rulebook).
  Hindrances: The motley is hostile to the character and intention-
  ally hinders his investigation (–3)
  Help: The motley aids the character in his search (+3), the char-
  acter (or a helper) is a young woman with a private bedroom (+1), ad-
  ditional characters aid in the search (+1 per helper)
  Roll Results
  Dramatic Failure: The character misses anything of significance. 
  In fact, he manages to move a pile on top of a potential clue and gets a 
  –1 modifier on his next roll for searching the room.
  Failure: The character makes no significant progress in his search.
  Success: The character finds a useful clue. As they are offered in 
  order from least to most likely to impact the plot, Storytellers may wish 
  to offer the first clues early in the investigation, and reserve the later 
  ones for further into the character’s search. However, if the players are 
  rolling poorly or simply are not suited to such investigations, a single 
  important clue may serve well to nudge the storyline along.
  • The vast majority of the movies and books scattered around the 
  room are romantic in nature. There are comedy romances, historical 
  romances, even Shakespearean romances.
  • A copy of Romeo and Juliet has been bookmarked at Act 5, Scene 
  3 — the scene where Juliet commits suicide.
  • Between the mattress and box-springs, a leather-bound journal 
  is hidden. It’s written in a feminine hand with red rose-scented ink. 
  Many of the entries are mundane, but veiled references to “my love” run 
  throughout. There are no dates for any of the entries, nor names used, 
  but it is clear that the writer was being courted in a very romantic but 
  clandestine fashion.
  • In one corner, next to a small trash bin full of empty food con-
  tainers, crumpled shopping bags and discarded cosmetic packaging, lies 
  a wadded-up half-finished letter. It is only a few lines long, but appears 
  to be very politely requesting that “her liege” reconsider a choice. It is 
  written in the same feminine script as the diary.
  • A beautiful red-skinned apple with a single bite taken from it lies 
  under the bed. It stinks to the high heavens, and is the source of the death-
  stench in the room. A successful Intelligence + Occult roll will identify 
  this as a goblin fruit. Additional rolls are required to identify the particular 
  
  The Rose-Bride’s Plight
  36
  species and effects of the fruit (see p. 7). If the characters have interacted 
  with or heard rumors about Parsimon, this may take them off to investigate 
  the fae-farmer. As a member of the Spring Court, Jeremiah knows that 
  Parsimon (a former Spring Courtier himself) is rumored to have a Hollow 
  which connects to the grounds outside Aeolian’s home. He may provide 
  this information out of support for the characters (if they have befriended 
  the motley) or out of his own ire at the idea that Parsimon may have poi-
  soned his motley-mate. (This segues to “The Garden.”)
  Exceptional Success: As above, but the character manages to turn 
  up all of the clues listed above.
  Hacking the Tech
  In addition to the physical searching of the room, Aurora’s com-
  puter and cell phone/PDA may be searched for additional clues.
  Dice Pool: Intelligence + Computer 
  Action: Extended (5 successes). Each roll represents 10 minutes of 
  hacking the technological device for information. 
  The computer and phone/PDA can be searched separately, although 
  both will turn up similar information. However, this means that if one 
  device is disabled, the other may still be hacked or searched.
  Hindrances: The motley is intentionally working against the char-
  acter, giving him bad information (–2)
  Help: The motley is willing to cooperate with helping come up 
  with potential passwords (+4)
  Roll Results
  Dramatic Failure: The character misses anything of significance.  In 
  fact, he manages to trigger Aurora’s makeshift security system or other-
  wise break the device. No further searching of that device is possible.
  Failure: The character makes no significant progress in his search.
  Success: The character finds a useful clue. As above, they are of-
  fered in order from least to most likely to impact the plot.
  • Recently visited sites include locations dealing with modern 
  burial practices (undertaking/autopsies/morgues) in the local area, non-
  lethal poisons and wedding licenses.
  • Most of Aurora’s cell phone address book entries are aliases: 
  “Witch,” “Frosty,” “Spooky,” “Snitch,” “M,” “Doc,” “SilverFox,” “Nuit” 
  and the like. Recent calls out include those to “M,” “Spooky,” “Doc,” 
  “Nuit” and “Witch.” Incoming calls include all those and several from 
  “SilverFox.”
  • Extensive emails back and forth with “SilverFox” over the past 
  two months. Most are fairly inane and filled with mundane day-to-day 
  matters. “SilverFox” complements her frequently, and her responses are 
  coy but non-committal.
  • A discarded electronic folder in the trash bin is labeled “M.” The 
  folder is empty, but the timestamp on the deletion is mid-afternoon on 
  the day of the pre-nuptial ball.
  • An entire archive of searchable folklore and mythology are par-
  titioned into one sector of the digital files. Included in the library are 
  several versions of legends such as that of Persephone and Hades, Innana, 
  Osiris, Odin and Baldr, and the Volsunga saga, as well as a variety of dif-
  ferent New Testament biblical texts. Also stored are versions of multiple 
  fairy tales: The Sun, The Moon and Talia, Perceforest and Briar Rose. 
  A successful Intelligence + Academics roll or Encyclopedic Knowledge 
  usage will reveal these are all death and resurrection legends or stories 
  where someone appears to die and is later brought back to life.
  • Hitting redial on Aurora’s cell phone results in a call that is an-
  swered by a gruff male voice. After saying “Hello?” in a very confused 
  and suspicious tone, the man hangs up and will not answer the phone 
  again. This number belongs to the cell phone of Micah the Tall. The 
  motley will not likely recognize the number, but a reverse directory 
  search will identify that it is a cell phone number, that it is assigned to 
  the local area and that the identity of the owner is unlisted. However, 
  on a successful Wits + Composure roll, whoever heard the voice recog-
  nizes it as Micah’s if they have spoken with him earlier, or if they speak 
  with him in the future.
  Exceptional Success: As above, but the character manages to turn 
  up all of the clues listed above.
  Consequences
  The characters have several options in leaving this scene. If they 
  recognize Micah’s voice and can convince one of the motley or freehold 
  members to divulge the location of his home, they will transition to 
  “Good Knight.” 
  
  The Rose-Bride’s Plight
  37
  If they seek out the Queen, they will find her still in the main 
  ballroom surrounded by a small die-hard group of her courtiers and may 
  enter into “Eye of the Hurricane” in speaking to her. The majority of 
  the rest of the party-goers, however, have disappeared off into the night, 
  making a return to “Night Magic” impossible at this point. 
  Should they seek out King Warden, who has already left the build-
  ing, an inquiry with any freehold member (including Aurora’s motley) 
  will turn up his contact information, giving the characters access to “A 
  Cold Reception.” Similarly, if they recognize SilverFox as a likely alias 
  for Todd White, he can be tracked down in a similar manner and to 
  the same scene.
  If their investigations of Aurora’s chamber turn up the apple, 
  and they have met or learned about Parsimon either in this or an 
  earlier scene (and assuming they have not totally alienated Aurora’s 
  motley), he can provide them with directions to Parsimon’s Hollow 
  where they can follow up on this lead by progressing to his home 
  and “The Garden.” 
  If the characters decide to leave the mansion entirely, they will 
  segue into “Going Somewhere?”
  If the characters attempt to remain within Aurora’s chambers for 
  longer than a few hours, they will be graciously, but firmly, escorted out 
  by representatives of Aeolian’s court who are under the queen’s orders 
  to “make her ready for burial.” 
  This is not a scene characters can return to. Regardless of what 
  path they leave this scene through, if they return it will be after Au-
  rora’s disappearance and various descriptions will have changed, trans-
  forming the scene to “Disappeared!” Assume that, should they attempt 
  to return to Aurora’s chambers without a preemptive announcement 
  of the corpse being gone, they are met at the entrance to the ballroom 
  by Aeolian or one of her servants making the announcement that will 
  segue to “Disappeared!”
  
  The Rose-Bride’s Plight
  38
  Eye of the  
  Hurricane
  mental ••• 
  physical — 
  social ••
  Overview
  At various places in the story, characters may wish to interact with 
  Queen Aeolian at her mansion. All potential interactions with the 
  Spring Queen are represented in this scene, which may be entered at 
  any point that the characters seek her out.  Because of this, Storytellers 
  are encouraged to use their discretion, giving out the information con-
  tained within only as it seems appropriate to the characters’ interaction 
  with the queen thus far. 
  At their first interaction, the queen is unlikely to provide more 
  than the insights listed as tier one information. Later interactions may 
  warrant characters being given tier two information, especially if it 
  seems that they either are acting as willing pawns for the queen, or, 
  conversely, have gathered enough information on her dubious activities 
  to harm her reputation in the freehold. Aeolian is unlikely to share tier 
  three information, although it is provided for the Storyteller’s edifica-
  tion, and certain tidbits of it might be discovered through exceptional 
  manipulation, investigation or other extreme situations.
  While these individual interviews with Aeolian may take place at 
  various stages of the storyline, the information for general interroga-
  tions is gathered here in one cohesive scene. Characters may return to 
  this scene multiple times as they seek out and question Aeolian one or 
  more times.
  Description
  Aeolian carries the undeniably noble aura of a reigning monarch upon 
  a throne. She is not a beautiful woman. Her hair is neither silver nor well 
  coiffed, instead tumbling in an unruly mass of storm cloud gray around her 
  broad shoulders. Her skin is ashen-gray, with only the piercing blue eyes 
  lending true color to her visage. Wherever she is, a cloud of attending ser-
  vants surrounds her.
  When Aeolian speaks, it often begins as the quiet yet threatening hiss of 
  a spring storm, but if challenged, she rails with all the volume and intensity 
  of a hurricane. She is capable of both sprightly verbal sparring and over-
  whelming oral onslaughts, depending on which seems most likely to get her 
  what she desires in a given situation.
  Aeolian’s scent is not the warm spring breeze many Verdant courtiers 
  are accompanied by. There’s a slight scent of ozone around her, and the 
  pendulous humidity that often comes right before a devastating storm. While 
  she’s rarely without escort, her own aura drives back that of those around 
  her, sending lighter or more pleasant scents scattering away like cherry blos-
  som petals in a storm.
  (clarity) The breeze around Aeolian seems to carry with it disturbingly 
  familiar snippets of scent and sound. For a moment, you are certain you 
  smell the aroma of that dish your mother used to make when you were a 
  child, and then it shifts to the scent your first lover wore. As she turns her 
  gaze upon you, you hear a whimper — was it the sound your first childhood 
  pet made when you ignored it? Or the sob you made the first time your heart 
  was truly broken by another? If she carries those memories with her, sur-
  rounding her, what else does she know about you?
  Storyteller Goals
  This scene, regardless of when it is entered, serves to establish one 
  intractable force which the characters’ choices are bordered within. Ae-
  olian is a force of nature, with her own established goals and a bedrock 
  of stubbornness that is founded upon decades of service to the freehold. 
  She will compromise only so far and not an inch further, regardless of 
  what actions are taken by the characters. 
  Character Goals
  Information and negotiation. Characters may seek out Aeolian 
  in order to uncover new information or to verify what they’ve already 
  learned (or suspected). They may also attempt to sway her to their goals, 
  either through social manipulation, bribery or blackmail. Those who 
  endeavor to do so, however, may well find themselves outclassed by this 
  quick-witted and ruthless monarch.
  
  The Rose-Bride’s Plight
  39
  Actions
  Aeolian is surrounded by enough courtiers and bodyguards that 
  physical intimidation, while possible, is unlikely to be successful. Her 
  strong-arms will certainly step in and allow their liege to escape if she 
  appears to be overtly threatened. Verbal manipulation, however, is a 
  field they’ve long since learned to leave wholly up to their mistress — 
  she not only excels at it, she enjoys it greatly.
  Sweet-Talking Aeolian
  By engaging in verbal discourse, the character lures information 
  out of Queen Aeolian.
  Dice Pool: Wits + Persuasion vs. a dice pool of 9.
  Action: Extended and contested. 1 success is required for each 
  piece of tier one information, 10 for each piece of tier two, and 25 for 
  each bit from tier three. Players can choose whether to spend successes 
  immediately for tier one information, or to accumulate it towards tier 
  two or three information, but must announce whether they are spend-
  ing or accumulating successes before rolling again.
  Hindrances: Character uses emotional, rather than logical verbal 
  acuity in his attempts (–2), character attempts to bully or intimidate 
  Aeolian (–2)
  Help: Character has already gleaned lower level of similar informa-
  tion thread (+1 for tier one, +2 for tier two), character has a pledge with 
  Aeolian (+2), character has professed loyalty/similar goals/done favor for 
  Aeolian (+1 to +4), specialization in Debate or Fast-Talking (+1), char-
  acter has already gleaned all information in the tiers below (+3)
  Roll Results
  Dramatic Failure: Aeolian ends the conversation, and all future 
  social interactions (including attempts to gain more information) with 
  her are made at a –2 penalty.
  Failure: The character makes no progress towards gaining informa-
  tion. Additionally, due to the queen’s verbal acuity, any round where no 
  successes are rolled, Aeolian’s successes are subtracted from any of the 
  player’s currently accumulated successes. The player’s successes may not 
  be reduced below zero in this manner. 
  Success: The verbal battle rages on. For each success, the character 
  can choose to gain one piece of tier one information, or to bank the 
  success towards gathering tier two (or even three) information.
  Exceptional Success: Significant progress is made. Each success 
  rolled on this particular roll counts as two — either being traded for 
  two pieces of tier one information, or accumulating as two successes 
  towards tier two or three information. 
  Aeolian’s Information
  Information which Aeolian possesses is categorized in three 
  tiers — that which she is willing to give out freely, that which 
  she may barter or be influenced to give, and that which she would 
  not give other than to save her life.
  Tier One Information
  • Years ago, before he left the Spring Court, Parsimon and 
  Aeolian were lovers.
  • Aurora was bound in an oath of fealty to Aeolian.
  • Micah the Tall approached Aeolian asking for Aurora’s 
  hand in marriage.
  • Warden approached Aeolian, seeking a permanent truce 
  between their Courts by marrying their heirs. Aeolian agreed.
  • Aurora requested the queen to reconsider her choice of 
  husband.
  • The queen suspects Aurora committed suicide rather than 
  be married against her will.
  Tier Two Information
  • Aeolian still thinks of Parsimon fondly and allows him to 
  retain his Hollow, which is has a doorway on her estate grounds.
  • Aurora’s oath was given very shortly after escaping the 
  Hedge, before she wholly understood the nature of pledges.
  • The queen refused Micah’s request, wanting a “better” 
  husband for her ward.
  
  The Rose-Bride’s Plight
  40
  • Warden seemed desperate to negotiate the wedding and 
  insisted on the Heart’s Oath being a part of it.
  • Aeolian agreed to Warden’s offer, in exchange for “future 
  favors.”
  • Aurora begged Aeolian to allow her to marry Micah, who 
  she claimed to love.
  • Aeolian plans on allowing the investigation of Aurora’s 
  death to go on until the equinox, hoping to stall Warden so she 
  can reign for another season, as she doesn’t have a properly com-
  pliant (to be read as pledge-bound) heir any longer.
  Tier Three Information
  • Parsimon is still sworn in fealty to Aeolian after all these 
  years. (Actually he isn’t, but Aeolian believes him to be.)
  • Aeolian tricked Aurora into swearing a lifelong fealty 
  oath that essentially gave the queen control over every aspect of 
  her ward’s life, upon penalty of death.
  • Aeolian tried, and failed, to bind Micah in an oath similar 
  to that she held over Aurora.
  • Flit later sold Aeolian the tidbit that Warden’s Keeper had 
  been the Viscountess of Broken Vows, and the Spring Queen 
  filed the information away for future blackmail purposes.
  • Aeolian intended to barter the “future favors” Warden 
  owed her into the opportunity to pledge-bind his heir into a 
  fealty oath similar to Aurora’s.
  • The queen not only refused to reconsider the marriage, 
  but threatened to bind Micah in an oath as well, if Aurora did 
  not put up a good front about complying with the proceedings.
  • If necessary, Aeolian is prepared to frame the Winter 
  Court for Aurora’s death, to maintain her power-hold on the 
  freehold.
  Consequences
  Depending on what information they are able to get out of Aeo-
  lian, characters may leave this scene with a more complete view of the 
  situation (at least so far as the queen herself understands it.) Their in-
  formation gathering, however, is not without its peril. For every third 
  roll a player makes for his character to try to ferret information out of 
  Aeolian, she will in turn make an attempt to Pledge Trap (see pp. 5-7) 
  the character into a vow of Commendation (p. 189, Changeling: The 
  Lost). This is far less binding than that she has extracted from Parsi-
  mon, Aurora and others, but will suffice to ensure the character does 
  not take overt action against her as his new liege-lady.
  From here, characters may segue to a variety of scenes depending 
  upon when they have approached Aeolian. If they are speaking to her 
  immediately after “A Grave Announcement,” or have spoken with 
  both her and Warden but not left her mansion, and they have not yet 
  examined Aurora’s chambers, they may segue to “Fallen Rose” at this 
  point. In this circumstance, they also have the option of approaching 
  Warden, moving to “A Cold Reception” or attempt to leave (“Going 
  Somewhere?”). If they gain information about Parsimon from Aeolian, 
  they may also attempt to find his garden Hollow (“The Garden”) with a 
  +2 bonus for Aeolian’s directions to the doorway.
  If they have sought out Aeolian at a later time, their options are 
  similar, although “Disappeared!” will take the place of “Fallen Rose.” 
  
  The Rose-Bride’s Plight
  41
  A Cold  
  Reception
  mental • 
  physical — 
  social •••
  Overview
  Whether at the pre-nuptial celebration or afterwards, characters 
  may seek out Maxwell Warden or his heir, Todd White. They will find 
  the two together, accompanied by a small circle of other Onyx courtiers. 
  The king is a busy man (and decidedly on edge at the moment, fearing 
  that his well-laid plans have begun to come unraveled). He will agree 
  to meet with the characters only once, whether that is at Aeolian’s 
  mansion or afterwards in neutral location such as a city park gazebo or 
  nearly empty restaurant. After this initial interview, Warden will refuse 
  the character’s requests for audience until he appears on the equinox 
  evening, during “The Vow.”
  Description
  A subtle rush of sound masks your conversations from outside ears. It’s 
  not loud enough to make it difficult to hear the voices of your companions or 
  the Onyx courtiers, but between your group and the rest of the world there’s 
  a quiet push of north wind, an almost inaudible roar that drowns out your 
  words in a rumble of white noise.
  Like a blizzard steals color from the landscape around it, the presence 
  of this knot of Winter courtiers seems to leech the brightness and depth from 
  its surroundings. Most are dressed in shades of grey or white, although even 
  those wearing colors seem somehow pallid and monotone, like all the con-
  trast has been stripped from them. Warden himself stands implacably tall, 
  his spine ramrod straight and manners just as unyielding.
  The air is as crisp and as fresh here as a landscape covered with a blan-
  ket of new-fallen snow. The closer you stand to Warden, the more evident 
  the phenomenon becomes, blanking out even your own familiar Mantle and 
  that of your companions in an olfactory white-out.
  (clarity) The air here hurts your lungs, and it feels like you’re inhal-
  ing shards of ice with each breath. They don’t seem to notice, this mob of 
  snow-eyed lackeys, but Warden does. Each time you 
  draw a breath and wince, his eyes seem drawn to 
  you, as if measuring the depth and intensity 
  of your pain. He doesn’t smile, but you 
  see a twinkle of amusement in his eye 
  as he watches you inhale 
  and cringe. The bas-
  tard’s enjoying this.
  Story-
  teller 
  Goals
  This scene is designed to leave 
  characters with a feeling of frustration, 
  and represents the difficulty that can be inher-
  ent in dealing with high-Wyrd, low-Clarity 
  fae, especially those with layers upon lay-
  ers of pledges binding their actions. As 
  with “Eye of the Hurricane,” this scene 
  should establish a firm boundary for the 
  characters’ role and potential ac-
  tions in this story. Warden him-
  self is hampered by the oath he 
  has pledged (to ensure peace be-
  tween Spring and Winter before 
  standing down from the throne) 
  and he knows that to fail in this 
  would mean summoning his 
  Keeper (The Viscountess of 
  Broken Vows), a fate he fears 
  worse than death. While he 
  will not share this informa-
  tion, it is his highest moti-
  vating factor, and should 
  be considered in every 
  action he takes and ev-
  ery word he speaks.
  
  The Rose-Bride’s Plight
  42
  Character Goals
  The characters are likely here either to determine if Winter is re-
  sponsible for Aurora’s death or to persuade Warden to compromise. 
  Actions
  No matter how impassioned their pleas, Warden cannot bend too 
  far. He will begin by listening politely to their request and answering 
  any non-personal questions they may ask of him. No, neither he nor any 
  of his courtiers had anything to do with the girl’s death. No, he doesn’t 
  know who did. Yes, he is having his own investigators look into the 
  matter. No, he doesn’t expect them to get to the root of the matter be-
  fore the equinox. Yes, he was serious about not allowing the transfer of 
  the seasonal Crowns until a formal peace has been established between 
  Spring and Winter. No, he’s not joking — he never jokes.
  Eventually, it will become clear that Warden will not consider any com-
  promise that does not involve binding the two Courts together in a formal 
  and long-term pledge. While he will not raise the alternative, he will consid-
  er and respond affirmatively to the option of a pledge-sworn truce, but only if 
  it is as binding (in duration and sanction) as that of a Heart’s Oath.
  Characters interacting with White will find him insipid and self-
  centered. He will not come out and say it, but his actions and reactions 
  make it clear that he is not at all mourning his fiancée’s death, nor does 
  he seem overly concerned about who killed her. He has some concern 
  about what the next three days will bring, but only because if Warden 
  refuses to give up the throne, he can’t inherit it next winter. He will hit 
  on any of the characters who seems particularly vulnerable or respon-
  sive to it, not out of any true attraction, but because it may give him 
  power or influence over them. (White is clearly on the path to becom-
  ing a full member of the Duchy of the Icebound Heart — Changeling: 
  The Lost, pp. 297-299 — a conclusion that characters may or may not 
  draw themselves.)
  Consequences
  From here, characters may segue to a variety of scenes depending 
  upon when they have approached Warden and his Winter companions. 
  If they are speaking to him immediately after “A Grave Announce-
  ment” or have spoken with both he and Aeolian but not left the man-
  sion, and they have not yet examined Aurora’s chambers, they may 
  segue to “Fallen Rose” at this point. In this circumstance, they may 
  also approach Aeolian, moving to “Eye of the Hurricane” or attempt to 
  leave (“Going Somewhere?”).
  If they have sought out Warden at a later time, their options are 
  similar, although “Disappeared!” will take the place of “Fallen Rose.”
  
  The Rose-Bride’s Plight
  43
  Going  
  Somewhere?
  mental •• 
  physical •• 
  social •
  Overview
  As the characters leave the ballroom, they encounter Parsimon, 
  a decidedly nervous-looking Woodwalker, making his own departure. 
  The Wizened radiates nervousness and suspicious behavior, and beats 
  a hasty retreat unless stopped. As the characters make their own de-
  parture (either after Parsimon or towards their own vehicle), they also 
  encounter a mysterious figure watching Aeolian’s mansion.
  Description
  Inside the doorway, the ballroom is much as it was before. Outside, the 
  night is very dark, Aeolian’s storm having apparently knocked over the lu-
  minarias formerly illuminating the building’s entrance. Most of the vehicles 
  have left the property, or are in the process of doing so, and almost everyone 
  between the door and the driveway seem intent on making a quick escape 
  from the Queen’s wrath. The distant sounds of revving engines as impa-
  tient guests make their departure merge with the once-relaxing burble of the 
  fountain. Those who have not yet reached their cars seem to be attempting 
  to do so in a quiet rush, only questioning whispers passing between them as 
  they go.
  The air at the top of the stairs is fresh, as if scoured clean by the Queen’s 
  tantrum-storm. As you descend the stairs, however, the odor of exhaust, 
  animal excrement and fear pools around the circular drive, hovering in the 
  damp air from the central fountain.
  (clarity) Without the luminarias’ light, the area outside of Aeolian’s 
  home seems not only dark, but dangerous. Shadows writhe at the peripheral 
  of your vision, each seeming just deep enough to potentially hide the form 
  of some lurking madman waiting to strike again. There, behind you. Was 
  that a footstep on the stair? Did those bushes just rustle? It’s probably just a 
  neighborhood cat… right?
  Storyteller Goals
  This scene directs the characters’ paths across that of one of the 
  major players in this story. Parsimon has been an unwitting accomplice 
  to Aurora’s attempt to dupe her way out of her marriage to Todd White, 
  but now realizes not only what has happened, but fears that the blame 
  will likely be shifted directly to him for “poisoning” the princess.
  Parsimon will not defend himself physically during this scene. Cowed 
  by his perception that this is Queen Aeolian’s territory and that the worst 
  will automatically be assumed of him, he will do everything in his power 
  to escape short of taking physically offensive action. This includes using 
  his Contracts to distract the interrogating characters (Darkness, Eternal 
  Spring) or to ferret out their feelings in hopes to find a way out of the situ-
  ation (Fleeting Winter, Fleeting Autumn). His major goal, while outside of 
  his Hollow, is to avoid giving up incriminating information and to escape.
  The characters also may have the opportunity to interact with Mi-
  cah the Tall as the ogre stands watch over the rest of the fleeing guests, 
  waiting for his opportunity to return to rescue Aurora.
  Character Goals
  Information gathering. If the characters begin to interact with Par-
  simon before he makes it down the stairs, they have the option to inter-
  rogate him while he still feels he’s under the eye of the Spring Queen. 
  However, if they wait to approach him until he’s already descended the 
  stairs, he’ll try to bolt for his Hollow. If they try to follow, there is a 
  chance they will notice they (and the building) is being watched by Mi-
  cah the Tall, and they will have to decide whether to attempt to follow 
  the Woodwalker or turn their attentions towards the waiting Ogre (at 
  which point the scene ends and transitions to “Good Knight.”
  Actions
  The following passage may be read slowly, with pauses after each 
  paragraph. Characters may intercede in the narrative at each break. 
  Where and when they do so will have an effect on the actions available 
  to them in this scene, so take care to allow them to step in rather than 
  hurrying the narrative.
  • As you reach the doorway, another Lost’s path intersects yours, lead-
  ing to an awkward fumbling as the gnarled Wizened struggles awkwardly 
  
  The Rose-Bride’s Plight
  44
  to make his way outside at the same time you are attempting to leave. He 
  lowers his head, ducking even deeper into his straw hat’s shadow and averts 
  his eyes as if this will keep your gaze off of him. 
  • Keeping his head low, he reaches for the door’s interior knob with one 
  bark-skinned hand that shakes like dry branches in strong wind, and pulls 
  the door open with surprising strength for a man of his wiry stature.
  • There is a moment of awkwardness as he tries to slip past you without 
  touching you. His hat slides to one side, and the look he gives you is one of 
  obvious fear as he all but dashes through the doorway to the landing at the 
  top of the stairs.
  • Once outside, the Woodwalker quickly begins to descend the stairs. 
  He makes wide berth around a couple who have stopped to kiss partway 
  down, and then scuttles sideways to avoid a small group gathered in conver-
  sation on the mid-point landing.
  • His indirect path takes him quickly down the stairs, but when he 
  reaches the bottom, instead of making a beeline for one of the vehicles parked 
  in the drive, he glances quickly over his shoulder back up the stairs.  The light 
  from the ballroom window illuminates his upturned face for a long second, 
  then he pulls his hat back down over his eyes and begins moving again. 
  • He slips down a narrow pathway that seems to curve back towards 
  the house, and then turns sharply to the right, disappearing into some of the 
  estate’s thick shrubbery.
  Interrogate Parsimon
  Assuming they catch him before he escapes, a character can at-
  tempt to interrogate Parsimon. The Attribute and skill used will vary 
  depending on whether she attempts to use guile (Wits + Persuasion), 
  brute force (Strength + Intimidation), subtle threats (Manipulation + 
  Intimidation), charm (Manipulation + Subterfuge), seduction (Presence 
  + Persuasion) or sheer physical intimidation (Presence + Intimidation) 
  to query the Woodwalker.
  Dice Pool: Pertinent Attribute + Skill (see above) vs. 7
  Action: Extended and contested (7 successes, each roll represent-
  ing 5 minutes of effort)
  Through physical or verbal means, the character attempts to pry in-
  formation out of Parsimon. After 6 rolls (30 minutes), Parsimon panics and 
  makes a break for the door to his Hollow (see “Catching Parsimon,” below). 
  Hindrances: Parsimon has exited the building (–1); (friendly at-
  tempts) Parsimon has exited the building (–1), the characters have had 
  negative interaction with Parsimon in the past (–1 to –3)
  Help: The character claims to work for one of the monarchs (+1); 
  (hostile attempts) the character is obviously armed (+1), the character is 
  wielding an unsheathed weapon (+2), the character is greater than Size 
  5 (+1); (friendly attempts) the character is female (+1), the character is 
  plant-like in nature (Flowering, Woodwalker, Woodblood, etc.; +1)
  Roll Results
  Dramatic Failure: Parsimon reveals nothing, and the character is 
  distracted for long enough for the Woodwalker to attempt his escape. 
  End this action immediately. Characters can attempt to catch Parsimon 
  (see below).
  Failure: Parsimon reveals nothing.
  Success: Parsimon gives up one piece of information.
  • He was once Spring Court, serving Aeolian, and loved her to the 
  point of near-worship. 
  • Aeolian tricked him into a life-long pledge which kept him from 
  pursuing any of his carnal desires or truly behaving as anything but her 
  minion, while her actions were unhampered. This led to him leaving 
  the Emerald Court for Autumn.
  • He retains his Hollow, with an entrance here on Aeolian’s estate. 
  It was originally put there to be close to her. Now, she lets him come 
  and go out of guilt.
  • His specialty is growing and harvesting goblin fruit. 
  • Aurora approached him several weeks ago seeking help with her 
  “situation.” She claimed to have been trapped into a pledge by Aeolian 
  that would end only in her death. 
  • Parsimon gave Aurora a myrsina, a goblin fruit that would mimic 
  death to the point of ending (without breaking) pledges that end with 
  one party or the other’s death. He had used the fruit to free himself of 
  Aeolian’s pledge without her knowing. He thought Aurora would use it 
  discreetly to end her pledge, never imagining that she’d attempt to fool 
  the entire freehold with her “death.”
  Exceptional Success: Parsimon either breaks down or is swayed ut-
  terly, depending on whether the character was using hostile or friendly 
  methods at the time the exceptional success was rolled. He reveals all of 
  
  The Rose-Bride’s Plight
  45
  the information above and is either cowed by or firmly allied with the 
  characters for the remainder of the story. 
  Catching Parsimon
  If the characters do not begin to interrogate Parsimon before he 
  reaches the bottom of the stairs, or if he makes a break for it during 
  their interrogation, they may attempt to catch up with him before he 
  reaches the doorway to his Hollow and begin (or restart) interrogation. 
  Only one attempt to catch him may be made. If they fail to do so or if 
  they succeed, and he attempts to flee again, he automatically succeeds 
  in escaping to his Hollow. 
  Dice Pool: Dexterity + Athletics vs. 7
  Action: Instant and contested. Because the distances here are so 
  small, only a single attempt may be made, rather than an extended 
  contest.
  Hindrances: Parsimon has exited the building (–1), character is 
  heavily armored (–1 to –2)
  Help: Specialization in running (+1), character has gone out of his 
  way to get between Parsimon and bottom of stairs/escape route (+2)
  Roll Results
  Dramatic Failure: Parsimon escapes into his Hollow so quickly 
  that a search must be made to attempt to locate it to follow.
  Failure: Parsimon escapes into his Hollow, but the character(s) are 
  close enough behind to follow.
  Success: Parsimon does not manage to escape, and the scene can 
  enter or transition back to “Interrogate Parsimon” (see above).
  Exceptional Success: Parsimon does not manage to escape, and 
  the character has sufficient control of the situation to either enter or 
  transition back to “Interrogate Parsimon,” or to follow the Woodwalker 
  at his leisure into Parsimon’s Hollow.
  Consequences
  The characters may come away from this scene with sufficient infor-
  mation to realize that Aurora is not dead and that she faked her own death. 
  They may also learn a great deal about why. They may also have the oppor-
  tunity to follow Parsimon into his Hollow (a potentially dangerous gambit) 
  or to turn their attentions over to Micah as he watches the building.
  Should the characters follow Parsimon (by stealth, speed or because he 
  has invited them) into his Hollow, they may transition to “The Garden.” 
  If the characters lose Parsimon or decide not to follow him into his 
  Hollow, read the following: 
  As the Woodwalker slips out of sight, a movement near to the building 
  catches your eye. Just outside of one of the building’s windows, a tall figure 
  is standing with his back against an oak tree. His height is great enough that 
  his head almost brushes the lowest branch of the oak, which must be at least 
  eight feet off the ground. His attention seems focused entirely on one of the 
  building’s windows. 
  If the characters have already progressed through “Fallen Rose,” 
  they may recognize the curtains as being the same garish pink as those 
  in Aurora’s bedroom. Should they move to interact with the figure 
  (Micah the Tall), this action segues them to the scene titled “Good 
  Knight.”
  If the characters choose, they may return to Aeolian’s mansion at 
  this point. This action will take them directly to “Disappeared!”
  If the characters choose to leave the site, they will receive a phone 
  call from either one of the freehold members with whom they have ex-
  changed contact information, or whoever invited them to the celebra-
  tion in the first place. The message is fairly simple: 
  Aurora’s body is gone! The Queen has stated that anyone who was 
  present and does not return for questioning will be hunted down as possible 
  accomplices. She’s also offering a great reward to anyone who finds and 
  returns her ward’s body for proper burial. 
  Further inquiries reveal that Warden claims it’s all a Spring trick 
  to avoid the wedding, and says that if Aeolian doesn’t provide an ap-
  propriate ward for Todd White to marry, he won’t turn over the throne 
  at all. Hopefully this will be sufficient motivation for the characters to 
  return to one of the scenes, either “Eye of the Hurricane” if they return 
  to Aeolian’s home to investigate, or “A Cold Reception” if they seek out 
  the Winter King or his ward. 
  If not, as with any time they completely leave the scripted scenes 
  and cannot be brought, at the end of three days time from the initial 
  celebration (“A Grave Announcement”) they will be brought into “The 
  Vow,” where they can choose to interact with the final scene or not.
  
  The Rose-Bride’s Plight
  46
  Good Knight
  mental • 
  physical ••• 
  social ••
  Overview
  Micah the Tall is fully aware of Aurora’s plans to dupe the freehold 
  into believing she’s dead, and is waiting to aid her in making her escape. 
  He is waiting outside the mansion for her signal to aid her in her escape 
  so that they may elope together. 
  Description
  The night is quiet, devoid of animal sounds, and only the quiet de-
  parture of the last of Aeolian’s guests’ vehicles disturbs the otherwise silent 
  night. Micah is standing in the shadow of a tall tree just outside the window 
  to Aurora’s chambers. From his height, he can see in the tall window, al-
  though little beyond the ceiling is visible from the perspective of normal-sized 
  individuals.
  The oak’s trunk is massive, but appears dwarfed compared to the gigan-
  tic ogre, whose upper arms and thighs are easily as big around as the tree’s 
  major limbs. The smell of clean leather and well-oiled steel are like cologne 
  on the ogre’s pale skin, but for those close enough to pick it up, there is also 
  an underlying delicate  scent of flowers — jasmine, perhaps? Or is it rose?
  (clarity) He’s big. Really big. Look at the size of that sword. He could 
  probably cleave that tree in one blow. I’m smaller than that tree. Boy, he just 
  looks like he’s itching to use that sword. Is he reaching for it? That’s got to be 
  the biggest peeping tom I’ve ever seen. Wait, he’s looking at me. Did he hear 
  me thinking that? He can’t read minds, can he?
  Storyteller Goals
  The interaction with Micah has a couple of possible purposes 
  within the story. First, it gives martial characters a target. If Micah is 
  defeated in honorable combat, he will be bound by his honor to aid 
  the characters to the best of his ability. Those who have heard rumors 
  earlier in the story about Micah’s nature may be able to use this to their 
  advantage.
  Character Goals
  Micah offers the characters both the potential for more informa-
  tion and a possible ally: He knows the secret of Aurora’s “death” and 
  much of the reasoning behind it. 
  Actions
  Micah will not go out of his way to interact with the characters, 
  but he will also not abandon his post outside Aurora’s window unless 
  convinced (by words or defeat) to do so. Characters can walk away from 
  him, or can attempt to determine what he’s doing out there (and thus 
  gain additional insight into the situation).
  Fight Micah
  The belief that his cause is the source of his physical prowess sus-
  tains Micah, but it also gives him a weakness — if defeated in honor-
  able combat, he honestly believes that the cause of his victor is greater 
  than his, even if he does not understand why. Thus, by defeating Micah 
  in honorable combat the characters will be able enlist his aid.
  If character defeats Micah in one-on-one combat without apparent 
  aid from other characters, he will answer their questions (although not 
  offer anything beyond what they ask him) and will take any honorable 
  actions requested of him on their behalf. He will not engage in obvious-
  ly dishonorable behavior (killing innocents, etc.) regardless of defeat.
  If the character loses but fights with honor, Micah will be more 
  kindly disposed towards him, offering a bonus in later attempts to per-
  suade Micah.
  Persuade Micah
  Dice Pool: Manipulation + Persuasion vs. 7
  Action: Extended and contested (7 successes required; each roll 
  represents 10 minutes of persuasion)
  Hindrances: Character attempts to bully Micah (–1), character in-
  sults Micah’s honor (–4), character insults Aurora (–4), complimenting 
  Todd White (–1), mentioning Aurora’s upcoming wedding in a positive 
  light (–2)
  Help: Character appeals to Micah’s sense of honor (+1 to +4), char-
  acter enlists aid on Aurora’s behalf (+2), character appears to know or 
  
  The Rose-Bride’s Plight
  47
  suspect that Aurora is alive (+1), insulting Todd White or Maxwell 
  Warden (+1 to +2)
  Roll Results
  Dramatic Failure: The character has managed to insult Micah’s 
  honor (or Aurora’s) to the extent where he challenges them to honor-
  able combat to defend his (or her) good name.
  Failure: No progress is made towards convincing Micah.
  Success: The character is persuasive and makes progress towards 
  convincing Micah to reveal the details of the situation. They learn one 
  of the following pieces of information:
  • Aeolian tricked Aurora into swearing an oath of fealty shortly 
  after the girl escaped from the hedge.
  • Aurora was unaware of the depth or breadth of her vow until well 
  after swearing it.
  • Micah and Aurora fell in love not long after meeting.
  • When Micah approached Aeolian to ask for Aurora’s hand in mar-
  riage, the Spring Queen laughed at his request, telling him that her ward 
  was “too valuable” to marry him, and that she had other plans for the girl.
  • Shortly after this, Aurora and White’s engagement was an-
  nounced.
  • Aurora was despondent for a few weeks after the engagement. 
  Micah feared she would commit suicide rather than marry White. She 
  visited Parsimon, in hopes of finding something to make her death 
  painless and quick.
  • Parsimon, having been a victim of Aeolian’s Pledgesmithing him-
  self, offered Aurora a myrsina, although he made her pledge never to tell 
  anyone but Micah about the fruit’s ability.
  • She told Micah about the goblin fruit she’d gotten from Parsimon, 
  and her plan to fake her own death in order to escape from Aeolian’s 
  clutches and her fealty pledge.
  • Aurora and Micah are planning on eloping this evening. His 
  highest goal, at this point, is to get her safely away from his anticipated 
  vengeance of Queen Aeolian. Nothing the characters can do or say will 
  dissuade him from this goal; he’s seen the results when Aeolian’s plans 
  are thwarted, and will do anything (including sacrifice himself) to get 
  Aurora away from her.
  Exceptional Success: Micah is convinced, and reveals the all of the 
  details of the situation to the character.
  Consequences
  Micah and Aurora plan to elope, effectively removing themselves 
  from the story. Their goal is to put as much distance as possible be-
  tween themselves and the freehold. If the characters either defeat Mi-
  cah in honorable combat or otherwise sway him to their cause, he 
  may be willing to take them to meet Aurora, which will segue them to 
  “Love Unveiled.” If the situation with Micah goes poorly, however, he 
  will not willingly do so, and the characters will have to rely on other 
  means if they wish to attempt to track down Aurora and her love. 
  Details on how this may be accomplished are offered in the overview 
  of “Love Unveiled.”
  Otherwise, once the characters depart this scene, they may choose 
  to return to Aeolian’s mansion to speak with her (“Eye of the Hur-
  ricane”) or to investigate Aurora’s chambers (“Disappeared!”). They 
  might also choose to contact King Warden (“A Cold Reception”), or to 
  try to follow Parsimon’s path into his Hollow (“The Garden”). 
  If the characters choose to leave the site entirely, go to the Conse-
  quences section of “Going Somewhere?” for ideas on how to bring them 
  back into the story.
  
  The Rose-Bride’s Plight
  48
  Love Unveiled
  mental •• 
  physical ••• 
  social •••
  Overview
  The characters have followed Micah to Aurora, and finally have an 
  opportunity to speak with the “dead” Fairest face-to-face.
  If Micah has not voluntarily led them to her, they will have a more 
  difficult time catching up with the pair. If they are following him directly 
  after meeting him under Aurora’s window, they will need to make a se-
  ries of four Wits + Stealth rolls versus 6 dice to shadow the ogre around 
  Aeolian’s manor grounds to where he is meeting Aurora. If, instead, 
  they are trying to track down the couple at a later time, more strenuous 
  efforts may need to be taken. Possibilities include supernatural tracking 
  such as Mindfinder (Contracts of the Four Directions •, p. 134, Win-
  ter Masques) or speaking with the wind via Contracts of Communion 
  (pp. 32-35, Winter Masques). Alternatively, mundane methods such as 
  utilizing police influences to put out an all points bulletin or hacking 
  financial computers to track their credit card usage may also allow the 
  characters to pinpoint their location, at the Storyteller’s discretion.
  The physical location of the meet up is inconsequential. It could be 
  anywhere from the outskirts of Aeolian’s estate grounds to a rest area 
  several hundred miles from the freehold, depending on when the char-
  acters track the fleeing couple down. If the characters wait more than 
  a day before attempting to track them, however, their efforts will likely 
  fail. With enough of a head start, the two are crafty enough to ensure 
  they will not be found, at least not before Warden’s 72-hour deadline 
  is up.
  Description
  Micah hovers protectively near Aurora, guarding her both from outside 
  and from any potential threat you might offer her. The girl looks unhealthy 
  when you first see her, but as your conversation continues the blush of health 
  returns to her cheeks and her eyes regain much of their sparkle. 
  (clarity) The bond between these two is almost visible… No, no, it is 
  visible. You can see it whenever they’re near each other, a sort of glowing 
  golden aura that seems to reach from one to the other, merging and overlap-
  ping at the edges. When she frowns, his glow dims, as if he feels her pain, 
  and visa versa. It’s as if the two have already become a part of one another.
  Storyteller Goals
  This scene is designed to allow the Storytellers to really up the 
  personal factor on the conflict of pledges. It’s an opportunity for the 
  characters to be directly presented with the obvious love and affec-
  tion between Micah and Aurora, and the harm it would do to each 
  of them were Aurora forced to marry Todd.  By allowing the charac-
  ters to interact directly with the escaping lovebirds, they are presented 
  with a very real and vivid choice: do they keep the couple’s secret and 
  let them escape (potentially implicating themselves by doing so), or do 
  they smash any hope the pair has of salvaging a happy ending to their 
  story and drag them back to the freehold that has already treated them 
  like pawns in their political war?
  Character Goals
  This is the characters’ first chance to get information directly from 
  Aurora, and she’s quick to offer them all sorts of explanations as to 
  why she had to do what she did. She paints Aeolian as a cold-hearted, 
  manipulative tyrant who took advantage of her almost as soon as she 
  stumbled out of the Hedge.
  Actions
  A Cunning Plan
  For the most part, discussions which involve Aurora returning to 
  the freehold will fall on deaf ears. The characters can attempt standard 
  (Intimidation, Persuasion or Manipulation) or supernatural persuasion 
  (Contracts or unwitting pledges). Unless one of the pair is killed, inca-
  pacitated, driven off or otherwise separated from the other half, both 
  must be convinced before the couple will return. This involves separate 
  challenges for each.
  Each attempt uses the standard dice pool for that type of action, 
  but all efforts to sway either of them to return will face at least a base 
  –4 dice penalty. Other cumulative factors that might come into play 
  include:
  
  The Rose-Bride’s Plight
  49
  Hindrances: Suggestion involves Aurora marrying Todd White 
  (–4), character shows hostility towards or threatens Aurora (–4), both 
  are currently unconvinced (–2)
  Help: Characters pledge to protect Aurora (+2), characters pledge not to 
  make Aurora marry Todd White (+2), suggestions involve Aurora and Micah 
  marrying (+4), character has defeated Micah in honorable combat (+2), plan 
  includes revenge on Aeolian (+1), one half of the couple has been convinced 
  (+2), Micah or Aurora has been tricked into a pledge to return (+4)
  Consequences
  Unless convinced to do otherwise, 
  after this scene Micah and Aurora 
  elope, effectively removing them-
  selves from the story. Their goal is to 
  put as much distance as possible between 
  themselves and the freehold, and noth-
  ing others do or say will convince them 
  to return to it. Even Aurora’s ties to her 
  motley are not sufficient to call her 
  back, as she fears Aeolian will quickly 
  find a way to re-establish her pledge-
  bonds should she return.
  If the couple is convinced to 
  return and Aurora is con-
  vinced to go through with 
  the wedding, they will insist 
  on certain contingencies. 
  Aurora will demand that Mi-
  cah be protected from any impli-
  cation of guilt in her deception 
  or running away, and will insist 
  that the others tell everyone that 
  he came to track her down and re-
  turn her on the freehold’s behalf. 
  Once the characters depart this scene, 
  they may choose to return to Aeolian’s man-
  sion to speak with her (“Eye of the Hurri-
  cane”) or to investigate Aurora’s chambers 
  (“Disappeared!”). They might also choose to contact King Warden (“A 
  Cold Reception”), or to try to follow Parsimon’s path into his Hollow 
  (“The Garden”). 
  If the characters choose to leave the site, go to the Consequences 
  section of “Going Somewhere?” for ideas on how to bring them back 
  into the story.
  
  The Rose-Bride’s Plight
  50
  Disappeared!
  mental ••• 
  physical — 
  social —
  Overview
  As if Aurora’s death wasn’t a harsh enough blow to the freehold, her 
  body has now gone missing. This short scene brings the characters back to 
  Aeolian’s estate and Aurora’s chambers, where they may find more clues as 
  to the mystery surround the Spring heir’s death and disappearance. 
  Description
  This scene takes place in Aurora’s chambers, after the girl has wo-
  ken from her goblin fruit-induced “death” and escaped with her love, 
  Micah the Tall. If characters attempt to investigate Aurora’s cham-
  bers at any point other than immediately upon leaving “A Grave An-
  nouncement,” they will enter this scene rather than “Fallen Rose.” If no 
  announcement about Aurora’s disappearance has been made to herd 
  them back here to investigate, they will find her body missing and her 
  chambers in disarray, and may well find themselves answering for the 
  whereabouts of her corpse (one more motivation to encourage them to 
  solve the mystery surrounding her death).
  The description of the room is much like “Fallen Rose,” until they 
  look at the bed:
  The bed forms the centerpiece of the room. Here, the bright crimson 
  comforter stretches out without so much as a wrinkle. Only an indentation 
  on the comforter indicates where Aurora’s body once lay. A single rose, its 
  petals bruised and scattered, is spread across the bed. 
  (clarity) Something’s wrong here. The air is heavy, like in a tomb, and it 
  feels like something’s missing. The body, of course, but… you look around, 
  searching… what’s gone? What’s not here? That’s the secret, isn’t it? What’s 
  been taken?
  Storyteller Goals
  Much like “Fallen Rose,” this situation exists both to bring charac-
  ters deeper into the mystery surrounding Aurora’s “death” and to pro-
  vide them some avenues to begin unraveling it.
  Character Goals
  Characters are likely here to investigate Aurora’s death and, now, 
  her disappearance. 
  Actions
  Searching the Room, Redux
  Characters searching the room can use the “Searching the Room” 
  action in “Fallen Rose.” The starred clues (*) are the same as those from 
  “Fallen Rose” and should not be given again if a character has already 
  uncovered them in this earlier scene. Others represent differences in 
  the room, and should only be given to those who have been through 
  “Fallen Rose,” and so might notice the change: these are noted in the 
  text. Still others can be given regardless of whether the character pro-
  ceeded through “Fallen Rose” or not. As in “Fallen Rose,” the clues are 
  offered in order from least to most likely to impact the plot.
  • * The vast majority of the movies and books scattered around the 
  room are romantic in nature. There are comedy romances, historical 
  romances, even Shakespearean romances.
  • * A copy of Romeo and Juliet has been bookmarked at Act 5, 
  Scene 3 — at the scene where Juliet commits suicide.
  • * The bed is slightly ajar, and the coverlet is tucked up between 
  the mattress and box-springs, as if something had been added or re-
  moved from there. 
  • * In one corner, next to a small trash bin full of empty food con-
  tainers, crumpled shopping bags and discarded cosmetic packaging, lies 
  a wadded-up half-finished letter. It is only a few lines long, but appears 
  to be very politely requesting that “her liege” reconsider a choice. It is 
  written in a feminine script.
  • * A beautiful red-skinned apple with a single bite taken from it 
  lies under the bed. It stinks to the high heavens, and is the source of the 
  death-stench in the room. A successful Intelligence + Occult roll will 
  identify this as a goblin fruit. Additional rolls are required to identify 
  the particular species and effects of the fruit (see p. 7 for details). If the 
  characters have interacted with or heard rumors about Parsimon, this 
  may take them off to investigate the fae farmer. As a member of the 
  Spring Court, Jeremiah knows that Parsimon (a former Spring Courtier 
  
  The Rose-Bride’s Plight
  51
  himself) is rumored to have a Hollow which connects to the grounds 
  outside Aeolian’s home. He may provide this information out of support 
  for the characters (if they have befriended the motley) or out of his own 
  ire at the idea that Parsimon may have poisoned his motley-mate. (This 
  segues to “The Garden.”)
  • The clear spot on the table is about the right size for a lap-
  top computer to have rested. (Characters who proceeded through 
  “Fallen Rose” might note the laptop computer and cell phone are 
  both missing.)
  • The jewelry here is scattered and all of low quality. Likewise, the 
  clothing thrown around is all mundane. (Characters who proceeded 
  through “Fallen Rose” would note that everything of significant finan-
  cial resale value that could be stuffed into luggage has been removed 
  from the room.)
  Consequences
  By the time characters reach this scene, Aurora and Micah the Tall 
  have fled the freehold and the area, covering their tracks and putting 
  as much distance between them and their assumed pursuit as possible. 
  They will not answer phone calls, and have enough of a head start on 
  the characters to make it impossible for them to be caught before the 
  equinox (and Warden’s deadline) come into play.
  From here, characters may attempt to speak with Aeolian (“Eye of 
  the Hurricane”), track down Warden and White (“A Cold Reception”) 
  or leave, which will take them to “Going Somewhere?” if they have not 
  already entered it, although Micah will no longer be present in that 
  scene. If they have already proceeded through “Going Somewhere?” 
  and still attempt to leave, they will be called back by King Warden to 
  participate in the final scene of the story, “The Vow.”
  
  The Rose-Bride’s Plight
  52
  The Garden
  mental • 
  physical ••• 
  social ••
  Overview
  Whether escorted by Parsimon or seeking out his lair on their own, 
  the characters may enter his garden Hollow, where they will find the 
  farmer-fae waiting for them. The Woodwalker knows much, but why 
  should he tell them anything?
  Finding The Hollow Without Parsimon
  If they do not have Parsimon’s aid in finding it, efforts 
  to locate and enter the Hollow should be run as an extended 
  action, with each roll representing 10 minutes of search time. 
  Roll the character’s Wits + Investigation + appropriate modi-
  fiers –4 (for the Hollow’s Ward rating). It requires 10 successes 
  to find the entrance to the Hollow. After an hour of searching, 
  the character’s efforts draw the attention of something — a 
  Noppera-Bo (pp. 276-177 of Changeling: The Lost) if they are 
  in the Hedge, or a pack of three guard dogs (p. 203, World of 
  Darkness Rulebook) if they are not. Regardless of whether they 
  choose to fight, interact with or try to ignore these individuals, it 
  distracts them from their search. After 6 rolls, all successes are 
  reset to zero and the effort must be begun again.
  Description
  Surrounded by a wall of thick vines, this Hollow is almost indiscernible 
  from the outside. Once through, however, it is a bastion of fertility, a testa-
  ment to its owner’s years of dedication to the cultivation of exotic plants 
  of all kinds. Tall trees knit their branches overhead, forming a canopy of 
  verdant shade, and beneath their spreading limbs a maze of raised beds, 
  containers, hanging baskets and earthy plots are teeming with all manner of 
  floral life. A small cabin, little more than a garden shed, is tucked away at 
  one edge of the Hollow, its walls and roof almost impossible to spot due to 
  a thick layer of winding vine which has claimed the building for a support 
  system. Other outbuildings, smaller even than the cabin, are scattered here 
  and there. Many are open-faced, displaying tools or shelves of well-used but 
  tidy pots and containers.
  The buzz of alien insects sets a low bass-note for the grove, while some-
  where hidden high above your head birds call back and forth to one another. 
  For now, the air is still, as if the Hollow itself is holding its breath, yet oc-
  casionally one of the plants will move, its leaves rustling as it shifts or sways 
  despite the utter lack of breeze.
  Closer examination of the flora here reveals this is far from a mundane 
  garden. Some of the plants are rooted in heaps of soil from which bones and 
  bits of flesh still protrude. Others nestle in pools of thick, black-red liquid 
  that gives off a metallic copper tang.  Here and there, bushes are festooned 
  with seemingly random trinkets: silver bells tied to boughs with scarlet rib-
  bons, a long blonde braid of human hair nailed with rusty spikes to a tree-
  trunk, tiny flasks of starry liquid dangle from bushy branches.  
  The loam here smells of life and growth, too rich to be wholly of Earth. 
  The air is moist, and heavy with the sweet spice of a seemingly impossible 
  array of flowers and fruit. Even the over-ripe stink of compost seems to carry 
  a scent of potential and painstaking care, rather than simple rot.
  (clarity) This place is not of Earth. The soil here fairly teems with glam-
  our, and while not every plant here is fae in nature, enough are to set your 
  teeth on edge. Impossible colors, shapes and odors war for dominion over 
  your senses, crossing the boundaries between sight and scent. This is a mad-
  man’s garden, a True Fae’s idea of what being a farmer is like. Who knows 
  what perverse and poisonous inhabitants are hidden beneath the lush, ver-
  dant greenery?
  Storyteller Goals
  Like the prologue, “Night Magic,” this scene exists in part to give 
  characters an opportunity to interact with some of the wonder (and 
  horror) of life among the Lost. Parsimon dwells as a near-hermit be-
  cause of the horrific pledge Aeolian once tricked him into. Although 
  he has escaped from it (through the use of the myrsina), it changed his 
  path forward forever, shifting him from Spring to Autumn and shearing 
  away his once-joyful life from that of the rest of the freehold. Now, he 
  dwells among relative bounty, and yet is alienated from that which he 
  once loved.
  
  The Rose-Bride’s Plight
  53
  On a more tangible note, this scene provides characters with the 
  opportunity to gain information, both about the freehold’s history and 
  about the current situation, as well as to potentially get their hands on 
  some interesting or useful goblin fruits or oddments.
  Unlike in “Going Somewhere?” Parsimon is more than willing to 
  take hostile action against the characters here in his Hollow. He not 
  only feels more confident here and less under the sway of the freehold’s 
  monarchs, but he also has nowhere else to run, except the Hedge. 
  Backed into a corner, even the most peaceful Lost may find his fangs — 
  or in Parsimon’s case, his scythe.
  Character Goals
  Characters are likely to come into this scene seeking more infor-
  mation from Parsimon, either directly or in regards to the myrsina (if 
  they have located it in Aurora’s room.) If they attempt to interrogate 
  Parsimon, the rules for doing so from “Going Somewhere?” can be used, 
  with the following notable change.
  If, at any point in the interrogation, the character interrogating 
  him rolls a dramatic failure or if physical damage is done to Parsimon, 
  the Woodwalker will initiate combat with the goal of driving the in-
  truders out of his Hollow. This is a marked change from his behavior 
  outside of his Hollow.
  Actions
  Recognize Goblin Fruit
  If Parsimon is befriended, incapacitated, killed, distracted or other-
  wise unable to protest, a character might have the opportunity to treat 
  his Hollow as her own personal produce stand. The sheer plethora of 
  plants (mundane and magical) here, however, make finding something 
  in particular very difficult.  
  If a character is simply trying a quick “grab and stash,” Storytellers 
  can use a chance die roll (with the results hidden from the player). On a 
  10, the character has managed to grab something of value, a goblin fruit 
  or oddment of some sort. On a 1, the character has snagged something 
  harmful. This might be a flower with a nauseating scent that makes her 
  vomit, a vine or vegetable with nearly-invisible-yet-incredibly-painful 
  thorns (characters take 1 point of lethal damage for each round it is 
  picked or carried in a bare hand) or a fruit which acts as a Toxicity 4 
  poison when consumed or touched. All other rolls result in the charac-
  ter having harvested something mundane — perhaps an exotic flower, 
  a nourishing root or a tasty fruit — which has no more value or power 
  than a similar item bought from a mortal supermarket would.
  Longer searching, however, may increase a character’s odds of finding 
  something useful and avoiding the garden’s more dangerous plantings, 
  and uses the rules below. Because of the sheer density of mundane and fae 
  plants being cultivated in Parsimon’s Hollow, each search is represented 
  by an instant (rather than an extended) action. Regardless of successes, 
  characters may not carry or own more goblin fruit or oddments than is 
  indicated by the chart on p. 225 of Changeling: The Lost.
  Storytellers should use their own discretion in deciding what fae 
  plants are or are not available here. Hera pears, for example, grow only 
  in the depths of the Hedge, so regardless of how successful the player’s 
  roll is, he will not find one growing here. (It is not impossible that Par-
  simon may have one preserved in a jar on one of the sheds’ shelves, 
  however.)
  Dice Pool: Intelligence + Occult
  Action: Instant
  Hindrances: Looking for a particular goblin fruit (–2 to –4 depend-
  ing on rarity), Parsimon is present but the character is seeking with-
  out his permission (–3), character is low Wyrd (–1 if under 3 Wyrd), 
  character is low Clarity (apply negative as to Perception rolls per p. 93, 
  Changeling: The Lost)
  Help: Parsimon is distracted (if sneaking) (+2), Parsimon is aid-
  ing the character (+4), Skill Specialty in goblin fruit or oddments (+1), 
  character has physically seen or held the particular item being sought 
  before (+1), character is high Wyrd (+1 for every dot above 5), character 
  is high Clarity (per Keen Senses bonus, p. 92, Changeling: The Lost)
  Roll Results
  Dramatic Failure: The character not only fails to find a helpful 
  goblin fruit, but also triggers a negative event. This may be harvesting 
  something harmful by mistake (see the “grab and stash” rules above, 
  and treat as if a 1 has been rolled), alerting Parsimon (if the harvesting 
  was supposed to be clandestine) or damaging a plant or structure in the 
  Hollow in a severe and noticeable fashion.
  
  The Rose-Bride’s Plight
  54
  Failure: The sheer bounty of 
  this location is overwhelming. The 
  character either finds nothing of use, 
  or mistakes a mundane fruit, 
  plant or flower for something 
  more interesting.
  Success: At the Sto-
  ryteller’s discretion, the 
  character locates and suc-
  cessfully harvests a goblin 
  fruit or oddment from the 
  bountiful garden-Hollow. 
  Exceptional 
  Suc-
  cess: Either two fruits are 
  located and harvested, 
  or a particularly powerful 
  goblin fruit or oddment is 
  obtained. Examples might 
  include a hera pear (pre-
  served), myrsina or other 
  rare goblin fruits.
  Consequences
  Damage or destruction of any of Parsimon’s 
  carefully tended vegetation will quickly earn the characters a request 
  to leave his Hollow, and a refusal to comply may spur the Woodwalker 
  to physical action. On the other extreme, if the characters attempt to 
  harvest more than five or six goblin fruit without Parsimon’s knowl-
  edge, they will have a difficult time hiding them from his sight as they 
  make their departure, and 
  he may well request pay-
  ment for them (either in 
  immediate trade or future 
  favors, an option which 
  may bring Parsimon back 
  into the characters’ story 
  in other chapters of an 
  ongoing Lost chronicle). 
  Before long, it be-
  comes clear that the char-
  acters are no longer wel-
  come, and if they stay, his 
  attitude goes from neutral 
  to negative and eventu-
  ally to hostile. He will not 
  abandon his Hollow while 
  intruders are present, but 
  will actively do everything 
  in his power to “move them 
  along,” from social surliness to 
  using Contracts.
  From here, they may return to 
  speak with Aeolian (“Eye of the Hurricane”), seek out 
  King Warden (“A Cold Reception”) or return to investigate Auro-
  ra’s chambers (“Disappeared!”)  If they choose, instead, to leave the 
  scripted scenes and take other actions unrelated to this story arc, they 
  will be contacted on the equinox and invited to attend, segueing to 
  “The Vow.” 
  
  The Rose-Bride’s Plight
  55
  The Vow
  mental •••• 
  physical •••• 
  social ••••
  Overview
  King Warden calls together all those who were invited to the pre-
  nuptial party for their decision. The location is a mundane meeting 
  hall, of the type normally rented out for families to decorate for “too 
  big for the family room” celebrations. Tonight, however, the mood is as 
  dour and austere as the king himself.
  The gathering is slated to begin at sunset, with the king insisting 
  the wedding will happen no later than the stroke of midnight that eve-
  ning. Thus the characters will have several hours for final negotiation, 
  manipulation or intimidation within this scene.
  Should the characters have made the decision to remove them-
  selves from the story altogether, Storytellers may use a variety of means 
  to bring them back into the plot with this scene. All of the techniques 
  described in “Motivations” on pp. 4-5 can be used, depending on the 
  nature of the characters involved. Likewise, Warden or Aeolian are 
  likely to cast a very suspicious eye upon those who were present at the 
  initial gathering but seem to have removed themselves from the situa-
  tion after Aurora’s “death” was discovered.
  Description
  Unlike Aeolian’s opulent home, the location Warden has called the free-
  hold together in is stark and austere. The hall’s white walls are unadorned. 
  Perhaps this makes it an ideal canvas upon which those who normally rent 
  the site might decorate it to suit their own wedding or party. Now, however, 
  the blank expanses and colorless palette seem bleak and severe, especially 
  when contrasted by the brilliant variety of Lost who fill the main chamber. 
  Even the fae, however, seem subdued, and an air of tension lurks just below 
  the surface. Many of those gathered are armed and armored, some seem to 
  be only awaiting the word to turn the meeting to a melee.
  Voices, low and heavy with threat and fear, lay down a steady grumble 
  of background noise here. Outside, the suburban traffic flow rushes past, 
  contributing the occasional irate honk or squeal of brakes to the already 
  tense soundtrack of tonight’s meeting. 
  This hall is far smaller (and less well ventilated) than Aeolian’s man-
  sion, yet as many or more fae are gathered here. In areas where the Lost 
  gather closely together, their Mantles taint the air with warring odors: over-
  ripe fruit, stifling sweet floral, offal and grave-taint, ozone and musk. Over-
  all, however, there is the stench of nervous sweat, and an unmistakable 
  smell of fear.
  (clarity) Did you make the right decision? Are you sure? What you 
  do and do not do in the next few moments will change your path forward 
  forever. The entire freehold will be changed by the decisions you have made. 
  The weight of that responsibility presses down on your shoulders, your chest, 
  burdening your lungs until you can hardly breathe. Did you make the right 
  choice? 
  Storyteller Goals
  This is the climax of the story arc: here, one way or another, the sit-
  uation will reach some sort of resolution. A myriad of options await the 
  characters, depending on how proactive they’ve become in the previous 
  scenes. There is no right or wrong answer, but each possibility carries its 
  own burdens and benefits for the characters and the freehold. 
  Several factions balance each other out here. Warden’s support-
  ers insist on an acceptable replacement for Aurora or her return and 
  the giving of her hand in marriage if it has become public knowledge 
  that she is still alive, or else they will refuse to hand over the throne 
  to Spring. Aeolian’s minions refuse to offer another member of their 
  Court up for sacrifice (if they still blame Winter for Aurora’s “death”) or 
  insist Aurora be brought back and follow through with the marriage (if 
  they are aware of her duplicity). Those not aligned with either monarch 
  are splintered in their goals, and only add confusion and chaos to any 
  discussion. 
  Depending on how much of the truth has become public knowl-
  edge, vocal advocates may lobby for a variety of options. Some call for 
  another arranged marriage, or at least a pledge-bound truce between 
  those who would take the thrones of Spring and Winter. Martially-
  minded fae bellow for war against Winter if Warden dares to try to halt 
  the turning of the seasons, or boast of their ability to hold the throne if 
  “treacherous Spring manipulators attempt to bribe and backstab their 
  way out of their agreement.” Softhearted freehold members might insist 
  on every fae’s right to marry for love, while their opponents call just as 
  
  The Rose-Bride’s Plight
  56
  adamantly for those who would rule to put aside their own whims and 
  emotions and to show responsibility to the good of the freehold first. 
  These factions essentially stymie and stalemate each other, leaving the 
  situation ripe for the characters to apply pressure and tilt the scales in 
  whatever direction they see fit.
  While the scenarios below run fine without the intrusion of the 
  True Fae, should Storytellers choose to do so, the Viscountess of Broken 
  Vows can be watching (and nudging here and there) as a voyeur to the 
  climax of this situation. She is unlikely to get physically involved in any 
  altercations, but may (out of sight of Warden) nudge characters toward 
  directions which would force the Winter King to break his oath. 
  Character Goals
  A choice must be made, even if the choice is to take no action. 
  The freehold is milling in discontent; most are uninformed or have 
  partial information about the situation at best, and are handicapped 
  and hesitant to make a decision because of it. By the end of this scene, 
  however, the story will end and results will occur. The characters have 
  the opportunity here to steer the future of the freehold, either by action 
  or avoidance. Regardless, there will be reactions to their choice.
  Actions
  It would be impossible to prepare for every potential permutation 
  of character choice that this story arc has lead up to with this scene. 
  However, there are several most-likely general scenarios, most which 
  will apply to a wide variety of character choices in this final scene. 
  While each is eventually mutually exclusive, several options may end in 
  results that are not permanent. These are noted as being choices where 
  another option may be played out. 
  Other options, however, may bring the characters to a climactic 
  end of this story. These are also noted as such.
  Shotgun Wedding
  Assuming they are made aware of the fact that Aurora was not really 
  murdered, the current monarchs’ preferred solution to the current situation 
  would be for the wedding between Todd White and Aurora to proceed as 
  planned. This situation fulfills Warden’s need to ensure peace between the 
  courts, and reaffirms Aeolian’s sense of control over her ward. 
  In order for this scenario to come into play, the characters will have 
  had to achieve three goals: determine that Aurora is still alive, catch 
  up with her and Micah before the pair elopes, and convince Aurora to 
  go through with the marriage to Todd White while preventing Micah 
  from interfering.  These goals are addressed in “Love Unveiled,” but 
  even if the characters are successful in accomplishing all three, the situ-
  ation is far from over. Upon entering this final scene the characters will 
  find Aurora in tears, filled with second thoughts at the idea of marrying 
  anyone but her true love, Micah. Even if Micah has been removed as a 
  possibility (by death or some other long-term solution), the Spring Heir 
  still faces a lifetime bound to someone she not only doesn’t love, but 
  barely knows and doesn’t particularly like. She will use every emotional 
  trick (crying, telling sob stories about her love for Micah, shyly flirting, 
  trying to enlist their sense of justice, attempting to convince them that 
  Todd White is a heartless playboy and so on) to convince them to find 
  another option.
  Unless the characters move to reinforce their earlier efforts to con-
  vince Aurora, she will balk and refuse to marry Todd White during 
  this scenario, leaving the characters to either re-convince her or find 
  another plan.
  Characters who wish to continue to pressure Aurora into following 
  through with the wedding to Todd White can do so by using the same 
  mechanic as listed in “Love Unveiled.” Those who wish to cement the 
  situation by forcing her into a pledge to do so may use the mechanic for 
  Unwitting Pledges on pp. 5-7. Doing so is a level 3 Clarity sin, as they 
  are essentially tricking her into a life-long, extremely restrictive vow 
  which they know is blatantly against her will and desire.
  The Results
  If Aurora is convinced or tricked into pledging that she will marry 
  Todd White, she goes through with the ceremony, shedding tears of 
  sorrow and regret the entire time. Just before midnight, Warden per-
  forms the ceremony, leading the couple through their vows and the 
  Heart’s Oath pledge. At the end of the ceremony, White kneels before 
  the elderly king, and Warden introduces him formally to the freehold as 
  the new Winter King. The Onyx crown disappears from Warden’s head, 
  appearing briefly on Todd’s. Then, just after midnight, it fades away, and 
  the Emerald Crown graces Aurora’s still-tear-stained visage. 
  
  The Rose-Bride’s Plight
  57
  Relieved, the freehold celebrates, with food and drink flowing free-
  ly. Less than an hour after the post-nuptial party begins, however, there 
  is a scream from the back rooms of the hall. One of Aeolian’s servants 
  has found Aurora, hanging from a rope made of knotted strips of her 
  wedding gown and strands of still-blooming rose vine.  The now-dead 
  princess has left a suicide note, professing her love for Micah and stating 
  that she could not go on without him.
  Warden has slipped away, having exploited the Heart’s Oath to es-
  sentially escape his pledge. The freehold must now choose a new Spring 
  Monarch, hopefully in time to prevent the former hostilities between 
  Winter and Spring from re-emerging. 
  If The Rose-Bride’s Plight is being used as a stand-alone adventure 
  kit, the story can end here. Otherwise, the chaos left in the wake of 
  Aurora’s true suicide and the attempt to choose a new monarch is a plot 
  that can be used to segue into a new story.
  Wedding Stand-In
  One of the simplest (yet most sacrificial) outcomes which the char-
  acters may put their backing behind is to simply find a substitute bride 
  for Todd White (or barring that, a stand-in couple for both White and 
  the missing bride). Warden, especially, has vowed to unite the Courts 
  before he steps down upon his Keeper’s name, so he is very motivated to 
  accept a substitute bride for his ward, as this will satisfy his oath.
  Whether one of the players’ characters offer themselves for this duty 
  or whether they manage to convince one of the Storyteller characters 
  to do so, certain basic traits are required to fulfill the tenets of Warden’s 
  oath, and he will insist on these. It is understood that these individuals 
  will inherit the seasonal crowns of their respective Courts, so a bride for 
  White must be Spring Court or a substitute couple must be Winter and 
  Spring (although in that case the bride might be from either Court, so 
  long as the groom was of the other). As well, the proposed individuals 
  must be of at least Mantle 2 in their respective Court (White is Mantle 
  2 Winter Court). Neither can be Heart-Oathed to someone else. 
  Aeolian, however, is less motivated. Due to Warden’s insistence on 
  the wedding, she suspects he will be harmed in some way by the wed-
  ding not going through, although she is not aware of the depth of his 
  investment into it. She can be convinced of this plan’s merit, but only 
  if it serves her best interests as well. Factors which may help convince 
  
  The Rose-Bride’s Plight
  58
  Aeolian would include: the prospective Winter courtier having Spring 
  Court Goodwill (White has 2 dots, so equal or more would be prefer-
  able), either or both parties of the wedding couple making at least a 
  temporary oath of fealty to her, Warden pledging never to take the 
  throne again and bribes (she’s especially fond of secrets she can use to 
  manipulate others).
  If either of the current monarchs are unwilling to agree, characters 
  may attempt to find a more suitable “volunteer” or may throw their 
  backing behind another of the possible scenarios.
  If both parties are convinced, the couple may make a Heart’s Oath 
  to each other during this scene. If this happens, the crown disappears 
  off of Warden’s head at the end of this oath, appearing momentarily on 
  the brow of the new Winter monarch before transferring to that of his 
  or her newly wed spouse, the Spring King or Queen.
  The Results
  Warden has completed his vow, the seasons have turned, and for 
  the moment, all (save for the Viscountess) are relatively happy. The con-
  sequences of a Heart’s Oath between those who, in all likelihood, were 
  not prepared for a restrictive and lifelong vow may provide fodder for 
  future stories. What happens, for example, when those who have mar-
  ried for duty find themselves falling in love with someone else? Or when 
  the political climate of the freehold shifts, and popular opinion dictates 
  someone other than the Heart-sworn heirs as the next king or queen? 
  There Has To Be Another Way!
  If they have learned of the current monarch’s manipulations, the 
  characters may believe that it is wrong to influence others into making 
  a commitment as deep and long-lasting as that of the Heart’s Oath, re-
  gardless of the potential benefits. They may seek other ways to unite the 
  Courts, either through mundane means (negotiation, peace-talks and 
  so on) or through an alternative pledge (such as a vowed truce between 
  proposed heirs to each Court’s throne).  
  Warden will not accept anything less than a pledge-sworn truce 
  between the two Courts, represented by Todd White and a new heir to 
  the Spring Crown. If there is a member of the characters’ group who 
  qualifies (Spring Court, Mantle 2 or higher, and willing to take on the 
  burden of the crown), Aeolian may well nominate him or her as the 
  Spring heir, especially if she has or believes she can manipulate the 
  character into an oath of fealty. 
  In order to satisfy Warden, a truce must be sworn between some-
  one he designates as his heir (preferably White) and someone Aeolian 
  agrees to support as the successor to her throne. Any non-pledge-bound 
  truces are simply unacceptable to him (as he is wagering his life on the 
  peace being maintained), and he will refuse to cooperate with such 
  plans. If no acceptable decision is made by 11pm, Warden will make the 
  announcement that will trigger the scenario “Not My Problem — But 
  It Is…” into action.
  If, however, the characters are able to negotiate a pledge-bound 
  truce and can manipulate, bribe or blackmail both Warden and Aeo-
  lian into agreeing to it, they may well avert both civil war and utter 
  chaos within the freehold, bringing about as close to a win-win situa-
  tion as is possible.
  The Results
  Assuming the situation is settled here, rather than transitioning to 
  one of the other scenarios, peace will have been established between 
  Winter and Spring Courts for the first time in decades. Just before mid-
  night, Warden will call his heir (most likely Todd White, unless some-
  thing has happened to depose him as successor) forward, moving the 
  Winter Crown from his own head to that of the heir. As the clock 
  begins to strike twelve, the Onyx Crown will slowly fade from the new 
  Winter Monarch’s brow and the Emerald Crown will appear on who-
  ever Aeolian has appointed as her successor.
  Not My Problem — But It Is…
  If nothing is done, the Winter King will enter the assembly and 
  announce in a solemn and formal fashion that he cannot, in good con-
  science, allow the seasons to continue to transition in the face of such 
  obvious treachery on the part of the Spring Court. When Aeolian rises 
  from her seat to protest, Tai will appear behind her where he was hiding 
  using Light-shy (Smoke 5), and will plunge a poisoned (Toxicity 7) dag-
  ger into her back. Characters can attempt to intercede and apprehend 
  the Venombite, but she has both surprise and a base initiative of 18. Im-
  mediately after the attack, Tai will again activate Light-shy (die pool 6) 
  
  The Rose-Bride’s Plight
  59
  and attempt to flee the hall (Speed 12). If she makes it outside, she will 
  disappear into the hedge, surviving to support Winter another day.
  Assuming the assassin’s strike is successful, unless something is 
  done immediately, the Spring Queen will soon lie dead, even with her 
  Elemental ability to pump her Health dots by her Wyrd score (5) for a 
  scene. The poison, a refined and Wyrd-strengthened version of Tai’s 
  own venom, delivers 7 points of lethal damage per turn for a total of 3 
  turns (along with however much damage the initial stab wound did). 
  Regardless of her fate, this action will scatter the crowd, and in the 
  midst of the chaos, King Warden will pronounce a public statement, 
  vowing never to relinquish the throne. At this point, the characters 
  may choose to attempt one of the other scenario options and negotiate 
  for peace in some manner. If they do not do so, the Winter Court will 
  withdraw, leaving the freehold in the midst of full civil war.
  Results
  This is the least conclusive scenario. However, it provides a perfect 
  jumping off place for another story — that of a freehold fully embroiled 
  in a civil war between the seasonal Courts. Storytellers may continue 
  on with this adventure, spinning out the opportunity for characters to 
  directly become involved in the battle (whether their goal is victory 
  or peace). Or, if they would like, they can pick up the story thread 
  several years later, when the freehold has been devastated not only by 
  Lost battling Lost, but also by True Fae as its lack of changing seasonal 
  rule has left the entire freehold exceedingly vulnerable to predation by 
  the Others. Conversely, the characters may choose to flee the freehold 
  entirely, leaving the wreckage behind them and taking with them little 
  more than some scars, bad memories and perhaps a morality lesson in 
  the danger of pledges gone wrong.
  This scenario leaves amazing continued potential for the Viscount-
  ess to enjoy broken pledges. While she may remain behind the scenes, 
  chances are she’ll become a recurring character if this story goes for-
  ward, constantly nudging those who take vows lightly.
  The King is Dead
  Multiple options exist which may bring the characters to the con-
  clusion that deposing King Warden is their best bet for the peace and 
  safety of the freehold. The most likely of these spawns from ”Not My 
  Problem — But It Is…”; if it becomes clear that Winter has assassinated 
  (or attempted to kill) the Spring Monarch, it may well tip the scales 
  towards physical retaliation against the Winter ruler.
  Other possibilities might include the characters being egged into 
  destroying Warden on Aeolian’s behalf, resorting to combat if they be-
  come frustrated with his insistence on the wedding or truce between 
  the Courts being pledge-sealed or even possibly offering him the myrsi-
  na to allow him to “die” and sever his pledge.  
  Warden himself is not a combat-oriented character, and will pose 
  little challenge should the situation actually enter combat. Storytell-
  ers are encouraged to narrate the scene with Warden full of bluster 
  and bravado, refusing to surrender or compromise even up to the death 
  blow. If the characters kill Warden, Todd White will claim the throne, 
  promising compromise and peace between all of the freehold’s seasonal 
  Courts. If they kill Warden as a result of ”Not My Problem — But It 
  Is…,” they are left with another difficulty: The rest of Winter will flee 
  at their monarch’s death, leaving no one to bar Spring from taking the 
  throne at midnight. However, with Aurora’s disappearance (and Aeo-
  lian injured or dead) the freehold’s Spring courtiers are in chaos. It lies 
  to the characters to help organize and appoint a new Spring monarch, 
  or to take the crown themselves.
  Results
  If White takes the Winter Crown, he will graciously support and aid 
  Aeolian (if she lives) and the characters in choosing a Spring monarch 
  to ascend the throne at midnight. It is possible, if any of the characters 
  qualify, that he will support them as heir, either to the Spring throne 
  or to his own. He will make suave but meaninglessly vague promises of 
  a future without conflict, a time of peace, but without a vow in place, 
  there is nothing to stop the freehold from returning to the conflicted 
  state it has maintained for decades. Before the year has turned, the 
  situation will be just as it has always been, with White rising to take 
  Warden’s place in an even more self-centered and cold hearted manner 
  than the former monarch ever possessed.
  
  The Rose-Bride’s Plight
  60
  Aftermath
  Each of the separate scenarios in “The Vow” has direct results in-
  cluded in its description. However, other effects are possible, especially 
  if a Storyteller is using The Rose-Bride’s Plight as part of an on-going 
  chronicle. 
  Aurora’s Motley: Whether Aurora flees or commits suicide, her 
  motley will be shaken to the core by her loss. This may provide op-
  portunities for one or more of the characters to join the motley (espe-
  cially if they’ve established positive rapport with the group during this 
  adventure.)
  Tai: Assuming Tai either was not used by Warden or escaped, she 
  may well reappear in later stories. She is an incredibly effective and 
  often underestimated assassin for Winter Court and might appear later 
  to take revenge, especially if the characters are responsible for Warden’s 
  death or misfortune. 
  The Emerald Crown: If Aurora marries Todd White and then 
  commits suicide, her death will leave the Spring Court without a mon-
  arch. Whether one of the characters steps up to try to claim the throne 
  or the characters get pulled into the freehold’s attempts to determine 
  who should rule in her stead, this situation may well provide a jumping 
  off point for additional political manipulation-based storylines.
  The Happy Couple: If the characters befriended Micah and Au-
  rora and allowed or aided them in escaping, they may serve as friends or 
  allies in the future. Alternately, if Aurora was convinced to return and 
  later committed suicide, Micah may well be a long-term and dedicated 
  adversary.
  The Viscountess: The Viscountess may well make an appearance 
  at the close of this story, noting publicly to those assembled that while 
  Warden may have kept true to his pledge, he has truly done her a favor 
  in virtually assuring that the others (the newly wedded couple, freehold 
  members thrown into a civil war or those otherwise put into conflict by 
  his actions and choices) will eventually break theirs.
  Experience
  Depending on how deeply characters investigate the available in-
  formation and how many of the scenarios they encounter, The Rose-
  Bride’s Plight should take between one and three sessions to complete. 
  In addition to the experience given out after each session, achieving 
  certain goals or checkpoints specific to this adventure kit may earn 
  players additional experience points for their characters. 
  +1 Uncover Aurora’s “death.” Discovering that Aurora’s death was 
  actually a hoax is worth an extra experience point at the end of the 
  story.
  +1 Obtain or Learn about myrsina. Uncovering knowledge about 
  a rare goblin fruit is worthy of an additional experience point.
  +1 Avoid civil war. If characters are able to help guide the freehold 
  into a solution which does not ultimately involve Warden refusing to 
  turn over the crown to Spring, they could be granted an additional 
  experience point.
  
  H I N D R A N C E S
  H E L P
  OTHER
  Ill-dressed for the event 
  (dirty, cheap or torn cloth-
  ing –1)
  Strangers to the freehold 
  (–1)
  Striking Looks (+1 for 2 
  dots in the Merit, +2 for 4), 
  Hold rank or position 
  within the freehold (+1)
   mental • 
  physical — 
  social • • 
   
  SCENE: Night Magic (Prologue)
  PCs Learn about Freehold and Area History.
  STs Introduce Setting and Atmosphere.
  29
  H I N D R A N C E S
  H E L P
  OTHER
   mental • 
  physical — 
  social •  
  SCENE: A Grave Announcement
  PCs Decide whether to investigate Aurora’s death and how to go about it.
  STs Provide first conflict/mystery.
  None — This is a hub 
  point for other scenes.
  None — This is a hub 
  point for other scenes.
  32
  H I N D R A N C E S
  H E L P
  OTHER
   mental • • • 
  physical — 
  social • • 
   
  SCENE: Fallen Rose
  PCs Investigate Aurora’s room and find new information.
  STs Provide additional clues to the mystery of Aurora’s “death.”
  Searching the Room: The 
  motley is hostile to the 
  character and intentionally 
  hinders his investigation 
  (–3)
  Hack the Tech: The motley 
  is intentionally working 
  against the character (–2),
  character is inexperienced 
  with modern technology 
  (–3)
  Search the Room: The 
  motley aids the character 
  in his search (+3), 
  the character (or a helper) 
  is a young woman with a 
  private bedroom (+1), 
  additional characters 
  aid in the search (+1 per 
  helper)
  Hack the Tech: The motley 
  is willing to cooperate 
  with helping come up with 
  potential passwords (+4)
  34
  H I N D R A N C E S
  H E L P
  OTHER
   mental • • • 
  physical — 
  social • • 
   
  SCENE: Eye of the Hurricane
  PCs Negotiate with Aeolian for information.
  STs Provide opportunity for players to see how dangerous pledges can be when used against the unwilling.
  Character uses emotional, 
  rather than logical verbal 
  acuity in his attempts (–2)
  Character attempts to 
  bully/intimidate Aeolian 
  (–2)
  Character has already 
  gleaned lower level of similar 
  information thread (+1 for tier 
  one, + 2 for tier two)
  Character has a pledge with 
  Aeolian (+2)
  Character has professed loy-
  alty/similar goals/done favor 
  for Aeolian (+1 to +4)
  Specialization in Debate or 
  Fast-Talking (+1)
  Character has already 
  gleaned all information in the 
  Tiers below (+3)
  38
  
  H I N D R A N C E S
  H E L P
  OTHER
  Character attempts to bully 
  Micah (–1)
  Character insults Micah’s 
  honor (–4)
  Character insults Aurora (–4)
  Complementing Todd White 
  (–1)
  Mentioning Aurora’s upcom-
  ing wedding in a positive light 
  (–2)
  Character appeals to Micah’s 
  sense of honor (+1 to +4)
  Character enlists aid on Au-
  rora’s behalf (+2)
  Character appears to know 
  or suspect that Aurora is alive 
  (+1)
  Insulting Todd White or Max-
  well Warden (+1 to +2)
   mental • 
  physical • • • 
  social • • 
   
  SCENE: Good Knight
  PCs Learn more about what happened to Aurora through interacting with Micah.
  STs Opportunity for combat. Representing noble potential among the Lost.
  Characters may also 
  choose to fight Micah.
  46
  H I N D R A N C E S
  H E L P
  OTHER
   mental • • 
  physical • • • 
  social • • • 
   
  SCENE: Love Unveiled
  PCs Convince Aurora and Micah to return, or come up with another plan to keep the freehold safe.
  STs
  Suggestion involves Aurora 
  marrying Todd White (–4)
   Character shows hostility 
  towards or threatens Aurora 
  (–4), 
  Both are currently unconvinced 
  (–2)
  Characters pledge to protect 
  Aurora (+2)
  Characters pledge not to make 
  Aurora marry Todd White (+2), 
  Suggestions involve Aurora 
  and Micah marrying (+4)
  Character has defeated Micah 
  in honorable combat (+2)
  Plan includes revenge on 
  Aeolian (+1)
  One half of the couple has 
  been convinced (+2)
  Micah or Aurora has been 
  tricked into a pledge to return 
  (+4)
  Players are faced with the direct issue of whether to sacrifice the couple’s love for the 
  sake of duty or peace in the freehold.
  48
  H I N D R A N C E S
  H E L P
  OTHER
   mental • • 
  physical • • 
  social •  
  SCENE: Going Somewhere?
  PCs Glean information from Parsimon.
  STs Provide additional information about Aurora’s “death.”
  Interrogate  
  Parsimon: Parsimon has 
  exited the building (–1); 
  (friendly attempts) Parsimon 
  has exited the building (–1),
  the characters have had nega-
  tive interaction with Parsimon 
  in the past (–1 to –3)
  Catching Parsimon: Parsimon 
  has exited the building (–1),
  character is heavily armored 
  (–1 to –2)
  Interrogate Parsimon: The character 
  claims to work for one of the monarchs (+1); 
  (hostile attempts) the character is obviously 
  armed (+1), 
  the character is wielding an unsheathed 
  weapon (+2), 
  the character is greater than Size 5 (+1); 
  (friendly attempts) the character is female 
  (+1), 
  the character is plant-like in nature (Flower-
  ing, Woodwalker, Woodblood, etc.) (+1)
  Catching Parsimon: Specialization in 
  running (+1), 
  character has gone out of his way to get 
  between Parsimon and bottom of stairs/
  escape route (+2)
  43
  H I N D R A N C E S
  H E L P
  OTHER
  None — Warden is 
  implacable unless his 
  criteria are met.
  None — Warden is 
  implacable unless his 
  criteria are met.
   mental • 
  physical — 
  social • • • 
   
  SCENE: A Cold Reception
  PCs Learn more about Warden’s position in the situation and attempt to negotiate with him.
  STs Demonstrating the difficulty in dealing with (or being) a Lost who is trapped between pledge bans.
  41
  
  H I N D R A N C E S
  H E L P
  OTHER
   mental 
  physical 
  social
  SCENE:
  PCs
  STs 
  H I N D R A N C E S
  H E L P
  OTHER
   mental • • • 
  physical — 
  social — 
   
  SCENE: Disappeared!
  PCs Learn more about Aurora’s disappearance.
  STs Provide additional clues about the situation surrounding Aurora’s disappearance.
  The character did not see the 
  room earlier (–2)
  The character is a young 
  woman (+1)
  Additional characters aid in 
  the search (+1 per helper, 
  +2 if the helper is a young 
  female)
  50
  H I N D R A N C E S
  H E L P
  OTHER
   mental • • • • 
  physical • • • • 
  social • • • • 
   
  SCENE: The Vow
  PCs Find solution to Warden’s issues in most positive way possible.
  STs
  None — Each of the 
  potential end scenarios 
  is focused on roleplay 
  rather than mechanics.
  None — Each of the 
  potential end scenarios 
  is focused on roleplay 
  rather than mechanics.
  Complete adventure kit, leaving players with strong sense of consequences based 
  on their choices.
  55
  H I N D R A N C E S
  H E L P
  OTHER
   mental • 
  physical • • • 
  social • • 
   
  SCENE: The Garden
  PCs Learn more information from Parsimon. Potential exists for gaining goblin fruit or oddments.
  STs Provide confirmation about nature of myrsina.
  Looking for a particular goblin 
  fruit (–2 to –4 depending on 
  rarity)
  Parsimon is present but the 
  character is seeking without 
  his permission (–3)
  Character is low Wyrd (–1 if 
  under 3 Wyrd)
  Character is low Clarity (apply 
  negative as to Perception rolls 
  per p. 93, Changeling: The 
  Lost)
  Parsimon is distracted (if 
  sneaking) (+2)
  Parsimon is aiding the char-
  acter (+4)
  Skill Specialty in goblin fruit/
  oddments (+1)
  Has physically seen or held 
  the particular item being 
  sought before (+1)
  Character is high Wyrd (+1 
  for every dot above 5)
  Character is high Clarity (per 
  Keen Senses bonus, p. 92, 
  Changeling: The Lost)
  52
  
  Aeolian, Oath-Wielding Queen
  I loved her once, or thought I did. Thought she loved me too. 
  I’ve never been more wrong, on either account.
  Everyone Else
  Damned nuisances. Why won’t they just leave me to my work?
  Character Relationships
  Parsimon
  Hermit Father
  Skills
  Merits
  Clarity____________
  Size_______________
  Speed_____________
  Defense___________
  Initiative Mod_______
  Armor____________
  Health
  Glamour per turn_________
  Name: Parsimon
  Concept: Hermit Father
  Virtue: Charity
  Vice: Wrath
  Seeming: Wizened
  Kith: Woodblood
  Court: Autumn
  Intelligence: 
  OOOOO
  Wits: 
  OOOOO
  Resolve: 
  OOOOO
  Strength: 
  OOOOO
  Dexterity: 
  OOOOO
  Stamina: 
  OOOOO
  Presence: 
  OOOOO
  Manipulation: 
  OOOOO
  Composure: 
  OOOOO
  O O O O O O O O
  O O O O O O O O
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
  Contracts
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
  O O O O O O O O O O
  Willpower
  Glamour
  O O O O O O O O O O
  Wyrd
  Pledges/Notes
  Weapons/Attacks:
  Type 
  Damage 
  Dice Pool
  Brawl  
  0(B) 
  5
  Sickle 
  2(L) 
  9
  Academics
  Crafts (Farming)
  Investigation
  Medicine
  Occult (Goblin Fruits)
  Politics
  Science
  Athletics
  Brawl
  Larceny
  Stealth(Forest Walking)
  Survival (Hedge)
  Weaponry (Sickle)
  Empathy
  Intimidation
  Persuasion
  Subterfuge
  Brownie’s Boon*
  Court Goodwill (Spring)
  Eidetic memory
  Harvest (Hedge Bounty)
  Hollow: Size
   
  Amenities
   
  Wards
  Mantle (Autumn)
  Dream—Pathfinder
  Artifice—Brief Glamour 
   
  of Repair
  Darkness—Creeping Dread
  Night’s Subtle Distractions
  Eternal Spring—Gift of 
   
  Warm Breath
  New Lover’s Kiss
  Warmth of the Blood
  Yesterday’s Birth
  Fleeting Autumn—
   
  Witches’ Intuition
  Eternal Autumn—Last
   
  Breath Isaac
  Fleeting Winter—The
   
  Dragon Knows
  * Brownie’s Boon Merit allows Parsimon to complete any mundane task in half the normal time so long as he is alone. 
  Additionally, he may halve the time necessary again by spending a point of Glamour, up to three points, which cuts the 
  time required down to 1/16th the normal time.
  Seeming Blessing: Can spend one point of Glamour to gain the 9-again rule on all dice pools involving Dexterity 
  for the rest of the scene. When dodging, can spend one point of Glamour to add Wyrd dots to Dodge total, for the rest 
  of the scene.
  Seeming Curse: Doesn’t benefit from the 10-again on dice pools involving Presence. Suffers a –2 dice untrained 
  penalty for Social Skills, rather than –1.
  Kith Blessing: 8-again on Survival rolls. Can survive by eating any plant, even poisonous ones.
  Note: Parsimon carries up to 10 goblin fruit with him at any given time. These include items carried on his person 
  and those stored in his Hollow available for barter. Recommended goblin fruits include the myrsina on p. 7, as well as 
  Promise Leaves (Changeling: The Lost p. 224) and hera pears (only the preserved fruit, Parsimon does not possess a hera 
  pear tree in his Hollow – Rites of Spring, p. 131). 
  4
  5
  5
  11
  2
  7
  
  Skills
  Merits
  Clarity____________
  Size_______________
  Speed_____________
  Defense___________
  Initiative Mod_______
  Armor____________
  Health
  Glamour per turn_________
  Intelligence: 
  OOOOO
  Wits: 
  OOOOO
  Resolve: 
  OOOOO
  Strength: 
  OOOOO
  Dexterity: 
  OOOOO
  Stamina: 
  OOOOO
  Presence: 
  OOOOOO
  Manipulation: 
  OOOOO
  Composure: 
  OOOOO
  O O O O O O O O
  O O O O O O O O
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
  Contracts
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
  O O O O O O O O O O
  Willpower
  Glamour
  O O O O O O O O O O
  Wyrd
  Pledges/Notes
  Name: Viscountess of Broken Vows
  Concept: Karmic Servant of the Wyrd
  Virtue: Prudence
  Vice: Sloth
  Crafts (Pandora’s Gift)
  Investigation
  Occult (Pledges)
  Athletics
  Stealth
  Survival (Hedge)
  Empathy (Body Language)
  Expression
  Intimidation
  Persuasion
  Subterfuge (Half-Truths)
  Fast Reflexes
  Fleet of Foot
  Striking Looks
  Hearth—Fickle Fate
  Darkness—Creeping Dread
  Night’s Subtle Distractions
  Vainglory—Mask of 
   
  Superiority
  Songs of Distant Arcadia
  Splendor of the Envoy’s
   
  Protection
  Mantle of Terrible Beauty
  Words of Memories
   
  Never Lived
  Fleeting Spring—
   
  Cupid’s Eye
  Growth of Ivy
  Wyrd-faced Stranger
  Pandora’s Gift
  Waking the Inner Faerie
  Eternal Spring—Gift of 
   
  Warm Breath
  Fleeting Summer—
   
  Baleful Sense
  Goblin’s Malignance
  Friendless Tongue
  8
  5
  15
  5
  12
  Seeming: None (True Fae)
  Kith: None
  Court: None
  Special Abilities
  Sense Sundered Oaths: Broken promises of all sorts speak to 
  the Viscountess. Not only can she sense automatically if others have 
  broken any pledges during their lifetimes, but she can tell if they 
  have violated any promises of any sort within the last month, who the 
  promise was made to, as well as how and when it was broken. With a 
  successful Wits + Wyrd roll, she can also sense any existing pledges 
  her target bears. This roll is a contested action versus the target’s 
  Resolve + Composure.
  Two Birds with One Stone: Laziness inspires efficiency. The 
  Viscountess can wield two Instant action Contracts in the same turn. 
  This ability only works with Contracts, not other Instant actions. It 
  can be used to activate two different Instant action Contracts such as 
  Baleful Sense and Friendless Tongue in a single turn. It can also be 
  used to activate the same Instant action Contract twice against the 
  same or different targets. It cannot be used to lessen the amount of 
  time required by Extended action Contracts.
  Slip Away: The Viscountess has the ability to make herself 
  intangible. She cannot use any other offensive or defensive abilities or 
  powers while intangible, but neither can she be affected by offensive or 
  defensive actions of others. This can be used for spying (she remains 
  wholly visible while intangible, but she can hide within walls or solid 
  objects large enough to mask her presence) or as a means of escape. 
  For Storytellers with access to Winter Masques, it would be very 
  appropriate for the Viscountess to also have access to all five clauses 
  of the Contracts of Separation (pp. 40-42), with Slip Away being a 
  simplified version of Phantom Glory.
  Vice Over Virtue: Like all Keepers, the Viscountess of Broken 
  Vows regains Willpower contrary to the ways of mortals and change-
  lings. She regains one Willpower point from indulging her Virtue, but 
  refreshes her whole pool when satiating her Vice.
  Viscountess of Broken Vows
  Karmic Servant of the Wyrd
  
  Micah the Tall
  Noble Knight
  Aeolian, Oath-Wielding Queen
  Heartless. I can’t even call her cruel – that would imply she has 
  emotions. She’s utterly without empathy for those around her.
  Aurora, Blushing Bride
  I’d die for her. I’d lie for her. Since almost the day we met, I’ve 
  lived for the touch of her gaze upon me.
  Jeremiah Somn, Madame Night and Squick
  They’re good friends to Aurora, and love her almost as much as 
  I do. For that, they have my loyalty.
  Todd White, Ice-Hearted Groom-to-Be
  I’d rather cut off my sword-hand than allow him to touch Aurora, 
  let alone marry her.
  Character Relationships
  Skills
  Merits
  Clarity____________
  Size_______________
  Speed_____________
  Defense___________
  Initiative Mod_______
  Armor____________
  Health
  Glamour per turn_________
  Name: Micah the Tall
  Concept: Noble Knight
  Virtue: Justice
  Vice: Pride
  Seeming: Ogre
  Kith: Gargantuan
  Court: Summer
  Intelligence: 
  OOOOO
  Wits: 
  OOOOO
  Resolve: 
  OOOOO
  Strength: 
  OOOOO
  Dexterity: 
  OOOOO
  Stamina: 
  OOOOO
  Presence: 
  OOOOO
  Manipulation: 
  OOOOO
  Composure: 
  OOOOO
  O O O O O O O O
  O O O O O O O O
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
  Contracts
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
   
  OOOOO
  O O O O O O O O O O
  Willpower
  Glamour
  O O O O O O O O O O
  Wyrd
  Pledges/Notes
  Seeming Blessing: Can spend Glamour to improve dice pools involving Strength, Brawl 
  or Intimidate on a one-for-one basis. 
  Seeming Curse: Doesn’t benefit from the 10-again on dice pools involving Composure 
  (other than Wits + Composure for Perception). Suffers a –1 dice penalty to Composure when 
  using it as a resistance trait (that is, subtracting it from another character’s dice pool).
  Kith Blessing: Once per day, can spend a point of Glamour and add Wyrd score to his 
  size for the rest of the scene, which gives temporary Health dots. Causes a point of lethal 
  damage when returning to normal size.
  Weapons/Attacks:
  Type 
  Damage 
  Dice Pool
  Brawl  
  0(B) 
  7
  Greatsword 
  4(L) 
  13
  3
  7
  6
  12
  3
  8
  Academics  
  (Medieval History)
  Computer
  Crafts (Armor)
  Investigation
  Medicine (First Aid)
  Politics
  Athletics
  Brawl
  Weaponty (Sword)
  Empathy
  Expression
  Intimidation
  Persuasion (Debate)
  Socialize
  Disarm
  Fast Reflexes
  Fighting Style:
   
  Hedge Duelist
  Giant
  Weaponry Dodge
  Eternal Spring—Gift of 
   
  Warm Breath
  Eternal Summer—Son
   
  of the Hearth
  Ulf’s heart
  Noonday Grasp
  Fleeting Summer—
   
  Baleful Sense
  Goblin’s Malignance
  Stone—Might of the
   
  Terrible Brute
  
  Aeolian
   Oath-wielding Queen
  Aurora, Blushing Bride
  A tractable girl who knows her place.
  Flit, Nosey Information Broker
  Useful at times, but too unpredictable to be truly counted upon.
  Parsimon, Hermit Father
  Too valuable a resource to allow to slip away.
  Jeremiah Somn, Madame Night and Squick
  As long as they remain devoted to Aurora, they are known quan-
  tities and assets to the freehold.
  Maxwell Warden, A Most proper King
  He lets his pride get in the way of what is best for the freehold.
  Character Relationships
  Notes:
  Name: Aeolian
  Concept: Oath-Wielding Queen
  Virtue:
  Vice:
  Seeming: Elemental
  Kith: Airtouched
  Court: Spring
  OOOOOOOOOOOOOOOO
  Pledge Trap (no 10-again, with situational 
  modifiers per Unwitting Pledges pp. 5-7) 
  — Aeolian levels a hard blue stare upon her target, 
  speaking with the speed and dexterity of a spring 
  breeze. The conversation winds around the two of 
  them almost visibly, and the person she’s speaking 
  with slowly begins to nod his head in agreement with 
  her words. No one in the freehold is as renowned 
  for weaving airtight pledges as Queen Aeolian. 
  Perhaps her own vaporous nature allows her to see 
  even the smallest crack or potential loophole in 
  a promise’s wording, or perhaps she simply lacks 
  the human emotions that would grant her vows 
  a modicum of flexibility. Regardless, should this 
  cunning Pledgesmith attempt to manipulate an 
  unwitting individual into a pledge, her target will 
  be hard pressed to escape unfettered.
  Notes:
  Name: Aurora
  Concept: Blushing Bride
  Virtue:
  Vice:
  Seeming: Fairest
  Kith: Flowering
  Court: Spring
  OOOOOOOOOO
  Sweet Talking
  (9-again, augmentable with Glamour up to 3 per 
  round, max pool of 12) — She lowers her gaze to 
  the floor at her target’s feet as if too shy to meet his 
  eyes. A few soft words pass across her crimson lips, 
  and then she looks up at him through her thick fringe 
  of lashes. She holds his gaze for just a moment too long 
  before tilting her head to the side and smiling sweetly. 
  Those nearby can hear a single honeyed word… 
  “Please?” He almost hurts himself rushing to meet 
  her request. Aurora’s sweet demeanor, beauty and 
  charm make it difficult for others to tell her no. 
  She will, in any situation, attempt to use guile and 
  sheer force of personality to convince others to 
  do as she sees fit, including lying for her, protect-
  ing her from harm and supporting her plans, no 
  matter how morally ambiguous they may seem 
  to be. On the other hand, she really does come 
  across as a nice person (albeit in a difficult situ-
  ation), which only bolsters the effectiveness of 
  her verbal manipulations.
  
  Aurora
  Blushing Bride
  Aeolian, Oath-Wielding Queen
  She’s not as smart as she thinks she is.
  Balor, Jealous Bully
  It’s not my fault he’s got a thing for me. It’s not like I ever led 
  him on.
  Jeremiah Somn, Voyeuristic Dream-Doctor
  He’s such a dear, sweet boy. He really needs a girlfriend, though.
  Madame Night, Disdainful Seer
  She scares me sometimes, but I’d never let her know that.
  Micah the Tall, Noble Knight
  What girl could resist a man who believes the sun and moon rise 
  and set in your eyes?
  Squick, Bogeyman
  There’s nothing frightening about Squick — as long as he’s on 
  your side.
  Todd White, Ice-Hearted Groom-to-Be
  I think this is all a game to him. He courts me like I’m a chess 
  piece to be captured, or a bird he’s stalking but doesn’t really 
  want to eat.
  Character Relationships
  Aeolian, Oath-Wielding Queen
  I believe she genuinely cares for the freehold and the Court. It 
  must be hard to be alone up there on the throne.
  Aurora, Blushing Bride
  She’s a sweet girl, and deserves far better than most of the lowlifes 
  that have been courting her.
  Madame Night, Disdainful Seer
  I’ve never let her read my future. I trust that she’d see and tell 
  the truth – I’m just not sure I’m ready to hear it.
  Parsimon, Hermit Father
  I don’t envy the man. I think he still pines for the queen he can 
  never truly be with.
  Character Relationships
  Jeremiah Somn
  Voyeuristic Dream-Doctor
  
  Balor
  Jealous Bully
  Aeolian, Oath-Wielding Queen
  No one who’s watched her for five minutes could miss how she 
  uses people.
  Aurora, Blushing Bride
  She’s nothing but a manipulative little tease.
  Jeremiah Somn, Voyeuristic Dream-Doctor
  He healed me once through my dreams. Smirked at me for weeks 
  afterwards. Someone needs to teach him to respect other people’s 
  privacy.
  Micah the Tall, Noble Knight
  Self-righteous ass.
  Tai, Stealthy Killer
  Damn effective, when the frost-biters let her off her leash long 
  enough to be.
  Character Relationships
  Notes:
  Name: Balor
  Concept: Jealous Bully
  Virtue:
  Vice:
  Seeming: Ogre
  Kith: Cyclopean
  Court: Summer
  Ferret Out Info 
  (8-again) — He leans in close, speaking in a surly 
  whisper to the man in front of him. His face wrinkles 
  in a grimace as he breathes deeply of the now-cringing 
  man’s scent. “Y’er lyin’, ya slimy bastard. Ya reek of 
  it. Now where’s it at?” Although far from socially 
  graceful, Balor’s got a knack for gathering in-
  formation. He’s exceedingly good at “sniffing” 
  out information, regardless of whether others 
  intend to share it or not. Among other things, 
  he can quite often tell when others are lying, 
  just from the scent of fear and deception sur-
  rounding them.
  OOOOOOOOOO
  Notes:
  Name: Jeremiah Somn
  Concept: Voyeuristic Dream-Doctor
  Virtue:
  Vice:
  Seeming: Fairest
  Kith: Bright One
  Court: Spring
  OOOOOOOOOO
  The Plunge — As a member of the Oneirophys-
  ics, Jeremiah may slip into a deep dream state at will, 
  just by spending a point of Glamour. This Plunge 
  allows him, while sleeping, to enter into the dreams 
  of any individual he is making skin-to-skin contact 
  with, as long as his target is also sleeping.
  Dream Riding 
  (vs. dreamer’s Wits + Resolve) — With a self-
  contented smile, the starry-skinned doctor settles down 
  beside the sleeping form, reaching out to stroke her cheek 
  with one hand as his eyes close. Within moments, his 
  body relaxes visibly and his breathing matches that of 
  his sleeping patient as their dreams merge. After enter-
  ing another individual’s dream, either through the 
  Plunge or a dreaming-tasked pledge, Jeremy can 
  attempt to analyze the dream, learning interesting 
  details about the dreamer’s nature, condition or the 
  current issues plaguing her subconscious. He can 
  also rifle through her subconscious, given time, and 
  pick out particularly interesting tidbits of current 
  or former dreams to view.
  
  Madame Night
  Disdainful Seer
  Aeolian, Oath-Wielding Queen
  I’ve seen dark things in her future, but she listens to no one but 
  herself.
  Aurora, Blushing Bride
  Like the rest of us, she does the best she can with the cards she 
  was dealt.
  Squick, Bogeyman
  He walked through Hell and out the other side with me. I’d do 
  anything but go back there for him.
  Maxwell Warden, A Most proper King
  The Devil comes up whenever I read his future. I do not envy 
  him the choices he must face.
  Character Relationships
  Reading The Portents   
  — A thoughtful look crosses her face and her long, 
  spidery fingers scramble for the silk pouch at her waist. 
  The cards are in her hands and shuffling before he 
  can take a backwards step, and as he lifts his hands 
  to protest, she plucks one from the deck and holds it 
  out towards him. “What’s wrong, sugah?” she purrs 
  in a slow, southern drawl. “You afraid of seeing what 
  will come of your choices?” Some people shy from 
  the mysteries of the future. Madame Night has no 
  respect for those who are not willing to face what 
  lies ahead with open eyes and squared shoulders. 
  By consulting her tarot deck, Madame Night can 
  gain insight into the most significant upcoming 
  event which will affect her target in the near 
  future. She regularly uses this ability to keep an 
  eye out for dangers to newly returned Lost or 
  the children in her neighborhood, but can also 
  be convinced, with the proper payment, to focus 
  her ability on the future of others.
  Notes:
  Name: Madame Night
  Concept: Disdainful Seer
  Virtue:
  Vice:
  Seeming: Wizened
  Kith: Oracle
  Court: Autumn
  OOOOOOOOOO
  Notes:
  Name: Squick
  Concept: Bogeyman
  Virtue:
  Vice:
  Seeming: Darkling
  Kith: Mirrorskin
  Court: Autumn
  OOOOOOOOOO
  Instill Fear                      
  (vs. target’s Comp) — He grinned at her with the 
  unceasing, gape-lipped smile of a scarecrow. The 
  expression never reached his eyes, however, which 
  glittered like oily pools. He doesn’t say a word, just 
  looks at her, and even across the room, you could can 
  see the goosebumps start to raise on her forearms. 
  Squick’s role in life is to play the boogie-man for 
  adults who need a reminder that there are things 
  out there bigger and badder than they are. Child 
  molesters, abusive parents, pedophiles and others 
  who take advantage of the young and vulnerable 
  may well find themselves visited by a grinning 
  demonic scarecrow intent on scaring them to 
  within an inch of their life. While he rarely uses 
  this ability on anyone except those who mistreat 
  children, it’s always a possibility.
  
  Squick
  Bogeyman
  Tai
  Stealthy Killer
  Aurora, Blushing Bride
  She plays games, but she’s a good person at heart.
  Balor, Jealous Bully
  Yeah, he’s a jerk. But when you need to get to the root of an issue, 
  there’s no one better.
  Tai, Stealthy Killer
  The only thing faster than the speed of light is the speed of dark-
  ness. Don’t blink or you’ll miss her, then it will be too late.
  Todd White, Ice-Hearted Groom-to-Be
  If he hurts Aurora, he’ll regret it for as long as he lives.
  Character Relationships
  Aeolian, Oath-Wielding Queen
  Who knew so much ice could thrive in Spring?
  Parsimon, Hermit Father
  He’s forgotten more about poisons than most Lost will ever know. 
  Makes ya wonder why Aeolian keeps him so close, doesn’t it?
  Maxwell Warden, A Most proper King
  He knows a tool used to often loses its edge.
  Character Relationships
  
  Maxwell Warden
  A Most Proper King
  Aeolian, Oath-Wielding Queen
  She does not tell me how to run Winter, nor I her Court. But I 
  cannot, will not trust her with our freehold’s future. Spring has 
  proven far too fickle in the past.
  Micah the Tall, Noble Knight
  A supreme example of Summer’s inability to understand the 
  word “subtle.”
  Tai, Stealthy Killer
  You have nothing to fear from the girl. She’s harmless, I assure 
  you.
  Todd White, Ice-Hearted Groom-to-Be
  The hope of the freehold rests on his shoulders. I cannot allow 
  myself to doubt he can stand the weight.
  Character Relationships
  Notes:
  Name: Maxwell Warden
  Concept: A Most Proper King
  Virtue:
  Vice:
  Seeming: Wizened
  Kith: Chatelaine
  Court: Winter
  OOOOOOOOOO
  Well-Chosen Words 
  (11 dice when spending a point of Glamour, 
  9-again) — Sliding his spectacles slightly lower on 
  his nose, the monarch looked over the top of them at 
  the offending party. “I can see your point. But the 
  end simply does not justify the means. I will look into 
  this matter, and I assure you justice will be done. But 
  as for your actions, I’m certain you see that amends 
  must be made.” The onlookers were amazed as the 
  criminal willing agreed to support the family of the 
  man he’d murdered for the next year as a penance for 
  his actions. If there is one thing Maxwell Warden 
  does well, it is dealing with controversial topics 
  while avoiding offending others. He may not 
  necessarily convince those around him to believe 
  as he does, but he rarely fails to communicate 
  the logic of his arguments in a way that leaves 
  at least the possibility of swaying others to his 
  way of thinking. 
  Notes:
  Name: Tai
  Concept: Stealthy Killer
  Virtue:
  Vice:
  Seeming: Beast
  Kith: Venombite
  Court: Winter
  OOOOOOOOOO
  Back Stab 
  (initiative 18) — Your eyes slip across her, like 
  there’s nothing there to hold your attention. She’s 
  standing against the back wall, well out of the flow 
  of traffic. Then, someone makes the wrong move and 
  she’s not there any more. You look, and she’s 10 feet 
  away, putting away a slick-looking dagger like she’s 
  already shanked someone. Tai is a one-trick pony, 
  but what this Beast does, she does exceedingly 
  well. Seeming to appear from nowhere (Light-
  shy — Smoke 5), she strikes with inhuman speed 
  (Oddbody  — Mirror 4, Buglewort, Fast Reflexes 
  2) and then disappears again just as quickly until 
  her Court has need of her once more.
  
  Todd Winter
  Ice-Hearted Groom-to-Be
  Aurora, Blushing Bride
  The Princess and a sure path to the throne? Yeah, I’d hit that.
  Balor, Jealous Bully
  He’s just jealous. All talk, no action, you know what I mean?
  Madame Night, Disdainful Seer
  Kinda freaky, but, you know… in that zombie-princess kind of way.
  Micah the Tall, Noble Knight
  Why is that Ogre always hanging around Aurora?
  Character Relationships
  Notes:
  Name: Flit
  Concept: Nosey Information Broker 
  Virtue:
  Vice:
  Seeming: Beast
  Kith: Windwalker
  Court: None
  OOOOOOOOOO
  Information Broker 
  — Her wings practically vibrate as she fidgets from 
  one foot to the next. “Yeah, I know a little something 
  about them. What’s it worth to you?” Her eyes sparkle 
  as her customer reaches for his wallet. If there’s 
  dirt on someone, Flit probably knows it, and is 
  willing to trade it for something “valuable.” Her 
  definition of valuable varies, though, and some 
  consider her a walking goblin market when it 
  comes to information and the prices she asks in 
  return. This petite airhead may have the attention 
  span of a gnat, but she never forgets a juicy tidbit 
  of information, and she rarely gets the short end 
  of a bargain.
  Notes:
  Name: Todd White
  Concept: Ice-Hearted Groom-to-Be
  Virtue:
  Vice:
  Seeming: Beast
  Kith: Hunterheart
  Court: Winter
  OOOOOOOOOO
  Cool and Collected
  — He looks over the head of the angry Wizened who 
  is poking a finger in Todd’s chest to make her point. 
  “You aren’t even listening to me! I told you, I know you 
  did it, and I’m going to find a way to prove it!”  The 
  silver-haired fox-man just smiles, looking down at her 
  with a nonchalant shrug. “Go ahead and try. You’re 
  wasting your time and mine. Now if you’ll excuse me?” 
  Some folks just don’t care. Todd is one of them. 
  He’s so casual about virtually everything that 
  it’s hard for people to imagine that he would lie, 
  and it’s almost impossible to intimidate or bully 
  him, or to appeal to his better nature (assuming 
  he has one).
  
  Skills
  Merits
  Clarity____________
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  Speed_____________
  Defense___________
  Initiative Mod_______
  Armor____________
  Health
  Glamour per turn_________
  Virtue:
  Vice:
  Seeming: 
  Kith:
  Court:
  Name:
  Concept:
  Intelligence: 
  OOOOO
  Wits: 
  OOOOO
  Resolve: 
  OOOOO
  Strength: 
  OOOOO
  Dexterity: 
  OOOOO
  Stamina: 
  OOOOO
  Presence: 
  OOOOO
  Manipulation: 
  OOOOO
  Composure: 
  OOOOO
  O O O O O O O O
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  OOOOO
   
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  OOOOO
  Contracts
   
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  O O O O O O O O O O
  Willpower
  Glamour
  O O O O O O O O O O
  Wyrd
  Flaws
  Pledges/Notes
  Flit
  Nosey Information Broker
  Aeolian, Oath-Wielding Queen
  She pays me a lot to keep her secrets. You going to pay me more 
  to talk?
  Jeremiah Somn, Voyeuristic Dream-Doctor
  He knows things about just about everyone in the freehold. And 
  he’s not that hard to trick into spilling his guts.
  Micah the Tall, Noble Knight
  Like any other knight, he’s got a weak spot in his armor. You 
  wanna know where? Sure, but it’ll cost you.
  Tai, Stealthy Killer
  She hates being watched, and hates being talked about even 
  more. I can tell you some really interesting things about her. But, 
  oh boy, is it going to be expensive.
  Character Relationships
  
SOURCE: textdata/thevault/Storyteller [multi]/World of Darkness (WoD) [multi]/CofD/Changeling - The Lost/SAS/Changeling the Lost - SAS - The Rose-Bride's Plight.pdf