TEXT: ALTERNATE SETTING SOURCEBOOK
  
  Shadowrun line developer: Jason M. Hardy
  Product development: Monica Valentinelli
  Writing: Jason M. Hardy, Cassandra Khaw, R.L. King, Aaron Pavao, Grant 
  Robinson, Scott Schletz, Monica Valentinelli, Pete Woodworth, CZ Wright, 
  Russell Zimmerman
  Editing: Jason M. Hardy
  Playtesting and Proofing: Chuck Burhanna, Brooke Chang, Bruce Ford, 
  Mason Hart, Francis Jose, James O’Laughlin, Robert Price, Jeremy Weyand
  Cover art: Alyssa Menold
  Cover layout: Tiara Lynn Agresta
  Interior art: Bruno Balixa, Tyler Clark, Victor Perez Corbella, 
  Laura Diaz Cubas, Kim Van Deun, Álvaro Calvo Escudero, Kat 
  Hardy, David Hovey, Jeff Laubenstein, David Lecossu, Michele Giorgi, 
  Brian McCranie, Victor Manuel Leza Moreno, James Mosingo, Preston Stone, 
  Matthew Sweeney, Takashi Tan, Iwo Widulinski, Eric Williams
  Interior layout: Tiara Lynn Agresta
  Layout production: Tracy VanTilburg
  © 2014-16 The Topps Company, Inc. All Rights Reserved. Shadowrun, and Court of Shadows are registered 
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  InMediaRes Productions, LLC.
  First Printing by Catalyst Game Labs, an imprint of InMediaRes Productions, LLC PMB 202 • 303 -91st Ave. 
  NE, E-502 Lake Stevens, WA 98258
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  1
  
  2
  
  Good Cards, Bad Cards 
  4
  The Impossible Gate 
  10
  From Utopia to the Fall 
  12
  A Realm of Broken Hearts 
  14
  View from the Skyrise 
  17
  Searching for Shadows and Wisps 
  19
  The Seelie Court  
  24
  Orders of the Court 
  24
  Learn to Speak Seelie 
  28
  People of the Court 
  31
  Arts of the Craft 
  50
  Factions of the Court 
  56
  Organization 
  56
  Transgressions & Consequences 
  57
  Recruitment & Initiation 
  58
  Known Factions 
  59
  Aes Sidhe Banrigh 
  60
  Bastard 
  63
  Comet 
  66
  Death 
  68
  Dragon 
  70
  Eclipse 
  72
  Hanged Man 
  75
  Hermit 
  77
  Higher Power 
  80
  Magician 
  82
  Unseelie 
  86
  The Court Itself 
  90
  Court 
  90
  Quarters 
  93
  Common Grounds 
  97
  Those Places Beyond 
  101
  Valuable Information 
  107
  Game Information:  
  The Castle’s Treasures 
  109
  Creatures of the Court 
  112
  Alp-luachara 
  112
  Baobhan sith 
  114
  Cucui 
  116
  Croki 
  118
  Doppelgangers 
  119
  Kappa 
  120
  Kayeri 
  121
  Kishi 
  122
  Leshii 
  124
  Morbi 
  126
  Pishacha 
  127
  Pukwudgie 
  129
  TommyKnockers 
  130
  Will o’ the Wisp 
  132
  New Critter Powers and Weaknesses 
  133
  The Daily Troubles 
  134
  The Unseelie Court and Its Allies 
  134
  Friends in Strange Places 
  134
  Gallows on the Pyramid 
  139
  Masks Behind Masks 
  141
  Lost and Found 
  146
  Shuffling Destiny 
  149
  You Aren’t Supposed to know 
  151
  Forms of Function 
  156
  Information Gathering 
  161
  Treasure Hunting 
  163
  Information Peddling 
  164
  Revealing Hidden Identities 
  165
  Protection 
  166
  Playing in the  
  170 
  Seelie Court 
  The Intrigue of the Court 
  170
  The Web of Relationships 
  172
  Faction Affiliations 
  172
  Translating Characters to the Court 
  175
  Rigging the Metaplanes 
  177
  Hacking the Court 
  179
  Miscellaneous Information 
  187
  How To Disappear 
  188
  Contents
  3
  
  Good Cards, Bad Cards
  by R. L. King
  Last night Scrum, Marley, and I all had the same dream.
  If that’s not bad enough, it turned out we’d all had it 
  more than once.
  Don’t get me wrong—it’s not like we all sit around 
  in a circle talking about our dreams while we do each 
  other’s hair or anything like that. It just happened 
  that while we were killing some time in a bar on the 
  outskirts of Butte on the way to our latest run, Scrum 
  wasn’t his usual self. Normally you could count on him 
  to be the first one to get drunk and hit on everything 
  with a Y chromosome, but tonight he was staring into 
  his glass in an uncharacteristic pose of deep thought. 
  When Marley punched him in the arm and asked him 
  what was up, he said, “I had a dream. And it ain’t the 
  first time.”
  “We all have dreams.” Marley threw back the rest of 
  his beer. For a little dwarf, he could drink most orks, 
  including Scrum, under the table when he had a mind 
  to. We figured he probably had a spell to keep him from 
  getting a hangover.
  “I don’t,” I said. “Well, hardly ever. Except the last few 
  nights.” That was true. My dreams, on the rare occasions 
  when I had them, usually focused on cleaning my guns. 
  Yeah, I’m just that kind of girl. “Funny thing this time, 
  though—all of ’em have been the same.”
  Scrum looked up, surprised. “Hey, yeah, me too.”
  “Don’t tell me—lots of sweaty, naked threesomes?” 
  Marley asked, but I didn’t miss his odd expression. He 
  was watching both of us more closely than he should 
  have  been.
  
  Scrum didn’t notice it, of course. “I wish. It’s 
  weirder’n that. I keep seein’ this—doorway. It’s in an 
  old abandoned building. I dunno where it is—never been 
  there before. It’s one of those old-fashioned wood doors 
  like in some fantasy trid or something. Got vines growin’ 
  all over it. It’s partway open, and I can see inside. It’s 
  like … another world. And I keep feelin’ like I want to 
  go inside. Like there’s somethin’ I really want in there. 
  But soon as I head for it, I wake up.”
  “Wait …” I said slowly, as a chill ran up my spine. “On 
  the other side of the door—did the people look like they 
  were in a castle or something? Dressed in old-fashioned 
  fancy clothes?”
   “Yeah,” Scrum said. His brow furrowed under his 
  blond brush-cut. “How’d you know that?”
  “Hold on,” Marley said, holding up a hand. Unlike 
  his usual sly half-smile that made him look like he knew 
  something we didn’t, his lined face was serious and 
  a little pale. “You two both had this dream? Of this 
  doorway?”
  “Looks that way,” I said. “Why?”
  “Because I had the same one.”
  “Okay, this drek keeps gettin’ weirder,” Scrum said. He 
  slammed his glass down with more force than necessary, 
  almost shattering it. “You know what? I want out. I’m 
  gettin’ sick of these fraggin’ strange-ass runs. I wanna 
  do somethin’ normal for a while. Shoot somebody in the 
  face. Break into someplace and grab somethin’ we can 
  sell.” He finished his beer and waved for another.
  “Come on,” Marley said, but I could tell the dreams 
  had both spooked and intrigued him. It went with the 
  territory with the dwarf—if it was weird, he liked it, 
  and if you couldn’t explain it, he’d take hold of it like a 
  hell hound with a chew toy until he’d wrestled it to the 
  ground. “Yeah, I’ll admit the last few runs have been a 
  little unconventional, but you have to admit, the lady 
  pays well. What do I care if the jobs don’t make sense? 
  She’s not payin’ us for sense.”
  I stared at the scarred plaswood table. Marley was 
  right. Our latest Mr. Johnson (or rather, Ms. Johnson) 
  was a mysterious woman who told us to call her Lady J. 
  We’d never met her in person—the meets were always in 
  the Matrix—but she always had the instructions hand-
  
  delivered to us, along with a single tarot card we were 
  supposed to leave at the scene of each job. Always the 
  same one—the Magician. That part was important, she 
  said. There had been four of the runs so far, over the last 
  month, each one stranger than the last, and the pay for 
  them had been enough that we hadn’t had to take any 
  other jobs in the meantime. 
  “That stuff makes my brain hurt,” Scrum said. “All 
  those fraggin’ puzzles we have to figure out. It’s prob’ly 
  why I’m havin’ dreams about some kinda fraggin’ King 
  Arthur drek.”
  “If they were easy, she wouldn’t pay us like she is,” 
  Marley pointed out. Of course he’d say that—he was 
  eating up the fact that none of the runs had been the 
  kind of straightforward stuff Scrum liked. Me, I didn’t 
  care either way. The tricky stuff was a nice change—I 
  had Lady J pegged as some kind of bored corp-princess 
  type spending Daddy or Mommy’s money playing jokes 
  on her rich friends, and expected any day now she’d tire 
  of it and cut us loose. I could ride it out till then—the 
  paydays were great for my plans to replace my aging 
  arsenal with newer models.
  “He’s right,” I told the ork. “Besides, you can’t get out 
  yet. We’ve already accepted this job. We at least have 
  to finish it.”
  “Fine,” Scrum said. “But after this one, I’m out. I 
  mean it, guys. You might like this weird crap, but 
  I don’t.”
  “Fair enough,” Marley said. “C’mon. Let’s go pick up 
  the package from Lady J. And don’t worry about the 
  dreams—I don’t think they have anything to do with the 
  jobs. I think we’re getting some feedback from all the 
  drek happening around Yellowstone. Magic can play 
  tricks on your mind.”
  “Even more reason to get the hell away from here,” 
  Scrum said.
  The package was in a storage locker in downtown 
  Butte, exactly where Lady J had told us it would be. 
  It looked like the others: elegantly wrapped, with the 
  instructions written in calligraphy on honest-to-drek 
  parchment. Who used parchment anymore, unless they 
  were getting married or something? It just added to my 
  theory about the bored corp princess, except the writing 
  looked like something you’d see in one of those old books 
  in museums. We took the package back to the van and I 
  busied myself running through all the automated checks 
  on my guns while Marley opened it.
  “This is strange,” the dwarf said.
  I stowed my Predator and looked up quickly. 
  “What is?” 
  “Different card this time.”
  He held it up. Instead of the familiar figure of the 
  Magician, this one featured a shadowy humanoid form 
  and no label on the bottom. “Wonder why she’d change 
  it up.”
  “Maybe she ran out of Magician cards,” Scrum suggested.
  “Or maybe she’s moving into a new phase of her little 
  game,” I said, returning my attention to my guns. “Who 
  cares? As long as her cred’s good, I’m in. What’s the job 
  this time?”
  “She wants us to break into a small, private collection 
  and steal a jeweled bird figurine, then leave the card in 
  its place. Then we go to an abandoned industrial park 
  outside town. There’s a hidden basement in one of the 
  buildings—she’s sent us all the details. We’re supposed to 
  break in and leave the figure in one of the file cabinets.”
  Scrum brightened. “Hey, at least we might get a little 
  action this time.”
  Scrum didn’t get his wish, which suited me just fine. 
  But getting the damned bird still made me nervous.
  The collection was housed in the penthouse of a high-
  rise apartment building. Lady J had sent us the security 
  codes and told us the place wouldn’t have live guards, 
  so getting up there was easy enough. Hell, it looked like 
  nobody even lived in the place—it was more like one of 
  those staged showplaces you see when somebody’s trying 
  to sell a property. The only real impression I got was 
  that the place was owned by a woman, since a lot of the 
  elegant touches were too elaborate and feminine for most 
  men, even rich ones. Except elves, maybe.
  Scrum verified that no cameras were spying on us while 
  Marley and I examined the room housing the collection. 
  “She said to only take the bird,” the dwarf said with 
  regret, eyeing the dozen other glass cases containing 
  everything from delicate sculptures to an open book he 
  lingered a long time over before moving on. 
  “You sure we can’t grab at least somethin’ else?” 
  Scrum asked, coming back in. “Bet some o’ this stuff 
  would sell for a fortune.”
  
  “We stick to the plan,” Marley said firmly. He paused 
  in front of the case containing the bird figure. “This feels 
  wrong, though.”
  “How so?” I asked.
  “It’s 
  different 
  from 
  the 
  other 
  jobs. 
  More 
  straightforward. No fraggin’ puzzles.”
  “Maybe she got tired of makin’ ‘em up,” Scrum 
  suggested.
  Marley shrugged. “Whatever. You know, I’m beginning 
  to agree with you, Scrum. Let’s finish this up and then 
  tell Lady J she’ll have to find herself another team. Once 
  we get the payoff, we got enough cred we can take the 
  rest of the year off anyway. Now shut up and let me deal 
  with the magic on this case.”
  Grabbing the bird was positively anticlimactic. The 
  intel Lady J gave us was even more spot-on than usual: 
  she’d described both physical and magical security, and 
  Marley had no trouble deactivating the wards around 
  the case. Ten minutes later we were back in the van, the 
  little bird figure snugged away in my shoulder bag.
  The industrial park had been abandoned for quite 
  some time, it looked like. Marley did a little research 
  on the way over and found that it might have been 
  owned by a subsidiary of a subsidiary of the Wind River 
  Corporation, but the trail of red tape got so snarled 
  he couldn’t be sure. We stopped down the street, and 
  Marley sent a spirit out to do recon while Scrum and I 
  finished getting our weapons ready. 
  “I don’t like this,” the ork said, using the cameras on 
  the outside of the van to scan the area.
  “Quit bitching,” Marley ordered, but he looked 
  nervous too, and I noticed he didn’t dismiss the spirit 
  when it returned and reported the coast clear. 
  As we moved further into the park, I couldn’t shake 
  the feeling that it looked somehow familiar. The buildings 
  were missing most of their armored glass, covered in 
  layers of both physical and AR graffiti, and several of 
  them looked like somebody had used them for explosive 
  practice. There were five, arranged around a central 
  courtyard with a broken fountain and scrubby, dying 
  landscaping. Neither Marley’s spirit nor our frequent 
  
  scans using thermo and low-light vision turned up 
  any sign of metahuman habitation, except for a couple 
  homeless orks huddled in the lobby of the building on 
  the far right. We marked their location but didn’t bother 
  them since our building was a smaller, two-story one off 
  to the left.
  It wasn’t until we got inside the building that Scrum 
  spoke up, giving voice to the indistinct thoughts that 
  had been trying to bubble their way to the top of my 
  mind. “Hey, this looks like the place in that dream I 
  been havin’.”
  Frag. That was it! 
  “Drek,” I muttered, looking around with new insight 
  as it all fell into place. He was right: the stained, blasted 
  walls, the graffiti, the overwhelming sense of disrepair—
  they all matched what I’d seen over the last few nights. 
  “What do we do?”
  Marley stopped. His face looked troubled under 
  his bushy brows—obviously he agreed with Scrum’s 
  assessment. But he shook his head. “What do you mean, 
  what do we do? We do the job we were paid for. But we 
  keep our eyes open,” he added quickly. “If anybody sees 
  any weird doorways, speak up.”
  I didn’t like it, but Scrum seemed resigned to seeing 
  things out, and I wasn’t going to bail on the team. “Let’s 
  hurry,” I said. “Suddenly this place is makin’ my skin 
  crawl.”
  We found the door to the stairway leading down to 
  the basement. It was a pretty hefty security door, but 
  somebody had long ago broken the lock. A few twisted 
  wires hung free of what had once been a keypad next to it. 
  Scrum drew his AK-97 and took point, pushing the 
  door open and waiting to see if anything attacked before 
  stepping inside. Nothing did, so Marley and I moved in 
  behind him.
  The stairwell was lined with more graffiti, trash, and 
  the husks of ancient electronics not even worth enough 
  for the scavengers to sell. The stairs descended two more 
  floors and ended at another security door. This one wasn’t 
  locked either, but it had warped so badly in its frame that 
  it took Scrum’s augmented strength to wrench it loose. 
  A deafening screech sliced through the silence.
  “Great,” I muttered. “If anybody’s within a klick, they 
  know we’re here now.”
  But Marley had stopped. “Hush,” he murmured. 
  “Look.”
  I saw the glow right away. Even though it was around 
  a corner so I couldn’t see what caused it, I knew. The 
  soft, golden light was unmistakable.
  “Come on,” I said quickly. “Let’s go. I don’t want to—”
  But Marley was already moving. Of course he was. He 
  could no more fail to investigate something like this than 
  I could leave my guns uncleaned after a run. It was part 
  of his fraggin’ mage DNA.
  I glanced at Scrum, who shrugged, and the two of 
  us went after him. Both of us had our guns out, every 
  system on edge and ready to party. I scanned the 
  hallway, cycling through my cybereyes’ vision options, 
  but nothing stood out.
  But it was there, just like in the dream: an ancient 
  wooden door in a wooden frame, bound in iron and 
  dripping with ivy that seemed to move slightly as if a 
  breeze were blowing through the corridor.
  Free hint: We were two floors underground. There was 
  no breeze.
  The door was halfway open, revealing the view we’d 
  all seen: a large room decorated as if for some fancy 
  function, lit with an inviting golden glow. Figures flitted 
  past in pairs and small groups, the bright colors of their 
  finery shining like jewels when compared to our drab 
  working gear. 
  None of that was what I noticed first, though. That 
  would be the man standing just on the other side of 
  the door. 
  He was watching us, and he was smiling.
  “Welcome,” he said, his voice musical and pleasant. He 
  beckoned with one hand—the one that wasn’t resting on 
  the hilt of a large sword at his hip. “I’ve been expecting 
  you.”
  “What the frag?” I felt Scrum stiffen next to me, and 
  out of the corner of my eye I saw him bring his rifle 
  barrel around and level it at the man.
  “Who the hell are you?” Marley yelled. His hands began 
  to glow as he gathered magical energy around them.
  The man’s smile didn’t waver. He was an elf, tall and 
  handsome even when compared to other elves. His hair 
  was black, his clothes as old-fashioned and elegant as 
  the others in the room, who didn’t seem to have noticed 
  us. There was something unworldly about him—about 
  all of them, in fact. “What do you want?” I asked him. 
  I glanced over my shoulder as if expecting something to 
  be sneaking up on us, but nothing was.
  
  “Please—come inside. We have much to discuss.”
  “Like hell we’ll come in there,” Scrum said. He reached 
  out to slam the wooden door shut.
  Above us came a familiar screech. Someone was up 
  there, shoving past the warped security door.
  We all jumped. Scrum whipped his gun barrel 
  around toward the stairway and dropped to a crouch. 
  “Incoming!”
  “That will be the security detail that’s been following 
  you since you stole the figurine,” the elf on the other side 
  of the door said calmly, still smiling. “Well done, by the 
  way. You followed my instructions quite adequately.”
  Wait a minute. “Your instructions?” My gaze darted 
  between the stairs and the doorway as the sound of 
  boots—lots of boots—pounded above us.
  “You’ve got two choices, the way I see it,” the man 
  said serenely. “You’ve already betrayed the Lady—she’s 
  already discovered the theft of her property, and the 
  little memento I had you leave behind.” For a moment, 
  he looked mock-rueful. “I wouldn’t bet on your chances 
  against her—or against them,” he added, indicating the 
  stairs with a careless gesture of his pointed chin.
  “Or what?” Marley demanded.
  “Or you come through, and you work for me.” The 
  man took a step back, leaving the way open for us. 
  “Believe me—I’ve got a number of jobs I think you’ll find 
  intriguing. And quite lucrative.”
  The first of the security detail, clad in helmets and 
  heavy armor and carrying assault rifles, hit the bottom 
  of the stairs. “There they are!” one called, opening fire. 
  A second later, two others joined in.
  The three of us moved as one. What else could we do? 
  Sometimes life gives you the choices you want, but most 
  of the time in our line of work, you get fragged. Way of 
  the world, chummer—you roll with it, or you die.
  We dived through the opening and into the golden 
  light, pushing each other forward and crashing in a 
  heap to the intricately worked stone floor at the man’s 
  feet. I expected rounds to tear into me any second, but 
  they didn’t. When I glanced behind me, the door had 
  closed, revealing nothing more than a blank wall with an 
  elaborate tapestry showing a group of nobles on horses. 
  They were all elves, I noticed—the things you notice when 
  your brain goes haywire.
  “Excellent choice,” the man said, his smile widening—
  but it didn’t reach his eyes. “Come. The world awaits.”
  
  10
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  She went entirely down. What sense she had 
  left waited for her cheek to hit something hard, or 
  something hot. 
  Which made it entirely surprising to hit something 
  soft and cool.
  She pulled her arms over her head, in case more was 
  falling on it. Nothing hit her. She heard no sounds of 
  anything falling. Or anything at all, except—birds? It 
  sounded like there were birds.
  She blinked. It didn’t work on the first try—her eyes 
  stayed shut, everything stayed dark. She tried again. It 
  worked better. There was light. Yellow light from above, 
  not orange light from below. Occasionally filtered light, 
  as if …
  As if leaves were wobbling in a gentle breeze.
  She pushed herself up. Leaves and grass stuck to 
  her cheek, because of the blood. She brushed lightly 
  at them, but they remained stuck. She didn’t feel like 
  pulling.
  “Am I dead?” she said. She hadn’t meant to say it 
  out loud.
  “I was thinking the same thing,” said another voice.
  Cordwainer turned her head. A man—an elf, maybe, 
  but with longer, pointier ears than she was used 
  to—stood near her. He had striped pants, a black silk 
  topcoat, and a matching top hat worn at a jaunty 
  angle. If he was here, he must have been walking in 
  these woods, but he did not have a spot of dirt on him.
  She wanted to say something intelligent, or at least 
  sensible, but she had absorbed too many rock blows for 
  that to be possible.
  The elf sighed. “I had hoped to perish before I saw 
  etiquette so egregiously breached. Yet here we both are.” 
  He shook his head. “Unwelcome guests are just so … 
  unwelcome.”
  A 
  rock, or at least probably a rock, hurtled  and 
  twisted toward her. Cordwainer moved, jerking, 
  awkward, and it skimmed across her cheek instead of 
  smashed. It must have had a sharp edge, because she 
  felt a chill and a wetness on her cheek.
  She would check it later. If later managed to exist.
  Her feet jumped upward, her knees buckled, she lost 
  her balance and tried to make it into a roll. It became 
  mostly a flop. But everything on her was moving, so 
  she crawled and scrambled before she could die from 
  sitting still.
  The only light came from the cracks, the angry 
  orange of lava. Making the air hotter, less breathable. 
  It might manage to smother her before anything else 
  killed her. Or at least knock her out to make her an 
  easier target.
  She should probably just stop and let it happen while 
  reviewing all the bad choices that led to this point. The 
  insufficient backup. The decision to operate covertly 
  in the Sioux Nation. Rejecting a cushy wagemage job. 
  It was all wrong if it led her here, to an underground 
  tunnel simultaneously erupting and collapsing 
  around her.
  But she couldn’t stop moving. She simply was not 
  built to give up.
  She had no direction, no good option, no safe path. 
  She had more rocks coming at her from all directions. 
  How were they coming like that? Another mystery she 
  would likely not solve in the few seconds of life she 
  had left. 
  A crack to her left opened wider, heat blasted out, 
  pushing her right. Where the ceiling was collapsing.
  She went low, because that was her only option, then 
  went lower. But there was no avoiding the everything 
  that was falling on her. Hitting her head into blackness.
  The Impossible Gate
  
  11
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  In the penumbra between the newly-formed nations 
  and countries of the Sixth World and the borderless 
  astral spaces of mystical planes, within the land called Tír 
  na nÓg, the Seelie Court flickers in and out of existence 
  like a bright, childhood memory. Some say the Seelie 
  Court is a new phenomenon birthed by an Awakening, 
  while others are convinced it has survived the eons in 
  a pseudo-state as an arcane parasite, feeding off the 
  sweet dreams of our youth, only to be spurred into being 
  by a mighty leviathan slumbering in icy black depths of 
  the ocean surrounding the Emerald Isle.
  The truth of the faerie’s distant past has long since 
  been forgotten, and pretty fables have replaced intricate 
  politics and complex histories that stretch back to 
  the days before modern civilization. What is known, 
  however, is that the Age of Legend gave birth to the 
  names and myths that have echoed through to the 
  present; the Irish fae once called their magical home 
  “Tír na nÓg,” the goddess whom they claimed to be 
  descendant from is “Danu,” and the thirty-five founding 
  fae families referred to themselves as the “Tuatha de 
  Danaan”—names rooted so far deep in a magical past, 
  it is rumored that shamans can see the air shimmer 
  when they are spoken aloud. Now, of course, Tir na nÓg 
  is a nation humans and metahumans can visit, Danu is 
  nowhere to be found, and the Tuatha de Danaan are not 
  only fewer in number, their families incorporate fae from 
  other countries as well.
  Whatever the cause, however the denizens of the 
  Sixth World choose to convince themselves of the 
  reasons and history behind Tír na nÓg’s magical origins, 
  one thing is certain: The Seelie Court not only exists, it 
  is more than a mere place to visit, for the courts of the 
  fae hold many secrets that beg to be reaped by those 
  cunning and savvy enough to travel here.
  To know the Seelie Court and its many faeries is to 
  remember the oldest of stories that have existed long 
  before elves, orks, and dwarves walked the Earth; these 
  are the living legends of fierce warriors and tender 
  lovers, jealous courtiers and backstabbing usurpers, 
  benevolent fae and foul creatures destined to destroy all 
  the Seelie hold dear. These are the epic tales that were 
  sung in the Age of Legend when humans cowered in 
  the face of the unknown, when they gathered sacrificial 
  offerings and prayed for protection, when they warned 
  each other to avoid this timeless kingdom and kneel 
  before the Tuatha de Danaan for fear they would never, 
  ever return …
  … until now.
  She was not about to fall into lava or have a cavern 
  collapse on her. But Cordwainer had the distinct feeling 
  that she was not safe.
  Upon a great adventure he was bond, 
  That greatest Gloriana to him gave,
  That greatest Glorious Queene of Faerie lond,
  To winne him worship, and her grace to have,
  Which of all earthly things he most did crave;
  And ever as he rode, his hart did earne
  To prove his puissance in battell brave
  Upon his foe, and his new force to learne;
  Upon his foe, a Dragon horrible and stearne.
  — from The Faerie Queen Book I  
  by Edmund Spenser
  >  Don’t post this immediately. Don’t share it broadly. 
  This is only for the three of you to look at for now. 
  Something big has happened, and I have no idea 
  just how the changes it has brought about are going 
  to reshape the world. But I know two things: More 
  changes will happen, and because of it, we need to 
  know about the Seelie Court. The planes have shifted, 
  and we have access that we didn’t have before. I have 
  a few sources in the Court, and they have helped me 
  compile a lot of information about the how it works, its 
  denizens, its politics, and more. They know there are 
  things we need to know, but they also know this is not 
  the time to advertise. There is an opening, but we dare 
  not turn it into a highway. We have new opportunities, 
  and that means new dangers. We need to learn, and 
  we need to learn fast. Changes will not wait for us.
  >  I’ve started out with summaries of what I know, 
  leading up to what happened. Then I’ll rely on others to 
  help us wander the strange quarters of this world that 
  are beyond even me.
  > Frosty
  
  12
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  The dearth of magical energies affected the fae in 
  many ways, and the knowledge that mana was not 
  an eternal, abundant resource shocked them into 
  action. Despite the evidence provided by theorists 
  and scholars, mana was not drained evenly from the 
  earthly plane—its disappearance was uneven and 
  unpredictable. Thus hundreds, if not thousands, of 
  fae were stranded in fields, glens, and mountaintops 
  devoid of mana, only to transform into the bodies 
  of humans, animals, and plants within hours. In their 
  terrible grief, the surviving royal families blamed each 
  other for the loss of their kin, their shortsightedness at 
  their inability to control and monitor mana, and their 
  forced separation from the humans. Each surviving 
  family and faction—Seelie, Unseelie, and Wild—plotted 
  against one another until their anger begot a terrible, 
  decades-long conflict called the War of Sorrows.
  The War of Sorrows may have taken place long ago 
  at the beginning of the Fifth World, but its significance 
  reverberates. What began as a battle of misplaced grief 
  drew in fae from all over the world to fight against their 
  own extinction. Some of those fae survived, trapped 
  within the heart of faerie, while many others died by 
  the hands of an enemy they never fully understood. 
  Hundreds, if not thousands, of faeries died, and over 
  half of the original Tuatha de Danaan were wiped out. 
  As the war escalated night after night, the shadows of 
  the dead eventually ripped through the gossamer-thin 
  magic of the faerie realm, and an echo of their fading 
  essences spilled onto the earthly plane.
  Humans have witnessed the epic battles that pitted 
  family against family and wiped out entire faerie clans—
  though they do not know what they were seeing. Those 
  humans who witnessed the spectacle believed they 
  were watching a Great Hunt that occurred once every 
  fortnight; their stories weaved tales of luminous ghosts 
  battling over rivers and streams, in forests and in glades 
  under pale moonlight, hunting an invisible prey. But by 
  the time the spirits of the fae bled through to the earthly 
  plane, humans had already forgotten magic was once 
  real. So, when the brassy horns of battle were heard 
  from one end of a village to the other, the humans 
  misunderstood the faerie’s bloodlust, and proclaimed 
  the fae to be sinful demons who had declared humans to 
  be their enemy. This is how the roots of bigotry against 
  elves and orks and dwarves and trolls dug deep into the 
  psyche of humans, only to bear fruit centuries later in 
  the Sixth World. This is another repercussion from the 
  War of Sorrows. 
  From Utopia to the Fall
  For millennia, the faerie had remained interlocked in a 
  precarious balance of power between the Seelie, the 
  Unseelie and their respective Courts, and the wild faerie 
  caught between them. 
  In the Fourth World, the fae moved freely about the 
  realms, unfettered by their respective rulers to use magic 
  as they saw fit, never realizing that mana was, in fact, 
  a non-renewable resource. This Age of Legend, to the 
  fae, is known as the Era of the Gilded Rose; their ballads 
  sing only of a golden, honeyed harmony maintained by 
  all. Reveling in this utopia, the faerie did not realize that 
  mana had been slowly leaking from the earthly plane 
  for some time. 
  Though there is no way to prove otherwise, it is 
  believed that the denizens of faerie, including the 
  residents of Tír na nÓg, did not realize what was 
  happening until it was too late. Or, as is more likely, 
  those who did learn that mana was depleting rapidly 
  were powerless to stop it. It is known that the dawning 
  of the Fifth World was slow and agonizing for the fae 
  worldwide, and as magic eroded from the fabric of the 
  earthly plane at a terrifying rate, terror struck the various 
  courts and their families. None, however, was believed 
  to have been hit harder than the Tuatha de Danaan.
  The Rule of Many
  With all eyes focused on the Seelie Court’s 
  emissaries, humans (and some metahumans) 
  have mistakenly assumed that Tír na nÓg 
  contains the faeries’ sole ruling body.  From the 
  kappa to the aziza to the wendigo, the fae are 
  not unique to the Tír nations, and though the 
  truth of their origins may never be exposed or 
  understood, a mounting pile of evidence points 
  to other politically active courts and dignitaries. 
  Whether they rule from their own meta- or astral 
  plane or not, metahumans—which includes the 
  fae—are a global phenomenon. Not only are they 
  as culturally rich and diverse as the Tuatha de 
  Danaan themselves, they are also just as enigmatic 
  and cautions, too. Perhaps even more so.
  
  13
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  As time passed, and the veil between the planes grew 
  so thick neither the descendants of those early fae nor 
  their true kin were able to see, feel, or hear one another, 
  proof that Tír na nÓg and the Tuatha de Danaan ever 
  existed could only be found in epic ballads and laments 
  for the dead. Forgotten and left to their own devices, a 
  grim and silent peace eventually fell over the Courts and 
  their fractured lands; worrying that what happened on 
  the earthly plane might also happen in their homes, too, 
  many faeries channeled their energies into artifacts and 
  relics, like the Sixth World Tarot, to conserve mana for 
  the next generation. Some of the surviving fae fell into a 
  deep, mystical slumber, vowing only to wake when the 
  curtain between the planes came crashing down, when 
  mana returned and the Sixth World would heal their 
  sundered lands, not knowing how many suns would 
  have to rise and set before a new era would begin.
  The rare few who survived the passage of time find 
  that their home is not what they remember it. Those 
  faerie who have yet to rise remain sleeping in their 
  sealed crypts until someone—or some thing—dares to 
  enter those hallowed grounds.
  The ruling families of the Tuatha de Danaan never slept, 
  however, and worked tirelessly to restore the Seelie Court 
  and prepare it for the new age that would eventually arrive.
  Eventually, the War of Sorrows ended as it began: in 
  dark and desolate grief for all those who’d been lost. 
  The fae who hailed from distant lands were welcome to 
  remain in the heart of Tír na nÓg, and its true inhabitants 
  settled in for a long winter, waiting for the dawn of the 
  next age.
  Despite their reputation to the contrary, the faerie 
  did not hate the humans of the Fifth World—at least 
  at first—for they understood what mortals did not: 
  humanity did not control the cycle of magic and, due 
  to their limitations, did not cause the deaths of their 
  many relatives. As the Tuatha de Danaan slaughtered 
  each other on one plane, however, their brothers and 
  sisters, sons and daughters, loved, lost, and died on 
  the other—and those earth-bound souls never returned 
  home. Many of the fae would now be horrified to admit 
  it, but because they had murdered so many of their kind 
  in their mystical lands, those terror-stricken souls could 
  not properly be recycled, and the disruption of this 
  cycle—and not the depletion of mana—is what rent the 
  fabric of their metaplane beyond repair. This is why the 
  Fifth World is considered by many faeries to be the Era of 
  the Corpse-Lily, as it is a time of unspeakable grief and 
  bloodshed, for the surviving fae of Tír na nÓg almost 
  destroyed not only each other, but their very plane 
  reality.
  
  14
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  Word of the growing human vs. metahuman crisis 
  quickly reached the ears of the Tuatha de Danaan, who 
  struggled to make sense of this news. Had they not 
  always treated the humans fairly? Did the humans not 
  traditionally enjoy their blessings? Though precious 
  few fae have survived the ending of the Fourth, the 
  Fifth, and the dawn of the Sixth, none could remember 
  what the Age of Legend was truly like, and they 
  stumbled on, bewildered and frightened, hiding in their 
  respective Courts to plot against one another like they’d 
  always done.
  It is commonly believed that the bigotry against 
  metahumans is the primary reason why the Seelie Court 
  has operated in secret, accessible to the True Fae and 
  no other. This is only partly the cause, as their need to 
  remain mysterious and undiscovered is also due to their 
  widespread, internalized fear that the War of Sorrows 
  might happen again. While the Tuatha de Danaan—
  and Lady Brane Deigh herself—understand the havoc 
  humans can wreak, they do not believe their biases will 
  result in the destruction of the Tír nations. In truth, their 
  location remains a secret because the fae face much 
  greater threats than the ignorance of a few bigots: greedy 
  megacorporations intent on dissecting and collecting 
  every inch of their mystical realm, immense dragons 
  who desire nothing more than to swallow them whole, 
  and the biggest danger of all, the Unseelie who want 
  nothing more than to destroy the fae and the metaplane 
  they call home. Should their borders be open to all, or 
  so the Seelie Court’s courtiers claim, the Unseelie would 
  no longer be filled with spies and thieves—their ranks 
  would swell with racists, too.
  Defending themselves on all sides, Lady Brane Deigh 
  and the fellow members of her Seelie Court struggle to 
  balance the needs of the court and their realm against 
  the many forces that seek to end or change them. 
  A Realm of Broken 
  Hearts
  The Tuatha de Danaan remember the Year of Chaos 
  like it was yesterday, for the mana that began to flow 
  in the Sixth World shrouded their mystical lands, too, 
  filling in the gaping wounds that had existed since the 
  beginning of the Era of the Corpse-Lily. This sudden 
  rush of mana fractured their fragile realm further, for 
  much of the damage caused by the War of Sorrows 
  was irreparable. As the magical energies shifted, 
  these forces began to rupture the physical shape of 
  the faerie kingdoms. Though no one is certain how 
  or why or when it happened, whole sections of Tír 
  na nÓg manifested in the reality of the earthly plane, 
  while other lands—the mystical heart containing the 
  Seelie Court, Unseelie Court, and surrounding glens 
  containing wild fae and ruins from the Third World—
  never fully materialized, and remained as the “space 
  between spaces” on a metaplane accessible by those 
  who know the way in.
  As the planes shifted and changed in the early days 
  of the Sixth World, so did the fae. Some remained in 
  the Seelie Court, while others blended in with their 
  newly birthed metahuman relatives, to help form the 
  Tír nations of Tír Tairngire and Tír na nÓg on the earthly 
  plane. Keeping their origins secret, the original fae—or 
  True Fae—experienced first-hand how humans were 
  repulsed by their existence. The peace that humans 
  and fae once enjoyed, long, long ago in idyllic years 
  of the Fourth World, had been replaced by revulsion 
  and bigotry that escalated quickly to paranoid rants 
  and riots. Human who once described the legendary 
  fae using words of wonderment and delight, like 
  “enchanting” and “otherworldly,” quickly turned to slurs 
  such as “dandelion eater,” “sewer pixie,” and “mana-
  waster” once they stood beside them. (The frequent 
  lack of distinction between elves and fae among the 
  masses caused additional problems and prejudice.)
  
  15
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  The Flow of Time
  Many humans grew up listening to fairy tales, and they think that the fae are immortal. This is a half-truth 
  wrapped in a legend and a lie. The river of time flows at different speeds in the faery metaplane, and this is 
  what led to the mistaken belief that they live forever. The Tuatha de Danaan can be hurt—and killed—like their 
  metahuman relatives on the earthly plane, but they age at a much slower rate provided they remain close to 
  the heart of Tír na nÓg. The vagaries of this time flow are mysterious; sometimes, time is slow in the Court; 
  other times, it is fast.
  Though no one knows for certain, many of the fae believe that “time gone wrong” is not a natural or 
  accidentally occurrence, that this is either the ripple effect of a protective spell no longer working properly, or 
  a security measure to protect rare and powerful artifacts of varying degrees of magical abilities. Some courtiers 
  whisper that controlling the flow of time would be something the Tuatha de Danaan would want to do. It is 
  more likely, however, that mana does not act uniformly and doesn’t permeate this realm evenly throughout. 
  Thus, mana might be gathering—for whatever reason—within the Seelie Court itself, forming a pool of pure 
  magic.
  Travelers should take note that the flow of time can be measured within the fae realm; clocks and timekeeping 
  devices will accurately display how fast (or how slow) time is moving. Too, the effects of time are not necessarily 
  felt by its visitors because, just like the belief that the fae are immortal, there is some truth to the fairy tales. 
  For the most part, time will move slower in the Court than it does in the Sixth World; generally speaking, a 
  month spent in the Court is equivalent to a day passing in the Sixth World. There is, however, the mysterious 
  effect of faerie food and drink. While not everything prepared in the Court has this effect, the specialties of the 
  Queen’s kitchen, honey cake and leann daerg (red ale) will slow time, so that the effect is reversed—one day will 
  pass in the Court for each month in the material plane. Visitors to the Court, then, need to be careful about 
  what they eat.
  Visitors will naturally question how people experiencing time differently can co-exist within the same Court. 
  This simply joins the ranks of the mysteries of the Court and its ability to make seemingly immutable laws of 
  time and space into a toy, or perhaps stretched taffy.
  
  16
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  WINGS, TALES, AND POLITICS
  Debunking the “arrogant” sixth world fae
  by Professor Allyson Stern
  Fragile wings, tiny bodies, and pastel-colored hair may describe 
  the faeries of folklore, but these fairy-tale tricksters and guardian 
  spirits are far more complex than the childhood fables reveal and, 
  despite pundits’ claims to the contrary, they are not haughty elves 
  who think they’re “above” the rest of us. In every tale, whether it’s 
  Rumplestilskin, Bunbuku Chagama, or The Fairy Bride, the heroic deeds of 
  the humano-centric characters are so iconic, they have been permanently 
  imprinted on our human psyches since the long days of the Fifth World. 
  The assumption that the fae should serve humans, unfortunately, has 
  complicated relations with the Tír nations and the Tuatha de Danaan, 
  and this can be traced to a lack of faerie heroes and heroines in our 
  social consciousness. Even with respect to mortality tales, like Frau 
  Holle, the fae and their ilk exist solely to improve the lot of humans 
  in emotional, psychological, or physical ways. Is it any wonder some 
  fairy-crazed humans are desperate to find the mythical fae? Or why the 
  Tuatha de Danaan have closed themselves off from most humans?
  To learn more about the True Fae and to understand them, we must think 
  of them not as magical beings, but as a society filled with thinking, 
  breathing, living metahumans who have the same wants and needs as 
  the rest of us do. They may never form megacorporations, staff human 
  universities, or take vacations like humans do, but faeries have their 
  own mores, customs, and habits that are as diverse and numerous, if not 
  more so, as any culture in the earthly plane. The Seelie Court, for 
  example, has always been considered a place of power, but even this 
  royal fairy court is at the center of tall tales and outright lies. 
  Human emissaries would do well to remember that any court—especially 
  one involving the fae—is more than a pretty chamber with a banquet 
  table and a dance floor.
  The political damage may already be done, however, for the metahuman 
  vs. human conflict surely has not gone unnoticed by the fae. Can we 
  blame them for acting defensive? Imagine their surprise and shock 
  witnessing the vitriol metahumans have suffered just for being who they 
  are. If the rumors are true, that the Tuatha de Danaan are the original 
  homo sapiens nobilis and their peoples have existed since the dawn of 
  time, then it will take a lot more than patience to earn their trust.
  
  17
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  AZTECHNOLOGY
  On the surface, Aztechnology wants what every 
  other manufacturer desires: to become an official 
  supplier of the Seelie Court. Peel back a few layers, 
  and their intentions might seem opportunistic, if not 
  a little sinister. Aztechnology doesn’t want to just be 
  “a” supplier, they want to be “the only” legitimate 
  trader for the Seelie Court, and they’re not above 
  cutting down the competition—literally—to ensure that 
  happens. Shadowrunners might be hired to sabotage 
  Aztechnology’s rivals, but they could be brought before 
  the Seelie Court to testify against Aztechnology, too. If 
  their plots are uncovered, the Seelie Court’s retribution 
  would be swift and merciless.
  Beyond 
  simple 
  mercenary 
  goals, 
  though, 
  is 
  Aztechnology’s deep interest in exploring areas of 
  magic others might avoid. How this list for magical 
  power will spur their interactions with the Court is a 
  subject making a lot of observers quite nervous.
  View from the Skyrise
  While there is waste and inefficiencies in any 
  megacorporation—you try organizing something that 
  vast without a little slippage—the main characteristic of 
  the megas is their ruthless practicality. Any resource that 
  pops up—buried ore, mana or Resonance pools, rare 
  paracritters, whatever—are approached from a singular 
  perspective, with a simple question motivating the 
  corps’ actions. That question is: How can I use this? Or 
  less charitably phrased: How can this be exploited? The 
  Seelie Court and surrounding realms are no different, 
  so with new access available, the megas are already 
  lining up to see how they can take advantage of what’s 
  available. So it’s smart to get some idea of how they’re 
  looking at this new resource.
  The heart of the Tír nations is an attractive target for 
  anyone with an interest in faeries. Rich in mana, precious 
  resources like orichalcum, magical artifacts, enticing 
  secrets and, of course, the fae themselves, the Sixth 
  World megacorporations are willing to pay exorbitant 
  sums for the right job and the perfect crew. Sure, a 
  shadowrunner’s payout could be huge—but if the Seelie 
  Court fae so much as whiff any wrongdoing, runners 
  will suffer the consequences. Still, there are plenty of 
  reasons to take Mr. Johnson up on his offer.
  ARES MACROTECHNOLOGY
  Shadowrunners speculate what the Detroit-based 
  corporation might possibly want from the fae, and 
  some don’t believe Damien Knight has an interest in 
  hiring them. He does, but for all the wrong reasons. 
  Damien is convinced that the Seelie Court is a force to 
  be reckoned with, and he’s willing to pay good money 
  to find out what their weaknesses are. Should the Seelie 
  Court fall, he surmises, Ares is in an excellent position 
  to become a military supplier for the Tír nations. 
  Of course, Knight’s ego might get in the way of his 
  schemes first, for deep down the flamboyant playboy 
  would sacrifice his gun collection to visit the Seelie 
  Court and be spotted on the arm of a courtier. Though 
  Ares’ requests are simple, the fae continue to refuse 
  to meet with official representatives of the corp—at 
  least until weapons are needed. For now, however, 
  the Seelie Court regards the Ares Corporations as 
  a group of bloodthirsty warmongers who lack the 
  ability to negotiate and broker truces. They also sense 
  desperation on the part of Ares, which is not something 
  they respect.
  The many faces of  
  Mr. Johnson
  POSTED BY: HAZE
  “Mr. Johnson is anonymous for a reason.” At 
  least, that’s what your fixer will tell you. Here’s 
  what you don’t know. Your precious Mr. Johnson 
  who wants you to visit Tír’s legendary metaplane? 
  Might just be a frakking faery. In fact, she might 
  be your patron, too. Oh, your fixer will tell you 
  there’s no such thing as faeries, that the knife-
  eared Seelies are just elves with an attitude. 
  They’re real, and they are not stupid. Thing is, 
  the Tuatha de Danaan are the kind of faeries 
  who have long memories, and they don’t give 
  two dreks about anyone but themselves. Cross 
  ’em, and you might find yourself stuck inside of 
  a tree. Do right by them, and you might get paid 
  in artifacts or blessings. So, the next time you 
  take a job that puts you up close and personal 
  with the fae, remember this: Mr. Johnson could be 
  standing right next to you, so don’t get fragged. 
  Capiche?
  
  18
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  bit crude, and with the right security they might agree to 
  his plans—if they can convince Lady Brane Deigh there is 
  nothing sinister about human curiosity. Courtiers closest 
  to her know what concerns her, though, and it’s not Gary. 
  The Lady is more afraid of her metaplane being exploited 
  and what might happen if the Matrix, which she barely 
  understands, records evidence of the many treasures she 
  has pledged to protect. If, all of a sudden, Seelie Court 
  luminaries join the latest line up of simstars, there’s no 
  telling what eager fans might do to break protocol once 
  they become obsessed with meeting them. 
  MITSUHAMA COMPUTER TECHNOLOGIES
  Similar to Aztechnology, Mitsuhama has a vested 
  interest in working with the Seelie Court to supply, 
  procure, invent, and fix magical goods. Unlike any 
  other megacorp, however, Mitsuhama is not willing 
  to change their brutal and punitive tactics just to work 
  with the fae, and they wouldn’t turn down a job if it 
  meant undermining the Seelie Court, either. To many 
  politicians, Mitsuhama represents a legitimate threat to 
  the Tír nations and the faery metaplane because of their 
  ability to blend technological expertise (which the Seelie 
  Court does not possess) with the production of magical 
  goods. Being lauded in both fields is intimidating to 
  the Tuatha de Danaan, and many courtiers would pay 
  EVO CORPORATION
  The Evo Corporation will publicly disavow any interest in 
  the fae, because what they want is beyond unethical—
  even for them. Members of the Evo Corporation are 
  desperate to get their hands on one of the Tuatha 
  de Danaan to perform experiments on them and 
  incorporate their findings into their research (apparently 
  they didn’t learn anything important in the wake of their 
  cruel experiments in AIs). It would all be in the name of 
  science, of course. To ensure no faerie investigates them 
  further, they are hoping to present key findings before 
  the Seelie Court, to “further the spirit of camaraderie 
  among all metahumans,” according to the language 
  of one internal document. So far, the Evo Corporation 
  has not been granted an official invitation, and some 
  runners wonder if there’s truth to the rumors that this 
  megacorp sponsored an early (and now lost) expedition 
  to the Court.
  HORIZON GROUP
  The people-centric megacorp is, according to the fae, 
  refreshingly upfront about their goals. Good ole Gary 
  Cline wants to operate a travel agency specializing in 
  fantasy-themed tours to and from the Seelie Court, 
  and he has already presented his grand idea before the 
  Tuatha de Danaan. Some of the fae find him charming, if a 
  
  19
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  something from the Seelie Court, and has attempted to 
  cross the border into Tír na nÓg many times. He has, 
  so far, been unsuccessful, and rumor has it there are 
  standing orders to bar his entry to the nations of Tír. The 
  fae—and elves by default—will change the subject when 
  pressed. Runners who want to live dangerously might 
  ask their fixer to do a search for the mystical origins of 
  the Jewel of Memory and see what kind of jobs turn up.
  Searching for Shadows 
  and Wisps
  The Seelie Court and its denizens have always existed 
  in thought, memory, and legend to varying degrees, 
  but it wasn’t until Goblinization, which began in 2021, 
  that shadowrunners, con artists, investigators, and 
  concerned citizens began to actively search for it on 
  behalf of concerned citizens worldwide. What passes 
  for a normal, healthy ork or troll teenager now scared 
  a lot of unsuspecting parents into taking action during 
  those early days, so when the government couldn’t 
  provide answers, many parents took matters into their 
  own hands. 
  At first, Goblinization was viewed by many humans 
  to be a curse, and hidden biases began to form that 
  those who changed were foul, dirty—even evil. It was 
  easier for humans to think that an adult might “turn” 
  for supernatural reasons than it was to realize their 
  families had latent genes. Goblinization was a normal, 
  if not horrific and painful, part of metahuman evolution 
  in the Sixth World, and many fae are sympathetic to 
  their plight, particularly elves and dwarves. Had they 
  guessed, the Seelie Court would never have imagined 
  that the rebirth of metahumans would be so agonizing. 
  It is for this reason that the fae regard this age as the Era 
  of Bloodflower.
  Desperate to find answers to the changes they could 
  not possibly understand, some humans gave into their 
  superstitious beliefs when logic and reason failed 
  them, and sought to make amends with the fae of myth 
  and legend in exchange for their “blessings.” Other, 
  bewildered families fell prey to con artists who took 
  advantage of their confusion, and the unsuspecting paid 
  handsomely for faux cures, ineffective magical relics, 
  and divinatory readings that confirmed their worst fears. 
  When one miracle cure was debunked, however, another 
  shady rumor was not far behind. Some hustlers even 
  went so far as to convince families that their teenagers 
  had been swapped with cursed “changelings.” For a 
  handsomely to learn more about Mitsuhama in order to 
  defend themselves against this potential foe. Savvier fae 
  believe that inviting Mitsuhama to the Court is a smarter 
  move, if only to assess how much power they possess.
  NEONET
  The force behind the Matrix has yet to reach out 
  to the Seelie Court, and their intentions are largely 
  unknown. Of course, the tech megacorps’ silence 
  has been interpreted by many as a clear sign they do 
  want something, though some believe they are tied 
  up enough with crises in their home plane and are not 
  prepared to worry about another realm of existence. 
  In the absence of information, rumors swirl whenever 
  “Tír” and “NeoNET” are mentioned in the same article. 
  Some runners believe that NeoNET is pioneering a 
  method that will allow the Matrix to run on closed loop 
  networks in mana-rich metaplanes. Others think that 
  NeoNET has already been hired by the fae to secretly 
  acclimate them on how to live, work, and play in the 
  Sixth World. Whatever the truth is, neither NeoNET nor 
  the Seelie Court have admitted how, or even if, the two 
  are connected.
  RENRAKU COMPUTER SYSTEMS
  As the world’s largest specialists in data, Renraku prides 
  themselves on knowing everything there is to know—
  about everything. Thanks to their respect for traditions, 
  Renraku was the first megacorporation to successful 
  negotiate a contract with the Seelie Court. The nature of 
  the contract, on the surface, seems mundane; it was an 
  agreement to conduct a census, a “who’s who in faery,” 
  that would accurately provide Lady Brane Deigh with a list 
  of her courtiers, servants, royal relatives, and emissaries 
  abroad. In the hands of the right runner this list, which 
  is kept secure by Renraku, could provide clues to help 
  fake an identity or find a patron. Renraku considers their 
  work with the fae to be extremely important, however, 
  and have taken extra steps to protect the data they’ve 
  gleamed and any and all information related to future 
  contracts. Rumors persist that a small, hidden network 
  of faerie servants, the coimeádaí, hold some of this data 
  in the Court, and finding this network is of high interest 
  to those who believe it exists.
  SAEDER-KRUPP HEAVY INDUSTRIES
  To understand what this megacorporation desires 
  from the fae is to glimpse inside the mind of a dragon. 
  The great dragon Lofwyr, as it turns out, does want 
  
  20
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  COURTS AND MANA
  It is said that when mana returned to the earthly plane 
  and the Tír nations fully manifested in that space, the 
  Seelie Court held a great feast in celebration that the 
  Sixth World had begun. Not all of the fae were happy, 
  however, and worry spread about how deep the 
  changes the Awakening would be, and how long they 
  would last. Also at issue is just how much control the 
  Court has over those changes.
  The Tuatha de Danaan have always known that mana 
  is unpredictable and cannot be controlled, but it could 
  be used, harvested, and directed. During the long years 
  of the Fifth World, the metaplane containing the heart 
  of faerie lumbered on in a pseudo-realistic state, and 
  all beings the realm conserved their mana, treating as a 
  precious resource. 
  The philosophy of the three original factions—Seelie, 
  Unseelie, and Wild—remained largely static throughout 
  the Era of the Corpse-Lily. The Seelie, who wanted to 
  restore and protect the realm of faerie, were mana 
  conservationists who believed that mana should only 
  be used when absolutely necessary. The devastating 
  nominal fee, of course, these opportunists would return 
  the imposter offspring to the mythical Seelie Court in 
  exchange for a picture perfect human child. Still others 
  paid handsomely for maps detailing Tír na nÓg and 
  the possible location of the Seelie Court, desperate to 
  place their faith and trust in the mysterious and haughty 
  faeries of old.
  Humans and metahumans alike had no idea whether 
  or not the Tuatha de Danaan actually existed; they 
  assumed they must because of the fairy tales they had 
  internalized for far too long. Ninety-nine percent of the 
  mapped routes, cures, relics, and surefire methods to 
  communicate with the fae were fake, in part because 
  panicked parents were easy marks. There were a few 
  maps, however, that were cobbled together from 
  memory and myth. These hand-drawn maps held the 
  keys to unlocking the doors to the Seelie Court, whether 
  the Tuatha de Danaan wanted them to or not, and their 
  portrayals were eerily accurate. 
  Despite the amount of trickery and deception, it is 
  commonly believed that an earnest search for the Seelie 
  Court took place sometime in 2035 after Liam O’Connor 
  became President of Tír na nÓg. The first expedition 
  was led by a group of explorers who, for some unknown 
  reason, had in their possession a key that could unlock 
  any door in any realm. Despite the many warnings 
  they’d been given, the adventurers led a procession of 
  wayward souls straight into the Seelie Court—and were 
  never heard or seen from again. The second expedition 
  followed shortly thereafter, with the goal of uncovering 
  the whereabouts of the missing explorers. In a show 
  of support for the humans, or so it would seem, Liam 
  O’Connor escorted a small consortium of foreign 
  dignitaries to meet with members of the Seelie Court. 
  Upon the dignitaries’ return, Liam’s then-Vice President 
  Maureen O’Dowd conducted a national funeral for 
  members of the first expedition, paid a stipend to their 
  families, and warned a grieving populace of the dangers 
  of traveling without proper training and equipment. To 
  the people of Tír, the first expedition was naïve and 
  unprepared to deal with the rigors of traveling to the 
  Seelie Court. The truth? No one knows what happened 
  to the first expedition, not even the fae themselves.
  While humans were being transformed into orks and 
  trolls on the earthly plane, a different kind of Awakening 
  was happening on the metaplane of the Seelie Court, 
  one that affected the magical, lustrous fabric of its 
  fragile existence that had, up until 2043 or so, remained 
  undetectable by magic or technology.
  Missing in Action
  The premier expedition to the Seelie Court is so 
  poorly documented, conspiratorial rumors continue 
  to swirl whenever the explorers are mentioned in 
  Tír. Jasper de Howlie, a courtesan known for his 
  sweet, singing voice, is said to be the only faerie who 
  encountered the group of curious humans desperate 
  to find them. Jasper has never been a suspect in 
  the disappearance of the explorers, and visitors are 
  free to question him. When pressed for answers, a 
  haunted look will come over his face, and he will 
  cryptically whisper: “By Blood it is Done. By Mana 
  it is Undone. By Tears it is Made Anew.” Lady Brane 
  Deigh has internally forbidden members of the 
  Seelie Court to waste time on what she considers to 
  be past history. If there is a conspiracy waiting to be 
  discovered, it seems the fae won’t openly discuss it.
  Among the fae, it is believed that the discovery 
  of the first expedition’s whereabouts would be 
  well rewarded by humanocentric elites intent on 
  defunding Mothers of Metahumans as part of the 
  overall effort to suppress metahuman rights.
  
  21
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  struggle for power, both literally and figuratively.
  On the surface, even to outsiders, it seems as if 
  the Seelie Court has been in turmoil ever since the 
  coronation of Lady Brane Deigh. This isn’t exactly true, 
  however, for the problems within the court have little 
  to do with politics. Most members of the Seelie Court 
  are fascinated by the collection and creation of magical 
  artifacts that can be used for a variety of purposes, and 
  there is one particular artifact that continues to hold 
  their interest: the Sixth World Tarot. Whether by design 
  or Fate, whispers emanating from the Court is that the 
  traditional rules no longer apply, and new alliances 
  have formed around questions the fae want answered, 
  deep-seated fears they hope never materialize, and 
  needs they are desperate to fulfill. Unlike the factions 
  of the past, however, the factions tied to the tarot are a 
  lot more formidable and powerful than the allegiances 
  of the past. Thus far, ten factions have been identified, 
  but there are likely many others. To many, the fractious 
  nature of the Court may explain their cryptic means of 
  communication or their furtive glances, but to the visitors 
  who truck with the fae, there is a simpler explanation. 
  Beneath the thin veneer of formality, the Seelie Court is 
  ripping itself apart from within. Whether that is the doing 
  of the Unseelie Court or not, the Tuatha de Danaan are 
  locked in a struggle to regain control, power that was 
  lost following the departure of Liam O’Connor and the 
  continued loss of mana from their realm.
  THE PATH TO FAERIE
  With no way to prove the origins of the Seelie Court 
  and its denizens, humans and metahumans are right 
  to be skeptical that the so-called mysterious Tuatha 
  de Danaan are, in fact, the True Fae who survived the 
  Fourth, Fifth, and Sixth World. What is known is that the 
  heart of Tír na nÓg exists in a specific metaplane, and it 
  can be accessed using mundane and magical methods. 
  Though getting into the Court isn’t as much of a problem 
  as leaving it, the fae are not accustomed to outsiders 
  and view the uninvited with suspicion. Other travelers 
  have visited the realm, and they have done so by:
  •	 Using a magical artifact.
  •	 Performing an arcane ritual.
  •	 Finding a willing guide.
  •	 Working with an Adept.
  •	 Discovering one of the original maps to the fae.
  •	 Accidentally stumbling onto the plane.
  losses the Tuatha de Danaan suffered during the War of 
  Sorrows, coupled with the trying, long years of the Fifth 
  World, led to an apathetic Seelie Court built on routine 
  and outmoded ways of thinking. The Unseelie, on the 
  other hand, were rumored to be the exact opposite 
  of the Seelie Court. Where the Seelie were protectors 
  and focused on conserving mana, the Unseelie were 
  thought to spend mana freely to further their ambitions 
  and fulfill the Prophecy of the Unmaker. This foretelling 
  has been discovered in bits and pieces, but from what 
  some faeries have discovered, the prophecy is either 
  concerned with the existence of the meta- and astral 
  planes and the causes of the cyclical depletion and 
  replenishment of mana or it’s about the creation and 
  destruction of metahumans and artifacts. If the Unseelie 
  Court still exists—a fact that has yet to be definitively 
  proven in the Era of the Bloodflower—they would be 
  obsessed with the destruction of the Seelie Court in 
  order to fulfill the terms of the prophecy. True to their 
  name, on the other hand, the Wild Fae traditionally 
  didn’t have an agenda or a reason for using mana. They 
  acted whenever and however they wished—until very 
  recently. Many of the wild fae have been joining the 
  Seelie Court to work for the Tuatha de Danaan as their 
  bodyguards and emissaries, translators and diviners, 
  entertainers and scholars. 
  FACTIONS WITHIN FACTIONS
  To varying degrees, the faeries within the Seelie 
  Court have always had their fair share of temporary 
  allegiances for some reason or another. These were 
  often short-lived, however, for their aims were small and 
  petty, in part because entrenched rivalries were at the 
  forefront of their minds for so many years among those 
  who remained active. The Awakening, the “rebirth” 
  of metahumans, and the return of mana, ended the 
  stagnation felt by all within the realm of the fae. Yet, the 
  significant, physical changes to the heart of faerie and 
  the lands of Tír affected each member of the courts very 
  differently. 
  Some faeries saw the humans as a threat, while 
  others worried the appearance of new metahumans 
  meant that an attack on the Seelie Court was imminent. 
  Many believed that the process was incomplete, and 
  they alone can restore peace between the metahumans 
  and humans. Whatever the reason, whichever the 
  faerie, entrenched ideas and lethargic relationships 
  were shaken loose in the years that followed 2011, and 
  matters of the court shifted from the latest fashions to a 
  
  22
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  These might include:
  •	 Participating in a ceremony (inauguration, Court’s 
  blessing, holiday celebration, wedding)
  •	 Witnessing a declaration of the court 
  (announcement of title or land, sentencing of 
  punishment, receipt of a gift)
  •	 Negotiating a contract, truce, or deal on behalf of 
  an approved third party
  •	 Testifying before the Court during legal proceedings 
  •	 Trading with the Court as a merchant or corporate 
  buyer
  •	 Presenting evidence or research of a scientific, 
  technologic, or magical nature
  •	 Serving as a personal bodyguard
  •	 Working for one of the factions in a public capacity
  •	 Offering a gift, boon, or marriage proposal 
  •	 Acting as a proxy (or stand-in) for a fae in a mock 
  battle or test of wills as a guest of honor
  •	 Entertaining the Court in an artistic performance
  •	 Concocting dishes for the banquet table
  •	 Enlisting in a faction’s army
  •	 Providing military expertise or strategies
  To be a guest of the Court is to be afforded an honor 
  most humans couldn’t dream of, for visitors are granted 
  the privilege of meeting the Tír’s highest authority.
  The role of the patron, for some, is more than a 
  ceremonial gesture, for their presence indicates a 
  willingness to trust outsiders that the Tuatha de Danaan 
  do not typically share. Even so, after travelers arrive at 
  Court, they are often prompted to declare the purpose 
  of their visit. Those who are not forthcoming with their 
  intentions might warrant further scrutiny, which many 
  factions would like to avoid. Lady Brane Deigh might pay 
  the right guest handsomely for more information about 
  their patron, especially since patrons agree to take the 
  brunt of the punishment should any wrongdoing be 
  discovered. To the unprepared, a simple presentation 
  before the Seelie Court could result in disaster for 
  everyone involved. 
  This, then, might be the most calamitous effect of the 
  the Yellowstone incident—that uninvited, unprepared 
  guests might find their way to the Court and be 
  eaten alive. Possibly figuratively, possibly literally.
  For those who know what to look for, the path to the 
  heart of the fae is visible. In recent years, mana has begun 
  to leak out of the Seelie Court and has surrounded the 
  Tír nations, encircling it like a bubble. By some accounts, 
  it interferes with the Veil around the nation; by others, 
  it strengthens it. Some mana chasers believe that what 
  is dribbling from this leak can be collected. Though this 
  may prove to be impossible, what this fog of mana can 
  do is provide a trail of breadcrumbs that lead observers 
  back to the faerie’s metaplane and its thinning mana 
  barrier. Many thought it would be the key to finding a 
  predictable path to the Seelie Court. Until Yellowstone 
  happened.
  BY INVITATION ONLY
  Faeries are, for many reasons, distrustful of humans 
  and metahumans who seek their metaplane. Most, 
  if not all, understand that anyone who wishes to visit 
  with them has an agenda in mind. Though the factions 
  are prepared to deal with political opportunists, spies, 
  and schemers, they are under-equipped to deal with 
  the criminal underground. The ways of the Court 
  reflect a social hierarchy and entrenched methods of 
  dress, culture, and manners that are so slow to change, 
  outsiders tend to stick out—especially if they rely on 
  crude language or beat up informants for information. 
  Violence, in the Seelie Court especially, is viewed to be 
  barbaric, for throwing a punch is viewed as a last resort 
  and words hold great significance among the fae.
  In order to be welcomed into the Seelie Court as a 
  guest, visitors need to be invited by a patron who is 
  willing to take responsibility for their missteps should 
  they run afoul of royalty. The number of visitors in any 
  given group may have multiple patrons; the decision 
  to sponsor a guest, however, is typically decided by a 
  Court faction. 
  Embossed with the seal of its corresponding faction, 
  the invitation is a fae-created magical artifact with a 
  unique, temporary use. Woven from the protective, 
  magical vines that cover the doors leading to the 
  Seelie Court, the invitation grants access to the royal 
  chambers provided the bearer is present with a member 
  of that corresponding faction. Once inside, the visitor 
  does not need to remain by their patron’s side, but 
  to get in they’ll need an invitation and a witness. In 
  general, invitations are issued for a variety of reasons.  
  
  23
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  in the flow of magic in North America, or even the end 
  of the Awakening. But in the weeks that have passed 
  since the calamity, the manasphere seems to be largely 
  the way it used to be, as far as we can tell.
  So after the initial panic, there was an eruption that 
  damaged Yellowstone but did not hit any densely 
  populated areas too hard, and disruption to the 
  manasphere that might have caused some individual 
  tragedies but no widespread damage. Why, then, are 
  people starting to refer to it as a calamity?
  First, because it happened in Old West territory, and 
  the word seems suited to that area. But second, because 
  it left one piece of notable permanent damage. It left 
  a hole.
  The explosion in Yellowstone, however it happened, 
  opened a new passageway to the Seelie Court. It’s not 
  easy to find, but if you do, you can journey to the Seelie 
  Court without aid or invitation. Due to the location of the 
  eruption, the opening started in Sioux Nation territory, 
  but reports say it is drifting in an easterly direction. They 
  also say it occasionally blinks out of existence, then 
  briefly appears in some far-off locale. Then returns to 
  where it left off.
  It is unstable. It leads to an unsafe, unfriendly place. 
  Its future is uncertain. And much of the Sixth World is 
  rushing to find it, attempt to control it, and possibly 
  secure the incredible power and treasures on the 
  other side.
  This gate is a world-changer, both for our world and 
  the world it leads to. And it is tough to imagine that 
  connection will make either a better place.
  THE YELLOWSTONE CALAMITY
  When the earth shook under Yellowstone on July 27, 
  2078, some geologists thought they were looking at 
  the beginning of the end of North America. The scaling 
  up of the seismic readings from the caldera indicated 
  an approaching eruption that would blow the crust 
  off of tens of thousands of square kilometers, send 
  tremendous amounts of ash into the air, and alter the 
  climate and agriculture of one of the most fertile areas 
  of the world. The buildup was so fast that they knew they 
  couldn’t issue any warning that would be useful. They 
  probably couldn’t even save themselves. They mainly 
  could just sit and watch the jagged lines of looking 
  disaster spike higher and higher. The ones closest to 
  Yellowstone felt the earth moving.
  Then—what? Then the mystery lots of people are going 
  to spend piles of money chasing. The eruption and the 
  accompanying earthquake somehow swallowed itself, 
  like the earth had a terrible case of gastric distress that 
  was relieved with a simple burp. There was a quake, felt 
  as far away as Cheyenne, but nothing major. A disaster 
  that would have brought the Great Ghost Dance to the 
  minds of the few who remember it just up and vanished.
  At least, physically it did. In the manasphere, it was 
  something else, but monitoring that is far more difficult 
  than keeping an eye on how the ground moves. Most of 
  what is available are anecdotes—stories of a small group 
  of shamans in the Tetons who all burned out at once, 
  blinding headaches that hit every Awakened person in 
  Laramie, astral sparks and swirls that even mundanes 
  could see, and so on. As with the physical shaking, some 
  observers thought this might herald a considerable ebb 
  
  24
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  You have made it to a place where the uninvited never 
  travel. You have leaped head-first into a liquid not 
  knowing if it’s comfortingly warm, icy cold, or acidic. 
  You are playing with powers you do not understand, in 
  an attempt to gain what you have never dreamed you 
  could actually obtain. You are in over your head, but you 
  have some brief moments to learn how to swim. Here, 
  then, out of our kindness, are some instructions and 
  guidelines about how the Court works and who makes 
  it function—elements that will be critical to your effort 
  to stay afloat.
  Orders of the Court
  THE MORNING HEARINGS
  The morning hearings are the Court at its most formal. 
  It is grandeur and ceremony, pomp and circumstance. 
  There are times to speak and times to be silent, and 
  extreme disapproval that descends on those who are 
  not aware of the rules. It is when the Queen of the Court 
  condescends to meet with the people—the “common 
  folk,” insofar as that term has any meaning when it 
  comes to the denizens of the Court. In a normal royal 
  court, this is when the ruler hears disputes between 
  landowners, matters such as the exact placement of 
  fence lines, or the disposition of livestock that might 
  have gone astray of their designated pastures. The 
  Seelie Court is quite different, and the matters of 
  business brought up in morning hearings cover a vast 
  range of issues. Here is a sample of some of the things 
  mentioned in recent hearings:
  A complaint from Warden Banleigh Swale about free 
  spirits of beast being “overly aggressive with the local 
  flora and fauna.”
  A petition from Royal Executioner Donal Viltharion 
  asking for eight different violations to be escalated to 
  capital crimes. Viltharion makes such requests regularly, 
  in his ongoing effort to have something to do.
  •	 A dispute from two identical women, both calling 
  themselves “Stacia,” asking that the other be found 
  guilty of excessive imitation and be forcibly and 
  permanently polymorphed.
  •	 A long stare from a morbi who insisted on having 
  a spot at the hearing (by repeatedly pulling on the 
  sleeve of Steward Fiona Saito) but said nothing 
  during its allotted time. It merely stared with 
  empty, gaping eyes and unnerved everyone in the 
  chamber.
  •	 Twenty minutes of unintelligible squawking from 
  bird-like leshii that the Queen listened to intently.
  •	 The dramatic presentation of three cards from the 
  Sixth World Tarot that subsequently turned up in 
  the pockets of at least half a dozen courtiers and 
  then disappeared.
  •	 An extravagant theory about what caused the death 
  of Gristle Teres that left one-third of the audience 
  confused, one-third angry, and one-third leaping to 
  their feet in applause.
  All this is to say that there is an air of unpredictability 
  about the Morning Hearings that draws an audience of 
  courtiers interested in seeing just what might happen. 
  And where there is the Queen and a substantial body 
  of courtiers, there are large groups of people who want 
  to rub elbows with those who have power, or at least be 
  seen next to them.
  Attending Morning Hearings is simple, as the only 
  thing you have to do is show up. The Queen makes a 
  point of demonstrating her trust in the people who 
  The Seelie Court 
  by Purlie Tallow
  
  25
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  guard her (which includes herself) so that no security 
  checkpoints other guards restrict attendance. The ever-
  present spirits who monitor Court proceedings are, of 
  course, watching, but they tend to provide warnings 
  to officials rather than restrict access. Simply put, if 
  you can find your way to the Court, you can attend 
  Morning Hearings. 
  Being able to speak is slightly more complicated. The 
  Steward accepts requests to speak, and that usually 
  comes with some questioning about speakers’ intents 
  and purposes, which often have various detection 
  spells and assensing activities accompanying them. Be 
  aware that the mere existence of a hidden motive when 
  you want to speak is not necessarily reason enough to 
  disqualify you, as hidden motives are simply par for the 
  course in the Court’s normal functioning.
  Should you be granted permission to speak, be 
  sure to address the Queen as Her Royal Highness. 
  Deviations from form, even if they are an attempt to pile 
  on additional praise, are not warmly welcomed. If the 
  Queen is not present, her designated representatives 
  should be addressed as Your Excellency. Once you 
  have been granted permission to speak, you have 
  some freedom about what you say and how you say 
  it. Deviations from your expressed subject matter may 
  even be tolerated, if they seem interesting enough. But 
  once the Steward pounds her staff on the floor, you 
  are done. Continuing to speak beyond that point will 
  be met by a Silence spell, and that is if the Queen and 
  her people are feeling gracious. Far worse punishments 
  are  possible.
  Also note that the Queen does not feel any compulsion 
  to allow everyone who was cleared to speak a chance to 
  present. Morning Hearings take place in the morning, 
  which means they end at noon at the latest. Now, given 
  the flexibility of time in the Court, it could be that it takes 
  hour after hour to reach noon, or it could be that noon 
  seems to sneak up in just a few minutes. Keep an eye on 
  the clock behind the Queen, the bronze one with arrow-
  shaped hands. That, and only that, keeps the official time 
  for the Court. If speakers are still remaining when the 
  Queen or her representative says time is at an end, then 
  that is it. Speakers do not get to speak, and they cannot 
  carry over their permission to speak to another session. 
  If it is truly urgent that you speak, make sure you are 
  placed early in the speaking order. Bribes seldom work, 
  but favors might.
  Given that the Morning Hearings are when the 
  government functions of the Court are most on display, 
  this is not a spot to attempt experiments in etiquette, 
  or to make your first appearance before other courtiers. 
  You are much better served by watching and listening 
  than charging forward.
  THE MID-DAY
  Once Morning Hearings dismiss, the Court enters 
  its least-structured time, as courtiers find a mid-day 
  meal, discuss the activities of the hearings, and jockey 
  for position at the banquets. Most of the faction halls 
  are occupied at this point, so this is perhaps the best 
  time to contact faction representatives. This is also one 
  of the better times to go exploring the Court, because 
  people are out and about, meaning many rooms are 
  occupied. The chances of stumbling onto some hazard 
  without someone nearby who can help you navigate it 
  are reduced. 
  Many experienced courtiers use mid-day as a slow 
  time, a time to recharge between morning and evening 
  events. Newer players at Court should not make this 
  mistake. There reams of information to be gathered at 
  this time of day. Who Is talking to whom? Which factions 
  are sending emissaries back and forth between their 
  halls? Who is contacting Court tailors for last-minute 
  modifications to an outfit they desperately need to be 
  impressive? Who is diving into the archives, looking for 
  rare documents? Who is marshaling up an expedition to 
  explore uncharted sections of the structure? All of this 
  can be valuable information, so subtly gathering it can 
  be an extremely profitable way to spend the middle of 
  the day.
  Mid-day is also when invitations to evening banquets 
  are secured. Many people have standing invitations, or 
  invitations gained on previous days, but every banquet 
  gives out at least a few invitations just before the meal 
  starts, so competition to impress the proper individuals 
  can be fierce.
  THE BANQUETS
  While governing is accomplished in the morning, 
  the evening banquets are where the true work of the 
  Court is performed. Impressions are made, alliances 
  are forged, treachery is revealed, and drama of some 
  form or another takes place. Simply observing who is 
  attending which ball can be useful intelligence, which is 
  why many courtiers disguise their appearance until they 
  are in the appropriate location. 
  
  26
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  The 
  Factions of 
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  The Daily 
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  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  banquet is high—it is larger than the top two banquets, 
  with sixty seats, and that broader invitation list means 
  a wider cross-section of attendees. Factions regularly 
  angle to spread information about who performed 
  well at these events and who embarrassed themselves, 
  so Cyprian performance has become a convenient 
  placeholder measure for what faction is on the rise and 
  which is struggling.
  Mid-level Banquets: Not everyone can make the top-
  tier banquets, but most people still have to eat (or they 
  at least enjoy the physical pleasure of the act without 
  experiencing need), and many of those people have a 
  degree of status in the Court. For them, the mid-level 
  banquets exist. These are easier invitations to receive—
  they have become loosely organized around areas of 
  interest, so if you share an interest and can prove that 
  you have something useful to offer, and invitation can 
  be secured. They typically seat twenty to eighty people 
  per banquet. Some of the notable mid-level banquets 
  include the Feasts of the Fallen, which have an eye on 
  the history of the Court and tend to gravitate toward 
  discussions of unsolved mysteries from the past; the 
  Trickster Buffets, which are wild, undisciplined affairs 
  where the legion of trickster spirits from the Court 
  attempt to one-up each other in pranks; the Silk Truffles, 
  where much of the cutting-edge fashion of the Court 
  is initially conceived; and the Exile’s Return, usually 
  hosted by Eclipse faction members, where outsiders to 
  the Court get a chance to learn more about day-to-day 
  Court functions. The number of these banquets is not 
  set, and new ones are formed regularly, while sparsely 
  attended events are shut down.
  The Ember Banquets: Most individuals of decent 
  repute, or new arrivals to the Court, can find a place 
  at one of the many mid-level banquets. Of course, not 
  all of the individuals at Court fit this description, and 
  those that don’t are still interested in gathering in the 
  evening and perhaps devouring a bite or two of food. 
  For these individuals, the Ember Banquets exist. In these 
  gatherings, you find the disgraced, the outcast, and the 
  has-beens. These are people who tasted at least a small 
  bit of the glory of the Court and lost it, people who 
  were thrown out, tossed aside, and mostly forgotten. 
  Often they earned their fate too well through misdeeds 
  and betrayals, but a few victims of circumstance find 
  their way to these banquets, befuddled at their loss of 
  prestige and determined to reclaim their past promise.
  The banquets are tiered, a system that allows each 
  level a distinct function. This means that attending a 
  higher tier is not always more desirable—much depends 
  on what you wish to gain from the banquet. The tiers are 
  as follows:
  The Queen’s Banquet: This is, of course, the top level, 
  as it is where the Queen takes her nightly meal. Her 
  absences from this banquet are quite rare; even when 
  she does not attend Morning Hearings, she generally 
  can be found here, in all but the most extraordinary 
  of circumstances. Her presence, along with the 
  extremely high quality of the food, make this a very 
  desired invitation. It also, though, tends to make for a 
  more formal and solemn occasion than some other 
  banquets, with less of a wild, unpredictable air. There 
  is definite value to being on the Queen’s invitation 
  list (for she personally approves all invitations to the 
  banquet), but perhaps less business happens here than 
  any other banquet. Still, to re-iterate the crucial point, 
  the Queen is usually there, and for many people it is 
  a once-in-a-lifetime opportunity to engage her on 
  something important, making it worth any effort to gain 
  an invitation. With forty slots at the table (ten of those 
  customarily taken by the Queen and those closest to 
  her), there are very few openings at this feast.
  The Regency Banquet: This sits just below the 
  Queen’s Banquet, and as such is usually attended by an 
  important member of the Court, such as the Steward 
  or the Chief Adviser. The pomp and circumstance is 
  only a hair beneath the Queen’s Banquet, making it 
  viewed as an important stepping stone to the top 
  event. It has significant value on its own, though, with 
  excellent food and high-ranking attendees, including at 
  least one faction leader on most occasions. It’s a more 
  conversation-filled event than Queen’s Banquet, since 
  everyone is not always falling silent waiting to see if the 
  Queen will speak. The minds gathered here tend to be 
  top-notch, and the analysis of Court events provided 
  during the banquet is unparalleled. This is a must for 
  anyone who truly wants to understand the current 
  atmosphere of the Court. Like the Queen’s Banquet, it 
  seats forty, but lack of the Queen and her retinue means 
  there are more openings for outsiders.
  The Cyprian Banquet: As the last of the one-banquet-
  only tiers, this serves as an excellent training ground 
  for the top two. Emerging fashion trends are visible 
  here, as are attempted trends that fall flat and lead their 
  designers to disgrace. The gossip level surrounding this 
  
  27
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  The Seelie 
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  The 
  Factions of 
  the Court
  The Court 
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  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  in the Court, temper your expectations about what kind 
  of logic you may encounter, as the rules they employ 
  may not be the ones you hold most dear. Still, though, 
  despite the disorder, these are the events that mark 
  the Court’s time. After all, that is what the term “cycle” 
  refers to in the Court as a matter of time—the complete 
  procession of the major balls.
  Here, in the order that follows material plane seasons, 
  are the regular balls of the cycle.
  The Deadwinter Ball features stark beauty, blacks and 
  whites touched with blood-red berries. As the traditional 
  kickoff to the cycle, it is viewed as an opportunity to 
  make an impression without ostentation. The Greylight 
  Gathering introduces some warmer tones and a milder 
  atmosphere. But mildness disappears for the Feast 
  of Hecate, a wild romp in the vein of ancient fertility 
  celebrations. Nature is celebrated with a bit more grace 
  in the Robin’s Waltz, with its fruit-based foods and simple 
  dances. The Lily Gild offers courtiers the opportunity to 
  go over the top, with fashion and décor that ferociously 
  competes to be the most eye-popping. Midsummer 
  Night is a somewhat more convivial gathering, though 
  its traditional romantic tempests make for eventful 
  evenings. The Gathering of Roses is the Court at its most 
  graceful, with every element intended to complement 
  the graceful lines of smooth dances. The Long Heat 
  swings the pendulum in the other direction, as courtiers 
  let whatever passions have been simmering erupt in one 
  frantic night. The Court dissolves into open violence 
  more on this night than any other. The Harvest Moon 
  Promenade is about over-eating, because it seems all 
  cultures must have at least one day where that is the 
  primary objective. The Red Sun Ball has a desperate feel, 
  as if it is the commemoration of a looming apocalypse 
  that never quite hits. The Feast of Conjuring is the most 
  magical affair of the cycle, with an array of spirits 
  summoned to add an atmosphere unlike any other. The 
  grand finale of the cycle is the Festival of Lights, which, 
  based on how factions did the previous year, can be a 
  celebration, a funeral, a breakup, and a revolution all 
  at once.
  If you have not found a way to attend one of these 
  balls, you are not truly attending Court. Many invitations 
  go out—most as general admission, but others as special 
  invites to reserved areas, giving those so favored access 
  to people and powers that make them the envy of the 
  Court. Much of the cycle focuses on gaining the proper 
  invitations, and the results generated by a successful ball 
  have frequently demonstrated why this is so.
  The Ember Banquets are not necessarily a final resting 
  place. The higher banquets have many people who have 
  spent some time down there, people who might have 
  endured a brief but bitter punishment from one faction 
  or another, or people who toiled in obscurity at these 
  feasts for many cycles until they finally received a shot at 
  redemption. This, then, means there are several reasons 
  to spend time among those exiled to this level. They have 
  stories to tell, dirt to dish, closeted skeletons to reveal. 
  They also might be filled with the right combination of 
  untapped potential and smoldering revenge to be a 
  useful weapon if pointed in the right direction. There 
  is information, cautionary tales, and potential allies to 
  find in these far-flung, meager feasts. They should not 
  be ignored.
  THE BALLS
  While the banquets are the social highlights of each day, 
  they are minor when compared to the most significant 
  events that happen each month, the bright centers of 
  the Court social calendar, the monthly balls where the 
  grace, wit, diplomacy, and treachery of the Court are on 
  full display. When battle plans are made in the Court, 
  this is the ground where those plans will be carried out. 
  This is where courtly wars are fought and won—or lost. 
  The highest fashion, the most gracious manners, and the 
  basest double-dealing are all on display. Factions can 
  make dramatic leaps on the ranking board in a single 
  ball, or plummet into ignominy. Should any hidden 
  factions exist, the common belief is that they would 
  choose to reveal themselves in one of the balls. That is 
  the importance of these events, and the prestige of the 
  actions taken therein.
  The number and themes of the balls generally 
  correspond to material plane calendar months, but 
  don’t be fooled—the flexible chronology of the Court 
  means a visitor could leave the material plane in the 
  deepest winter and enter a Court deep in the middle 
  of preparations for the Long Heat, or a summer visitor 
  might walk into the middle of the Deadwinter Ball. All 
  of the nations of earth do not experience the same 
  weather at the same time, so there is no reason the balls 
  should correspond to the weather of one particular spot. 
  Also, while there is a general order to the balls, it is not 
  strict; events may slip out of order, or the wait between 
  balls may seem longer than a material plane month, or 
  shorter than a week (but never shorter than two days—
  that would be unthinkable, to organize a ball that quickly, 
  even when aided by fungible time). As with most things 
  
  28
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  The Seelie 
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  The 
  Factions of 
  the Court
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  Itself
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  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  disdain for anyone, you will never be taken seriously 
  in the Court.
  I tell you these things to help you. Because if you wish 
  to speak to the fae, you must first get our attention. For 
  some, it is enough that you are what you are, a mundane 
  creature from a mundane realm. Some of us will be 
  fascinated with you, and want to know who you are, or 
  what you think, or where you are from, or how you taste, 
  and these you may speak to in peace, often. Some will 
  ignore you for what you are, a mundane creature from a 
  mundane realm. They will not engage you, preferring to 
  treat you as they would someone else’s pet, and these 
  (should you decide to speak to them) must be shown 
  that you are worthy of their attention. Some of us are 
  enamored with you, or the idea of you, and will seek to 
  seduce you or to ask to be taken back to your mysterious 
  home where they can be with you for eternity, and these 
  are the most dangerous to you. Some will see you as 
  tools, to use or use up as they require, and these are the 
  most useful to you. Learn these things.
  I say again that I do not mean to say that you should 
  not insult us. Quite the opposite, for it is the greatest 
  means of getting our attention. Indeed, you must insult 
  us if you are to earn our courtesy. You must slight us 
  or be seen as a simpering nincompoop. In your world, 
  respect is earned and courtesy is due, and in ours it 
  is contrariwise. Approach all with respect, and save 
  courtesy for what friends you may find. Unless you are 
  a simpering nincompoop—then you can speak kindly to 
  all you meet.
  Weave your insults with kind words. Milord, your 
  strength is unparalleled in this small chamber. I could 
  tell that you worked hard on that song, milady. Your 
  Excellency, I look forward to seeing your gifts in action 
  some day. I do love how you can wear just about 
  anything.
  You will be so insulted. Constantly. Every day. Every 
  word. If you listen to me, you will learn. My words, these 
  words I write to you, are insulting, but you do not see 
  the insult. I speak plainly, as might a company man of 
  your plane, but you do not understand the obloquy 
  I weave while I teach you what you need to know. Or 
  perhaps you have, and you have wisely set my slight 
  aside. I show my clever mind by wrapping the poisoned 
  pill in sweetmeats, and you show yours by eating only 
  the candy and discreetly discarding the venom in your 
  napkin. Or you are a simpering nincompoop, which I say 
  to describe you and certainly not to insult you. This is 
  our way.
  Learn to Speak Seelie
  EXALTED WISDOM BY PORL SANDSTORM
  Pay attention and learn from my words, for I enjoy 
  teaching, and in that teaching Iwill reveal what you need 
  to know. I am one who has lived long, and you are one 
  whose time here is short. Learn from me and your time 
  here will be short in the past, but if you don’t perhaps 
  your time here will be short in the future, who can say?
  But I repeat myself, now or later.
  The first step of speaking to Seelie is to speak. But 
  you don’t speak our language. But you do speak some 
  language or else you would not be reading these words 
  but instead using whatever the words end up being 
  written on to wipe yesterday’s crab apples out of your 
  bottom. Unless you use the electronics of your home 
  plane, but if you do not read this then you might as 
  well use your screens and illusory shapes to wipe your 
  bottom. I say this because it will help you.
  You may speak Sperethiel if you wish. You may speak 
  English if you prefer. You may even learn the Court’s 
  particular Béarlagair. But in Our Plane you may speak 
  what you like, even your Cityspeak, and be understood. 
  And understand. All is magical, especially words. And 
  crab apples. These words I write and you read are 
  magical, for they make my thoughts yours. Remember 
  these things if nothing else.
  You know that my people are proud, and they have 
  carried their pride with them for centuries. This you 
  know because I have told you, or will tell you and then 
  you will know. It is said on your plane that pride is a sin, 
  but here it is sacred. Consider the tale of Cáis Gruth, the 
  Honored Adjunct to the Royal Executioner. She insulted 
  some now-forgotten minor noble’s pride, and they had 
  to duel. But killing the noble impugned the esteem of 
  his house. And so as a result, she lost face, which was 
  then nailed to a crab apple tree. This insult to her was so 
  great that it demanded retribution. Like a swift kick to an 
  unemptied chamber pot, the shit flowed back and forth 
  and slopped over the sides. Fortunately, it took a short 
  time—only a few centuries—to settle. All of us hold in 
  our blood and bone the lesson you have only now just 
  learned by reading this story.
  I say for the first time that I do not mean to say 
  that you should not insult us. True creatures of pride 
  are disdainful of the pride of others. In oneself it is 
  esteem, in others vainglory. If your words never carry 
  
  29
  The 
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  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  are broadcasting your own desires to any there to hear. 
  You may wonder what harm may come of a single, small 
  question, but don’t forget that you are among minds 
  ancient and subtle, who may divine your intentions 
  beyond the scope of your simple question. I already 
  know many of your intentions, simply because you are 
  reading what I have written here, to help you.
  Perhaps this will help you understand our ways. I know 
  a minor noble who you do not, but for our purposes we 
  will call him Níos clog Bó, Second Thane of Droustre. He 
  was speaking to a noble you do not know who we shall 
  call Majestica.
  “What a lovely spring we are having, Majestica,” said Níos.
  “Quite lovely, indeed, milord. I hear that your lands are 
  blooming,” she said in reply.
  “Indeed, my largest pasture is practically overgrowing,” he 
  said, “so much so that I prefer to walk the lavender-scented 
  dungeons over riding in the field.”
  “Lavender is a pleasant odor. Perhaps I should decorate my 
  own dungeons with its perfume.”
  “You would find it sweet. Perhaps you could compare it to 
  my fields when they are new-mown.”
  “I look forward to it,” said Majestica.
  And so the exchange was agreed upon. Each would 
  later command their servants to make the necessary 
  deliveries, and no one was the wiser. Almost no one. 
  Perhaps more, if you can fathom their speech. Read this 
  and learn, for I am here to help you.
  Do not fear to attempt to deal with the Seelie if 
  you have nothing they want, or nothing that you 
  know they want. It is true that while we barter, we do 
  not have currency, but we do trade in a currency, and 
  that currency is known as obligation. We encode that 
  obligation in munera, but the social obligation is the core 
  of that currency. The Seelie Court trades favors among 
  themselves with abandon. The Unseelie Court trades 
  favors as well, assuming it exists. They trade among 
  themselves and one another. A market of obligations, 
  a tapestry of connections between nobles of social 
  threads and marks of munera.
  If you believe that the favor of a mundane creature 
  such as yourself is undesirable, then you are quite 
  mistaken. Such favors are like delightful trinkets, or 
  perhaps beautiful kitchen utensils. They are a delight to 
  hold, and even prestigious in the right circles. Cunning 
  fae will use them quite effectively. But foolish ones 
  But your insults will not always be at Court. Your 
  kind likes to make deals and haggle with your Mister 
  Johnsons and talk bumpkins into aiding you. Milord, I 
  am honored that you think we could scrape a living on 
  such a low payment. It was foolish of me to ask of you 
  something so difficult. Even in the face of gossips and 
  scandalmongers, Your Honor is wise to be so frugal in 
  his generosity.
  I tell you these things to help you, but it is not yet 
  enough. To you we are mysterious. To us you are 
  intriguing. And nutritious. To us, we are mysterious 
  as well.
  We are a people woven of secrets and intrigues. Our 
  artifice is made of riddles, and our enigmas formed of 
  machinations. All these things are things that you are 
  not. We truly like it that way, I have never thought to 
  consider why until I met you.
  We keep our intentions in the same place we keep our 
  kidneys, deep inside and somewhat toward the back. 
  We do this because we love our Pride, and Pride is the 
  child of Father Dignity and Mother Prestige. We must 
  raise up ourselves in the Court and in the eyes of all. We 
  must strike down our enemies, or raise them up to make 
  the striking down all the sweeter. We must be adored 
  above and feared below.
  To be all these things we create stratagems and 
  set them in motion, which must be kept secret or not 
  at all. Plans in the open spoil as quickly as curd in the 
  summertime. I don’t think you send your plans to your 
  enemies before you execute them, do you? Before you 
  execute your plans, I mean, not before you execute your 
  enemies. Or perhaps I do mean both in my heart.
  And so you must not tip your hand when discussing 
  your desires. If we know your desire, we might seek to 
  thwart you out of spite, or capriciousness, or to further 
  our own intrigues. Or worse, we might take it upon 
  ourselves to help you. Your intentions must be obscured, 
  especially when you seek us out in trade.
  In your realm, you make your deals plain. You put your 
  exchanges to the pen, or the pixel, even in the shadows 
  where no records are kept. Here we dare not be so 
  open. And so it is better for you, vital to some, that you 
  know what your prospective partner wants before you 
  approach. We do not have currency, and so your work 
  is cut out for you.
  It is inadvisable to simply ask the Seelie what they 
  want. If you stop to consider, you will see why. You are 
  demanding that a courtier reveal themselves, even if 
  it is only in some small way. Rudeness. Moreover, you 
  
  30
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  You are surprised. Perhaps confused. Perhaps 
  annoyed. Perhaps amused. If you are amused, then you 
  are a good student.
  The courtiers do not take note of the weaknesses 
  of others. Nor should you, if you want to remain safe 
  on our plane of existence. It would be a blatant insult 
  to point out the weakness of someone higher than 
  yourself in rank. And noticing that weakness in a place 
  where others can witness your attention is the same as 
  bringing that weakness to the attention of all present. 
  It would be beneath you to allude to the weakness of 
  your enemy or your inferior as well, and so would bring 
  your prestige down. Keep your composure, my mortal 
  students, when seeing weakness.
  Of course, you should most certainly exploit that 
  weakness. Unless you want them to owe you. Or you 
  no longer want to owe them. But do not twist that 
  knife openly. Be subtle. Be respectful. Be fae. As fae 
  as you can.
  All that I have told you is what you need to do, but 
  you do not yet understand how to do it. This I will also 
  teach you, for I am wise and you will learn well.
  I have told you to be respectful to every one you meet 
  in my realm. Do not assume that respect in your rigid 
  and stagnant culture is the same as it is in the Seelie 
  Court. Many of my kind value deference, it is true, but 
  some abhor it. Baroness Brynwather is livid when no 
  one laughs at her jokes, but the Marquis D’Aberjoine 
  takes great pride in his complete lack of wit and has 
  been known to imprison and flay those who find his 
  humor amusing. The entire Balukinri clan are constantly 
  distracted, and feel insulted if you do not repeatedly 
  remind them to focus on the conversation at hand. In 
  great contrast, Archgraff Eulenschirm once removed 
  the head of a servant who saved his life from an 
  assassination attempt and wore it on his belt for seven 
  cycles as a warning to all that they are to be polite when 
  requesting that the Archgraff “get down.”
  These are extremes, rare examples in the Seelie Court 
  that you may never encounter. But they are intended to 
  frighten you, because I care about my students. Many of 
  my people will forgive your gaucherie, but never more 
  than thrice, and they will extract a favor from you for it.
  I told you or I will tell you that knowledge is power. 
  That you cannot deal with the Court by asking them 
  what they want, but that you must know what they want 
  if you are to deal with the Seelie. There are many paths 
  to the information you need, and I will teach you to use 
  some of them.
  will discard them when they tarnish, rust, or lose their 
  delight, and so be wary always. As I have taught you.
  Do you want to be beholden to a Seelie noble? Oh 
  yes, you do. Very much. Being in debt to a courtier is 
  better than having them as an ally. The foolish ones will 
  show you off. The clever ones will use you to create 
  leverage. All will protect their investment. But be careful 
  of whom you choose to offer favors, o ye who runs in 
  shadows. Remember that I will tell you or have told you 
  that nothing is as it seems. Even if you find that strange 
  mental aberrant who you can trust, you cannot stop 
  them from lending your favor to one of their allies. Or 
  their enemies. Or your enemies.
  When you exchange favors, do not forget what you 
  have learned about making deals in the Seelie Court. 
  If you speak openly about the giving and receiving of 
  favors, others will know about them. Do not mistake 
  favors for intrigues. If you have courtly standing, or 
  esteem in the eyes of one of the factions, then your 
  favors bring prestige to those who hold them. But if the 
  fae to whom you are to become beholden wishes to use 
  you or your favor in their own machinations, being open 
  with your favors may do them harm. If you do not know 
  the state of affairs that surround your trading partner, it 
  is best to follow their lead.
  I have told you to be wary, or I will tell you later. The 
  Seelie rarely do anything out of affection or kindness. 
  Among the inhuman, expect no humanity. Or perhaps 
  metahumanity. Beware in your dealings with the fae, 
  for you could agree to owe one a favor and realize it 
  only when they come calling for you to settle your 
  debt. It could come in any form, small kindnesses, gifts, 
  information, advice, introductions to the powerful, aid, 
  wealth, forgiveness. Of course, I teach you for my own 
  pleasure, so you do not owe me any favors for writing 
  this that you read now.
  This reminds me about lies. Lies are seen in the heart 
  of our realm as weakness. Deception is used by the 
  weak to defend themselves against the strong. Lies are 
  churlish and uncivilized, disgusting to everything we 
  hold dear. So of course they are used on a regular basis. 
  But to be caught in a lie is to be disgraced. The false 
  noble who lies is disdained by both Courts and their 
  peers. They are considered weak for their dishonesty.
  Think long and hard before you choose to lie in our 
  realm, metahuman child. I am certain you fear that if you 
  do, you may be chained, or banished, or executed, or 
  worse made into chattel. But I tell you now because I am 
  a teacher that your fate will be worse than all of those 
  combined. They will ignore your indiscretion.
  
  31
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  People of the Court
  LADY BRANE DEIGH
  A 
  fairy appeared before a young Brane Deigh at the 
  slope in Roscommon named Mullach na Sidhe and 
  informed the child Brane that she was a changeling. 
  The fairy said that because Brane was no less her 
  parents’ daughter that day than she was the day before, 
  the fairy couldn’t bring her to the realm of the fae. The 
  fairy promised she would stay by Brane’s side, however, 
  and would visit Brane throughout her upbringing to 
  teach her the secret magics of the fae.
  As promised, the Connaught fairy visited Brane 
  regularly throughout her childhood. Little by little, 
  Brane learned the ancient magics promised, each 
  birthday heralding a new advancement in her skill. 
  By the time Brane entered high school, however, the 
  visits stopped, and Brane began to doubt herself and 
  her memories. Although she tried to remember by 
  studying the fairy realms, adolescence and the pressure 
  to prepare for adulthood pulled her away. By the time 
  Brane left for college in Limerick, she had dismissed 
  the entire encounter as a figment of her overly active 
  imagination, designed by her child’s brain to explain 
  away her Awakening. That is when I found her and 
  pledged to usher her into a new phase of her magical 
  training.
  My Lady Brane was gracious enough to allow me to 
  take over her training, and I have helped to guide her 
  along the Path of the Rígh—which originated aeons ago 
  among our kind. I helped her find her worldly mentor, 
  her magic, and her way home, to stand among you. 
  In her short time among us here at Court, she has 
  demonstrated herself to be an impeccable example of 
  everything we expect from our sovereign. The voices 
  that speak in support of her ascending to Queen are 
  those of the most well-respected and admired members 
  of Court.
  I bid you all join me in kneeling before your new 
  Queen, the Lady Brane Deigh.
  -  Aoifhill, Fae-in-Waiting to the Lady Brane Deigh, 
  Coronation Address. 
  The first is to use the ears that you were gifted by your 
  parents. Or that you purchased with your soul. Listen to 
  the court gossip, to casual conversations, and to decrees 
  made in the Court. Take care not to ask directly, for that 
  will reveal your intentions. But if you listen closely, and 
  discern the meaning of the conversations around you, 
  and perhaps you might learn that a prisoner was once 
  traded for a herd of cattle.
  If you have a certain set of skills, or can gain the favor 
  of one who has the skills, then perhaps you can find 
  and take your information from the coimeádaí of the 
  one with whom you seek to trade. The Keepers of the 
  Court are vulnerable to certain mortals, but be wary, for 
  they are not poorly defended. Be sure not to be caught 
  using this method, that you call slashing? No, hacking. 
  Hacking is quite the affront to your target, and will make 
  dealing with them all the more difficult. Unless they are 
  impressed or amused by your work.
  Easiest is to barter the information from another fae 
  who knows what your intended trading partner wants. 
  Of course, this knowledge will not come freely, and so 
  you must know what the other fae wants in exchange for 
  it. Soon you may find that you have traded the same way 
  I once did when I was very young, a tunic for lambswool 
  and lambswool for gemstones and gemstones for the 
  dress size of the Grand Mistress of Ildorette and the 
  dress size of the Grand Mistress for one day of my 
  greatest joy and one day of my greatest joy for two troll 
  baby teeth and two troll baby teeth for the information 
  that I sought.
  To you this might seem twisted, a pointless and 
  painful process to find nothing more than information. 
  But it is by far the easiest way find to knowledge in the 
  Seelie Court, and the most advantageous. Behold that 
  in all my bartering, I made connections with no less than 
  seven courtiers! This is how you succeed in the court of 
  the fae, and become a noble, and then esteemed, and 
  then a judge, and finally a teacher.
  And so have I been your teacher, and you have learned 
  from me. And I will continue to teach you, and you will 
  continue to learn from me. No greater honor, yes?
  
  32
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  party at that—in identifying and recording the makeup of 
  the Seelie Court. The overriding opinion on the matter, 
  as it is with most matters involving the Queen, is that 
  she stands to gain from the contract in some capacity 
  unknown to any but herself.
  Well-placed as ruler of a people who pride themselves 
  on their ability to make war with words, the Queen is a 
  master diplomat. Regardless of the individual and the 
  subject, anyone conversing with the Queen notices first 
  that her regard is complete, an oddity among individuals 
  of her station. She also has a unique talent for setting 
  her conversation partners at ease with the impression 
  that whatever subject they discuss is the most important 
  thing to her in the present moment. Despite her position 
  and the accompanying never-ending cries for her 
  notice, she grants people her full attention, to the point 
  where people often believe the Queen is allied with 
  them. Such belief should seem foolhardy, especially 
  when representatives of multiple sides of an argument 
  walk away from conversation with the Queen believing 
  the same, but the impression persists. Some walk away 
  from conversation only to realize later that the Queen 
  successfully talked them into a compromise of some 
  sort. Those who deal with the Queen will usually make 
  deals that benefit the Seelie Court, whether they initially 
  realize it or not.
  The Queen is as comfortable wielding the stick as she 
  is wielding the carrot. Several pronouncements from 
  without the Court’s borders have made it necessary 
  to ensure all know where she stands when it comes 
  to supporting any party in foreign lands: The Seelie 
  Court supports no one outside its borders. As with all 
  matters, the Queen remains graceful and eloquent in 
  her presentation—the gentling of her diplomatic skills 
  has become her greatest strength in recent years—but 
  none need question her message when she delivers it. 
  Whether good news or ill, the Queen lets her opinions 
  be known.
  Even when silent, the Queen of the Seelie Court 
  wields what some have called a compelling presence. 
  She is tall, lithe, and fair-haired, with eyes that seem to 
  shift in color from a bright green to a pale blue, a trait 
  that supports Aoifhill’s proclamation that the Lady is 
  fae. In a land of widespread beauty, magic, and illusions, 
  it is unlikely that her appearance alone results in her 
  presence. More likely it is due to the time spent with and 
  lessons learned from her mentor. All accounts of her 
  mentor, the Lady Alachia, reveal her as a strict and hard-
  edged instructor possessing the same social skill and 
  More rumors than ladies-in-waiting revolve around 
  her, although it is a close contest as to which number is 
  greater. From who will design her next ball costume to 
  her species, many claim to know many true facts about 
  the Lady, but few actually do. As Queen of the Seelie 
  Court, the Lady Brane Deigh often seems more myth 
  than reality. 
  Lady Brane Deigh appears elven. When her lady-
  in-waiting, Aoifhill, during an introductory speech at 
  Deigh’s coronation, revealed that although Lady Brane 
  Deigh was raised as an elf in Tír na nÓg, Deigh is actually 
  a changeling, the proclamation shocked the Seelie 
  Court, particularly the elven members thereof. Several 
  rumors persist that the Queen’s announcement was 
  nothing but a ploy to win fae support of her monarchy 
  and that she is indeed an elf; they point to the fact that 
  there was no response whatsoever from officials in Tír 
  na nÓg. However, most of her subjects accepted the 
  news with pleasure. Whispers of closed-door meetings 
  between the Tír elite and the Queen soon after her 
  coronation suggest that the news was not accepted so 
  readily as the Tír silence suggested, but the idea of this 
  causing new friction between them gained no traction. 
  A few continue to grumble quietly about the Queen’s 
  seemingly indeterminate race, but few disagree with her 
  right to rule.
  The ascension to Queen derives from an ancient 
  ceremony by which the sovereign was chosen based on 
  the example the candidate demonstrates, rather than an 
  outward display of power. Lady Brane Deigh’s ascension 
  to Queen was no exception to this tradition. Many 
  highly regarded members of Court spoke on behalf of 
  Deigh and pledged their support for her coronation. 
  So many, in fact, that some wondered in hushed tones 
  whether magic or pure politics were utilized. It turns 
  out, however, that neither were at play; Deigh is simply 
  a master at social interaction.
  Lady Brane Deigh possesses a remarkable mind for 
  people and for social tactics and strategies. On several 
  occasions she has demonstrated an uncanny ability to 
  manipulate threads running through the social network 
  of Court, over the course of years, to ensure her plans 
  come to fruition. Her talent with people is so great that 
  sources close to the Queen expressed some confusion—
  out of her earshot, of course—when Renraku won a 
  contract to conduct the census project; the Queen has 
  always known precisely who is who in her realm. Some 
  could see no reason to involve another party—a foreign 
  
  33
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  charismatic aura. Her mentor, also reputed to possess 
  a high position within Tír na nÓg, has yet to react to the 
  news delivered during Lady Brane’s coronation, further 
  adding to rumors that the news was simply a stunt.
  For some, the idea that a fairy taught Lady Brane 
  before the Lady’s ascent to leadership and mentorship 
  by the Tír elite is comforting. Other fae have bristled 
  at their monarchy consisting largely of elves. The 
  evidence that their new Queen learned the ways of their 
  world from a native has largely calmed their concerns, 
  but many still wonder who Aoifhill is. Little reliable 
  information is known. Aoifhill has stood nearby since 
  the beginning of Lady Brane’s time in the Seelie Court, 
  though she was overlooked—considered merely a lady-
  in-waiting—until her speech. Aoifhill is not seen outside 
  the Queen’s presence, and the Queen does not tolerate 
  the questioning of her servants. In the absence of further 
  information, two opinions have developed in Court 
  regarding Aoifhill’s proclamation. Those who believe 
  it is true point out that the Queen—and by extension, 
  her subjects—has been blessed with the best of both 
  educations: that of ancient elven traditions as well as 
  of traditions unique to the fae. Those who believe the 
  statement is a ploy for support question the Queen’s 
  motives in holding up an unknown fae as her instructor, 
  let alone in falsifying her bloodline. Regardless of the 
  truth of the matter, the fairy Aoifhill remains elusive, but 
  it is clear she plays a major role in advising the Queen.
  Lady Brane maintains an impressive collection of 
  artifacts, including the Sword of Nuada (Airgetlám); the 
  Loom of Uonaidh, an odd name given to a pendant the 
  Queen wears constantly; and a set of cards bequeathed 
  to her in Dunkelzahn’s will and said to confer divinatory 
  powers (arguments persist whether some or all of them 
  are part of the Sixth World Tarot). Arguably, the most 
  important artifacts to the Court are the Arcana, a set of 
  objects of power said to grant the spiritual and mystical 
  power and authority to rule the Court. Many believe that 
  the Queen is a powerful mystic adept, though none but 
  she know for sure, as her aura-obscuring powers are 
  considerable. Others have hypothesized that it is Lady 
  Brane’s obsession with powerful artifacts that uncovers 
  either her lust for power (reputedly passed down from 
  her mentor) or her weak magical power. All that is 
  known for certain of the Queen’s learned and inherent 
  magic is that she has the knowledge and talent to wield 
  powerful sorcery. Any other ideas as to her magical 
  talents cannot be verified; the Queen operates under 
  powerful masking metamagic at all times. Any spell 
  
  34
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  populace. Her leadership, her social skill, and her grace 
  continue to inspire her subjects to this day.
  Lady Brane Deigh
  B
  A
  R
  S
  W
  L
  I
  C
  Edge
  Mag
  3
  4
  5(8)
  3
  6
  6
  6
  7
  6
  8
  Condition Monitor: 10
  Armor: 9
  Limits: Physical 5(6), Mental 8, Social 9(12)
  Physical Initiative: 11(14) + 1(4)D6
  Skills: Arcana 9, Archery 5, Assensing 9, Astral 
  Combat 6, Athletics skill group 4, Blades 4, 
  Computer 2, Con 6, Conjuring skill group 9, 
  Enchanting skill group 5, Etiquette 11 (Elven +2), 
  First Aid 4, Intimidation 8, Medicine 3, 
  Negotiation 10, Outdoors skill group 5, 
  Perception 6, Sorcery skill group 11, Stealth skill 
  group 9
  Qualities: Exceptional Attribute (Charisma), Focused 
  Concentration (5), Spirit Affinity (beasts), 
  Toughness
  Initiate Grade: 10 (ally conjuration, centering, 
  extended masking, flexible signature, flux, 
  masking, reflection, shielding, spell shaping)
  Spells: Functionally all, but favoring Detection, Illusion, 
  and Manipulation 
  Adept Powers: Attribute Boost (Agility), Improved 
  Ability (Negotiation) [3], Improve Potential 
  (Social) [2), Improved Reflexes [3], Kinesics [2], 
  Mystic Armor [2], Natural Immunity [3], Spell 
  Resistance [2]
  Gear: Emerald ring (Power focus, Rating 4), 
  Nightshade/Moonsilver gown
  Weapons: Ornate dagger [Blade, Acc 6, Reach —, 
  DV 5P, AP –3, weapon focus (3)]
  CHIEF ADVISER TO THE QUEEN
  Among the youngest of the Court’s high-ranking 
  officials, Magister Alessius Vyperalyn has only been 
  attending Court for a few decades. His rise to a position 
  of such power and influence in such a short time is a 
  tribute to his skill at playing the games of Court and 
  his willingness to work with every faction in order to 
  get ahead. 
  The Magister is an elf, born to the material plane. 
  In his fortieth (or so) year of life, he took his first steps 
  across the threshold into the Seelie Court and has rarely 
  returned to the plane that spawned him. He took to the 
  effects on the Queen bear her astral signature—indeed, 
  for another to cast at the Queen would be grounds for 
  the caster’s immediate arrest and certain execution. 
  However, with the right magical ability, some whisper, 
  the signature could be faked. Such doubts only fuel the 
  rumors surrounding the Queen, which range from the 
  absurd to the destructive.
  For an idea of the absurd, consider the distressingly 
  persistent rumor that the Queen is a member of the 
  Vigilante faction. Ridiculous as the idea may sound, a 
  few insist that the Queen must have knowledge of the 
  faction’s supposed dissolution and reprimand her failure 
  to act. They believe that this inaction highlights the truth 
  that she is a part of an elaborate plot to reap revenge 
  on those who demolished the faction. The Queen has 
  refused to acknowledge their dogged claims, and the 
  only words on the subject her Steward has offered is 
  that “The notion is ludicrous.”
  However, the most absurd and most potentially 
  destructive rumor surrounding the Queen revolves around 
  an incident from two years ago. A púca by the name of 
  Pachelbel created a stir at Court when he arrived at Court, 
  wide-eyed and anxious, to feverishly and loudly insist 
  that the Queen had a double. Not simply a double, but 
  a shadowy double. Pachelbel claimed until the day of his 
  execution that he saw the “Queen-in-Shadow” in lands 
  where it is rumored the Unseelie dwell. The púca was 
  arrested and beheaded for his outburst and insult, but 
  the idea spread. A small group of individuals clung to the 
  story and persist in telling it to this day. Every few months 
  the group, who call themselves the Agents of Clarity, 
  disseminates information among members of Court, 
  stating the Queen is not who or what she claims to be, that 
  she is neither fae nor elf, but something else. They insist 
  that two facts support their claim: first, the Queen has 
  been seen on several occasions to engage in conversation 
  with someone who is not visible to anyone, not even via 
  astral space, and that she regularly seems as though she 
  is listening to someone removed from her immediate 
  surroundings. Second, that the Seelie Court and the 
  Unseelie Court remain continually in balance despite each 
  side’s wish to eradicate the other. The Agents insist that the 
  only way this is feasible is if the ruling parties always know 
  of the others’ plans. The vast majority dismiss the Agents 
  as insane. The Agents of Clarity have so far eluded capture, 
  and it is said the Queen has sent agents after them.
  Though varied and persistent, the whispers and 
  uncertainties dwindle in the face of her support, 
  and despite the rumors, the Queen rules a satisfied 
  
  35
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  Court proceedings to keep Serrin occupied swatting flies 
  while his true efforts continue to grow more successful 
  behind closed doors. 
  Beyond the inner circle of the Queen, Magister 
  Vyperalyn has considerable influence within the faction 
  from which he rose, the Higher Power. That influence 
  has been strained with his position on connections to 
  the material plane, and forces within Higher Power have 
  likely been working against him, while he uses their 
  name and influence to advance his agenda. 
  The veils of mystery and secrecy are thick when one 
  speaks of Magister Alessius and most of the other 
  factions, but his support and connections can be found 
  if one simply knows where to look. Several layers of 
  intermediary act to buffer the Magister from immediate 
  repercussions and allow him to channel any remaining 
  advantage into other efforts. 
  His most open secret alliance (or perhaps more 
  appropriately, “secret” alliance) is with those who 
  ally with Eclipse. He builds connections to members 
  who lean heavily toward extending the influence of 
  the Court—especially those who seek to keep that 
  influence unseen as it spreads in the shadows of the 
  material plane.
  Unravelling the knots before the strings connecting 
  the Magister and his supporters are severed has 
  become a particular pastime of aspiring courtiers who 
  think knocking him down a peg will help to lift them 
  up. His rumored connections include Death, Comet, 
  and Bastard. All too often their efforts become so 
  tangled that the plots they eventually unravel are their 
  own, implicating themselves in their web of treachery 
  without turning up anything solid to use against the 
  Magister. The new access to shadowrunners and assets 
  from the material plane that Court members can use 
  as extra pawns in ongoing games could be interesting 
  for Vyperalyn’s future. He will certainly be eager to use 
  these tools, but if they are turned against him, he could 
  be setting up his own doom. 
  Despite his leanings for change, the Magister finds 
  staunch support from the Dragon. His own arcane 
  prowess earned him early respect and access to many 
  Dragon allies. These ties have been strained of late, 
  though not as strongly as those with supporters of the 
  Higher Power. Arcanist elves cannot act superior unless 
  they have someone to be superior to. 
  As is the case with so many others, nothing tangible 
  connects Magister Alessius to the Unseelie Court, 
  but speculations find their way to him too often to 
  games and subterfuge of Court life like a guresh to water, 
  quickly earning a spot as a regular emissary for Higher 
  Power, where he began to build his first power base. 
  With their support behind him and his recent existence 
  on the material plane, he made several inroads for 
  efforts to create a stronger bond between the two. 
  Current rumors fly about his possible involvement 
  in the Yellowstone Calamity, especially considering 
  his family ties. He has an unclaimed brother, Lysander 
  (a twin, according to the most fervent rumors), who 
  still lives on the material plane and operates as a 
  shadowrunner throughout the Pacific Northwest. Efforts 
  are regularly made to try to connect the activity of one 
  to the other with varying levels of success, depending 
  on which likely embellished series of story you choose 
  to believe. Actual evidence of a connection is difficult 
  to find. Neither of these two are forthcoming with 
  information, and to most viewers, their lives appear 
  connected only by their DNA and family name. 
  The Court politics of Magister Vyperalyn are 
  interesting and varied. His rapid rise came with a 
  significant munera debt, but his current political agenda 
  seems to carry little in the way of outside influence. A 
  small number of courtiers believes that his supporters 
  are being cowed in some way, while the vast majority 
  are waiting for his collapse as all the strings he has tied 
  to himself are pulled in varied directions. 
  As unfavorably as many look upon this new rift of 
  access, Alessius has long been working to increase 
  connections to the material plane in order to plunder 
  the physical and magical wealth it offers. In the eyes of 
  many, the material plane is full of ignorant mundanes 
  and simple physical beings, but the rising mana, 
  ever-shifting lines of power, and growing Awakened 
  population offer a developing source of resources for 
  the Court. His efforts have shown little progress, but his 
  rank and authority continue to grow. 
  What surprises many is that while he is advisor to the 
  Queen, the Aes Sidhe Banrigh have shown no support 
  for his cause and continue to promote isolation from 
  influences that may corrupt the traditions and culture 
  of the Court. Along with that, the Queen’s Champion, 
  Lord Serrin Sol, is Alessius’ greatest opponent. The 
  grumpy old elf works to undermine and subvert every 
  bit of support the Magister provides. Most consider 
  the bitter rivalry a battle for the Queen’s favor between 
  her hunting hound and lap dog, but nothing is ever so 
  simple in the Seelie Court. As it stands court watchers 
  feel Alessius is simply tossing out trivial support during 
  
  36
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  Decrease Reaction, Decrease Reflexes, Decrease 
  Willpower, Deflection, Double Image, Fireball, 
  Heal, Improved Invisibility, Increase Charisma, 
  Increase Reflexes, Levitate, Lightning Ball, 
  Lightning Bolt, Mindnet, Mind Probe, Physical 
  Mask, Reinforce, Secret Handshake, Shadow, Sight 
  Removal, Silence, Sound Barrier 
  Metamagics: Absorption, Astral Bluff, Centering, 
  Masking, Quickening, Shielding
  Augmentations: Attention co-processor, cerebellum 
  booster 2, cerebral booster 3, math SPU, tailored 
  pheromones (2)
  Gear: Magister’s vestments (AR 6), Ring of Foresight 
  (AR +2), snake staff [Sustaining focus: Head 
  (Health, Force 4, Increase Charisma 4), eyes 
  (Manipulation, Force 6, Deflection 6), coiled body 
  (Health, Force 4, Increase Reflexes 4)]
  Weapons: Snake staff [Club, Acc 6, Reach 2, DV 6P, 
  AP —]
  NIALL O’CONNOR, UNSEELIE COURT 
  OPERATIVE
  They call him the distant cousin, that damned mortal, 
  the dirty O’Connor, the dissident, and that bastard—
  never The Bastard, of course—when they’re particularly 
  frustrated with him. The courtiers aren’t particularly 
  kind to Niall O’Connor, and Niall O’Connor doesn’t 
  particularly care. The mortal and his ally spirit Mathanas 
  have been regulars at formal Court functions for 
  decades, and invariably Niall can be found playing the 
  devil’s advocate every time he visits. His is the clearly 
  ringing voice of dissent every time he opens his mouth, 
  a truism that holds whether in the Seelie Court or back 
  home among the elves of Tír na nÓg.
  Niall O’Connor is a mortal. An elf, born into one of 
  the Tír’s ruling Danaan Families and a magician of 
  tremendous potential, he has every reason to wallow in 
  privilege and love the elven nation and its government 
  that has rested him so gently in the lap of luxury. But he 
  does not. Contrary by nature, more compassionate than 
  most in the Sixth World, well aware of his luck and of 
  how that same luck eluded so many others, O’Connor 
  has long railed against the political system of Tír na 
  nÓg, the exploitative nature of it, and the privileged few 
  that reap so many benefits from the ignored masses. 
  He has not walked gently along the Ways and Paths 
  on his way to being acknowledged as a Righ—no, he 
  has stomped angrily the entire way, kicking stones 
  along with him, tripping his fellows, and elbowing his 
  completely ignore. Most often his material connections 
  generate the most concern, though his alliance with 
  Eclipse convinces some that he is merely wishing to 
  alter the shape of the Court rather than overthrow it. 
  Still, he is reputed to be seeking the Turnkey of Rust, and 
  all in the Court know that such an object would never be 
  used for stability. 
  As a final point, Magister Alessius, while a pretentious 
  prick in most Court engagements and a braggart during 
  balls and festivals, has no stomach for violence. Yet 
  somehow it manages to follow him like a storm cloud. 
  Rare outbursts from struggling courtiers who succumb 
  to their baser natures often cause him to disgorge his 
  most recently consumed meal in a flagrantly unmannerly 
  display. This has helped to both soften and strengthen 
  the rumors that swirl each time death (the event, not 
  the faction) finds one of those who question or oppose 
  him openly. He is never directly connected to the acts of 
  violence, but rumors still connected them to him. Some 
  think these are the acts of Alessius’ allies within Higher 
  Power, others whisper of his brother slipping through 
  the shadows into the Court, and still more look to the 
  Comet, Death, or Eclipse factions as forces seeking to 
  change the status quo by playing out the Magister’s 
  machinations. 
  Magister Allesius Vyperalyn,  
  Advisor to the Queen
  B
  A
  R
  S
  W
  L
  I
  C
  Edge
  Ess
  Mag
  3
  4
  4(6)
  3
  7
  9
  8
  8(12)
  6
  4.1
  8
  Condition Monitor: 10/12
  Armor: 8
  Limits: Physical 5, Mental 11, Social 9(12)
  Physical Initiative: 12(14) + 1D6(3D6)
  Skills: Arcana 8, Archery 2, Artisan 3, Athletics skill 
  group 3, Chemistry 2, Close Combat skill group 2, 
  Computer 2, Con 8 (Fast-talking +2), Conjuring 
  skill group 6, Enchanting skill group 6, Etiquette 7 
  (Seelie Court +2), Firearms skill group 2, 
  Leadership 6, Medicine 2, Negotiation 10, 
  Perception 5, Sorcery skill group 8, Stealth skill 
  group 8, Throwing Weapons 2
  Qualities: Analytical Mind, Common Sense, 
  Exceptional Attribute (Willpower), Linguist, 
  Perceptive, Rank (Seelie Court) 3, Trustworthy
  Initiate Grade: 6
  Spells/Rituals: Agony, Alter Memory, Analyze Magic, 
  Analyze Truth, Armor, Astral Message, Awaken, 
  Clout, Control Actions, Decrease Charisma, 
  
  37
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  stands, instead, eminently comfortable at the eye of the 
  storm, with his bespoke suit unruffled by the howling 
  winds that threaten all around him—and Mathanas 
  hovering protectively nearby.
  Only the Lady Brane knows why the rogue is allowed—
  invited!—to the Court, and only the Lady Brane can 
  revoke that invitation. That she has not done so is a great 
  a frustration to O’Connor’s detractors, but they never 
  quit trying. Their fingers keep pointing, their tongues 
  keep wagging, and their attention invariably stays fixed 
  on the rumored Unseelie agent; which is, perhaps, his 
  secret value to the Lady. For all that he frustrates her 
  Stewards, and for all that her courtiers and the nobles 
  complain incessantly of O’Connor’s reputed doings, 
  there is something about him that keeps him welcome 
  in her Court, and his worth as a distraction and a unifying 
  external irritant is as likely a reason as any others.
  There are rumors, of course, that O’Connor isn’t truly 
  welcome, and that his travels from the mortal world to 
  the fae realm have little to do with the Queen’s favor. 
  She tolerates him, such rumors insist, but her feigned 
  politeness is a cover for her inability to bar him from the 
  timeless realms of the Court. None would dare accuse 
  the Lady Brane of such weakness out loud, of course, 
  nor would any expect an honest answer from Niall if they 
  pressed him, so the rumors stay whispered only, and 
  invariably with worried glances about for Unseelie spies.
  Invited to do so or not, it is known that O’Connor’s 
  ability to cross between worlds is second to few. The 
  bearer of the Ring of Truth, bequeathed him from 
  Dunkelzahn’s own horde, Niall has either learned how 
  to tap the prophetic ability of that artifact into a reliable 
  way to step back and forth from fae to mortal realms, 
  or has some other items of power that expedite the 
  process. Such is his mastery of the journey, such is his 
  acclimation to the timeless realms of the Seelie Court, 
  that he has even seemed to be in both places at once; 
  some secret power may have allowed him to exploit the 
  flexible chronology of the Court in order to be all the 
  more cunning, all the more flawless a schemer, back in 
  his mortal home (or Mathanas may simply be uncannily 
  able to mimic him, often continuing Niall’s work in the 
  Tír while his summoner is away at Court).
  way to the front of the pack despite their best efforts. 
  His position with Renraku Eireann-Tír is almost entirely 
  symbolic, and it leaves him with tremendous free time 
  to while away on studying and writing arcane guides, 
  rubbing elbows with entirely the wrong sort on deep-
  Matrix datahavens, and overseeing—rumors insist—
  insurgent training at his remote farm or other, more 
  secret, properties. In the mortal realm, he is entirely 
  an advocate for anti-Tír organizations, a rabble rouser, 
  a giver of speeches, and a generous financial donor to 
  groups known to desire destabilization of the Tír way of 
  life. He is a master at abusing the Tír system while railing 
  against its abusive nature.
  In the Seelie Court, behind a wry smirk, he seems to 
  be much the same.
  Niall runs counter to the wishes of the Court, but never 
  quite to its laws. He knows well the spirit of the Seelie 
  rules and contorts them at every opportunity, much to 
  the irritation of a great many of his nominal peers. Niall 
  O’Connor has two great gifts to offer the two worlds 
  he lives in: the ability to rouse ire at the drop of a hat, 
  and the ability to never quite be the one seen dropping 
  that hat. His knack for causing trouble is second only to 
  his knack for avoiding it. His ability to dodge fallout is, 
  quite literally, the stuff of legend, and only whispers and 
  accusations—baseless rumors—tie him to any Unseelie 
  operation. O’Connor is a juggler at heart, able to keep 
  so many plots and schemes moving (while only barely 
  touching them) that blaming him is as fruitless as it is 
  infuriating. 
  He is never directly responsible for anything, it seems, 
  in either the mortal realm or among the fae. When 
  poachers were caught preparing to cross over into the 
  metaplanes for a daring safari, though they were using 
  a path he regularly treads, even the Steward couldn’t 
  detect any lie from Niall as he rejected any connection. 
  When smugglers used those same secret paths to steal 
  fae plants and turn them into dangerous hallucinogens 
  that were all the rage in upper-crust Tír parties, Niall’s 
  hands were spotlessly clean. When stockpiles of stolen 
  Seelie-forged arms were found in his own barn’s loft, 
  reputedly an armory lain aside for Unseelie knaves, 
  O’Connor inverted the investigation to show that one 
  of the Queen’s knights had gone rogue and planted 
  them, seeking to gain glory by finally bringing Niall to 
  face Seelie law. Always, invariably, O’Connor isn’t ever 
  quite to blame for the chaos that follows in his wake. He 
  
  38
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  Niall O’Connor, Unseelie Court Operative
  B
  A
  R
  S
  W
  L
  I
  C
  Ess
  Mag
  4
  4
  4
  3
  6
  6
  6
  6
  6
  10
  Condition Monitor: 10
  Armor: 9
  Limits: Physical 4, Mental 8, Social 6
  Physical Initiative: 10 + 1D6
  Skills: Arcana 8, Assensing 7, Astral Combat 6, 
  Athletics skill group 3, Blades 3 (Swords +2), 
  Computer 3, Con 5, Conjuring skill group 8, 
  Enchanting skill group 5, Etiquette 7 (Elven +2), 
  First Aid 4, Forgery 5, Intimidation 5, Locksmith 4, 
  Negotiation 6, Outdoors skill group 4, 
  Perception 6, Pistols 4, Sorcery skill group 9, 
  Stealth skill group 6
  Qualities: Astral Chameleon, Focused Concentration (4), 
  Poor Link, Privileged Family Name
  Initiate Grade: 6 (ally conjuration, centering, danger 
  sense, flexible signature, masking, shielding)
  Spells: Functionally all, but favoring Detection, Illusion, 
  and Manipulation 
  Gear: Synergist Business Suit, The Ring of Truth (Force 6 
  Power Focus, among other abilities), a physical 
  replica of The Ring of Truth (Force 4 Spellcasting: 
  Illusion Focus), an assortment of magical trinkets
  STEWARD OF THE COURT
  There are not, as a rule, a great many mortals who have 
  been invited to live safely among the fae. Fewer still 
  were corporate attorneys. There has only ever been a 
  single Saito. Fiona Saito, who bears the Blue and the 
  Gold and stands at the right hand of the Queen herself, 
  is a remarkable exception.
  Only a few short years ago, she was a mystic adept 
  on the material plane, a hermetic of some small ability, 
  a follower of the path of Stewards, and a young judge 
  living comfortably in Dublin thanks initially to the 
  patronage of Renraku Éireann-Tír. Born of mixed parents 
  and straight into the corporate life, she was a remarkable 
  student, a hard worker, a burgeoning poet, a talented 
  calligraphist, and a regional champion Judoka. Fiona 
  was also brilliant in the courtroom. Compromise was 
  her forte, balance was her passion, negotiation her true 
  martial art. Blessed with a silver tongue that matched 
  her golden mind, she made enough of a name for herself 
  that her parent company granted her some leeway, 
  allowing her to work privately on the side. Eventually, 
  she made enough a name for herself that she worked 
  
  39
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  The Royal Steward is no mere clerk, though notations 
  are a part of their duty. As they follow the Queen, so 
  are they followed by the Moonlight Book, an artifact 
  of tremendous symbolic importance to the Court, 
  an enormous tome that hovers near them, with a 
  silver quill that records all they see and hear. The First 
  Steward—when he recorded himself into existence, he 
  gave himself no other name—turned the first page and 
  lay the first ink in the Moonlight Book, and the history 
  of the Seelie Court began in earnest. They record the 
  history of the Court, the royal decrees, the punishments, 
  the proclamations. The proud line of Stewards of the 
  Court are historians, not middle managers or simple 
  bureaucrats, and theirs is the voice that can call mad 
  courts of chaotic fey to order. They are storytellers, 
  as well, burdened with all the epic tales of the Court, 
  grand histories and clever schemes, monster hunts and 
  knightly battles.
  Blue and gold have long been the colors of the 
  mortal Stewards, and they have picked up that tradition 
  secondhand, inspired by shadows and half-memories 
  of their Seelie inspiration. The blue robes of office that 
  drape the Seelie Court’s Steward are so rich and dark as 
  to be almost black, and some who have stared too long 
  claim to have seen the stars within their shadowy folds. 
  They cloak the Royal Steward in good fortune to match 
  their iron will, and not a single Steward, not one in all 
  the histories written into the Moonlight Book, has died 
  while serving the office. As a ranking member of the 
  Court, they are allowed to go armed, and therein comes 
  the gold of their position, as well; the Golden Sword is 
  as keen as the wit of its wielder, and the bearer of the 
  blade is said to be able to cut to the truth of any who 
  stand before them. 
  The last, perhaps most distinctive, feature of the 
  Steward of the Court is their age. All who hold the title 
  bear the respect and recognition of the Court, bear a 
  tremendous burden, and are shrouded in responsibility. 
  The office of the Steward is as timeless and stable as the 
  throne, and so when they are sworn in, Stewards age; 
  not to the point of infirmity, no, but simply enough to 
  gain a touch more gravitas. A hint of grey at the temples, 
  a few more lines when they squint to judge the truth of 
  something, a deeper frown. There becomes a face made 
  for authority and dignity, and the silver streaks in Fiona 
  Saito’s hair stand as testament to this ancient tradition.
  her way out from under Renraku, and served as a fo-
  brehon, a magistrate in the Tír courts.
  And she made enough of a name for herself that 
  when two mortal instruments of timeless fae patrons 
  found themselves in need of legal counsel, it was Fiona 
  Saito they approached.
  Going before her for impartial counsel, they presented 
  her with a case that could have been argued as a matter 
  of hunting rights, property rights, the possession of 
  a controlled substance, the possession of a firearm, 
  trespassing while carrying a bladed weapon greater 
  than ten centimeters in length, attempted murder, and—
  eventually—arson. The short form involved a drunken 
  cattle raid turned into a bit of a fight, and ended with a 
  torched outhouse and wounded dignity. The long form 
  involved Fiona Dawson being approached to serve as an 
  impartial third party after hours—no jury, no paperwork, 
  no mundane attention. Catspaws of the Aes Sidhe 
  Banrigh and the Higher Power, alone in an office with 
  Fiona, left dazzled.
  She, put simply, talked circles around the both of 
  them, and left them not only satisfied with her uncanny 
  knack at smoothing over their dispute, but rivals again. 
  This time, they were competing for her, rather than 
  cattle and pride.
  Rumors of this remarkable young elf filtered back to 
  ageless ears, and eventually the Queen herself grew 
  curious. Fiona was smart enough to side with the Aes 
  Sidhe Banrigh when the time came to make her choice. 
  She’s a bright woman, and she knows where real power 
  lies. Mundane wealth wasn’t enough to impress her, and 
  she hitched her wagon to the Queen’s bright star. The 
  choice has served her well. First a royal advisor, now 
  the Royal Steward, the black-haired beauty is ever at 
  the Lady Brane’s side, and her meteoric rise has left her 
  speaking almost with the Lady Brane’s own voice.
  The Steward is a position of immense importance, 
  responsibility, and power in the Seelie Court. Gifted with 
  the Bardic voice of truth, they speak no lies, their word is 
  law, and their authority is second only to the Queen. Royal 
  Stewards serve either for a very long time or a remarkably 
  short one. There have, in all the history of the Court, been 
  no lukewarm Stewards, no middling Stewards, no decent 
  Stewards. One is either exceptionally well-suited to 
  working hand-in-hand with the Queen, complementing 
  her style of leadership and handling the Court in a savvy 
  fashion (in which case they may wear the Blue and Gold 
  for timeless ages), or they are … not (and are swiftly 
  replaced, and almost as swiftly forgotten).
  
  40
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  blade, and hoping an even greater fool might happen by 
  and relieve him of his burden.
  It has been literally ages since anyone feared the 
  Royal Executioner. The Seelie simply don’t have it in 
  them to respect someone whose only task is to swing 
  an oversized blade, to end a life with an ugly, brutal, 
  stroke. Executioners are no shining fae cavaliers bearing 
  steel in the name of grace and duty. There is no skill to 
  be found in their ugly work, no pride to be taken in so 
  artless a killing. A butcher at least serves a reasonable 
  purpose, a skillful chef with a knife filleting a fish can at 
  least turn it into a meal, and a hunter at least has to give 
  chase before the kill.
  The Royal Executioner, however, is simply the 
  Court’s brutal whim given form and title. They are 
  artless, crude, and brutal, and as such frowned upon. 
  Donal is the latest in a long line of Royal Executioners 
  chosen strictly as a means of punishing the holder 
  of the title. Shame carries tremendous weight in the 
  Court—it is, perhaps, the heaviest of burdens—and 
  everyone knows that Executioners are chosen as 
  the Lady Brane’s way of exerting dominance over an 
  unruly courtier, of reminding her peers that she rules, 
  of jerking a wayward noble’s leash and giving them a 
  graceless, thankless task. Mortals have long handed 
  out unfortunate, grim work as punishment—roadside 
  waste disposal, peeling potatoes in the army, extra 
  chores around the house—and things are simply a little 
  more dramatic in the Court.
  The Executioner position was once regarded as a 
  necessary ill rather than a position of shame, but that 
  ended with an attack on the Queen herself, ages ago. 
  The assassins, three brothers, were slowed by the 
  Steward, dazzled by the Queen, and arrested by the 
  Royal Champion. The whole Court knew their jealous 
  father was the one who’d ordered their attack, but 
  when charged with the crime, he denied it, and denied 
  them. Outraged by his cowardice and disloyalty in 
  equal measure, the Lady Brane appointed him Royal 
  Executioner, on the spot, offering him the opportunity 
  to prove the loyalty he claimed. She lined up his sons, 
  youngest to oldest, and bade him do his duty.
  The first sweep made him week. The second made 
  him admit his guilt. The third drove him mad.
  The Silver Axe has never been so heavy a burden as to 
  that schemer, but it is a burden, still. Many a headstrong 
  noble has worn the hood and borne the Silver since 
  then, and been allowed to retire bloodlessly. The hapless 
  Donal Viltharion hopes to be in such company, hopes 
  Fiona Saito, Royal Steward
  B
  A
  R
  S
  W
  L
  I
  C
  Ess
  Mag
  2
  4
  5
  2
  6
  6(9)
  6(8)
  7
  5.032
  5
  Condition Monitor (P/S): 10/11
  Armor: 9
  Limits: Physical 4, Mental 8(11), Social 9
  Physical Initiative: 13 + 1D6
  Skills: Arcana 7, Artisan 4, Computer skill group 10, 
  Cracking skill group 9, Influence skill group 9, 
  Intimidation 6, Perception 6, Performance 5
  Qualities: Analytical Mind, Codeslinger (Matrix 
  Perception), I C U, Mentor Spirit (Knowledge, stats 
  as Snake), Overclocker, Pacifist (10), Profiler
  Cyberdeck: The Silver Book, Device Rating 6, default 
  set to Attack 8, Sleaze 8, Data Processing 9, 
  Firewall 9
  Augmentations (betaware): Attention co-processor, 
  cerebellum booster 2, cerebral booster 3, three 
  datajacks, data lock (6), image link, math SPU, 
  sound link
  Adept Powers: Cool Resolve 2, Improved Ability 
  Computer +3, Improved Ability Negotiation +2, 
  Kinesics 4
  Programs: Armor, Biofeedback Filter, Browse, Edit, 
  Encryption, Fork, Guard, Hammer, Lockdown, 
  Toolbox, Track, Wrapper
  Gear: The Blue Robes (AR = Logic, 9)
  THE ROYAL EXECUTIONER
  Donal Viltharion is an idiot, and everyone in the Court 
  with the smallest snuff box’s worth of sense knows it. 
  He has gotten by as long as he has among quick-witted 
  courtiers by standing in the shadows of those who 
  find him too pretty to let stumble, and he has made a 
  career—a life—of tittering from one paternalistic patron 
  to another. He is empty-headed and oblivious, but 
  very, very, nice to look at. That has, until recently, been 
  enough.
  The realities of courtly living caught up to the insipid 
  Donal when he spoke out of turn about his Queen’s 
  latest gown. Or, rather, about what he could clearly 
  see through it. Charming flirtation is one thing, courtly 
  whispers hidden behind colorful fans is another, but 
  bald-faced statements concerning the royal curves? 
  Those are entirely a different beast.
  And so it is that Donal came to wear the black hood 
  and bear the Silver Axe. He sulks in the corners of the 
  Court, pouting prettily in shadow, carrying his too-heavy 
  
  41
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  Donal Viltharion, Royal Executioner
  B
  A
  R
  S
  W
  L
  I
  C
  Edge
  Ess
  3
  4
  3
  2
  3
  2
  2
  7
  1
  6
  Condition Monitor: 10
  Armor: 6
  Limits: Physical 4, Mental 3, Social 8(11)
  Physical Initiative: 5 + 1D6
  Skills: Archery 3, Blades 1 (Axe +2), Con 6 
  (Seduction +2), Etiquette 7 (Sycophantic +2), 
  Negotiation 4, Perception 3
  Qualities: First Impression, Unlucky
  Augmentations: Tailored Pheromones (3), Assorted 
  Cosmetic Bioware Equivalents
  Gear: Fine Courtly Clothing (AR 4), The Black Hood 
  (AR +2)
  Weapons: The Silver Axe [Blade, Acc 3, Reach 2, 
  DV 8P, AP –5, counts as a weapon focus versus 
  magical defenses]
  THE COURT JESTER
  Whirling flashing knives spinning and twirling through 
  the air herald the arrival of Garbh Filíochta, court jester.
  The jester is a traditional and ceremonial position 
  in the Court of Shadows. The official role of the jester 
  is to speak truth to power and to provide a talking 
  companion to the Queen when she needs to take her 
  mind off affairs of state. Garbh is also an accomplished 
  juggler, tumbler, singer, rhymer, and dancer, all skills that 
  she uses to excellent effect to distract and amuse those 
  who might conduct intrigue within the court, which is 
  the unofficial role of the jester.
  Garbh has made the most of the jester’s immunity 
  to punishment for small crimes. No one but the Queen 
  may punish Garbh, and she has made it clear that Garbh 
  will not suffer for stealing the handkerchief of a noble or 
  picking the pocket of a courtier. This has allowed Garbh 
  to prick the egos of the proud and fluster the solemn. 
  It has also allowed her to go largely unpunished when 
  she has been caught committing minor acts of intrigue 
  in the court, like when she was caught selling secrets 
  and spying on diplomats. Being able to intrigue without 
  punishment has let her hone her skills where others 
  trying to do the same would have been long exiled. She 
  has made herself an extremely skilled negotiator and 
  manipulator. Garbh’s weapon of choice in the Court is 
  using a careless word or a simple phrase to prod people 
  into action, or using a pointed joke or embarrassing 
  pratfall to slow down those who oppose her. Gentle 
  that no one will require the ultimate sanction while the 
  blade is his to carry, hopes that the Lady Brane will take 
  forget his slight and pass the responsibility on to others.
  Such was the fate of the previous Executioner, the 
  Lady Serra Tintagel. She schemed against the Lady Brane 
  by hunting mortals without leave, rumors say. No formal 
  charges were brought to bear, and only the position of 
  Royal Executioner, the unofficial punishment, was ever 
  levied against her. That she was allowed to retire so 
  soon—and bloodlessly—has led to yet more whispers 
  among the Court, thinking that the oafish Donal may 
  simply have said the wrong thing at just the right time, 
  opening his stupid mouth and giving the Lady Brane the 
  excuse she needed to let Lady Serra think she’d escaped 
  punishment and suspicion. 
  The gossip of courtiers about the shame and burden 
  of the Royal Executioner, that hooded killer so often 
  allowed to retire without blooding the Silver Axe, hides 
  a darker, more dangerous, truth. The publicly appointed 
  Executioner is not the only killer at the Queen’s disposal. 
  Many of her foes will never be charged with a crime 
  and formally sanctioned; instead, they are left to 
  darker agents.
  Whispers abound concerning these shadowy hunters 
  and grim-faced killers at the Lady Brane’s employ. For 
  untold seasons they have murdered in her name, allowed 
  to bear no blame, their honor allowed no blemish, so 
  long as they fulfill their oath and follow one rule: some 
  variant of the Executioner’s hood must be worn. They 
  bear nothing so obvious as the Silver Axe, and they are 
  allowed to kill as necessity demands, free to murder 
  with silvered steel, spirits, spells, or submachine guns, 
  so long as the job gets done. But they must wear some 
  manner of mask, some manner of hood, some tiny 
  semblance of a uniform. It may be a roguish bandana, 
  a hastily wrapped turban, a simple balaclava, or even a 
  fantastic ninja mask, but some form of black cloth must 
  wrap around their face when they kill in her name. 
  Even those who believe these secret Executioners 
  exist have no real idea who serves. Three contenders 
  stand out at present, three dark souls that some whisper 
  may kill for the Lady in secret: the steel-eyed and broad-
  shouldered Sir Cian of Slieve League, left-handed and 
  peerless with a blade; the Tír Tairngire exile, Talondel, a 
  sniper desperate for new patronage and royal guidance; 
  and the Lady Siobhan si’Terien, a golden-haired beauty 
  with a winsome smile that fae and mortal alike find 
  irresistible. 
  
  42
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  A lithe and agile ork, standing about six feet high, 
  Garbh is athletically built with well-toned muscles and a 
  pleasant smile. Merry, but not goofy, she maintains the 
  dignity of the Court even as she entertains visitors. She 
  usually wears a loose and comfortable silver-and-white 
  motley, and on ceremonial occasions she wears a full 
  jester’s motley with bells and wand.
  Garbh is often spectacular when she wants to be the 
  center of attention, she has juggled wine glasses full of 
  wine, taken a spectacular tumbling fall only to spring 
  up in front of an ambassador, and on one memorable 
  occasion, she stole ceremonial daggers from several 
  members of the Court in order to perform a blade dance 
  in front of a visiting diplomatic envoy. Unlike previous 
  jesters, Garbh is not needlessly cruel to her targets, most 
  of whom see the humor in the situation, and when it 
  looks like someone lacks a sense of humor entirely, 
  she will give them due space. A visiting delegation of 
  spirits may enjoy a humorous display, or even become 
  the butt of a good-natured joke. A visiting warrior-
  priest in blood-soaked armor festooned with blades 
  will be avoided. On those occasions when Garbh has 
  misjudged a jape, her relationship with the queen has 
  prevented any relationships from becoming too sour, or 
  worse, blood from being spilled.
  The Queen has Garbh’s unquestioned loyalty. Garbh 
  will never betray a confidence of the queen (unless she 
  has been asked to spread misinformation), nor will she 
  ever take an action which she judges will hurt the Queen, 
  even at the cost of her own ambition. In exchange, 
  Garbh has a confidante and is able to talk in unguarded 
  language with the Queen of the court.
  Garbh Filíochta, court jester
  B
  A
  R
  S
  W
  L
  I
  C
  Edge
  Ess
  5
  5
  5
  4
  3
  3
  4
  6
  6
  4
  Condition Monitor (P/S): 11(12)/10
  Armor: None
  Limits: Physical 7, Mental 5, Social 7
  Initiative: 9 + 1D6
  Active Skills: Athletics skill group 6, Blades 3, Con 5, 
  Disguise 4, Etiquette 7, Leadership 2, Navigation 4, 
  Negotiation 4, Archery 3, Sneaking 4, Unarmed 
  Combat 3, Performance 10 (Juggling +2), Unarmed 
  Combat 3, Perception 5, Gymnastics 5
  Knowledge Skills: The Factions 4, Fae Species 4, Jokes 
  and Japery 6, The Power Structure of the Court 4
  Qualities: Ambidextrous, Home Ground (The Court, 
  You Know a Guy), First Impression
  manipulations have now left her fairly influential within 
  the Court. As well as direct action, Garbh is known as a 
  buyer and seller of information, a profitable side business 
  that has also led to a web of people who owe her minor 
  favors, but her plans have stalled … she has favor but 
  no power, influence but no strength. In order to take 
  the next step, she needs a showcase, and opportunity 
  to really show her leadership and skill. The Yellowstone 
  Calamity, and the new visitors to the Court in its wake, 
  may be just the opportunity that she needs.
  Garbh is careful to interact with almost everyone who 
  comes to Court, longtime member and fresh visitor 
  alike. She spends much more time with and near any 
  newcomers to the court, making sure to try to work out 
  why they have come, and what benefits they might bring. 
  She does this by entertaining them, sticking close enough 
  to listen to them at a party, or even gently pulling them 
  aside and offering to fill them in on Court etiquette. Most 
  find her manner to be charming and entertaining—she is 
  an excellent juggler, tumbler, and all-around entertainer.
  Garbh’s interest in the Yellowstone incident, and 
  desire to learn and profit from it, has naturally aligned her 
  goals with those who urge more extraplanar meetings 
  and travel. The Death, Comet, and Eclipse factions tend 
  to align in similar directions to hers, with Higher Power 
  finding both strong similarities and strong differences 
  with her. Courtiers such as Lord Serrin and members 
  of the Dragon and Hermit factions often seem to be in 
  her way. Of course, she is loyal to the queen, providing 
  close ties to Aes Sidhe Banrigh.
  Many courtiers discount or ignore the silver-tongued 
  juggler, but the heads of factions and households are well 
  aware of her and what she does. Much of the time when 
  someone says “I’ve recently learned of a plot” or “My 
  sources say …” they are directly referring to Garb Filíochta.
  She is in demand for almost every nightly banquet. 
  She is a frequent guest at the Queen’s Banquet, but 
  also makes appearances at the Regency and Cyprian 
  feasts. She occasionally condescends to appear at 
  mid-level banquets, especially Tricksters’ Buffets. 
  Having an appearance by Garbh at a fest aimed toward 
  newcomers is an excellent indicator that a star is rising 
  at court.
  On rare occasions, the positions are reversed, and the 
  Queen throws a ball for Garbh. At the Fool’s Ascent nobles 
  and courtiers make a show of bowing and serving their 
  servants and followers. Of course the followers are careful 
  not to make too much of the occasion, lest the event go 
  to Garbh’s head or the Queen grow overly jealous.
  
  43
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  Fogharail ke’Coille is the youngest of the Queen’s 
  càraidean, and also one of the most beautiful. Her hair 
  is the color of autumn leaves and her skin fair like snow. 
  While still technically a Càraidean ke’Celliste, Fogharail 
  has proven herself to be a formidable ally. There are 
  many among the court who take her youth for granted 
  and are surprised when they are outmaneuvered in 
  front of honored guests. Fogharail prefers errands that 
  concern nature and the spirits, and she is often seen 
  in the company of a wulver called Uainelatha, who is 
  fiercely protective of her.
  Given that they are rarely seen at Court, it often 
  comes as a surprise that not all of Lady Brane’s consorts 
  are female. Chief among the Queen’s male càraidean is 
  Marcus Ko. Marcus is a masterfully skilled artisan. He 
  works for the Queen alone and holds the same favor 
  as the rest of her consorts. Marcus is never far from 
  the Queen at any moment, although his small stature 
  and glamours keep him nearly invisible to those only 
  concerned with their own machinations. Marcus’ height 
  and feathery blond hair often get him mistaken for a 
  child, although he is believed to be much older than the 
  Queen herself. When Lady Brane wears a new outfit, 
  wants something crafted, or needs something repaired, 
  Marcus is who she turns to. It is rumored that Marcus 
  has become one of the Queen’s few trusted confidants. 
  The Queen’s càraidean are trained to fade into the 
  atmosphere when Court is held, so as not to detract 
  from the Queen’s majesty or position. The exception 
  to this is Cairistiona Cipresso. Cairistiona sings for 
  the Queen and Court at nearly all official functions, 
  providing entertainment and enchantment for all guests. 
  She is kind and sweet, offering to give lessons to other 
  courtesans in exchange for an evening’s company. What 
  those lesser càraidean do not realize is that Cairistiona 
  is devious and deceptive on the Queen’s behalf. She 
  has a mystical way of enchanting nobility and càraidean 
  alike. It puts them at ease and places her in the perfect 
  position to draw out secrets and hidden plots, often 
  without anyone knowing they have been revealed. 
  Many court intrigues have been foiled after an evening 
  spent listening to Cairistiona’s songs.
  Of course the Queen is not the only one on the court 
  with formidable consorts. Plor na mBan, the Woman 
  of Flowers, is a consort who has had many patrons. In 
  fact, no one except the Queen in Exile can say for sure 
  how long she has been influencing the court. Yet she 
  never raises above her station as Càraidean ke’Celliste, 
  though she enjoys the respect and reverence due many 
  Augmentations: Bone lacing (aluminum)
  Vehicles: Yamaha Growler
  Gear: Jesters Motley (and wand), a small apartment 
  near the throne room.
  Weapons: Usually does not carry a weapon
  Contacts: Much of the Court, including the 
  Queen (7/5)
  THE ROYAL CONSORTS
  On casual observation, there seem to be members of 
  the Court with no discernible function. Blending into the 
  background behind the more powerful members of the 
  court, they are not servants, but they also do not hold 
  any official title. Despite this, they are respected and far 
  more important than their appearance suggests. These 
  are the càraidean, the royal consorts, or courtesans.
  There is often a romantic element between the 
  càraidean and those they serve, but this is not always so. 
  In many cases, such as the Queen’s retinue, the càraidean 
  function more as ladies in waiting than romantic 
  companions. This distinction is most clearly drawn in the 
  two classes of Seelie consorts, the Càraidean ke’Onair 
  (the courtesans of honor) and the Càraidean ke’Celliste 
  (the courtesans of light).
  The Càraidean ke’Onair are intelligent and full of 
  wit. They are gifted artists and performers, and they 
  especially shine when dealing in court politics, delicate 
  conversations, and general pleasantness. Theirs is the 
  difficult job of using their considerable skills in such a 
  way that their patron on the court gains favor for the 
  actions of their càraidean, rather than the càraidean 
  themselves. In many ways, they are understood to be, 
  and are treated as, equals among the nobility of the 
  court. And if they play the game well enough, they 
  may be granted titles of their own, or perhaps realize 
  even greater influence without such formality. To 
  say they serve the Seelie Court in a similar way that 
  shadowrunners serve the mundane world would not 
  be altogether inappropriate.
  The Càraidean ke’Celliste, a lesser class of courtesan, 
  are those who have not proven themselves to the Court, 
  and serve at the pleasure of the more established 
  courtesans, much the same as the Càraidean ke’Onair 
  serve their patrons.
  In the retinue of Lady Brane Deigh, there are several 
  noteworthy consorts. In this instance, their positions as 
  Càraideans ke’Banrigh, the consorts of the Queen, make 
  them very influential indeed. 
  
  44
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  Standard Càraidean ke‘Celliste  
  (Professional Rating 3)
  B
  A
  R
  S
  W
  L
  I
  C
  Ess
  2
  3
  3
  2
  3
  3
  4
  5
  4.1
  Condition Monitor: 9
  Armor: 0
  Limits: Physical 3, Mental 5, Social 7
  Physical Initiative: 7 +1D6
  Skills: Acting skill group 4, Animal Handling 3, 
  Arcana 3, Artisan 5, Blades 2, Disguise 3, 
  First Aid 3, Forgery 3, Influence skill group 5, 
  Instruction 3, Medicine 3, Outdoors skill group 2, 
  Perception 1, Sneaking 1
  Qualities: Code of Honor: Seelie Court, First 
  Impression, Perceptive (1), Too Pretty to Hit 
  Languages: Sperethiel N, English 5, French 4, Irish 
  Gaelic 5, Japanese 4
  Metatype Abilities: Enhanced Senses: Low-Light 
  Vision 
  Gear: Armband with sigil of patron, clothing (latest 
  Seelie fashion), golden necklace, 
  Weapons: Sidhe dagger, Short Blade [Blade, Acc 7, DV 
  4P, AP –1]
  Fogharail ke’Coille 
  B
  A
  R
  S
  W
  L
  I
  C
  Edge
  Ess
  3
  5
  5
  2
  3
  3
  4
  6
  2
  6
  Condition Monitor (P/S): 10/10
  Armor: 4
  Limits: Physical 4, Mental 5, Social 7
  Physical Initiative: 9 +1D6
  Skills: Acting skill group 5, Animal Handling 3, 
  Arcana 5, Artisan 6, Blades 3, Disguise 5, 
  First Aid 4, Forgery 5, Influence skill group 6, 
  Instruction 5, Medicine 4, Outdoors skill group 4, 
  Perception 5, Sneaking 4
  Qualities: Adept, Code of Honor: Seelie Court, 
  First Impression, Inspired: Artisan, Linguist, 
  Perceptive (2), Too Pretty to Hit
  Languages: Sperethiel N, English 4, French 3, Irish 
  Gaelic 6, Japanese 3
  Metatype Abilities: Enhanced Senses: Low-Light 
  Vision 
  Gear: Clothing (Latest Seelie Fashion), Sidhe 
  undergown, silver armband with Queen’s arcana, 
  silver moon tiara
  Adept Powers: Animal Empathy (1), Cloak (1), 
  Demara (4 hours), Enhanced Perception (2), 
  who hold positions above her. Many patrons seek her 
  out for her shrewd advice and comely demeanor, and 
  she always seems glad to help. Strangely, she never 
  stays with a single patron long and never returns to the 
  service of a patron she has served already. 
  Perhaps the most interesting group of consorts are 
  the Càraidean ke’Celliste of the Zhigul Makers. The only 
  dwarfs represented in the Seelie Court do not actually 
  appear at the court themselves, but send only dwarven 
  consorts to conduct business and keep up relations with 
  the Court for their masters. Although certain documents 
  suggest they have operated for hundreds of years, they 
  have yet to promote to Càraidean ke’Onair, as their 
  patrons never appear in Court to sue for it. The Zhigul 
  consorts do not seem to mind, however, and there are 
  few on the court that fault them for it. Unlike dwarven 
  stereotypes, the Zhigul càraidean conduct themselves 
  well within Court etiquette and even seem to be able 
  to deftly speak to many of the arcana factions without 
  angering others. 
  Standard Càraidean ke‘Onair  
  (Professional Rating 4)
  B
  A
  R
  S
  W
  L
  I
  C
  Ess
  2
  4
  4
  2
  4
  5
  5
  6
  4.1
  Condition Monitor: 9
  Armor: 0
  Limits: Physical 4, Mental 7, Social 8
  Physical Initiative: 9 +1D6
  Skills: Acting skill group 5, Animal Handling 3, 
  Arcana 5, Artisan 6, Blades 3, Disguise 5, 
  First Aid 4, Forgery 5, Influence skill group 6, 
  Instruction 5, Medicine 4, Outdoors skill group 4, 
  Perception 5, Sneaking 4
  Qualities: Adept, Code of Honor: Seelie Court, First 
  Impression, Perceptive (2), Too Pretty to Hit, 
  Inspired (Artisan)
  Languages: Sperethiel N, English 6, French 6, Irish 
  Gaelic 6, Japanese 6
  Metatype Abilities: Enhanced Senses: Low-Light 
  Vision 
  Gear: Armband with sigil of patron, clothing (latest 
  Seelie fashion), golden necklace 
  Adept Powers: Enthralling Performance (Artisan), 
  Heightened Concern (up to –2), Improved 
  Sense (Improved Tactile), Nimble Fingers, Voice 
  Control (1) 
  Weapons:  Sidhe dagger, Short Blade [Blade, Acc 7, 
  DV 4P, AP –1]
  
  45
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  CHAMPION OF THE QUEEN
  Lord Serrin Sol is the current and long-standing Queen’s 
  Champion. He is not the only Champion in memory, but 
  the legends and tales of his predecessors are slipping 
  from the minds and tongues of those few aged enough 
  to possess them. His life, much like that of the Queen 
  he symbolizes, is far longer than memories allow, 
  though his raven-black hair shows no sign of greying. 
  His grizzled face, often hidden beneath his helm as he 
  stands ever vigilant, bears some lines of age and is not 
  without scars from years of facing danger head on, but 
  his true age is told by his eyes. Eyes that seem to stare 
  back through the centuries as they look through you. 
  As he stands beside the Queen in title, he also 
  supports her view on the material plane and the new 
  issues arising from the Yellowstone Calamity. As the 
  Champion, he has not survived on strength and steel 
  alone. While the list of foes he has vanquished in the 
  name of the Queen is long, it is limited by the traditions 
  of the court—traditions that would be threatened by 
  the arrival of less-civilized elements from the material 
  plane. A wise warrior knows a weary fighter can be 
  struck down by even the untrained farmer, so it is best to 
  limit the fighting.
  Because of his views, Lord Serrin stands in direct 
  opposition of Magister Alessius Vyperalyn, Advisor to 
  the Queen. A strange tale told so woefully throughout 
  time of the sword and voice not standing together. 
  Serrin Sol has walked many Paths in his long life. He 
  now stands atop the ranks of warriors, but he has also 
  spent time with artists, scholars, and servants. He is no 
  brute, and those that think of him as such often find 
  their plans unravelling. While Lord Serrin may be best 
  known for his feats with the sword, earning the place of 
  Champion in the Seelie Court is not a test of metal but of 
  mettle. He has considerable skills beyond combat.
  The Seelie Court floor has seen its fair share of blood 
  despite the stated reticence toward violence. In his 
  years, Lord Serrin has demonstrated a code of honor 
  that most consider his greatest weakness. While his 
  blade has spilled lifeblood, he has never struck a foe 
  who has not struck first. Violence by the Champion only 
  comes as a result of violence against him. That may not 
  always be the best of plans, but it is a course he adheres 
  to. The fact that he absorbs so many initial blows puts 
  him in a certain degree of peril—his arcane talents and 
  resilience are all that have kept him from a poisonous 
  end on several occasions. He takes a particular relish in 
  Improved Sense: Improved Tactile, Light Touch (2), 
  Nimble Fingers, Traceless Walk
  Weapons:  Sidhe dagger, short blade [Blade, Acc 7, 
  DV 4P, AP –1]
  Marcus Ko
  B
  A
  R
  S
  W
  L
  I
  C
  M
  Edge
  Ess
  5
  5
  4
  5
  4
  5
  5
  4
  6
  4
  6
  Condition Monitor (P/S): 11/10
  Armor: 9
  Limits: Physical 7, Mental 7, Social 6
  Physical Initiative: 9 +1D6
  Skills: Arcana 6, Armorer 9 (12), Artisan 9 (13), 
  Banishing 3, Binding 3, Blades 3, Clubs 6, 
  Counterspelling 5, Disguise 4, Enchanting skill 
  group 6, Etiquette 4, First Aid 4, Forgery 5, 
  Instruction 5, Intimidation 3, Locksmith 5, 
  Medicine 4, Negotiation 2, Perception 5, 
  Performance 3, Ritual Spellcasting 5, Sneaking 2, 
  Spellcasting 5, Summoning 4
  Qualities: Ambidexterous, Aptitude: Artisan, 
  Blandness, Code of Honor: Seelie Court, Elemental 
  Focus: Fire, Inspired: Artisan, Path of the Wheel 
  Mystic Adept, The Artist’s Way: Improved Ability
  Languages: Sperethiel N, English 4, French 4, Irish 
  Gaelic 6, Japanese 4
  Metatype Abilities: Enhanced Senses: Low-Light 
  Vision 
  Gear: Sidhe Armored Vest, Clothing (Moderate Seelie 
  Fashion), Blacksmith Tools, Silver Armband with 
  Queen’s Arcana.
  Spells: Air Filter, Analyze Device, Analyze Magic, Clean 
  [Choose], Detect Magic, Fashion, Flamethrower, 
  Shape Metal
  Rituals: Imbue Item, Ward
  Adept Powers: Analytics (1), Improved Ability (4): 
  Armorer, Improved Ability (4): Artisan, Improved 
  Sense: Improved Tactile, Rooting (1), Temperature 
  Tolerance (1)
  Adept Powers: Animal Empathy (1), Cloak (1), Demara 
  (4 hours), Enhanced Perception (2), Improved 
  Sense: Improved Tactile, Light Touch (2), Nimble 
  Fingers, Traceless Walk
  Weapons:  Forge hammer [Club, Reach 1, Acc 4, DV 8P, 
  AP —, weapon focus (3)]
  
  46
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  keep the doors to the Court closed to outsiders, Lord 
  Serrin works with those who want nothing more than to 
  be left alone by all. 
  Dealings with the Aes Sidhe Banrigh are left to the 
  Queen. Her Champion has, on occasion, been sent as 
  a messenger, but that is usually for the purposes of 
  intimidation and not the idea of Lord Serrin. He prefers 
  to control the location for meetings and not get sent 
  into a potential pit of vipers. His position also leaves 
  him in a strange place as a member of the Queen’s inner 
  circle but not a true member of her supporting faction. 
  They have similar views, so for most that is enough to let 
  the separation stay.
  Lord Serrin keeps connections to the Magician distant 
  at best. He often calls upon their aid for investigations 
  and criminal proceedings and thus tries to avoid ties 
  that would create a semblance of favoritism. 
  Due to the ties of Dragon and Higher Power to Magister 
  Alessius, Lord Serrin has not made many friends within 
  those factions, despite his arcane elven heritage and 
  position of power. Both factions keep their distance and 
  are probably wise to do so. Higher Power’s view of the 
  material plane’s riches as a source to plunder has been 
  a thorn in Serrin’s side for decades. As for the Dragon, 
  Lord Serrin’s youth was spent traveling with all races and 
  he places an elven birthright no greater than any others. 
  Every hero must have a nemesis, and Lord Serrin has 
  his somewhere within the factions of Death, Comet, 
  and/or Eclipse. All three seek stronger connections to 
  other worlds, which he opposes, and all of them have 
  forces within that are willing to revolt to bring change. 
  A revolution that would need to be put down by Lord 
  Serrin. His efforts are constant and ongoing, and usually 
  out in the open during Court. At least the efforts he 
  wants them to see. 
  No one in power can avoid some attempted 
  connection to the Unseelie Court, and Lord Serrin is no 
  different. The fact that he openly allows any who must 
  face him for justice to attempt prove his alliance to the 
  Unseelie Court, and none have saved themselves by 
  doing so, tends to quell the rumor mill.
  Though there are inherent contradictions in the plan, 
  the rumors of Lord Serrin seeking to pull in forces from 
  the material plane to oppose forces from the material 
  plane has been whispered in many ears. Whether it is an 
  attempt by forces to mar his reputation or a true move 
  to use whatever assets are available in order to protect 
  the Court is not known, but the whispers get louder the 
  more people from the material plane come to Court. 
  exacting revenge on those who try to use poison against 
  him, as his idiosyncratic sense of honor is not marred by 
  the occasional act of vengeful torture.
   Seeking to rein in their efforts to draw the Seelie Court 
  into the affairs of others, Lord Serrin plays politics with 
  the best of them. The favor of the Queen’s Champion is 
  often the favor of the Queen, as her ear is always close. 
  His image as a brute and a warrior often leads others 
  to underestimate his cunning, a side of the man that 
  is rarely exposed while attending official Court events. 
  During those times he listens, gathers information, and 
  maintains his warrior’s vigil, ready to protect or stand 
  for the Queen. The keen mind of Lord Serrin is revealed 
  during private conversations within his office chambers 
  or a quiet meeting of chance in just the right place at the 
  right time.
  A view of any member of the Court cannot be 
  complete without looking at some of the factions they 
  are rumored to support or oppose. In the case of the 
  Queen’s Champion, every faction finds themselves on 
  his list, but Lord Serrin has a far more pragmatic view 
  of individuals than other courtiers do. While most in the 
  Court use faction affiliations to make broad assumptions 
  about people, Lord Serrin looks at each individual, 
  not the faction to which they seem connected, to 
  determine their value to his causes. It has proven quite 
  a valuable method as it also never paints a connection 
  as permanent, since alliances and affiliations shift so 
  frequently.
  Currently, Lord Serrin’s dealings have involved a 
  large number of courtiers and individuals who claim 
  affiliations to the Bastard and the Hanged Man. Neither 
  are factions one would expect, but in the Seelie Court, 
  there is always more going on beneath the surface. The 
  speculation of the many proposes an effort to oppose 
  Alessius, while the speculation of the minority sees 
  these efforts undermining the work of Coatepetl and 
  other non-native court denizens.
  Seeing a lot of courtiers or petitioners may reveal 
  connections between Lord Serrin and most factions, 
  but connections to Hermit are the most hidden. To see 
  Lord Serrin’s efforts there, one must look outside the 
  Court and endeavor to follow the path to nowhere while 
  seeking nothing. Those poetic words obscure the truth 
  (that’s the way of the Court), but it is the way to discover 
  how often Lord Serrin meets with members of this 
  reclusive faction. Meetings are short, sometimes just 
  done in passing or while waiting at the edge of a crowd 
  or for an obstacle to pass, but they happen. Seeking to 
  
  47
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  The final rumor of Lord Serrin is one few utter for fear 
  of making the words truth. His age and wandering path, 
  as well as the strength of his convictions, has led many 
  to tie the Queen’s Champion to the supposed hidden 
  faction of the Vigilante. Those that hold it as truth wait in 
  fear, or anticipation, as they expect his goal was to rise 
  to power before enacting “The Vigilance,” their term for 
  the bloody return of the faction.
  Lord Serrin Sol, Queen’s Champion
  B
  A
  R
  S
  W
  L
  I
  C
  M
  Edge
  Ess
  6(9) 8(12) 6(9)
  6
  5
  4
  6
  5
  10
  6
  6
  Condition Monitor (P/S): 15/13
  Armor: 18
  Limits: Physical 8(10), Mental 7, Social 7
  Physical Initiative: 15 + 4D6
  Skills: Animal Handling 6, Archery 11, Artisan 6, 
  Athletics skill group 8, Blades 13 [20](Sword +2), 
  Clubs 8, Con 10 (Long game +2), Etiquette 7 
  (Unseelie Court +2), First Aid 6, Intimidation 9, 
  Negotiation 2, Outdoors skill group 6, 
  Perception 7, Leadership 6, Sneaking 9, Throwing 
  Weapons 9, Unarmed Combat 12
  Qualities: Adrenaline Surge, Agile Defender, Aptitude 
  (Blades), Common Sense, Exceptional Attribute 
  (Agility), High Pain Tolerance (3), Natural Athlete, 
  Rank (Seelie Court) 3, Rank (Unseelie Court) 3, The 
  Invisible Way, Tough as Nails (Physical) 2, Tough as 
  Nails (Stun) 2, Will to Live 3
  Initiate Grade: 18
  Adept Powers: Authoritative Tone 2, Critical Strike 
  (Blades), Elemental Weapon (Electricity), Improved 
  Ability (Blades) 7, Improved Agility 4, Improved 
  Body 3, Improved Initiative 3, Mystic Armor 4, 
  Nerve Strike, Riposte 6, Spell Resistance 4
  Metamagics: Centering, Extended Masking, Flexible 
  Signature, Masking, Power Point (14)
  Gear: Champion’s Armor (10), Champion’s Helm 
  (AR +1), Champion’s Shield (AR +2), Champion’s 
  Vestments (AR +1)
  Weapons: The Heart of Sol [Blade, Acc 7, Reach 1, 
  DV 10P, AP –3, Force 10 weapon focus]
  
  48
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  I feel it is best to mention two important points earlier 
  rather than later in this discourse. Knowing each will 
  help to save you from a very uncomfortable audience. 
  For those who have yet to make the acquaintance of 
  Lady Thisbe, the first detail all notice and many scoff at is 
  her appearance. The Lady Thisbe could easily pass for a 
  raven-haired girl in her early teens, though not the early 
  teens of the material world where chemicals corrupt 
  nature, but the early teens of her era of purest nature. 
  Child-like is the way many describe her look, though 
  never to her face and rarely without consequence. It is 
  best to simply accept her appearance as you would any 
  within the Court.
  The next notable detail is her manner of speech. The 
  Lady Thisbe speaks over a thousand tongues, many 
  dead for centuries, a few for millennia, and all of those 
  words blend together in a mind full of knowledge that 
  often cannot be expressed in a modern tongue. But to 
  question the meaning of a word is to question the Lady 
  herself, and she does not tolerate being questioned. 
  To further confuse and baffle those who may have 
  earned her distemper, her responses are varied in 
  the extreme. While some targets of her wrath are 
  immediately cast from her presence, others are kept for 
  extended meetings where she speaks for hours (on a 
  few occasions, days) in cryptic soliloquy. It is common 
  within this time for answers to questions not asked to 
  wander forth in her utterances.
  To speak on her politics would require me to speak 
  of every faction. Her web of connections spans the 
  Court and constantly forms and snaps threads with each 
  passing hour. This endeavor would be a waste when 
  only a small space is allotted to discussing the wonder 
  that is the Lady, but suffice it to say that some of her 
  current paths are not likely to change. Namely, her 
  enmity towards Magister Allessius Vyperalyn and her 
  amusement with Death.
  Magister Vyperalyn is new to the Court, relatively 
  speaking. He only joined its ranks within the past few 
  decades and has in such a short time moved from 
  courtier of the Higher Power to a trusted voice in the 
  Queen’s ear. Rumors speak of a haughty laugh at first 
  seeing the Lady Thisbe. Some claim he thought it was a 
  joke, a Court hazing, that this child was the millennia-old 
  Queen in Exile. Those close to Lady Thisbe know better. 
  Even the newest courtier knows better than to think the 
  THE QUEEN IN EXILE
  by Walks-through-Tall-Grass 
  While most would start with an introduction of 
  themselves, I find that the only thing you need to 
  know about me is that if you meet me, Lady Thisbe has 
  deemed you worthy of an audience.
  There are few whispers in the Seelie Court as 
  dangerous as claiming to believe the tales surrounding 
  Lady Thisbe Sorrel. Even such dangerous talk is often 
  laughed off by the deepest of believers in order to 
  preserve their reputation. She has many allies and many 
  enemies, though the line between each is often blurred 
  and frequently shifts, as is the standard for the Court.
  As for being the Queen in Exile, a millennium in 
  control was enough. While times were not as perpetually 
  interesting back in her day, the Lady dealt with plenty 
  of events that could have ended the Court. Rather than 
  end her reign and step away from the Court, Lady Thisbe 
  decided her best course of action would be to stay close 
  and guide those that came after her with advice and 
  wisdom gained from her centuries of service. The exact 
  circumstances of her departure are lost to the ages, 
  though a few still active in the Court may have memories 
  long enough to know and wisdom enough to keep it to 
  themselves. I personally know nothing of the end of her 
  reign except the whispers I have heard and the pieces I 
  have gathered from her own cryptic statements.
  Ageless Youth
  The youthful look of Lady Thisbe is not a natural 
  phenomenon. She maintains her appearance and 
  the semblance of sanity she has through ritual 
  blood magic. She claims (not openly, but only to 
  select confidantes) that she must bathe in the 
  blood of “innocent youth,” though the definitions 
  of both parts of that term are up for debate. 
  While the ritual maintains her body, her mind 
  is many years past its prime. Disappearances 
  and kidnappings are frequently attributed to the 
  Lady’s needs, increasing the fear and distrust 
  of her.
  
  49
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  Lady Thisbe Sorrel, Queen in Exile
  B
  A
  R
  S
  W
  L
  I
  C
  M
  Edge
  Ess
  2
  7
  5
  2
  6
  5
  7
  8
  12
  5
  6
  Condition Monitor: 9/11
  Armor: 2 (Blades 6) (Projectiles 6)
  Limits: Physical 3, Mental 8, Social 10
  Physical Initiative: 13 + 2D6
  Skills: Alchemy 4, Animal Handling 5, Arcana 8, 
  Artificing 4, Assensing 6, Blades 7 (Dagger +2), 
  Con 8 (Seduction +2), Conjuring skill group 6, 
  Counterspelling 8, Disguise 4, Etiquette 9 
  (Seelie Court +2), Gymnastics 5, Medicine 4, 
  Negotiation 10, Perception 6, Ritual 
  Spellcasting 13, Sneaking 6, Spellcasting 7, 
  Throwing Weapons 5 (Dagger +2) 
  Qualities: Analytical Mind, Aptitude (Ritual 
  Spellcasting), Exceptional Attribute (Intuition), 
  Lightning Reflexes, Paranoia
  Initiate Grade: 12
  Spells/Rituals: All base Elemental Combat spells, all 
  Detection spells, all Health spells, Armor, Astral 
  Armor, Alter Memory, Circle of Healing, Curse, 
  Homunculus, Mob Mood, Prodigal Spell, Remote 
  Sensing, Shadow, Ward
  Metamagics: Absorption, Anchoring, Astral Bluff, 
  Efficient Ritual, Extended Masking, Greater 
  Ritual, Masking, Quickening, Reflection, Sacrifice, 
  Shielding
  Gear: Extravagant Courtly Clothing (AR 2), The Wilting 
  Rose (Anchored Armor/Detect Blade spell; AR +4), 
  The Crystal Crown (Anchored Armor/Detect 
  Projectile spell; AR +4)
  Weapons: The Dagger of Winter [Blade, Acc 7, 
  Reach —, DV 4P, AP –1, Force 10 Athame]
  Queen in Exile a childish prankster. Vyperalyn’s brash 
  attitude is thought by some to be an asset, but he must 
  be aware that very few rise to his station while having 
  crossed Lady Thisbe. Though virtually all of the actions 
  of Lady Thisbe are as veiled in secrecy as her past, 
  her endeavors to cross, thwart, and annoy Magister 
  Vyperalyn are often as blunt as a hammer. She will not 
  rest until he has paid for his disrespect.
  As for Death, the Lady Thisbe has been courting their 
  shifting forces for centuries. Many rumors say that the 
  Lady Thisbe connects the Seelie and the Unseelie as 
  ranking figure in the former and current Queen of the 
  latter. The rumored ties between the Death faction 
  and Unseelie court are further supported by the Lady’s 
  support and her own cornucopia of rumors. 
   Despite her dislike in her Queen’s choice of advisors, 
  Lady Thisbe expresses no ill will for the Lady Brane 
  Deigh. Whispers mention this neutrality is simply veiled 
  animosity, but emissaries from each have met, and 
  Lady Thisbe has never refused an audience to, or been 
  refused by, the Queen or her entourage. 
  A final point I’d like to make on our Lady Thisbe is her 
  pool of emissaries and a rumor I would like to address 
  concerning their parentage. It has long been rumored 
  that all of the Lady Thisbe’s emissaries are her bastard 
  children, fathered by the parade of men she is rumored 
  to take to her bed. These rumors are fueled by the 
  combination of Lady Thisbe’s alleged voracious physical 
  appetite and history of violence against any who harm 
  her emissaries. While violence is frowned upon in the 
  Court, one of the most often expounded tales is that of 
  Vestil Mansuede. Vestil was a croki attending Court to 
  seek aid due to recent Invae infestations within his home 
  plane. He sought access to one of the Court’s myriad of 
  artifacts. In his first visit he made the mistake of brushing 
  an ungloved hand on Edselia, emissary of Lady Thisbe. 
  His next visit included tossing his note into the air to see 
  it rise, followed by the crowds parting as Lady Thisbe 
  strolled into the center of the hall. She walked directly 
  to Vestil, and with a blurred flash of her hand severed his 
  head. While some say it was simply a slit throat, none 
  claim it was done by any other than the Lady herself. The 
  rumors may or may not be true—I have not met all of her 
  emissaries—but it demonstrates that her emissaries and 
  vassals are as precious to her as her children. 
  
  “The job is quite simple. Marlow Manor will be 
  undergoing a cleansing ceremony tonight. Your job is 
  to travel throughout the manor and make sure all the 
  windows and doors are secured, and that all the residents 
  and staff have left. The pollen we use for the cleansing 
  proves quite an irritant to astral beings, but can also 
  harm physical beings—nosebleeds, migraine headaches, 
  eye bleeding—nothing too serious, but if we don’t have 
  to deal with the complaints, I’d rather not.”
  The steward set the temples of his tiny wire-frame 
  spectacles against the shaven sides of his undercut. He 
  wrapped the ends around his protruding ears and pushed 
  the bridge down above the bulbous end of his long, thin 
  nose. He peered at me. “I trust you’ll have no problems 
  with this task?”
  “No problems.” I hoped I managed to keep any sign of 
  irritation out of my voice.
  “Good.” The steward turned his craggy face toward 
  the scrolls on the desk before him. “We will pay you 
  upon completion. Report back to this office tomorrow 
  morning, and you’ll receive your pay.”
  Damn this place. Was I dismissed? And if so, was 
  I supposed to bow, address him, curtsey, or what? I 
  hesitated, glancing over the office, the steward, and his 
  desk. For a steward of the Magician faction, however 
  minor I had heard his influence might be, he kept a 
  decidedly unkempt desk. But, knowing the Seelie Court 
  as I did, the state of his desk could mean anything. It 
  could be a veiled protestation of some working condition, 
  a message to any who approached that he was so 
  important he couldn’t be bothered to clean up, or maybe 
  just an indication that he was a pig. 
  After a year stuck among the fae, I would have 
  expected to have gained some talent for understanding 
  Arts of the Craft
  by CZ Wright
  
  why they do what they do. All I have learned, though, 
  is to ignore the words exiting their mouths and read 
  their body language instead. This tactic has failed me 
  far less often than relying on the words they speak. And 
  paddling frantically in their social undercurrents is an 
  improvement over drowning.
  The steward’s head rose. He scowled at me. “Don’t you 
  have somewhere to be?”
  “Ah, yes. Yes, I do. By your leave.” I bowed and waved 
  my arm across my body as I’d seen other courtiers do in 
  the past, turned, and left the office.
  “You’re losing your edge.” Jergens tsked and shook 
  his mane.
  “I am not losing my edge. This is a step up from the 
  drek they had me doing before. So what if it’s menial 
  work? At least I’m that much closer to getting the hell 
  out of here.”
  Jergens shot me a baleful stare. Any weight his gaze 
  carried dissipated like the steam from his teapot (which 
  was shaped like a large allium blossom) as he poured hot 
  water into two tiny leaf-shaped cups.
  “I’m sorry.” I slid one of the cups toward me. “You 
  know I don’t mean it like that. You’re the best fixer I ever 
  had. Promise.”
  He kept his amber eyes locked onto me as he sipped his 
  tea. I meant what I said. He was the best fixer I ever had—
  for about thirteen months. Then a stray transfiguration 
  curse struck him, and his contacts darted away like a 
  spooked school of lightning fish, each afraid to know 
  who threw the curse, and each assuming it was someone 
  dangerous to them. I had to take him in to keep us both 
  alive, because business all but dried up ever since. 
  “That may be. But it doesn’t change the fact that you 
  are losing your edge.”
  I opened my mouth to protest, but he continued.
  “Yes, I realize your jobs have improved. What I mean 
  is while the locals have kept you busy as a specimen of 
  study, you haven’t had the need or the opportunity to 
  keep your skills sharp. Word travels, and the only jobs 
  I can get for you now aren’t much better than glorified 
  guard or servant.”
  
  “I haven’t lost my edge!”
  “Prove it.”
  I glanced around my apartment—it was too small for 
  me, let alone me and my guest, who was twice as tall as 
  me. The welts on his head illustrated his learning curve 
  trying to remember to duck through every doorway. “I 
  don’t think a physical demonstration is possible.” 
  Jergens closed his eyes and started to nod in the smug 
  way he had.
  “But I can tell you that there isn’t much to practice. 
  Just don’t let them see you. That’s all you need to know.”
  Jergens snorted.
  “All right, yes. There’s more to it than that, but it 
  is that simple. With the right skills, you can hide in 
  plain sight, and everyone will overlook you. Once you 
  make eye contact, though, it’s game over because you’re 
  found out. I see you.” I leaned back against the wall and 
  propped my feet up on the stool beside me. “Now, you 
  see, I have a tremendous advantage.”
  “Do you?” Jergens sounded less than impressed.
  “Yes. Since I’m a dwarf and everyone, it seems, in 
  the Seelie Court is so damned tall, they usually literally 
  overlook me.”
  Through half-closed eyes, Jergens stared blankly at me. 
  “I take it back,” he said finally. “For such a miserable 
  attempt at humor, I, too, am ready for you to get the 
  hell out of here.”
  Rays of sunset glittered off the copper in Marlow 
  Manor’s smooth, sunstone walls as we started along the 
  long, winding road toward the house. The manor was a 
  gem in a small, emerald-green clearing of the city. Once 
  the home of a high-ranking member of the Magician 
  faction, the manor was now little more than a trophy, 
  maintained only for the purposes of housing esteemed 
  visitors or holding lavish ceremonies. Four months ago, 
  they hired me as a curiosity for training they held out 
  here.  A slew of junior courtiers took turns attempting 
  to negotiate with me, their token mortal. The onslaught 
  set me on edge; I ended up taking a swing at one of 
  them, and they quickly realized my talents were better 
  employed toward other ends.
  The cart driver grunted after I asked him to wait. He 
  muttered something that sounded like “Eye of bee hair” 
  
  and drove off. I could only hope it was assent, and I 
  entered the manor as cloud cover drifted over the last 
  light of day.
  Clearing the residents and staff from the manor proved 
  easier than I had anticipated. The few who remained 
  were stubborn or flighty, but when I mentioned the 
  pollen cart was on its way, they cooperated.
  I let them go on ahead of me while I latched all the 
  windows and outer doors. It occurred to me that perhaps 
  Jergens was right. This was the exact opposite of the 
  jobs I was accustomed to back home. Perhaps that’s why 
  Magician was so quick to assign this kind of job to me. 
  They knew full well how much I wanted to return home, 
  and they knew that it was jobs like those back home that 
  had stuck me here, paying off my sentence in work for 
  those I’d robbed.
  I made my way back toward the main entrance as the 
  clouds parted, allowing moonlight to spill across the floors 
  of the manor. My thoughts drifted among memories of 
  the exciting second-story work from back home. When 
  footsteps from somewhere behind me startled me out of 
  my reverie, I relied on old instincts and hid against the 
  wall near the curtains. My arm rubbed against the wall 
  as I pressed myself back into it, and I glanced down to see 
  it was coated in some sort of bluish dust. Did they start 
  the cleansing before I was clear of the house?
  A figure walked down the corridor. He passed my 
  hiding spot, and although he wore a cloak and leathers 
  instead of his standard courtly garb, I recognized the 
  steward’s undercut and his protruding ears. I was just 
  about to speak up when he stopped just past the last 
  patch of moonlight before the staircase. He said nothing, 
  and I could not see him well enough to see what he was 
  doing. But he was doing something. 
  As he half-turned back toward the room, orange runes 
  glowed into existence on every surface the moonlight 
  touched. The steward nodded, apparently satisfied, 
  and strode from the room. Flames began to rise from 
  the runes as they faded. Orange fire soon covered all 
  moonlit surfaces of the room, cloth and stone alike, and 
  it was beginning to spread. Because my hiding spot stood 
  between windows, fire covered the floor between me and 
  both of the exits from the room. 
  I backed away from the fire and bumped into the 
  window behind me. Seeing no traditional exit from the 
  room, I batted the flaming curtain away, unlatched 
  the window, and pulled myself out onto the ledge 
  beyond. From my vantage point at the outside wall of 
  the manor, I could see orange firelight glowing from 
  nearly every closed window. Was the entire building 
  on fire? A nearby window burst open in a shattering 
  of glass, and tongues of flame licked the night air. 
  I had no time to waste. Either I would burn to death 
  waiting to see what was going on, or the authorities 
  would arrive and assume I started the blaze. I pulled off 
  my gloves, crouched as best I could, crossed my arms, and 
  set my bare palms on the ledge. Then I slowly stepped 
  until I faced the building, where I walked my feet down 
  the wall. The tips of my fingers held fast through sheer 
  upper-body strength as I lowered myself down. Once at 
  the limit of what I could reach, I set my feet against the 
  wall and pushed upward, letting go of the ledge for the 
  few centimeters I travelled and setting my palms and 
  soles flat against the wall on my way down. Although 
  my magical ability to cling to surfaces aided me in my 
  work, I considered it a point of pride to do what I could 
  without magical aid.
  Shouts rang out from a short distance away. I spared 
  a glance toward the road, and saw what must have 
  been the pollen cart stopped halfway down the road, the 
  white-clad workers in various poses of upset dotting the 
  grass to either side of the cart. A bell started to clang 
  from somewhere deeper inside the city. I hastened my 
  descent.
  The moment my feet touched the ground, I ran away 
  from the road and toward the surrounding forest, 
  panic propelling me forward. Had the faction finally 
  run out of patience for the strange foreigner they’d 
  taken in? Once they discovered I was still alive, would 
  they try again? How could I possibly explain what I’d 
  witnessed? What game was the steward playing? A 
  blunt accusation would never fly at Court, especially 
  for tongue-tied foreigner. I just had to get back home 
  to my apartment, warn Jergens, and figure out my 
  next move.
  Bell clanging gave way to a full-throated siren. I 
  stopped to catch my breath and risked a glance back 
  toward the manor. Even from within the trees, I could 
  see the fire reaching toward the sky, engulfing the house 
  in bright orange flames.
  I exited the dense forest and picked through the city 
  toward my apartment, being careful to avoid contact 
  with anyone. Several galloping figures nearly overran me 
  as I darted across the road. Their mounts’ unnatural 
  speed marked the riders as local authorities, no doubt 
  rushing to the scene of the crime. I raced to my front 
  door and dove inside.
  
  Jergens sat at the table, his eyes enormous. “What’s 
  going on?” His tone made it clear he had some idea that 
  whatever was happening was not good.
  “I think they’re trying to frame me.” I darted around 
  the room, drawing curtains and latching windows.
  “Why would they do that?” Jergens screwed up his 
  long face in puzzlement. “They love studying you. And 
  you’ve done nothing wrong—” He stopped short. “You 
  haven’t done anything wrong, have you?”
  “No!” I turned the bolt on the front door and hurried 
  over to join Jergens at the table. “I saw the steward—the 
  one who hired me. He did … something, and the fire 
  started. I know he’s responsible, but I have no way of 
  knowing whether he acted with the others’ blessing.”
  “Well, you have to explain. There’s no other way to 
  absolve yourself.”
  “But what if he’s not working alone—”
  A pounding on the door caused us both to jump. 
  Jergens waved me toward the other room and approached 
  the door. I hid and strained to listen. I heard Jergens 
  open the door.
  “Can I help you?”
  A deep voice murmured in reply, but I could not make 
  out what it said.
  “No, I’m afraid I haven’t seen her yet tonight.” He 
  sounded tired and bored, for which I was intensely 
  grateful. For as inept as I was with most people, Jergens 
  was a master. His talents could be of great benefit when 
  it came to business, which only sometimes involved lying 
  to officials.
  The other voice murmured some more, and Jergens 
  said, “I will. Thank you,” and shut the door.
  A moment later, he handed me an envelope. “You’ve 
  received a summons.”
  I tore the envelope open. In an overly fancy script, 
  the letter requested my presence before an inquiry board 
  of the Magician faction. It reminded me that I had the 
  right to choose the location of the inquiry, but if I did 
  not meet with them before the following sunset, they 
  would put out a call for my arrest.
  “I’m finished.” I shook my head, aghast.
  “No. Consider this, my dear—they’ve requested you come 
  to an inquiry at a location you may choose. Does that 
  sound like the actions of someone who’s out to kill you?”
  “To be honest, I don’t even know anymore.”
  Early the next morning, I sent a message to the 
  steward’s office. The message requested the honor of 
  the inquiry board’s presence at the Southern Glade. I 
  had spent hours agonizing over the decision of where 
  to meet, and finally decided the Southern Glade was 
  the right place. The Glade had a reputation for being 
  haunted by a free spirit that abhorred violence—violence 
  from others, at least. Anyone committing violent acts 
  in the Glade soon learned that the spirit had no qualms 
  about committing violent acts upon the offender. The 
  spirit made the Glade a less-than-desirable location for 
  the average individual—even a gesture as innocent as a 
  light slap could invoke the spirit’s ire—but it also made 
  the Glade ideal neutral ground. I felt relief at having 
  come to a decision, but the process left me addled from 
  lack of sleep.
  I stood at the Glade as the board arrived. Or, rather, 
  as a retinue of servants carrying furniture arrived. 
  Once the servants placed the table and chairs, the board 
  arrived. My breath caught in my throat at the sight of 
  the steward among the board members. From most senior 
  to least senior, the board members seated themselves. I 
  was dismayed to see the steward was the fourth of seven 
  to sit; I had hoped he wielded less influence.
  Without pleasantries, the three most senior members 
  started questioning me.
  “At what time did you arrive at the manor?”
  “How many individuals did you encounter in the 
  manor prior to the fire?”
  I answered their questions one by one, but with each of 
  my answers, my unease grew. I started second-guessing 
  myself, as well as their motives. Was this a sham hearing? 
  How could I know they’re not all in on it? 
  “How long did it take you to complete your duties?”
  “Who did you eject from the manor prior to the fire?”
  Who did I eject from the manor? I could not remember. 
  Lack of sleep, stress, and fear of my own inadequacy 
  when it came to social encounters began to overwhelm 
  my brain. It took longer and longer for me to answer 
  their questions. 
  “Describe your activities from the time you arrived at 
  the manor.”
  I hesitated. Panic lurked at the edges of my thoughts. 
  I glanced over their faces, despair setting in. 
  
  “Did you see the person who started the fire?”
  Without thinking, I glanced at the steward. His smug 
  expression flickered on his face, and he glanced at one 
  of the older-looking board members upon hearing the 
  question, and then his eyes twitched to mine with a 
  touch too much anticipation. 
  It was in that involuntary body language that I saw 
  my answer. Our eyes met.
  Game over. You’re found out. I see you.
  I answered the board’s questions as honestly as I could.
  I did not name the steward.
  They decided to question me a second time in a week’s 
  time, and they said they would be moving my quarters 
  to a “more secure location.” The location turned out to 
  be closer to the factions’ guards, and I was nothing if 
  not grateful. Not only did I keep my free rein within the 
  offices, I was still in the faction’s employ.
  I did not see the steward until a week after my second 
  hearing—in which they acquitted me of wrongdoing.
  After office hours, I followed the steward through the 
  city, until we arrived at a small park in the northwest 
  corner of the city. In the dim light, I crept up to the 
  steward.
  “I know what you did.”
  The steward whirled to face me, a dagger in hand and 
  eyes wide. I stood my ground and smiled.
  As the steward fumbled for words, I spotted a cloaked 
  figure approach us from behind him.
  “It would seem you have found yourself a good 
  candidate for our ranks, Edgar.”
  The steward—Edgar—cocked his head to the side, 
  studying me. He smiled then and met my eyes. “It would 
  seem I have. Please, listen,” he said to me. “We have a 
  job offer for you.”
  
  56
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  In the Sixth World, in the Era of the Bloodflower, the 
  Seelie Court represents the past, the present, and the 
  future of the fae. Hidden beneath layers of manners, 
  protocols, and grand ceremonies, courtiers once 
  devoted to the idyllic Seelie Court, its mysterious 
  yet omnipresent counterpart, the Unseelie, and the 
  unpredictable Wild Fae are now scattered like seeds 
  to the wind. Their beliefs have not only been utterly 
  changed, they’ve also been challenged by the return of 
  mana to their metaplane and the many threats that may, 
  at any moment, unleash the hounds of war just as they 
  did so many centuries ago. 
  The losses incurred during the War of Sorrows are 
  still felt among the many members of the Seelie Court, 
  and many courtiers are frightened that they would not 
  survive a second, full-scale battle. They also worry that 
  the Tuatha de Danaan are ill-equipped to deal with 
  the many powerful organizations and foes of the Sixth 
  World. The issue, of course, is plain to all those who 
  possess distant memories of the Fourth World. The crux 
  of the problem is simply this: The Tuatha de Danaan 
  hold less power over humans and metahumans on the 
  earthly plane than the ruling families did in prior ages.
  The modern fae might outsmart the average Sixth 
  World citizen in a test of wits, but many courtiers are 
  uncertain whether the Court could amass enough 
  weaponry and physical power to survive a full-scale 
  assault. In the material world, humans are wageslaves, 
  tethered 
  to 
  all-powerful 
  megacorporations 
  who 
  specialize in manufacturing, technology, weapons—
  even data. Metahumans, while treated poorly by some, 
  eke out a living any way they can. When given the 
  opportunity, a metahuman might rise to the position of 
  CEO. When they’re not, however, they roam the streets 
  in gangs, preying on passersby, or forming small groups 
  of shadowrunners to target high-profile marks and rip 
  them of their most precious commodities.
  Despite this, Seelie Court members have an 
  advantage, for their spies are everywhere on the earthly 
  plane, and they have collated volumes of eerily accurate 
  information about potential enemies. Bigots assume 
  that the Tuatha de Danaan either know or have contact 
  with all metahumans on the earthly plane, and their 
  biases—while empty and false—are dangerous to elves in 
  particular. Courtiers are less wise about how destructive 
  the average idiot can be, as they aren’t familiar with the 
  racist on the street. They are marginally aware of hate 
  groups, such as the Humanis Policlub, and are keeping 
  an eye on them—for now. For runners, this means that 
  jobs focused on data acquisition or security can produce 
  a steady source of income—if they’re hoping to work on 
  the metaplane.
  Organization
  The nascent birth of the factions and the obsession with 
  magical artifacts have led to many courtiers operating 
  in near-total secrecy out of fear for their immediate 
  concerns. Most members of the Seelie Court feel they 
  cannot talk openly as they have in the past, and they 
  are becoming increasingly paranoid because they are 
  not sure who to trust. The Court’s reconnection to the 
  earthly plane, and possibly other meta- or astral planes 
  as well, holds the keys to the future of the faerie realm—
  and courtiers disagree on what shape progress should 
  take. Sometimes, they even harbor unfavorable views 
  toward Lady Brane Deigh herself, and they are paranoid 
  of what the consequences might be if the truth of their 
  opinions were made public. It should also be noted that 
  outward symbols of identification, which some factions 
  do wear and have worn, can put the Tuatha de Danaan in 
  an uncomfortable position. Of course, the ruling families 
  have shared tokens of affection for individual courtiers 
  in the past, but no one faction—especially the members 
  of the Eclipse—wants to be admired as the Lady’s 
  Factions of the Court
  by Frosty
  
  57
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  Store whatsit on which Network?
  You are not gonna believe this. Okay, I figured out what the disconnect is, and why you can’t hack into 
  the Seelie Court’s network. ’Member what I posted about how baffled the fae were last time I mentioned the 
  Matrix? Yeah, they were fascinated by it all right—but not for the reasons you’re thinking. Turns out I was 
  half-right about ’em: The fae ain’t tech savvy at all, because they don’t need to be. You got me? All dem 
  secrets they supposed to have can’t all be stored up in those pretty little brains of theirs. They figured out 
  how to use people to store and transmit information, and when they want to remember something important 
  they just call back their memories from them. Unbelievable, ain’t it? They got a simple name for them, too. 
  They call them “Keepers.” They got some other elfy name for it, but I forget what it is. Part of the trick is, 
  while these Keepers are kind of like robots, they can defend themselves when they need to. You think you’re 
  going to hack into them, when they swing a club and bash in your brain. They really don’t want outsiders to 
  know what their network is all about.
  personal “faction of the month.” The faction’s views and, 
  to a lesser extent, their members, do not exist to satisfy 
  the whims of the Seelie Court, and to be treated in such 
  a manner could lead to a coup or worse. 
  Currently, the existence of the factions teeters 
  precariously on the edge of a fine blade. Some, like the 
  Hanged Man, are so unorganized that a shift in day-
  to-day scheduling could make it almost impossible to 
  meet or scheme. Others are amassing power behind 
  the scenes from shadowy sources, and the numbers 
  of their members are unknown—even to their leaders. 
  Thus, while it can be challenging to find a patron willing 
  to sponsor a guest’s visit to the Court, it will be more 
  difficult to identify which faction any one courtier has 
  aligned themselves with. A shadowrunner’s best bet 
  would be to learn as much as possible about any given 
  faction, and then find out who its current representative 
  is. Typically, the courtiers who publicly pledge their 
  support for a faction are high-ranking and can handle 
  themselves in Court. Some runners might identify these 
  members as the movers and shakers. Every other faerie, 
  from the up-and-comers to the foreign emissaries, 
  will keep their opinions to themselves. In fact, it is not 
  uncommon for undeclared members of the Court to 
  assess or attend meetings for multiple factions until they 
  settle on one in particular.
  Transgressions & 
  Consequences
  Like the remainder of the Court, most factions frown 
  upon violence and will temporarily ally with Lady Brane 
  Deigh, even if they have publicly declared her unfit for 
  office, should any murderous act be committed. Factions 
  are strongly based in political leanings and, as such, it 
  may take many months—if not years—for their goals 
  to be achieved. Their members tend to be long-term 
  thinkers who frown upon rash or crude behavior and, if 
  tested, they will remain loyal to the faerie. All courtiers 
  believe that the factions are necessary in order to deal 
  with the complexities of their existence, and they tend 
  to frown on outside interference.
  At present, there is no formal system in place to hear 
  crimes against the factions. In many ways, the factions 
  are not as well-formed as some unwitting courtiers 
  propose, because in addition to members and leaders, 
  they also need some amount of organization. Many 
  factions may not have a traditional structure or a system 
  in place to facilitate the sale of state secrets, for example, 
  but they will protect their interests.
  In fact, shadowrunners in particular might want to pay 
  attention to the following as examples of how serious 
  the factions treat those who cross them:
  •	 Recently, the naked body of an elf was found 
  stripped in a glade. The elf, who was later identified 
  as Michael Leahy, had the symbol of a labyrinth 
  carved into his chest. He was holding an extremely 
  valuable artifact called the Bracelet of Whispers. 
  
  58
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  The Court 
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  of the 
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  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  Other forms of grievances take place when two factions 
  have conflicting goals, when the will of the factions 
  attempts to usurp the will of the Court, and when 
  an outsider is caught trying to infiltrate a faction or 
  masquerade as a courtier. When a faction cannot take 
  justice into its own hands, then it brings its grievance 
  before Lady Brane Deigh, just as any courtier might. 
  These are the cases that can keep Morning Hearings 
  interesting.
  Recruitment & 
  Initiation
  Informally, any faerie can say they belong to a faction 
  at any time, and many do to accomplish their personal 
  goals. The factions know this, and some focus on 
  recruiting new members by appealing to their vanity or 
  their greed. Some courtiers might want a better position 
  in the Court, while others may desire a leave of absence 
  to visit the earthly plane, raise a family, or take care of 
  a more serious matter. The more desperate the faction, 
  the more members they might openly acquire, and the 
  larger their ranks will swell.
   Presently, visible members of a faction avoid recruiting 
  undesirable subjects, such as prisoners, the invisible 
  “help,” and any guests, because they wish to avoid undue 
  scrutiny by the ruling families. Though ten factions have 
  been identified, many more are thought to exist, and 
  with the belief that the Unseelie Court is more active 
  now than ever, faction representatives are careful not to 
  overplay their hand. It should be noted that information 
  pertaining to the membership of any one faction is worth 
  a lot to the Tuatha de Danaan—even though they, too, 
  might belong to a faction. Additionally, it is suspected 
  that a handful of representatives outwardly display signs 
  of allegiance to one faction while belonging to another. 
  This type of bait-and-switch is exceedingly common 
  among the fae, and messages wrapped up in rhymes, 
  anagrams, and other forms of word-related puzzles and 
  poems are exceedingly common. 
  Similar to the Rites of Reclamation, in which a specific 
  faerie abandons their position in the Court to pledge 
  their life-long support for a royal family member, most 
  factions have both a formal and informal process 
  to become a member. Informally, all members are 
  considered to be temporary allies of a faction until they 
  perform the Rite of Wishes for their given faction, either 
  in public for all to see or in private. Most factions—
  especially Hanged Man and Death—do not conduct 
  Woven from the needles of a pine tree, the Bracelet 
  of Whispers is a living artifact that has the ability 
  to lower any speaker’s voice to a barely audible 
  volume. The murder was clearly designed to send 
  a message—but to whom and why?
  •	 It is rumored that Percy, who was one of the original 
  and founding members of the Bastard faction, was 
  once the official Court Jester and favorite of Lady 
  Brane Deigh and her handmaiden, Sera. Since his 
  sudden departure from the Court ten years ago, 
  the position has been filled, but memorials of a 
  sort to Percy were left behind. His seat of honor 
  at the banquet table is filled with a gruesome 
  sight: a jester’s pointed cap placed askew on top 
  of a bleached skull, attached to a limp mannequin 
  adorned in rich fabrics dyed with the colors of the 
  Court.
  •	 Many memorable events, including trials, are 
  recorded in the Book of Memories. This Book, 
  however, is not an archive in the traditional sense. 
  It is a string of courtiers who have been taught 
  the whole, storied history of the Seelie Court and 
  its factions from the beginning. Each courtier can, 
  upon command, recall approximately one thousand 
  years’ worth of information, and are expected to 
  do so unfiltered and factually, without a sense of 
  personal bias or political machinations. One “book” 
  in the collection was declared a traitor to the Court 
  and was accused of seeking membership among 
  the Dragon faction. After the knowledge was 
  forcibly removed from the book’s mind, the courtier 
  was punished using an archaic ritual known as the 
  Rite of Scarring; the image of a dragon was carved 
  deep into the accused’s face.
  •	 Sometimes, running afoul of a faction might 
  happen after initiation. For example, the Magician 
  faction’s members follow a specific path to become 
  a Wizard of the 75th Rank or Master Magician, and 
  initiates are expected to form close relationships 
  with higher-ranking wizards. Though trickery is to 
  be expected, there are some rules that cannot be 
  broken—and one of them is to always be honest 
  with one’s master. Not too long ago, a young 
  initiate attempted to advance too quickly by taking 
  on three masters at once. By doing so, the initiate 
  was forced to juggle lies between the three, and 
  eventually he was found out. This resulted in the 
  initiate being stripped of the ability to use magic for 
  the duration of one planar year.
  
  59
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  Playing in 
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  Visitors, human and metahuman, typically do not 
  attend an initiation or the Rite of Wishes, as they are 
  forbidden to fully join a faction. Only official members of 
  the Seelie Court possess this right—much to the chagrin 
  of the remaining Wild Fae. Still, there are many ways to 
  participate in the goals of a faction without becoming 
  a full-fledged member, and many visitors have racked 
  up a munera debt—or earned themselves a positive 
  balance—in their effort to curry favor and build alliances.
  It should also be noted that, though courtiers do have 
  the free will to follow their hearts (and minds) when 
  they wish, most members of the Seelie Court are under 
  continuous scrutiny. Thus, should any courtier seek to 
  ally themselves with one of the lesser known or more 
  dangerous factions that conspire against the will of the 
  Seelie Court, they should do so with extreme caution.
  Shadowrunners may want to think twice about 
  joining a faction or even incurring a munera debt—
  unless their job requires it. Even then, they should be 
  well compensated and know that doing so puts them at 
  odds with the Tuatha de Danaan and all of faerie. They 
  can, however, find allies in every corner of the Court. The 
  question runners should be asking themselves is: “What 
  does this faerie want?” And, “Will I suffer consequences 
  if this deal goes bad?”
  Known Factions
  “Obsessed by a fairy tale, we spend our 
  lives searching for a magic door and a 
  lost kingdom of peace.”
  – EUGENE O’NEILL,  
  FIFTH WORLD PLAYWRIGHT
  Peace. It is suspected that all courtiers desire it, but no 
  two faeries can agree on what it means. Ironically, the 
  factions do not represent aligned philosophies, either. 
  Rather, any one faction might be pegged as being either 
  for or against the traditional rule of the Tuatha de Danaan. 
  After all, what else do the courtiers have to compare their 
  beliefs to, if not what came before? For this reason, some 
  members of the Seelie Court speculate that all factions, 
  except for the loyalists, might be considered part of the 
  Unseelie Faction. This is not truly the case, however, for 
  disagreeing with Lady Brane Deigh does not result in 
  capital punishment. In truth, the factions grant her more 
  freedom to rule because they help occupy the minds 
  and hearts of her courtiers—which keeps their eyes off 
  public ceremonies, because they wish their member 
  to remain secret. Only a precious few, notably the Aes 
  Sidhe Banrigh, sponsor elaborate affairs to welcome 
  their newest members.
  During initiation, a faction will sponsor an event 
  inviting all members of the Seelie Court. Anyone who 
  attends the affair, whether it be a grand masquerade 
  ball, a theatrical play, or a well-timed eulogy for the 
  fallen, is considered a potential member and has the 
  right to perform the Rite of Wishes provided that guest 
  can be properly identified and vouched for. Usually, 
  identification occurs in one of two ways; either via a 
  family member or by a sponsor within the faction. After 
  the Court is satisfied that the candidate’s identity has 
  been verified, that faerie may request to perform the 
  Rite of Wishes. The methodology of the ritual varies, 
  depending upon each faction, but its intent is the same 
  for all. This Rite is a public declaration of what the initiate 
  hopes to achieve by joining the faction, and a faction 
  leader will respond in kind.
  As most shadowrunners might imagine, the Rite 
  of Wishes is a big deal, as courtiers savvy enough to 
  understand the layers of meaning present in every 
  gesture, in every word, will unlock the secrets of a 
  faction and two of its members. Thus far, the Rite of 
  Wishes has only been performed in public a total of four 
  times; twice for Aes Sidhe Banrigh, once for the Hermit 
  and, surprisingly, once for Dragon.
  Red Tape, Blood Ties
  The day-to-day affairs of the court may shift at 
  the whims of Lady Brane Deigh where the factions 
  are concerned. In recent months, she has held 
  several meetings with Liam O’Connor in order to 
  discuss possibilities for cataloguing the members 
  of the Seelie Court through various forms of 
  identification. In centuries past, this wasn’t as 
  much of an issue, for the size of the Court was 
  smaller than it is today. Now, however, as the 
  Lady’s attention is drawn beyond the borders 
  of her Court, the need to ensure each member 
  is accounted for is so significant, the Tuatha de 
  Danaan have begun to dabble in the dark arts, 
  such as thaumaturgical rituals, to ensure the doors 
  will only open for those faeries who belong to them. 
  The census being conducted by Renraku is believed 
  to be a part of their larger population control plan. 
  
  60
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  Forms of 
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  Playing in 
  the Seelie 
  Court
  Aes Sidhe Banrigh
  “There is only one Queen, and  
  She watches over all. You may not think 
  She’s dangerous, but never forget  
  whose side She is on.”
  Nickname(s): Daughters of the Wind, Breeders (Vulgar), 
  Sisters (or Brothers), Wind-Charmers, Sun-Chasers 
  (Vulgar) 
  Motto: We sow the seeds of hope, planted in the past, 
  that will bear fruit for our future.
  Token (or Symbol): Pomegranate, Wheat, Hyacinth. 
  The hyacinth has been adopted as a show of 
  support for Lady Brane Deigh and, as such, is 
  the most commonly found symbol in Court. Its 
  presentation and color hold significant meaning 
  for the viewer, above and beyond any professed 
  loyalty for the sitting ruler. White, for example, 
  means a faerie has forsaken having his/her own 
  children in order to adopt orphans of the Court. 
  These “orphans” might be unsponsored courtiers 
  of her day-to-day meetings and decisions. The more her 
  people concern themselves with theoretical ideologies 
  and philosophies, the greater the opportunity she has to 
  identify the true threats to her crown.
  To date, the Seelie Court has identified ten unique 
  factions active today. Only time will tell if more will be 
  exposed, or if the existing factions will survive long 
  enough to influence matters of the Court.
  
  61
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  Forms of 
  Function
  Playing in 
  the Seelie 
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  or visitors, abandoned courtiers who have run 
  afoul of their patron, or literal faerie children. As 
  another example, bright, purplish-pink hyacinths, 
  when combined with other summery flowers like 
  the tiger lily and the sunny daisy, means that faerie 
  wishes to conceive—either literally or figuratively—
  during Midsummer Night. Though the colors are 
  not specific to fertility rituals, they often hold 
  double meanings that are apropos of the unique 
  culture this faction has developed.   
  Description: Rooted in ancient symbols of fertility in 
  physical and ideological ways, the Aes Sidhe Banrigh 
  faction is often disregarded by outsiders as a fertility 
  cult solely concerned with ensuring the Tuatha de 
  Danaan remain healthy and produce offspring. 
  Fertility is one aspect of the original tarot card, and 
  Lady Brane Deigh has adopted it and the faction 
  for herself. Aes Sidhe Banrigh is concerned with 
  the cycle of the metaphorical harvest, its impact on 
  the environment, and the mythical Mother Nature 
  (or Gaia, Artemis, Isis, etc.) who is responsible for 
  all living things. Iconic to a fault, Aes Sidhe Banrigh 
  has a darker side, as well, for in order for growth to 
  happen Mother Nature must be present. Her ways 
  unknowable and secretive, her absence would 
  disrupt the cycle of growth. Here, the symbolism is 
  clear: should Lady Brane Deigh abandon her rule, the 
  Court would plunge into darkness.
  Organization: Many-pronged, with Lady Brane Deigh 
  at its epicenter, forming branches that extend to all 
  corners of the Seelie Court. Members of the faction 
  tend to operate in cells that form to complete 
  short-term, if not cyclical, goals. These goals might 
  be physical, spiritual, or intellectual, and they must 
  be declared during the Rite of Wishes. Similar 
  to the Magician faction, Aes Sidhe Banrigh also 
  interconnects courtiers with one another based on 
  these common goals. Some individual members, 
  however, prefer to remain unattached, as they 
  belong to the faction not for the betterment of 
  others, but for personal gain or out of a grudging 
  respect for their sitting ruler. 
  Goals: To foster a sense of belonging and help Seelie 
  Court members understand they are a part of the 
  future (public). To show visiting metahumans and 
  humans that the Seelie Court is a unified front that 
  rallies behind its leader (public). To ceremonially revel 
  in the seasonal bounties the Court and its members 
  have to offer (public). To keep an eye on all courtiers 
  and uncover the identity of all factions including the 
  Unseelie Court (secret). To manipulate the bloodlines 
  of the fae and keep the Tuatha de Danaan in power 
  for eons to come (secret). To recruit all courtiers and 
  bind their loyalties to the Court (private).
  Membership & Recruitment: The Aes Sidhe Banrigh 
  faction is unique in that all sitting members of the 
  Seelie Court are treated as its members by default. 
  Lady Brane Deigh has woven together the threads 
  of this tarot card with the manner in which she rules 
  her court, and the symbolism of the harvest can 
  be found everywhere a courtier might look. Fresh, 
  wintry pines provide shelter from the snow and 
  witch hazel heals and cleans wounds, tulips bloom 
  and caterpillars hatch in the spring, raspberries, 
  strawberries, and melons ripen in the heat of the 
  summer, and tall stalks of wheat and corn are 
  harvested in the fall, alongside plump pumpkins and 
  fresh squash. Lush banquets incorporate hyacinths 
  and the fruits of each season, and all are invited 
  to partake in the bounty of the Seelie Court. Here, 
  then, is where the members of the faction show 
  their true colors; courtiers are scrutinized closely, as 
  their rivals attempt to decipher the colors they wear, 
  what foods they eat, and who they associate with. 
  Hidden in plain sight, the Aes Sidhe Banrigh faction 
  is filled with so much innuendo and meaning, even 
  its members are not sure what its purpose is other 
  than to support Lady Brane Deigh.
  HISTORY
  The tarot card on which the faction was founded, Aes 
  Sidhe Banrigh, was an anonymous gift presented to 
  the Seelie ruler during a Midsummer Night event. The 
  bearer has never stepped forward, the faerie responsible 
  has yet to be identified by the Queen’s spies, and other 
  courtiers have all but forgotten the event. 
  The card was encased in a hermetically-sealed box 
  woven from the pliable branches of an orange tree, and 
  it was enchanted to open only at Lady Brane Deigh’s 
  touch. Like the tall pines that serve as the Court’s pillars, 
  the Queen discovered that the box was still alive and 
  eventually, long into the night, the “tree” bore ripening 
  fresh fruit that could be plucked and eaten. Within 
  the box, on a bed of colorful hyacinths, the Aes Sidhe 
  Banrigh card glistened like a fresh watermelon. Dripping 
  with mana, surrounded by a show of support for her 
  throne, the Lady was moved to tears for the first time in 
  anyone’s memory.
  
  62
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  Beneath the flowers, the Lady later found this plainly 
  written letter, which has since been recorded into the 
  Book of Memories:
  My dearest Brane,
  You may not remember me, as it has been long since our paths crossed, but 
  I recall the time we spent together fondly. The first moment I saw you, you 
  were drowning in golden sunlight, and your hair glistened like diamonds. I 
  was bewitched by you, and haunted by the worrying look in your eye. Who 
  troubled you so, m’lady? I thought to myself. Who would dare to hurt such 
  a vision of loveliness, purer and more beautiful than the hyacinths you were 
  always found of?
  And then I saw the object of your distress. It was a man. Portly, ill-shaven, 
  and decidedly ork, wearing clothes so stiff and strange they could only be 
  from one place: Tír na nÓg. I felt how conflicted you were, the panic that 
  gripped your heart, the icy steel that ran through your veins, knowing that ork 
  had been sent to rip the life from you. I saw you standing there, grieving for 
  the life you had yet to live, prepared to die—and then? As that monster raised 
  his meaty fists? You stepped neatly aside, removed your tiara, then whirled 
  toward me, cheeks flushed with anger and confusion, for in that moment you 
  noticed I was there. So you hesitated, you stopped for one terrifying second, 
  giving the assassin time to strike. And I, the cause. I, a servant of the Crown.
  I remember screaming in anguish, horrified that I had unwittingly brought 
  you pain, and startling your enemy until he focused all of his considerable 
  attention on me. I remember you seizing that moment, that precious pearl I 
  had handed you, for while the ork was distracted you sliced his neck with your 
  crown. Blood spurted everywhere—on the freshly-tended spring grass, on 
  your fine tunic, on the clover and pixie’s breath dotting the field. 
  On me, my, and I. On the One who knew you from Before, waiting in the 
  darkness, drawn always toward your Light, sleeping beneath in the dark, 
  vitamin-rich soils that nurtured me. The ork’s hot blood startled me—was 
  this the War of Sorrows? I had forgotten so many things, and you helped me 
  remember.
  I send this token of my affection for your kindness and your bravery. Ours is a 
  relationship borne in the moment of death, and I know you took a great risk to 
  help me, as I did you.
   
  Yours until the Dawn,
   
   
   
  — F
  
  63
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  Playing in 
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  •	 Foreign Dignitaries: The Seelie Court entertains 
  many visitors, and often ceremonies are couched 
  in the trappings of the Aes Sidhe Banrigh faction. 
  While it has been decreed that no human may join 
  a faction, foreign dignitaries—which include Liam 
  O’Connor—can and are encouraged to join a faction 
  as an ally. To date, not one visitor has done so, and 
  this has not gone unnoticed by the members of the 
  Aes Sidhe Banrigh. What this means for the faction 
  remains to be seen, but some propose that Court 
  loyalists can and should recruit members who are 
  willing to perform the Rite of Wishes.
  In addition to these three, many personages attend the 
  lavish banquets and grand ceremonies of the Court but 
  do not consider themselves members of the Aes Sidhe 
  Banrigh for a variety of personal and political reasons. 
  These individuals, like the courtiers themselves, are 
  likely rivals or future enemies who would undermine 
  Lady Brane Deigh’s leadership. Most members of the 
  Aes Sidhe Banrigh, then, would probably be relieved 
  to know that these personages are not unknown to the 
  sitting ruler. The Lady, when pressed for answers, often 
  quips: “The humans have a saying that I find appropriate 
  to recall in these instances. It is never the devil you 
  know that is the problem. The devil you don’t—now 
  that is the evil we need to concern ourselves with.”
  Bastard
  “His name was Percy, you asshole. Not 
  ‘Giggles’ or ‘Pocket’ or ‘Tom Fool’. Percy. 
  And she killed him.”
  Nickname(s): 
  Twitch-Ears 
  (vulgar), 
  Mirror-Gazers, 
  Wanderers.
  Motto: If you can’t find the entrance to the Path, then 
  forge a new one.
  Token (or Symbol): Birch tree
  Description: Tied to the premier arcana card in the 
  Sixth World tarot deck, the Bastard represents 
  the beginning of a journey (physical, spiritual, 
  intellectual, etc.) and the thrill of adventure. 
  In its negative aspect, the Bastard is the literal 
  representation of Alexander Pope’s line from An 
  Essay on Criticism (1717): “For fools rush in where 
  angels fear to tread.”
  Though the letter has been documented for the 
  benefit of the Court, Lady Brane Deigh considers its 
  contents to be of a highly personal nature and refuses 
  to speak of it further. The letter’s author may have been 
  a former lover or one of her many secret admirers; only 
  she knows the identity of her anonymous admirer. 
  Regardless, any curious inquiries are met with laughter, 
  scorn, or disdain, for the Lady understands that some 
  secrets are best kept close to her heart—and away from 
  those who would use such feelings against her.
  REPRESENTATIVE(S)
  In addition to Lady Brane Deigh, the representatives 
  of this faction are connected to ranking Court positions. 
  Those who surround and support the throne are all 
  given the opportunity to speak for the Lady at the 
  appropriate moment. In fact, there is a lot of pomp and 
  circumstance associated with the Aes Sidhe Banrigh’s 
  representatives, and it is impossible not to notice them. 
  More concerning, however, are the members of the 
  Seelie Court who do not want to be associated with the 
  sitting ruler. These might include the following:
  •	 Wild Fae: Though wild faeries are not nearly as 
  numerous as they once were, several species live 
  and die of their own accord without ever visiting 
  the Court. Some, however, do attend seasonal 
  ceremonies and similar rituals out of respect for the 
  sitting ruler, and to pledge their support. Those who 
  are never seen in Court tend to concern members 
  of this faction, because the Aes Sidhe Banrigh holds 
  every faerie responsible for their part in the cycle. 
  By ignoring an invitation or hiding from view, the 
  Wild Fae open themselves up to speculation and 
  gossip. And, where there are questions, there might 
  be an investigation—especially in this era.
  •	 Servants: Despite claims to the contrary, the Aes 
  Sidhe Banrigh’s members are still fixated on the 
  Court’s ruling hierarchy, and place a lot of value 
  on those who sit closest to the throne. Thus, 
  anyone who falls beneath their notice tends to 
  be ignored or forgotten. Many of the servants do 
  not bother pledging themselves toward a faction, 
  for they consider them to be a distraction from 
  the real problems that threaten the Court. Should 
  courtiers bother to listen to those who serve them, 
  they might be surprised to find out how many feel 
  powerless and enslaved, and that one day they, like 
  the courtiers they dress every day, might organize a 
  faction of their own.
  
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  more powerful. To hold the card, however—the Bastard 
  that represents the first archetype and iconic symbol 
  for the entire deck—would shake the foundations of the 
  Seelie Court. Such talk, at first, was deemed treacherous, 
  for courtiers believed Percy was betraying himself as a 
  member of the Unseelie Court.
  In truth, by the time Percy came forward to voice his 
  opinions, he already had the card in his possession, as it 
  was given to him by his predecessor and mentor, Auntie 
  Foole. Percy had, on several occasions, attempted to 
  recruit members but to no avail, for his representation 
  and standing in the Court put him in a precarious 
  position. Though no courtier will admit they have seen 
  Percy holding the Bastard card for themselves, it is often 
  talked about that this is the reason why the Court Jester 
  was killed—and it was Lady Brane Deigh, herself who 
  ordered his murder, though her motives for such an 
  action remain murky.
  Presently, the whereabouts of the card have not been 
  publicly revealed, but it is suspected that a member of 
  the Seelie Court is guarding it. Whether its owner is a 
  Bastard faction member or not is unclear, and some 
  courtiers fear that the Unseelie Court not only has it, but 
  is using it to sow the seeds of discord.
  Few, if any, members of the Bastard faction have been 
  publicly revealed out of fear they’ll be associated with 
  Percy and they, too, will be arrested, kidnapped, or 
  murdered. In secret, the faction’s membership is said 
  to include the ranks of low-and high-ranking courtiers 
  who, despite the propaganda, support the spirit of the 
  faction and its push toward following one’s heart.
  REPRESENTATIVE(S)
  Tsukiko the Kappa
  Born under the light of a full moon, Tsukiko was once a 
  Wild Faerie who lived near a river of clear water. When 
  Tsukiko came of age, her elders taught her how to set 
  traps for her victims to lure them beneath the surface 
  of the water. For whatever reason, Tsukiko abhorred 
  the practice and considered it barbaric, for she could 
  not justify bringing harm to another faerie without just 
  cause. Thwarting the traditions of her fellow kappa, 
  Tsukiko made the pilgrimage to the Seelie Court and 
  petitioned for amnesty—but was granted none. 
  Fearing repercussions from the Wild Fae, Tsukiko’s 
  request was denied on the basis of her young age, and 
  she was sent home. Disappointed, the young kappa 
  refused to give up her wish to become a courtier 
  Organization: Flat, but encourages volunteers to act 
  on the faction’s behalf. Members can decide to 
  become spokespersons or mediators to further the 
  faction’s interests, which are highly variable and 
  adapt based on the faeries involved. 
  Goals: To help new courtiers adjust to life in the Seelie 
  Court (public). To give existing courtiers room to 
  find their own identity, despite the pressures of 
  their position or family (public). To help anyone, 
  regardless of status or affiliation, break free from a 
  past they no longer want, to follow their own path 
  (secret). To treat everyone the same, and disregard 
  the trappings of titles, money, or possessions, for 
  we are all on our own journey (secret).
  Membership & Recruitment: On the surface, the 
  Bastard faction seems to count several courtiers 
  among their number. Often misrepresented as 
  the “anarchy” faction, Wild Fae are drawn to the 
  Bastard, until they realize its members do not want 
  to stage a coup or upset the politics of the Court. 
  Members tend to recruit initiates by appealing to 
  their need for individualism and freedom, but it is 
  not uncommon for new recruits to quickly abandon 
  the faction once they are fed up experimenting with 
  taboos because they realize how challenging it is to 
  walk a path of their own volition. The faction also 
  draws natural leaders, intellectuals, and sages who 
  are convinced the path they follow does not have 
  to be a literal one, as their path can be metaphorical 
  or, for some, metaphysical. It is not uncommon 
  for members to belong to this faction in addition 
  to another one, as members suspect the Bastard’s 
  agenda can be customized to fit one’s needs.
  HISTORY
  The history of the Bastard faction is, in many ways, the 
  history of all the factions. Most courtiers were taught 
  that Percy Towser, the Court Jester who served over ten 
  years ago, founded the faction—but this is not entirely 
  true. While it can be confirmed that Percy recruited new 
  members and was a prominent emissary, the Bastard 
  faction itself was not created of his own volition. 
  The idea of the Bastard faction is tied to the notion that 
  the Sixth World Tarot was not simply a deck of cards, but 
  a tool the Tuatha de Danaan had in their possession to 
  divine the future and retain their leadership throughout 
  the passing of time. To hold a card in one’s hand, as 
  Percy used to say, would be to own a Fifth World magical 
  artifact, older than the trees of the Seelie Court, and far 
  
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  Duke Flowerpot
  Duke Flowerpot was born Matthew Mac Gabhann to 
  his parents, Duke Berit and Duchess Sorcha, and his 
  prominence in the faction (and, by a lesser extent, 
  the Seelie Court) is partly due to his storied and royal 
  heritage. Though the Mac Gabhann family tree is not, 
  technically, one of the official ruling families of the 
  Tuatha de Danaan, they are loosely related. 
  The origin of the Mac Gabhann matriarchy can be 
  traced all the way back to the beginning of the Fifth 
  World, when Viona the Just secretly married Kiernan the 
  Selkie, in the aftermath of an unusual battle during the 
  War of Sorrows. Viona the Just was a legendary warrior-
  priestess of the fae who philosophized that spilled 
  faerie blood would curse the fabric of the metaplane. A 
  capable fighter, Viona pledged to end conflicts without 
  drawing a single drop of blood—a claim that temporarily 
  earned her the title “Viona the Traitor.” The legends say 
  that Viona abandoned her armies and entered the glens 
  and forests and seashores to seek an audience with the 
  generals who commanded the Wild Fae. As she walked, 
  she stripped herself of all her armor and her weaponry, 
  until eventually she arrived on the shores of the Waking 
  Sea. Alone and defenseless, Viona strolled along the 
  beach until she came before two faerie tribes, selkies 
  and sylphs, embroiled in a heated argument. Upon 
  noticing Viona, Kiernan assumed she was a mermaid 
  and hailed her to act as their mediator, as is the way of 
  the Wild Fae. The selkie were upset that the sylphs had 
  suffered less than their clans had, and felt it was unfair 
  that the sylphs abstained from fighting. The sylphs, 
  on the other hand, were offended that the selkies had 
  claimed territorial rule over their breeding grounds and, 
  while they understood the selkie’s grief, they should not 
  be punished for their loss.
  Upon hearing the two sides, Viona thought carefully 
  and decided to render an unusual judgment. “I give to 
  you my Self,” she said, “that you might use this body, 
  the body of a Tuatha de Danaan—your enemy—in 
  place of bloody retribution. Do to it what you will, so 
  that you may find peace.” When Kiernan refused, Viona 
  whispered: “No one can Make me, for I Maketh Myself.” 
  This saying, the same words embroidered on Duke 
  Flowerpot’s tunic in Gaelic, is an iconic representation 
  of the Bastard faction. At the end of Viona’s journey, she 
  did not find peace. At the edge of the Waking Sea, she 
  discovered more violence and was willing to sacrifice 
  herself to end a fight she was marginally involved in. 
  and instead decided to demonstrate what might 
  happen if she rejoined her fellow kappa in the River 
  of Glass. Angry, frustrated, and feeling utterly alone, 
  Tsukiko marched toward the Fountain of Regret, which 
  symbolized the tears shed for those who died in faerie-
  on-faerie violence, and lured the nearest body to her 
  side, drowning it in a shallow fountain.
  Luckily for Tsukiko, the young kappa had unwittingly 
  murdered a known and dangerous enemy of the 
  Court—a greedy, self-absorbed human merchant who 
  had been blackmailing several high-ranking leaders 
  for some time. Outwardly, the Court was shocked and 
  outraged, promising an investigation for the benefit of 
  any Sixth World citizens who witnessed the murder; 
  inwardly, courtiers and royals alike were relieved that 
  their secrets—and lives—would be safe now that the 
  bullish human had died.
  Though Tsukiko could not be publicly rewarded for 
  the loyalty she showed to the Seelie Court, she was 
  privately granted the boons she sought. To all outsiders, 
  it was declared that the kappa’s punishments were harsh 
  but appropriate; she was stripped of her rank (though 
  she had none), kept apart from her family (which is what 
  she wanted all along), and given a symbolic sponsor 
  to help her learn the ways of the Court. To retain the 
  pretense that Tsukiko was being punished, the Court 
  officiated over a mock ceremony to welcome her, and 
  commanded the Court Jester, Percy Towser, to educate 
  the kappa on how to be a proper courtier.
  To the shock and surprise of many, Percy took 
  his responsibility seriously, and began by helping 
  Tsukiko abandon her past to learn how to become a 
  courtier. Loyalists did not realize Percy was, in fact, as 
  opportunistic as every other faerie, and the “gift” of 
  Tsukiko allowed Percy to have what he so desperately 
  needed: an ally. Perhaps that is why, many surmise, 
  Percy disappeared. He had always opined about starting 
  a faction, but once other courtiers knew he was serious, 
  he became the biggest threat of all.
  Tsukiko represents a courtier on the beginning of the 
  path to greatness, and she strives to be an example of 
  the faction that represents her beloved mentor. Though 
  other Bastard initiates often fall prey to rash decisions 
  and indecisiveness, Tsukiko is one of the few courtiers 
  who truly illustrates the best of what her faction has to 
  offer. She is unflinchingly loyal to the memory of Percy 
  Towser, and in his absence she has become the de facto 
  ruler of the Bastard faction.
  
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  of the Court, this faction represents the many faces 
  of sudden destruction and rebirth that are due to 
  rapid changes and, as such, courtiers have varied 
  opinions about them.
  Organization: 
  Flat. 
  Occasionally, 
  a 
  flamboyant 
  personage, like the Star-Seeker, might claim to 
  be the leader of a cult, but this is a stereotype the 
  Comet faction’s members use to their advantage. 
  Other factions think the Comet faction is modeled 
  after a Sixth World doomsday cult, such as D.A.D. 
  (Dragonlings After Dark), but in reality the Comet’s 
  members tend toward unpredictability and chaos. 
  If ever there was a faction rooted in complete and 
  total anarchy, then the Comet is one such force. 
  But, like all things within the Seelie Court, there is a 
  significant gap between the courtier who sacrifices 
  themselves to make a point, a believer who 
  organizes a Wild Fae protest, and a faction member 
  that destroys years of policy and outreach for the 
  sake of doing so.
  Goals: To bring sudden and unexpected change 
  (public). To thwart the thinkers and schemers of the 
  Hermit faction whenever possible (public). To build 
  alliances with the material plane (public). To use 
  alliances to build power with the aim of ruling over 
  the Seventh World (secret). To amass stockpiles 
  of magical artifacts and resources to survive the 
  dawning of the Seventh World (secret). To ally with 
  the Hanged Man faction (secret). To either ally with 
  or found the Unseelie faction (secret). To triumph 
  over the Hermit, Death, Magician, and Aes Sidhe 
  Banrigh factions (secret).
  Membership & Recruitment: The Comet faction relies 
  on propaganda and word-of-mouth to recruit 
  members to its many causes. As a whole, the faction 
  is utterly convinced that they exist to help the Court 
  align with the material world in a harmonious way, 
  by shocking its members into action. Like many 
  of the factions, its members are split as to how to 
  do just that—and they refuse to acknowledge how 
  fractured their group is. The faction’s lofty ideals are 
  also problematic, in the sense that they tend to hold 
  religious sway over the naïve and unsuspecting. The 
  Comet’s goals are long-term and based on an idyllic 
  sense of belonging that is not possible in the Seelie 
  Court due to its monarchial structure. It should come 
  as no surprise that the Tuatha de Danaan believes 
  members of this faction tend to be dreamers rather 
  Placing her life in the hands of a total stranger, naked 
  and alone, Viona was reborn by her own hand—and she 
  survived the encounter. 
  Duke Flowerpot is a typical member of the Bastard 
  faction. His long and storied heritage is one he can never 
  truly abandon, and in many ways the Mac Gabhann 
  name benefits him still. He was briefly considered for 
  the position of Court Jester, primarily out of respect for 
  his family. However, Duke Flowerpot secretly loathes the 
  fact that he has never truly come into his own and has 
  joined the Bastard faction because he is desperate to 
  find himself. To that end, Duke Flowerpot is considered 
  vain, dresses flamboyantly as it suits him—hence 
  his nickname—and changes allegiances to various 
  factions and courtiers quite frequently. He considers 
  these secondary pledges to be part and parcel to his 
  membership in the Bastard faction, as he’ll often profess 
  that “understanding the affairs of the Court will help me 
  know my place, as a Mac Gabhann, a courtier, and as 
  a faerie of the Seelie Court.” To those who know him, 
  Duke Flowerpot is concerned for no one but himself 
  and, at the same time, holds the ideal of individualism in 
  such high regard he willingly recruits and sponsors new 
  initiates into his faction, so that they might find their 
  own Path.
  Comet
  “You may think lightning can’t strike 
  here, but I guarantee you that it can, and 
  you’ll be sorry when it does.”
  Nickname(s): Doomsayers, Cultists, Fire-Starters, Flame 
  Hair (vulgar)
  Motto: The trail you blaze can only be seen with the help 
  of the sun.
  Token (or Symbol): Falling Star, Phoenix, Maple Tree, 
  Song of the Spheres (non-visual).
  Description: Some factions exist to counteract the 
  power of an opposing faction, and the Comet is one 
  such entity. Its sole purpose is to destroy that which 
  the Hermit faction sets out to do, by focusing on 
  unity, compromise, and harmony over isolation and 
  retreat, even if it’s self-imposed. Unity, however, 
  for the sake of acting as a group is not necessarily 
  always positive, and members of the Comet faction 
  often fall prey to the End Times hysteria that 
  occasionally sweeps through the Court. To the rest 
  
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  REPRESENTATIVE(S)
  Moira the Leshii
  Moira the Leshii is an example of a stereotypical, starry-
  eyed courtier who best represents the impassioned 
  heralds and seekers of change within the faction. She 
  is also one of the few leshii who has transcended 
  her species’ status as foot soldiers and moved into 
  leadership, showing greater alacrity and alertness than 
  her kin. Despite rumors to the contrary, there is no 
  such thing as a cult per se in this faction, though many 
  courtiers like Moira demonstrate and plan protests from 
  time to time.
  Moira is a former member of the Wild Fae, and 
  a recent addition to the Court as well. Moira was 
  recruited to join the Court as a spy, working for the 
  Tuatha de Danaan to identify and root out any traitors. 
  Unfortunately, with the rise of the various factions and 
  their power, Moira was tasked with spying on many 
  members of the ruling families without their knowledge 
  by pretending to be their children and lovers, parents 
  and cousins, friends and rivals. After a few months of 
  acting in this manner, Moira realized that she could 
  never afford to make a mistake, for if her identity were 
  ever be discovered, she would likely be killed. Instead 
  of running away, Moira resented the precarious and 
  potentially life-threatening position she’d been placed 
  in and joined the Comet faction to express her anger in 
  a public and political manner.
  Now Moira has turned her association with the 
  faction into a platform for political activism, but she is 
  not prepared or knowledgeable enough about Court 
  matters to influence long-term changes. Thus, her calls 
  for justice fall flat among many, and she is not taken 
  seriously—not even as a threat—because she has little 
  support, due more to her abilities than her position. 
  Moira is championing the need to offset the 
  oppressive leadership of the Seelie Court with a 
  harmonious democracy instead of a monarchy. She 
  does not want the Seelie Court to be destroyed. Rather, 
  she believes that the political process must include the 
  faeries who are too afraid of the Tuatha de Danaan to 
  stand up for themselves. 
  Unfortunately, Moira the Leshii is practically the 
  only courtier who’s convinced this is possible, as most 
  courtiers understand that the Court considers her beliefs 
  to be a pretty fantasy. Moira is not to be dismissed, 
  however, for she can and will influence other courtiers 
  than doers. Their factions’ reputation does not 
  matter to active members of the Comet, for what 
  they lack in resources they make up for in physical 
  bodies, and no other faction—save the Unseelie—
  can make that claim. This is especially true in the 
  sense that some members of the Comet faction are 
  more pragmatic than others, and they want to bring 
  about positive changes as a counterbalance to 
  the Hermit faction’s slow and methodical thought 
  processes.
  HISTORY
  The best manner in which to relay the history of the 
  Comet faction is to share the inaugural announcement 
  recorded in the Book of Memories. The press release was 
  also sent to representatives of both Tír nations, as well.
  FOR IMMEDIATE RELEASE
  Comet Card Unearthed on Visit with Algonkian-
  Manitou Council Chief
  20 Feabhra. While on a tour of Lake Winnipegosis with 
  revered Ceremonial Chief Laura Hawksford, Sixth World 
  cartographer, Brennus Cléireach discovered the Comet 
  tarot card that had been frozen stuck to a statue honoring 
  the Bear family.
  “I wish to express my deepest gratitude to all three honored 
  Algonkian-Manitou Council Chiefs for understanding 
  how much this find means to the Seelie Court, and for 
  negotiating its return. If not for their empathy and wisdom, 
  I would not have been able to present the Comet card 
  before the Court today,” said Cléireach. “Inspired by your 
  leadership, I hope my beloved faeries will also live by your 
  example. In recognition of your wisdom, I invite you to 
  attend a banquet held in your honor, and hope that you’ll 
  accept the gift of a magical artifact of your choosing from 
  our plane in return.”
  The card has since been confirmed as a significant and 
  iconic part of the Sixth World tarot deck, and its discovery 
  has led to a discussion about exploring the earthly plane 
  to find more of them. During the banquet, Cléireach 
  will announce his departure for a new expedition to 
  Seattle, and will offer the card to his protégé, Amara the 
  Golden-Haired.
  
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  this natural cycle, they are clearly not. Thus, when 
  depicted in the negative aspect, the Death faction 
  is the blockage that prevents positive changes 
  from happening, and lingers on indecisively, not 
  knowing where to cut in order to allow new growth 
  to flourish.
  Organization: Hierarchical. The structure of the Death 
  faction follows, ironically so, a hierarchical structure 
  based on how many “deaths,” either metaphorical 
  or literal, its members have caused. Though the 
  reapers, as they refer to themselves, will not resort 
  to murder, they are not beneath other means of 
  causing a death that they can prove to the other 
  members of their faction. 
  Goals: To ensure that the cyclical nature of life and 
  death proceeds as it should (public). To witness and 
  honor the dead, especially those who have fallen in 
  the War of Sorrows (public). To seek an end to the 
  old traditions that do not serve the current Court 
  (secret). To usher in a new war when the time is 
  right, to cull the herd. (secret).
  Membership & Recruitment: True to its stereotype, the 
  Death faction is the most enigmatic and secretive 
  of all the factions. Reapers conduct secret meetings 
  and have developed elaborate rituals to identify one 
  another, the Rite of Wishes is conducted in privacy 
  between two ranking members and an initiate, and 
  no one—not even the reapers themselves—are aware 
  of the other’s existence in public. This is a faction 
  where any and all may be subject to the sweep of 
  a sharp scythe, and its members live precariously 
  for fear that they might be culled prematurely. Due 
  to its sensitivity toward the Unseelie Court and its 
  aims, many courtiers suspect that the Death faction 
  also contains several Unseelie Court members, 
  and it is for this reason that its antithesis—the Aes 
  Sidhe Banrigh faction—operates so openly as a 
  show of strength for its members and the Tuatha de 
  Danaan. Unfortunately, given its visceral nature and 
  determination, the faction has been banned from 
  openly operating in Court, which has restricted how 
  its members operate. Death, to the Seelie, is not 
  viewed favorably, for they have sold themselves on 
  the idea of immortality which may, ironically, bring 
  about their doom.
  who are more capable of implementing change. If she 
  doesn’t, she will likely be a metaphorical comet whose 
  tail is only visible when it gets closest to the sun who, in 
  this case, is Lady Brane Deigh. 
  Death
  “Why are you crying?  
  Don’t you know that eventually everyone 
  and everything must die?  
  This is natural, for frak’s sake!”
  Nickname(s): Unseelie (vulgar), Necromancers (vulgar), 
  Corpse-Dealers (vulgar), Reapers, Witnesses, The 
  Silent Ones.
  Motto: We are the Urn that Holds your Ashes. We are 
  the Reaper who Takes your Soul.
  Token (or Symbol): Ossuary, Urn, Corpse-Flower, 
  Vultures, Mushrooms, Scythes
  Description: The cycle of life cannot exist without death, 
  and though all members of the Seelie Court know 
  this, they cannot bring themselves to acknowledge 
  the existence of the Death faction. Its meaning is 
  stark and brutal—that death is necessary. Though 
  every faerie is born, one day they, too, must die. The 
  question, then, is why the courtiers are so afraid of 
  this faction. The answer is, in part, due to the timing 
  and nature of a death, for whether that ending is 
  metaphorical or literal, the members of the Death 
  faction intentionally seek to study the ending of 
  all things. And, if they deem that the focus of their 
  study needed to die a long time ago, they will take 
  that matter into their own hands. Like the Hanged 
  Man, Death brings about a change—but this is not 
  always natural. Worse, this faction is sympathetic to 
  the Unseelie Court, for they, too, are mistaken that 
  the Seelie Court is past the point of resurrection 
  and is slowly decaying. In its positive sense, the 
  Death faction can be a force of positive change, 
  for it is true that everything has a beginning and 
  an ending. However, Death can be negative, too, 
  because despite the fact that the faeries involved 
  consider themselves to be omnipotent to control 
  
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  attending courtiers, giving them a heightened sense of 
  emotion and shared empathy as part of the experience. 
  When the fire was lit, the spell’s effect would end, the 
  Court would say good-bye, and then depart in silence.
  In addition to this archaic ceremony, there have been 
  many other rituals, ceremonies, and practices to help the 
  living deal with the dead’s passage. It wasn’t until the 
  War of Sorrows, however, that all fae began to fear death 
  as a species, for this was the first time they experienced 
  loss on a massive scale. As the bodies mounted on 
  the battlefield, there was no time to perform elaborate 
  ceremonies or carefully care for the vessels that once 
  held life. The fae, out of necessity, built funerary pyres that 
  could burn hundreds of faeries instead of one at a time. 
  The blazing fires dotting the countryside, combined with 
  the inability to grieve, deeply affected the fae—especially 
  since the War of Sorrows had begun because they could 
  not bury the dead they had lost. In a short period of time, 
  the core tenets of their beliefs shifted to acknowledge, 
  but turn their backs on, the endings of all things. And as 
  a result, they mourned another loss, the “death” of Brigit, 
  and then forgot she ever existed.
  One lesser-known family never forgot the ancestral 
  tradition, and they handed down the story of Brigit 
  and the Rite of Tears from generation to generation. 
  This family, of the Ó Raghallaigh clan, is not related 
  to the Tuatha de Danaan but can trace their lineage 
  from healer to midwife to wizened sage through 
  the centuries. This, too, is recorded in the Book of 
  Memories in a short series of passages that describe a 
  widower teaching his young daughter how to properly 
  mourn the loss of her mother. Thus, it is believed that 
  the Ó Raghallaigh clan has had the Death tarot card in 
  their possession for centuries, waiting and preparing 
  for the day when its magic would be needed the most, 
  and they will produce it when the Seelie Court needs 
  it the most. 
  In the current Court, the traditions and rites that 
  concern the dead have shifted to incorporate Fifth 
  World ideologies. Some courtiers believe that the crow 
  and the reaper, symbols that have never existed in the 
  Court until very recently, will allow the fae to complete 
  the grieving process that they were never allowed to 
  finish so many centuries ago.
  In truth, what the Death faction represents is a 
  rekindled hope for the future, buried in a centuries-long 
  process of grieving that will one day result in healing and 
  understanding and, as the Ó Raghallaigh clan hopes, the 
  return of Brigit.
  HISTORY
  Death leaves a heartache 
  no one can heal; 
  Love leaves a memory no 
  one can steal.
  -IRISH PROVERB
  To the fae, the concept of death is as old as Time, but 
  to understand it, courtiers must remember a specific 
  goddess named Brigit the Healer, Daughter of Dagda, 
  Protector of Poets, and Keeper of the Sacred Fire. Brigit 
  is no longer named as such, for She has not been written 
  about by the Seelie Court since the ending of the Fourth 
  World. 
  Brigit, the patron of healers, watched over the 
  Tuatha de Danaan with a loving but firm hand. When a 
  mysterious plague swept through the Court long ago, it 
  was to Her that the healers wrote their prayers, and into 
  Her hands that their lives were placed. Largely, the way 
  in which courtiers approached Brigit remained static 
  for some time; when a faerie died, then, their life was 
  celebrated instead of mourned, and Brigit was thanked 
  instead of shunned.
  The funerary rituals surrounding the dead, up until 
  the War of Sorrows, were a kind of vigil that took place 
  in the dead of night. In the Era of the Gilded Lily, the 
  body of the fae and their physical possessions would 
  be covered with dried flowers and herbs that, when lit, 
  would release the essence of the faerie’s soul into the air 
  as a prayer. This fire would remain alight until the ending 
  of the ceremony; a faerie—dressed as Brigit—would tend 
  to this sacred flame for the duration of the proceedings.
  Visitations were not sorrowful. Instead of crying, 
  they celebrated that person’s life through an artistic 
  performance—songs sung, poetry read aloud, paintings 
  painted—designed to tell the dead’s story to show 
  the full spectrum of how they affected others. These 
  remembrances were often either recorded into the 
  Book of Memories or given away to other faeries in 
  attendance as a show of respect. Often, too, courtiers 
  considered it to be a sign of honor if a funeral was well 
  attended, for the greater the influence the dead had, 
  the more art that was made, and the more that could be 
  given away in remembrance. 
  During this event, a choir of performers would also 
  sing a special magical incantation called the Rite 
  of Tears that affected the minds and hearts of the 
  
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  realize they must compete to constantly prove just 
  how “true” they are, either by producing volumes of 
  data that supports their claim of being a True Fae, or by 
  providing witnesses that can vouch for their pedigree, 
  their right to use mana, and their status within the Court. 
  Ironically, most faeries, at this point in their history, do 
  not retain a “pure” blood line or a neat family tree with 
  clear branches that can be traced to the beginning of 
  the Fourth World. This does not stop courtiers from 
  obsessing about their heritage, however, especially with 
  regard to the use of mana. Most members will even go 
  so far as to forge a connection with a legendary faerie 
  just to prove they have the right to lay claim to the mana 
  of their metaplane.  
  Goals: To present a public face of the Seelie Court that 
  impresses upon its visitors their importance (public). To 
  find, possess, and create magical artifacts for the use 
  of its valued and vetted members (public). To prevent 
  outsiders from stripping their metaplane of its mana 
  or its artifacts (secret). To hoard the treasures of their 
  metaplane (secret). To sabotage enemies of the Court 
  who are not True Fae and ensure they remain exiled 
  (secret).
  Membership & Recruitment: Much to Lady Brane 
  Deigh’s chagrin, the Dragon faction recruits based on 
  a faerie’s family history and bloodline. Though there 
  is no such thing as a High Dragon within this faction, 
  its members perform exhaustive investigations into 
  each and every courtier’s background in order to 
  prove their worth to the others. Lady Brane Deigh is, 
  in fact, a member of the faction out of necessity, for 
  the Dragon can do what her advisors cannot: research 
  and document courtiers. Courtiers, who hail from other 
  factions, chatter that the Lady would pay handsomely 
  to eliminate the Dragon faction, but unfortunately no 
  other faction is powerful enough to live up to the task, 
  not even the Higher Power, due to the considerable 
  stockpile of magical artifacts the Dragon faction has 
  been able to acquire in a short time. In fact, it is rumored 
  that this is the reason why Lady Brane Deigh wants to 
  keep them close, for only active members have access 
  to such treasures, and to refuse or turn down those 
  items of power could trigger a countermove by their 
  enemies, the Unseelie Court.
  HISTORY
  The story of the Dragon faction is an ironic one, for it is 
  not tied to familial pride as many courtiers might think. 
  Instead, what the Dragon faction is based on is the 
  REPRESENTATIVE(S)
  True to their enigmatic reputation, there are no official 
  representatives of the Death faction, not even among 
  the Ó Raghallaigh clan. Known only by their nickname, 
  “reapers,” its members are strongly and tightly fixated 
  on being identified as symbols rather than courtiers, 
  and work very hard to remove their identities when 
  participating in faction-specific discussions, rituals, 
  performances, etc. This is by design, because many 
  reapers fear what might happen if any one individual 
  were associated with the Death tarot card since the 
  Court has yet to fully come to grips with the fact that 
  death is, in fact, a part of life.
  Dragon
  “Sorry, you call yourself a what now?  
  An adept? Silly human, do you really 
  think your magic is superior to mine?”
  Nickname(s): Mana Masters, Mana Hoarders, Lizards 
  (vulgar), Dragon Slaves (vulgar), True Fae, Heart of the 
  Seelie.
  Motto: By right and by line, we are the True Fae.
  Token (or Symbol): Snapdragons, Yin and Yang, 
  Golden Egg
  Description: Stereotypes about the haughtiness and 
  arrogance of the True Fae can be tied to the members of 
  the Dragon faction. Though many of its members may 
  be exemplary courtiers and mana conservationists, this 
  faction is composed of faeries who treat themselves as 
  superior over all other mana users and metahumans—
  especially humans. This is the faction that is constantly 
  warned that “Pride goeth before destruction, and a 
  haughty spirit before a fall.” Their racial superiority is 
  not viewed as such, however, by those who belong to 
  this faction, and in its positive aspect a Courtly sense 
  of pride can fuel a type of infectious patriotism most 
  members have not experienced since riding out into 
  battle many centuries ago. This can and is, however, 
  often viewed in its negative aspect as unyielding, 
  authoritarian, malicious, and downright evil in some 
  cases. The concepts of good and evil don’t necessarily 
  apply to the members of the Dragon faction—they are 
  so blinded by their own sense of pride they neither care 
  nor understand how others view them. 
  Organization: Flat, to outsiders. Once initiated, 
  however, members of the Dragon faction quickly 
  
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  of Identification; it is a simplistic ritual that identifies 
  whether or not a spell has been performed in the past 
  and what its intended effects are. Some time ago, 
  shortly before Lady Brane Deigh’s inauguration, the 
  Rite of Identification was performed, and the results 
  were announced. Someone had performed the Rite of 
  Magnetic Attraction, and its effects were so powerful the 
  Court fell into a kind of trance, only to be woken when 
  Lady Brane Deigh walked into their room. Unfortunately, 
  the name of the rite was either forcibly removed from 
  the Book of Memories or was never recorded, which 
  made a lot of courtiers suspicious about the odd event. 
  In order for the Rite of Magnetic Attraction to be that 
  powerful, and that successful, a magical tarot card—or 
  something equivalent—had to be at the center of the 
  spell’s power.
  To fuel speculation, a number of strange things 
  took place after the “accident,” which included the 
  presentation of the Dragon card before the Court, a 
  formal declaration that it did not belong to Lady Brane 
  Deigh, and an elaborately worded pledge to organize 
  a faction based on this card by a group known as The 
  Crimson Order. Confused, frustrated, and seeking 
  answers, many courtiers wonder if a coup had been 
  staged, and the Lady herself performed the rite. Worse, 
  The Crimson Order’s key members are none other than 
  keepers of the Book of Memories, and this revelation 
  is sure to have repercussions that reach far above and 
  beyond the formation of the Dragon faction. 
  If there is some truth to this story, which is not 
  recorded in the Book of Memories or found in any 
  official documents, Lady Brane Deigh can expect a fresh 
  round of scandals that she may never recover from. 
  REPRESENTATIVE(S)
  The Crimson Order
  The obsession with familial lineage, coupled with the 
  Dragon faction’s desire to avoid handing the Tuatha 
  de Danaan a target to destroy, has led to the formation 
  of a sub-group called The Crimson Order. Or, at least, 
  that’s what members of this faction will publicly admit. 
  Unfortunately, this is not actually the case, for The 
  Crimson Order’s small and considered membership 
  begins and ends with those who record and maintain 
  the Book of Memories. Past and present recorders are 
  all members of The Crimson Order, but they are not as 
  approachable as other representatives are from other 
  factions. 
  performance of a ritual gone wrong after the discovery 
  of the Dragon tarot card by a group of jealous cousins 
  that had eyes on the throne.
  Following the departure of Liam O’Connor, the 
  absence of a ruler generated much discussion, and 
  many courtiers speculated as to whether or not they 
  were worthy enough to become the most powerful 
  personage of the Seelie Court. While Lady Brane Deigh 
  and the more influential and powerful members of the 
  Tuatha de Danaan families were preoccupied, their lesser 
  family members backstabbed and schemed against 
  one another, as jealous courtiers are wont to do. Those 
  who remember the aftermath of O’Connor’s departure, 
  coupled with the newly formed fears and anxieties 
  due to the return of mana, speak of the scandals that 
  rocked the Court. Not every courtier agreed with the 
  procession to the throne, and they struggled with their 
  loyalties. Those who didn’t find a candidate to back got 
  caught up in “mana mania” and lusted after magical 
  artifacts. Many courtiers rightly considered that if they 
  had something—a magical artifact—that could shift the 
  balance of power, they would be considered if not for 
  the throne, then for ranking positions in the new Court 
  as O’Connor’s supporters would likely be thrown in jail 
  for treason, or exiled until they were deemed “safe.”
  The search for these artifacts yielded many old and 
  ineffectual relics, and some courtiers had neither the 
  wit nor the talent to understand what it was they found. 
  Many such individuals, like the traders of trinkets and 
  mementos, presented their wares before the Court but 
  were laughed off and told they were not wanted. Most 
  courtiers, then, turned down their noses on them. 
  Most, but not all. One courtier, whose identity has 
  never been discovered, purchased large quantities 
  of their stores and set to work sifting through each 
  amulet, pendant, card, book, and branch, testing each 
  and every one of them for magical power. A sale of 
  this kind did not need to be recorded in the Book 
  of Memories, because technically this courtier was 
  purchasing “junk,” and no one paid any mind since 
  many were acting erratically during the magical-
  artifact-hunting crazy. Whoever this courtier was or is 
  had a considerable amount of magical ability, for when 
  an artifact was discovered, its effects were immediate, 
  and the result was felt throughout the Court—for better 
  or for worse. 
  Within hallowed halls of the Court, many magical 
  protections and safeguards defend the courtiers from 
  hostile spells. One of these defenses is called the Rite 
  
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  in the day-to-day affairs of the Court, members 
  tend to be nearsighted and wistfully long for a 
  closer connection to the other planes. Oddly, one 
  aspect of the Eclipse faction is to use subtlety, too, 
  for if they obscure the “view” they normally face, 
  members hope courtiers will wonder what else is 
  out there, and seek what lies in the exact opposite 
  direction. 
  Organization: Variable, and tied to the structure of the 
  other factions. Members of the Eclipse feel that 
  they fill the gaps where other factions might fail, 
  and though they do not consider themselves to 
  be judgmental, they are in many ways. However, 
  these gaps don’t start and stop with existing or 
  known factions, but all unknown on this plane and 
  others as well. The Eclipse faction’s activities tend 
  to mirror or slightly shift those of other courtiers, 
  as a means of silently commenting on what they’re 
  doing right and what they’re doing wrong. For 
  example, recently the Dragon faction committed a 
  faux pas by performing an unnecessary amount of 
  spellwork in front of wageslaves for a small, lesser-
  known weapons manufacturer who attended 
  Court to set up trade negotiations. Instead of 
  being impressed by them, the wageslaves took 
  the display as a sign that the Seelie Court was 
  threatening their organization, and felt bullied 
  into silence. To counteract their arrogant show of 
  power, the Eclipse faction prepared a short play 
  outlining the horrors of the War of Sorrows, a 
  symbolic gesture to show the humans that they, 
  too, make mistakes.
  Goals: To ensure the factions of the Seelie Court are 
  well-balanced (public). To provide commentary 
  on the Court in a non-combative way (public). To 
  find and connect with other meta- and astral planes 
  containing faeries from other cultures (public). 
  To vent frustrations that nothing has changed 
  in the Court, and the factions are not a means to 
  an end (secret). To change Lady Brane Deigh’s 
  mind and one day allow members of the Seelie 
  Court to openly leave or abandon their post, and 
  incorporate humans into her rule (secret). To reduce 
  the arrogance and isolationist tendencies of the 
  Court by showing the Tuatha de Danaan they are 
  not the only faeries who matter (secret).
  Membership & Recruitment: The Eclipse faction 
  tends to attract courtiers who are fed up with the 
  stereotypes that plague the true nature and goal 
  Oddly, The Crimson Order does not engage in the 
  same levels of propaganda as the rest of the Dragon 
  faction does, either, which begs the questions: “Why is 
  the Book of Memories associated with a faction based 
  on pride?” And, more importantly: “What terrible wrongs 
  were committed against the Book of Memories for them 
  to act in such a bizarre manner?” Many, many courtiers 
  are wondering who was involved in performing the Rite 
  of Magnetic Attraction, and what will happen when the 
  details are revealed. Others are more concerned by the 
  involvement of Book of Memories recorders in a faction, 
  and they worry that this will set a precedent they are not 
  entirely comfortable with.
  Eclipse
  “If you look real closely,  
  you can see the mana leaking out from 
  our plane, and where the edges of  
  our world meet the others.”
  Nickname(s): Worry-Warts, Loons (vulgar), Pessimists, 
  Curmudgeons, Tír-Born (vulgar), Plane-Hoppers.
  Motto: I fear the dark, for I know what lurks in the 
  shadows.
  Token (or Symbol): Silhouettes on a red background, 
  typically displayed or flown as a flag. Members of 
  the Eclipse faction adopt the symbols of the other 
  factions and depict what they fear the most as a 
  black icon, to display their anxiety. If, however, 
  a faction represents something they hope will 
  happen, such as the discovery of other meta- or 
  astral planes containing the fae, that symbol is 
  depicted in full color, either in a rainbow or the 
  current and appropriate colors of the Court.
  Description: Born out of observation at the return of 
  mana to their metaplane, the Eclipse faction is 
  founded upon the premise that the future of the 
  Seelie Court depends upon the discovery of other 
  planes containing fae. The faction’s members are 
  fixated on the power of belief, and they strive to 
  influence the thoughts of others. Whether their 
  resolutions are a reaction to their anxieties or not, 
  the Eclipse often acts as a mirror to block outside 
  influences in order to show how truly powerful a 
  single faction, organization, country, or entity can 
  be. Thus, they have (and do) defended the Seelie 
  Court to others, but as they tend to be entrenched 
  
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  possessed by each faction and, by default, the 
  Tuatha de Danaan. This faction is a rare one in the 
  sense that it does not require any formal Rite of 
  Wishes or initiation. To participate, a courtier simply 
  joins a public demonstration they feel is just, and 
  they may leave at any time. The longer and more 
  frequently a courtier participates in the faction’s 
  protests and demonstrations, the more weight is 
  placed on that individual courtier’s opinion—even 
  though the Eclipse faction prides itself on its open-
  mindedness. Occasionally, some members will 
  strategically recruit certain influential members 
  of the Court should the occasion call for it. This 
  undertaking is highly political, and courtiers are 
  wise to assess any and all repercussions that may 
  arise from such an invitation.
  HISTORY
  The history of the Eclipse faction is similar to that of the 
  Hermit, in that a shift of perspective is attributed to its 
  founding. 
  On October 13, 2061, during the alignment of Earth, 
  its sun, and its moon, a human astronomer named al-
  Farabi operating the North American Conglomeration 
  Telescope, or NACT for short, noticed something 
  odd. Though total eclipses occurred on a bi-annual 
  basis and, as such, had been thoroughly examined by 
  astronomers for centuries, al-Farabi decided to perform 
  a spectral analysis anyway, as he was wondering how 
  mana would affect his observations. At the time, it 
  was believed that mana was not present elsewhere 
  in the universe and, as such, the search for traces of 
  it was quickly abandoned. Al-Farabi, however, noticed 
  something odd when she analyzed the data from the 
  solar eclipse using the specialized telescope, and later 
  confirmed her theories that night: there was a trace of 
  mana on the moon.
  Al-Farabi’s 
  revolutionary 
  finding 
  was 
  never 
  confirmed, and further exploration has not found 
  what al-Farabi saw. Many astronomers have openly 
  mocked her findings, though she still has supporters 
  in scientific fields. In one field, though, her work has 
  
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  enchanting several magical artifacts, codifying data into 
  plants, and formulating several rites, charms, and spells. 
  Additionally, she is a skilled musician who has mastered 
  the lute and the violin, a painter whose art can move a 
  curmudgeon to tears, and rich repository of information 
  on faerie cultures and traditions that have evolved 
  through the ages.
  Serania is an icon some Eclipse faction members 
  refer to as Máthair, and most faeries can only guess 
  at her appearance and whereabouts, for she is always 
  traveling in search of the fae. Serania the Ancient One 
  cares deeply about her people, but she does not believe 
  the Dragon faction’s claim that the Tuatha de Danaan’s 
  metaplane is the only one in existence. She is afraid 
  that the Tuatha de Danaan will destroy themselves, and 
  everyone else will suffer as a result. Instead of protesting 
  their rule or rejoining the disorganized Unseelie who 
  seek to dismantle and then rebuild the Seelie Court, 
  Serania chooses to act by finding out how other faeries 
  have survived the passage of time in their respective 
  courts. Convinced that other meta- and astral planes 
  may contain other faerie courts from other cultures, 
  the Eclipse faction member has vowed to end her life’s 
  journey once she has discovered all of them.
  Serania the Ancient One has never been physically 
  seen in Court, and her presence is felt through the 
  exchange of letters or through the sponsorship of young 
  representatives who carry her message. Her words are 
  poetry and her meaning clear; she inspires the Eclipse 
  faction to help other members of the Seelie Court 
  recognize that they can have a sense of pride without 
  being divisive or apathetic. Technically, though Serania’s 
  mission and identity are intertwined into the formation 
  of the Eclipse faction, her mission is multi-factional 
  given how important it is for her people to know they 
  are not alone.
  Of course, Serania’s unusual way of speaking carries 
  multiple meanings, and her letters are often analyzed 
  for deeper intents. Despite the mounting evidence to 
  the contrary, however, members of the Dragon, Bastard, 
  and Higher Power factions are attempting to prove 
  that Serania the Ancient One is not real. Should they 
  succeed, it is likely that the legendary faerie will return 
  to Court to settle her affairs and, on that day, there is no 
  telling what she will reveal or what she will do to block 
  their efforts from impeding her mission. 
  more widespread credibility, and that is among Court 
  scholars. Her findings pointed them to a scary set of 
  possibilities: that there may be magical artifacts on 
  the Moon, that mana may be found elsewhere in our 
  universe and, if so, it’s assumed (thanks to Occam’s 
  Razor) that both are omnipresent throughout multiple 
  universes and planes of existence.
  The card itself was not found during the eclipse, but 
  it was discovered at NACT by an anonymous visiting 
  observer from the Seelie Court. This courtier, whose 
  name has never been revealed or recorded in the 
  Book of Memories, speculated that the reason why 
  al-Farabi was able to make this discovery was because 
  she was Awakened, and the telescope she used was a 
  combination artifact and focus that drew power from the 
  Eclipse card. Few courtiers actually believe this theory, 
  for they are aware of the lengths any faerie would go 
  to in order to hide their true intentions. It is more likely 
  the case that a Seelie Court representative planted the 
  card in the observatory after al-Farabi made her findings 
  public, in an effort to obscure the true story of how the 
  Eclipse card was found.
  Regardless, shortly after news of the discovery 
  reached the Seelie Court, the card was also reported 
  missing. Further investigations revealed that Novatech 
  had acquired the magical artifact and refused to hand it 
  over to the Seelie Court.
  The Eclipse faction was founded (or rediscovered, 
  depending on which stories of the factions you believe) 
  shortly following a declaration that the Seelie Court 
  refused to hire investigators or send spies to retrieve 
  the card from Novatech. At present, the card is believed 
  to remain in their possession, or possibly some other 
  NeoNET subsidiary as the corporation has evolved.
  REPRESENTATIVE(S)
  Serania the Ancient One
  The representative of the Eclipse faction is also one of 
  the mysterious members of the Seelie Court. Suspected 
  to be either a former Wild Fae or a member of the 
  Unseelie Court who renounced her allegiance, Serania 
  the Ancient One has lived so long the story of her life 
  could fill several volumes of the Book of Memories. 
  She is credited with remaining neutral during the War 
  of Sorrows, the slaying of not one, but three dragons, 
  
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  and mageslaves, shadowrunners, and metahuman 
  guests who are poorly equipped to navigate 
  the Seelie Court, courtiers are building stronger 
  relationships with the more conservative elements 
  of the Tuatha de Danaan. In their minds, if they 
  cannot influence the Court as a whole, they might 
  be able to affect the hearts of a few individuals 
  instead, an act that is in line with the faction, but 
  on a small, personalized scale. The ever-shifting 
  needs of the Court, when combined with the 
  various personalities, political views, factions, 
  and other considerations, tends to impact the 
  faction’s structure significantly, forcing members to 
  rethink their goals and their associations regularly. 
  Eventually, members who become disillusioned 
  after realizing just how oppressive the status quo 
  can be might abandon the faction in favor of other, 
  more strategic alliances.
  Goals: To challenge the status quo (public). To teach 
  others what stale or outdated methodologies 
  might potentially be dangerous (public). To survive 
  and weather the storms of change by instigating 
  it (secret). To destroy factions, such as the Higher 
  Power, that are rooted in secrecy, and eliminate 
  conservative traditions that need to die (secret).
  Membership 
  & 
  Recruitment: 
  By 
  the 
  Court’s 
  perspective, the Hanged Man is not a desirable 
  faction and, as such, membership tends to be either 
  temporary, which is in line with impulsivity and 
  short-term thinking, or secretive, which reflects 
  long-term aspirations and far-reaching goals. The 
  Hanged Man is one of the few factions that does 
  not recruit its members, because it has no need 
  to. Its philosophy is simply this: A faerie is either 
  willing to accept change, or they aren’t. If they are, 
  and they want to be a part of that change, the safest 
  route is to challenge the views of existing courtiers 
  who are stuck in the obsolete Fifth-World ways of 
  doing things. Unfortunately, this also means that 
  every con artist, thief, spy, and forger might claim 
  allegiance to the Hanged Man, as it has become 
  associated with criminals, to seek protection 
  once they are caught and prosecuted. This often 
  obscures the faction’s inner workings (a bonus for 
  those who are serious about ushering in an era of 
  change), while ensuring it remains a target for those 
  who view Hanged Man members as pariahs.
  Hanged Man
  “I’m stuck. Wanna help? Gotta warn 
  you, though, I’m broke—so if you plan on 
  helpin’, don’t be half-assed about it.”
  Nickname(s): Yellow Ears (vulgar), Con Artists, Twisty-
  Eyes (vulgar), Anarchists (vulgar), Acrobats
  Motto: Everybody hates change, except me. Come and 
  see! Wheeeee!
  Token (or Symbol): Bleeding Heart flowers, Treetops, 
  Wanted posters.
  Description: Turning the world upside down, the 
  Hanged Man faction exists to challenge the status 
  quo and help stalwart courtiers who obsess about 
  outmoded traditions to live a little. Though they are 
  not anarchists in the traditional sense, the Hanged 
  Man is concerned with challenging perspectives in 
  order to welcome change by any means possible—
  even if this results in lying to a higher authority 
  or pranking an otherwise serious courtier. In its 
  positive sense, the Hanged Man is a necessary 
  and, at times, unexpected vehicle for change. 
  Negatively, however, the faction can be regarded 
  as a force of chaos that operates without any rhyme 
  or reason to satisfy its own desires as opposed to 
  change for the betterment of all.
  Organization: Holacratic, based on goals. Most 
  members ally together for short periods of time in 
  order to challenge perspectives or shock the Court 
  into action. Some Hanged Man initiates might 
  pledge the same goal during the Rite of Wishes 
  for this reason, while others who think long-term 
  may lie about their true aims to avoid discovery. It 
  should be noted that this faction does not associate 
  itself with pranksters, thieves, murderers, or con 
  artists who have adopted the faction’s symbolism 
  as an excuse to commit crimes. Because of their 
  loose association with the criminal underground, 
  though, many of the faction’s members fall into 
  the trap of explaining or defending the Hanged 
  Man as opposed to fulfilling their pledges, and 
  often abandon their initial reason for joining the 
  faction. Thus, some courtiers are devising new 
  ways to shift the perspectives of the Court. To 
  separate themselves from disreputable types, 
  which have grown to include the Wild Fae, wage- 
  
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  O’Connor gave the shadowrunners what they sought, 
  assuming they would turn over what they found. It is 
  unclear as to whether or not O’Connor knew what 
  the two were up to.
  •	 Anxious and worried about his investment, the king 
  sends his Chief Advisor and many courtiers to check 
  up on the weavers. This is a literal translation. The 
  shadowrunners were not, despite the retelling 
  that Lady Brane Deigh and her loyalists might put 
  forth, left to their own devices. O’Connor was many 
  things, but he was not stupid and did not leave 
  the shadowrunners to work in secret. He provided 
  them with advisors and courtiers who watched 
  their every move.
  •	 Eventually, the town became so impressed with the 
  weavers that their reputation preceded them. The 
  shadowrunners had charmed the Court and fooled 
  many courtiers.
  •	 When the king confronted the weavers, he saw naught 
  but air, but he was eventually forced into approving of 
  their great work. It is unclear how much time was 
  given to the shadowrunners to procure the magical 
  artifacts, but they never did. When O’Connor 
  confronted them, however, he realized that they 
  had the one thing he did not: the support of the 
  Seelie Court.
  •	 Backed into a corner, the King agrees to put on his beautiful 
  new “suit.” On his own terms, O’Connor decided to 
  call the shadowrunners’ bluff, and he brought them 
  before the Court. Surprisingly, the duo was so well-
  liked, the courtiers overlooked their many flaws—
  and the fact that they had never produced a single 
  magical artifact. The artistry and elaborate nature of 
  the shadowrunners’ deception was so great that a 
  banquet was thrown in their honor.
  •	 As the King parades through town in his new “suit,” 
  naked as a babe, a child proclaims: “But he has nothing 
  on!” and is shushed into silence. This is where the 
  mention of the Hanged Man tarot card first appears 
  in the story, and it is thought that its reference has 
  many meanings. During the farewell banquet for 
  the two con artists, O’Connor gave a great speech 
  where he announced that the shadowrunners had 
  discovered a magical artifact—the Hanged Man 
  tarot card. The card, which was never produced 
  during the party, was mentioned not for the benefit 
  of the shadowrunners, but for the courtiers who 
  HISTORY
  The history of the Hanged Man faction has yet to be 
  told in its entirety, for courtiers do not openly speak of 
  its members for fear that they will offend others. Like 
  its members, the story of how this faction formed is 
  known only in bits and pieces, accessible only through 
  testimonies recorded in the Book of Memories. In 
  many ways, courtiers are enamored with the idea 
  of revolution—which is what many of the Tuatha de 
  Danaan fear most—but are too sedentary to overthrow 
  the ruling families and the Seelie Court. Such thoughts 
  lead to darker and more problematic questions that can 
  only be answered by one word: Unseelie.
  Laughably, what can be accessed in the Book of 
  Memories about the Hanged Man faction is a bedtime 
  story. This tale, which is a version of the Emperor’s 
  New Suit by Hans Christian Andersen, was written as 
  a political allegory/commentary on the affairs of Court 
  that can be analyzed thusly:
  •	 At the beginning of the story the king wears a new 
  outfit every day, for he is not satisfied with the suits 
  he already owns. Here, the subject of the fairie 
  tale, whose identity is suspected to be Liam 
  O’Connor, is unhappy with a different type of suit: 
  the four suits of the Sixth World tarot. The opening 
  literally speaks to the fact that O’Connor may have 
  aggressively pursued the acquisition of the Major 
  Arcana because the other magical artifacts were far 
  less powerful.
  •	 The king is unhappy with his wardrobe, despite the 
  gaiety of his city. The meaning here places O’Connor 
  in the Seelie Court, and the Book of Memories 
  confirms this to be the case.
  •	 A pair of swindlers arrives and cons people into believing 
  they are fine and exceptional weavers, possessing 
  elaborate, fine cloths. This is a direct reference to 
  the appearance of two shadowrunners in the 
  Seelie Court, who were masquerading as magical 
  artifact traders. The shadowrunners, whose true 
  identities were never discovered, were part of the 
  First Expedition to the Seelie Court in the early days 
  of the Sixth World. Their purpose for being in the 
  Court was to find a patron who could decipher a 
  map that pointed to a trove of magical artifacts. To 
  do this, they convinced Liam O’Connor they already 
  possessed what he sought so desperately.
  •	 The king funds and sponsors the weavers’ work. 
  
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  between all remaining factions but believes that 
  the way forward—to the future of the Seelie Court—
  is to remain isolated from all other metaplanes. 
  This, unfortunately, has caused some anxious fae 
  to associate the Hermit with the Unseelie Court. 
  In its negative aspect, the Hermit falls prey to the 
  dark side of remaining alone and disconnected 
  for far too long; members often warn of the angry 
  curmudgeon disturbed by an intruder who dared 
  to overstep their bounds, the fearful shapeshifter 
  abandoned in the woods, or the paranoid courtier 
  who is unable to decide what to do or say next. 
  Organization: Holacratic. The Hermit is filled with 
  isolationists and diviners, soul-searchers and 
  dreamers, schemers and loyalists. They tend to 
  operate independently, even when working toward 
  the same goal, and their roles are specialized 
  depending upon their skill set.  
  Goals: To give courtiers a sanctuary and means of 
  seeking refuge, when all other options for safety, 
  security, and peace of mind are closed to them 
  (public). To give the Wild Fae a temporary haven, 
  free from the pressures of the Court, with the 
  ability to partake in its bounty (public). To remain 
  loyal to all native-born fae, regardless of crime or 
  circumstance (public). To close the paths leading 
  to other planes (secret). To force Lady Brane Deigh 
  to prioritize Seelie Court business above all others 
  (secret). To ensure no human enters the faerie 
  metaplane ever again (secret).
  Membership & Recruitment: The members of the 
  Seelie Court often quip that the Hermit calls from 
  a distance, and in many cases this is true. Unlike 
  other factions, such as the Magician or the Higher 
  Power, the Hermit is not overly active in the Court, 
  and often does not participate in ceremonies or 
  affairs of the state. Members tend to be found living 
  outside of the Bristelùchairt, both metaphorically 
  and literally, in order to pursue their goals in total 
  secrecy. However, there are a rare few who do 
  remain by the side of Lady Brane Deigh, and these 
  members are there to ensure that the faction’s 
  political goals are achieved. Typically, courtiers and 
  loyalists do not openly admit they are members of 
  this faction. Other factions often paint the Hermit 
  as being mentally unhinged or unbalanced, for 
  solitude among modern faeries is not as prized as 
  it should be.
  allowed themselves to be deceived by a pair 
  of charming outsiders. The mention of the card 
  literally told the Court they had been fooled, and 
  they can only see the extent of the lies that had 
  been told if they looked at the situation from his 
  perspective. It may also, however, point to another 
  kind of admission, that Liam O’Connor is, in fact, a 
  member of the Unseelie Court.
  Unfortunately, the Hanged Man faction has developed 
  such a terrible reputation that the romanticized views of 
  turning the world upside down to see it in a new light are 
  lost by those who have adapted and twisted its original 
  intent. This, more so than the boring, political history of 
  the faction, is what courtiers should be taught, because 
  the Hanged Man holds many lessons for all.
  REPRESENTATIVE(S)
  At present, there are no reputable representatives of the 
  Hanged Man faction willing to come forward. Recently, 
  several prisoners who claimed to be associated with the 
  Hanged Man faction were executed, and its members 
  have fallen silent. Unfortunately, until the Hanged Man 
  tarot card is found (for real this time), the future of this 
  faction is a cloudy one, indeed.
  Hermit
  “I am not an outcast, nor do I shun the 
  outside world. The Court simply does not 
  serve my needs, and I am offended you 
  would think otherwise.”
  Nickname(s): Ciallmhar, Unseelie (vulgar), Wizened, 
  Candlemakers, 
  Sociopath 
  (vulgar), 
  Iconoclast 
  (vulgar)
  Motto: I am an unlit Candle, Searching for my Spark.
  Token (or Symbol): Chinese Lantern, Cave, Scrying Glass 
  or Ball, Candlestick, Candelabra
  Description: 
  The 
  Hermit 
  is 
  one 
  of 
  the 
  most 
  misunderstood factions, and yet it is also one of 
  the most necessary. It is a faction of introspection, 
  of courtiers who need to retreat from the hustle 
  and bustle of regular Court activities, of Wild Fae 
  who have yet to decide where their allegiances lie, 
  and of every faerie who has ever been caught in 
  the crossroads of indecision. Deemed the “leave 
  us alone” faction, the Hermit exists as an anchor 
  
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  HISTORY
  The Hermit faction opens its arms to wanderers lost 
  in the mist, and its ideology is inspired by a prayer 
  to Danu for strength and support. This prayer, which 
  originates from an oral tradition called the Carmina 
  Gadelica, a text that has since been published many 
  times combining the ancient traditions of Danu with 
  Judeo-Christian beliefs. Oddly, this prayer pre-dates 
  the Sixth World by a significant number of years, and 
  courtiers assume their ancestors once bent a bloody 
  knee on the battlefield, during the War of Sorrows, to 
  ask for Danu’s strength. This level of introspection and 
  humility is at the heart of the Hermit faction, and its 
  genuine need for solitude is best regarded when other 
  courtiers understand they are not selfish—they are still 
  humble and remain so before Danu, who they have 
  never forgotten.
  What members of the faction do not realize is that 
  the prayer they take for granted speaks of their founder 
  and the discoverer of the Hermit tarot card: a white-
  haired elf named Nuada the Dreamer who has long 
  since laid down his sword to rest. To understand its 
  members, then, is to know Nuada’s story, and why 
  this particular prayer is remembered in the hearts and 
  minds of the Tuatha de Danaan in their darkest and 
  most private moments of reflection.
  Shield and Safeguard Us
  Valiant Nuada of the white sword,
  Who subdued the Firbolg of blood,
  For love of the Tribe, for pains of Danu’s children,
  Hold thy shield over us, protect us all,
  Hold thy shield over us, protect us all.
  Danu beloved! Mother of the Shining Ones,
  Shield, oh shield us, Lady of nobleness,
  And Brigit the beauteous, shepherdess of the flocks,
  Safeguard thou our animals, encircle us together,
  Safeguard thou our animals, encircle us together.
  And Ellen, beneficent, benign,
  Governess of the trackways of power,
  Invoke the star of power upon the path,
  Guide well thou ourselves, shield our procession,
  
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  and slaughter young nymphs where they stood, as that 
  was the only way to ensure that the Wild Fae never 
  posed a threat to their “betters” again.
  Horrified by what he had heard, Nuada’s heart sank, 
  for he considered the woodland faeries to be his people, 
  too. The nymphs and satyrs and shapeshifters and little 
  people may disagree with his leadership, but was he 
  right to commit an act of genocide to protect his vanity? 
  Was he, the First King, fairly placing blame on the Wild 
  Fae for the losses of their kin?
  His mind beset with questions he did not know the 
  answers to, Nuada walked in solitude and, without 
  realizing it, entered the forest alone in the dead of 
  winter. Cold and without shelter, Nuada found a banyan 
  tree and snuck inside its immense trunk to wait out the 
  bitterness of the night until the dawn. And there, or so 
  the story goes, the king of the Tuatha de Danaan had 
  a terrible prophetic dream about the battle that was to 
  come. In his vision, Nuada saw that the War of Sorrows 
  could not stop until every drop of faerie blood was 
  spilled upon the snow, and his armor-laden soldiers 
  drowned in the freezing waters of the river, annihilating 
  both sides of this terrible war.
  The next morn, as pale sunlight streamed through the 
  treetops and the snow began to fall, Nuada marched to 
  the front lines and stood between the torch-wielding 
  armies waiting for his command, with the Wild Fae 
  rattling their sabers and their quarterstaffs. As the 
  tension mounted, Nuada knew that if the horns of battle 
  sounded, both sides would fall, so he did the one thing 
  he feared the most: He commanded his armies lay down 
  their arms, and he then left the battlefield. 
  In the Book of Memories, the story ends with both 
  armies sitting down in the ice and the snow, crying. 
  Nuada was never seen or heard from again, until his body 
  was discovered just a few years ago encased in a cocoon 
  of pink crystal, holding the Hermit card in his hand.
  Members of the Hermit faction are convinced 
  that Nuada had been found in the past, and it is 
  his depiction painted on tarot cards featuring their 
  namesake. They feel the rediscovery of his body is a 
  warning that difficult times lie ahead, and the Seelie 
  Court is in grave danger. As such, they treat Nuada as 
  the true founder of their faction, and are convinced that 
  he communicates with other members in their dreams. 
  This has never been definitively proven, but most 
  courtiers understand how powerful Nuada is, even as 
  an iconic symbol for a faction that is often ostracized 
  and greatly misunderstood. 
  Guide well thou ourselves, shield our procession.
  O Mother! O Maiden! O Crone of Wisdom!
  Be the Triad with us day and night,
  On the machair plain or on the mountain ridge,
  Be the Triad with us and her cloak around us,
  Be the Triad with us and her cloak around us.
   
  — FROM THE CARMINA GADELICA
  REPRESENTATIVE(S)
  Nuada the Dreamer
  Also known as: Nuada, Son of Danu, the Old Man by 
  the Sea, Nuada the Beloved, Nuada the Ancient King
  Nuada the Dreamer is both elf and legend. To all 
  courtiers, Nuada the Dreamer represents the most 
  mysterious member of the Hermit faction, for he does 
  not wander in the fields of clover and honey, nor does 
  he skim through parchments or listen to the Book of 
  Memories like other self-proclaimed hermits do. He is 
  neither awake nor asleep either, for he is caught in a 
  permanent dream holding the the Hermit tarot card, his 
  body frozen in crystal.
  A relic of the Fourth World, Nuada is either 
  descended from the first king of the Tuatha de Danaan 
  or he actually is that immortal ruler and child of Danu. 
  His royal lineage is not, however, the reason why he 
  is connected to the Hermit faction; it is because he is 
  accredited with ending the War of Sorrows. 
  Nuada’s story, which emphasizes the power of 
  introspection, eloquently demonstrates that a self-
  imposed isolation or exile does not carry negative 
  weight. On the rarest of occasions, members of the 
  Hermit faction might perform retellings of his story in 
  Court when they feel it is most needed.
  It begins at the tail end of the War of Sorrows during 
  a snowy battle between the armies of the Tuatha de 
  Danaan and the Wild Fae. The armies, which were 
  commanded by Nuada, had laid down their swords 
  and set camp for the night at the edge of a frozen 
  river that bordered an immense forest, while the Wild 
  Fae had taken refuge among the trees. Faced with the 
  inevitability of loss and bloodshed, Nuada walked 
  between the tents of his many soldiers, expecting 
  to hear their fears and anxieties. Instead of being 
  remorseful or filled with regret for attacking their wild 
  brethren out of necessity, however, his armies bragged 
  how they would stick a sword in the bellies of babes 
  
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  carries no shortage of negative side effects, while 
  a promotion—even if it’s temporary—offers many 
  boons. 
  Goals: To fund initiatives that benefit the Seelie Court 
  (public). To provide a source of income and 
  investment that mirrors Sixth World banking 
  institutions (public). To provide gifts, jobs, and loans 
  to newly married fae couples to ensure they remain 
  in the metaplane (public). To become the true power 
  of the Seelie Court by obtaining enough wealth to 
  approve or deny new and existing ventures (secret). 
  To establish a penal system as a means of punishing 
  debtors, con artists, and bad investors (secret).
  Membership & Recruitment: Not much is known about 
  the identity of the Higher Power faction’s members, 
  for matters are conducted in secrecy based on a 
  tight set of qualifications that are unbeknownst 
  to outsiders. Many courtiers assume that any 
  traditionally wealthy faerie or socialite is likely a 
  member, and they tread carefully. Court intrigue, 
  however, points to several unflattering views of 
  the faction. For example, courtiers whisper that 
  the Higher Power operates for the sole benefit of 
  the Tuatha de Danaan, is anti-human, tends to look 
  down upon metahumans born from other planes, 
  and is not afraid to oust members who make a 
  bad investment or fall on hard times. As another, 
  it is suspected that the Higher Power has an elf-
  only policy, which feels oppressive to many of the 
  Wild Fae (dryads, gnomes, sylphs, etc.) who are 
  convinced that they’ll never “qualify” as influencers 
  because they do not have the proper pedigree to 
  accompany any wealth they might accumulate. 
  Though this is likely a side effect rather than a rule, 
  the faction has a tendency to be close-minded and, 
  therefore, predictable if not oppressive. For those 
  courtiers willing to pay attention, the Higher Power 
  provides a valuable history lesson, for the manner 
  in which they operate represents the Court at the 
  height of its power. 
  HISTORY
  On the surface, the Higher Power appears to be a 
  faction filled with predictable, conservative ideals 
  stemming from the considerable wealth and resources 
  of many Sixth World societies. In truth, a prototype 
  of the Higher Power faction has always existed, even 
  before the acquisition of the tarot card on which it 
  is based, albeit in a subtler manner. Its hierarchical 
  Higher Power
  “Surely you do not mean to pay me with 
  a favor. What is your most valuable 
  possession? I will take that instead.”
  Nickname(s): Conservatives, Bread-Takers (vulgar), 
  Collectors, Bean-Counters (vulgar), Authoritarians, 
  Greedy Smiths (vulgar) 
  Motto: Render unto me the things that are mine, and 
  unto us the things that are ours.
  Token (or Symbol): Dragon’s hoard, cornucopia, Mana 
  Diadem (magical artifact), wedding band
  Description: The Higher Power represents the traditional 
  form of measuring and achieving success, whether 
  that be monetary or based in relationships. Their 
  values are rooted in Sixth World ideals and archaic 
  blessings such as the Rite of Choosing for arranged 
  marriages, and the Ceremony of Unification 
  to secure business partnerships or political 
  allegiances. At its heart, the Higher Power values 
  slow-moving, conservative methods to foster 
  growth and prosperity and as such, the faction 
  places a great deal of pressure on the role the Tuatha 
  de Danaan play in the Court. Unfortunately, this 
  means that the Higher Power tends to oversimplify 
  the complexities of the Court, in favor of its core 
  tenets and the founding families. Poverty, charity, 
  weakness, and “going against the grain” are viewed 
  negatively, and members who do not fall in line 
  suffer the consequences of belonging to a faction 
  that prizes certain traits above all others.
  Organization: Hierarchical, based on the rank, lineage, 
  and wealth of the members involved. The closer a 
  member is to the sitting ruler, the higher up in the 
  faction this courtier might be—after proof of wealth, 
  of course. Unlike the other factions, the hierarchy is 
  so stringent in terms of membership requirements 
  that quarterly (or, as is the case with the Seelie 
  Court, seasonal), in-depth reviews are conducted 
  to reassess a member’s net worth, strength of 
  relationship, etc. to ensure that the individual is 
  in the proper position according to their metrics. 
  Ironically, faeries who inherit vast sums of wealth 
  are given preferential treatment over the nouveau 
  riche and tend to remain in power longer than 
  those who take risks. As one might imagine, the 
  shifting of positions is a big deal, as a demotion 
  
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  are alien to the Seelie Court. The mythology of the fae 
  is not rooted in any concept that money is the root of 
  all evil, and they do not share the same motivations as 
  others. Thus, this faction may seem otherworldly to its 
  visitors, for the members of the Higher Power do not 
  seek wealth simply for the sake of security; their eyes 
  are turned to accumulation because they feel they are 
  the best equipped to spend it on behalf of the Seelie 
  Court as an entity. Or, in other words, the Higher Power’s 
  members believe that their efforts are best spent on 
  fixing long-term problems rather than immediate needs, 
  and this dichotomy is what leads to many stereotypes. 
  If this notion sounds like a religious ideology, as 
  opposed to a business venture, it is because the Higher 
  Power believe they are just and fair. A deep-seated 
  sense of duty to help, protect, and better the True Fae 
  with the expenditure and acquisition of resources is, 
  however, a more recent philosophy that was secured by 
  the acquisition of the Higher Power tarot card.
  With a little prompting and a glass of strawberry 
  clover ale, they’ll gladly recount how the seeds of the 
  structure and clear values represent a society that 
  honors material wealth and possessions over virtue 
  and charity. Over time, certain idyllic philosophies 
  have also become integrated into the ownership 
  of money or, as is the case with the fae, favors and 
  information. For example, the “haves,” or the Tuatha de 
  Danaan, deserve to rule because of their position and 
  the considerable resources they bring to bear, while the 
  remaining faeries, the “have nots,” are expected to fall 
  in line and be ruled by their betters.
  To assume that the Higher Power faction is nothing 
  more than a group of greedy, wealthy faeries, however, 
  is to fall prey to stereotypes that the rich are lazy and 
  manipulative, while the poor are virtuous and hard-
  working. Within the halls of the Seelie Court, any 
  institutionalized assumptions that are commonly found 
  on the earthly plane would spell disaster for any courtier, 
  for the Tuatha de Danaan are as complex, if not more so, 
  than magnates, entrepreneurs, and megacorporations. 
  In part, courtiers should do well to remember that 
  simple morality-based concepts, such as good and bad, 
  
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  •	 The faction is not accumulating wealth, but magical 
  artifacts, which puts them at odds with the Magician 
  faction.
  •	 The so-called hoard the Higher Power possesses is 
  a gift from a secret donor, an as-yet-to-be-named 
  dragon who is attempting to infiltrate the Court.
  There may be some truth to the rumors that Niall 
  O’Connor is actively connected to the Higher Power, 
  while other jealous whispers may be borne from envy 
  instead of fact. If O’Connor is, in fact, a member of 
  this faction, other ranking courtiers have not openly 
  discussed their feelings in Court for fear of Zan Li’s 
  considerable power and influence. 
  Magician
  “Sure, we could open that door the 
  old-fashioned way. But why bother?  
  We can use mana for a reason, you know. 
  You can, too.”
  Nickname(s): Mana Tappers (vulgar), Wizards, Students, 
  Spellcasters, Silvertongues (vulgar).
  Motto: To be, is to learn. To learn, is to teach. To teach, 
  is to master.
  Token (or Symbol): Moebius Strip. May be wrapped 
  around a horn, crystal, bi-pointed pendant, or a 
  sabre. In its negative aspect, the Moebius Strip is 
  represented as a dragon. Occasionally, gender-
  based figures may also be part of the symbolism to 
  represent studies in hermetic magic. Though their 
  meanings vary wildly, the male often represents the 
  Sun, the female the Moon, and the hermaphrodite 
  the perfect union of the two.
  Description: The Magician follows the Bastard in the 
  Sixth World Tarot Deck, and this card is the symbol 
  of the universal initiate or the perpetual student. 
  The Magician is filled with immense possibilities 
  and, while typically depicted as male, is an iconic 
  representation of the pursuit of knowledge open 
  to all. When inversed, its meaning reflects how an 
  initiate has suffered from a lack of discipline or 
  purpose, falling prey to psychological disorders, 
  paranoid delusions, or mistakes that could have 
  been prevented with proper care and training. 
  faction began to sprout upon the return of mana to 
  their metaplane, for in a moment of curiosity, worry, 
  and anxiety many faeries relied on divination for 
  answers. And, in these moments, certain faeries began 
  to acquire magical artifacts as their “lucky dragon’s 
  claw,” as it were, tokens of power or security. The 
  sitting members of the faction might be loathe to admit 
  it, but Niall O’Connor was instrumental in the discovery 
  of the Sixth World tarot as a magical artifact, and it was 
  he who either purchased, created, or was given the 
  Higher Power card. Upon his departure, O’Connor gave 
  this card to one of his silent supporters, Zan Li, who 
  used it to garner influence and support.
  This, to the faction’s current members, is what started 
  the current version of the faction. If true, however, there 
  are many nuanced perspectives that lead some faeries 
  to believe that the Higher Power was actually the first 
  faction, and Niall O’Connor is its true founder. Most 
  courtiers feel more comfortable believing the Tuatha 
  de Danaan are its members, for they do not want to 
  think about the possibility that O’Connor is still an active 
  member of the Seelie Court.
  REPRESENTATIVE(S)
  The members of the Higher Power do not have 
  representatives like other factions do. Their agents 
  belong to a secretive group of socialites known as 
  “The Golden Shadow.” This faction within a faction is 
  outwardly facing, and its courtiers present a unified 
  front to non-members, while discussing internal affairs 
  behind closed doors. Additionally, the Golden Shadow 
  is entrenched in puzzling traditions that shift regularly, 
  which is confusing to courtiers who believe the faction’s 
  operations and memberships are largely static, and 
  concerning to those who feel this is a sign the Higher 
  Power faction is a lot more dangerous than they appear. 
  Its rumored members, however, include Niall O’Connor 
  but not Lady Brane Deigh. Since it is often assumed that 
  O’Connor is connected to this faction in some fashion, 
  courtiers have further proposed that:
  •	 Zan Li returned the card to Niall O’Connor, who is 
  keeping it by his side.
  •	 The Tír politician had a fallout with the current 
  members of the faction, and during his departure 
  stole significant sums of money from the Tuatha de 
  Danaan, and members are now bankrupt.
  •	 The Higher Power faction is an attractive target for 
  enemies of the Court, especially the Unseelie.
  
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  be assessed and then assigned mentors based on 
  their preferences. As a result of this mandate, openly 
  pledged members are fewer than outsiders might 
  expect, as the fae do not want to spend their long 
  years mastering an art they had no interest in doing. 
  HISTORY
  The Tuatha de Danaan have long tinkered with the idea 
  that their time could be better spent learning various 
  fields of study. Younger faeries and less-experienced 
  courtiers have always had the benefit of a tutor or a 
  sponsor who could teach them the secret language of 
  fans, flower arrangements, and gestures, but outside of 
  Court intrigue and diplomacy, there has never been a 
  formal method of instruction for other types of disciplines 
  such as music, healing, linguistics and, of course, mana 
  usage and conservation. As the general mood of the 
  Court became more and more anxious with the passage 
  of time, however, many highly skilled courtiers began to 
  Organization: Hierarchical, and by subject. This faction, 
  while founded upon the idea that anyone can learn 
  how to use magic or diplomacy, is structured in 
  layers upon layers of methodologies designed to 
  train an unskilled initiate how to become a master in 
  a discipline of their choice. For example, a creative 
  individual with no formal training in the art of song 
  will be taught how to read, play, perform, and teach 
  music on a variety of instruments. Often, because 
  of the time required to teach these skills, lessons 
  will be conducted in the court with an appointed 
  instructor. At any given time, however, a student 
  may only study three subjects at a time, and these 
  must be in different disciplines.
  Goals: To retain the knowledge of faerie traditions by 
  teaching them to others (public). To master the 
  art of diplomacy and instruct courtiers how to 
  negotiate with Sixth World citizens (public). To give 
  Seelie Court members, regardless of background, 
  the opportunity for an education (public). To unlock 
  all known secrets of hermetic magic, and ensure 
  that non-Seelie Court (and, for some, non-faction) 
  members do not acquire such knowledge (secret). 
  To promote faction members to the rank of master 
  and then transport them to the earthly plane to 
  use that knowledge to further the Seelie Court’s 
  agendas (secret). To find and become the ultimate 
  master, versed in one skill pertaining to all known 
  disciplines (secret).
  Membership & Recruitment: The Magician faction prizes 
  knowledge above all else, provided that information 
  is put to good use. Unlike a rank-and-file courtier, 
  members do not enjoy gossiping for the sake of 
  gossiping. In fact, they despise rumormongering—
  unless it is used specifically as a tactic to handle 
  problematic affairs of the state. Thus, while the 
  faction might outwardly claim the entirety of the 
  Seelie Court is welcome to join its ranks, in truth 
  favors and munera are granted in order to recruit 
  the most talented and intellectual initiates. In some 
  ways, however, the Magician faction is entwined 
  with the historic methods for how knowledge is 
  passed from one faerie to another, for wherever 
  there are artisans and diplomats, spellcasters and 
  musicians, silversmiths and scribes there will be a 
  need to teach and preserve the traditions of the fae. 
  For this reason, however, all initiates must declare 
  five areas of study during the Rite of Wishes and, as 
  soon as they are welcomed into the faction, they will 
  Many Hues, Untold 
  Meanings
  After guests are presented before the Court 
  for the first time, they are often asked for their 
  first impressions of the Seelie. In almost every 
  case, visitors remark how colorful, elaborate, and 
  festive the decorations are, not knowing that every 
  petal, gemstone, and arrangement was carefully 
  planned to produce a series of hidden messages. 
  The colors of the Court shift with the seasons and 
  its politics, and often newcomers make the mistake 
  of believing that certain hues, specifically black 
  and white, have static meanings. To assume that 
  anything in the Court is permanent would be to 
  the guest’s detriment, for all colors, shades, and 
  hues have variable meaning. For example, the 
  many shades of black can represent the deeper 
  mysteries of mana, oceanic depths, rich soil, darker 
  intents or passions, all the colors of the rainbow 
  combined, the Tabula Rasa (blank slate), or the 
  embodiment of pure evil. White, on the other hand, 
  might translate to purity, death, light, virginity, 
  cleanliness or holiness, youth or the elderly, fresh 
  parchment, natural foods (mother’s milk, lettuce, 
  coconuts), or poisonous substances and drugs. 
  
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  herbs and began plucking several sprigs of what they 
  believed to be hollylock, a flowering herb native to 
  the faerie’s metaplane that temporarily boosts a user’s 
  mana. Unfortunately, the party misidentified the plant 
  and had accidentally picked a deadly flower called 
  Midnight’s Mare instead. Sven, in his desire to impress 
  Chloe, ingested the petals and fell to the ground in a 
  coma. Shocked into action, Chloe performed a spell to 
  wither all of the plants within a short radius, and in her 
  moment of grief and anger killed a nearby oak tree that 
  had stood for centuries. As its leaves dried out and fell 
  to the ground, Chloe caught a glimpse of a bejeweled 
  box that had been stashed high up in its branches. 
  Upon retrieving the treasure, Chloe discovered the 
  magical artifact and decided to use it as leverage to save 
  Sven’s  ife.
  The petition of Chloe Glowworm to restore the good 
  health of Sven Skarsbard is recorded in the Book of 
  Memories. Wearing naught but a simple, unadorned 
  shift, Chloe stood before the entire Court in supplication 
  and made an impassioned speech about the need to 
  pull their protégés aside to teach them what they knew, 
  in the hopes that the gift of knowledge would help them 
  to weather changes. 
  One such individual was one of the Queen’s former 
  handmaidens, Chloe Glowworm, a young savant who 
  accidentally discovered the Magician card from the Sixth 
  World Tarot deck. Chloe hailed from a reputable family 
  of nymphs who tended to the trees of the Court and was 
  born and raised among her fellow courtiers. After the 
  arrival of a representative from the Azteca Corporation, 
  however, Chloe was enamored by the young man’s 
  stories and realized that she had yet to explore the lush, 
  wild forests and fields just outside her home.
  Chloe, however, had many admirers who often 
  clamored for her attention. One such courtier was a 
  quick-tempered elf by the name of Sven Skarsbard. 
  Those who knew Chloe believe that Sven was jealous 
  of the guest’s interest in her, and it was for this reason 
  that he promised to take her on a tour of the Wild Fae’s 
  domains with a small party of naturalists. The group 
  wandered into a nearby forest to search for medicinal 
  
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  the potion erases any trace of the last food (or drink) 
  the patient ate from their system. Though the Elixir of 
  Subtraction didn’t completely heal Sven, he showed 
  significant signs of improvement and, eventually, was 
  able to make a full recovery.
  As promised, the Magician tarot card was given 
  to the potion’s inventor. The Elixir of Subtraction was 
  studied as a spell formula for use in enchantment, and it 
  has been brewed by then-Steward Secundus Gabriella 
  di Rosario. The Court loyalist—much to the surprise 
  of everyone else—not only fulfilled Chloe’s request, 
  but took her idea a step further and formed a faction 
  around it. Gabriella’s unexpressed political views have 
  since been vaulted into the spotlight, for she and her 
  daughters carry on an ancient magical tradition that 
  other courtiers thought was extinct. 
  On the surface, it appears that the Magician faction 
  is in capable hands. Scratch a little deeper, however, 
  and Gabriella appears to be more ambitious than she 
  dares to reveal, for this member has a dark secret that, 
  if exposed, would threaten the stability of the Court.
  establish schools and universities. After her query, 
  she then presented the Magician tarot card, and told 
  Lady Brane Deigh that she could have it—provided she 
  successfully saved Sven’s life. Unbowed, for she would 
  not be bribed or manipulated in such a harsh manner, 
  the Lady gently expressed her deep regret at the loss 
  of her courtier and made the grandest of gestures by 
  decreeing that any courtier, regardless of rank, may 
  compete for the right to earn that prize, provided they 
  heed Chloe’s request to set up a means by which faeries 
  could study and learn.
  That night, while Sven Skarsbard battled for his life, 
  nervous courtiers consulted with the wizened healers to 
  concoct a solution for this and many other problems, a 
  cure that would heal any wound. Many of these potions, 
  which have since been brewed many times, were found 
  to have a variety of temporary effects ranging from 
  enhancing one’s appearance to temporarily separating 
  one’s soul from one’s body. Only one potion, however, 
  was discovered to have any positive impact on Sven’s 
  health. This concoction is called by the simplest of 
  names: The Elixir of Subtraction. Upon ingesting it, 
  
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  potions master, Gabriella can brew illusions in a bottle 
  or poisons so dangerous they eat through glass. Her 
  daughters, on the other hand, are fully elvish and only 
  slightly resemble their mother. This, unfortunately for 
  Gabriella, has not gone unnoticed by the rest of the 
  Court, and those fixated on personal appearances note 
  that with the passing of time, her daughters look less 
  and less like her every day. 
  It is probable that Gabriella is prepared to face 
  the Court in a trial, but unlikely. As she continues to 
  draw in more knowledge, her behavior is becoming 
  increasingly strange and erratic. Whatever ritual or rare 
  bit of magic she’s searching for may eventually lead to 
  her downfall, for time is not on this human’s side.
  Unseelie
  “We do not live in the shadows. We are 
  the shadows, and we will cover this Court 
  in darkness—just as we have before.”
  Nickname(s): Unmakers (vulgar), Unclean (vulgar), the 
  Darkness, the Fallen
  Motto: Unknown
  Token (or Symbol): Unknown. However, some courtiers 
  have created symbols to protect themselves 
  from the Unseelie, and these representations 
  are typically of dark, hooded figures covered or 
  obscured by flowers.
  Description: The Unseelie Court actively works against 
  the Seelie Court, and seeks to subvert its power by 
  ensuring the Prophecy of the Unmaker is brought 
  to life. The Court itself is shrouded in mysteries 
  and enigmas, for no one has been able to prove 
  its existence. For some, the Unseelie Court is the 
  bogeyman hiding in Lady Brane Deigh’s boudoir, 
  ready to strike at any moment from the shadows.
  Organization: Unknown. It is suspected, however, 
  that the Unseelie is a study in opposites that has 
  been carefully constructed as perfect, albeit dark, 
  reflection of the Seelie Court. If this is true, however, 
  the Unseelie Court is acting as a counterbalance 
  and could lay claim to many recent disasters. While 
  some courtiers have a tendency to exaggerate, 
  especially when telling stories, part of what 
  makes the Unseelie Court so frightening is that its 
  members do not seek the spotlight, so it’s difficult 
  to tell if a deal gone wrong or a kidnapping was 
  their doing or not.
  REPRESENTATIVE(S)
  Gabriella, Lucinda, and Allegra di Rosario
  While honored masters and mana-users can be tasked 
  to represent the faction’s many interests, Gabriella di 
  Rosario and her daughters, Lucinda and Allegra, are 
  the faces of the Magician faction that all courtiers 
  recognize. Interestingly, Gabriella is and never has been 
  a courtier, as her family is not related to the Tuatha de 
  Danaan or any faerie present at Court. The story of her 
  rise to power is well-known, but the accounting of her 
  years at Court is unknown and often ignored. Viewed 
  as soft-spoken and shy, Gabriella managed to avoid the 
  spotlight in her position as Steward Secundus. Trained 
  in all the arts of diplomacy and managing the Court’s 
  mundane affairs, such as the placement of banquet 
  tables and the order of a processional, Gabriella served 
  in the shadow of the Steward, and stepped in only 
  when he was preoccupied, sick, or traveling. And so, 
  many courtiers forgot that Gabriella even existed, for 
  she kept her opinions to herself and often kept to the 
  shadows. If any courtier had managed to scrutinize 
  her just a little bit closer, they would have noticed the 
  following oddities:
  •	 Gabriella’s ears were round, not pointed.
  •	 She never ate or drank in the Seelie Court.
  •	 Gabriella did not sleep with her eyes open, and her 
  place of rest was unknown.
  •	 Her daughters were both delivered in total privacy, 
  and it is unclear who her midwife was.
  •	 Her face aged more quickly than that of the other 
  elves.
  Shockingly, Gabriella di Rosario, the head of the 
  Magician faction, is, in fact, a human who has managed 
  to pass as an elf for months, if not years. But, like many 
  con artists skilled in the arts of deception, Gabriella is 
  a master manipulator who knows how and when to 
  hide the truth of her identity. She might be an adept 
  or a technomancer or a shaman—and no one, not even 
  Lady Brane Deigh herself, would suspect this is the 
  case until her deception unravels.
  Cornering Gabriella is much harder now that she 
  has risen to the heights of power, for the human has 
  an unhealthy fascination with the magical arts, and 
  she spends every waking moment unlocking the 
  secrets of mana in order to protect herself. A skilled 
  
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  depends upon the absence of mana. Or, in other 
  words, the Seelie Court has already transformed into 
  the Unseelie Court during the First, Third, and Fifth 
  Worlds, and will again in the Seventh, because it is 
  part of a natural cycle. Others, however, think that 
  the Unseelie are not at all organized; they are simply 
  criminally minded opportunists who took advantage 
  of the fundamental structural changes that occurred 
  on the faerie metaplane during the Fifth World. A 
  few members of the Dragon faction in particular dare 
  to make speculations, which others find foolhardy. 
  Emissaries have preached that all courtiers are making 
  a grave mistake if they are stupid enough to buy the 
  idea that the Unseelie Court is filled with faeries, for 
  it’s possible that the Unseelie are not faeries at all, but 
  jealous humans who cannot use mana.  
  One of the ruling families, namely the Dál gCais clan, 
  tell a different tale, in part due to the following darkly 
  humorous passage:
  The bell will toll in evenin’ hours,
  And reapers’ll strike the blooming flowers,
  To hill and dale and forest glen,
  The time won’t keep the nearest when,
  For in the air thar’ll be a shimmer,
  And Kings and Queens won’t catch a glimmer,
  Of trees in twain, and faeries, too,
  Of Courts and fools sittin’ in the loo.
  The Dál gCais recognize and acknowledge the 
  humorous tone of this passage, and interpret the writer 
  (or writers) as being sarcastic—with good reason. They 
  posture that, like Circe or Nostradamus, the prophets 
  of old may have tried to warn the Seelie Court’s sitting 
  rulers of the catastrophe that was to come and were 
  ignored. Here, the Tuatha de Danaan feel that the 
  prophecy speaks to a unique celestial event, that 
  the faerie’s metaplane has either been torn apart or 
  duplicated, and its existence formed a near-identical 
  realm on another plane, locking them together in a 
  near-symbiotic interplanar relationship. If that’s the 
  case, then the Unseelie Court operate in an alternate 
  reality, and their desire to “unmake” the Seelie Court 
  is because they’re not only aware of this fact, their so-
  called “parent plane” that birthed them may eventually 
  destroy them.
  Goals: Every goal the Unseelie Court has is carried out in 
  total secrecy. The Prophecy of the Unmaker, which 
  was discovered centuries ago, is the only clue that 
  their members are committed to destroying the 
  Seelie Court. 
  Membership & Recruitment: If the Unseelie are actively 
  recruiting members, then they are doing so outside 
  of the confines of the Court. The Seelie have eyes 
  and ears everywhere, and many magical artifacts 
  are placed at key positions around the Court—
  unbeknownst to most courtiers—to eavesdrop on 
  conversations. At least two of these artifacts were 
  designed to alert security should certain words 
  be uttered as well. Unfortunately, this means that 
  many Court loyalists are convinced the Unseelie 
  Court is currently being championed by the Wild 
  Fae or the slumbering faeries, neither of which 
  is directly tied to the Seelie Court. This fear has 
  generated many discussions about waking up 
  sleeping faeries or bringing the Wild Fae to heel, 
  but as the number of factions increases in the Court, 
  the tension mounts, and everyone—from the sitting 
  ruler to the footman—waits for the Unseelie to 
  make their move.
  HISTORY
  The history of the Unseelie Court is uneven and biased, 
  for its existence is predicated on a fundamental belief 
  that many courtiers do not share and cannot remember. 
  The Prophecy of the Unmaker, which is a scroll filled 
  with ten thousand prophetic visions written toward the 
  ending of the Fourth World, has a few key passages 
  that describe the Unseelie Court and its role in what’s 
  to come:
  For in the shadows call
  When wanderers will fall,
  The Age of Reason dawns,
  And mortals will not fawn,
  O’er nymphs that dry,
  And tricksters that cry.
  In these, the shadows tell,
  The Unseelie Court fares well.
  Some historians posture that the preceding passage 
  is concerned with the rise of the Unseelie Court 
  during the Fifth World, and that its ability to function 
  
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  Unfortunately, because it is too fragile to be dated by 
  any modern means, the inability to verify its age has led 
  many members of the Eclipse faction, in particular, to 
  propose that the prophecy’s prolific author and visionary 
  penned several other foretellings that dealt with other 
  events that happened on alternate planes of existence. 
  If there’s even a shred of truth to these rumors, then 
  the Tuatha de Danaan are sharing information in the 
  hopes that the Sixth World archives are comprehensive 
  and include Fourth- and Fifth-World prophets, such as 
  Nostradamus, and prophetesses, like the long storied 
  tradition of the African Sybils, or the more recent figures 
  like the occultist Helena Blavatsky or the so-called 
  “sleeping prophet,” Edgar Cayce.  
  WHISPERS & SCANDALS
  Mention the Unseelie Court by name and every listener 
  might have a different reaction. Some courtiers do not 
  believe they exist, while others regard them as just 
  another of the Court’s tricksters, ready to play pranks—
  just like the more mischievous members of the Hanged 
  Man faction—eager to unseat the static, tepid ways of 
  the Seelie Court. With the rise of the factions, however, 
  most courtiers find there is some truth to the idea that 
  the Unseelie Court exists and this, in part, is because 
  of factions that are either sympathetic or aligned with 
  their purported goals, such as the Death, Hermit, and 
  occasionally, Comet factions. After all, the courtiers 
  know, firsthand, how challenging it is to organize a 
  faction and ensure its members remain on task and 
  focused on its common goals. Despite this, the current 
  climate in the Seelie Court is to believe that the Unseelie 
  Court is real, and this faction is actively recruiting 
  members, too. Here are some of the more popular and 
  sensational scandals concerning the Unseelie Court that 
  have swept the halls recently:
  •	 The Death faction is, in fact, the Unseelie Court, and 
  members are concentrating on the Prophecy of the 
  Unmaker to decipher its cryptic meanings. Thus 
  far, the Death faction’s representatives have yet to 
  deny these allegations, and the longer they wait to 
  respond, the greater the risk they’ll incur a formal 
  investigation. Some courtiers suspect that the 
  Death faction is baiting the Court and is scheming 
  to undo decades of protocols in order to reshape 
  them to their liking.
  •	 Lady Brane Deigh is the sitting ruler of the Unseelie 
  Court, and she is responsible for maintaining a 
  Of course, Occam’s Razor tells us that the simplest 
  explanation is usually the right one. Therefore, consider 
  the following pieces of evidence:
  •	 The Unseelie Court’s existence is present in many 
  poems, lyrics, and Seelie Court documents.
  •	 Members of the Unseelie Court have never been 
  exposed, while suspects have been brought before 
  the Seelie Court and tried many times over.
  •	 The Unseelie Court has never taken credit for the 
  many misfortunes and disasters that have plagued 
  the Seelie Court and its ruling families since it was 
  first mentioned in the court record.
  Combined, these three facts paint a damning picture 
  that leads to a new theory: that it is also possible that 
  the Unseelie Court is a total fabrication concocted by 
  the kings and queens of centuries past. Why would the 
  Seelie Court invent its own enemy? There are many 
  political reasons for doing so, and the biggest reason 
  is to interrogate their subjects and keep a close watch. 
  If this is true, then the Tuatha de Danaan is responsible 
  for creating a threat that has since taken on a life of 
  its own.
  PROPHECY OF THE UNMAKER
  The prophecy, which is considered to be a Fifth World 
  relic, is the only document that has not been replicated 
  or memorized. Deemed “dangerous” at the best of 
  times, the Prophecy of the Unmaker is a threat to the 
  Seelie Court, because its passages definitively prove 
  that the Unseelie Court is real. Unlike any other recorded 
  document in the history of the Tuatha de Danaan and 
  the metaplane, the Prophecy of the Unmaker is not 
  a magical artifact or, if it was, it has long since lost its 
  power, rendering its delicate, rose-petal-thin pages 
  so fragile they need to be magically preserved or else 
  they’ll crumble.
  Sixth World experts have recently been given 
  passages from the Prophecy of the Unmaker that have 
  been deemed “safe” by faerie historians, in an effort to 
  collaborate with scholars from other planes. This theory 
  has spurred any number of implications that the Unseelie 
  Court is involved in this initiative, for many courtiers 
  do not understand why outsiders would be handed a 
  priceless part of their history for no good reason other 
  than “to build camaraderie and kinship.” Some think the 
  Prophecy of the Unmaker is fake, that it was written by a 
  human, or that it is not the only scroll of its kind. 
  
  89
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  •	 An unnamed aggressor is breaking into the sealed 
  crypts containing the slumbering fae, and that 
  assailant is either kidnapping or murdering them 
  where they sleep. Courtiers think this is the work 
  of shadowrunners who have recently come under 
  fire for attempting to steal several jars of rose-
  based cosmetics. Others wonder if the missing 
  faeries have been forcibly taken by the Unseelie 
  and are being brainwashed to do their bidding, 
  or if they are, in fact, the missing Unseelie Court 
  members who are just now waking up.
  Members of all factions, and to a greater extent, 
  the entirety of the Seelie Court, understand that there 
  will always be rumors circulating about the Unseelie 
  Court and its mysterious operatives. The fear that this 
  Court exists constantly fuels speculation and keeps 
  courtiers occupied, seeking shadows, dust, and ash 
  where there’s none to be found. With the debut of the 
  factions, however, the tone of the courtiers’ anxiety has 
  shifted, because now they can and do picture Unseelie 
  Court activists working, negotiating, and mingling 
  alongside them.
  It remains to be seen how, when, and why the Unseelie 
  Court will finally make its debut after the dawning of 
  the Sixth World. One thing is clear, however, to all who 
  have heard of it—it’s unlikely the Tuatha de Danaan will 
  be prepared for what will happen when they arrive, 
  for they are too busy concerning themselves with 
  everything but the Unseelie Court.
  balance between both Courts to keep them from 
  destroying each other. Standing on the edge of a 
  precipice, the Lady travels to a special astral plane 
  in her sleep. In this undisclosed and inaccessible 
  location, her predecessor, Liam O’Connor, stashed 
  away the members of the Unseelie Court his 
  dominion discovered, so that they might live out 
  their long years in peace. His problem, however, 
  has become her problem, and she has chosen to 
  deal with her enemy by giving them mercy they do 
  not deserve.
  •	 The Evo Corporation is genetically engineering 
  clones that will act as body doubles of less-popular 
  courtiers, and these doppelgangers will undermine 
  the Seelie Court from within. It should be noted 
  that this, in particular, is likely a grand hoax 
  designed to force courtiers to second-guess how 
  they feel about the Sixth World megacorporations. 
  Since doppelgangers now exist in the metaplane, 
  courtiers wildly speculate how they might infiltrate 
  the Seelie Court and harm their reputation or 
  frame them for a crime they didn’t commit—like 
  the changeling myths told to scare human parents 
  into nurturing and raising their babies properly. 
  Still, this fear combines two credible threats, for 
  Evo would sacrifice several employees if it had the 
  ability to kidnap any members of the Seelie Court to 
  experiment upon them.
  •	 The Dragon faction is recruiting humans to sabotage 
  the Tír nations at strategic, high-value targets such 
  as local power plants, Matrix server rooms, etc. 
  If successful, the members of the Dragon faction 
  will take steps to convince like-minded factions 
  that the Unseelie Court was responsible for the act 
  of terrorism, and will petition the Seelie Court to 
  reinstate the Rites of Testimony, which would force 
  every courtier to bare their secrets publicly.
  
  90
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  Let me start by saying that I am not happy to be doing 
  this tour of the building that houses the Court—the 
  Bristelùchairt. Those of more authority than I, as a means 
  to make me understand my place, have placed this 
  impossible responsibility upon me in order to benefit 
  those now visiting our home without invitation. 
  I have to start by saying that a guide to the Court 
  itself is an impossible task. The very nature of the 
  structures within which we hold court are mercurial on 
  the best of days, labyrinthine on most, and vindictively 
  transient when the mood strikes. This place has existed 
  for millennia, and within the memories of its oldest 
  inhabitants there is not a single day in which the Court 
  did not change of its own volition. 
  That stated, let me offer what I can in this fool’s errand 
  by providing you a general overview of what I’ll discuss 
  and describe. There is a stability within the Court created 
  by presence. The areas of the Court in which official 
  business is conducted will open my tour, as these are 
  some of the most consistent sites. They still change, but 
  from day to day they are generally recognizable and 
  able to be located. The residences and visitors’ quarters 
  will follow, though the lack of consistent and constant 
  occupancy creates many unpredictable situations. 
  Beyond that, things stay in a perpetual flux. I’ll speak on 
  the common areas, where all are allowed, and end with 
  as painstaking a collection as I can manage on the rest, 
  including some places that only exist with the phases 
  of some moon or another, the seasons, or the whims 
  of the unknown forces that built this place in a time 
  beyond memory.  
  Court
  Let’s begin with those grand places where official 
  business occurs. All told, there are more than I can list but 
  despite the rigor of the task which I was assigned, I was 
  given no additional access beyond what I was already 
  allowed. Though if I am not allowed, those listening here 
  aren’t likely to gain access to these spots either. 
  No visit to the Seelie Court ever avoids The Great 
  Hall, called the Calling Hall by those whose voices 
  are not dignified enough to be heard there but whose 
  authority or piteous nature still allows them to call upon 
  the powers of the Court to hear their pleas at a time they 
  deem necessary. 
  Entry to the Great Hall is the same for all. From Queen 
  to outsider, everyone enters the chamber through the 
  Dawnseeker’s Arch. A pair of figures, intricately carved 
  from the white marble, adorn the arch, each reaching out 
  and holding the heavy oak doors in place. On the right is 
  Evilynn, also known as the Rose Guardian, Thorny Witch, 
  or Lady of the Garden. She stands in a bed of roses that 
  bloom with real buds, frequently picked by the first to 
  Court each day but only when in full bloom. The tales 
  of those who plucked an unopened bud are full of woe. 
  Rising from the bed of roses are thorny vine-covered 
  legs. Words are perceived and translated by each mind in 
  a different way, so that last sentence needs clarification. 
  The legs of the Rose Guardian are covered in vines, but 
  whether the thorns project from the vines or the flesh is 
  often a point of contention and perception. I feel I have 
  seen both, and many claim what you see depends on 
  who you are. Anyway, the legs of the statue meet the 
  billowing dress, and yes, it does move, albeit slowly. 
  Sometimes spirits stand before the doorway and stare, 
  The Court Itself
  by Tivta Farspoken
  
  91
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  claiming their sense of time is mutable, and the flow 
  of the dress a thing of wondrous beauty to those that 
  can behold it. Evilynn’s dress is plain, in contrast to her 
  counterpart, though the vines and thorns seem to hide 
  beneath the surface to erupt at her neck and arms. Her 
  arm extends and bends back as her hand clutches the 
  arch of the door, fingers intertwined with the gauntleted 
  digits of her eternal mate. The vines from her collar slip 
  into her hair and ring her face. Long slender elven ears 
  slip from the tangle of hair and vine, a point used by 
  many within the Dragon faction to claim creation of the 
  arch. The face of this beauty swings with the opening 
  of the door, eyes always locked upon the figure across 
  the arch.
  On the left is Caliphost, also called the Iron Guardian, 
  War’s Host, or the Shackled Soldier. Before I continue 
  let me clarify that I do mean right and left and that 
  stays the same regardless of which side of the door 
  you stand. The two columns of the arch are split forms 
  of their chosen subjects. Starting again at the feet, we 
  see Caliphost standing among the flaming bones of the 
  fallen, in particular, a skull many call The Truthspeaker for 
  its occasional speech to those who pass. Sharp-angled 
  armor-clad legs rise to meet his rose-sigilled breastplate. 
  Armored arms extend out and bend up to clasp the top 
  of the door, where we see the delicate fingers of Evilynn 
  between the gauntleted digits of Caliphost. The head 
  of Caliphost bears his closed helm or his exposed face, 
  depending on the whims of the arch. His features are 
  definitely elven; though his ears are never visible, the 
  classic almond eyes, sharp nose, and high cheekbones 
  are unmistakable. When visible, those eyes are locked 
  with Evilynn’s across the doorway. The helm bears a 
  rose upon the face plate and a rising branch at the ear, 
  which will occasionally bear leaves or small berries. The 
  berries are not to be eaten. They are bitter and said to be 
  poisonous. The arch above the figures bears branches 
  over Caliphost and vines over Evilynn, which meet at a 
  blazing sun at the peak. This sun changes little, though 
  during eclipses on the material plane, the figure will 
  change with the event. This is a time in which a certain 
  faction always crowds the hall to observe or ask requests 
  while they feel they are favored. Other faction members 
  spend that time plotting to foil the plans of the Eclipse.
  Though grand and impressive, that’s enough about the 
  doorway. Upon entry, the Great Hall is dominated by a 
  single large oak tree at its center that rises to the ceiling, 
  if there is one. It has never been seen. The branches 
  and leaves cover the heights; below them, glowing 
  fruits provide light and the occasional snack for those 
  visitors who find themselves in the lower branches. The 
  fruits are said to taste like the season—tart in the spring, 
  sweet in summer, dry and sharp in autumn, and bitter 
  in the winter. The flavors benefit the hall, as they keep 
  the fruits from being eaten during the seasons where 
  the skywalls grow dimmer. The skywalls are what they 
  call the walls below the canopy line that shine with the 
  season, a rich deep blue in the spring, bright blue come 
  summer, a crisp purple with autumn, and midnight black 
  in the winter. Below the sky, but above the calling floor, 
  is the gallery. The gallery encircles the room at varying 
  heights and is where the Court nobility, their guests, and 
  esteemed visitors gather when in session. The greatest 
  height is opposite the Dawnseeker’s Arch, and that is 
  where the Lady Brane Deigh positions herself. The 
  remaining ring rises and falls with no pattern. Court 
  truly begins when the attendants arrive and begin to 
  claim gallery locations for their master’s entourage. This 
  often results in quite the scene and is frequently more 
  entertaining than the actual procedures of the Court.
  The gallery itself varies in depth, creating another 
  dimension to fight with each day. Some sections are 
  large enough for a few dozen, while others barely allow 
  space to pass. Levitation or flight be helpful in reaching 
  the gallery, as there are no stairs. Rope ladders can be 
  used in a pinch. Some have climbed, whether out of 
  necessity due to lack of arcane skill or assistance, desire 
  if they wished to make a statement, or ignorance for 
  those who know no better. Their reasoning is often a 
  topic at mid-day gatherings. 
  The edge of the gallery is ringed with a short railing. 
  This small barrier is often thought of as a reminder by 
  Court officials of where the beings of the Court sit, as 
  the entire rail is made by roots of the great oak growing 
  up the walls. They create another source of seating 
  contention within the gallery, as points where the 
  roots grow up draw attention, while the gaps get less. 
  Between the roots, the walls below the gallery are filled 
  with murals depicting events from war to love-making, 
  bearing images from all ages of memory and metaplanes 
  of existence. They provide yet another reason to fight 
  for a certain spot. 
  The final element to describe is the floor, which is a 
  mosaic of tiles that shifts frequently, often while Court 
  is in session. The patterns can be random, create an 
  image, or even seem random but create an image only 
  for those who can see outside the normal spectrum of 
  light, both into the range of heat or magic. 
  
  92
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  suggestively secretive, one would expect a room of 
  dark corners and hidden conversations, but this is still a 
  public venue of the Seelie Court. Instead, the chamber 
  is a massive dome with trigonometrically serrated 
  walls that are part of the room’s arcane properties. 
  And while the name implies dark deeds, the walls are 
  a colorful rainbow over each bit of the 180-degree 
  arc. Each degree creates a link with its opposing point. 
  These lines are what create the whisper links that allow 
  conversations to occur in private while standing right 
  next to another courtier. Those in a conversation need 
  to be aligned when their communication begins but 
  may move freely around the room and still keep the link. 
  Those who see the mana of the place can spot a glow of 
  the specific color linked to each participant.
  Spies will often add themselves to the conversations 
  of others but must be sure to both remain silent and 
  mask their aura to hide the link they have stolen. It is 
  possible to engage in multiple conversations at once, 
  but there is no way to limit the participants that can hear 
  you without breaking the connection.
  The colors upon the walls are sharply contrasted by 
  the black marble floor. 
  Not every conversation can occur in front of the 
  masses, and that’s why there is a second hall for official 
  Court dealings that is solely for speaking with the Queen, 
  her Steward, her Advisor, or her Champion, though the 
  latter three are spoken with significantly less frequently 
  than the Queen. This place is called The Queen’s Hall. 
  Used by the Queen and her regal retinue for meetings 
  when the Great Hall is busy with the dealings of the 
  lesser folks, it is also a place for less-public meetings, 
  though all meetings here are recorded in the Court 
  archives. Most of the time. 
  The Queen’s Hall pays homage to no one but the 
  queen. After standing outside an immense overlapping 
  double door bearing a hyacinth, the symbol of the Lady 
  Brane Deigh, one enters a narrow arched corridor filled 
  with images of the Queen gifted to her by some of the 
  greatest artists in history. All the histories. You would 
  recognize names like Picasso and DaVinci, though he is 
  not the man you think he is. There is limited space and the 
  Queen selects her favorites. The longest hanging piece is 
  currently The Esiel Queen, a piece painted by Ailusrianiel, 
  a native of the Metaplane of Air. It is done entirely in tiny 
  shards of blue crystallized esiel—I believe they call it true 
  air on the material plane—in varying shades. Beyond the 
  corridor of the queen, as the entrance is called, is the hall 
  itself, a structure marveled at by all those who come to 
  speak with the queen or her coterie. 
  If you seek to speak in an official capacity to a 
  member of the Court outside the Great Hall, and it’s not 
  the Queen or her closest fellows, you will want to know 
  about The Hall of Whispers. It is called that because 
  all conversations held here are narrowed between 
  specific participants. The magics that allow this privacy 
  leave only a slight auditory hum, but the hall of hums 
  just didn’t have the same appeal to it. The name is also 
  apropos to the activities that occur within, for even 
  there, where all talk goes to records, some will whisper 
  as if they pass secrets. Some speak of a secret language 
  known only by or among certain factions that is used 
  to communicate within the confines, but outside the 
  purview of the Court. 
  I diverge. My apologies. 
  The Hall of Whispers is entered through an iris 
  doorway, one of those that opens out from the center 
  in thin slivers. The slivers here are made of a silver metal 
  with opalescent properties. Nothing ornate or fancy 
  but quite interesting in its own right. With a name so 
  Whispering Words
  The use of the Whispering Hall as a public and 
  yet secret meeting place is nothing new—in fact, the 
  systems for communications within this place are 
  older than memory but closely protected by each 
  faction. Only the highest and most trustworthy 
  members are taught how to use each faction’s dialect 
  of Whispering Words, the name for this language 
  that combines words, gestures, body positions, 
  and facial expressions in order to communicate 
  something other than what is actually said by the 
  words themselves. The use of non-verbal cues also 
  keeps the conversation off official records without 
  the suspicions of a private meeting. Every faction 
  has their own, and the fact that some small cues 
  and gestures are shared has led linguists to believe 
  it all originated with a common language rooted in 
  a time before the divide of the factions. 
  There are a few underground sources for learning 
  the languages, but anyone discovering someone 
  knows their code without being part of the faction 
  will quickly find themselves a target of said faction.
  
  93
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  affect visitors. Whether it’s a scene of carnage and war 
  to deter conflict, a painting of a familiar place in the 
  visitor’s home, or a myriad of other options, they are a 
  tool used in the Queen’s strategy of psychology. 
  For ease of description, I will number the doors 
  clockwise, starting with the entry as number one. Doors 
  three and six are crafted from a black wood and lead 
  to hallways that I was not allowed to traverse. I was 
  told they both lead to the Queen’s private rooms but a 
  different door must be taken on each day, determined 
  by a spell that only the Queen knows. Door two, 
  formed from a single block of mahogany, leads to a 
  private sitting room decorated in deep purples with 
  gold accents and rich mahogany furniture. The space 
  and seating allows no more than a handful or two 
  of guests and is usually reserved for meetings with 
  small groups. Door seven, a pale ashwood, leads to a 
  lavatory chamber where guests can wash up or use the 
  facilities when attending long meetings. Doors four and 
  five, each made from stonewood, a material native to 
  the Metaplane of Earth, lead to a dining chamber and 
  trophy room, respectively. The dining chamber is where 
  the Queen hosts the Queen’s Banquet,and it can seat 
  about forty. The corners of the dining room have small 
  serving tables, each wall has a hearth, and two doors 
  lead out. One to the kitchens, the other to the private 
  areas of the Queen’s chambers. The trophy room is the 
  same size as the dining room, but the table is replaced 
  with five glass cases on pedestals. Within those and 
  the ten tall cases along the walls, Lady Brane Deigh 
  shows the trophies of her reign. In recent years she has 
  added the cards bequeathed her by Dunkelzahn and 
  small vial of an opalescent gel that many claim is full 
  of virus-bearing miniature machines from the material 
  plane. Prior acquisitions include the Flute of Fasteiger, 
  the royal scepter of King Dolsus, Abejektros’ eyes, and 
  hundreds of other unique items. Some hold arcane 
  power, others are symbols of her successes, and the rare 
  few are reminders of mistakes not to be forgotten. This 
  room has no doors but at least two of the wall cases 
  are “secret” passages. What is beyond, I am not privy to, 
  but I have it on repeated rumor that at least one houses 
  another small contingent of stone guardians to protect 
  the room’s treasures. 
        While I was not allowed full access to all of the 
  Queen’s Chambers I was allowed to explore a currently 
  unoccupied residence among the Lords’ Manors, which 
  are all located within the same wing of Bristelùchairt. 
  Ranked individuals at Court are offered a chance, based 
  As it is my task to be thorough, I will mention a few 
  important aspects about these areas that dwell in the 
  realm of uncertainty and two-faced rumor. The certain 
  uncertainty refers to the size of every gallery and hall in 
  this castle. They change frequently, and rarely do these 
  changes match a current need or requirement. More 
  often they lead to a problem rather than a benefit. On 
  the busiest of days, these chambers are often at their 
  smallest, pushing tensions and political patience to their 
  limits. The two-faced rumor flows around Lady Brane 
  Deigh with claims and arguments about whether she, 
  can or cannot control these factors within the castle. 
  Some claim she controls it directly, others propose it is 
  caused by her mood and that the Queen has a special 
  link to the Bristelùchairt. It’s curious either way.
  Quarters
  My station is not high enough to visit all parts of the 
  Queen’s Chambers, but I was allowed to visit and take 
  a few notes whilst she was at Court. I also asked a few 
  pointed and specific questions of her servants to try to 
  add to this treatise on Bristelùchairt geography but got 
  very few straight answers. 
  As usual, first the doorway. Well, actually first outside 
  the doorway. To the left and right of the Queen’s 
  Chambers door—the main one, at least, because there 
  are rumors of many more—stand a total of six stone 
  statues (two in black, two in grey, and two in white). They 
  look masterfully carved and life-like. Which they should 
  because they are alive. Or at least animate. The statues 
  are the guardians of her chambers. They stand a constant 
  vigil outside the main doors. Those who wish to do the 
  Queen harm who come by her chambers, whether she 
  is present or not, are attacked by the guardians as they 
  sense the deepest intentions of those who come before 
  them. The door that they guard is a pointed arch double 
  door with crystal rings to pull it open. The rings are 
  rumored to be spell anchors that soften a visitor’s mood 
  or will before entering. The wood of the doors is thick 
  oak with a bouquet of red roses on each door as the 
  only decoration.   
  Beyond these doors is the Queen’s sitting room. The 
  sitting room has three hearths, six doors (seven if you 
  count the entrance), and several varying arrangements 
  of furniture depending on the number of guests being 
  hosted or the current whims of the room. Servants 
  work to keep the room looking properly full but not 
  overstuffed. Each hearth bears a painting intended to 
  
  94
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  visit but it sits at the top of the list of places to get solid 
  information from people who are good at seeing and 
  hearing while not being seen or heard. Care needs to 
  be taken, though, because many of them are already 
  working as the eyes and ears for other interested 
  parties. Always a game of politics, even at the lowest 
  rungs of society.
  When heading into this labyrinth of quarters and social 
  rooms you need to know what or who you’re looking for 
  in order to find anything. Some aspect of the magic that 
  keeps Bristelùchairt in flux also keeps this area in order 
  by making sure anyone who comes down here has a 
  destination. Keeps out the riffraff. Within these halls you 
  will find a series of quarters ranging from a single room to 
  three rooms. Every door is the same, with the exception 
  of the number of boards that form it and the placement 
  of the handle and hinges. The doors are all a dark-brown 
  wood with brass handles and hinges that never tarnish. 
  If you see one that is tarnished, be warned—dark tales 
  tell of what lies beyond that doorway.
  The quarters themselves are nothing special without 
  the personal touch added by their occupants. The 
  single-room style has a single hearth, a bed, and a small 
  cooking stove. The two-room version adds a second 
  room intended to create a private bedroom for those 
  servants who have family, though sometimes they 
  are rewarded to those that have served well and their 
  masters feel they deserve a little extra space. The same 
  is said of the three-room quarters with increased space 
  for favored staff, though some of these places actually 
  belong to the paramours, of some very powerful people. 
  Rumors say that a secret entrance is part of the design 
  so the most special of servants can move about more 
  quietly and covertly. 
  The halls of this wing are of additional interest to many. 
  The same magics that allow this place to stay ordered 
  also allow long, aimless walks to occur. Conversations 
  can be had for hours while strolling these halls without 
  ever coming across another soul. When this is needed, 
  the goal is to have no goal. Enter the main branch of 
  the wing and walk together with no set goal in mind. 
  Be careful though, because if someone suddenly 
  thinks of a goal for their walk, the next turn they make 
  could separate them from the group in a blink. No one 
  disappears from sight; rather, they go when no one 
  is looking or when people blink. And the halls have a 
  way of drawing your attention to let this happen. When 
  it finally comes time to end the private chat, each 
  on their status, to purchase a manor within the castle 
  for a fee I am not privy to at this time. The manors are 
  as identical as anything within Bristelùchairt ever is, and 
  their positions around the wing shift constantly. One 
  evening a lord may go home to his manor at the first 
  floor and the next morning find himself exiting at the 
  highest floor and most distant hall. 
  What one should expect if they ever earn a visit, a 
  manor home includes an entry foyer, a dining chamber, 
  a library sitting room, a private office, kitchen, a larder, 
  two servant’s chambers, four privies, four minor 
  bedrooms that are often converted to servant quarters 
  or offices if their family is small, and a master bedroom 
  with a small private office and large wardrobe. 
  The count of rooms rarely changes, but the 
  configuration can be controlled via a small set of 
  blocks. The blocks are given to the owner; each block 
  represents a room. The blocks can be rearranged to shift 
  the location of the rooms, as long as all are built off the 
  entry foyer. Most owners keep the blocks locked up 
  in their manor once they have set their floor plan, but 
  some keep the blocks on them in order to be able to 
  arrange their home to best suit their needs when they 
  arrive back or to increase their security. It is possible 
  to keep moving rooms or separate them entirely while 
  they are occupied to trap unwelcome visitors or gain a 
  little extra privacy.
  The decor and style of each manor reflects the 
  preferences of its owner. I can say Lord Aestrian prefers 
  to decorate with elemental air-infused furniture from his 
  home plane that ignores standard rules of gravity and 
  positioning. That way he and his fellow natives can sit 
  wherever they please. In stark contrast, Lord Blackbane 
  has a rentable, modern-looking manor, with objects 
  from and resembling those of the material plane. 
  I feel it my duty to mention that the number of Lords’ 
  Manors is not known and rumored to be not finite. They 
  add and stack and pull others from the vast storage 
  when needed. Also of import is the three members of 
  court who gain and do not need to pay for their manors. 
  The Champion, Advisor, and Executioner are all given 
  a manor with their position. The Executioner’s manor 
  is rarely used due to the flux of the position in recent 
  decades, but its existence allows the person currently 
  occupying the position a place to hold private meetings 
  or house guests beneficial to escaping their station. 
  As public places go, the Servant’s Wing is kind of 
  the bottom of the social ladder in terms of places to 
  
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  person can think of a different waypoint and add to the 
  subterfuge of their clandestine conversations.
  Next, let’s look at somewhere you will likely become 
  familiar with sooner rather than later, the Guest 
  Residences. This section of the castle has a tremendous 
  amount of variety in its design, with new rooms being 
  added and a constantly shifting decor to the halls and 
  the rooms. The size of this region of the castle is known 
  only to the Castlekeeper, a thoroughly mad spirit of the 
  hearth. Those willing to speculate claim his madness 
  is a result of the fragmentary nature of his domain. 
  Tales are whispered of curing his madness by setting 
  Bristelùchairt back to its original state, but since none 
  know much on how the place changes, none have ever 
  accomplished this feat. Since the Castlekeeper is a bit 
  unreliable, no one has an exact room count for guest 
  residences but they are intended for short-term use 
  rather than long term lodging. Similar to the Servant’s 
  Wing, the Guest Residences have several layouts of 
  different sizes and type of rooms. Here, guests of the 
  court are offered between one and four room standard 
  lodgings, or a massive Courtsman’s chamber, the last 
  intended to house important guests and their entire 
  entourage. The guest rooms do not have a cook stove, 
  as guests are expected to eat with their hosts or at one 
  of the evening banquets. 
  Every basic layout builds off the same foundation, 
  with a hearth in each room. Single rooms have the bed 
  and a small washbasin as well as a wardrobe. The decor 
  is usually changed to fit the guests and make them feel 
  at home, though some courtiers house guests they are 
  not fond of and usually add small bits to the decor to 
  make them slightly uncomfortable. Nothing overt, but 
  perhaps a small image hidden within a painting or a vase 
  or furnishing piece from a rival land or faction. Paired 
  rooms have a small foyer as you enter that splits to the 
  two rooms. The triplets have a foyer as well, but the 
  three rooms are also linked through the central room 
  in case it is intended more for extra social space than 
  sleeping space. The quads are the only basic rooms with 
  a social space built in. The foyer is replaced with a full 
  sitting room that leads off to each bedroom. 
  With increasing numbers of visitors coming from 
  the material plane, the amount of rooms shifting to a 
  modern decor and design is increasing. These often 
  include windows with spectacular views of places both 
  familiar and alien to these guests. It is quite an abrupt 
  perception shift walking from heavy stone halls through 
  
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  The dungeons of Bristelùchairt are figuratively beneath 
  the castle, but their true location is a twist on metaplanar 
  geography as they aren’t even on the same plane as the 
  Seelie Court. Instead, a steeply declined hallway leads 
  prisoners to an arch with a light-sucking black portal 
  locked in between its barbed-chain carvings. Stepping 
  through the portal feels like pushing through oily 
  lightning as an electrical current flows over your skin. 
  My tour started in blackness, and I was at first worried 
  that it was a trap to get me to willingly walk myself into 
  the dungeons, but illuminations returned shortly and 
  I was greeted by the master of the dungeons, Zeha 
  Cadgris. Zeha controls both the portal and the prison 
  itself, and much like the castle to which it is linked, it 
  exists in a highly transmutable state. Cells, dining halls, 
  torture chambers, armories, and guard posts can be 
  shifted as Zeha sees fit. Cells vary for the occupants, 
  and none are designed for any kind of comfort. Most 
  are cramped, and Zeha occasionally slips a prisoner in a 
  cell that is a few sizes to small if they need a little lesson 
  at the beginning of their sentence, while they await 
  trial, or before questioning. In a place that incarcerates 
  all manner of fae alongside denizens of dozens, if not 
  hundreds, of different metaplanes, the varieties of 
  security are remarkably similar. Put them in a cell, warn 
  them that stepping into the blackness is doom, and shut 
  the door. 
  When I went inside the cell, I felt nothing when they 
  shut the door, but I was told to open it after a second or 
  two. When I opened the door, the room I had come from 
  was gone and instead that inky light-sucking blackness 
  was there. I knew well enough to heed their warnings 
  and chose instead to shut the door and explore my 
  temporary, though I did worry otherwise, place of 
  incarceration. 
  The small chamber, mine was a cube only a hand 
  longer in its dimensions than my armspan, contained a 
  single mattress of stuffed hay, a single glowing stone at 
  the center of the ceiling, the door which I had entered 
  through which now contained a dark portal to doom, and 
  a small squat stone seat in the corner with a round hole 
  at its center which again seemed to contain the blackest 
  black I’ve ever seen. Any defecation by prisoners found 
  its way to the same void of doom that prisoners who 
  step through the doorway do. 
  I cannot deny I was extremely relieved when the 
  door opened and Zeha was there to release me. To 
  demonstrate the mutable nature of the place, I came 
  out in a dining hall where we sat to eat some kind of 
  a thick wooden door and into a space furnished to 
  match the monstrous towers of that plane. 
  The layout of the Courtsman’s chambers and how 
  many are available is, again, a mystery. They all include a 
  main sitting room, a kitchen with a cookstove and larder, 
  a dining room, and a private privy and bath, all on the 
  main floor. A grand staircase leads to a railed balcony 
  above where doors and halls lead to sleeping quarters in 
  varying counts and sizes. Decor again is created for the 
  guests though often maintains the charm of the castle 
  rather than changing for reasons known only to those 
  who request the rooms. Every Courtsman’s chamber has 
  an exterior balcony and whether you entered the room 
  on a first of fifteenth floor hall the balcony view looks 
  out over the castle grounds and to the realms beyond. 
  Like most places here, none of the rooms are entirely 
  stable. Things within the room will change, but not as 
  frequently as rooms move. Some guests have tried to 
  leave attendants in their quarters to keep them stable, 
  but it never works. Even leaving the door ajar to try and 
  lock the room in place fails to overcome the magic of 
  Bristelùchairt. 
  These perpetually moving rooms have led to many 
  interesting events over the years, and my thought has 
  always been that this is the intention of the powers of 
  the castle. Halls and doors look much the same, and 
  an inadvertent stumble into the wrong room has foiled 
  a plot or two dozen in the past and set romances that 
  are the things of legend on their course. The worst (or 
  best, depending on which side you are on) part of these 
  changes occur the least often and that is the displacement 
  of a room between guest residences. One of the few 
  events the Queen herself will offer apologies for, these 
  events have led to murders, affairs, and the dissolution of 
  treaties. I’m sure it occurs more often and those involved 
  simply keep it between themselves as they use the rare 
  opportunity to scheme to their advantage. As the saying 
  goes, “As the Castle goes the Court.” 
  The final residence to speak of is the one you will 
  least like to find yourself visiting, the Dungeons. Access 
  was granted to me in order to tour this place, likely an 
  intended lesson for me rather than an improvement on 
  this guide, and I honestly found it quite fascinating. The 
  thing about Bristelùchairt’s dungeons is that they need 
  to not only hold beings of physical form but also those 
  entities that are always or sometimes insubstantial. 
  Time is another factor to consider in a place where 
  sentences could run into the centuries or even millennia 
  to be effective. 
  
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  could no longer access them. The decor of the entire 
  ballroom is alive and constantly growing and changing. 
  When it comes time to prepare this ballroom, the staff 
  must trim back overgrowth. The stage and bar are live 
  trees that have been shaped as they grew. This ballroom 
  is used often for galas related to life (such as the Robin’s 
  Waltz) or hosted by individuals with a strong connection 
  to nature magic.
  Referred to quietly as the murder ballroom, the 
  Crimson Hall could see death on a grand scale and few 
  would be the wiser. In fact, it may have, for all I know. 
  Heavy crimson cloth hangs over the walls and drapes 
  from the ceiling to partition the hall for added privacy 
  and mystery during events. The cloth smoothly flows 
  from high up and blends with the thick red carpets of 
  this vast chamber. A feature unique to this hall, the 
  carpets add both a touch of added regalia and a level of 
  comfort for guests. Dancing is not easy on carpet, and a 
  ballroom without a place to dance would not be much 
  of a ballroom, which means we next must discuss the 
  crimson eye. 
  A single massive sheet of red glass in the shape of a 
  crescent moon surrounds the hall’s stage. I have heard 
  others claim it is actually red diamond, a decadent 
  display of grandeur. Either way, it is a marvel and only 
  adds to the beauty of this hall. Special tables and 
  chairs were crafted for the chamber from rich crimson 
  bloodwood, from the forests of Umbrage on the 
  Metaplane of Nature, a harrowing place with far more 
  challenges to overcome than the iron-hard bark of the 
  tree itself.  
  And finally, what is a ballroom without its signature 
  event. The Crimson Hall has been host to Ishahf’s annual 
  Modern Masquerade for going on a century now with 
  no sign of slipping attendance. While it is not one of the 
  twelve major festivals of the Court’s cycle, it has gained 
  attention and prominence as a place where disguises 
  greatly aid all manner of covert dealing and back-
  stabbing.
  From red to blue, the next hall reminds visitors of 
  water, sky, sapphires, or sadness and those who host 
  within this hall know these things and vary small details 
  to change the ambiance to fit their gala. The Azure 
  Spance is named for the illusion of size created by its 
  blue walls and ceiling that can be manipulated with only 
  a weak flow of mana to create simple changes to alter 
  the patterns of blue to give the feel of shallow seas, 
  ocean depths, eternal skies, or setting night. The variety 
  available makes this hall the single most popular party 
  slop I think was the leftovers of oatmeal from breakfast 
  and a meat stew from lunch. Zeha regaled me of tales 
  about prisoners he has held and the foolish things 
  prisoners have done. My favorite was that of Daniel 
  Hendrickson, a metaplanar explorer who came to the 
  Seelie Court and found himself quickly embroiled 
  in a plot against the Queen. He had fell in with some 
  unsavory fellows. Zeha never answered any straight 
  questions about the Unseelie, but his emphasis on the 
  “un” in unsavory was enough hint for even the dimmest 
  courtier. Back to the point. Daniel was a skilled conjuror, 
  even educated in methods to summon beings through 
  short-lived metaplanar rifts that he could create. This 
  is a rare knowledge, and none knew of this when he 
  was imprisoned. Well, he escaped without a trace—
  something no one else had ever done in the history 
  of the dungeons. At first, everyone thought he simply 
  stepped into the void, but about two weeks after he did 
  his disappearing act, the Lady Brane Deigh got wind of 
  a man matching his description looking to retrieve some 
  very specific foci. A little counter-investigation and a 
  capture team later, and Daniel was back in custody. 
  He explained his escape honestly before the Queen, 
  and instead of throwing him back into his cell, she 
  set a new sentence. Daniel was ordered to attempt 
  escape and return as many times as possible using his 
  uncommon ability. She set Zeha to work on measures 
  to thwart him. In the end, the best solution Zeha was 
  able to come up with was placing a sentry in the cell to 
  pummel Daniel every time he tried to use any magic. 
  The simple solutions are sometimes the best.
  So the lesson to take from the dungeon is that it’s 
  horrible to end up down here, and without some rare 
  arcane skillset you aren’t going to escape.
  Common Grounds
  Next on my list are those places anyone can go. These 
  locations are completely public, and any restrictions on 
  access to these sites should raise suspicions with even 
  new visitors. So that a falsely laid importance is not laid 
  on any public place, I will list them by the alphabet.  
  This puts the Ball Rooms up first. Many of these social 
  sorting sites are named for the theme of their decor but 
  a few are named for famous persons who either helped 
  design them, died in them, or provided enough coin to 
  the crown to have one named for them. I checked out 
  the Nature Ballroom first due to the stories I had heard 
  about locations within the ballroom so overgrown you 
  
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  space in all of Bristelùchairt, with some days hosting 
  up to three events. It also is host of the popular and 
  long-standing Midsummer Night festival, as well as the 
  Harvest Moon Promenade. Servants and workers are in 
  and out at all hours of the day and night getting it set for 
  the next event. 
  The Hall of Night is like the black version of the 
  Crimson Hall. It lacks the lush carpet and glass dance-
  floor but adds several levels of additional space for 
  revelers to glide, slide, speak, and be seen. Rather 
  than a single floor, the Hall of Night has six staggered 
  platforms, all transparent and somehow insubstantial 
  to the drapes, but as solid as the ground for all others. 
  Clear stairs lead between each and guest position and 
  preference is dependent on the event. During the Lily 
  Gild, being “Raised to the Moon” is the highest honor, 
  while during Red Sun Ball, those of the lowest esteem 
  are sent to the upper heights. 
  The platforms can be shifted with magic or at the 
  whims of Bristelùchairt. Each floor is about a quarter of 
  the size of the ballroom itself, though the higher you 
  go the smaller they get, but only by a small margin. The 
  Hall of Night also has a permanent resident, Sylana, a 
  spirit of air who calls this hall her home. Her presence—
  she manifests as an elven female with raven hair and 
  eyes—sets the drapes in a constant flutter, adding to the 
  ambiance of the room and leaving everyone constantly 
  on edge due to motion in the corner of their sight. 
  Adding to the tension, the Hall of Night has been the 
  sight of the largest number of assassinations in the 
  castle, though they are still not frequent enough to be 
  considered commonplace. 
  Gaeaf Hall was the most wondrous of the places 
  I took a tour of, and I have seen many places in my 
  life. Something about perpetual snow at a comfortable 
  climate just made me feel alive. That is the draw to 
  Gaeaf Hall. No matter what time of year, no matter 
  what the conditions around Bristelùchairt, the snow 
  falls in Gaeaf Hall. The snow does not feel wet or 
  cold but falls in beautiful flakes at all hours. It doesn’t 
  accumulate and leaves nothing damp, but instead 
  creates a perpetual feeling of early winter and the 
  peace of an early snowfall. 
  Winter events are popular here, though the attendees 
  are usually of middling rank. Other winter seasonal 
  gatherings rank above the events at Gaeaf Hall. The 
  celebrations of Summer Snows are another story 
  altogether. This event leads up to the Long Heat, setting 
  the stage for the heated passions that inevitably erupt. 
  
  99
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  the Seelie 
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  Meetings here are often conducted via magic to 
  increase the the semblance of privacy, but innovative 
  spies have actually developed methods to intercept 
  or include themselves on conversations being held 
  mentally. 
  I was told only four chapels are present in the castle 
  at any one time. Guests are asked if they have a chapel 
  style preference in case they want something other than 
  the basic stone structure with wooden benches and an 
  altar. The most common alternatives are the grove and 
  the sky hollow. The grove is a bastion of nature created 
  by a circular grove of trees and shrubs. The branches of 
  the trees grow over the center of the grove in a dome 
  while the roots emerge and submerge to create spaces 
  to sit or lay at random around the grassy expanse. Light 
  seems to come from everywhere and nowhere all at 
  once, its level controlled by a sundial at the center of 
  the grove. 
  The sky hollow has no structure except a circular portal 
  used to enter and exit. It is instead an open expanse 
  of blue sky with clouds in the distance all around. The 
  space is defined by movement limitations rather than 
  physical barriers. Those who enter can fly, walk, swim, or 
  simply glide about within the space. If they reach a limit, 
  they simply stop making progress in their motion. There 
  is no defined up and down, so visitors are not limited by 
  a single point of reference. The portal adjusts as users 
  step through when they leave. 
  Bristelùchairt has several Dining Halls that are cycled 
  through in order to accommodate the large quantity of 
  guests and residents. Longtable Hall features a set of 
  five tables that run the length of the room. Six hearths, 
  each with the trophy head of a fierce creature above 
  its mantle, burn at all hours and many a meeting has 
  been held outside of serving hours. Each of the trophy 
  beasts has a placard attributing the kill to a hunter. Half 
  currently declare the name of the Queen’s Champion, 
  who had once stated a goal of wanting them all but it 
  is hard to find beasts worthy of replacing others already 
  present. This is the site of the Cyprian Feast.
  Another high-level feast, the Regency Banquet, takes 
  place in the Sigil Room, which has all the elegance 
  outsiders expect from the Court, including glass 
  chandeliers, marble pillars, oak tables, and so on. It also 
  features a regularly rotating series of tapestries depicting 
  notable Court events, including some that happened as 
  recently as the previous day. The tapestries hide doors 
  and alcoves where much of the secret business of the 
  Regency Banquet is conducted.
  Deigh Hall is a strange place. It is public in nature but 
  rarely used for anything more than small gatherings. The 
  hall is named for the Queen, but she has never hosted 
  an official event within its confines. There are many that 
  claim the making of the room was intended as an insult 
  to the Queen, as all the other halls are named for those 
  no longer in power. 
  The interior is a classic design. A short foyer leads to 
  a wide circle, ringed by serving bars, and surrounding 
  tables around a central dance-floor. A raised balcony 
  is connected via a stairwell that separates two serving 
  areas and provides a grand entrance for any who wish 
  to make one. Smooth grey stone and rich brown wood 
  provide the accents and basis for the neglected hall.  
  Agatarish Dome is the last of the halls I will speak 
  of, though their are many more. I conclude with this 
  because it stands at the center of the halls those within 
  the court will visit. This hall has seen the Lady Brane 
  Deigh and Ashiton Keefs both stand upon the same 
  stage and offer their words to the gathered, making it a 
  neutral point of sorts.
  The dome is named for a kappa of considerable social 
  status. While quiet and soft spoken most of the time, 
  Agatarish was well known for speaking wisdom at the 
  perfect moment to bring a situation teetering on disaster 
  back from the brink. He was a diplomat with few equals. 
  For his diplomatic aplomb, this hall was named for 
  him and hosts some of the Seelie Courts most turbulent 
  gatherings, including the occasional Feast of Hecate. In 
  order to maintain a neutral and universally peaceful motif 
  the entire dome—furnishings, decorations, and servant’s 
  garb—is white. Coming to a gathering held in Agatarish’s 
  Dome wearing anything but white immediately marks 
  you as one either ignorant or defiant of this standard. 
  Neither a good thing. The only exception is silver as 
  an accent, and even an excess of that will be seen as 
  an attempt to draw attention. Have I mentioned that 
  the Court is a juggling act held upon a high wire while 
  having daggers tossed at you? 
  Let us move from places of self-worship to those of 
  other-worldly worship. The chapels of Bristelùchairt 
  are intended as a place for residents and visitors alike 
  to worship the things they hold most sacred. Since this 
  is the Seelie Court and mirrors are sufficient for this at 
  most times, these quiet stone structures are primarily 
  used for quiet meetings in a place where gathering 
  too many would raise suspicion. All the chapels are 
  accessible around the clock, with the exception of when 
  they are reserved for a private event or ceremony.
  
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  Forms of 
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  Playing in 
  the Seelie 
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  fruit to roasted meat. Around the room are tall tables 
  for gatherers to stand and talk while having a place to 
  rest the drink that they have been served by one of the 
  dozens of servants walking the room with mugs of ale 
  and glasses of wine. A great hearth sits opposite the 
  door and burns with a fire taller than most guests. Its 
  ornate mantle contains a series of smokey orbs. Each orb 
  shows the view from high over a different metaplane. 
  No one seems to control what is seen at any time, but 
  the sights are almost always glorious. 
  The Grand Hall is rarely reserved for private events 
  and only closes once every few days for a cleaning or 
  after an incident that requires cleaning up. Brawls are 
  rare as violence is frowned upon, but first-blood duels 
  have been known to start and end within the Grand Hall. 
  I need to mention the Kitchens only because they are 
  public and they are one of the marvels of Bristelùchairt. 
  The six kitchens are all located in a single place, 
  connected together to more efficiently serve the castle. 
  Each is shaped like a flat-edged pie wedge, and together 
  they form a hexagon. The narrow end has a single door 
  into and between each kitchen. The long back wall had 
  two doors, one that leads out, the other where servers 
  and staff return. Where the doors lead is defined by 
  Crynixese. Crynixese is the master of the kitchens, and 
  he controls where each door leads at a given moment. 
  The ability to return to or access a kitchen is based on 
  the need for servers and their schedules. They are public 
  and any may visit, but accessing them can be a bit tricky.
  Last is the various Libraries scattered around 
  Bristelùchairt. Though on my tour several were close 
  together the day I visited, their positions are mutable. 
  You could stop in to research a bit of legend and spend 
  some time in the stacks or reading at one of the tables 
  and when you leave you are not in the same hall from 
  which you arrived.
  The most difficult thing about this variability is locating 
  any piece of information a second time. Each library is 
  distinct to those who know what to look for, but most 
  simply see the aisles of books, mix of tables and chairs, 
  and cabinets of scrollcases. They don’t notice that every 
  shelf has a fox head or a rose blossom or a ship’s wheel. 
  They don’t recognize the busts of ancient scholars there 
  to impart and share their wisdom. To most, including 
  me, Galkion and Histrogus, both croki scholars, look the 
  same. Finding the same library twice requires knowing 
  what you are looking for and who to ask. 
  Meetings, both public and private, are often held in 
  the libraries of Bristelùchairt. Whether it is a clandestine 
  Bristelùchairt Tavern is the unofficial name given to 
  the dining hall that seats diners at bench tables along 
  the walls and round tables of varying diameter and 
  height, unevenly placed around the central space. At the 
  center of the room is a four mouthed hearth that rises 
  to the ceiling with its shared chimney. Over the four 
  mantles are the pelts of four creatures and the weapon 
  that brought them down. There is a tale for each that has 
  grown over the years and you should take the time to sit 
  and hear them all. That massive black fur with the razor 
  gauntlet is the favorite of most. Several different mid-
  level banquets have used that room, and it is frequently 
  the site of one of the Feasts of the Fallen.
  Another prominent dining hall is the Cube. First, let 
  me mention it is not a perfect cube, the sides vary in 
  length by a handspan or two. It is not the shape that 
  makes this dining place unique; it is the use of the space. 
  Within the Cube, diners sit on every surface. There are a 
  defined floor, ceiling, and walls based on the door from 
  the kitchens but down is simply defined as the direction 
  toward the nearest surface. This means you may look 
  up and see diners above you on what appears to be 
  the ceiling and walls. While this seems like some grand 
  magical gesture and show of power, it is exactly the 
  opposite. This dining hall is made to pack in as many 
  hungry guests as possible in the small space. There are 
  no decorations as there are no surfaces to decorate, and 
  the tables and chairs are the plainest of sorts. 
  The draw of this place is how packed it gets and how 
  seating is mixed. When you enter you can sit anywhere 
  but house rules state that once a table is started it needs 
  to be full before its served. If you want to eat, you need 
  to make friends. Or make it look like you are making 
  friends and instead arrange to be sitting with someone 
  you need to speak with. A lot of business happens over 
  meals in the Cube, making it the site of large, bustling 
  mid-level banquets
  The Grand Hall is the metaphoric heart of the public 
  social scene within Bristelùchairt. Its massive doors sit 
  open at all hours and allow access to a feast of foods 
  even when the dining halls are not serving. This is one of 
  the only spots in all the Seelie Court where the lowliest 
  newcomers can see and be seen by the elite of the 
  Court on a regular basis. It must be noted, though, that 
  etiquette states business not be conducted here—this, 
  supposedly, is a place of socialization and revelry, not 
  plotting and spying. 
  Within the Grand Hall, a wide circular banquet table 
  sits at the center of the room filled with foods from fresh 
  
  101
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  doorway, which depicts large raptor, whose wings form 
  the frame. 
  On the other side of the doors, the room opens up 
  into a full circular chamber that surrounds the central 
  pillar where the doorway comes through. The shape of 
  the room is not the only bit of spatial defiance and not 
  even the greatest. What makes the Spire the Spire is the 
  view. All around the room the windows look down on 
  the area around Bristelùchairt. When you’re outside, you 
  never see a massive spire or even a tower of any great 
  height. However, the view from the Spire is easily two 
  hundred meters above the ground, and the entrance has 
  appeared everywhere from the lower halls of the castle 
  to the towers that rise several stories into the air. 
  As for the purpose, it has none specific to it. Social 
  gatherings occur here if the participants time it right or 
  get lucky in locating it, but the Spire is one of the more 
  unstable locations within the castle. For it to move ten 
  times in a single day is not uncommon. 
  Since I know it is a thought, I will address the question 
  of the distressed using the spire’s elevation as a means to 
  end their misery. Short answer: It doesn’t work. Outside 
  the window gaps is a field of invisible force that prevents 
  anyone from leaving the Spire through the  windows. 
  conversation across the stacks or a gathering of a 
  dozen historians about to argue a point with a need for 
  resources nearby, the library sees it all.  
  Those Places Beyond
  Public or private doesn’t matter in a place like this 
  when some spots just can’t be found. Bristelùchairt is 
  full of places that many long-time residents have never 
  seen. The vastness of the castle is often thought of 
  as immeasurable, and some of these next places put 
  those ideas to the test. I was told my list of places only 
  scratches the surface of those unique spots within the 
  castle, so keep your eyes open for other interesting 
  places here.
  The first of the places I found to visit was like a 
  different world or a perpetual masquerade within the 
  castle. Its entrance is distinct when you spot it. Rather 
  than the solid wood doors of the castle, this location 
  has a pair of stubby swinging doors. They’re great, since 
  you can see what you’re walking into, but even knowing 
  that, it’s hard to resist the pull of such a different place. 
  Within the tavern revelers frolic, gamble, drink, and 
  dine in a space modeled after the boomtowns of the 
  western United States on the material plane in the mid-
  nineteenth century. Though I say modeled when the 
  space actually changes the guests, so the guests are 
  actually modeled after Gallow’s.
  Gallow’s is a tavern with rooms for rent. As strange 
  as that sounds within the castle, it exists. The place only 
  has eight rooms, but each is spacious enough for two 
  comfortably, though sleeping comfort is not usually 
  what visitors seek, as Gallow’s also has a small cadre of 
  attendants who will tend to guest’s needs beyond food 
  and drink. Access to the rooms is located along the 
  balcony above the main hall. Keys are purchased from 
  the bartender.  
  Spotting a member of the Court here is not difficult 
  even with the drastic change in wardrobe. It actually 
  occurs rather frequently, as this is a great place to meet 
  on neutral ground. It is also one of the few places with 
  extensive gambling going on and those with money and 
  power to spare love to come and show off.  
  Thanks to this little project, I have a new favorite place 
  within the castle. The trouble will be finding it again in 
  order to enjoy it. The Spire is famous for the view it 
  offers, and like most wonders of Bristelùchairt it does 
  so with no regard for spatial references. The entrance 
  to the Spire is identified by the carving at the top of its 
  
  102
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  back the way you came. The vastness is created by the 
  sconces on the wall that ignite and extinguish as you 
  move along. Ahead and behind, the stone walls and 
  tile floor continue within the light, but nothing is visible 
  beyond the sconce-lit passage.   
  Courtiers use this place for exceptionally long 
  and private conversations when they want to avoid 
  attention. As long as they keep walking together, the hall 
  continues, and they won’t run into anyone else walking 
  the hall. Occasionally a distant murmuring conversation 
  can be heard, but nothing can ever be discerned from 
  the sounds. 
  The greatest thing about the Everhall is that it can lead 
  anywhere. As long as the walker knows where they are 
  going or who they are going to see, when they turn back 
  to find them, they will be where they need to be. This 
  isn’t perfect, as many people don’t wish to be found and 
  many places aren’t always present in Bristelùchairt, but 
  it can be quite useful for one who needs to see a lot 
  of people or visit many rooms in the castle in a short 
  amount of time.
  The Everhall also has a bit of a nefarious reputation. 
  Its unending vastness is said to hold uncountable bodies 
  from those who took a walk with the wrong person. I 
  wanted to do a little test of this, but I’m no murderer, 
  so instead I brought a rat with me on my walk. After I 
  worked up the will to go through with my plan, I killed 
  the rat and set its body on the floor of the hall. I walked 
  away until the moment I lost sight of the corpse in the 
  darkness and then turned back to find the rat gone and a 
  random hallway of the castle ahead of me. I still wonder 
  what happened to the rat.
  If you wish to know what is going on in the darkest 
  corners of Bristelùchairt, find your way to Gilik’s. Here 
  you can rub elbows with the shadiest of court-going 
  folk, all without ever leaving the castle. You also get to 
  rub elbows with those courtiers and attendants who 
  wish to have a good time in a place that doesn’t care 
  about the formalities and niceties of court life. 
  The entrance is a bit off-putting for most folks, 
  because it’s only a meter high. The short frame is formed 
  by a pair of burly, bearded dwarfs raising their tankards 
  in toast. After ducking through, for most folks, you find 
  four stories of raucous fun. The first story is a broad 
  square tavern with chipped tables, a nicked-up bar, a 
  small stage, and the angriest waitstaff in the metaplanes, 
  probably because they have to walk up stairs and work 
  I have also been told that the place is shielded magically 
  to prevent exiting that way. My source was not sure 
  if this was a feature of the Spire or simply part of the 
  castle’s overall desire to prevent astral movement. 
  I was truthfully scared to visit the Pendulum. I had 
  heard tales of broken bones and other serious injuries, 
  and I had no desire to gain injury on top of the insult 
  of doing this in the first place. You may think this a 
  violent place, where brawls break out on a regular 
  basis, but in truth it is a quite peaceful platform for deep 
  conversations. Due to its strange nature it attracts many 
  of the more science-minded of the Court’s visitors and 
  residents to discuss reasons for physical laws being so 
  powerfully manipulated by arcane techniques. As you 
  may have already guessed by the name, the Pendulum is 
  a room, though I use the term loosely, that is constantly 
  swinging. The doorway, on the other hand, stays 
  stationary and is the source of injuries for those entering 
  and leaving, as one must immediately gain their balance 
  upon entry and time their leap to the doorway perfectly 
  when leaving. 
  Visually the room looks to be a large wooden floor 
  suspended by four thick wooden ropes that suspend it 
  in a vast field of inky blackness. The ropes disappear into 
  the darkness that surrounds the room. Light in the space 
  comes from two sources. A chandelier hangs in the air 
  above the center of the room casting shifting shadows 
  as the room swings, while each table contains a three-
  branch candelabrum with candles that don’t burn down, 
  cannot be blown out, and yet still are affected by the 
  motion of the chamber. The tables in the space are 
  simple wooden platforms. A total of thirteen tables set 
  in two rows are evenly spaced out over the floor, with 
  the uneven fourteenth space holding the entrance. 
  The blackness that surrounds the room is a void 
  of some sort. Leaping from the edge or missing the 
  doorway doesn’t result in death. Instead, those it has 
  happened to describe it as a sort of sleeping with vivid 
  dreams. Waking from the dream involves stepping 
  through another doorway within the dream that brought 
  them out at a random door within Bristelùchairt.    
  From the first time I heard of it, I wanted to experience 
  the Everhall, a hallway that stretches forever. Keep 
  walking, and it keeps going. Decide on a destination or 
  want to return, simply turn around and walk back the 
  way you came. No matter how far you have walked, 
  the destination is always within another score of steps 
  
  103
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  The fourth wall, opposite the bar, is Gilik’s domain. His 
  private guests gain access to him and those he needs to 
  meet can make their way up here, where Gilik holds court. 
  It’s this strange high station of royalty and reclusiveness 
  that feed into the rumors that Gilik is influential in the 
  Unseelie Court or the Death faction of the Seelie Court. 
  He does get a large number, and wide variety, of unique 
  visitors, including the Queen’s Champion, Serrin Sol, 
  as well as several past Executioners. He has some 
  connection and power within the court, but none know 
  its exact nature. 
  The rumors around Gilik and the wild nature of this 
  place lead many to utter unsupported rumors that Gilik’s 
  is a bastion of the Unseelie within Bristelùchairt. While 
  I am sure there are many individuals of questionable 
  alliances and moral compass within Gilik’s on any given 
  night, I can’t imagine the Court would allow the place 
  to continue within its domain if it supported the very 
  antithesis of all their beliefs. 
  The influence of the material plane has long been 
  growing within Bristelùchairt. Within the memory 
  of many they recall when the castle had no modern 
  touches and even when it directly rejected their arrival. 
  That is no longer the case and the Skytower is the proof. 
  From the moment you come across the strange steel-
  and-glass door in sharp contrast to the stone hallway, 
  you can tell something is going to be different. The door 
  does not lead directly in, instead it opens to a spiraling 
  stairwell that mixes steps of the castle’s stone with steel 
  and concrete at seemingly random intervals. At the 
  top is an open doorway that leads into a vast open-air 
  circular chamber. 
  The cylindrical space has no windows along its outer 
  walls, which are formed by a mix of stone and shining 
  steel flowing through like a river. The inner cylinder, 
  where the door comes through, is all shiny silver steel. 
  The sky overhead is a picturesque blue with soft white 
  clouds gently passing over the majority of the time. 
  Those who spend great sums of time here told me they 
  have seen the sky grow cloudy and even witnessed 
  lightning storms in the distance, but it never rains. Even 
  when the lands around the castle are storming, the 
  Skytower is beautiful.
  The grounds of the Skytower are completely open 
  with the exception of a small greenhouse where a few 
  fresh vegetables and some rather beautiful flowers 
  are grown. The rest of the space possesses wandering 
  across four stories. A small kitchen serves a narrow menu 
  of roast meat, boiled potatoes, and soup, likely made 
  from the previous day’s leftovers. The stage usually has 
  an entertainer of some sort, most often musical, with 
  about as much talent as the serving girls have patience 
  but drinks flow quickly here and tolerance grows long. 
  The stories above are accessed from a central open 
  stair that turns to the next level at each landing. A string 
  of chandeliers hangs from the roof through the center 
  of the open central atrium, with one at a height to 
  illuminate each level. The second story contains more 
  tables but these are not for sitting—they are filled with 
  dealers and gamesmasters running games of chance 
  for the house. The games vary by night and sometimes 
  shift in the middle of the evening if a skilled gambler 
  or powerful figure wishes a specific game, though most 
  will claim the game changes when the house loses 
  too much money or when patrons hit a lucky streak. A 
  section opposite the stairs is also cleared out for games 
  of throwing skill, a common place to find some of 
  Bristelùchairt’s deadliest marksman.
  The third tier is once again designed for sitting, 
  socializing, and sating ones thirst. Ember Banquets are 
  frequently staged here. It’s a wee bit quieter, but the 
  music and chatter from below can often still be heard 
  all the way up here, providing a din of background noise 
  to keep close conversations from drifting too far. The 
  serving girls seem to cool their tempers on this floor. 
  I would suspect it has to do with the more restrained 
  clientele that come this high for more private chatter, 
  but many whisper it is due to a boisterous server being 
  tossed over the rail for insulting a patron. If anyone was 
  thrown over, it was probably because they heard or saw 
  something they shouldn’t have and the source needed 
  them silenced but who am I to discount rumors. 
  The top floor holds a mix of all the lower floors. At 
  the top of the stairs is another bar, this one in far better 
  shape. Patrons here can grab a drink and then head 
  right or left for games of chance or quiet conversations 
  respectively. The games on this floor are no longer 
  played against the house. Instead, they pit gamblers 
  head to head with the house earning a small percentage 
  of the initial funds up for grabs in order to mediate the 
  events. The conversation spaces here are also a bit more 
  private, with high-backed curved booths that include 
  curtains that can be drawn to completely conceal the 
  space from prying eyes. 
  
  104
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  built for royalty. Dead royalty, I know, but royalty none 
  the less. To others, it is a gimmicky place that reflects the 
  ancient origins of their tradition but still feels like some 
  cheesy tourist trap. Their words, not mine. To all who 
  take the time to look and feel the energy of this place, 
  it is a place of power for those who honor its traditions. 
  The Chambers also draws the attention of metaplanar 
  explorers. It is common knowledge that the writings 
  that can be found etched over all the walls of this place 
  bear clues to accessing rarely reached metaplanes. The 
  early Egyptian visitors to the Seelie Court were said to 
  be renowned explorers, and their custom was to scribe 
  their journey notes upon the walls of their structures. 
  Those that left from Bristelùchairt did their scrawling on 
  the walls of the Chambers.
  The rumormongers whisper of a hidden faction that 
  operates from a hidden section of the Chambers. I’m not 
  sure there are hidden sections, but I know there are some 
  spots that are extremely difficult, if not impossible, to 
  reach. I have peeked through narrows no broader than a 
  knuckle at a space that showed no signs of use and no 
  other doorways, at least as far as I could see.    
  The Labyrinth was a challenge I gladly accepted and 
  found myself humbled by in the long run. The very long 
  run. I spent three days within this series of rooms when 
  my goal and intent had been to spend only as many 
  hours. The rooms of the Labyrinth are connected in a 
  confusing pattern that takes only a short time to get lost 
  within, and then a far longer time to discover the pattern 
  and get back out. I’m sure those entering with a more 
  humble mind may make it out faster. I was so sure I would 
  discover the pattern, I stepped through four or five more 
  doors from the first to make it truly challenging. This is 
  not a place for the dim or the arrogant.
  Every room within the Labyrinth looks nearly identical, 
  and no one knows the total number. Each has four stone 
  walls interrupted by twelve archways, three on each of 
  the walls. Each archway has a flower at its peak. The 
  flowers appear nearly identical, but they are not. The 
  floor of every room has a twelve-pointed-star pattern 
  with a fire-filled pit and four benches at the center, 
  each facing the pit and its opposite corner. The ceiling 
  contains long, glowing shards that point out from a 
  small central dome out to each of the corners. I’ll give 
  no more information on the pattern.
  I managed to survive thanks to the second feature 
  of the Labyrinth, the minotaurs. There are several of 
  them who live—or work, it was hard to tell—within 
  paths with benches, tables, and the occasional gazebo. 
  None of these looks as if it belongs within a castle. The 
  benches are metal and functional rather than ornate. The 
  tables and gazebos much the same. It is as if someone 
  took a piece of Manhattan’s Central Park and dropped it 
  on the top of a tower. Just as a little nature exists in urban 
  parks, there are a dozen trees, one growing within each 
  realm of an hour on the clock, and they always have ripe 
  fruit for a quick sweet treat on a walk. 
  Most think of this place as a spot for young lovers 
  to come for a picnic and to marvel at the sights of 
  another world. This appears to be its primary use, but 
  it also makes a fine place for a pleasant meeting where 
  nefarious topics are discussed in the light of the sun 
  or the moon despite their dark nature. Appearance is 
  important here, and a few pleasantly dressed courtiers 
  strolling through the winding paths could not possibly 
  be discussing a plot to bring down a Court official. The 
  reality is the opposite—everyone knows dark deals 
  and treachery are happening, and yet they treat it like 
  it’s normal. 
  As I find it necessary to mention more and more with 
  these places of alternate spatial rules, the walls cannot 
  be climbed, and objects cannot be tossed over. Anyone 
  who has tried to climb the walls becomes dizzy and 
  disoriented as they near the top, usually falling back 
  to the ground. Items tossed, no matter how heavy, 
  are caught in a swirling breeze and dropped back into 
  the open chamber. Tests of this are frowned upon by 
  civilized courtiers, especially with the risk of thrown 
  items hitting others. 
  Bristelùchairt has existed for a long time, and as 
  such it has remnants and leftover elements of history 
  bound into its nature. Courtiers arrived and brought 
  traditions of their homeland, and Bristelùchairt clung 
  to those concepts for whatever reason. That is how 
  one can step through a square doorway in a hallway 
  that looks much like a medieval castle and pass into 
  the Chambers, a space reflective of the inside of an 
  Egyptian pyramid from North Africa. Sandy, rough stone 
  lines narrow passages lit by smoky torches. These open 
  into chambers with a variety of geometric shapes. The 
  single doorway leads to an inner lair with over thirty 
  recorded rooms, including many sleeping chambers or 
  gathering halls. 
  This spot is seeing increased use by visitors from the 
  material plane who study Egypt’s arcane traditions. To 
  some, it is an honor and a privilege to stay in a place 
  
  105
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  to commit violence and leave a body hidden for a time. 
  The minotaurs always find them eventually, even those 
  that have been tossed into the fire to burn. Investigators 
  are sometimes led to the chamber where the victim was 
  found in hopes of finding a clue, but many wonder if the 
  minotaurs simply take them wherever they please just 
  to get them to go away. 
  Along with hidden violence, the Labyrinth sees a lot of 
  clandestine meetings. Once the pattern is understood, it 
  can be used to get to specific rooms for a private chat, 
  though a single wrong turn means going back to start 
  from the beginning. 
  While violence as a form of political maneuvering 
  is frowned upon, the act itself has been used as 
  entertainment and sport for millennia. Within the halls 
  of Bristelùchairt, if you come across a massive set of 
  double doors carved in a scene of man battling beast, 
  know that what lies beyond is the Arena, sometimes 
  called the Coliseum by those who can only remember a 
  narrow section of history. 
  the  Labyrinth. They move rather easily through the 
  various rooms seeking those who are lost. They bear food 
  and drink but offer no clues or advice to those seeking 
  to escape. If a visitor has given up, the minotaurs offer 
  a special loaf of bread and a drink. The two combine to 
  activate a powerful sleeping spell. Once unconscious, 
  the minotaur carries the visitor out and deposits them in 
  the hallway outside the entrance. Feigning sleep in order 
  to discern the minotaur’s path earns their ire, and they 
  are perfectly capable of rendering a visitor unconscious 
  in a far less pleasant way. When this occurs, the deceiver 
  is left on a bench in the center of the entry room with a 
  note which reads, “One in Twelve were better Odds than 
  you had Before.” They then have one chance to get it 
  right or begin getting themselves lost again.
  The minotaurs don’t just deposit sleeping bodies 
  outside the doorway—they also leave dead ones. Some 
  have crossed the minotaurs and earned no aid and 
  starved to death, others appear to be the victims of 
  foul play, as some claim the Labyrinth is a great place 
  
  106
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  of that era, though no logos exist. A pagoda, castle, 
  stepped temple, black monolith, red sun, black-and-
  gold mountain, silver star, and green swirling sphere all 
  hover in the air above the black-and-green grid. There 
  is no concept of gravity, and this chamber seems to 
  be infinitely vast but capable of being crossed with 
  a thought. One moment you can be standing inside 
  the doorway, and the next be outside the sealed 
  drawbridge of the castle above.
  The structures above are rumored to be accessible, 
  but I was unable to determine how and didn’t see 
  anyone else entering or leaving them during my time 
  inside Geocache. Those who spread them support these 
  rumors with tales of the inside of each structure. They 
  talk about how their geometric-shaped form changes 
  to look like the real them with a shift in dress and 
  appearance to match the theme of the outside. I was 
  not made a believer when I couldn’t get two people to 
  give the same description of inside the black monolith, 
  a shape with no apparent theme. 
  A better-supported rumor has arisen recently with the 
  influx of visitors who were already acquainted with this 
  virtual realm back home. These “hackers” seem more at 
  home here and may have additional skills and knowledge 
  that would allow them access to the structures above. 
  For those who like to take their revelry and celebration 
  to extremes, seek out Hakari Marama. The entrance, and 
  thus the exit as well, varies over a cycle, right alongside 
  the moon. The circular opening matches the phase of 
  the moon, leaving a span of days between the waxing 
  and waning crescent where passage through the door is 
  limited to the smallest of beings and a time of the new 
  moon where no one can get through. These days are 
  when the celebrations get the most uninhibited. 
  Passing the threshold is a bit of an extreme step 
  as well. In both directions. The passageway is a like a 
  hole at the base of the massive black sphere that is the 
  room. Within the sphere, down is always relative to the 
  feet of the guest—perfect for the entry to a room that 
  is a sphere. The spherical chamber is also illuminated 
  based on the current lunar phase, generally of the moon 
  of terra. That means during the new moon, the doors 
  are closed and the lights are out. At the full moon, the 
  entry is wide open and guests can see the beauty of all 
  the floor, a reflection of the moonscape that ties into 
  the room.
  The sphere is truly massive. The seating and tables 
  are created by textured craters, and there are no pieces 
  of furniture. A large crater opposite the entry portal is 
  Beyond the door, the nose is immediately assaulted 
  with the scent of blood and sweat, poorly masked in oils 
  and perfumes. The entryway leads into a wide tunnel 
  that splits into two paths. To the right walk the fighters, 
  those who wish to participate in the demonstrations of 
  skill and martial mastery. To the left walk the spectators, 
  there for entertainment and no small amount of 
  wagering. While I tried to tour both, the masters of 
  the Arena follow a very strict code that only allows 
  combatants into the Warriors’ Hallow. Any who enter 
  can only leave by passing through the Victor’s Gate from 
  the floor of the arena. 
  On the path I took I found places to dine, drink, and 
  place official wagers on upcoming fights, all nestled in 
  a ring underneath the stone seats where one watches 
  the action. I am not a huge fan of violence, and I only 
  stepped up to the stands between matches. The ring 
  of angled seating surrounds the entire arena floor. 
  Two sections, one directly over the Warrior’s Gate and 
  opposite that over the Victor’s Gate, are filled with more 
  comfortable seats and usually filled with those powerful 
  members of Court who wish to be entertained by death. 
  The Lady Brane Deigh even came once while Lord Serrin 
  entered the ring to settle an unofficial squabble. Battles 
  within the arena are fought between any form of life that 
  exists and is capable of combat.
  The fights occur down on the sand, but the real action 
  occurs in the stands. This is yet another of those places 
  where unofficial meetings and hidden dealings are taken 
  care of in a semi-public forum. Agents of one courtier 
  or another will meet and exchange the messages of 
  their masters. At least once this message was sent upon 
  entry when one of the Steward’s nephews was pulled 
  over to the Warriors’ Hallow while the Steward was in 
  attendance at the order of the Queen. The young man 
  did not survive his encounter with a breschan. Exactly 
  who guided the young man down the wrong hall is 
  unknown, but most believe it was an agent of the Queen 
  sending the Steward a message.
  The newest chamber to suddenly arise within 
  Bristelùchairt has been dubbed the Geocache. This 
  realm is a near-identical reflection of the material 
  plane’s Matrix from the early 2050s. Passing through 
  the door shifts the visitor to a strange analogy of their 
  own form but created from geometric shapes in a 
  variety of sizes. The plane of existence stretches out in 
  a blackness overlaid with a green grid of intersecting 
  beams of light. Hovering high above are eight massive 
  structures said to represent the megacorporations 
  
  107
  The 
  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  used as a bar and stocks extra food, water, and libations 
  for times when the doors are sealed. An abundance of 
  other substances are available for the users’ enjoyment 
  while they are within Hakari Marama. Of late, revelers 
  have been seeking out a new treat: tiny beetles that, 
  when eaten, give a euphoric disembodied experience. 
  The stories I was told of events that occurred within 
  the New Moon parties, as locals call them, are barely 
  believable. Murders where all are trapped trying to 
  determine who among them is the killer. Murders 
  where all those care little, and the party continues. 
  Rituals that build power and suddenly unleash it as the 
  seal breaks. Trapped meetings between factions on the 
  verge of open conflict, solved with a few days of forced 
  cooperation. And there are events that are out-and-out 
  parties, a week straight of nothing but self-indulgence 
  and unbridled debauchery.
  I personally was afraid to spend that many days in a 
  place where I didn’t know anyone, and I’m not one for 
  riotous gatherings. Again, I think this may have been 
  another lesson delivered with great subtlety. 
  So with the tales of the wild Hakari Marama I close my 
  tour. There are so many more places in this castle, and 
  some I will never, have never, and hope to never see. For 
  those curious about Bristelùchairt, feel free to wander; it 
  will show you what you need to see. But be warned. You 
  may wish to always travel with a few friends, as every 
  corridor could lead to a new adventure here within the 
  halls of Bristelùchairt.    
  Valuable Information
  I’ve done my work and scouted out some items that 
  might be of interest to your people here inside the 
  castle. Tivta Farspoken allowed me to add information 
  here, since once people know about artifacts, they are 
  eager to learn about where information about such 
  things may be found. Artifacts and locations go together 
  well, so here are some things that are the subject of 
  courtiers’ discussions and searches. I also know that the 
  type of person likely to be looking at this info is the type 
  of person likely to make the best use of it.
  THE WHISPERING FEATHER
  A white-and-gold feather approximately two hands 
  long. The gold is actual metal but was not added or 
  gilded—it is a part of the original creature. This item is 
  said to whisper softly to its bearer whenever anyone 
  they lay their gaze upon has ill intentions towards them. 
  I have seen it occasionally blended into the outfits worn 
  by Lady Brane during several official Court sessions. 
  After one such session she passed it off to one of 
  her attendants who didn’t bring it to the vaults. They 
  brought it back up to the queen’s chambers. I know, 
  no easy spot to access, but at least it’s better than 
  the vaults.
  THE CIRCLE SWORD
  This is a longsword of traditional elven make that has 
  been bent into a perfect circle. While it is no longer 
  functional as a weapon, it is said to grant its owner 
  incredible strength. I located this one when I saw 
  Abergeen Brugh, a diminutive human interested in 
  playing the politics of the Court, provoke a conflict in a 
  tavern outside the castle. When he threw a full-grown 
  troll through a stone wall, I knew something was up. 
  Curiosity made me follow him, and I saw no signs of a 
  spell upon him or any other enchantments. Thus I began 
  asking around to his limited number of attendants to 
  discover his newfound strength to be a recent event, 
  but perpetually present. Sifting through their words and 
  giving no indication of what I was looking for, I caught 
  mention of a new decoration that Brugh keeps over his 
  bed: a bent sword. 
  To the libraries I went to discover the tale of the 
  Circle Sword. The blade belonged to the legendary 
  swordmaster Dey Bara. Bara was renowned for his agile 
  death strikes, but more so known as a hunter of cucui. 
  He, and his sword’s, demise came at the hands of a 
  cucui that trapped the swordsman’s blade by twisting 
  it within its own armored hide. Without the blade, Dey 
  was quickly overpowered, but the wounds to the cucui 
  were fatal, if slow to take. The two died together, and 
  they say the strength of both fused into the magic of 
  the blade.
  CRYSTAL TRAVELLER
  This arm-length crystal statue of a cloaked figure with a 
  wide-brimmed hat has been a target of mine for years. 
  The problem has been that the statue moves at will, 
  hence its name. I still have not discerned a pattern, but 
  I have found a way to keep it in place for a day—and I 
  already know the secret of holding it in place for good. 
  If I can spot it and get the lock in place, we can then 
  plan a job for later. So far I’ve seen it in taverns, various 
  individuals’ apartments, the libraries, and even within 
  random hallways, so it could be as easy as a distract-
  and-grab or maybe a full-blown heist. 
  
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  thief of legend that had a blade named after him, just an 
  ass who needs to be put in his place. 
  If we need an angle to get his dagger, look to his 
  enemies, for they are abundant. See if any would like 
  to make a statement. Depending how they want, the 
  statement made could mean several different methods 
  of grabbing the blade. A stealthy home invasion could 
  show he is not safe in his home, while a drubbing on the 
  streets or in a quiet hall could show he’s not safe outside 
  his home. 
  THE CLOAK OF HAWIN
  Another niche market item, this is a stark white cloak 
  made from the hide of a unicorn, said to protect wearers 
  from the sun. It could be quite valuable to some of our 
  clients of a nocturnal nature. We also may want a buyer 
  lined up before the job, because this is such a limited-
  need item, any investigation will cut off avenues of 
  sale quickly.
  On a positive note, the current owner does not 
  possess it for its arcane properties. Instead, it is one of 
  a myriad of trophies she has collected from the beings 
  she has slain. Yup, it’s in the collection of Lady Kestia 
  Darkbane, alongside the Blade of Hark, the Singing 
  Stake, the Everpearl, the Mantle of Sephyr, and plenty 
  of other items any self-respecting sun-hater would want 
  out of her possession. With the Lady’s frequent hunting 
  trips and departures from her apartments, we can have 
  a wide window to acquire the item, or items, before 
  anyone notices.  
  THE CORNERSTONE
  This was one artifact at one point, and it has since been 
  shattered. If all the pieces were brought together and 
  repaired, it is said Bristelùchairt would finally be stable. 
  Not that anyone is actually looking to do that. I feel most 
  of the members of Court prefer the mutable nature of 
  the castle. What is important is what actions individual 
  pieces allow. Each piece of this artifact is said to grant 
  the user limited control over the structur. They can find 
  places they need faster, and use doorways to make quick 
  moves between places. A valuable tool for anyone.
  I know where four pieces currently reside. Two in 
  the possession of Court members’ agents, one in the 
  possession of a well-known tavern owner, and the last 
  in the rock collection of a small child. I’m sure there are 
  more around, but these ones I can confirm. 
  Adek Rak, agent of Magister Vyperalyn, holds one. 
  He uses it as a means to move and gather messages 
  I have the iron band that will hold it in place when 
  dropped over the brim of the hat and can hand it off if 
  we have agents we can rely on. I’m not willing to pass 
  off the case. I’ll need to be brought in for the grab. 
  If you didn’t already know, the statue is said to be 
  able to bring others with it when it moves. I may not 
  know where I’ll end up, but I’m sure I’d be able to grab 
  something valuable on the way out. 
  ORN’S EAR
  This is not an actual ear at all, but rather the horn of a troll 
  wizard known only as Orn. Intricate carvings cover the 
  entire horn and fuel its powers. The horn can reportedly 
  hear the speech of anyone the user can picture, and if a 
  link to a group of individuals are placed within the horn, 
  more voices can be heard. 
  Orn was a master of divination and clairaudience, and 
  with his death, some portion of his magic found its way 
  into his horns. I know one was destroyed, but the second 
  was recently rumored to be in the possessions of Tesel 
  Nob. His recent growth in power is likely due to the use 
  of the horn on his fellow courtiers. I have not seen him 
  use the item in public, and thus it must be stored within 
  his private chambers. 
  THE EYES OF GHARNIGA
  Thankfully, these aren’t real eyes either, but rather a pair 
  of red sapphires as wide as a troll knuckle. These gems 
  are said to possess individual, as well as joint, magical 
  properties, but I am yet to completely sift myth from 
  reality. What I do know is who is in possession of them. 
  These items are currently separated with the possessor 
  of each trying to gain the other. I came across a message 
  being moved between these two courtiers who are trying 
  to determine a deal that makes all happy but is more likely 
  going to result in something much darker before the deal is 
  struck. Lady Keesie Bage and Lord Nebanius Mantletaker 
  each possess one of the gems. Both have apartments 
  within Bristelùchairt, but they also have estates outside the 
  castle where the items might be stored.  
  KETEL’S DAGGER
  I’m not sure other’s interest in this next item will be as 
  great as mine, but it has value. The dagger is made from 
  solid gold and encrusted with all manner of gemstones, 
  blade and all. It belongs to Ketel, hence the name, a 
  pompous courtier of considerable girth who wears the 
  gaudy blade along with the rest of his ridiculous gem-
  studded jewelry and attire. He is not some warrior or 
  
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  THE HEART OF BRISTELÙCHAIRT
  No, I don’t know where it is, but I wanted to talk about 
  putting more effort into locating it. Everything I’ve read 
  says it has to be within the castle. Since no one seems 
  to be the all-powerful ruler of the castle’s form and 
  structure, it must still be hidden. No one could resist 
  that kind of power in this place. If we could gain control 
  of the Heart, we would be able to reshape this place 
  as we’ve desired to do for so long, and none of these 
  order-loving Court sycophants would be able to do 
  anything about it.
  Game Information:  
  The Castle’s Treasures
  So we talk about a lot of artifacts here, but what do 
  they do? In many ways, the exact powers are up to the 
  gamemaster, but here are some ideas to get you going. 
  Remember, that even in the Court, everything has a 
  price, so great gifts have to be paid for—somehow.
  The Whispering Feather activates whenever its bearer 
  looks as a specific individual. While looking, the Feather 
  speaks to the bearer in a quiet whisper about the 
  person’s intentions. It is not limited to negative intent 
  but can also speak on a trustworthy, questionable, or 
  unknown individual. The whispering is actually auditory, 
  so most wear the feather near their ear in a hat, mask, or 
  within their hair to make it easier to hear. Outsiders may 
  well try to eavesdrop on it. Using it takes concentration, 
  meaning there is a penalty to visual perception while 
  wearing the feather.
  The Circle Sword allows its owner to reduce Body and 
  increase Strength proportionately. Whatever trade off 
  they make lasts for two days, so users must be careful 
  about the choices they make. The owner does not have 
  to carry the sword, just be the one in possession of it. 
  The runners could be hired to quietly look into the 
  death of Abergeen Brugh. They hear the rumors of his 
  strength but learn that it failed him at the wrong time. 
  When they investigate, the sword becomes suspect, but 
  it hangs where it always has. The truth is that one of his 
  son’s came into the bedroom and took the sword down 
  to play with it at the wrong time for his father.
  The Crystal Traveller moves those who touch it with 
  it when it shifts places, but the end location cannot be 
  controlled. This move also causes extreme physical stress 
  on the user in the form of 5P damage, resisted with Body 
  alone. The iron ring on the hat locks the statue in place for 
  and information for his master. I’m sure it is almost 
  always on his person, making it difficult to obtain, but 
  a possible late-night visit to his quarters or a sleight-of-
  hand switch can help us determine where he holds the 
  powerful rock.
  Suessian Hingewater, agent of Garbh Filíochta, has 
  been using her piece of the Cornerstone to move about 
  the castle on errands for her unique master. The Jester of 
  the Court is not one that people would expect to have 
  an agent, but Suessian is a loyal follower of Garbh and 
  interested in one day possibly taking her place. I see 
  this as an opportunity to drive a wedge as a long-term 
  maneuver but our focus here is on the stone. Picking her 
  pocket would not be wise as she would likely spot it, but 
  a random mugging may work. Problem is, she has the 
  stone and is nearly impossible to follow. A trap would 
  need to be arranged. 
  Gilik, of Gilik’s mentioned in Tivta’s tour above, has 
  one of the stones. He keeps it locked away in a safe 
  in his small section of the fourth floor of his tavern. A 
  distraction might get us access, but getting caught 
  crossing Gilik could be bad for all. A deal could be struck 
  for use by a separate agent and then maybe a mugging. 
  That way the loss blame goes on the patsy while we gain 
  the stone. 
  Aesha Viltharion, niece of the current Executioner, 
  has somehow gained a powerful artifact to add to her 
  collection of mundane rocks. She doesn’t know what it 
  is or what is does, but she treasures this gift none the 
  less. At her last birthday, all Aesha wanted was rocks for 
  her collection. Courtiers interested in gaining favor with 
  her uncle, not yet the Executioner, brought rocks from all 
  over the metaplanes, including this one. Whether it was 
  given intentionally or not is unknown, but it now sits in 
  one of the thousands of little glass cubes within her rock 
  room. Gaining it by direct theft will requires someone 
  with exceptional agility and either memory- or arcane-
  assessment skills. The cubes are all stacked, and to pull 
  one would bring them all down, so some unstacking 
  and re-stacking would be necessary to keep it a secret. 
  Then there’s the task of locating a single rock among 
  hundreds of similar rocks.   
  
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  With the left Eye, the user can scry through walls 
  and solid earth of any thickness for a distance of one 
  hundred meters. With the right Eye, the user can locate 
  anyone they picture with their mind’s eye. The ability 
  has no range limitations as long as the user succeeds 
  at a Memory (2) Test with a negative dice pool modifier 
  equal to the force of any wards between the user and 
  the target. With both Eyes in their possession, the user 
  can extend the ability to see through things out to one 
  kilometer, locate individuals using their possessions or 
  a link to them, and see and read auras perfectly even if 
  they are not Awakened or have an Assensing skill.  
  The eyes tap into the same type of magic as the 
  coimeádaí, and they can make breaking into them more 
  difficult. They effectively increase Noise by 3 for a radius 
  of one hundred meters, and they will get the attention 
  of any coimeádaí in that range, which could introduce 
  difficulties when trying to sneak by Keepers.
  Ketel’s Dagger is not a mundane prop. It actually 
  possesses the power to turn living matter into gems 
  and gold. Ketel always wears a glove when handling 
  the dagger as he lost part of his pinky the first time 
  he touched the object. Changing large amounts of 
  materials requires extended contact, but clues to the 
  ability are left behind when slivers of skin have turned 
  to gold around a cut or drops of blood have formed into 
  precious gems. 
  exactly twenty-four hours from when it is placed, and a 
  lead crystal case can be made that can prevent the statue 
  from moving while inside. The case cannot be taken with 
  when the traveller moves and drops to the floor, likely 
  to shatter unless someone catches it. This means the 
  Traveller cannot be relocked at the destination. An iron 
  ring can be brought along, but if this happens too often 
  the intelligence of the statue will start making multiple 
  moves in quick succession, likely killing the bearer. The 
  statue will also immediately move once the case is 
  opened unless still under the time limit of a ring. 
  Orn’s Ear creates an effect similar to Clairaudience at 
  will. The ability has no range limitations as long as the 
  user succeeds at a Memory (2) Test with a negative dice 
  pool modifier equal to the Force of any wards between 
  the user and the target. This test is needed to make a 
  connection with each individual. When samples from 
  many targets are available, a roll for each is needed. 
  For this they have to have a viable link, in the form of a 
  personal item or a physical sample that is placed inside 
  the end of the horn and destroyed after a single use. 
  The Eyes of Gharniga are currently the source of a cold 
  war within the Court by their owners. The two are making 
  moves to try to undermine the other to the point where 
  neither can afford to keep their eye and must trade it to 
  regain stability. The Eyes have three abilities, one in the 
  left, one in the right, and one when they are combined. 
  Truths Of The Dungeons 
  The metaplanar realm where the dungeon (p. 98) resides is a lush jungle environment, and the primary 
  structure of the dungeons is a pyramidal temple resembling those of early Native American cultures. The areas 
  surrounding this place are full of all sorts of deadly creatures, but it is accessible without entering through the 
  portal. This is information very few people have, and most would never divulge this truth unless they really 
  needed access to the dungeons without using the portal. 
  The portal is a metaplanar gateway locked open and leading to the central chamber of the aforementioned 
  pyramid. The moment a prisoner exits the portal, they activate a powerful anchored spell that takes their visual 
  sensory abilities away, even astral perception. The spell ends when the target is touched by another spelled 
  object, the seeing stick, and for most it feels like suddenly stepping out of a magical darkness. The guards in the 
  main chamber have sticks and use them on newly arrived and secured prisoners, but they occasionally leave a 
  new arrival blind if they are concerned about violence. 
  Last, the cells and the void. These are another subterfuge meant to keep prisoners in line. The void is a 
  linked portal that drops the escapee into another temples central chamber, strikes them blind, and then wipes 
  their mind. They are not lost in some void somewhere, but rather taken by Zeha and sold as slaves to those 
  metaplanar locations that accept them. The portals within the toilets go to a third temple that is filled with 
  defecated matter and a few sad souls who thought it a wise escape route.
  
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  to move several times. Each move takes a toll, though. 
  The user suffers increasing damage each time they use 
  the Cornerstone piece in a lunar cycle. The effect starts 
  at 1P damage, resisted with Body, and increases by 1 
  every time they travel through a doorway. The damage 
  resets with each new moon. 
  Aesha knows exactly what she has, and it isn’t among 
  the regular stones. She keeps it in the stand by her bed 
  and wanders the castle at night, exploring.
  The Heart of Bristelùchairt is something special …
  The Cloak of Hawin neutralizes all Allergies, not just 
  those to sunlight. Hawin, however, made it famous for 
  its ability to protect him, a vampire, while walking in 
  broad daylight. This item can get some serious value 
  back on the streets of the Material Plane, especially with 
  the increased potency of Allergies with the Infected. Its 
  use can by physiologically addictive, though; it has an 
  Addiction Rating of 5 and an Addiction Threshold of 2.
  The Cornerstone allows users to use the mutability 
  of the castle to their slight advantage. When stepping 
  through a doorway, they can move to somewhere else in 
  the castle. They have no real control over the move, but 
  they can simply jump back and forth through a doorway 
  
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  There are many creatures that make up the Seelie Court. 
  Elves, of course, are common, as are spirits of all kinds. 
  Other metahuman types are becoming more common, 
  but there are far fewer of them than there are of other 
  types of fae and miscellaneous creatures. Below are just 
  some of the types of critters, spirits, and fae that can be 
  found in and around the Seelie Court, combined with 
  information on the role they play in the Court—and the 
  dangers they may present.
  Alp-luachara
  The alp-luachara have always been a source of 
  contention in the Seelie Court, being neither intelligent 
  enough to be regarded as fully sapient nor beastial 
  enough to be dismissed as simple animals. Governed 
  by hunger, the joint-eaters are indiscriminate eaters, 
  happily inhabiting any digestive system that presents 
  itself, and then devouring precisely half of whatever 
  their host consumes.
  This dietary peculiarity led scholars to speculate that 
  the alp-luachara might be smarter than initially believed, 
  or at least capable of passing on basic traditions to their 
  offspring. (A separate group points out that there’s no 
  evolutionary advantage in this behavioral quirk, and that 
  the joint-eaters’ penchant for eating only half of their 
  host’s stomach contents might, in fact, be indicative of a 
  degenerative neurological ailment.)
  Whatever the case, the fae do not regard the alp-
  luachara as anything more than a nuisance, having had 
  centuries to learn how to co-exist with the ravenous 
  subspecies. Very recently, perhaps influenced by 
  interaction with the earthly plane, certain members 
  of nobility have taken to the controversial practice of 
  keeping joint-eaters as pets, both for fashionable and 
  utilitarian purposes.
  Humans and metahumans, on the other hand, enjoy 
  a far less less cordial relationship with the alp-luachara. 
  It is unknown how many terrestrial stories can be 
  directly attributed to this creature. Sleeping paralysis, 
  after all, is a common phenomenon, and who knows 
  how often it is rooted in alp-luachara behavior. Still, at 
  least a few cultures possess legends that corroborate 
  with the basic nature of the alp-luachara, although it 
  could be argued that fact followed fiction, and it was 
  the joint-eaters who adopted the appearance of their 
  mythological counterparts. No one knows for certain 
  which is the case, and no one seems particularly 
  interested in finding out.
  One thing is clear, however—the alp-luachara love the 
  material plane and everything about it. Visitors from that 
  plane are invariably swarmed by any Joint-Eater in the 
  vicinity, often to lethal effect. More than a few human 
  travelers have been discovered with their mouths open, 
  their throats and abdomen pregnant with a cluster of 
  alp-luachara.
  HISTORY
  The alp-luachara have always been wild, creatures of 
  appetite, parasites. But due to their unusual nature, they 
  were never populous, not even during the Era of the 
  Gilded Rose. Some theorize that the alp-luachara used 
  this mana-rich period to spread their reach, weaving 
  between earth cultures, like a rumor of plague. 
  The Fifth World changed very little for the alp-
  luachara, as far as historians are concerned. The fae 
  persisted. As the War of Sorrow raged between royal 
  houses, as others faded into mundanity, as wives 
  and consorts and children died, their lives forfeit in a 
  pointless conflict, the alp-luachara continued to haunt 
  their rivers and streams.
  Creatures of the Court
  
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  difficult to extricate. Like other intestinal parasites, their 
  physiology is uniquely suited for enduring the rigors of 
  stomach acid and peristalsis. 
  Gruesome as that may sound, what’s worse is how 
  the alp-luachara enters a host. It waits until a victim has 
  fallen asleep before crawling through an available cavity, 
  traditionally the open mouth. However, if that is not 
  available, the alp-luachara will shrink itself and enter a 
  nostril instead, worming through the respiratory system 
  before it finally releases itself into the body. Surprisingly, 
  few have died from this complication. The alp-luachara’s 
  epidermal secretions are believed to possess healing 
  properties.
  Either way, once the creature has entrenched itself, it 
  will begin gobbling exactly half of whatever enters the 
  stomach. The victim invariably experiences an increase 
  in appetite, a craving for sustenance that escalates with 
  every passing day. Should the host attempt to starve the 
  alp-luachara, the fae inevitably reciprocates by eating its 
  way through the stomach lining.
  Members of the Tuatha de Danaan possess a multitude 
  of simple cantrips to deal with such an infestation, but 
  none of these have leaked to the other races yet. For the 
  infected human, the best solution is either supervised 
  surgery or, failing that, mass consumption of raw salt. 
  APPEARANCE AND BEHAVIOR
  In their newt forms, alp-luachara are, at first glance, 
  virtually indistinguishable from ordinary members of 
  the species, possessing coloration suitable to their 
  immediate environment. Closer examination inevitably 
  reveals two disconcerting traits: the presence of 
  opposable digits and the lamprey-like dentition. Many 
  of the alp-luachara lack eyes entirely, operating entirely 
  via olfactory senses.
  The joint-eaters are even uglier in humanoid form. An 
  average alp-luachara is about three-quarters of a meter 
  tall. They possess vestigial wings and wide-webbed 
  fins, prominent gills and horrifically distended bellies. 
  Like the amphibians they often mimic, the alp-luachara 
  use their pale, mottled skin as secondary respiratory 
  surfaces. Despite their appearance, the fae are 
  unsettlingly quick and, true to mythology, deceptively 
  heavy, capable of pinning their victims to the ground 
  without perceptible effort. 
  Luckily, alp-luachara seem to prefer subterfuge to 
  brute force, and it is only the rare unfortunate that sees a 
  joint-eater in its bipedal shape. Nonetheless, that doesn’t 
  make the fae any less dangerous. Once an alp-luachara 
  has entered a creature’s digestive system, it is very 
  SOCIETY
  It is entirely possible that the alp-luachara have a 
  societal structure of some variety, although no one has 
  verified this theory. Certainly, there has been no history 
  of interspecies fighting. Alp-luachara, even when visibly 
  starving, will rigorously avoid any occupied host and 
  have been seen conceding territory to older, weaker 
  members of their breed. Even when they’re vying to 
  enter a hominid specimen, the alp-luachara will not 
  engage in violence.
  Unsurprisingly, the alp-luachara are a solitary species, 
  coming together once every mating cycle to procreate 
  in an orgiastic frenzy before departing. Their young are 
  born fully formed and abandoned the moment their 
  birth-cauls have been removed. To date, there is no 
  information suggesting that the alp-luachara might have 
  any funerary rites, or even opinions about the concept 
  of death.
  Alp-luachara, lizard form
  
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  B
  A
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  Edge
  Ess
  2
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  1
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  6.0
  Condition Monitor (P/S): 9/10
  Initiative: 9 + 1D6
  Movement: x2/x4/+2
  Limits: Physical 3, Mental 3, Social 5
  Armor: 0
  Skills: Perception 2, Sneaking 6, Unarmed Combat 2
  Powers: Concealment (Self), Natural Weapon 
  [Bite, DV 1P, AP —], Parasitic Feeding, Shift 
  (Metahuman Form)
  Alp-luachara, humanoid form
  B
  A
  R
  S
  W
  L
  I
  C
  Edge
  Ess
  4
  3
  3
  3
  3
  3
  4
  1
  6.0
  6.0
  Condition Monitor (P/S): 10/10
  Initiative: 7 + 1D6
  Movement: x2/x4/+2
  Limits: Physical 5, Mental 4, Social 4
  Armor: 0
  Skills: Clubs 3, Perception 2, Sneaking 2, Survival 2, 
  Tracking 2, Unarmed Combat 2
  Powers: Gills, Shift (Lizard Form)
  Baobhan sith
  Although the baobhan sith have long renounced their 
  ties to the Unseelie Court, few among the Tuatha de 
  Danaan trust them still, and for good reason. During 
  the War of the Sorrow, the White Women fought 
  bitterly at the vanguard, serving as reconnaissance and 
  shock troops, as guerrilla combatants, until at last they 
  inexplicably surrendered, each and every one. 
  Retribution was bloody. The trial of the baobhan 
  is never spoken of, only whispered, remembered as 
  testament to an uncomfortable truth: that the Seelie 
  Court is only an ideological difference away from their 
  Unseelie kin. 
  To say that the baobhan were merely slaughtered 
  is to speak a grave understatement. Thousands died 
  horrifically following their unconditional surrender. They 
  were tortured, bled, wrung dry of mana. Worse yet, 
  none of these atrocities were officially recorded, leaving 
  no way to tell exactly how far the Tuatha de Danaan 
  went to satisfy their bloodlust. What is known, however, 
  is that if it were not for the intervention of Lady Brane 
  Deigh’s predecessors, the baobhan would have gone 
  entirely extinct. 
  A Note on  
  Condition Monitors
  Some of the fae in this chapter have variable 
  stats based on their Force. Condition Monitors 
  for these critters are cumbersome collections of 
  multiple equations and nested parenthesis. In the 
  end, they follow the basic format of (Body / 2) + 8 
  and (Willpower / 2) + 8, but rather than fill this 
  chapter with variations on that equation, we did 
  pre-calculations based on a critter of Force 4. Then 
  all you have to do is look to see if the modifier for 
  Body and Willpower is an even or odd number, then 
  make the adjustments listed on the following table 
  (note that for the purposes of the table, zero fits in 
  with the even number modifiers):
  Force Adjustment for even modifiers 
  Adjustment for odd modifiers
  1
  –1
  —
  2
  –1
  –1
  3
  No change
  –1
  4
  No change
  No change
  5
  +1
  No change
  6
  +1
  +1
  7
  +2
  +1
  8
  +2
  +2
  9
  +3
  +2
  10
  +3
  +3
  11
  +4
  +3
  12
  +4
  +4
  
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  A day after their salvation, the remnants of the White 
  Women publicly swore themselves to the Seelie Court. 
  Each of the ruling families then bound the baobhan to 
  a separate geas before interleaving the enchantments, 
  creating an insoluble oath to the throne. Yet at the same 
  time, despite everything that eventually happened, one 
  question was never answered: 
  Why?
  Why did the baobhan surrender? Where are the 
  Unseelie? Could it be possible that baobhan were 
  instructed to go deep undercover, to wait, to bide their 
  time until their previous overlords could rise up yet 
  again? But if that is the case, how would the baobhan 
  circumvent the wards that bind them? More importantly, 
  would they permit their own incarceration if they weren’t 
  prepared for escape? 
  These dark thoughts continue to percolate through 
  the Tuatha de Danaan, even after the passing of 
  the Fifth World. Seemingly oblivious to the hostility 
  directed toward them, the baobhan have installed 
  themselves into surprisingly pedestrian roles. These 
  days, they’ve become seamstresses and maids, cooks 
  and goosemaids, courtiers and hairdressers. Gone is 
  the glamour tied to them, gone is the allure. In its place, 
  an ordinariness that seems temporary, a waiting for 
  something more grand to re-emerge.
  APPEARANCE
  The baobhan are all heartbreakingly beautiful. Their 
  hair is alternately red or blonde, always long, always 
  glimmering as though spun of sunlight, their skin 
  creamy, their eyes jewel-bright. It isn’t a warm beauty, 
  despite the richness of their pigmentation; it is more a 
  silvering of moonlight on the slant of a blade.
  Their unearthly splendor is a ruse, however, meant to 
  distract from the fact that the baobhan are predators, 
  vampires that survive on mortal blood. Needless 
  to say, the White Women are exceptionally strong, 
  partially because of the unique nature of their physique. 
  According to myth, the baobhan possess talons and 
  fangs, but the truth of the matter is both simpler and 
  stranger. These unusual race of fae can control their very 
  bones. In other words, they’re capable of transforming 
  fingers into skewers, molars into razors. It is a very 
  limited form of shapeshifting, however, requiring that 
  the baobhan pay attention to the distribution of mass or 
  risk collapsing onto themselves.
  Though the White Women are predominantly 
  humanoid in appearance, a small subset possess an 
  
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  of the Sorrow, a way of both compensating for their 
  bloodied diet and the war they fought for the other side. 
  Once again, however, this viewpoint isn’t universal. 
  Many believe that there is a hidden agenda behind the 
  baobhan’s willingness to tolerate mundanity. After all, 
  this cloying affability is inconsistent with their nature. 
  The baobhan are hunters. Predators. Why would they 
  contrive to be so saccharine toward their prey?
  Babobhan Sith
  B
  A
  R
  S
  W
  L
  I
  C
  M
  Edge
  Ess
  4
  3
  5
  3
  4
  3
  4
  6
  5
  3
  6
  Condition Monitor (P/S): 10/10
  Initiative: 9 + 2D6
  Movement: x3/x5/+3
  Limits: Physical 5, Mental 4, Social 6-10 (depending on 
  Essence)
  Armor: 0
  Skills: Blades 2, Perception 5, Running 4, Sneaking 6, 
  Tracking 2, Unarmed Combat 4
  Powers: Baobhan’s Kiss, Dual Natured, Enhanced 
  Senses (Hearing, Sell, Thermographic Vision), 
  Immunity (Age, Pathogens, Toxins), Natural 
  Weapon (Bite: DV 4P, AP –1, Reach –1), 
  Regeneration, Sapience
  Weaknesses: Allergy (cold iron, Severe), Allergy 
  (sunlight, Severe), Essence Loss
  Notes: Damage from sunlight allergies cannot be 
  healed through Regeneration. Unlike vampires, 
  baobhan sith can eat food besides blood.
  Cucui
  The crunch of smashed furniture, a looming shadowy 
  beast invades your home while you sleep. Blood red 
  eyes in the gloom, and a hulking shape pouring chaos 
  and destruction into the safest place you know.
  The cucui are hulking, armoured brutes who break 
  into homes and destroy anything they can get their 
  hands on. Every cucui used to be a troll, and worse than 
  their looks is the beastial cunning which has destroyed 
  their reason.
  It is hard to know what these creatures want. We 
  know that they desperately want to be inside houses, 
  and once they have smashed their way through the door 
  or wall, they start to break anything breakable. The cucui 
  are destructive and terrifying; they will rip their way into 
  a court apartment in the middle of the night while the 
  odd deformity: cloven hooves and backward-facing 
  knees. It has been suggested that these are the result 
  of interbreeding with satyrs, but neither families of fae 
  have confirmed (or denied) this speculation.
  THE BAOBHAN’S KISS
  The baobhan are vampiric creatures, and have been 
  since the first memory of their existence. They’re capable 
  of deriving sustenance from traditional food sources, 
  possessing an omnivorous palate similar to humans. 
  Their preference, though, is for blood. The reason for 
  this predilection has been discussed endlessly, with the 
  baobhan themselves providing a variety of answers, 
  none of which connect to the next. The most common 
  theory, however, is that blood contains traces of mana, 
  an entirely valid conjecture given the usage of bodily 
  fluids in ritual magic. This hypothesis also provides 
  support for claims that baobahn drain “sexual potency” 
  from their victims, though the mechanism for this is 
  less certain.
  Regardless of its motivation, the Baobhan’s Kiss is 
  a notorious affliction. Just like in stories, victims grow 
  addicted to feedings, instinctively seeking out the 
  baobhan after their first encounter, over and over, until 
  at last death has overtaken them. It is possible to undo 
  this compulsion, however, either through the usage of 
  magic or through the perpetrator’s consent. 
  A point of interest: Baobhan and their victims 
  are remarkably territorial. Although the baobhan 
  are capable of congregating without violence, any 
  encounter involving a food source invariably results in 
  violence. Curiously, this sense of aggression persists 
  even when the baobhan themselves are not present. 
  If two individuals, both of whom were recently fed on 
  by different members baobhan, meet, an altercation 
  invariably follows.
  SOCIETY
  The modern baobhan are driven by a peculiar brand of 
  domestic meritocracy. Social status, as far as anyone can 
  tell, is assigned based on their perceived value to society. 
  For example, a successful woodsmith is viewed with 
  greater favor than, say, a distant courtier. Unsurprisingly, 
  the baobhan also pay attention to the width of their 
  personal networks, frequently going out of their way to 
  extend friendships in the strangest direction. 
  The optimistic see this as a desperate endeavor to 
  redeem themselves after the horrific events of the War 
  
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  stroke or hold it, and will stay that way till they collapse 
  from starvation or dehydration (which will take days). 
  This has happened a few times and has taught us more 
  about these creatures than anything else. The creatures 
  seem pained by bright light—a large fire or magical spell 
  of light can cause them to run off. They will flee from 
  fire, not because they are particularly vulnerable to it, 
  but because the bright light hurts their eyes. A burning 
  brand, if you have one, may keep you alive for a few 
  minutes. Use that time well.
  To balance these minor weaknesses, the creatures are 
  strong and durable. Fire hurts their eyes, but it doesn’t 
  have much effect on their tough hide, and their long 
  reach and loping gait means they can move quickly and 
  grab an elven swordsman from almost across the room, 
  before escaping down the corridors.
  We are not sure how a respectable and intelligent 
  troll becomes a gnarled nightmare, but somewhere well 
  out beyond the borders of the court, trolls go and never 
  come back. It may be some festering disease in hidden 
  hollows, it might be a curse, it might be the way that the 
  realm affects those who are alone. No one has seen it 
  happen, and not many would want to.
  We don’t know about how they are made, but we 
  do know what happens to them. The former troll gains 
  about a third of a meter in height, mostly in longer, 
  gnarled legs. The normal troll skin deposits grow larger, 
  not as random growths, but in curves that cover the 
  skin on their arms and torso in tight spirals. The spirals 
  harden the skin and make the cucui move more stiffly 
  while also protecting the cucui from anything that might 
  harm it. The process seems as if it would be painful—
  the troll’s tusks and teeth are broken and chipped as if 
  ground and shattered from too much clenching. Staring 
  at the face of a cucui is looking into a gaping mouth of 
  broken glass. Their reason is stripped away, and there 
  are very few shreds of their former personality clinging 
  to them. No one knows how long the transformation 
  process takes, but in the records of the Court, there 
  was one troll who left Morning Hearing with anger and 
  fierce words, striding into the wilderness, and was seen 
  ransacking hamlets three days later, burning passion 
  aflame and reason fled.
  Killing a cucui is usually considered to be a kindness 
  to the troll that the creature used to be.
  Hunting cucui is difficult. They cower in dark places 
  during the day and stalk the night. They seem attracted 
  to the Court, and find their way in to some of the most 
  private places, smashing doors and walls to get inside. 
  household members likely are sleeping, making more 
  noise than a small army. A fae who finds one of these 
  creatures invading their rooms in the dark, a looming 
  shadow breaking furniture and sweeping smaller items 
  onto the floor, will flee into the corridors if they are wise; 
  faeries with a greater presence of mind will gather those 
  important to them to make sure they are out harm’s way. 
  Larger households, who may have many servants and 
  guards in their sprawling compounds within the court, 
  are even more chaotic, with guards panicking when a 
  cucui smashes through a wall or window, bypassing 
  carefully guarded gates and doors.
  In the cold light of dawn the inhabitants will return to 
  their rooms and try to put their lives back in order. But 
  a pall of horror will lie over the apartment, even after all 
  of the doors are fixed and windows mended. There is 
  no rest in a home that has seen such terror in the night, 
  and sickness will often follow in the wake of the cucui. 
  Charms and talismans will ease the troubles, but it takes 
  a cycle or more for the fear to fade in the household 
  and for people to go about their business without ever-
  present horror dwelling with them. Those who flee find 
  that their nights are restless and wakeful until they can 
  return to the cursed house and make peace.
  The very few who can keep their wits in the darkness 
  and the chaos say that the cucui listen carefully to the 
  noises as they smash things, and that before ripping and 
  tearing soft furnishings, the cucui will run their hands 
  across the cloth as if savoring the feeling. Are these 
  horrifying creatures trying to recapture part of their life? 
  Do they delight in knowing the thing they are breaking? 
  No one has found the answer.
  Care seems to be taken by these creatures. They rarely 
  attack more than once in a night, preferring to strike and 
  disappear, to be seen in a distant part of the Court weeks 
  or months later. The few trolls who were regulars at the 
  Court and were recognized after the transformation 
  didn’t seem to haunt the same corridors and apartments 
  that they were familiar with in their life. Trolls, though, 
  are relatively rare in the Court, and many that change 
  into cucui become unrecognizable, so it can never be 
  entirely clear if these creatures deliberately avoid the 
  compounds that they once knew or not.
  If you are have your wits with you when a cucui 
  invades, and are foolhardy enough to want to stop one, 
  your swift end might be delayed with the knowledge 
  that they are not unstoppable, and they do have flaws 
  in their hardy armor. If given something that used to 
  be important to the former troll, the cucui will sit and 
  
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  easily peel skin from metahuman and fae alike. It’s not 
  that they care if they flay a metahuman, but they follow 
  Court protocols over messy displays. This is the darker 
  aspect of the croki. They can manipulate their servants’ 
  skin for their art. Once flayed, the victim’s skin can be 
  crafted into various magical items. It’s been suggested 
  that a croki of great power was able to bind the Al Azif 
  in human skin.
  SOCIETY
  Croki are not strongly interested in socializing with their 
  own kind. They tend to see each other as competition, 
  not compatriots, and they believe that any time spent 
  with others of their kind only risks exposing their secrets 
  to rivals. Croki also do not have any unified sets of 
  beliefs, so individual beings are more likely to spread 
  out to factions whose interests are aligned with theirs, 
  rather than a group of croki joining a faction en masse. 
  Since they are fashion-conscious, dangerous, and more 
  than willing to participate in intrigue, they are naturally 
  suited to the Court, and at least one croki can be found 
  in every faction, with unaffiliated croki in the Court 
  being actively recruited by those who would like access 
  to their abilities and glamor.
  Croki
  B
  A
  R
  S
  W
  L
  I
  C
  M
  Edge
  Ess
  F
  F
  F+2 F+2
  F
  F
  F
  F
  F
  F
  F
  Initiative: [(F x 2) + 2] + 2D6
  Astral Initiative: (F x 2) + 3D6
  Condition Monitor (for Force 3 and 4): 10/10
  Movement: x2/x4/+2
  Armor: 0
  Skills: Artificing, Assensing, Astral Combat, 
  Gymnastics, Perception, Ritual Spellcasting, 
  Spellcasting
  Powers: Astral Form, Aura Masking, Fae Glamour, Flay 
  Touch, Fold Perception, Improved Sense (Smell, 
  Thermal), Materialization, Sapience, Spirit Pact
  Once they have entered an apartment, they deliberately 
  break things, starting with any sources of light they can 
  smash. Wood splinters to fragments and glass shatters 
  under their crushing grip. They don’t seek out courtiers 
  to do them harm, but they will lash out and crush any 
  who are foolish enough to get in their path. Then they 
  will eat them, adults and children alike.
  Cucui
  B
  A
  R
  S
  W
  L
  I
  C
  Edge
  Ess
  11
  3
  4
  11
  3
  1
  2
  1
  3
  6
  Condition Monitor (P/S): 14/10
  Initiative: 6 + 3D6
  Movement: x3/x6/+3
  Limits: Physical 13, Mental 3, Social 4
  Armor: 12
  Skills: Perception 2, Sneaking 5, Unarmed Combat 7
  Powers: Concealment (Self), Natural Weapon [Fists, DV 
  12P, AP –3], Parasitic Feeding
  Weaknesses: Mute, Phobia (Bright Light)
  Croki
  The croki are beautiful fae, with an appearance more 
  human than elf, while still retaining that attractive fae 
  glamour. They have an artistic talent and nimble hands, 
  and they are dexterous enough to create intricate 
  origami art in various materials. Many are hired as 
  interior decorators for other fae or great spirits, as some 
  croki’s magical talents can even fold the perception of 
  space. This makes them very sought-after in the fashion-
  conscious Court..
  Croki perceive the world around them and other beings 
  as a suitable canvas, media for their arts. They will hire/ 
  enslave metahumans to accompany them around like a 
  retinue. The croki may dress their servants up like dolls, 
  or make more permanent physical alterations to show 
  off their talent. Croki retinues can be quite the sight, with 
  ornate tattoos, piercings, and other alterations they may 
  be inspired to make.
  One thing about croki is that they all wear white 
  gloves. Emphasis on the “white,” though the cut and 
  material can change to their fashion taste. They are 
  somewhat vain about keeping their hands clean. They 
  don’t wave or eat food without utensils—they find 
  such practices barbaric. They also don’t do handshakes 
  unless it’s to seal a deal. Another reason why they wear 
  gloves is that it’s a common courtesy, as their touch can 
  
  119
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  The possibilities are terrifying. First and foremost, all 
  those who have been suspected of being replaced by a 
  doppelganger are inevitably better people. Sure, there’s 
  the occasional anomaly, the unfortunate discrepancy, 
  the one in one hundred that goes completely off the 
  rails, but they’re far from the status quo. By and large, the 
  suspected changelings improve on the original. More 
  crucially, they’re invariably more loyal to the crown.
  THE CUCKOO’S CULT
  How do you tell a doppelganger from the original? 
  Thousands of methods have sprung up over the 
  millennia, some more nonsensical than others. A 
  dusting of spilled salt lures the doppelganger out of its 
  persona, forcing it to count the fallen grains. A night in 
  the theatre will pull at the creature’s ego, forcing it from 
  its seat and onto the stage, dead set on illustrating how a 
  true performer enacts their lines. A heated blade slipped 
  between the toes will force a confession, although the 
  wise will point out that this method will coax a babble of 
  words from just about anyone.
  So many answers, but so few that fit. 
  The Cuckoo’s Cult is a shadow organization sworn 
  to the task of deciphering the alleged activities of 
  doppelgangers. Each member is related to someone 
  suspected of being a changeling—a lover, a mother, a 
  son who is unwilling to let go and accept the stranger 
  that now lives in their home. And every single one of 
  them knows better than to speak too loudly of their 
  affiliations. As such, it’s hard to say what exactly the 
  Cuckoo’s Cult does, whether they’re hoping to oust 
  the doppelgangers, or they’re simply there to learn. 
  Because of their need for secrecy, the movements lack 
  any central structure, operating in a thousand splintered 
  groups that will occasionally communicate with cryptic 
  messages.
  Some of their wisdom has succeeded in leaking 
  through these layers of subterfuge, however. Today, we 
  know that the best way to identify a doppelganger is to 
  pin their shadow with a pane of glass. It is necessary 
  to bisect the shadow; both halves must be completely 
  equal. If that can be accomplished, the shadow will 
  speak, will beg to be reunited, and then you will know 
  the truth. 
  Worryingly, this technique works.
  Doppelgangers
  What happens to a coimeádaí that has lost its liege? 
  What happens to any mortal that has been cast aside, 
  forgotten, no longer glittering with new potential in the 
  eyes of the Seelie Court? Some believe that is where 
  the doppelgangers come from, that they were extruded 
  from the soul-stuff of these unfortunates, reforged in 
  mana, and made something entirely new.
  Few of the Tuatha de Danaan remember a time when 
  the doppelgangers were not part of the courts, and 
  those who do, do not speak of it. For many of the fae, 
  these things simply are the way things are: Silhouettes 
  that do not quite fit, a glimmer of motion in the periphery 
  of one’s vision, a word in a different voice, a shadow. By 
  and large, however, they seem harmless enough, which 
  is a fortunate turn of events given their number and 
  their fondness for crowds. No ball in the Seelie Court, 
  no congregation numbering in the tens, is ever without 
  their company.
  But what do they do in such gatherings? The simple 
  answer is: nothing at all. The doppelgangers are 
  observers, gliding between conversations. Occasionally, 
  they will stalk a single individual for a time, like a cloak 
  of whispering shadows, an eerie but toothless nuisance. 
  Harmless. Completely and absolutely harmless. 
  Or are they? The Seelie Court, for all of its elegance, 
  is hardly an innocent place. Much like in the oldest fairy 
  tales, this is a realm of glass-cut beauty, edged, silvered 
  with hemlock. It’d make sense that the inhabitants would 
  bear teeth and claws and weapons more insidious still.
  Not that anyone is willing to speak of it. To do so 
  would be to acknowledge a disturbing possibility. 
  But the gossip persists. Here and there, the Court 
  whispers about how a gluttonous lord has suddenly turn 
  sagacious, and how a revered philanthropist might go 
  from saint to sinner. It is always unprecedented, always 
  abrupt, and always preluded by an evening in a crowd, 
  and sightings of the individual amid chittering, gauzy 
  shadows.
  Doppelgangers replace people. Those are the words 
  breezing unspoken under the breaths of every courtier 
  and commoner. The doppelgangers are taking people 
  away, and they are remaking themselves in the image 
  of those they’ve stolen. Yet, if that’s true, if that is such a 
  popular opinion, why is this such a buried secret? How 
  come there has not been more clear information, more 
  definitive accusations? 
  
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  Often thought of as mischievous thanks to the legends 
  about them, kappas are actually congenial and often 
  befriend metahumans. The mischief that they cause 
  are acts of rebellion, usually directed at an individual in 
  order to teach them a lesson or change their behaviors. 
  These efforts are rarely successful in the modern world, 
  but kappa are old spirits and do not learn quickly.
  As for the water in the bowls on their heads, the truth 
  about it is still a mystery. When asked, they laugh off 
  the thought of water being their power and usually dip a 
  finger into it and flick it.
  SOCIETY
  Kappas derive great enjoyment from undermining the 
  pomp and grandeur of the Court. Individual kappas 
  find it very difficult to secure invitations to the Queen’s 
  Banquet, as the Queen has seen their kind pull one too 
  many pranks at her gathering. It may seem unfair to 
  blacklist an entire species of fae because of the actions of 
  a few, but the kappas themselves seem to acknowledge 
  that it’s a fair cop. Some of them seem intent on finding 
  a way to sneak into the Queen’s Banquet without 
  permission to cause further chaos, which seems very 
  much like a recipe for disaster. Kappas are regulars at 
  Trickster’s Buffets, so anyone wishing to learn more 
  about their plans might try to chat with some of the 
  creatures they find there.
  With their gentle mischievousness and friendliness to 
  metahumans, kappas often gravitate toward the Eclipse 
  and Bastard factions (especially since a kappa is the de 
  facto leader of the latter group), though they have also 
  been known to grant the authority-undermining actions 
  of Hanged Man some much-needed levity.
  Kappa
  B
  A
  R
  S
  W
  L
  I
  C
  M
  Edge
  Ess
  F+5
  F
  F-1 F+1
  F
  F
  F
  F
  F
  F
  F-2
  Initiative: [(F x 2) – 1] + 2D6
  Astral Initiative: (F x 2) + 3D6
  Movement: x2/x4/+1
  Condition Monitor (for Force 3 & 4): 13/10
  Limits: Physical (F x 4)/3, Mental (F x 4)/3, Social (F x 
  4)/3
  Armor: 0
  Skills: Assensing, Astral Combat, Exotic Ranged 
  Weapon (Elemental Attack), Gymnastics, 
  Perception, Unarmed Combat
  APPEARANCE AND BEHAVIOR 
  It is hard to describe the elusive doppelgangers. To 
  many, they’re barely more than shadows, a suggestion 
  of motion in the corner of one’s eyes. Eyewitnesses that 
  can testify to the contrary are extraordinarily rare. 
  That said, accounts do exist. According to general 
  consensus, doppelgangers are two-dimensional beings, 
  existing as cartoonish caricatures of human shape. Those 
  with a facility for terrestrial television have compared 
  them to the shadow-puppet versions of the Muppets. 
  In their natural form, doppelgangers have demonstrated 
  no facility at using things such as doorknobs or locks – 
  not that it matters to fae who can drift beneath a door.
  Their voices are an echo of whomever is within their 
  vicinity. Should someone present themselves in silence, 
  doppelgangers will adopt that quiet, maintaining a 
  restless stillness until something is spoken. This, along 
  with rumors of hostile takeover, suggest that the fae are 
  a symbiotic species, with the shadow-forms described 
  as a larval stage. Of course, if that is the truth, are the 
  so-called changelings the final stage of their life cycle, 
  or is there more to come?
  Doppelgangers
  B
  A
  R
  S
  W
  L
  I
  C
  M
  Edge
  Ess
  F-2
  F
  F
  F
  F+1
  F
  F+2 F+1
  F
  F+1
  F
  Initiative: [(F x 2) + 2] + 2D6
  Condition Monitor (for Force 4): 9/11
  Movement: x2/x4/+2
  Armor: 0
  Skills: Assensing, Astral Combat, Con, Counterspelling, 
  Disguise, Forgery, Gymnastics, Palming, 
  Perception, Spellcasting, Sneaking, Tracking
  Powers: Astral Form, Compulsion, Materialization, 
  Mimicry, Sapience, Shift (Metahuman Form), 
  Vanishing
  Weaknesses: Vulnerability (glass, but only when 
  shadow is bisected)
  Kappa
  Kappas are Asian fairies who look like child-size 
  humanoids with frog or turtle features, such as webbed 
  feet, shells, or elongated legs. The faces of kappas have 
  some simian features, but most people usually just 
  notice the water-filled depression on top of their heads. 
  This water is said to be source of their powers.
  
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  particularly if it involves woodland preservation. At least 
  one branch of the royal family boasts of such an alliance 
  and has, in fact, gone so far as to provide the kayeri full 
  access to their personal gardens.
  This is not to say that kayeri, or their associates, are not 
  viewed with instinctive suspicion. For all of its glittering 
  formality, its endless balls, its hours of clever poetry and 
  magical performances, the Seelie Court seethes with 
  quiet paranoia, and something like the kayeri can only 
  be viewed as a threat. It is no secret that the mushroom-
  hatted faerie have no interest in anything but the wild 
  itself. As such, the question remains: When will they turn 
  on their allies?
  The War of Sorrows left the kayeri largely untouched, 
  the fae burrowing deep into the soil to hibernate until 
  the violence passed. However, the conflicts caused 
  substantial damage to their birth-lands. Entire swathes 
  of forest and swamp were eradicated during this 
  horrific period. No one has taken responsibility for the 
  destruction as of yet, leaving many to wonder what will 
  happen when the kayeri finally realize who is to blame.
  SOCIETY
  The kayeri are most commonly found in the Seelie 
  Court acting as either as bodyguards or as members of 
  Powers: Astral Form, Banishing Resistance, 
  Concealment, Confusion, Elemental Attack 
  (Water), Engulf (Water), Fey Glamour, Influence, 
  Materialization, Movement, Sapience, Search, 
  Vanishing
  Weaknesses: Allergy (Fire, Severe)
  Kayeri
  Walk into any forest in Tir na nÓg and listen carefully. 
  There is a chance you may hear the kayeri whisper 
  among themselves, chanting “Mu. Mu. Mu.” There are 
  those who believe that all mushrooms are the kayeri, 
  that the agouti and the dragonfly are kayeri or, at the 
  very least, a phase of their enigmatic life cycle. Certainly, 
  it lends well to romanticism. Imagine, humans have said, 
  a creature that begins as a vine, as a glittering insect, but 
  eventually evolves into something bigger than us. What 
  a splendid metaphor!
  The Tuatha de Danaan know better. The Seelie Court 
  know the kayeri as ferocious protectors of the forests 
  and the jungles, rarely willing to step foot outside of their 
  birth-lands (which is not to say that they can’t be coaxed 
  from their homes). For all of their reclusiveness, the 
  kayeri are universally happy to negotiate with outsiders, 
  
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  muscular, bipedal rabbits, although their facial features 
  betray a distinctively hominid cast. Their jaw structures 
  are particularly interesting. Unlike the timid herbivores 
  they are so often compared to, kayeris possess carnivore 
  teeth, similar to those seen on a wolf. As an added 
  point of interest, their dendition not only suggests the 
  ability to rip and tear but also an enormous aptitude for 
  latching onto their quarry.
  It is worth noting that the kayeri may have a symbiotic 
  relationship with their mushroom hats, which aren’t 
  accessories, but actual fungi growing out of their skulls. 
  Of course, it could simply be a part of their biology. It 
  is not unusual to see the kayeri in a vegetable state, 
  shedding fur and bone, to take on the appearance of 
  giant mushrooms. In fact, some argue that this might be 
  their preferred form.
  Whatever the truth, one thing is for sure: the kayeri 
  are dangerous. Their diet is not bovine-exclusive as 
  legend suggests, although they can devour an entire 
  cow in minutes—flesh, hooves, and all. Fortunately, such 
  rapacious behavior is not actually common among the 
  kayeri, who unanimously prefer to keep subterranean 
  existences.
  Kayeri
  B
  A
  R
  S
  W
  L
  I
  C
  M
  Edge
  Ess
  F+1 F-1
  F
  F+2
  F
  F
  F
  F
  F
  F
  F
  Initiative: (F x 2) + 2D6
  Movement: x3/x5/+3
  Condition Monitor (for Force 3 & 4): 10/10
  Limits: Physical [(F x 4)+5]/3, Mental (F x 4)/3, Social 
  (F x 4)/3
  Armor: 2
  Skills: Assensing, Astral Combat, Clubs, Etiquette, 
  Negotiation, Perception, Performance (Storytelling 
  +2), Running, Sneaking, Unarmed Combat
  Powers: Armor (2), Concealment, Natural Weapon 
  (Bite, DV (F+3)P, AP –2, Reach —), Sapience, Search
  Weaknesses: Allergy (Fire, Severe)
  Kishi
  The kishi are a recent addition to the courts, and a 
  celebrated one at that. The reason for this is that 
  many see them as a testament to the prowess of the 
  ruling family. According to popular history, Lady Brane 
  Deigh spearheaded their rescue from the African 
  continent, extricating the kishi from the hands of the 
  a private military. Eager to please, they’re remarkably 
  pliant creatures, happy to conform to any order, or to 
  adapt to any situation. Combined with their natural 
  prowess, their facility for traveling through woodland 
  areas with exceptional speed, they make ideal infantry. 
  When not otherwise working for their employers, 
  the kayeri are inevitably found gamboling in heavy 
  vegetation. Eyewitnesses claim that these fae can 
  communicate with the plants themselves and have been 
  seen accelerating their growth, or resculpting hedges 
  into aesthetically pleasing shapes. What the kayeri 
  actually say to the plant life, however, no one knows.
  To date, no one has heard the kayeri communicating 
  with anything but their traditional “Mu” noises. 
  Surprisingly, this hasn’t hampered their ability to interact 
  with the rest of the Seelie Court, especially given the 
  ready availability of translators. Those willing to spend 
  mana on something as frivolous as a translation cantrip 
  report that kayeri are astoundingly eloquent, frequently 
  conversing in intricate poetry. 
  These same people claim that the kayeri are culturally 
  minded, possessing an oral tradition steeped in friendly 
  competition. The fae have engaged in week-long 
  tournaments, where competitors recite long soliloquies 
  or participate in ferocious debate. It’s possible that this 
  is how the kayeri assign status within their society.
  Unlike some of the other fae, the kayeri are anything 
  but territorial, at least in regards to other members of 
  their species. Travel is free between forests, and it’s not 
  uncommon for entire families to share a single patch of 
  green. Only outsiders are required to negotiate access. 
  For another kayeri, the phrase “mi casa es su casa” (my 
  house is your house) is an inviolate truth.
  It should be noted that this interspecies friendliness 
  isn’t entirely altruistic. The kayeri, to put it delicately, are 
  uncannily virile creatures. Relationships are universally 
  polyamorous, frequently consisting of a single male 
  with two primary females. All three frequently possess 
  secondary partners and will also involve themselves in 
  casual encounters. Any children born of these unions 
  are taken into the protection of whatever partner group 
  spawned them. However, custody isn’t set in stone. The 
  kayeri will happily shepherd their young to whichever 
  family 
  proves 
  most 
  competent—or 
  invested—at 
  their care.
  APPEARANCE AND BEHAVIOR
  Both female and male kayeri are exceptionally tall, 
  standing 2.2 meters in height. Physically, they resemble 
  
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  For now, however, most are content to simply watch. 
  Despite the suspicions that follow them, the kishi are 
  scintillating companions, earnest and gregarious, 
  eloquent to the fault. And although their origin stories 
  never quite match, there are a few commonalities. 
  The kishi were reportedly hit hard by the outbreak 
  of VITAS in Africa, and they hold a public grudge 
  against the local governments for withholding medical 
  attention from vast swathes of the population, a hatred 
  that continues to fester even today. There are rumors 
  that the kishi plan retaliatory action, but to date, such 
  plans have not materialized.
  Another point of interest is the kishi’s insistence that 
  they did not, in fact, come into existence until the advent 
  of the Sixth World. They claim that their kind were 
  Awakened by the influx of mana, by the conflict that 
  devoured the African content. But that seems deeply 
  improbable. Regional mythology is rife with mention 
  of hyena-faced men. In Angola, the kishi are referred to 
  by name. Naturally, the kishi have taken to repudiating 
  each and every piece of evidence, dismissing them as 
  flagrant lies, the work of copycats and charlatans.
  And naturally, no one believes any of this.
  megacorporations. Casualties were reportedly high, but 
  the Seelie Court prevailed. 
  Whether this is actually true is another matter entirely.
  The battalion allegedly responsible for this daring 
  mission is nowhere to be seen, and all remaining 
  eyewitnesses belong either to families loyal to the crown 
  or representatives of parliament. Of course, one could 
  ask the kishi themselves, but naturally, no one wants to. 
  Part of this is because they’ve very quickly developed a 
  reputation for being smooth talkers, silver-tongued and 
  glib, perpetually needling for new contacts.
  It’s possible that the kishi bear no ill intentions but 
  are simply (if clumsily) attempting to make friends. But 
  some believe they may have more nefarious intent. 
  A growing number of the court believe that the kishi 
  aren’t simply looking for a place to hang their cloak, but 
  instead desire to establish themselves in a position of 
  power. Social maneuvering is, of course, not unknown 
  among members of the Seelie Court but as naysayers 
  point out, it’s an entirely different matter when you’re 
  discussing a species that is literally two-faced.
  That said, if the kishi are truly planning a coup, why 
  would Lady Brane not intervene? The answer to that 
  question is not one that many enjoy contemplating. 
  
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  It helps as well that the kishi are aesthetically 
  minded. Mortals curated by the fae are, just like the 
  fae themselves, universally beautiful specimens. More 
  importantly, the kishi are alarmingly discreet, at least in 
  regards to this matter. Thus far, their customers appear 
  to be nothing but happy. To hire their services, it seems, 
  is to be certain that no news will escape, no strands of 
  gossip will emerge. In exchange, all they ask is the gift of 
  your friendship—or a secret, however small.
  Kishi
  B
  A
  R
  S
  W
  L
  I
  C
  M
  Edge
  Ess
  4
  4
  5
  4
  4
  5
  4
  6
  4
  4
  6.0
  Initiative: 9 + 1D6
  Movement: x2/x4/+2
  Condition Monitor: 10/10
  Limits: Physical 6, Mental 6, Social 8
  Armor: 0
  Skills: Alchemy 2, Archery 4, Blades 6, Cracking skill 
  group 3, Con 2, Counterspelling 3, Electronics skill 
  group 2, Enchanting 3, First Aid 2, Gymnastics 2, 
  Intimidation 4, Perception 7, Spellcasting 4, 
  Throwing Weapons 4, Unarmed Combat 5
  Powers: Influence, Mimicry, Natural Weapon (Bite, DV 
  4P, AP —, Reach —), Sapience
  Weaknesses: Allergy (Fire, Severe)
  Notes: The Bite Natural Weapon only works with the 
  hyena head.
  Leshii
  Shock troops. Soldiers of misfortune. Conscripts. The 
  leshii are hounds obedient to the hand of the Seelie 
  Court, guided missiles, kept blind and dumb until they 
  are required. 
  Those who enter the Seelie Court will inevitably cross 
  paths with the leshii. After all, they’re hard to miss. For 
  the purpose of intimidation, they’re kept massive. Lady 
  Brane Deigh’s entourage itself is said to contain at least 
  two leshii at any given point of time.
  Although no mortal has ever seen the leshii in action, 
  the Seelie Court’s records bristle with mention of the 
  shapeshifting Russian fae. Fantastical diagrams illustrate 
  the depth of their savagery, while text holds an account 
  of their killing. It is possible that the numbers have been 
  exaggerated for effect, a way to subdue any attempts 
  at rebellion. But if they were not? The leshii may well be 
  the Seelie Court’s equivalent of a world-shattering nuke. 
  APPEARANCE AND BEHAVIOR
  The kishi are invariably tall, invariably dark, and always, 
  always handsome—at least from the front. It is difficult to 
  pin an ethnicity to them. There are some who resemble 
  the Kongo, some who resemble the Oromo, some who 
  resemble Egyptians, some who resemble Hausa, and 
  so on. The more astute will tell you that while there are 
  some variances, the distribution of ethnicities is similar 
  to the population of Angola, lending credence to the 
  idea that the kishi originated from there (even if they 
  claim otherwise).
  From behind, the kishi are equally curious, possessing 
  the heads of hyenas. Interestingly, their animal halves 
  are female rather than male, a fact that has catalyzed 
  speculations about their natural biology. The kishi 
  have provided no comment on the subject. They do, 
  however, happily promote the idea that their hyena-
  selves possess a herculean grip and enough power to 
  crush steel. None of this has been proven. None of this 
  has even been witnessed. But such assertions have done 
  nothing to stop the kishi from disseminating stories of 
  their brilliance.
  It is important to note that the kishi enjoy lying. Rarely 
  do they seem to care when they’re caught in their own 
  trickery, laughing themselves into a new fabrication a 
  moment later. The kishi do not seem to have any clear 
  purpose in their deception, other than to see how far they 
  can push an untruth before it is revealed as such, making 
  it very difficult to tell when they are being serious. 
  A TRADE IN MEMORIES
  Unsurprisingly, the kishi’s predilection for duplicity 
  has not endeared them to the Seelie Court. However, 
  nobility is nothing if not resourceful. It was quickly 
  discovered that the kishi are, by virtue of their cunning, 
  exceptionally good at facilitating the creation of 
  coimeádaí. Part of this can be attributed to the fact that 
  mortals seem to find them irresistible.
  It is difficult to say why this is the case, however. Some 
  believe that it’s simply that the kishi are preternaturally 
  attractive to humans and metahumans, in the way a 
  hyena might fascinate a newborn antelope. Others 
  attribute their appeal to an aptitude for discreet mind 
  control. (One or two suggest that the hyena-halves drain 
  the mortal souls of will, leaving them perfectly pliant.) 
  Regardless, the kishi possess an enormous gift for the 
  matter and are routinely contracted by members of the 
  Court to seek new vessels.
  
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  Playing in 
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  APPEARANCE AND BEHAVIOR
  In general, the leshii are all masculine, all bearded, and 
  all massive. Their skin ripples with moss bark, muscle, 
  and the faintest stink of blood. Horns spiral up from their 
  brows. They are also frequently naked, although few 
  have ever thought to comment on the inappropriateness 
  of the leshii’s lack of attire. Their hair is frequently 
  sufficient to disguise their bare bodies. More crucially, 
  to talk about the leshii is to invite the attention of their 
  Keepers, a situation that few are willing to invite.
  By and large, the leshii lack any behavioral patterns to 
  learn. They go where they are told. They sit where they are 
  told. They will not even eat unless otherwise instructed. 
  No one has ever heard the fae speak. However, there 
  are a few who claim they have seen the leshii tapping 
  their fingers against wall or wood, drumming out what 
  almost sounds like a coded message. 
  KEEPER OF THE SILENT ONES
  Like all weapons, the leshii require vigilant observation. 
  The Keepers serve this function here. They can be 
  identified by their crimson-laced robes of office, and 
  the golden disc cut into the center of their foreheads. 
  Like their charges, the coimeádaí are entirely silent, 
  communicating entirely in gestures with their respective 
  nobles. No one knows for certain how the coimeádaí 
  maintain their control over the leshii. As far as anyone 
  is concerned, the Keepers simply remain within the 
  vicinity, saying nothing until they themselves are spoken 
  to. There is no sign of magical equipment. There is no 
  indication of a previously established geas. Nothing 
  but their lithe, quiet presences and that one piece of 
  conspicuous jewelry chiseled into their skulls.
  Leshii
  B
  A
  R
  S
  W
  L
  I
  C
  Edge
  Ess
  8
  4
  3
  9
  2
  2
  4
  2
  2
  6.0
  Initiative: 7 + 1D6
  Movement: x2/x4/+2
  Condition Monitor: 12/9
  Limits: Physical 10, Mental 4, Social 4
  Armor: 0
  Skills: Blades 5, Clubs 6, Gymnastics 2, Intimidation 3, 
  Perception 2, Unarmed Combat 6
  Powers: Sapience, Toughness
  Now, the question needs to be asked: How did the 
  leshii find themselves enthralled by the Seelie Court? 
  There are many who think that the answers can be 
  found within the library itself, buried between stories of 
  the leshii’s strength. Others claim that their exact origins 
  have long been erased, razed to the ground so that no 
  one might learn of the despicable circumstances that 
  led to the enslavement of these fae.
  That said, nothing exists in a vacuum. A few rumors 
  have escaped, and they are unsettling, to put it mildly. 
  The most popular tale is likely the most gruesome. In 
  the beginning, before the War of Sorrows, before the fae 
  even needed to contemplate strife, the leshii roamed 
  wherever they will. Like many of their brethren, the leshii 
  found the earthly plane intoxicating, rife with prey and 
  possibility. Drunk on their power, they made themselves 
  into gods, tying their name with humanity’s fear of a 
  great adversary. (There is likely a reason as to why most 
  modern descriptions of the Devil involve a surprising 
  number of commonalities with leshii.)
  But that soon proved insufficient. What the leshii 
  craved was not worship—they desired challenge. Their 
  blood ran hottest during the pursuit, when they were 
  forced to hunt. Frustrated by humanity’s willingness 
  to bow their heads, the leshii changed tactics. Many 
  in the Seelie Court believed that the leshii were the 
  first to kidnap young children and replace them with 
  squalling changelings. At first, this mischief delighted 
  the leshii, who had grown tired of humanity’s pliancy. 
  But slowly, they began to realize that mortals were 
  surprisingly willing to overlook discrepancies in their 
  children’s personality. The rescue attempts dwindled, 
  and human parents simply learned to adapt to their 
  changelings’ needs, dismissing the peculiarities as a 
  trick of hormones.
  This left the Seelie Court thronging with young 
  human children, all terrified, all desperate to go home. 
  Not even the best sorcerers could keep them all in thrall 
  simultaneously. Suddenly, the leshii found themselves 
  with thousands of abandoned foundlings and nowhere 
  to put them. 
  So they ate the children, each and every one of them. 
  The butchery, conducted over the course of a single 
  night, would forever be remembered as the Night of 
  the Starved Rose. When the rulers of the Seelie Court 
  discovered what the leshii had done, they were appalled. 
  Records are unclear as to what happened next, but soon 
  enough, all traces of the original leshii vanished, leaving 
  only the obedient zombies that inhabit the court today.
  
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  having spoken. There have been attempts to teach 
  them sign language, which they have resisted, but they 
  have been known to use gestures—pointing, tugging 
  on sleeves, and so forth—to at least direct attention to 
  some spot or another. Why they want people to look at 
  whatever they want them to look at is another enduring 
  mystery.
  These gestures may not indicate any significant 
  intelligence. If, as has been suspected, morbi somehow 
  feed off negative emotion, directing the attention of 
  others to this event may be a simple instinct, the way 
  communal animals indicate the existence of food to one 
  another. This puts the communication at the level of base 
  instinct, not indicative of sentience. However, they can 
  be quite emotionally sophisticated. Anyone can sense 
  despair at the sight of a great battle, but morbi have been 
  seen in all sorts of scenes of emotional distress, from 
  lovers who have just experienced a breakup to children 
  experiencing separation anxiety to faction leaders who 
  had just been betrayed and were on the verge of losing 
  their rank. Again, it is quite possible that their appearance 
  at these scenes is instinctual, responding to a source of 
  food, but some observers say their ability to read these 
  situations, particularly in advance, indicates significant 
  emotional intelligence. The fact that some observers 
  can believe morbi are creatures of mere instinct, others 
  think they are fore tellers of doom and sadness, and still 
  others believe they are master manipulators dedicated 
  to arranging chaos, and each side has considerable 
  evidence to support their theory, speaks to the truly 
  deep mystery that is the morbi.
  Morbi
  B
  A
  R
  S
  W
  L
  I
  C
  M
  Edge
  Ess
  F
  F
  F+1 F-2
  F
  F
  F+1 F+2
  F
  F/2
  F
  Initiative: [(F x 2) +2] + 2D6
  Astral Initiative: (F x 2) + 3D6
  Condition Monitor (for Force 4): 10/10
  Movement: x2/x4/+2
  Armor: 0
  Skills: Assensing, Astral Combat, Perception, Ritual 
  Spellcasting, Sneaking, Unarmed Combat
  Powers: Accident, Astral Form, Banishing Resistance, 
  Enhanced Senses (Low Light), Innate Ritual 
  (Augury), Magic Sense, Materialization, Search
  Optional Powers: Deathlock
  Morbi
  The morbi do not have a known metaplane of origin, nor 
  are there any mythological references to them. The first 
  mass sighting of morbi on the material plane was August 
  2017, when many were seen observing mountains in the 
  Pacific Northwest before they erupted. Unsubstantiated 
  stories report sightings as early as 2010. VITAS might 
  have been what initially attracted them to that spot. 
  They have been around the metaplanes for much longer, 
  though, and the archives of the Court record numerous 
  instances where morbi have served as warnings or 
  harbingers of ill tidings.
  Morbi have large black eyes in proportion to their 
  grey oval face, and their bodies are ambiguous forms 
  beneath a cloak of something appearing like feathers 
  or moth wings. The eyes do not have discernible 
  metahuman anatomy. Instead they are like dark pools 
  where the surface can ripple and shift in a fluid way. They 
  don’t appear to show emotion—or rather, observers 
  don’t see a change in their facial expression that can be 
  interpreted as emotion.
  They are odd spirits, attracted to disaster and death. 
  They will stand in dark corners or look from a window, 
  anticipating violence, then walk through the carnage, 
  pausing to observe a dying individual’s gasp of air. Some 
  may interact with the dying, but only to adjust their hair 
  or straighten a tie. Others may rearrange the scene into 
  possibly a gentle repose or some artistic pattern.
  While the Awakened and even the mundane can see 
  morbi when they manifest, spirits have trouble seeing 
  them. It is unclear how they do it, though it may be 
  similar to the capabilities of mentor spirits. In any case, 
  other astral denizens ignore morbi. They seem impartial 
  to our material world, but there are questions on how 
  they know of disastrous events. While there is possibility 
  of divination, some believe that they are mischievous 
  harbingers of chaos, capable of causing events and then 
  watching them unfold. There may be truth in both. While 
  we don’t see emotion from morbi, it doesn’t appear 
  that they like to be disappointed. There have been 
  correlations of nearby “freak accidents” if there wasn’t 
  enough tragedy in the initial event.
  SENTIENT OR NOT?
  Along with the debate about whether morbi cause chaos 
  or foretell it, the most significant question about the 
  morbi is just how sentient they are. They are excessively 
  uncommunicative, with no reliable records of them 
  
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  Tensions have always run thick between pishachas 
  and the Seelie Court. The latter found the foreign fae 
  uncouth, too quick to leap to violence, too quick to 
  take the side of those they considered their own. But 
  protocol demanded that the Tuatha de Danaan act with 
  the utmost courtesy and so, they did, smiling tight-
  lipped even as pishachas darted between planes, blood-
  soaked and rage-kissed.
  All changed, however, when VITAS ripped through 
  India. Suddenly, the pishachas had an enemy that 
  they could not touch, let alone fight. Hundreds died. 
  Then thousands. Millions. The devastation tore at the 
  pishacha core, and the Seelie Court saw an opening. 
  Adapt or leave. The ultimatum was clear. To 
  everyone’s surprise, pishachas chose compliance, 
  relinquishing their bloodied history with an ease that 
  unnerved. Everything they were, they discarded. Those 
  unwilling to bend their knee to Lady Brane Deigh’s 
  command vanished without a trace. So quick was their 
  disappearance—and so thorough—that many feared it 
  Pishacha
  Carrion-eaters. Flesh-renders. Scavengers. Corpse-movers. 
  There are a million names for pishachas, none of which fit. 
  The Indian fairies, often vilified as demons, followed their 
  people to the West when the trade routes opened and have 
  watched over them since. Theirs was a grisly responsibility; 
  they were the gods of the desperate, the silent, the lost. 
  Those who would harm their charge, pishachas devoured, 
  meat and marrow and all, giving birth to their reputation 
  as evil spirits.
  At first, the Seelie Court said nothing. There was no 
  reason, no time. The War of Sorrows was breaking, 
  and brother was taking up arms against brother. But 
  just because nothing was spoken, it did not mean 
  that nothing was remembered, or packaged and put 
  away for future inspection. The conflict ended. Mana 
  returned, seeped through the cracks in the world. And 
  as the Seelie Court found its voice again, it turned to the 
  pishachas and said: Why? 
  
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  PISHACHAS AND THE DEAD
  The dead speak to pishachas, or at least that is what they 
  claim. Pishachas have always been open about their 
  beliefs that the deceased do not vanish into nothingness 
  but rather transition along the reincarnation cycle. But 
  not everyone leaves for the next life.
  Every pishacha has their “chosen” families, a bloodline 
  they’ve guarded since its conception. It is their duty 
  to protect the family, their scions, and their wives. If 
  a member of this family dies an unnatural death, it 
  becomes a pishacha’s duty to seek justice, or to put the 
  dead to rest—a process that involves consuming the 
  remains. (This, perhaps, is where legends of pishachas’ 
  preference for cremation grounds emerged.)
  That said, pishachas possess a strong reverence for 
  the dead, regardless of whether they belong to the fae’s 
  chosen household or not. It is not uncommon to find 
  them tending to grave sites, carefully cultivating the 
  terrain, assembling offerings, and other such labors. 
  This deep-set respect can and will override whatever 
  loyalties they might offer to their employers. More than 
  one noble has met a gruesome end because of their 
  unwillingness to compromise.
  Pishacha
  B
  A
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  M
  Edge
  Ess
  5
  2
  3
  6
  3
  2
  5
  1
  3
  2
  6.0
  Initiative: 8 + 1D6
  Movement: x2/x4/+1
  Condition Monitor: 11/10
  Limits: Physical 7, Mental 4, Social 4
  Armor: 1
  Skills: Animal Handling 3, Intimidation 4, Unarmed 
  Combat 5
  Powers: Armor (1), Devouring, Natural Weapon (Bite, 
  DV 8P, AP –1, Reach —), Sapience
  was a case of foul play. The remaining pishachas were 
  quick to reassure: No, their kin had merely gone away.
  Today, the fairies have integrated entirely in the 
  Seelie Court, primarily functioning as servitors and 
  bodyguards, protectors of the sumptuously powerful. It 
  is a role that has incensed some. How dare the noble 
  class act the way they have? How dare they subjugate 
  them? After all that has happened? Surely, this was 
  gross exploitation, especially given the alternatives. 
  Surely, this was wrong. But that anthem of fury is not 
  one echoed by the fairies themselves. Instead, there is 
  only silence, only watching. 
  APPEARANCE AND BEHAVIOR
  Pishachas are ugly. Pot-bellied, sharp-toothed, dark skin 
  tumescent with veins, eyes webbed with red. The exact 
  features can and will vary from pishacha to pishacha. 
  Some are enormous monstrosities, more than three 
  meters in height, scaled and ridged with horns. Others are 
  closer to human, smaller and sleeker, but no less horrific 
  to witness. Of course, even those descriptions are only 
  viable half the time. Pishachas are gifted shapeshifters, 
  capable of seamlessly switching between bodies.
  But there is one thing that all pishachas share: the 
  eyes. Look closely, regardless of what form they might 
  have taken, and you’ll see concentric rings, as though 
  the optical tissues were built of layers upon layers. 
  Pishachas do not have true irises, merely circles in a 
  deeper shade. None of this helps or hinders the fae, who 
  enjoy relatively good vision.
  Their dentition is of particular interest as well. Even 
  if pishachas had attempted subterfuge, they would not 
  have been able to disguise the nature of their beings. 
  They are clearly carnivores, suited toward tearing meat 
  and crushing bone. Their dietary capabilities reflect 
  these powerful jaws. Pishachas can eat anything. Metal, 
  stone, chips of glass—none of these frighten them. It is 
  simply a question of time before the object is ground 
  down and left to undulate through the digestive tract.
  Despite their monstrous appearance, pishachas have 
  remarkably gregarious personalities. They are happy to 
  converse for long hours, or to shoulder any responsibility. 
  Their considerable strength and shapeshifting skills 
  make even the most arduous of labors into a mild 
  inconvenience. Many pishachas are remarkably well-
  spoken as well, leaving many to wonder why they would 
  enter into such derogatory, dehumanizing roles. When 
  asked, the fae invariably reply with the same thing: 
  We’re waiting.
  
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  of Sorrows raged on. By and large, the Seelie Court had 
  worse things to worry about.
  Eventually the war ended, leaving the court to rebuild. 
  And in that new silence, the survivors found themselves 
  asking: what do they do with pukwudgies now? There 
  didn’t appear to be room for discourse or to renegotiate 
  reconciliation. Trapped in their own grief, the fae 
  continued their assault, unable to find any recourse 
  outside of pain.
  APPEARANCE AND BEHAVIOR
  For beings of such immense power, pukwudgies are 
  exceptionally cute. Take a normal human being and 
  condense them to about two, maybe three feet of 
  height. Remove their pigmentation. Let their skin 
  grow grey and bright. Magnify their feet, their fingers, 
  and their ears. Once you’ve done that, you’ll have the 
  prototypical pukwudgie.
  Move closer, however, and the fae lose their 
  endearing quality. Every pukwudgie in recent history 
  is branded by an incomprehensible amount of grief, 
  their countenances mangled by the weight of that 
  burden. Eyewitnesses state that the fae practice ritual 
  scarification as well, and that the pukwudgie are all 
  living records of their sins. But no one knows for certain. 
  Few survive a close encounter with the pukwudgie, as 
  they have been reduced to nothing but beings of pure 
  emotion.
  Needless to say, they were not always like this. Records 
  suggest that pukwudgies were once a tribal people who 
  practiced a matrifocal society. The oldest females were 
  responsible for stewardship of their respective tribes, 
  but each family unit was obedient to both the oldest 
  male and female within the bloodline. However, while 
  power was held by the oldest, pukwudgies as a whole 
  believed strenuously in democracy. Any significant 
  decision, whether marriage or a call to arms, had to 
  first pass through every level of the social hierarchy. 
  Ordinarily, this would not be a problem. Pukwudgies 
  were powerful creatures, capable of taking care of 
  themselves while they waited. But the same did not 
  prove true for the Wampanoag, who suffered grievously 
  while the pukwudgies deliberated over the idea of 
  extending their help.
  By the time the Sixth World came around, pukwudgies 
  abandoned their complex ideas of government and 
  opted instead for pure anarchy. In an ironic twist, 
  this proved the best decision the species could have 
  made. Because they lacked organization, no one 
  Pukwudgie
  If there is one thing that you need to know about 
  pukwudgies, it is this: They are angry. 
  Many point to their rage as evidence of the belief 
  that the Seelie Court should maintain its distance from 
  the earthly plane. This is poison, they hiss, even as 
  pukwudgies rattle in their centuries-old fury, too full of 
  hate to speak for themselves. 
  To understand pukwudgies’ predicament, however, 
  we must examine their history. Before the War of 
  Sorrows, before the death of mana, before any of 
  today’s atrocities took place, the grey-skinned faerie 
  shared a warm friendship with the Wampanoag. There 
  was friction in the beginning, of course, as pukwudgies 
  learned to adapt to mortal concerns. But learned they 
  did, and, pukwudgies found a home among the tribes.
  Their peace was short-lived, or at least short-lived in 
  the eyes of creatures who would endure for centuries, 
  nursing the trauma of their loss. One year, an epidemic 
  began convulsing through the Wampanoag, swallowing 
  entire swathes of families. Countless died as pukwudgies 
  watched helplessly, too slow to stop the infection. Time 
  had never been an issue for the fae. But now it was, 
  and things were happening faster than the pukwudgies 
  knew to deal with.
  Paralysed by horror, the pukwudgies did nothing even 
  as the events that would cut through the Wampanoag 
  took place. By the time that the faeries had organized 
  enough to respond, their friends stood at the edge 
  of extinction. There was nothing left to be done. The 
  pukwudgies fled, ashamed.
  But they did not surrender their hurt, nor did they 
  give up their guilt. Instead, they nursed it, year after 
  year, rolling the memory of their failure in their hearts. 
  The pukwudgies grew bitter. With themselves, with 
  humanity, with the fact that the Seelie Court had done 
  nothing, had merely shrugged and declared this was not 
  a matter of them. The misfortunes of the Wampanoag 
  were not the Seelie Court’s problem. They were 
  inconsequential.
  This did not go over well with the pukwudgies. After 
  another decade or so of self-loathing, they pulled 
  together and walked out of the Seelie Court. But they 
  did not go far. In fact, they stayed quite close indeed, 
  organizing hostile incursions into the territory of 
  those who had abandoned them. Fortunately for the 
  pukwudgies, their assault was an inconvenience at 
  most, an inconvenience to be tolerated even as the War 
  
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  TommyKnockers
  Tommyknockers are an integral part of English 
  mythology, as inseparable from the continent as the 
  Irish are from their leprechauns. Some pieces of popular 
  lore describe them to be the spirits of dead miners, 
  forgotten in the catacombs, alone except for the worms 
  and the men who would come after, hungry for the gold 
  that’d taken their forebears’ lives. Still others believe that 
  the tommyknockers are entities of their own, elves and 
  fae instead of the spirits of the dead. 
  Whatever the case, there’s something that everyone 
  can agree upon: Not all tommyknockers are cut from the 
  same cloth. In some stories, they are benevolent forces 
  who warn miners of cave-ins before they happen. In 
  others, they are malevolent entities, swallowed by the 
  dark, so starved by loneliness that they’d do anything 
  whatsoever to bring a new voice, a new face to their 
  subterranean tombs.
  Because of this incongruity, many miners learned 
  to be careful and to listen for that ra-ta-ta-ta-ta of the 
  tommyknockers’ hammers on the wall. 
  Legend isn’t always very far from fact. 
  Real tommyknockers are a varied bunch. Some 
  are as murderous as myth prescribes, but most are 
  merely impish, enjoying the terror that they incite in 
  human miners. However, mischief doesn’t define 
  them. Industry does. More than anything else, 
  tommyknockers are hard workers who enjoy labor 
  for all that represents. During the War of Sorrow, they 
  worked tirelessly in the terrestrial plane, digging deep 
  into the earth for new metals, new answers to the 
  ongoing conflict. Too clumsy to be blacksmiths, they 
  committed themselves to that search, crawling so 
  deeply into the soil that some of them never emerged 
  again, blending into seams of metal.
  This, of course, did not endear them to everyone. For 
  one, the tommyknockers were willing to perform this 
  labor for anyone. Two rival families might contract the 
  same team. There would be no difference to the gnomish 
  creatures, no loyalty to anything but work and payment. 
  When the war ended, many began questioning the Seelie 
  Court’s willingness to simply let the tommyknockers 
  be. Were they certain that the tommyknockers were a 
  neutral party? Did they genuinely believe that no harm 
  was meant? What if the tommyknockers encouraged 
  the violence? What if they seeded doubt and dissent, all 
  to fulfill some malicious quota? 
  saw pukwudgies as a threat. Because they ceased 
  communicating between themselves, there was no way 
  to identify a ringleader, to follow one tribe to the rest. 
  The madness, however unintentional, kept them safe.
  POWER OF THE PUKWUDGIES
  As 
  mentioned 
  earlier, 
  pukwudgies 
  are 
  almost 
  disproportionately powerful entities, especially given 
  their comical appearance. A number of abilities have 
  come to be associated with the fae. On the most 
  unimpressive end of the scale, all pukwudgies are 
  capable of transforming into porcupines or, at the very 
  least, altering hair follicles into spines. It is also believed 
  that the fae can dematerialize at will, create fire, and 
  utilize poison arrows. Although potentially dangerous, 
  none of these talents are terrifying, per se. Compared 
  to the outlandish cantrips that are frequently seen in the 
  Court, they seem almost mundane. 
  So, why do pukwudgies have such a fearsome 
  reputation? For one, none of them seem to evidence 
  a fear for murder. If anything, they seem to thrive on 
  carnage, on perpetuating the agony that beats in their 
  chest. More crucially, however, pukwudgies appear to 
  have a limitless facility for controlling the dead. Any 
  of the dead. Stories abound of pukwudgies calling up 
  fallen soldiers and turning them on their masters, or 
  of pukwudgies strutting ahead of an entire army of 
  corpses.
  Pukwudgies
  B
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  Edge
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  4
  4
  5
  4
  4
  5
  4
  6
  4
  4
  6.0
  Initiative: 9 + 1D6
  Movement: x2/x4/+2
  Condition Monitor: 10/10
  Limits: Physical 6, Mental 6, Social 8
  Armor: 0
  Skills: Archery 5, Blades 3, Con 2, First Aid 3, 
  Gymnastics 4, Intimidation 4, Leadership 2, 
  Negotiation 3, Perception 5, Spellcasting 3, 
  Throwing Weapons 2, Unarmed Combat 5
  Powers: Innate Spell (Flamethrower), Materialization, 
  Natural Weapon (Spines, DV 6P, AP –1, Reach 1), 
  Sapience, Venom
  Notes: Pukwudgies often use the venom they create to 
  coat arrows that they use in attacks.
  
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  These  Cornish fae can squeeze through almost any 
  opening, flattening in the ribs in a way that is absolutely 
  horrific to witness. Their maneuverability, of course, 
  makes mischief incredibly easy.
  Though they are, without a shadow of a doubt, hard 
  workers, the tommyknockers are also ridiculously 
  mischievous critters. In the nineteenth century, they 
  developed a reputation among humans for stealing 
  tools and replacing equipment with stranger objects, 
  and for tracking frightened miners through the depths 
  of the mines and then laughing into their ears. Oh, 
  the tommyknockers—most of them, at least—never 
  intended any harm, but they caused more than a few 
  deaths, casualties of play taken too far. 
  But that isn’t what detractors have pointed fingers 
  at. No. What will not die is stories of what the 
  tommyknockers do with these deaths. It is widely 
  known that the tommyknockers are universally male. 
  However, unlike so many other uni-gender fae, the 
  Tommyknockers do not procure human partners to 
  create new additions to their species. In fact, no one 
  knows how they reproduce at all—outside of that one, 
  nasty rumor. The rumor that says that tommyknockers 
  are grown from the ribs of dead men, sprouting like 
  mushrooms in the cold, damp dark, fully grown with a 
  hammer on their hands. 
  Tommyknocker
  B
  A
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  I
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  M
  Edge
  Ess
  6
  3
  2
  10
  5
  3
  5
  4
  4
  3
  6.0
  Initiative: 7 + 1D6
  Movement: x2/x4/+1
  Condition Monitor: 11/11
  Limits: Physical 10, Mental 6, Social 7
  Armor: 1
  Skills: Blades 5 (Axe +2), Clubs 3, Escape Artist 9, 
  Gymnastics 6, Unarmed Combat 4
  Powers: Armor (1), Innate Spell (Phantasm), 
  Malleability, Sapience, Toughness, Tunnel
  Weaknesses: Allergy (Fire, Severe)
  This unexpected bigotry was one of the reasons that 
  a vast majority of tommyknockers remained on the 
  earthly plane, risking oblivion in exchange for peace. 
  And slowly, as decades began to past, many grew 
  to believe that the tommyknockers had gone extinct 
  entirely.
  It wasn’t until Lady Brane Deigh came into power that 
  this belief was reversed. The Seelie Court’s new ruler 
  brought the tommyknockers out of obscurity, opening 
  doors and offering the beleaguered fae a place of honor 
  in their halls. All is forgiven, all is forgotten. 
  Of course, that wasn’t necessarily the right thing 
  to say. The tommyknockers, all truth be told, hadn’t 
  committed any crime. They were impartial, but they 
  weren’t impartial in the right way. Like so many survivors 
  from the war, the tommyknockers were treated unfairly. 
  And like many of the survivors, they said nothing—they 
  merely kept their council and watched.
  Today, the tommyknockers appear to have been 
  restored to their old roles. Once again, they are in 
  the mines, working for the betterment of the crown, 
  searching for new resources and artifacts that might 
  have been forgotten in the earth. Naturally, their 
  proximity to such tangible articles of power has made 
  them of interest to the megacorporations. More than 
  a few companies have sent representatives to woo the 
  tommyknockers, hoping to be able to find the right kind 
  of bribe to pull the fae to their side. So far, no one has 
  succeeded.
  Yet.
  APPEARANCE AND BEHAVIOR 
  The tommyknockers look exactly like what legend 
  ascribes to them: dwarfish men with torrential beards, 
  noticeably inhuman but not misshapen. Again, they 
  bear strong similarities to leprechauns, although there 
  is one prominent difference. Where the leprechauns 
  are often spry and quick, the tommyknockers are burly. 
  They are strong enough to hold a tunnel in place, strong 
  enough to crack rocks with their hands. For all of their 
  diminutiveness, a tommyknocker can easily wrestle 
  a grown bear to the ground. This makes them slightly 
  comical to look at. They’re essentially bricks of muscle, 
  perambulatory slabs of raw power nestled in a fountain 
  of curly hair.
  But for all of their apparent bulk, the tommyknockers 
  are uncannily malleable. Detractors have called them 
  rat-like in the past, and it isn’t a poor comparison. 
  
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  around the corner of a corridor and is visible enough to 
  lead an unwary fae on a journey of discovery.
  Being shy creatures, they must live in isolated and 
  remote areas of the court, but their curiosity leads them 
  to wander through the more populous areas.
  Wisps often spy on other faeries, but even though 
  they are very hard to see, they won’t linger in a room 
  in which a plot is occurring or a body is being hidden; 
  instead, they will carefully observe who comes and 
  goes, and deduce what’s happened from the physical 
  evidence, as well as the words and actions of people 
  when they leave. They are then in a position to lead a 
  curious individual into a room full of clues if they want 
  the plot discovered.
  When not plotting for themselves, they seem to be 
  fascinated by innocent people, and people who can still 
  innocently enjoy a game. They frequently frolic and play 
  near children, visitors, and others who have not fallen 
  prey to cynicism and guile. They will often cluster near 
  a baby taken from the mortal realm, although of course 
  they will snuff their flames if caught by someone who 
  looks to be unfriendly to their fun.
  Many residents don’t know the truth behind will-o’-
  the-wisp, and love the idea of being led on an adventure 
  to discover some dread secret, or some marvelous 
  reward. More knowledgeable schemers and power 
  brokers regard them as a downright nuisance, and they 
  take care to obscure their dealings, even when it looks 
  like there is no one around. This may be one reason that 
  schemers often speak in obscure metaphors and vague 
  allusions.
  They definitely seem to have some sort of organization, 
  on the few occasions when one has been hurt, other will-
  o’-the-wisp exact infuriating revenge, exposing secrets, 
  or other frustrating tactics. This organization doesn’t 
  extend to a power structure and is probably more of an 
  informal gossip network.
  Will-o’-the-wisps are drawn to areas with interesting 
  background counts, even when the background 
  emotions are too faint to interfere with magic. They will 
  cluster around areas that have had intense emotions, 
  and they seem to especially cluster around areas that 
  have had some event burn an impression in astral space, 
  even if that impression was fleeting. This leads them 
  to places where foul deeds have been done in secret, 
  where forbidden lovers tryst, and where great secrets 
  have been hidden.
  In the past, nobles of the Court have made common 
  cause with will-o’-the-wisps when an astral impression 
  Will o’ the Wisp
  A flickering light around a bend in the corridor. Who 
  could be here at this time of night?
  Many of the people of the Seelie Court are unusual, 
  and most are secretive. One of the most shy and secret 
  creatures is the elusive will-o’-the-wisp. Even though 
  dozens, or even hundreds of wisps live in and around 
  the Court, most residents have not encountered one, 
  and even fewer have seen the true shape of the creature.
  The oldest book of faerie lore in Court archives, 
  Observations of the Fae, is one of the few books that 
  describes them at all. The book describes will-o’-the-
  wisps as small goblin creatures who can hide better than 
  most can see, and who often carry a lantern when they 
  need to attract the attention of others.
  More information can be deduced through reason. 
  Obviously these creatures are shy and normally choose 
  to stay aloof from faerie business, but they are often 
  found in the Court corridors, and when seen are usually 
  to be found at the scene of some great intrigue or 
  deception. The one thing about will-o’-the-wisps that 
  everyone knows is that if you follow their light, you 
  might be led to some great treasure, some great secret, 
  or into great harm. In the politics that suffuse the Court, 
  it is obvious that they have some goals that overcome 
  their shyness. Unwilling to simply talk to people, they 
  will instead spy on dirty deeds and listen to whispered 
  treachery, and if their goals will be served by bringing the 
  secret to light, they will lead an unsuspecting patsy or 
  catspaw to evidence that can uncover the plot. It seems 
  that Court players who please the wisps occasionally 
  come into great wealth, seemingly by luck. Conversely, 
  those who displease them are led into danger. Worse 
  luck, no one other than other wisps seem to have any 
  idea what they want. 
  Physically, wisps are small goblinoid creatures, who 
  use their inherent magic to bumble through the air, 
  but most creatures never lay eyes on their true form. 
  Instead, they use their magical powers to conceal their 
  true faces. Only the keenest eyes can see through the 
  concealment, and they never drop the illusion. In those 
  rare moments when they want to interact with someone, 
  they carry a lantern, or conjure a magical light and use 
  that to signal, beckon and gesture. The specific type of 
  light seems to be a matter of personal taste; sometimes 
  they will carry a lamp the size of their head, other times 
  they will carry a single candle. In most cases it doesn’t 
  matter how big the light is as long as it can be seen 
  
  133
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  The Seelie 
  Court
  The 
  Factions of 
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  The Court 
  Itself
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  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  point of Essence loss. This loss heals in twenty-four 
  hours. While the Kiss is not as harmful as attacks from 
  vampires and other Infected, it can be addictive. Each 
  time a character receives a Baobhan’s Kiss, they must 
  treat it as if they used a drug with an Addiction Rating 
  of 6 and an Addiction Threshold of 3. The addiction is 
  psychological.
  MALLEABILITY
  Type: P Action: Complex
  Range: Self 
  Duration: Sustained
  The critter can make itself very flexible, compressing 
  muscles and even bending bone to pass through tight 
  spaces. The critter receives +2 on any Escape Artist 
  tests to escape manacles or similar confines, +4 to slip 
  through tight spaces. They can also slip through spaces 
  they would seem too wide to be able to pass through—
  they can attempt to go through openings as little as 
  one-quarter of their actual body width.
  PARASITIC FEEDING
  Type: P Action: Special
  Range: Special 
  Duration: Sustained
  Parasitic Feeding allows critters to tap into the food 
  source another creature uses and siphon it off as their 
  own. This takes continued effort from the critter with this 
  power; treat them as a toxin with a Vector of Ingestion, 
  Speed of 1 day, Penetration of –2, and Power of 16. The 
  effect is that victims must increase their lifestyle costs 
  by twenty-five percent or have their Body temporarily 
  reduced by 2. The reduction ends when the parasite 
  is expelled or the lifestyle cost is increased for long 
  enough for the victim to reduce the Power of the toxin 
  to 0.
  has been the only clue to some plot or event, but 
  most of the time the court ignores these enigmatic 
  creatures, and leaves them to play among the empty 
  outer hallways. In any case, only very powerful and 
  knowledgeable fae seem to know how to communicate 
  with them, and those who do know aren’t telling.
  Will-o’-the-Wisp
  B
  A
  R
  S
  W
  L
  I
  C
  M
  Edge
  Ess
  1
  6
  8
  1
  4
  5
  5
  4
  6
  1
  6
  Initiative: 13 + 1D6
  Movement: x2/x4/+2
  Condition Monitor (P/S): 9/10
  Limits: Physical 4, Mental 7, Social 6
  Armor: 0
  Skills: Assensing 5, Escape Artist 4, Flight 6, Navigation 
  3, Palming 4, Perception 6, Performance (Dancing) 
  3, Running 5, Sneaking 6, Tracking 4
  Powers: Accident, Compulsion (Follow the Light), 
  Concealment (Self), Dual Natured, Enhanced 
  Senses (Astral Senses), Flight, Innate Spells 
  (Improved Invisibility, Light), Sapience
  New Critter Powers 
  and Weaknesses
  BAOBHAN’S KISS
  Type: P Action: Complex
  Range: Touch 
  Duration: Instant
  Unlike Essence Drain, Baobhan’s Kiss is directly tied 
  to consuming blood from a victim. The emotional 
  connection of Essence Drain is not needed. This means 
  that unlike Essence Drain, the effect of the Baobhan’s 
  Kiss is not permanent, and it does not strengthen 
  the critter. The attack does 6P damage (resisted 
  with Body only, not armor) as well as one temporary 
  
  134
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  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  When existence stretches into eternities, memories 
  are misty and sometimes conflicting, and reality itself 
  is pliable to those who know how to shape it, grudges 
  and feuds can be buried deeper than ancient skeletons. 
  But they are never forgotten. The denizens of the Court 
  and the related areas plot against each other out of 
  reflex. It is bred in their bone, or whatever passes for 
  their bodily structure, to joust for position, to act against 
  their enemies, and to consolidate power. Asking what 
  their ultimate goals are can be like asking a tree just 
  what shape it intends to take by digging its roots deep 
  into the soil. The tree grows because that is what it is 
  supposed to do, and it takes the shape it is able to take. 
  So it is with the factions of the Court.
  Here, then, are some of the ways the branches of 
  intrigue are reaching through the Court—sometimes 
  with a clear sense of what it is they are attempting to 
  grasp, sometimes not.
  The Unseelie Court and 
  Its Allies
  The reactionary nature of the Unseelie Court is right 
  there in its name. From the beginning, they have defined 
  themselves by what they are not. Insofar as they have 
  defined themselves at all. There are still many members 
  of the Court who insist that the Unseelie Court is nothing 
  more than a rumor, a bogeyman that naïve people like 
  to blame for a collection of random events. They are the 
  devil of the Seelie Court, the easy thing to blame so that 
  you don’t have to analyze events too closely.
  The Unseelie Court, if they exist, take advantage of 
  their mysterious nature. They never directly take credit 
  for actions that are connected to them. They have no 
  one that will admit membership to their body, so no 
  one can tie actions to the Court. Any operatives they 
  have possess other allegiances, and they can claim that 
  any activities they undertake are related to those ties, 
  and not to any connections they have to the Unseelie 
  Court, which, incidentally, they are not part of, because 
  they could not be part of it, because it is not a thing 
  that exists.
  The best way to examine the Unseelie Court, then, is 
  to examine those thought to be part of it or allied to 
  it. All of them, of course, will deny any knowledge of 
  anything discussed herein.
  Friends in Strange Places
  Niall O’Connor
  Officially, Niall O’Connor is a noble in County 
  Roscommon of Tír na nÓg, and he also holds a low-
  work management position in  Renraku Éireann-Tír. As 
  one of the influential Danaan Families, O’Connor is part 
  of the ruling structure of the Tír. That position has never 
  fit comfortably on him, though, as he has had difficulties 
  with authority in general and other members of the ruling 
  families in particular. He is that type of revolutionary 
  who sees himself as a patriot, doing what is best for 
  his country by overthrowing the incompetent and/or 
  malevolent government that restrains its greatness. He 
  is also gifted at covering his tracks, as the only concrete 
  anti-Tír activities to which he can be tied are the delivery 
  of certain speeches, attendance at various rallies, 
  and donations to grassroots organizations seeking to 
  decentralize power in the Tír. All the other stories told 
  about him are rumor and conjecture.
  These rumors say that O’Connor is one of the most 
  frequent travelers between the Seelie Court and 
  the earthly Tír. Long before the opening of the new 
  passageway to the Court, O’Connor knew well how to 
  make the journey to those realms. How he received 
  The Daily Troubles
  
  135
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  The Daily 
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  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  an invitation to the Court and how it has never been 
  rescinded are ongoing mysteries, but O’Connor is a 
  regular presence at Seelie Court formal occasions. Many 
  functionaries vocally oppose his regular presence, 
  believing the allegations of his anti-Court activities are 
  strong enough to justify his permanent banishment, but 
  either the ruling officials do not agree to this point of 
  view or they are powerless to keep him away. O’Connor 
  is a mage of considerable ability, well steeped in the 
  Paths and Ways that carry so much influence in the 
  Court, so it is quite possible that the powers of the Court 
  have decided it is not worth the considerable effort it 
  would take to keep him away.
  O’Connor, the stories say, operates very much in 
  the traditions of the Court, only he attempts to turn 
  its operations on itself. So when the Court is hosting 
  emissaries from another metaplane with the intention 
  of using its denizens to further the efforts of the Tír, 
  O’Connor is whispering in their ear about the gains 
  they could have allying with the Tír’s enemies. When 
  representatives of the Court are searching for valuable 
  magical artifacts to strengthen the Ways, O’Connor is 
  designing counterfeits to fool them or planting false 
  information to send seekers on long and aimless chases 
  (or even, if he is feeling particularly malevolent, chases 
  that bring seekers face to face with a vengeful croki or 
  other pesky spirit). At least half the members of the 
  Court have been reputed to be his spies at one point 
  or another, which at minimum creates an air of mistrust 
  that O’Connor is quite pleased with.
  O’Connor is unfailingly polite, eloquent, and treats 
  his opponents with a kind of pitying condescension, 
  where he tries to hide his sorrow that they are not as 
  enlightened as he is.
  Emperor Hak-Jin
  Hak-Jin is always introduced as an emperor, and is 
  always addressed as His Imperial Highness. No one in 
  the Court, however, knows anything about the empire 
  to which he is attached. Since he is a tall, haughty figure, 
  with long, black hair over a red silk robe, and his mouth 
  habitually stretches into a rictus grin, very few people 
  feel comfortable approaching him about anything, 
  let alone asking where his supposed empire lies. He 
  travels with an impressive retinue, generally consisting 
  of several jiangshi, and the sight of them approaching 
  in hopping unison is often enough to send chills down 
  anyone’s spine. 
  Given that Hak-Jin is closed-mouthed about any 
  associations he might have, tying him to the Unseelie 
  Court requires circumstantial evidence, but that has 
  been continually mounting against the emperor. He 
  or his retinue seem to have a knack for being in the 
  proximity of things that go wrong for the Court. He was 
  the last person seen near the quarters of Eclipse faction 
  leader Stillikin Croft before her unfortunate passing, he 
  was noted as asking about the Crown of Cortez shortly 
  before its mysterious disappearance, and perhaps most 
  ominously, there were reports of creatures wrapped 
  in white cloth hopping away from the Yellowstone 
  underground as the mana rift was exploding outward.
  The emperor cannot, of course, be directly tied to 
  any of these events, but the common thread of his 
  appearance has multiple Court observers convinced 
  that he is an Unseelie operative. As a result, interactions 
  between the emperor and Niall O’Connor will be closely 
  scrutinized in upcoming Court events.
  Communicating with the 
  Emperor Hak-Jin
  The emperor is not the the most loquacious of 
  conversationalists, and the jiangshi are quite 
  wordless. This makes communication with him 
  difficult, which seems to be the way he prefers it. 
  Like many Court nobles, though, the emperor also 
  travels with a few servitors, and they are the best 
  ways to give him information. Typically, he has a 
  female in a green robe that is used for incoming 
  information, and a male in a blue robe that holds 
  outgoing information. 
  As might be expected, Hak-Jin is terse and direct 
  in his messages, and he has little patience for an 
  excess of language or messages that cannot arrive 
  at a point. If you want to leave a message for him 
  on the servitor, make it direct and to the point. That 
  still does not guarantee a positive response, but it 
  greatly increases the chances that the message will 
  be read.
  
  136
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  The 
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  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  It is very possible, though, that she is more than a 
  bellwether. The insults she delivers in public are thought 
  by some to be simply the visible part of the iceberg, with 
  other machinations taking place out of sight. Quite a bit 
  out of sight, in fact—if she is doing anything besides 
  unleashing her wit on people of the Court, participants 
  are mystified as to what that would be. The few handlers 
  she has are dedicated to preparing her food and keeping 
  undesirable people away from her; neither she nor they 
  are known to take the sorts of back-room meetings 
  that make the Court move forward. No one has any 
  indication that she is possessed of any extraordinary, or 
  even better-than-average, magical or physical skills. She 
  has fingers that can burn skin (or whatever passes for 
  skin among the members of the Court), but acid burns 
  are quite rare in the Court, and no one can recall seeing 
  Dhillon with so much as a glove removed. Yet she 
  continues on her path, unleashing words that shake the 
  standing of Court luminaries, and time and again those 
  people are allies of the Court or dignitaries within the 
  Court’s structure. It is perhaps inevitable that allegations 
  of an Unseelie allegiance would follow her activities, 
  but the truth of those allegations is insubstantial. Which 
  fits, of course, exactly in line with the way the Unseelie 
  Court does essentially everything.
  Riva Dhillon
  Mention the name of Riva Dhillon to ten different 
  people in the Court and you will hear ten different 
  opinions. However, trace the thread of three or four 
  of those opinions, and you will find a connection to 
  the Unseelie Court. Dhillon is a croki, whose white 
  gloves cover an acid touch and pursed lips conceal 
  an acid tongue. She has a biting word to say about 
  everyone in the Court, including herself. To some, this 
  is as far as her activities go, and there have always been 
  members of the Court who affect a distant contempt for 
  everything around them as a sort of fashionable pose. 
  To them, Dhillon is simply a particularly skilled and witty 
  inheritor of this tradition. Others see a more nefarious 
  intent behind her verbal barbs. They note that her most 
  poisonous insults tend to circulate rapidly around 
  the Court, and that the targets quickly suffer a loss of 
  stature. By many accounts, the low status of the Comet 
  faction in the Court is connected to Dhillon referring to 
  their consigliere, Presswine Cull, as “a piece of floating 
  dust that can do nothing more than aspire to become 
  lint.” Life in the Court is, of course, far too complicated 
  to have events shaped by a single insult, but Dhillon at 
  the very least has a talent for knowing how affairs in 
  the Court are shifting and how to give people moving 
  toward various precipices a nice solid shove.
  
  137
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  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  repeating and seems to be coming closer, approaching 
  from every direction. Your head starts to turn, watching, 
  looking, dizzying you with each turn, until you start to 
  see glimpses of orange in the grey dark. You start to 
  expect them, to see them grow more distinct, when 
  suddenly he is there, with a creak like stone being 
  splintered by ice, his sword rises and sucks the darkness 
  into it, you brace yourself for a blow knowing there is no 
  way you can prepare enough, and then he is gone, and it 
  is quiet again, at least for a few seconds, until you hear a 
  creak or a thud and you feel nerves in your forehead and 
  hands fray and wither. And if for some reason you go 
  to the ramparts repeatedly, watch night after night until 
  you become accustomed to his ways and are able to not 
  flinch when he aims a blow at you, then he will change 
  tactics, change appearances, or simply not appear at all. 
  He will choose whatever actions best serve to set you 
  on edge.
  With all this, though, it seems difficult to connect 
  a being of fear to the activities of the Unseelie Court. 
  Everyone believes the Nightwatch Phantom exists, 
  everyone knows what kind of night he favors, but 
  disagreement about his activities is severe. There are 
  those who claim the only damage he inflicts is mental 
  and emotional, as there are no accounts of the Phantom 
  directly attacking anyone. There are, however, bodies 
  that have been found on the rooftop, cut with a hundred 
  wounds, and other deceased beings found at the base 
  of the fortress walls or stuffed into chimneys. There 
  is no direct evidence linking the Phantom to these 
  deaths, but there is over-abundant speculation. When 
  there is a fearsome being known to carry a large blade 
  in a particular location, and people are found stabbed 
  somewhere in the vicinity of that location, forging the 
  links connecting the two things is not difficult. 
  These assaults are not especially numerous, though, 
  and no common linkage between the bodies was 
  established. On top of that, it is not easy to determine 
  when the Phantom first appeared, as Court records 
  of legends and mysteries is uncertain (though, of 
  course, Court records in general are less than perfect). 
  Spirits have long been reputed to move along the 
  rooftop, but spirits move along essentially every area 
  of the castle. And it is a sad fact of Court life that 
  uncovering mysterious corpses is not the most unusual 
  occurrence in the Court, despite the general aversion 
  to violence, so knowing which bodies may be tied to 
  the Phantom and which are victims of other courtiers is 
  exceptionally tricky.
  The Nightwatch Phantom
  The Emperor Hak-Jin is a regular part of Court activities. 
  Similarly, Riva Dhillon can easily be found at most Court 
  functions, dressed in blue-grey and slinging barbs in her 
  low voice that carries across the castle. While they have 
  their eccentricities, they also have certain reliability and, 
  of course, corporeality, about their activities. But the 
  Unseelie Court would not be what it is—whatever that 
  may be—if it did not also have mystery, unpredictability, 
  and the ongoing threat of terror.
  For these purposes, there is the Nightwatch Phantom. 
  The fortress that is home to the Seelie Court has many 
  floors—often ten, occasionally eleven, sometimes as 
  many as twelve. Whatever the top floor may be, there 
  will always be a narrow stone staircase tucked behind a 
  room packed with rusted shields and pieces of armor. 
  That stairway leads to the roof of the fortress, a grand 
  affair where each component part of the structure, no 
  matter where it may be placed on a particular day, can 
  be accessed. A stone wall rises a meter from the roof, 
  providing a guard against falling as well as protection 
  should enemy assailants take it in mind to fire something 
  in an upwards direction. There are parts of the roof that 
  are peaked, many flat stretches, a few skylights, and 
  even a dome or two. All of this gives variety to the 
  surface. At night—whenever night decides to fall, and 
  however long it lasts—there is always fog, blowing past 
  even if you cannot feel a breeze. It is uneven and patchy, 
  concealing everything for several meters one moment, 
  then providing a window of clarity the next. It is within 
  these gaps and concealing mists that the Nightwatch 
  Phantom walks.
  As a being that exists in night and shadows, the 
  Phantom is not easy to describe. He leaves impressions 
  of fire and dark metal, thudding footfalls, and creaks 
  and groans that might come from his armor or might 
  come from deep in his chest. His motions are slow and 
  deliberate, but he still manages to outpace anyone by 
  disappearing and reappearing at will. He may have a 
  face, he may have something that passes for skin, but 
  even those who have seen him multiple times cannot 
  say for sure.
  What everyone can describe is the feeling of dread 
  he brings. That is the first harbinger of his coming. You 
  stand in the nighttime mist, and the wind blows an 
  extra-cold cloud by your face that scrapes your neck and 
  runs a chill down to the base of your spine. Your knees 
  wobble for no good reason, and you hear scraping 
  that is not rhythmic enough to be footsteps but keeps 
  
  138
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  The Seelie 
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  The 
  Factions of 
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  The Court 
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  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  •	 Pugswort Strikeneedle, retired doorward with 
  the Cardozo family of the Higher Powers. Though 
  retired, Strikeneedle enjoyed the occasional trip to 
  the Court to meet old friends and reminisce. What 
  Strikeneedle failed to realize was that in his time 
  as doorward, he had alienated a number of Court 
  members, and some of them decided to take their 
  revenge on him during his last visit. A cry of help 
  and some magical confusion led to Strikeneedle 
  wandering through the Court in the middle of 
  the night and finding his way to the Tower of 
  Doubt on a cold, windy night. Many believe that 
  the temperatures were more severe than his frail 
  constitution could handle, and his body was found 
  the next morning, frozen stiff. The temperature 
  does not, however, account for the fact that he was 
  entirely drained of blood, though no wound could 
  be found.
  It does not take an observer of Ashokasundari Rai’s 
  considerable powers to note that Strikeneedle, Biss, and 
  Thistle all came from factions typically allied with Court 
  officials. Though none of these victims could accurately 
  be described as high-powered, it is well known that 
  common Court practice involves misdirection, giving 
  important duties to those who seem important, and who 
  might be entirely unaware of the role they are playing in 
  a larger scheme. Naturally, no faction would disclose if 
  this were the case with any of these three individuals, so 
  all that exists is speculation, which is a difficult basis for 
  a theory of linked murders.
  Ashokasundari Rai needs more evidence, and she 
  intends to get it. She has stated she has at least four 
  potential sources that could shed considerable light 
  on the case: the spirits of the departed victims and the 
  Phantom itself. How she intends to contact any of these 
  is unclear, but her determination will keep her active in 
  finding a way until she is successful. Of course, if the 
  Phantom is truly doing the work of the Unseelie Court, 
  then Rai’s efforts will meet strong but subtle opposition. 
  And perhaps the intervention of the Phantom.
  But untangling difficult affairs is the specialty of 
  one of the Court’s deputy inquisitors, the esteemed 
  Ashokasundari Rai, and the Phantom has become 
  something of an obsession for her. She has been 
  obsessively researching every unsolved death in the 
  Court from the last decade (and in the course of her 
  work has uncovered a few deaths that seem to have 
  been forgotten) and developed a list of those most likely 
  killed by the Nightwatch Phantom. Her top three victims 
  are as follows:
  •	 Henbow Thistle, man-at-arms for Lamane Omar 
  Joof of Eclipse. Thistle was a frequent visitor to the 
  Court and apparently had encountered the Phantom 
  multiple times in the course of his duties, as one 
  night he was seen in one of the smaller barrooms 
  of the Court loudly proclaiming his utter lack of fear 
  in confronting the Phantom. His last known words 
  were “And I would say that to his face!”, upon which 
  he staggered out of the bar and headed for the roof. 
  He was not seen alive again and was found the next 
  morning on the roof, with his own sword shoved 
  down his throat. While the Phantom’s involvement 
  cannot be fully confirmed, the timing of it certainly 
  makes the Phantom the likeliest assailant. There are 
  many familiar with Thistle’s confrontational nature 
  who cast no aspersions on the Phantom for the 
  assault.
  •	 Caratina Biss, daughter of Staylily Biss, a sage of 
  the Magician sect. Caratina was reportedly seeking 
  a quiet moment on the roof of the Court with a 
  paramour when the Phantom occurred. The other 
  woman ran to safety, thinking Caratina was with her, 
  only to realize she had been left behind. Caratina 
  was not seen for another hour, when her body was 
  found on the ground near the Court’s main entrance. 
  She had many small wounds, described by one 
  observer as looking “as if she had been pecked by a 
  flock of crows.” No other being, living or deceased, 
  was known to be on the roof at the time.
  
  139
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  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  Gallows on the Pyramid
  Perhaps the most significant adjustment Sixth World 
  powers have to make when moving to the affairs of the 
  Court are understanding the various currencies involved. 
  In particular, the devalued importance of currency 
  often takes many of them aback, as they struggle with 
  the idea that they cannot buy and sell people at their 
  whim. They also have to deal with decreased name 
  recognition—they cannot just walk into the Court and 
  say, for example, “I’m from Saeder-Krupp” and expect 
  people to be impressed.
  Some corporations and other organizations have had 
  the advantage of being involved in Court affairs for a 
  number of years, taking the time to learn how influence 
  in the Court works, how the society is structured, and 
  what they need to do in order to be truly impressive.
  One such organization is Aztechnology. Aztechnology 
  is well recognized for its public relations genius, and 
  one of their specialties is adaptability. They are skilled 
  at presenting messages that fit with people’s culture 
  and preferences, showing themselves as something 
  that is familiar and that belongs, rather than something 
  different, alien, and threatening. This means that when 
  their representatives first visited the Court many years 
  ago, they realized two things. First, that the imperiousness 
  with which they sometimes present themselves would 
  not fly there, and some degree of subtlety and humility, 
  however galling that might be, was called for. Second, 
  they knew the name “Aztechnology” would carry no 
  weight in the Court. The word play that works so well 
  in the Sixth World carries no weight with the fae. So the 
  PR people did their thing, conducted research without 
  people knowing they were doing it, and they selected a 
  name—Coatepetl, the name of an ancient Aztec temple 
  that meant “snake mountain.” That is the name they are 
  known by in the Court, which means if you ask around 
  about Aztechnology, you will get blank stares. If you go 
  to the Court, listen for the name, and you will know to 
  whom it refers.
  Coatepetl has had many years to build up relationships 
  in the Court, so they are well past the awkward phase of 
  trying to feel out what the different factions are about 
  and who they want to ally with. They are in the more 
  advanced stages of Court intrigue—betraying their 
  previous allies while exploring new partnerships that 
  might be more profitable.
  Initially, and perhaps unsurprisingly, Coatepetl allied 
  itself with the stable factions of the Court—the leaders, 
  
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  play a new kind of game, though their experiences on 
  the material plane have not been entirely without use. 
  In fact, they have benefitted from one aspect of their 
  experience that parallels the Seelie Court. Like the Court, 
  Coatepetl have a nation that they use to advance some 
  of their ambitions. And also like the Court, they have 
  seen that money is useful when building up a nation, 
  but by itself it does not develop the sort of full-throated 
  loyalty needed to make a vibrant nation. While Aztlan 
  is seen by corporate observers as a mere subsidiary of 
  Aztechnology, and not even its most important one, the 
  lessons Aztechnology has learned in maintaining it have 
  played a critical role in Coatepetl’s activities.
  The most useful lesson they brought into the Seelie 
  Court was the notion that any being, including faeries 
  with inhumanly long lifespans, wants to feel like they are 
  involved in building a legacy, constructing something 
  that will be remembered for years, decades, or centuries. 
  They want, simply put, to feel like they’re important.
  When dealing with the fae, the difficult part is 
  untangling precisely what they need in order to feel 
  valuable and important. Rank and title are part of it, but 
  there is more. The Seelie Court has often prospered 
  thanks not just to its connections to Tír na nÓg, but also 
  because of its devotions to the Ways, and to the idea 
  that the advancement of the Ways will be of eventual 
  benefit to beings across all modes of existence—and 
  that those who do not benefit from the Ways are beings 
  that probably should not benefit from anything anyway. 
  The Unseelie Court, on the other hand, has benefitted 
  from portraying the Seelie Court and its allies as overly 
  controlling, enemies of freedom, too willing to control 
  those who do not agree with it (portraying yourself as 
  an ally of freedom has long been a popular way to rally 
  people to your cause, which is why you will often see 
  groups with diametrically opposed beliefs both claiming 
  to promote true freedom).
  In order to oppose the Seelie Court, Coatepetl needed 
  a cause that might inspire members of the Court, while 
  also making themselves distinct from the Unseelie 
  Court. They put all of their public relations expertise to 
  work, and while they did not share the results of their 
  work with anyone outside of their inner circle, the results 
  they came up with can be divined by watching their 
  ongoing activities.
  Perhaps the most notable of these activities is 
  Coatepetl’s courtship of the Hanged Man. The Hanged 
  Man has traditionally lacked allies within the Court, as 
  they are stuck on a stubborn, seemingly empty path. 
  the Higher Power faction, and so forth. They had little 
  difficulty seeing that there was significant power and 
  perhaps great wealth tied to the leaders, so they played 
  the game of the current power structure and played it 
  well. Court stories say that many of the artifacts that 
  made their way to the material plane a number of years 
  ago were directly tied to Coatepetl’s maneuvering in 
  the Court. Either they managed to hunt them out from 
  the darkest recesses of the Court’s catacombs, or nearly 
  forgotten artifacts were brought out and returned to 
  use in response to the dangers posed by the artifacts 
  Coatepetl had moved forward. 
  While this period brought about some useful gains for 
  Coatepetl, they eventually came to the same conclusion 
  megacorporations tend to settle on at some point or 
  another: Gains achieved in partnership with others are 
  more diluted than gains realized on your own. Coatepetl 
  wants to take steps to a higher point of the ladder of 
  Court power, and they believe they cannot do that under 
  the current structure. Which means they are intent on 
  building a new one.
  They have arrived at the same dilemma the Unseelie 
  Court has faced for perhaps forever, as far as we 
  know, and that is, how do you engage in revolution 
  without conquest?
  The answer is tied to the reason such a question can 
  be asked in the first place, and that is that the seat of 
  the Seelie Court’s power is not easy to ascertain. In the 
  material world, sources of power are easier to trace, 
  and thus the methods of obtaining them become 
  clear, if not always simple. A monarch has the power to 
  govern the affairs of a nation; convince enough highly 
  placed individuals to recognize you as monarch, and 
  that is what you will be, regardless of your blood lines. 
  Similarly, the CEO of any corporation is appointed by 
  a board of directors, so you must convince that group 
  that you will serve their interests and the interests of 
  the corporation to become CEO. Wealth in the material 
  world is equivalent to power, so if you want someone’s 
  power, then you might endeavor to acquire a portion of 
  their wealth by whatever means are at your disposal. If 
  you want to rule a physical location, then muster enough 
  armed forces to take that location from whomever 
  would resist you, then reap the benefits tied to that spot.
  The Court, though, is a challenge, because while some 
  individual members certainly aspire to greater material 
  gains, as a whole there are many beings of spirit and 
  other insubstantial substances who care nothing for 
  money and the privileges it brings. Coatepetl has had to 
  
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  Man’s sense of disorder, and they will be trying to 
  convince other courtiers that the chaos they intend to 
  cause will be for their benefit. What they do in the wake 
  of that chaos is anyone’s guess, though the Queen and 
  her consorts have no desire to let events run that far out 
  of their control.
  Masks Behind Masks
  The Seelie Court has trees and other plants growing in its 
  halls and great rooms. Sometimes these plants appear 
  overnight, or they experience periods of rapid growth 
  that change the building in occasionally significant ways. 
  There are courtiers who change shape from day to day, 
  those who gain rank and prestige, and those who lose it. 
  There are magical warps and eddies that flow through 
  the Court and change the food courtiers are eating, the 
  music that is playing, or other pieces of the fabric of the 
  Court. Yet amid all this unpredictability and instability, 
  the Court has an order and a process that it follows. 
  Regardless of the changes that happen from day to day, 
  the ranking board remains in place, telling factions at a 
  glance how the leaders of the Court view their power 
  relative to each other. In formal Court proceedings, 
  factions are called on in order of their ranking, and 
  they address Court officials in the forms of address 
  that have been established through the ages. At Court 
  balls and other social gatherings, attendees wear some 
  signifier of their faction allegiance (though decoding 
  these symbols is not always a simple activity). There is 
  an order and predictability—which makes something 
  that might undermine that order and overturn that 
  predictability matters that are very much in the interests 
  of many courtiers.
  One major element of predictability is the number 
  and nature of Court factions. With cards from the deck 
  of shadows materializing around the metaplanes at an 
  accelerating rate, much attention has been focused 
  on the tarot and its connections to the Court factions. 
  And with this focus, a simple connection is repeatedly 
  remarked upon: there are twenty-two major arcana in 
  the tarot deck, but only ten acknowledged factions in 
  the Court. What, people whisper, does this mean? What 
  might be happening out of the sight and awareness of 
  many courtiers?
  More traditionally minded courtiers downplay this 
  connection, sniffing that the Court is not ordered after 
  the tarot, but rather the tarot is ordered after the Court. 
  This is the type of explanation that lacks the virtue of 
  Occasionally their embrace of chaos brings them into 
  alliance with the Unseelie Court of the Death faction, but 
  the Hanged Man generally lacks a willingness to carry an 
  extended plan through to the end. After all, if members 
  of the faction had an interest in long-term, carefully 
  detailed plans, they would not have been Hanged Men 
  in the first place. 
  Coatepetl has been clearly courting the Hanged Man, 
  and careful spy work has shed light on some aspects of 
  this ongoing conversation. Oddly enough, Coatepetl 
  has been very undemanding in the negotiations. They 
  have asked for very little and offered much. Magical 
  knowledge, obscure formulae, extremely rare reagents—
  reportedly, the Hanged Man has reaped a considerable 
  windfall in magical goods and services from Coatepetl’s 
  newfound friendliness. What the Hanged Man has given 
  in return seems minor in comparison. Initially, Coatepetl 
  hoped to gain insight into the Hanged Man’s activities 
  and plans, but they did not understand the depth of 
  the Hanged Man’s commitment to chaos. Plans are not 
  something they have an interest in generating—simply 
  put, they cannot share what they do not themselves 
  have. Once they understood that fact, Coatepetl knew 
  they needed to change tactics. They became friendly 
  enough with some members of the faction to be able 
  to observe them in action, which gave them a better 
  understanding of how the Hanged Man operates.
  Simply put, the Hanged Man watches and waits, and 
  when they see an opportunity to cause chaos, they 
  act. The traits, powers, and items they value are the 
  ones that allow flexibility and immediate action. This 
  is why the faction has very little skilled ritual magic 
  practitioners but is heavily loaded with experts in illusion 
  and manipulation spells. The only real way to anticipate 
  what the Hanged Man might do is to be embedded with 
  them, to see how they act and when they respond. In 
  short, to learn to think like them. 
  That, then, is the current result of this partnership—
  Coatepetl is gaining an increasing education in the ways 
  of generating chaos. Their public rhetoric has recently 
  taken on an anti-authoritarian bent. When given a 
  chance to speak at Morning Hearings, they frequently 
  refer to “stifling” rules and the Queen’s “domineering” 
  tendency. They complain about the limits put on 
  courtiers, and how it stifles their creativity. In short, they 
  have settled on a freedom-based narrative, because 
  they understand that one of the things fae treasure the 
  most is freedom from anyone or anything that might 
  attempt to control them. They are learning the Hanged 
  
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  Shadows
  If there is a hidden faction operating in parallel with the 
  known factions, many courtiers believe it is the Shadows. 
  It would be quite fitting—this arcana is associated with 
  what you don’t see and what you don’t know, the hidden 
  dangers and opportunities that shape your destiny. 
  The common belief among courtiers is that the Shadow 
  faction has a low-level presence in the Court because it 
  focuses its activities on the material plane. Shadows are, 
  of course, of critical importance in the material world, 
  the locations where activities that cannot happen in the 
  light of day take place, activities that are of questionable 
  legality but high necessity to keep the world moving 
  forward. And there is a whole legion of people, a 
  veritable army of considerable skill, that carries these 
  activities out. Manipulating these shadowrunners to 
  carry out the business of the Shadows faction would be 
  no difficult task, as the system in which they function 
  is designed to keep considerable knowledge about 
  the full ramifications of what they are doing away 
  from them. Dozens, hundreds, or even thousands of 
  shadowrunners across the world could be carrying out 
  the work of Shadows without knowing it. All the faction 
  would need are some well-connected fixers with access 
  to considerable financial resources, and they could have 
  runners across the globe at their beck and call.
  actually making anything more clear. Regardless of what 
  came first, the tarot or the factions, why do the numbers 
  not match?
  Discussions of the so-called “missing” factions is a 
  popular parlor game in the Court, even if older and more 
  tradition-bound courtiers dismiss such speculation 
  as frivolous nonsense. The speculation attacks the 
  question from all angles—were there more factions at 
  some former time that have disappeared? Are there 
  factions that might emerge in the future? And perhaps 
  most interestingly, are their secret factions in operation 
  now, not following the protocols of the Court while 
  pursuing an unknown agenda?
  Elements such as evidence or proof are in short supply 
  in these discussions, which is of course how it should be. 
  What kind of self-respecting secret organization goes 
  about leaving concrete traces of their activities? This 
  lack of proof makes it tempting to dismiss this talk as the 
  Court elders do, as idle nothings, but nevertheless the 
  conversations continue. Something about the subject 
  continues to intrigue Court members, and perhaps that 
  something is a whiff of the truth.
  With that said, here are some of the most persistent 
  rumors in the Court regarding the missing factions.
  
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  Vigilante
  When people in the Court discuss the possibility of 
  the existence of the Shadows faction, it is often with 
  a certain excitement, the thrill of something secret 
  and hidden actually being real. When they discuss the 
  possibility of the existence of the Vigilante faction, it is 
  with sideways glances and nervous whispers. No one in 
  the Court wants them to be real, but every time a grudge 
  is settled in in bloody fashion, the whispers recur, and 
  people worry that what happened was not the normal 
  course of revenge—it was vengeance made formal. 
  There are many suppositions about why the Vigilante 
  faction inspires such nervousness. One common theory 
  is that every member of the Court is well aware of the 
  many misdeeds they have committed, and they know 
  that if a Vigilante faction becomes a serious presence 
  in the Court, they will reap a harvest they had hoped to 
  put off for many more years, or perhaps forever. Other 
  worries, though, are not as personal. Court historian 
  Ember Limestone is firmly of the opinion that there once 
  was a Vigilante faction, and it played an important role 
  in the Court for many centuries. At some point, perhaps 
  five hundred years ago, perhaps more, it was forcibly 
  disbanded because other members of the Court were 
  tired of living with a sword of Damocles perpetually 
  hanging over their head. Vengeance delayed is 
  vengeance denied, they decided, so they did everything 
  Recent speculation in the Court says that the Shadows 
  faction is responsible for opening the new connection 
  between the Seelie Court and the material plane. There 
  is logical appeal to this argument—if the Shadows faction 
  already has access to a network of shadowrunners, 
  sending them to the Court would be an excellent way 
  for them to bring their abilities to the more spirit-based 
  realm. If they have made this aggressive move to further 
  their own ends, the natural question to ask next is: What 
  are those ends?
  This is the point where speculation about Shadows, 
  which was not exactly on firm footing to begin with, 
  becomes even looser and less affiliated with anything 
  approaching known facts. When associations are made, 
  it is tied to the type of factions whose preferred actions 
  most resemble Shadows’ reputed activities. Hanged 
  Man and Death, with their affection for chaos and 
  rejection of established orders, seem likely candidates 
  as allies (and in a similar vein, Aes Sidhe Banrigh would 
  be a staunch opponent). Eclipse would be another 
  possible ally—their openness to the world beyond the 
  Seelie Court would mesh well with Shadows’ reputed 
  activities in the material world. 
  Another potential ally that has raised some eyebrows 
  is Higher Power. This is not an immediately intuitive 
  reaction, as the mannered orderliness of Higher Power 
  seems diametrically opposed     to the willful chaos 
  of Hanged Man, but the considerable worldly wealth 
  of Higher Power means that should they wish, they 
  are more than capable of funding a wide number and 
  variety of shadow operations. Why they would wish to 
  do so and what ends they would be pursuing remains 
  an open question.
  The single most Shadows-obsessed member of the 
  Court is Chambray Cliff, a retired loremaster with the 
  Hermit faction. Due to his faction’s leanings, when he 
  speaks of Shadows, it is with distaste, as he believes they 
  are too firmly enmeshed in the affairs of the material 
  world and engaged in conduct unbecoming the Court. 
  His primary motivation in researching supposed Shadow 
  lore is to convince other faction leaders that Shadow 
  does, in fact, exist, and that they should be actively 
  engaged in rooting out all with Shadow connections 
  and removing them from any association with the Court. 
  Conversation with Cliff can be challenging, as he seems 
  incapable of sharing a single fact without also relating 
  any facts connected to it. Demonstrate patience, 
  though, and you might find your way to knowledge no 
  one else has.
  Chambray Cliff on Shadows
  “Of course they exist. It fits with everything we 
  know about the Court. It fits with my experience 
  there. You cannot walk around the Court without 
  feeling as if there is something deliberately staying 
  just out of sight, teasing you from the many 
  shadows. How can we assume the shadows are not 
  fully inhabited, and who better to inhabit them 
  than Shadows?
  “I almost hesitate to look too closely at them 
  when I remember how light chases shadow away, 
  but then I remember that’s not how it works—
  shadows simply shift, they do not disappear. I can 
  keep chasing them as they keep eluding me, and I 
  will be as happy as a dog chasing its own tail. And 
  equally amazed if my futile effort somehow turns 
  to success.”
  
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  The Lost Suit
  Many civilizations fall prey to a variety of conspiracy 
  theories, but amidst all the smaller, run-of-the-mill 
  conspiracies, there is often a handful of larger ones, 
  sweeping theories about powers behind powers, about 
  the secret societies and what not that truly control the 
  world. The Illuminati, the Knights Templar, the Elders 
  of Zion, the New World Order, the continuation of 
  Babylon long after the civilization supposedly fell—
  these are all examples of stories that have been told 
  of secret orders operating just out of sight, pulling the 
  strings of civilization and working toward their own 
  nefarious ends with a complete lack of transparency or 
  accountability.
  The Seelie Court has existed long enough that 
  attempting to track its age in years or seasons might be 
  a meaningless exercise. It has experienced odd twists 
  and turns that no one expected when they happened, 
  and few people have been able to explain regardless of 
  how much time has passed. It has stubbornly refused to 
  follow predictable patterns or linear models of growth 
  or progress. It changes, mutates, alters its shape and 
  conduct according to whims that may belong to fate, or 
  perhaps are the expression of some sentient will that 
  is more mysterious and subtle than most courtiers can 
  understand.
  There are those in the Court who believe there 
  is a system of powers beneath the powers we see, 
  operations that are out of sight to all but those in the 
  inner circles. If you were to join these inner circles, 
  then the senseless would become sensible. You would 
  understand how the meandering course of the Court 
  makes sense, how all movement is progress toward a 
  larger goal. You would see, and you would understand, 
  and the seeming randomness of the world would fade 
  away like fog pierced by a warm summer sun. You would 
  know, and glory would be in the knowledge.
  What is this secret power? As has been mentioned 
  before, factions in the Court follow the major arcana of 
  the tarot deck (or the major arcana follow the factions, 
  whichever). Some factions build on this parallel, using 
  tarot (especially Sixth World Tarot cards, if they can get 
  their hands on them) to assist in building their plans 
  and forecasting their future. Remember than in the 
  tarot, the major arcana are trumps, acting in parallel 
  with four suits—Batons, Blades, Coins, and Cups in 
  the Court’s version of tarot. In a Court-centric tarot 
  reading, the meaning of the major arcana is always tied 
  in their power to delay it. The faction was dismantled as 
  thoroughly as they could, buried into the mists of time.
  Things at the Court may stay buried for centuries or 
  even millennia, but very few things stay buried forever. 
  If the Vigilante faction returns its vengeance will be 
  horrible, especially against those who might have 
  been involved in its initial dismantling. In any normal 
  organizational structure, five-hundred-year-old grudges 
  generally cannot have a personal angle to them, but 
  this is the Court—it is very possible for some of the 
  individuals who were involved in the banishment of 
  Vigilante, if that was indeed a thing that happened, to 
  still be active in the Court. Naturally, on the top of that 
  list is the queen herself, Lady Brane Deigh. The time of 
  the commencement of her reign is not clear, and the 
  various decisions of her administration have not been 
  recorded. If she wanted something forgotten, she could 
  bury it, and perhaps even hide it from herself. That is 
  to say, it is quite possible that she could deny knowing 
  anything about the dissolution of the Vigilante faction, 
  and every test of her truthfulness could show that she 
  as being absolutely honest, but she could still be lying. 
  If you do not think that she would willingly alter her 
  memories for what she believed was the good of the 
  Court, then you do not yet fully understand Lady Deigh.
  She is not the only leader of the Court with a memory 
  stretching back over eons. Perhaps the best source for 
  information about Vigilante, if they ever were a going 
  concern, is the Queen in Exile, Lady Thisbe Sorrel. The 
  conventional means of making an appointment with her 
  can be used—stand in the great hall, write your name 
  and the subject you wish to discuss on a small card, then 
  gently toss it in the air. If it ascends and disappears, your 
  request for a conversation has been accepted; if it falls 
  to the floor, it has not. You do not, of course, receive a 
  clear time when Lady Sorrel will greet you; you serve the 
  queen’s schedule, not the other way around. At some 
  point, though, she will find you, or have you brought to 
  her, and if you are diplomatic and remember to honor 
  her claimed position as exiled queen of the Court, you 
  may have a productive conversation. Just remember 
  that once it is done, you will face a considerable task in 
  unraveling what she has said and separating the threads 
  of truth, lies, and delusion. In that respect, it is not so 
  different from any other conversation within the Court.
  
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  overlaps with the reason aspect of Blades, but also 
  some intuition involved that make it separate. These 
  sorts of things are enough to encourage discussion of 
  whether there could be other suits that reflect reality 
  in more detail. And if there is another suit, how does it 
  play out in the Court? Are there people with traits and 
  inclinations that are not well reflected in the existing 
  patterns, so attempts to read them invariably go astray? 
  What information is missing that diviners of the Court 
  really should know?
  At present, this is as far as the discussion goes, but 
  the reappearance of so many tarot cards in the world 
  has given a boost to curiosity. If the cards are floating 
  around, perhaps it is worthwhile to examine as many 
  as possible to find what other suits, if any, might exist. 
  At the very least, this has fueled a strong desire among 
  many courtiers to acquire and analyze as many cards as 
  possible.
  to its associated faction. Minor arcana are somewhat 
  looser, representing the many figures who are regulars 
  in the Court and who are not tied to any one faction. 
  Indeed, these people often have multiple alliances, 
  playing roles for multiple factions when certain causes 
  fall into alignment, then shifting away from some 
  of those roles as allegiances drift. The leaders of the 
  factions understand the importance of having the 
  influence of each suit in their sphere. Batons represents 
  creativity and will; Blades is generally thought to 
  symbolize reason, though there is an undoubted 
  aspect of violence to it; Coins is the material world and 
  the wealth that runs it; Cups are emotions. All of those 
  are important aspects for the factions to consider, and 
  each of them needs all of those elements represented 
  in their activities. 
  But the four suits do not cover every aspect of 
  existence. Instinct, for example, fits somewhat into 
  Batons and Cups, but is not fully comfortable in either. 
  Making connections and recognizing patterns has some 
  
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  Bragi’s Harp
  The name of the Norse god of poetry, Bragi, suffers 
  from a bit of a chicken-and-egg problem, as it is similar 
  to the Norse word for poetry, bragr. The question is, was 
  poetry named for the god, or the god for the poetry? 
  The answer is lost in the mists of time, but when it comes 
  to Bragi’s harp, what is important is that it is associated 
  with both the god and with poetry, and is said to live up 
  to both associations. 
  The knowns about the harp are clear—it makes the 
  player exceedingly compelling, with people of all ages 
  and musical inclinations unable to turn away from any 
  performance they give. In some legends, the gifts go 
  beyond performance, and it is believed that simply 
  carrying the harp, or even having used it recently, 
  greatly increases one’s power of persuasion. 
  Beyond that lies disagreement. Some descriptors 
  show the harp to be made of wood, while others say it’s 
  gold, possibly on the theory that anything of significant 
  power must be made of precious materials. Some 
  depictions make it a larger harp, the type of instrument 
  that one would have to sit down to use; others show 
  it much smaller, easily cradled in one arm and played 
  with the other. Sometimes the carving of the harp is 
  exquisitely ornamented; in other depictions it is plain. 
  There are those artifact hunters who make it a point to 
  play each and every harp they encounter, just in case it’s 
  the most valuable harp on the metaplanes in disguise.
  Most people believe the harp is not found anywhere 
  near the Court, simply because legends state it has been 
  there before and made the possessors of it persuasive 
  beyond even the considerable abilities of elite courtiers. 
  The notable Court visitor Titania—yes, that Titania—
  brought the harp to Court once and nearly walked away 
  with the crown, until she decided she did not want it. 
  As was stated before, courtiers have a long memory, 
  so those who remember what Titania did with the harp 
  might be responsible for ensuring that the object was 
  sent a very long way away from them.
  Lost and Found
  While we are on the subject of searching for tarot 
  cards thought to be lost, we should note that this 
  is part of one of the most enduring functions of the 
  Court—the search for objects of power. This search has 
  several odd aspects to it. The first is that some of the 
  objects sought by courtiers were items imbued with 
  power or enhanced by Court members themselves. 
  That is to say, many items have at one point been in 
  possession of someone in the Court, but due to the 
  intervention of other Court members or the vagaries 
  of the environment around them, they have been 
  lost. Another odd aspect is that there are some items 
  that are the subject of stories and legends, but their 
  function, if any, remains unclear. People have been told 
  repeatedly that these items are interesting, and they 
  have heard that from sources they trust, so they have 
  joined the search. They are eager to find something 
  that they often have no idea how to use when they find 
  it. But the search goes on regardless.
  Another interesting aspect of the search for artifacts is 
  that some of them could well be found within the Court 
  itself. While that sounds like it might simplify things, it 
  does not. The Court is vast and ever-changing, and it 
  has a disturbing propensity to generate new dangers in 
  locations thought to be benign. For this reason, many 
  experienced artifact hunters place artifacts that are likely 
  in the Court low on their list of things to find, reasoning 
  that if they have not been found yet, it must be because 
  they are extremely well hidden and wrapped up in 
  dangers that the hunters would rather not encounter. 
  They opt for the relative safety of the untamed wilds 
  beyond the Court.
  Artifact hunting is popular among the new arrivals 
  at the Court for the simple reason that it as an activity 
  with results that directly transfer to their world. The right 
  discovery could be the big score they dream of, the one 
  that sets them up for life. Even if they don’t ascend to 
  undreamed-of wealth, they might gain power that could 
  help them in their business, both in the Court and away 
  from it.
  Below are some of the objects that have aroused 
  interest recently, as well as some of the hunters who 
  might prove stiff competition in the quest for artifacts.
  
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  connected as much to what dragon it might have come 
  from as it is to where the item might be right now. Most 
  researchers believe it is from a dragon not known in the 
  current Sixth World, though there are arguments as to 
  whether the dragon died in some past age or simply 
  hasn’t awakened yet. There are dozens of different ideas 
  of how the scales—if that’s what the armor is, in fact, 
  made of—to make some connection to this mysterious 
  dragon. Some think the armor might help wake up the 
  dragon; others think it might be used as bait to draw the 
  dragon’s wrath. Of course, that means the intended use 
  of the armor varies greatly from person to person, as 
  some people might want to possess it, and others want 
  it in the hands of their rivals. That adds an interesting 
  twist to the hunt for the artifact, as two factions could 
  be eager for the armor to end up in a particular place for 
  very different reasons. 
  Brazen Heads
  This is, to put it lightly, a very odd category. There was 
  a time when animated brass heads were highly sought 
  after, as they were believed to relate knowledge no 
  mere human could possess, particularly knowledge of 
  the future. There are several mentions of brazen heads 
  in writings of the European Renaissance. 
  That fact brings us to one of the oddities of the world 
  and its progression of knowledge. In the Renaissance, 
  there often was little distinction between what came to 
  be considered as sciences and what was later interpreted 
  as pseudo-science. So a noted scholar like Roger Bacon, 
  for example, did important work on linguistics 
  Babr-e Bayan
  At first glance, the properties of the magical armor of the 
  Persian hero Rostam known as the Babr-e Bayan would 
  not seem to be worth the fuss it has caused. This is not to 
  say the item lacks power; it is said to be invulnerable to a 
  wide range of elements, along with delivering excellent 
  protection against conventional blows. Those are 
  valuable things for armor to do—so valuable, as a matter 
  of a fact, that there are a number of ways, involving Sixth 
  World technology, magical effects, and even critter pelts 
  to gain a similarly high degree of protection. A good 
  combination of magic and technology—or exceptional 
  applications of one or the other—can provide protection 
  on par with what Babr-e Bayan is reputed to provide, 
  without the hassle of having to track the item down. Yet 
  many factions are still looking for this particular set of 
  armor, which raises a simple question: Why? The answer 
  is most likely tied to what it is supposed to be made of, 
  rather than what it does.
  There are many legends explaining the armor’s origin, 
  most of them tied to some beast or another slain by 
  Rostam. One story mentions a tiger, another a leopard, 
  while a third identifies the animal as a lion. Another story, 
  though, takes the animal entirely out of the realm of great 
  cats by identifying it as a dragon. This is the element 
  that gets people’s attention, because while dragon 
  scales can certainly provide excellent protection, that 
  is far from the only capabilities they possess. The most 
  important, in the eyes of many, is their former physical 
  attachment to a dragon and the possibilities that brings. 
  That means that research connected to Babr-e Bayan is 
  Drifting Peter
  Drifting Peter is a spirt who lacks the ability to materialize, or at very least lacks the will do ever do it 
  properly. That leaves him perpetually immaterial. He attends many Court banquets and never eats; he has been 
  witness to many lusts of the flesh but has never indulged.
  Lacking the ability to indulge in the most common lusts of the flesh has forced Drifting Peter to be creative, 
  and he has come up with a vice of his own—intermingling with magic auras. While he is not above sidling up to 
  Awakened individuals simply to see what their aura feels like, he is most interested in the auras of magic artifacts, 
  which has left him as one of the Court’s most aggressive artifact hunters. Within limitations—for example, he 
  cannot pick up artifacts himself, and making his way to underground chambers can be challenging. He also 
  has trouble gleaning information from books, but he is extremely dedicated to person-to-spirit interactions. If 
  someone in the Court knows something about an artifact, odds are Peter knows it too, especially because he is 
  skilled at eavesdropping on conversations he is not supposed to hear. Given that he needs help bringing in the 
  artifacts he treasures, he is certainly open to hiring help, and is an excellent resource for anyone in the Court 
  looking for information on artifacts.
  
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  that charlatan mystics practiced before (and after) the 
  Awakening. If it was, in fact, a spirit communicating 
  with the material plane, it indicates a level of pre-
  Awakening spirit interaction that would surprise many 
  scholars, though if such things were happening, the 
  Seelie Court would be a very likely vehicle for making 
  those connections. Understanding why this interaction 
  took place and who was behind it is an item of interest 
  to many factions, thus making the search for brazen 
  heads a common item of discussion (and action) within 
  the Court.
  Yata no Kagami
  According to Japanese mythology, Amaterasu, goddess 
  of the sun, is the ancestor of the Japanese emperors. 
  After one of those world-endangering events that are 
  known to happen in mythology, Amaterasu gave three 
  artifacts to the first emperor to keep the world in order 
  until she returned to rule in person. One of these artifacts 
  was the sacred mirror known as Yata no Kagami. It is 
  through this lens that Amaterasu would one day return.
  The mirror was stored in the Shinto shrine of Ise, 
  inaccessible to anyone but kannushi who care for 
  the shrine. One of the oddities about the shrine is the 
  whole structure is dismantled and rebuilt every twenty 
  years, with the last occurrence happening in 2073. This 
  rebuilding came with an unnerving announcement by 
  the kannushi—the mirror was gone.
  This announcement was made tersely by the kannushi, 
  leading to all sorts of speculation. Some say the mirror 
  had been gone for a long time, and the kannushi simply 
  finally decided to come clean about this fact. Others say 
  the disappearance of the mirror heralded the imminent 
  return of Amaterasu (though if that were the case, she 
  has been quite silent for the past five years). Others 
  say that the mirror is missing due to one of the most 
  accomplished shadowruns in recent memory.
  Whatever the explanation is, many people believe 
  the Yata no Kagami is out of the shrine and in the 
  hands of people who are trying to learn what they can 
  do with it, and many people in the Court would like 
  to be the ones performing that research. Some stories 
  about the Yata no Kagami say that the mirror shows an 
  individual’s true nature, and while the stories are not 
  entirely clear as to just what that means, the premise is 
  intriguing enough to drive several active searches for 
  this legendary item.
  and  gunpowder, while also spending significant time 
  researching alchemy and astrology. Once the Age of 
  Reason dawned, philosophers were left to lament the 
  time Bacon spent on insignificant activities like alchemy, 
  but then the world continued turning, the Sixth World 
  dawned, and before long major universities across the 
  world were once again combining science and magic. 
  Oxford itself has an alchemical branch of its material 
  sciences department, a spot in which Roger Bacon 
  would have no doubt felt very comfortable.
  All that is to say what seemed like the follies of the 
  past may have actually contained valuable insights into 
  the ebb and flow of the manasphere and its relation to 
  the rest of the world. Stories of talking brazen heads, 
  which had been dismissed as mere superstition for 
  years, thus take on a renewed interest.
  Brazen heads seemed to be associated with 
  many thirteenth-century philosophers. According to 
  one legend, Albertus Magnus had a quite talkative 
  specimen, which was destroyed by Magnus’ student 
  Thomas Aquinas for being overly disruptive. The abilities 
  and information communicated by the heads varies; in 
  some stories, they only answer “yes” or “no” to direct 
  questions, while other tales have them being quite 
  loquacious, though only on certain days of the week. 
  Sometimes the heads have communicated arcane 
  knowledge, such as how to build other items similar to 
  themselves; other times they have shared information 
  about the future.
  This ends up being part of the problem—the 
  inconsistencies in the accounts of the brazen heads 
  make it very difficult to tell just what energies these 
  objects might have been channeling, or if they were 
  in fact doing anything at all. Don Quixote features a 
  mechanical brazen head used deceitfully, and it is 
  neither the first not only place where doubts about the 
  actual magical power of such items appear. 
  Even if the items are magical, just what are they? The 
  most likely explanation is that they are an inanimate 
  vessel for some spirit or another, in which case there 
  would be strong interest in what spirits were caught in 
  those confines, whether it was voluntary or involuntary 
  confinement, and if they are still there. Discovering the 
  spirit that might have been animating these brazen 
  heads would help determine if there was some genuine 
  divining occurring with these heads, or if the spirits 
  were practicing the same sort of people-reading skills 
  
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  Unsurprisingly, Magician is very interested in learning 
  more about the cards. They believe magic to be ordered 
  and understandable, so they very much want to know 
  how the tarot cards fit into the system as they know it, 
  as well as gain a better understanding of the information 
  reflected on the cards and the source of the images. 
  Their work is being coordinated (because all work that 
  goes forth from Magician must be coordinated) by 
  Arcanist, Second Tier Nigella Ciratodan. She is absolutely 
  humorless about her work and does not appreciate idle 
  speculation. If you are looking for a source of solid 
  information about the cards, she is perhaps the best, 
  though she does not share what she knows with just 
  anyone. You will have to do a good job of convincing 
  her you deserve to hear what she knows.
  The Comet faction is very interested in the tarot 
  cards, as they very much demonstrate the interaction 
  between magical realms and the material plane, which 
  of course they are obsessive about. This means they are 
  not just trying to collect cards; they are very dedicated 
  Shuffling Destiny
  The Sixth World tarot is a mystery, which is exactly 
  what it is supposed to be. It is connected to some of 
  the oldest magic known in the world, but it has taken on 
  aspects of the modern world, seeming to evolve with the 
  times. It shows things that never were, things that quite 
  recently were, and things that will be soon. Cards seem 
  to change—there are descriptions of some cards from 
  multiple witnesses that are different in minor ways, and 
  other descriptions that vary in almost all aspects. The 
  cards change, and no one knows why. There are hidden 
  puzzles and themes that emerge when multiple cards 
  are together, different motifs that may have meaning or 
  may just be in viewers’ imaginations. 
  The nature of these puzzles and the scope of the 
  divining activities that those searching for the cards 
  are attempting is beyond the scope of this discussion. 
  Instead, let us focus on the factions with a particular 
  interest in the cards.
  
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  Finding someone in Death to discuss their work is 
  quite difficult, as Death operatives tend to hate outsiders. 
  Additionally, the faction is not fond of hierarchical 
  systems. Death, as they persistently believe, always 
  claims its own, regardless of the plans set in motion 
  to avoid it. Faction members occasionally discuss 
  their larger plans and common goals, but typically the 
  work to carry out those plans is done by those who 
  have the proper initiative and opportunity to make it 
  function. What that comes down to is that any member 
  of the Death faction you encounter may be working on 
  finding tarot cards, but they are equally likely to have 
  no knowledge whatsoever of the card-manipulating 
  project. And either way, they are not likely to want to 
  discuss it with the likes of you.
  While the Queen is not as dedicated as the other 
  factions to finding cards, she likes to keep tabs on what 
  the other factions are up do and would appreciate any 
  information about card-chasing activities be brought 
  to her. What she will do with this information is quite 
  unclear. The rewards she has to offer—primarily those 
  of increased stature in the Court and the possibility of 
  her owing a favor—can be enough for many courtiers 
  to freely share what they know with her. Naturally, 
  when information is currency, there will be those who 
  attempt forgery. Some people, foolishly, have tried to 
  provide the Queen with inaccurate (our outright made-
  up) information as to the location of some cards, hoping 
  that they can receive some favor from her before she 
  discovers their deceit. Or, since this is the way the 
  Court so often works, perhaps those giving her false 
  information know full well that she will double-check 
  whatever it is that they share, and it is the results of 
  her efforts to confirm what they tell her—who she asks, 
  where she looks, and so forth—that is their true reward. 
  On top of that is the possibility that individuals are 
  sharing information that they do not know to be false, 
  because they were given that information by another 
  faction engaged on some merry bit of deception, hoping 
  to discredit their rivals. These are the tangled webs that 
  are inevitably spun from desire.
  to uncovering what specific cards reveal, to the point 
  of seeking out the scenes pictured on the guards and 
  watching as those scenes unfold. “Watching” is a key 
  term, as they are also dedicated to not interfering with 
  the scenes. They are trying to see how the cards and 
  reality interact, rather than change anything or interfere 
  with the workings of the cards in anyway. This puts most 
  of their tarot-related activities under the oversight of 
  their leading covert-ops specialist, Lino Haya. He has 
  at least two teams out at all times, looking to witness 
  events depicted on cards. Until recently, both teams 
  spent almost all of their time on the material plane, but 
  recently they have been occasionally drifting into the 
  metaplanes, which indicates an interesting new direction 
  for Comet’s thinking about what the cards depict.
  Death is also actively engaged in the search for tarot 
  cards, though they are not approaching it with the same 
  investigative bent as Comet and Magician. Rather than 
  attempting to learn more about how the tarot functions, 
  they are attempting to use it toward their own ends. For 
  a time, this took the form of them attempting to perform 
  large-scale readings with the cards. They would record 
  where cards appeared and the time and nature of their 
  appearing, and use that to glean information about the 
  future. While some of their interpretations were broad 
  enough that just about any event could have fulfilled 
  the cards’ supposed predictions, the faction felt the 
  experiment had been successful enough to move on to 
  new stage of their operations. Rather than simply using 
  the cards to divine the future, they are attempting to 
  manipulate the emergence of cards to shape the future. 
  This is a staggeringly difficult task, as locating the cards 
  is one level of difficulty, but getting them to show up 
  in some other area, while also hoping that the changes 
  you are making will shape the future as you intend, is an 
  entirely different challenge. The Death faction is taking in 
  this difficult task with their customary confidence, acting 
  as though the seemingly impossible will be achieved as 
  long as they are the ones doing it. The rest of the Court, 
  then, is observing their actions with increasing worry. If 
  cards are being sought, be aware that Death might be 
  close on the heels of the seekers, hoping to steer the 
  cards to a destination that suits their complex ends.
  
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  You Aren’t Supposed 
  to Know
  Let me tell you a story. Once there came to the court 
  a woman wearing a dusky grey dress and a knowing 
  smile. Every time she was introduced to someone—her 
  name was given as Carnelian de Raven—they nodded 
  vaguely, as if they were fairly confident they had heard 
  her name before but could not remember where. In the 
  course of conversation with her they would make the 
  sort of vague statements anyone who frequents the 
  Court is accustomed to making, and each time she made 
  some expression or gesture that led them to believe she 
  knew exactly what it was they were concealing. Some 
  decided to challenge her on her seeming assumptions—
  indirectly, of course, since that is the customary way 
  challenges are given in the Court—dangling sentences 
  in front of her that would make absolutely no sense to 
  someone who did not have the knowledge she intimated 
  she had. Each and every time, she would pick up at 
  least a part of that idea and return it with a piece of that 
  knowledge, making it clear that she was no pretender—
  she was a true insider. Those conversing with her could 
  proceed secure in the belief that any secrets that they let 
  slip out would fall onto the ears of someone who was 
  already in the know.
  They were wrong, of course. The woman had spent 
  years studying three things: The members of the Court, 
  the rumors they spread, and the secrets of reading 
  people. She knew what interested people, what key 
  words would draw them out, and how to appear 
  knowledgeable without actually knowing all that much. 
  The haul of secrets she gathered in her time at the Court 
  made her truly powerful, winning her many friends 
  and accruing an impressive assembly of enemies. 
  Desperation mounted to discover any verifiable facts 
  about who she really was and, most importantly, for 
  whom she worked. The sheer virtuosity of her deceit led 
  many to conclude she must be Hanged Man operative, 
  but she did not seem as hostile to the Court as that 
  faction sometimes can be. Comet was another popular 
  choice, as their wide-ranging search for knowledge 
  seemed to mesh well her broad information-gathering 
  activities. In fact, rumors eventually spread that even 
  if she was not acting on behalf of Comet, the faction 
  was quite interested in having her in a leadership 
  position, and would do whatever it took to make such 
  an appointment happen (including the removal and 
  
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  Who Killed Gristle Teres?
  Violence is, of course, frowned on in the Court, but 
  then again so is deceit, and the latter is practiced with 
  regularity. So while courtiers might attempt to keep 
  the peace, violence occasionally rears its head, and no 
  death in recent memory has shook the Court like that 
  of Gristle Teres. The shock was not because Teres was 
  believed to be well liked—indeed, he was viewed as 
  uncouth and unpleasant company, with a permanent 
  sneer and a snarl penetrating every word that came out 
  of his mouth. Many courtiers would have been quite 
  willing to inflict some degree of harm on Teres, but 
  they would not be likely to go so far as what actually 
  happened to him.
  His passing occurred in full public view, during the 
  Morning Hearings on a particularly bright day when 
  light streamed in through every possible Court window. 
  This displeased Teres, who typically sought the darkest 
  corner of the Court he could find and bided his time there. 
  This morning, such corners were in short supply. Teres 
  took to walking the perimeter of the Grand Hall, glaring 
  and anyone in his way and emitting what sounded like 
  curt, dog-like barks. The first sign that trouble might be 
  looming came when he passed by a morbi standing in 
  silent vigil against one wall. He quickly saw another of 
  the creatures, then a third, then more. On his next pass, 
  possible disposal of existing leaders who might stand in 
  her way). Tensions in the Court mounted; many people 
  wanted to see de Raven elevated, others wanted to see 
  her exiled, and a fair number would have been pleased 
  to see her dead. It appeared that all was going to come 
  to a head at that year’s Deadwinter Ball, but de Raven 
  did not appear at the ball—or at the Court, ever again. 
  Her name was never again read by the Court herald, and 
  her visage was never again seen. Her disappearance, as 
  with every other aspect of her, became the subject of 
  heated Court speculation. That subject still recurs from 
  time to time, though with lesser frequency and passion 
  due to the passage of time.
  The point of the story is two-fold. First, careers and 
  reputations can be made entirely on one’s abilities to 
  ferret out what others would very much like to keep 
  from you; and second, there are some mysteries of the 
  Court that are implacably stubborn, despite the desire of 
  many Court members to penetrate whatever veil keeps 
  them hidden. With so many mechanisms built to obscure 
  the truth, it is no surprise that some things fall into the 
  hiding place of obscure history, never to be found again. 
  Previous sections of this chapter have touched on some 
  of those mysteries, but to whet your appetite for your 
  next trip to the Court, here are a few other lingering 
  mysteries that occupy the attention of courtiers.
  Where to Discuss Mysteries
  The purposes of most banquets at the Court are clear. The Ember Banquets are for those who have fallen out of 
  favor in the Court, and generally feature discussions about how to move up in prominence, or complaints about 
  those in power. The Queen’s Banquet is primarily about being seen and basking in the presence of the Queen. The 
  Regency Banquet, though technically less prominent and exclusive than the Queen’s Banquet, is where things get 
  done, where alliances are formed, plans are made, and occasionally masterstrokes carried out.
  None of these are appropriate for discussing some of the arcane matters discussed herein. The Queen has no 
  patience for such matters, and if you happen to gain access to the Queen’s Banquet, there are perhaps more 
  urgent matters that should gain your attention. The Ember Banquets host all sorts of meandering conversations, 
  but the nature of the attendees at those banquets means the chance of obtaining meaningful information is low.
  Just below the Regency Banquet is the Cyprian Feast, which is also of somewhat less use as much of the 
  conversation there focuses on gaining access to the Regency Banquet. Below that, however, is where things 
  become interesting to those interested in mysteries and secrets. There are three gatherings known as the Feasts of 
  the Fallen (the origin of that name is lost in the far reaches of Court history) that are part of the broad mid-level 
  of banquets in the Court. These gatherings tend to attract people with the proper combination of knowledge and 
  eccentricity to make discussion of the deeper secrets of the Court worthwhile. The Feasts of the Fallen are not 
  located close to each other, or in the same parts of the Court with any regularity, making the discovery of them 
  a good exercise of the type of skills needed to unravel some of the Court’s most tangled secrets.
  
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  angry shouting without even a note of pain in his voice 
  until he no longer had lungs to propel his voice forward. 
  Whatever was lifting him kept it up until the chandelier 
  had done thorough work on every piece of him.
  It was a perplexing death for a number of reasons. 
  First, it seemed unduly complicated and dramatic. 
  With the slow speed of Teres levitating toward the 
  chandelier, it would seem there were a number of 
  chances for onlookers or Teres himself to intervene and 
  save his life. Why use such a potentially unreliable mode 
  of assassination? (The fact that no one in the Court, 
  which is of course full of people of considerable magic 
  ability, made much of an effort to save Teres during 
  his ascent is another ongoing mystery.) Teres had no 
  clear faction affiliation, though most people associated 
  him with Hermit simply due to his demeanor. The first 
  suspect in any conflict involving Hermit is, of course, 
  Eclipse, but Teres’ killing fell so far outside their typical 
  mode of operation that it is very difficult to believe they 
  have any connection to it. In fact, the violence was so 
  over-the-top that it is difficult to associate it with any 
  known faction except possibly Dragon, which has been 
  known to lean toward excess in the demonstration of 
  their magic powers. Many courtiers quickly assumed 
  that the assassination was a hidden faction announcing 
  their presence, but Teres’ death was not followed by any 
  other related activities that would bring a hidden faction 
  into the open. Which means that if the murder was a 
  way of announcing a new faction’s presence, it was an 
  announcement that quickly fizzled into nothingness.
  Another theory is that Teres’ death was the action of 
  visitors from the material plane. Courtiers have a certain 
  bias against mortals (a term they use for residents of 
  our plane, despite their decided lack of immortality), 
  believing them to be dumb brutes unusually prone 
  to violence. The bloody nature of Teres’ passing fits 
  very nicely with their view of how mortals deal with 
  problems. For the most part, though, that is as far as 
  this theory goes, as there is little concrete information 
  as to which group of mortals killed Teres, and why they 
  wanted him dead.
  There is one intriguing clue, though making clear 
  sense of it has been a challenge. Teres had a handwritten 
  note in his pocket, and subsequent research showed it 
  was not written by him. The note said, “Be filled with 
  rumor of people sorrowing.” Whether that was a threat, 
  a warning, an augury of his death, or something else 
  is unknown, but it is the subject of many speculative 
  conversations in the Court.
  he noted perhaps two dozen of the wide-eyes creatures 
  waiting and staring vacantly into the distance. We have, 
  of course, no way of knowing if he mentally tallied them 
  as a harbinger of what was about to happen.
  Accounts of what happened next differ. According 
  to some, the grand chandelier in the middle of the hall 
  started slowly rotating, and Teres was one of the first 
  to notice it, staring in astonishment. Others say Teres 
  stopped and looked at the chandelier well before it 
  started moving, and some say it was his extended index 
  finger that started the object rotating. Whatever the 
  case, the rotation became faster and faster, and the sight 
  of the spinning object as well as the clanking of glass 
  drew the attention of most onlookers in the hall. 
  There is general agreement on what happened next. 
  Teres advanced toward the middle of the hall, still 
  pointing at the chandelier, and unleashed a series of 
  curses that likely should have left a scorch mark in the 
  floor of the hall. Had any deities been present in the 
  Court at the time, Teres would surely have been stricken 
  down for blasphemy, as his curses eagerly befouled 
  just about anything anyone could ever cherish or find 
  sacred. He did not seem nearly as surprised about the 
  chandelier’s movement as did other courtiers; rather, he 
  seemed to take it as a personal insult.
  When he was approximately five meters away 
  from the chandelier, his feet rose off the ground, and 
  he began a stately ascent toward the bottom of the 
  chandelier. Again, he did not seem overly surprised, 
  taking his removal from the ground in stride, as it were, 
  while continuing his blistering curses.
  A number of people in the Court assensed Teres at 
  that point, since assensing is part of the normal way 
  they view the world. They say Teres was in an extremely 
  upset emotional state, which of course is no surprise, 
  and they add that there were one or two creatures near 
  him, bearing him up. These creatures or individuals 
  were masking their auras, though, making them difficult 
  to see—some observers report seeing no such beings. 
  Whatever was happening beneath him, Teres remained 
  intent on yelling at the chandelier.
  His slow path eventually brought him under the 
  spinning glass, and then into contact. The exact nature 
  and corporeality of many courtiers is up for debate, but at 
  this point it became quite clear that Teres was a being fully 
  of flesh and blood—because the chandelier cut through 
  that flesh and blood and spun it across the hall. It was 
  a nightmarish sight—if the act were an assassination, it 
  was a dramatic and spectacular one. Teres continued his 
  
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  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  The long and the short of it is, anyone who uncovers 
  just what is behind Crump’s continued existence at 
  Court may or may not uncover a significant secret, but 
  they definitely will be the center of Court attention for 
  several cycles.
  The Aconite Door
  Anyone who has spent more than a moment or two in 
  the Court is aware of its changeable nature. Visitors may 
  fall asleep at night in a room next to their fellow faction 
  members and friends, only to find that in the morning 
  they are lodged in the midst of their direst enemies. The 
  same hallway may be traveled a dozen times without 
  the same destination being reached. Wall colors shift, 
  doors appear and disappear, ceilings change to make a 
  room feel more spacious or more cramped, sculptures 
  growth and mutate, and so on. There is a pattern to 
  many of these changes, or else no one would ever be 
  able to navigate the structure at all, but some elements 
  are truly random. One of these is the Aconite Room. 
  The room is named for the flower depicted on its door, 
  a purple blossom with a stretched-out, hood-like top 
  section. Also known as wolf’s bane, the flower is quite 
  poisonous, even away from the temporal plane. The 
  door in question is made from a light wood—knotty 
  pine, based on most descriptions—with a bas-relief 
  carving of an aconite flower about three-quarters of the 
  way up. The flower, its stem, and leaves are painted with 
  dark, glossy pigments, making them stand out clearly 
  from the door.
  Along with being poisonous, aconite is generally 
  associated with a certain hatred of living beings, and the 
  appearance of the room seems to bode ill for whoever 
  sees it. Twenty-three seasons ago, Magician faction 
  viceroy Gemma Plover saw the door and was curious 
  to inspect it, but before she could open it a herald 
  summoned her to the Queen’s banquet. Plover left the 
  Court the next day, and took ill once she returned to her 
  home plane. She has not been seen at Court since, and 
  many courtiers speculate that she no longer exists.
  More recently, sixteen seasons ago, a visitor known 
  as Ambassador Crowley, who refused to say who he was 
  an ambassador of, was heard at the Regency Banquet 
  to ask what was behind the door with the lovely wolf’s 
  bane carving on it. Little information about what Crowley 
  saw was gathered, as he disappeared from his room 
  overnight. His bed linens were on the floor, ripped and 
  bloodstained, and the window to his room was broken. 
  He was never heard from again.
  The Existence of Mulberry Crump
  Ask the longest-tenured members of the Court about 
  Mulberry Crump, and they will tell you he has been 
  there as long as they can remember. He is an odd 
  figure, extremely crook-legged and hunchbacked, and 
  he doesn’t so much walk as he skitters. At countless 
  events and balls over the many seasons, he has been 
  there, usually near the wall, almost always moving, 
  frequently disturbing other courtiers with a gaze that 
  lingers too long and contains too much lust and/
  or hostility for anyone’s comfort. Most courtiers are 
  familiar with his scratchy voice, his onion-esque aroma, 
  and his quick twitches of his head during conversation. 
  What they cannot tell you is what faction he may be 
  associated with, how he receives invitations to various 
  Court events, and just what it is he thinks he is doing 
  in the Court. 
  Crump has been seen at just about every banquet 
  or formal affair staged by the Court. Some weeks he 
  seems to be out of favor, relegated to one of the Ember 
  Banquets, but he has been seen at Regency Banquets 
  and even, on one fairly recent occasion, at the Queen’s 
  Banquet. Occasionally, during Morning Hearings, he 
  has been granted one of the white lotuses that puts 
  him in the first group of questioners, though he tends 
  to use that opportunity to indulge in long, rambling 
  monologues that do not end in a question, so rather 
  than talking and then waiting for the Queen or one 
  of her representatives to share information, he talks 
  for a while and then shuffles awkwardly away. People 
  have been exiled from the Court for lesser misdeeds, 
  yet Crump repeatedly returns, even though no one 
  will admit to being allied or even friendly with him. 
  If he has patrons at the Court—and he must—they are 
  stubbornly silent about why he is there and how he is 
  being used.
  The most common theory is that Crump exists to 
  distract the Court from something else, though few 
  people have developed a good theory as to what that 
  might be. It has become something of a game when 
  he speaks during Morning Hearings to scan the room 
  and attempt to find out what might be happening that 
  Crump is trying to distract attention from. Success in 
  finding such matters has not been realized, and the 
  current theory is that Crump’s words are a distraction 
  from something he himself is doing, though again, what 
  that thing may be is unclear.
  
  155
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  Playing in 
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  Yet there remains a little spark of hope
  That lights me to some comfort.
  Hope was left.
  Hope was lost.
  Follow the lines.
  Follow the source.
  Recover.
  Always in sight.
  The opening lines have been identified as a quote from 
  Double Falsehood, a play by Lewis Theobald that has 
  occasionally been connected, in a variety of ways, with 
  Shakespeare. The remaining lines are a mystery, though. 
  Who “Roosevelt” is, who wrote the note, and what it is 
  referring to are very much a mystery, a puzzle that has 
  been part of many entertaining Court conversations.
  Rumors state that the Queen herself saw the aconite 
  door just before the major disruption that opened the 
  new passageway to the Court. That, as much as anything 
  else, has led to her negative view of the influx of new 
  visitors to the Court.
  The appearance of the door raises at least two 
  questions: First, what causes the door to appear at these 
  times? Second, what, if anything, is behind the door? 
  Given the troubles that have followed the appearance of 
  the door, any explorations of what is on the other side 
  should be undertaken with considerable caution.
  The Roosevelt Manuscript
  This mystery is almost pure puzzle. There is an 
  intermittently appearing room known as the Sea of 
  Trees, where double black stone doors open onto a 
  densely packed series of trees that rise up into a dark, 
  misty void of a ceiling. The room, when it appears, tends 
  to stay stable for four or five days, and it is a popular spot 
  for picnics, despite its rather dark nature. The last time it 
  appeared, a group of courtiers believed to be associated 
  with the Eclipse faction entered the room and, about ten 
  meters in found a piece of folded parchment nailed to 
  a tree. On the outside of the paper was a single word: 
  “Roosevelt.” Quite naturally, they removed the paper, 
  unfolded it, and read what was inside. Below is the text 
  in its entirety:
  
  156
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  Playing in 
  the Seelie 
  Court
  The Seelie Court: birthplace of plots, intrigues, and so, 
  so many parties. Imagine yourself standing before a 
  newly opened door that starts you on the path to the 
  Court. You very well may feel uncertainty, nervousness 
  about what awaits you beyond the threshold. Allow me 
  to educate you.
  If you choose to skip these pages, I shall state here that 
  I summarily refuse to be held responsible for what may 
  befall you. Perhaps an enchanting creature will ensnare 
  you with a song and beckon you to join in a dance. If you 
  wake up from the dance to find yourself close to death, 
  bleeding out from your feet, you have only yourself to 
  blame. Perhaps you avoid all merriment on our shores, 
  eager to keep your free will. Has not everyone said to 
  avoid food and drink among our kind? Nonsense. If you 
  do not heed my words, you will die of starvation or thirst 
  because “everyone” is a poor replacement for me.
  Do you understand?
  Good. Then we may continue.
  What will you be hired to do in the Seelie Court? I’ve 
  talked to a number of individuals, high and low, left 
  and right, odd and even, who tell me, in no uncertain 
  terms, that they aren’t particularly sure. But whatever it 
  is, it promises to line your pockets with the kind of items 
  courtiers find valuable.
  The Court is full of characters and opportunities. Keep 
  your wits about you, question everything (though avoid 
  questioning anything too openly; at best you will mark 
  yourself as new, while at worst you will literally lose your 
  head after a courtier takes the question for contempt), 
  and most importantly, keep my advice in mind.
  Court is filled with creatures lovely and horrific, kind 
  and wicked, sweet and savory. You will be the odd 
  addition. Remember this in all of your dealings. Some will 
  fail to understand you, others will not care to understand 
  you. If someone tells you they understand you perfectly, 
  they lie, for perfect understanding is impossible.
  A note: I will now guide you through what you may 
  expect from your stay at court. I will repeat myself, 
  largely because the points I repeat are that important, 
  but also because I do so love the way I put together 
  words.
  If you are reading this, I trust you have need of 
  knowledge to utilize in new and unexpected ways. 
  (Those of you reading this who do not have need of the 
  knowledge within will almost certainly find yourselves 
  in need of it before long, for the secrets of our world 
  have a way of ensnaring those who discover them.) You 
  must be prepared to use this knowledge in new and 
  unexpected ways, for the souls of this world are very 
  old and have seen and defeated countless planners and 
  plotters. You will have to be unique to remain.
  Your role at court is what you will make of it. Perhaps 
  you will become an asset, even a noble to be admired 
  by our people. You may become the recipient of vast 
  sums of wealth. You may become our entertainment 
  (and if this becomes the case, trust that you will be dead 
  soon but adored for many years after—and we have long 
  memories—so take heart). Or you may serve in secret, 
  perhaps as a valuable spy or thief. 
  All of these roles have one thing in common: they 
  require your survival, at least for a time. This is where 
  I come in. Heed my words and you will survive longer 
  than if you ignored them. Consider me your tour guide 
  and faithful companion as we examine your role in my 
  home.
  Firstly, who am I to educate and accompany you? 
  Good question. In this and in other dealings in my world, 
  be certain you know whatever you can know about 
  whomever and whatever you encounter. For my part, I 
  am simply an interested party. I will not hide the fact that 
  it benefits me to ensure all outside visitors know where 
  to step and from where to leap clear.
  Forms of Function
  A Guide by Purlie Tallow
  
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  Playing in 
  the Seelie 
  Court
  You may trust, however, that I am an unparalleled 
  expert in the Seelie Court. I have lived here as long 
  as I can remember, which is a very long time by 
  most estimations. I have watched representatives of 
  governments and corporations brought to their knees 
  on our literal and figurative shores. I have witnessed 
  beggars rise to idolization in the eyes of the public. 
  Moreover, I have uncountable acquaintances here. Out 
  of all those who welcome you with bright eyes and 
  sweet smiles, I know which prefer to see you return 
  home peacefully and which prefer to drain some of your 
  life, or perhaps all of it, from you. Seek me out when 
  you arrive. Remain on my good side, and I will steer you 
  away from those who wish you harm.
  I enjoy learning What’s Going On and Who’s Who. 
  As a result, I am an excellent source of knowledge and 
  contacts. I possess legal and magical skills and have 
  a fine appreciation for the subtle differences in flavor 
  among blood types (I have recently discovered that A+ 
  blood makes an A-plus czernina). But what qualifies me 
  best to educate you is the fact I am willing to do so; let 
  us get on with it.
  I shall break my education down into two halves. The 
  first is the most important, and if you retain nothing 
  else from what I say here, remember What to Remember 
  as you Travel This Realm. In the second half, I will break 
  down several roles for which you may be hired.
  Why am I assisting you? As I’ve mentioned, it benefits 
  me to ensure you know your way around. But I also 
  enjoy teaching. The thrill of leading creatures to hang on 
  my words grew tiresome in my previous employment 
  as a judge, believe it or not, simply because none of 
  the creatures who heard my words were able to spread 
  them in the afterlife. So I have turned to teaching others. 
  Chances are good that my students live longer than 
  those I sent to hang, but only if they heed my lessons!
  Here is the First Half: What to Remember as You Travel 
  This Realm. Pay attention and heed what I say. In any 
  task set to you here, several constants play a part. Forget 
  them at your peril, be it a swift and painless death or an 
  eternity of misery.
  That said, here are my warnings given with only 
  the lightest heart. I do not aim to dissuade you from 
  traveling here, only to provide you with a map of the 
  land and its myriad of hazards. You see, there are several 
  facets of our world of which you must remain aware, if 
  you are to travel safely within it.
  First, all is magical. By this I mean that everything, 
  from the smallest pebble to the entire world itself, may 
  not be as it appears. A pebble may be a key, a spirit, a 
  pet, a guard, sentient, omnipotent, or only a pebble. I 
  will give you specific advice in only this instance: Take 
  special care with the rabbits of the Southern Reach. Do 
  not ask me to elaborate.
  The simplest way I have found to describe how to 
  remember this is to ask yourself, at every available 
  opportunity, how those within your sight could attempt 
  to kill you. Then, at the very least, you will be prepared 
  for the worst magic has to offer you. You may not be able 
  to do anything about it, but at least you will be prepared.
  Second, most is not as it seems. Strike not the 
  aggressive hound nor pat the sweet feline, for the hound 
  will undoubtedly bear wise advice to the astute as 
  readily as said feline removes your hand from your wrist 
  with a bite. Keep this also in mind when dealing with 
  my brothers, sisters, and other assorted countrymen. 
  A pinched, surly magistrate may unselfishly grant your 
  sweetest wish, just as the luxurious, welcoming whore 
  may entrap you in nation-altering plots.
  Third, forces within our world do not wish your 
  success. It is not me of whom I speak, for I would not 
  inform you in these writings were it me. But when I leave 
  this place, I will carry with me talismans, charms against 
  harm, and most importantly, a keen eye cast over my 
  shoulder. Although I admit that the most important will 
  be for me to remember to pick up the aforementioned 
  eye and return it to its socket, for I do not cast aside gifts 
  such as two perfectly functioning eyeballs. But you have 
  the idea of it. Talismans, charms, and a good sense of 
  protective magics can do nothing to protect you if you 
  do not know to keep them close.
  More commonly, a head situated straight upon your 
  shoulders should be sufficient to suss out the most 
  callous offenders. It is my understanding that most 
  people traveling to our realm from your own are familiar 
  with the notion of powerful forces seeking to do them 
  harm. It is no different here. Make allies and keep an 
  eye out (though remember to retrieve it when you are 
  finished).
  Fourth, always remain respectful. My world is filled 
  with a menagerie of remarkable, fantastic creatures, all 
  of whom are as haughty and prideful as the metaplanes 
  are vast. Do not cut short your visit (and life) by behaving 
  boorishly toward anyone.
  It is true that several factions with which I am familiar 
  laud boorish behavior and seek it out. Chances are 
  good that these individuals do not have your best 
  interests at heart. Consider yourself warned. However, 
  
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  Playing in 
  the Seelie 
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  (although I freely admit to knowledge of a number of 
  individuals, from your world and my own, who have 
  traipsed about in my world and your own for generations, 
  the majority of each world is largely ignorant of the 
  others’ existence), the possibilities for learning are 
  endless. Some of the questions we face when educating 
  ourselves are:
  Who makes up the power structure?
  Where are the borders?
  Who pays for work?
  In what currency do said individuals pay?
  Should you tip?
  In all these aspects, I am here to help you.
  Far be it from me to suggest where you should fill your 
  employment dance card, but allow me to suggest 
  that you choose carefully. Certain parties here suffer 
  memories stretching back tens of generations. I should 
  clarify that not all parties suffer; plenty relish the ties cut 
  and burned, the bridges capsized into the currents of 
  shifting alliances, and the few friends held fast amidst 
  the destruction. The point is that one wrong choice may 
  cost you future alliances.
  With which factions should you work? Only you 
  can make that choice. I cannot guide you other than 
  to reiterate that you follow my advice and keep your 
  should you choose to engage in business with these 
  sorts, understand that civilized behavior will likely be 
  mocked and certainly be punished. Boorish behavior 
  will probably also be punished, as will neutrality for that 
  matter. They are a bunch of louts. Best to avoid them 
  altogether if given a choice.
  Everybody here wants you in some fashion. Some 
  want your knowledge, some want your fealty, some 
  want your possessions, some want your body, some 
  want your soul, and some want you wearing their 
  clothing designs. Still others want your blood, your life 
  force, your secrets. Your stay with us will be easier for 
  you if you acknowledge and remember this. Although 
  the advice to avoid food and drink here is ridiculous, it 
  still contains a grain of truth. Be careful what you allow 
  others to serve you, whether they claim it is sustenance, 
  advice, or truth. The self-sufficient among you will 
  doubtless remain safer.
  While I am certain I could fill your day with my 
  warnings, if you keep these four points in mind 
  during your stay, you will survive long enough for my 
  countrymen to challenge your survivability in novel and 
  fascinating ways.
  Do not say I did not warn you; I do not take liars lightly. 
  Because our worlds are so new to one another 
  
  159
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  the Seelie 
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  marks you as an important individual, and sometimes 
  that perception is all you need to obfuscate your real 
  work. Alternately, there exist factions in which anyone 
  who pushes their work off on others is viewed as weak. 
  Enter the ever-present warnings: take care to know 
  where you are and where you are going, or the opinions 
  of the locals will define you with a far heavier hand than 
  you probably would have wished.
  Lacking silvered speech? You may wish for a talented 
  companion when determining the intricacies of your 
  contract, but other than the possibility of greater reward, 
  no reason exists for you to be left out of employment. 
  Consider Deproix, a gentleman I knew generations 
  ago. Deproix possessed enough cognitive faculties to 
  totter about on his own, though none would accuse 
  him of genius. However, Deproix garnered enough 
  favor with a faction that shall remain unnamed that he 
  rose to extremely high station and retired from public 
  life to an existence of which we can only dream. How 
  did a man once referred to as an unwashed barbarian 
  achieve Dreamlord status? Rumors say it had everything 
  to do with his patrons. He purportedly completed 
  enough tasks for the right individuals (and possessed 
  a healthy amount of luck to have stumbled across the 
  right individuals—no one claimed Deproix was graceful) 
  that he became a sort of a mascot to a highly influential 
  courtier. And before you bend yourself out of shape 
  considering you could become, of all things, a common 
  mascot, don’t. Remember that whatever heights your 
  ego reaches, our average ego eclipses them. Return to 
  your home and there you may flex your ego as much as 
  you desire, in the safety of your own metaplane.
  Do not expect any reputation you possess among 
  those from your home to follow you here. Word of 
  mouth about your qualities and skills may help you 
  gain opportunities, but you must prove yourself to gain 
  our trust. Reputation from your plane will do little to 
  establish yourself here. Your actions will have to serve 
  as your résumé.
  The reason for this is that we are exceptionally proud. 
  We may not put much stock in your reputation, but we 
  expect you to know ours and are quite taken aback 
  when you don’t. That means that you never know when 
  the most well-meaning statement will backfire, when 
  ignorance of someone’s name or title will sentence 
  you to misery, when failing to recognize the grandeur 
  and significance of the royal cockatoo will lose you 
  your head. 
  wits about you. The mannerisms and culture of each 
  group may vary wildly, and you must decide with which 
  eccentricities you feel most comfortable.
  In some cases, you will not have a choice. Certain 
  parties do not blend with certain traits. For example, 
  as fine a quality as it is to possess a silvered tongue it 
  will not help you when dealing with some, shall we say, 
  lower sorts. Naturally suspicious and prone to outbursts 
  of foul odor, these sorts view the beautiful and the 
  useful with trepidation and disgust. Their favorite form 
  of diplomacy involves all things noxious and vulgar. As 
  a result, they may become your favorite folk, but do not 
  attempt to persuade them with refinement.
  The role you play at court may depend on the 
  factions with which you have allied yourself. Or at least 
  from which you have accepted work. Over the years, 
  outsiders’ roles shrink and grow according to whim. 
  Some prefer to show off their exotic outsiders and 
  show them off through every manner of feast, ball, and 
  outing imaginable. Others have thought themselves in 
  possession of a thing rare and valuable and, as such, 
  have kept “their” outsiders behind closed doors and 
  secreted away. I cannot say for certain who will treat you 
  how without naming specific names, which I prefer to 
  avoid here, but I can say they will probably surprise you 
  at some point.
  But how will I know whom to choose, you may ask 
  yourself.
  This is where information gathering prior to your 
  employment becomes vital. (The applicable term 
  is “legwork,” so I am told, although I admit to prior 
  engagement of this term in the context of racks and 
  heated metal shoes. But I digress.)  Which lady pits her 
  favorite courtiers against rogues sent after her (winner 
  keeps the head!)? Which lord rewards those top-
  performers within his employ with a private audience 
  (none of whom are seen again and are rumored to 
  have died of pleasure)? Who among the multitudes of 
  professional information dealers can you trust? Your 
  existing relationships will guide your choices.
  Please allow me to begin the second half of this 
  work—your role at court—by stating that I will not parse 
  out responsibilities. By this I mean that will not tell you 
  how to fulfill your role, only suggest what roles may be 
  available. Be certain opportunities exist for all; you only 
  have to know where to look for them.
  I know of many factions in which it is fashionable to 
  avoid being observed accomplishing anything. To have 
  others (physical or magical) perform your work for you 
  
  160
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  Playing in 
  the Seelie 
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  Schemes permeate our realm. You did not need me 
  to tell you that, I hope. I understand that most of you 
  believe the same is true about your own world, but I 
  disagree. Movements here send ripples through our 
  world and your own; they have for a very long time, and 
  I doubt many of you were even aware of this before you 
  stumbled upon us.
  Remember that you are easily visible. You and yours 
  almost glow with a certain newness and odd freshness 
  I cannot quite describe (yes, even the more odoriferous 
  of you). Suffice it to say that we notice. Keeping your 
  presence and passage hidden may prove difficult. 
  Considering members of your own kind play here 
  alongside you, your noticeability may help you as well 
  as hinder you.
  Keep in mind that it will not only be the deceptions 
  and dealings of native residents with which you 
  must contend. Your fellow visitors undoubtedly seek 
  employment here also and you will cross paths with 
  them in no time.
  This runs a snag through any jobs you accept. Not 
  only must you cope with conniving Good Folk (as we 
  are sometimes erroneously known), but you must also 
  deal with the machinations of your own kind. Do not 
  for one moment fool yourself into thinking your own 
  world’s designs have not set root here. I know of one 
  particular faction of your world—quite a powerful one—
  that has been trying to set its teeth into a faction of my 
  world for some time. I do not wish to name names in 
  this instance (I am told fuller descriptions of such things 
  reside elsewhere in this compilation). No doubt your 
  paths will cross.
  Complete a job here and you may find yourself at 
  odds with your kin. What happens when you return 
  home? How much power and influence do your kin 
  have in your world? Because the power they hold here 
  may not match up to their power there. This could be of 
  advantage to you, particularly if you have little power 
  at home and we find you interesting. Think of it: you, a 
  powerless peon in your home world, battling and besting 
  the representatives of your most powerful leaders. 
  Although I have heard tales of just these sorts of epic 
  battles undertaken in your world, I have also heard that 
  the escape in such instances is more rare than victory, 
  and also more rare than survival. But if you battle them 
  here and best them, do not you control whether they 
  rise at last to return home? Why should any of their kin 
  know in what manner they met their end? For this place 
  is a murky pool from which not everyone emerges.
  Knowledge will always serve you well. Did you know 
  that the former Duke of The Bode possesses a singular 
  hatred for compliments? Now you know. But without this 
  vital piece of information, you may have complimented 
  him, which would have resulted in your quick bath in 
  boiling oil, followed by your presentation at his feast 
  table, apple between your teeth. Did you know that 
  Princess Cranogwen demands that her name replace 
  any other name in a ballad sung publicly within her 
  earshot? Bards may cringe at replacing “May” or “Anne” 
  with “Cranogwen,” but they dare not cringe outwardly. 
  Some courtiers possess a pride so great that the slightest 
  mistake in custom or courtly demeanor will sentence 
  the offender to horrific fates, including but not limited 
  to public flogging, flaying, or stoning; death by dancing; 
  permanent obfuscation; or even ejection from court.
  Be on guard, for my kin are also fickle and eccentric. 
  Not all of us, of course, but many. Fickleness and 
  eccentricity tend to accompany great wealth and 
  plentiful leisure time, both of which we enjoy in quantity.
  “Eccentric” may be a mild way to communicate 
  insanity. Plenty of my countryfolk qualify for the 
  descriptor, I will admit. But some of the sharpest minds 
  and fattest purses may be found on those possessing the 
  weakest grasp on reality—or at least, on what most of us 
  perceive as reality—so do not be so quick to judge, lest 
  you find yourself shut out from said purses’ contents.
  Capriciousness is far more common. If you are 
  unprepared to face mercurial attitudes and opinions, 
  you are unprepared to travel here. I am acquainted 
  with a judge of high station who regularly changes 
  his decision after declaring it. It has become common 
  for lawyers, having heard a decision from my friend 
  that benefits them, to flee with their clients from the 
  courtroom before the judge can change his mind.
  Long are our memories and nurtured are our grudges. 
  I know of a lovely creature who flies into an apoplexy of 
  spitting rage whenever she hears the term “pudding.” 
  The story goes that during a cold and wet spring, an 
  outsider visited her estate. The outsider taught the chef 
  learned how to make a regional treat called “Summer 
  Pudding.” When consuming the dish failed to call forth 
  the season of summer, she flew into a rage and had the 
  outsider drawn, hanged, disemboweled, and quartered. 
  This occurred several centuries ago and, although she 
  is sweet and divine the rest of the time, she will murder 
  anyone who utters the word “pudding” within earshot.
  Take care that you are aware of what sets off your 
  host—or even those around you.
  
  161
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  By contrast, some of the dullest jobs I have performed 
  consisted of observation and reporting. Once, my 
  employer wished me to count our neighbor’s livestock. I 
  cannot fathom why it wished to know that Parrish Parish 
  owned 305 cows, 246 sheep, ten calves, and twelve 
  lambs, but I performed my duty, dull as it was. Chances 
  are good that you can avoid this sort of mundane task 
  if you aren’t picky about who employs you. Keep your 
  options open, but never deal with dragons: they simply 
  refuse to recognize hierarchy among non-dragons. It’s 
  tremendously insulting.
  More often you will report on exciting things like shifts 
  in court personnel, military movements, artifact hunts, 
  public executions, and mass exoduses of creatures (rats, 
  snakes, children, et cetera). Sometimes, if luck is with 
  you, the job will require your recollection and account 
  at court, possibly at Morning Hearings, or at one of 
  the nightly banquets. I can think of no greater honor 
  than to be asked to recount an exciting week’s worth 
  of observations. And if your week’s observations were 
  less than pure excitement, be prepared to toss in a few 
  augmentations or creative intrigues to your narrative. 
  There are none so unforgiving as bored courtiers—
  unless it is an employer who has discovered the help 
  is augmenting the truth. Perhaps be certain of your 
  employer’s truth-compelling abilities first, yes?
  A particularly fun sort of information to gather is to 
  uncover someone’s most central desire. What does he 
  or she enjoy in a gift? What does she prefer the center 
  of her chocolates to smell like? What does he prefer 
  the center of his sacrifices to taste like? Not only can 
  you have fun with this sort of job, but you can make fast 
  friends of some influential people. Everyone likes to talk 
  about what they enjoy, after all.
  I recall that a few dozen years ago I spoke with the 
  former Regent of Bathford—this would have been only 
  a few years before his demise, rest his soul—and asked 
  him what he wished his courtiers would present to him. 
  He mulled it over for a few minutes before responding 
  with “dates.” It turned out that he was not looking for 
  companionship—he had over a hundred young beauties 
  for that—nor was he so fond of a particular variety of 
  chewy fruit. He loved calendar dates, particularly those 
  read aloud (though he had no real preference as to which 
  astronomical clock was referenced in those dates). He 
  said they were like music to him. No one could ever 
  have guessed, I promise you.
  I would like to take a moment to correct myself: 
  not everyone enjoys discussing the things that bring 
  Information Gathering
  The most common and widespread role you will 
  encounter here is that of information gathering. Not 
  only will these sorts of jobs require you to sniff out 
  information, but information greases the gears of any 
  job here and helps keep your head safely attached to 
  the rest of your body. 
  What sort of information must you gather? It depends 
  on the area and the employer. One of my favorite jobs 
  over the years was to find deserters from other factions 
  and interrogate them. Deserters can be a source of much 
  information. The best parts of the task were both the 
  contacts I made among them—useful if they ever made 
  their way back into their home’s good graces—and the 
  fact that they had already turned their backs on their kin. 
  No one to miss them if push came to shove came to knife 
  through the throat. You may not have the overwhelming 
  charisma I enjoy, but if you are smart, you can always 
  find a way to benefit from any role, even if it’s only from 
  the pay.
  Your job could be as straightforward as delivering the 
  news to court. Doubtless every important person keeps 
  hounds on hand to sniff out the latest news, but anyone 
  who has someone doing a job for them tends to be on 
  the lookout for someone who could do it better. The 
  quality of the news you deliver could perhaps connect 
  you to a possible new position. Delivering news to the 
  court is a wonderful position for creative types, who 
  know how to deliver the truth with beauty. However, 
  I warn you against embroidering the truth or weaving 
  an entire account from the fabric of falsehood. Always 
  expect your employer to retain several other agents, all 
  of whom consider themselves enemies of one another 
  and regularly vet each others’ claims in attempts for a 
  greater share of their master’s trust. Beware. Unless you 
  enjoy that sort of intrigue, in which case I wish you the 
  best of luck.
  News is a straightforward job. You may believe it 
  requires investigation and pluck. It does, but more 
  importantly, it requires very clear direction from your 
  employer. You must know on what manner of news 
  your employer wishes you to report. For example, you 
  have discovered that factions vie for power at court. 
  Your employer may laud your news-gathering efforts. 
  However, most people I know here would send you 
  back for more information. “Factions vie for power at 
  court? This is a daily occurrence. Come back when you 
  have something newsworthy!”
  
  162
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  In some cases, your host at court will ask you (or cajole, 
  fool, or demand, depending on the individual) to educate 
  them about whatever it is you know. Even if what you know 
  is something you find terribly mundane, rest assured that 
  you can make the subject matter entertaining for your 
  host if you only try. You may be surprised at what my kin 
  find interesting. Perhaps your audience simply does not 
  know anything about the subject matter. Perhaps your 
  audience will find material activities such as riding public 
  transportation or consuming vast quantities of burritos 
  endlessly entertaining. You can only know if you try.
  Sometimes a specific field of knowledge interests your 
  host and you happen to be an expert. (Was it truly free 
  will that brought you, the expert, to stand before the 
  curious host? Can you ever be certain?) Consider yourself 
  lucky: This gives you the opportunity to wax at length 
  about your topic of expertise. Not only that, but your host 
  will also probably ensure your continued good health. At 
  least until your host picks up enough knowledge of his or 
  her own to render yours unnecessary, in which case you 
  should disappear as soon as you are able.
  Imagine how luxurious your station could be: You 
  mingle among courtiers in your free time, amazing them 
  with your breadth of knowledge about such fascinating 
  topics as genetic engineering, the care and maintenance 
  of firearms, or burrito construction. Once per day, perhaps 
  once per week, your host beckons you forth to educate a 
  small collection of your host’s favorite people (including 
  Himself, of course, Himself being his most favorite 
  person). Your students ask brilliant questions: How many 
  lives does a transgenic cat have? Is that leftover spring 
  truly necessary? Will you draw us a chart of tortilla folding 
  techniques? You provide brilliant answers. Repeat. 
  Amazing, is it not?
  But perhaps you do not care to spend all your time 
  rehashing your knowledge from home. Perhaps you 
  entrepreneurial types can find a way to profit from your 
  employment in more than simply your pay. Perhaps 
  misinformation could lay the groundwork for additional 
  income. This is why I repeat: Meet people, learn about 
  them, and keep your options open.
  Regardless, prepare to recount any adventure at court 
  afterward. Some of you will work with an unnamed 
  representative of an unknowable employer (but you 
  are accustomed to that, are you not?), but some of you 
  will work for a far more typical shade of my kin: the 
  irredeemable braggart. This sort wants nothing more than 
  glory and praise from all with whom they cross paths. 
  They may also hope to make you into a Court mascot!
  them  enjoyment. Many prefer to expound upon what 
  brings them dissatisfaction. All day long they will wail and 
  gnash about the troubles of the world, their home, their 
  family and friends, their pets, their household staff, and 
  how their opinions are the target of focused, dyspeptic, 
  and nonsensical conspiracies. I simply do not understand 
  the inclination, although I recognize it exists and felt it 
  best to warn you about it. Conversations with these sorts 
  usually degrade into barks and howls of affront and 
  accusation. You can be grateful that nearly all of these 
  sorts live on your home plane, though, and you may 
  consider your visit here a holiday from them.
  What you do with this information you unearth about 
  enjoyable subjects is entirely up to you. If you should 
  choose to present your employer with this information, 
  you will likely receive your agreed-upon reward. If you are 
  clever, you could benefit in other ways. As an example, 
  I hired a bard to recite every calendar date of the past 
  decade in the common tongue to the aforementioned 
  former Regent of Bathford, and then I asked him to sing 
  them as sonnets (do not ask me how he accomplished 
  this; I am no poet). The Regent sat in incomparable bliss for 
  many hours. While the Regent was preoccupied, several 
  expensive antiques disappeared from his property. They 
  turned up safely in my own private collection a short time 
  later, though I chose to keep this fact to myself.
  You may be sent to discover what the neighbors are 
  up to. More specifically, you may be asked to investigate 
  the customs in practice among other factions. In general, 
  courtiers are loathe to commit social faux pas, so the 
  desire to conduct oneself without fault is high. I admit 
  there are a few who enjoy committing social gaffes, but 
  we do not discuss those types in polite company. For 
  everyone else, knowledge and a touch of preparation 
  arm against embarrassment. 
  Of course, plenty of hosts are happy to overlook the 
  missteps of high-ranking company. But to be a stranger 
  and somehow miraculously navigate the social niceties 
  of a new culture? The allure of such a feat tempts some, 
  and it may become your job to learn and report on 
  other customs.
  With which hand does one pick up which utensil first? Is 
  it customary to speak or be spoken to first? Has wearing 
  the bloodstains of your enemies on your garments really 
  gone out of style so quickly? Where to begin? Practice 
  acting the mild-mannered guest. Ask questions. Better 
  you be considered the fool for asking than your employer. 
  The locals will probably enjoy telling you all about their 
  customs and how they developed.
  
  163
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  Enough about what you will find. Let us discuss 
  where you shall find it. If your employer sends you 
  digging around in his or her own domains, consider 
  yourself lucky. Unwarranted rooting around in the 
  dirt constitutes questionable activity in many places; 
  armed with permission, you will save valuable time 
  and energy better spent searching. Plus, you will have 
  the opportunity to ask your employer about hazards in 
  the area, something you generally can only guess at in 
  unknown territories.
  More often than not, however, your employer will 
  have her sights set on treasures in areas claimed by 
  rival factions—why else would she hire you? You have 
  a number of questions to answer before you partake 
  of your mission. Will you obtain permission to hunt in 
  foreign territory? If you do not obtain permission, to what 
  lengths will you protect your intentions? If you do obtain 
  permission, first, you possess a more silvery tongue than 
  I (I joke! That is utterly impossible), but more importantly, 
  you must choose whether to share your findings with 
  the owner of the territory. Sometimes the owner will not 
  give you the opportunity to choose: You must share your 
  findings or turn them over in their entirety, which would 
  make collecting your reward difficult.
  Treasure Hunting
  Hunting for treasures remains the most lucrative and 
  dangerous of occupations, despite what others may tell 
  you. My cousin insists that relationships and kingdom-
  crafting trump treasure hunting in danger and available 
  reward, but most of you dear readers, lack centuries in 
  which to machinate, leaving only the horrible danger, 
  which is immediate and without reward.
  Our world is filled with treasures, the results of a 
  seeming eternity of people manipulating and enchanting 
  objects. From the Brooch of Shifting (reputed to allow a 
  magician to adapt to any background) to the Stone of 
  Kharis (said to force anyone to stop what they are doing 
  and pay close attention to the bearer’s words, provided 
  the words rhyme), treasures wondrous and ludicrous 
  riddle the realm.
  Study well here also, friend. Can you be certain the 
  sword you have been sent to find bestows the bearer 
  with keen balance, or is it more likely you have been 
  sent to fetch the Sword of Everlasting Ignorance? Ask 
  yourself whether your employer benefits from your 
  diminished faculties, and you may have your answer.
  
  164
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  Information Peddling
  The politics of my kin can be strange. As I have mentioned, 
  long memories are the norm, as is the tendency to hold 
  a grudge. I have witnessed laws passed that make it a 
  crime to utter the name of a particular individual who 
  upset a local noble. It was, all said, an amusing phase, as 
  the particular individual in question was named after the 
  local phrase that meant “thank you.” The poor things. 
  The politest members of society were rounded up and 
  executed before everyone got the hang of how etiquette 
  and manners needed to shift. Quite amusing, indeed.
  The result of our tendencies is that it can prove 
  difficult to move between borders or even to have one’s 
  voice heard (nowhere is that more true than Glibson, 
  where the residents are cursed to speak at full volume 
  whenever possible). This is where having outsiders at 
  your disposal becomes terribly useful. 
  Perhaps your employer will send you out to peddle 
  his or her influence. Regardless of the magnitude of that 
  influence, your job is to convince your target that you 
  have their best interests at heart, insofar as their best 
  interests coincide with your responsibilities. Should their 
  best interests fail to line up with your responsibilities, it is 
  your duty to convince them to look beyond themselves. 
  Best of luck with that.
  As an example, a dear friend of mine (let’s call her 
  “Grace”) enjoys recounting an incident from a decade 
  past. Grace’s employer (let’s call him “Mr. Johnson”) 
  hired Grace to deliver a message to one Barnabee 
  Gruehnwissle. The message was that if Gruehnwissle 
  demonstrated support for Mr. Johnson’s next public 
  declaration at court, Gruehnwissle would be rewarded 
  with a desirable and cushy position, plus a stable of 
  cushy, desirable beauties happy to share said position. 
  Whether or not Gruehnwissle followed through on 
  his agreement to back Mr. Johnson, Grace completed 
  her job admirably. She painted cunning, vivid pictures 
  of the pleasure Gruehnwissle would enjoy upon 
  consummation of Mr. Johnson’s simple request.
  That is all it took to influence Gruehnwissle and earn 
  Grace’s pay. But what if the promises you are entitled to 
  offer are not so tempting? These are the circumstances 
  in which creativity and a knack for salesmanship will aid 
  you considerably. 
  For example, let us imagine that you have been hired 
  to sway a vote. Your employer wishes another to change 
  her opinion in an upcoming election. Let us say for the 
  sake of example the election determines whether Mr. 
  As much as I prefer to have people notice when I am 
  out doing interesting things, I must advise you to keep 
  your search secret. Too many questions arise, making 
  the tracking of your fabricated answers tedious and 
  difficult, drawing your attention and memory-making 
  faculties away from your employment. No employer 
  wants that, trust me.
  You have a destination, and you have chosen to keep 
  your activities secret. The next question is: Where, 
  specifically, should you search? Ruins are the obvious 
  first choice. Whether the ruins remain standing or time 
  has swept them away, they are worth a look. They may 
  also be either the most dangerous places to search or 
  the most likely to have already been looted. Prepare 
  accordingly. For example, the lost workshop of Al’Farouk 
  is now nothing more than a few stones that barely peek 
  above the grass, but it still attracts pishachas roaming 
  the sight, searching for whatever it is pishachas want 
  when they are not feeding. The work of Al’Farouk may 
  still tie them to the spot, or they may be hunting for 
  some item he left behind eons ago.
  Residences of nobles and other individuals of high 
  status make another excellent choice. Rulers often 
  possess numerous abodes sprinkled throughout their 
  territory. While the style and glamour of owning so 
  many residences is enticing, the reality is that most of 
  the brightest on the exterior are made so to hide the 
  rot and decay inside. Many such buildings have fallen 
  into disrepair and are abandoned, making them prime 
  locations to begin a search for forgotten items. Remain 
  alert for traps and other left-over security measures. 
  Spirits in particular, if they haven’t already been assigned 
  to guard the premises, seem drawn to abandoned 
  places. Whether they are bound or free, they may take 
  umbrage with your activities, so be wary.
  Some territories lack buildings of any sort, or at least 
  anything most of us civilized folk would recognize as 
  buildings. Where do you look in these cases? There 
  are, of course, tools to aid in searches, depending on 
  the object of your search. Magic may be an option, 
  particularly if you know precisely what you’re looking 
  for, especially divination magic. If you can tie cards 
  from the Sixth World tarot to the item you seek, by all 
  means use it—provided you could find enough cards to 
  make a reading of any substance. Otherwise, you could 
  ask locals—while taking care, of course, to not reveal 
  overmuch about your search. The only other advice I can 
  offer in such circumstances is to employ the services of 
  an individual skilled at digging up what has been hidden 
  for so long.
  
  165
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  action and reprisal that will spin out for many seasons 
  or cycles?
  There are those visitors to Court that have responded 
  well, and those who have engaged in unending feuds. 
  Knowing who these people are and what the status 
  is of their ongoing grudges can be vital information. 
  It can tell you who might be potential allies, or who 
  might be willing weapons for you to point in a particular 
  direction. It also might tell you who would be interested 
  in incriminating information about another party. Learn 
  about grudges, and know the worth of the information 
  you find.
  Doubtless you need a bit of time to become acclimated 
  to your new surroundings. Certain tools and tricks upon 
  which you may have relied in your world elude you here. 
  Such circumstances require an adjustment period. Luck, 
  should she find you, will find you among allies (however 
  temporary they may be). Should you elude luck— well, 
  in that case you won’t live long enough to fret much, so 
  best not to dwell on it.
  Revealing Hidden 
  Identities
  While you are traveling through our realm, pay attention 
  to all with whom you cross paths. Because, as I have 
  told you, all is not as it seems. That dog you saw on 
  the bridge could be a dog. It could also be a creature 
  more powerful than you care to know, disguised to ease 
  hunting. Or it could be someone suffering from a curse. 
  Or it could be a spirit. Or an illusion.
  There are plenty of reasons why something or 
  someone may hide their true nature. Perhaps it is for 
  protection. This is the cause for plenty of bastard heirs 
  hiding as common laborers; either the parents seek to 
  protect themselves or the child. Perhaps it is for privacy. 
  I am told that a particularly talented dramatic actress 
  went into hiding to avoid the stifling adulation of her 
  fans. I will not soon forget the uproar at Court after 
  she was discovered living as a maid in the service of 
  an isolated noble. I met a tarot card reader in a domain 
  controlled by Hermit who confided to me that she was 
  the ruler of a neighboring territory; she said she liked 
  to get away from her responsibilities once per season. 
  I do not know if she told me the truth, but someone 
  else discovered the information and, judging by their 
  actions, believed the mystic’s story. I truly hope she is 
  enjoying her extended vacation in her rival’s dungeon.
  Johnson’s friends and family are ever allowed to wear 
  indigo again, and that you are to speak with a free 
  spirit named Portent. Portent’s opinion is highly valued 
  at court, and Mr. Johnson has had trouble identifying 
  anything Portent will value. As a result, you arrive to 
  speak with the spirit, and the best you have to offer is 
  a drove of sheep and three golden spinning wheels. 
  While some would be snap up this offer as soon as it 
  left mouth, free spirits have more mercurial desires. 
  This would be an excellent opportunity for some 
  learning. Continuing with our example, you discover 
  that Portent finds fortune-telling fascinating and drinks 
  up information about our mundane methods as a 
  brownie drinks porridge and honey. Taking the angle 
  that Portent could use the sheep for extispicy and the 
  wheels for cyclomancy, you present your ideas. Portent 
  accepts your offer, and Mr. Johnson not only allows 
  you to keep your head another day, but pays you as 
  well. Mission accomplished, due to the fact that you 
  were able to make your job seem to match the desires 
  of your target.
  Plenty of old grudges and new fears keep people at 
  odds with one another. It has been this way since the 
  beginning of time. We may seem patient in how we 
  take our revenge, but our delayed gratification should 
  not be mistaken for forgetfulness. We enjoy socializing, 
  dancing, and laughter, but we remember anger, 
  frustration, and bitterness..
  What does that mean for you? Well, let us examine 
  how you came to be where you are. You arrived, perhaps 
  with barely a rustle. Or it could be that you announced 
  your presence like a crack of thunder. Or perhaps you 
  simply materialized one day, stepping out from behind 
  a statue or a tree. You made your way to court one way 
  or another, arriving in as many pieces as you should. We 
  shall met your arrival with interest, and with watching 
  eyes. We observed how you spoke, how you listened, 
  how you treated authority. We took measure of what 
  you respected and what you did not. Because there 
  was no possible way for you to know the many and 
  varied ways of the Court, you offended someone. It is 
  inevitable, it has happened to everyone. The offense 
  you caused was remembered, and at some point action 
  will be taken in response, to deliver a (likely minor) 
  punishment for your misdeeds. The question is, how will 
  you shape this burgeoning grudge when it is expressed? 
  Will you handle it with grace, laugh it off as the price of 
  getting to know a new and complicated arena? Or will 
  you take offense, look for revenge, and begin a cycle of 
  
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  Playing in 
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  thought, perhaps I should probably qualify that: You 
  probably won’t be paid if your charge is harmed. There 
  are some members of Court who enjoy harm, but in 
  those cases your job as protector will play out differently 
  than the standard duties dictate. You will have to ask 
  your employer for specific details.
  Threats lurk in every corner, and the locals know it—
  probably because they’re always scheming against and 
  threatening one another. Some of the tasks you’ll be 
  assigned involve cunning on your part, such as when 
  you must protect your charge against spies. From my 
  experience, the best way to perform counter-espionage 
  is to hide your role. Drawing out the snakes gives you 
  the opportunity to take their heads, but they will not 
  emerge if the dogs are visible.
  Protecting against thievery is much the same. Rely on 
  intuition, keen perception, and intelligence to capture 
  thieves. Some jobs will benefit from the application 
  of magical wards and traps, for the craftiest thieves 
  find any entrance, be it physical or magical. An old 
  friend once complained that his prized collection of 
  driftwood sculptures was disappearing, piece by piece. 
  It turned out that the ghosts of the ships from which the 
  driftwood originated haunted the premises. When my 
  friend refused to clear out the source of the haunting, 
  my friend’s eldest son hired the most skilled thief in the 
  It may become your job to uncover these hidden 
  identities. Will you complete your duties for your 
  employer and earn your reward? Will you instead seek 
  to gain allies by keeping their secrets? Or will you keep a 
  secret in exchange for a reward? Choose carefully.
  Take care in these jobs. If, for example, you seek to 
  uncover a hidden faction at court, keep in mind that you 
  cannot know how far the faction’s roots spread. You 
  may uncover the true identity of someone who seemed 
  innocuous but who is really quite dangerous. If you seek 
  out assistance among your fellows at court, can you be 
  certain they, too, are what and who they seem? No, you 
  cannot. Consider only plans that will not require you to 
  lean on strangers too heavily. Of course, it is useful to 
  have friends (or at least people you consider marginally 
  trustworthy). If you are truly certain of the loyalty of your 
  associates, then I wish you well. Corral them into your 
  service. I simply wish to remind you that trust is rarer 
  and more precious than orichalcum.
  Protection
  Perhaps the most common role you will find here is as 
  protection. Be prepared to act menacing, but be sure 
  you have the skills to back up the appearance. You won’t 
  be paid if your charge is harmed. Though on second 
  
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  death), he nevertheless proclaimed he had performed 
  a service for his territory by ousting devious plotters. 
  One month after he learned to start a fire in the oven, he 
  disappeared without a trace, and his manor was overrun 
  with courtiers squabbling for leadership.
  Exposing the friends and family of an important 
  individual as schemers is dangerous, to be sure. You 
  must ask yourself whether the alliances gained and lost 
  in such a transaction are to your benefit before you risk 
  a misstep. I heard a tale of a duchess fearful that her 
  husband planned to murder her that she hired a group 
  of five outsiders to investigate the duke and to protect 
  her should the need arise. The outsiders investigated 
  the duke and found the duchess’s fears to be well 
  grounded. However, before the duke struck at his wife, 
  he approached the outsiders with a counter-offer. I do 
  not know the offer nor the results of the events that 
  followed, though I know a beautiful copse of six willow 
  trees appeared in the duke’s courtyard that same week, 
  just after the duke announced his duchess was murdered 
  by agents from a neighboring territory. No one has seen 
  the outsiders since.
  In some cases, the job is to protect your charge 
  against him or herself. Doubtless this is one of the 
  most challenging positions in which to find yourself, 
  for it requires a delicacy and care foreign to many I 
  have met from your plane. This can also, however, be 
  one of the most rewarding assignments. Far be it from 
  me to suggest distasteful options, but I feel I must 
  acknowledge the range of responses I have seen to such 
  an arrangement. Some have used this as an opportunity 
  to learn more about their charges. Imagine, if you will, 
  a marquis fair and just (that may be difficult to imagine, 
  but stay with me.) Said marquis hires you to protect 
  him from himself, telling you he suffers spells causing 
  him to walk the corridors of his private apartments 
  all night in his dressing gown, engaging his deceased 
  predecessors in conversation. He awakes to find he has 
  fallen asleep on the kitchen floor, the barest memory 
  of dreams in which he has learned his grandfather’s 
  favorite jabberwocky hunting tactics trickling away 
  from his recollection. Deprived of sleep and dignity, 
  the marquis seeks an end to the episodes. Perhaps this 
  would prove an opportunity to learn the history of the 
  marquis’ bloodline. Perhaps you may attempt to involve 
  yourself with these conversations to learn the locations 
  of hidden caches under the palace roof of which only 
  the old rulers know. Perhaps you could suggest to the 
  marquis that if he wishes to pay you a large sum from 
  city to rid the house of the sculptures and accompanying 
  ghosts. We discovered the thief used spirits to enter the 
  manor, materialize, and carry the wood out the open 
  tower windows. The thief disturbed none of the physical 
  traps my friend had installed, because nothing but the 
  sculptures were touched. It was only when he agreed 
  to allow me to call forth a watcher that we discovered 
  the culprit. My friend’s son let us know of his role once 
  under compelling magics. Although my friend misses 
  his boy from time to time, he still has the opportunity 
  to see him hanging from the outer wall. Thankfully, the 
  son has been alive throughout his time on the gallows, 
  so the opportunity for a reconciliation is not out of 
  the question.
  The simplest application of protection comes 
  against aggressors. The language of the Court speaks 
  against violence, but it can and will never prevent it. 
  Some opponents are out for blood, and here is where 
  your skills in combat become the most beneficial. The 
  aggressors could be highwaymen or bandits, rebellious 
  spirits or other kindred creatures, or skilled soldiers. 
  Your response as protector remains the same.
  Take care that your reputation among us as skilled 
  protectors does not become overly outsized. Several 
  decades ago, a small group of outsiders stumbled into 
  our lands. They hired themselves out as guards and made 
  a fine living out of it. They were so foreign to us, so good 
  at their job, and so flamboyant in their presentation, 
  that their charge showed them off at court regularly. 
  Before long, they became such staples at court that it 
  was suggested they act as Court mascots. Such jealousy 
  wafted through Court that several attempts to capture 
  the new mascots resulted in several inconvenient 
  skirmishes. The mascots’ former charge tired of the 
  fighting, so she arranged for the outsiders to be turned 
  into statues, which now grace her front gardens. They 
  really are quite beautiful, although I would have set the 
  subjects at ease beforehand; their frozen visages of 
  shock and dismay dim their beauty a touch.
  Perhaps the most common foe is not aggressors from 
  without, but those from within. Schemes frequently 
  roil families, so it stands to reason that you may find 
  employment protecting a charge from his or her 
  relatives or close friends. I know of several individuals 
  who choose to keep devious relatives close to better 
  learn of their plots. One individual in particular had his 
  entire staff exiled when he learned of intrigue planned 
  against him. Although it took him months to learn to 
  properly care for himself (he very nearly starved to 
  
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  the events of the road to an acquaintance. Without 
  warning, the fellow ran away in the direction from which 
  I’d traveled. I would learn later that the acquaintance to 
  whom I spoke was a master highwayman in his youth. 
  He had trained a small group of thieves to rob travelers 
  in a quick, coordinated strike. For years, the highwayman 
  and his band bled the roads dry. When the highwayman 
  retired from the business, he disbanded the group and 
  purchased a grand residence for himself. It was just 
  outside this very residence where I recounted my tale 
  to him. 
  Shocked to see him simply run off without a “by 
  your leave,” I followed him. He moved with such 
  rapidity that I found it difficult to keep up, but at the 
  last, I found him. He had located the band of thieves 
  and when I happened upon them, they were having 
  a rather heated discussion. From the safety of the 
  forest’s shadows, I watched as a second group of the 
  imps circled around to approach my acquaintance 
  from behind while the others continued talking. He 
  never saw the killing blow. 
  As I returned to town, I mused on what I had 
  witnessed but could find no good reason for what 
  had transpired other than a simple case of murder. 
  When I returned to my acquaintance’s former home, 
  I notified the guests at his soiree that the party had 
  been canceled due to a last-minute change of plans. 
  I could tell they were disappointed, and I apologized 
  most graciously to each of them as they departed. 
  When I informed the house staff that I would be taking 
  over as the new master of the house, the butler said 
  something that caused me to reconsider my previous 
  conclusions. He asked whether their former master 
  had ever told me of the adventures of his youth. That 
  was when I discovered my acquaintance’s former life. 
  It seemed to me that the band had a strong dislike for 
  their former leader. Perhaps when he came to chastise 
  them, their hatred for him had reached its tipping point. 
  Perhaps they were afraid of his return to the business 
  and wished no competition. Regardless of the reason, 
  I am certain its roots formed from my acquaintance’s 
  extensive success.
  This puts me in mind of a story I heard a long time 
  ago. It begins when a strange man stumbled into our 
  realm. We know now that he was human, but not many 
  had set eyes upon a human and therefore knew not 
  what this odd creature was. Upon his arrival, denizens 
  from various factions rushed in to examine the odd 
  transplant. 
  the coffers, you could avoid retelling the story at court. 
  Perhaps you may find a cure to his mysterious malady. Or 
  perhaps you could simply resolve to fasten the marquis 
  to his bed every night for the rest of his life. It is entirely 
  your decision, though you of course will remember that 
  every choice has a consequence.
  Whether for your employer or for your own benefit, 
  seek to learn everything you can about the people 
  and places around you. You may not learn anything, 
  but the effort counts for something. A fellow I know, 
  Cuordling, has a reputation for appreciating and 
  rewarding inquisitiveness. He believes it shows initiative 
  and respect, and I dare say I agree with him, particularly 
  because I have yet to meet anyone who can understand 
  a word he says. That doesn’t stop them from accepting 
  his gifts of luxury mud, though. As it shouldn’t: 
  Cuordling’s mud fetches an astronomical sum among 
  certain buyers—an easy fact to learn, if you aspire to 
  knowledge.
  And what of the places? Did you know that in the 
  seventh-largest settlement of Sorrow’s Landing, seven 
  bridges span the center of town? And that on the 
  seventh hour of the seventh day of the seventh month 
  every year, seven fiddlers, each standing on one of the 
  bridges, play a six-minute-long ode? And that anyone 
  who makes a peep during the minute following the 
  song is immediately cursed with seven years of bad 
  luck? Before that tradition began, the town was the 
  third-largest settlement. But every babe in town has 
  fussed during that minute one year or another, and 
  bad luck befalling every child’s first seven years of life 
  can take its toll on a population. Therefore, peddlers of 
  sleeping draughts, child-safe rabbit-foot necklaces, and 
  other such charms make a killing here. You would never 
  have known that unless you asked. And think of what 
  that knowledge could do for you!
  I must take a moment here to warn you, with a 
  warning that runs counter to perhaps everything we 
  have discussed thus far. And the warning is this: Do 
  not reveal yourself to be too useful or too successful. 
  Shocking, I know! But if you have learned anything 
  from me, dear reader, you have learned that my kin 
  are generally under-appreciative of brighter stars. And 
  considering there are so many more of us than you—
  well, you can do the sums. 
  Once, years ago, I had the misfortune to have been 
  accosted by imp brigands while traveling. The tiny thieves 
  swarmed me and made away with an amulet I prized. 
  Heartsick, I arrived at my destination and recounted 
  
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  The court erupted into appreciative cheers and 
  applause. The young woman offered that she would 
  humbly serve as interpreter and diviner for the stranger 
  as long as he chose to remain in their realm. For the 
  stranger’s part, he never once complained or expressed 
  anything other than love and admiration for our world, 
  the young woman, and, of course, his Queen. According 
  to his interpreter, that is.
  My lesson for you in recounting this tale is to remind 
  you to never allow anyone to speak on your behalf and 
  never assume an offer of help will be in your best interest.
  In conclusion, take heed of my plentiful warnings. I 
  know more about my home than you ever will, I assure 
  you. My greatest wish is to see you arrive, contribute to 
  the well-being, good humor, and beauty of the Seelie 
  Court, perhaps (if you have luck on your side) make a bit 
  of coin, and then leave in one piece. You see, if you were 
  to leave in more than one piece, you would probably try 
  to convince others to avoid coming—that is, if you could 
  speak (since we have multiple ways to allow people to 
  depart in pieces but still communicate in some fashion 
  or another). And we want more of you to visit! So it 
  remains in my best interest to help you survive.
  Truth be told, we find you and yours fascinating. We 
  are a curious people and wish to learn all we can about 
  you and your world. The most expedient method of 
  accomplishing this is to encourage a small but steady 
  stream of visitors, and make sure you are able to visit 
  repeatedly, for your edification and education. And ours.
  Do not despair; you will see me again. I would not 
  deprive you.
  “What are you?” “From where do you hail?” “To whom 
  do you swear fealty?” Questions upon questions. But 
  the craftsman could not (or would not) answer. From 
  his mouth emanated such strange and alien language, 
  and no one could speak with him. They summoned 
  forth sages and mystics to try to communicate with the 
  hapless man, but their efforts failed. 
  A young woman arrived. She appeared ordinary 
  enough for one of my kin—a slight green tinge to 
  her skin, luminous eyes the color of birch bark, and a 
  golden glow surrounding her—but she would prove far 
  from ordinary. 
  She announced her intentions and request at court. 
  “Allow me one week. I swear I will devise a method by 
  which we may understand this stranger.”
  Many tittered and tsked at this, but her request was 
  granted. In retrospect, I believe it was pure curiosity that 
  drove the decision, but I digress. 
  She took the stranger away to her tower. No one 
  knows what transpired during the following seven 
  days, but when they returned to court, she presented 
  the stranger again. She bade him kneel beside her and 
  asked him, “To whom do you swear fealty?” She set her 
  hand upon his brow. At the touch, the stranger’s face 
  broke into a grimace of shock and his mouth wrenched 
  open. From his mouth spilled several hundred living 
  beetles, which poured down his chest and onto the 
  floor, and then died en masse, rolling onto their backs, 
  tiny legs quivering. After the avalanche of beetles left 
  him, the man drooped, spent. After the beetles stopped 
  wiggling, the young woman stood above the pile of 
  insect corpses and proclaimed their pattern divined 
  the Queen.
  
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  Court of Shadows uses Shadowrun, Fifth Edition rules, 
  but the different aspects of this setting require some 
  adjustments to those rules. Below are some changes 
  and additions to the rules that can allow players to fully 
  dive into the unique aspects of this alternative setting.
  The Intrigue of the 
  Court
  Capturing the secrets and intrigue of the Court is an 
  important part of playing a game using this book, so 
  here are some basics on how the Court functions and the 
  rules—written and unwritten—that govern its functions.
  THE FOUR LAWS OF THE COURT
  While newcomers and outsiders may perceive the 
  Seelie Court as little more than a bewildering and ever-
  shifting state of chaos, with no rhyme or reason beyond 
  the fashions of the current season, in fact there are some 
  rules that remain constant. This is not to say that they are 
  always respected, of course, but those who choose to 
  flaunt them do so at their own peril. 
  Never Go Armed
  Coming visibly armed to a party or other Court function 
  is a sign of disrespect, implying that you do not believe 
  the host can protect you. Either that or it serves as 
  a challenge, implying that you do not feel the host is 
  capable of disarming you, and what’s more is too scared 
  of you to do anything about it. Naturally, neither of 
  these possibilities is likely to make a good impression. 
  Note that this applies to aggressive magic as well as 
  literal weapons; being decked out in obvious combat 
  enchantments or bearing potent offensive artifacts is 
  just as uncouth as showing up with a sword on your hip. 
  Subtle weapons are fine, of course, leading to all manner 
  of court fashions designed to disguise various lethal 
  spells and implements. Bodyguards are acceptable 
  as well, though bringing too many and/or insisting on 
  keeping them close at hand sends its own message. 
  In the end, though, none dispute that openly wearing 
  personal weapons is a breach of etiquette. 
  The only exception to this rule are so-called géar or 
  “sharp” parties, where showing off new weapons and 
  combat magic is the express purpose of the event. 
  Never Cut Directly
  Insults, threats, blackmail, gossip, and other forms of 
  social violence are the bread and butter of the Court, of 
  course, but nevertheless it is considered the height of 
  vulgarity to be direct in such matters. A Seelie rake would 
  never say “Your dress is cheap and unfashionable,” for 
  instance—that’s too simple, too obvious. Instead, she 
  might say something like: “I loved your dress when 
  it came out last year; my maid raves about hers.” The 
  insults are still there, of course, and it’s not likely anyone 
  listening will fail to catch them, but they remain couched 
  in polite, even deniable language. As a rule of thumb, 
  the first person to resort to a direct insult or threat is 
  considered to have lost the confrontation, as it means 
  they were unable to keep up in the battle of sharp wits 
  and careful phrasing so crucial to court life. 
  The only exception to this rule is a challenge to a 
  formal duel, which custom dictates must be as clear and 
  direct as possible to avoid potential confusion. 
  There Is No Blood
  At first glance, this seems to be a direction to show no 
  weakness; while that’s still good advice, this maxim 
  goes beyond that. Supposedly based on a real incident 
  where a Seelie prince entered a ball coated in a rival’s 
  blood after winning a duel yet did not acknowledge 
  Playing in the  
    Seelie Court
  
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  anything out of the ordinary the entire night, this phrase 
  means not calling attention to the weakness and injury 
  of others in public, even if they are your enemies. While 
  you may derive great satisfaction from the ruin and 
  humiliation of a rival, it is considered unseemly to gloat 
  or otherwise dwell on their ill fortune in front of others. 
  Poor winners can find support shifting to their victims in 
  a flash, if only to take them down a peg. Likewise, calling 
  out a friend’s unfortunate circumstances marks them as 
  worthy of pity, which in turn shows them as weak to 
  the predators of the court. And calling attention to your 
  own faults or problems in anything but a droll way is just 
  the worst sort of self-promotion. For this reason, it is 
  common to hear hated rivals toasting each other’s good 
  fortune, while everyone politely overlooks the fact that 
  a haggard noble’s threadbare finery indicates a poor 
  turn of events indeed. 
  Everything is fine, always. 
  The only exception to this rule is marking the passing 
  of a member of the court, and even then, doing so in 
  less than glowing terms is seen as poor form indeed.
  Honor the Óstach Dlí
  Last but not least, óstach dlí, or “host law,” refers to the 
  ancient tradition of respecting the rules laid down by the 
  host of a particular event. Just about any law, fashion, 
  or custom of the court can be invented, altered, or 
  simply thrown out if the host of an event desires, with 
  rules for parties dictating everything from the type of 
  clothing required to an outright inversion of the normal 
  social order. Indeed, the tradition of óstach dlí is how the 
  first géar parties were created, when a group of nobles 
  decided to abandon traditional disarmament in favor 
  of parties celebrating weapons and combat. The trend 
  caught on, eventually becoming a normal part of the 
  social season. 
  So long as it is spelled out in advance of the event, 
  a host may set any rules she desires for a gathering. 
  Attendance is therefore considered tacit—yet binding!—
  consent to the rules of the affair, and also an excellent 
  gauge of the community’s approval. A packed house 
  means a noble has touched a nerve or may set a trend, 
  while a flurry of regrets signifies treading on thin ice 
  and/or loss of social status. Likewise, the mere presence 
  of high-ranking nobility demonstrates a kind of approval 
  
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  The Web of 
  Relationships
  The Seelie Court and its environs are about relationships, 
  betrayals, intrigue, and diplomacy (with the occasional 
  careful placement of a dagger or crossbow bolt). 
  Alliances with factions and individuals are a critical part 
  of working in the Court, so special rules are needed to 
  govern how contacts and relationships function.
  Street Cred and Notoriety from the primary Shadowrun 
  setting do not cross over into Court of Shadows. There 
  is simply not enough information-sharing between 
  the two realms for that kind of information to cross 
  over. Street Cred (called Honor in the Court setting) 
  and Notoriety scores for the Court should be tracked 
  separately. Characters with enough Honor or Notoriety 
  can be known by other courtiers. When a character is 
  recognized, Honor becomes a bonus to their Social limit 
  (p. 368, SR5). If the character has more Notoriety than 
  Honor, it becomes a hindrance in forming new contact 
  relationships. For every 2 points of Notoriety over 
  Honor, improving Loyalty costs an additional 1 Karma 
  or 2 munera.
  Faction Affiliations
  The politics and alliances of the Seelie Court are a 
  critical part of this setting. As players maneuver through 
  the Court, they may become friendly with one or more 
  factions, to the point that the faction considers them 
  to be affiliated. For the purpose of these rules, players 
  can only be considered to be affiliated to one faction 
  at a time. Should they gain a second affiliation, the 
  first affiliation is dropped, pre-empted by the new 
  connection. 
  When players have an affiliation, they receive some 
  ancillary benefits thanks to that faction’s current 
  relationship with other factions. To determine affiliation, 
  treat each faction as a group contact. (Note that the 
  following rules are a modified version of the Group or 
  Organization Contact rules, p. 176, Run Faster).
  GROUP CONTACTS
  Players may gain individuals in a faction as contacts, 
  but that is not the same as gaining an affiliation with a 
  faction. To do that, the faction should be treated as a 
  group contact, using the rules as follows.
  When acting as a group contact, factions are 
  that can make or break reputations, while their notable 
  absence has implications as well.  
  At first blush, this might seem a rule ripe for abuse, but 
  in practice it is naturally self-correcting. It’s important 
  to remember that everyone at court potentially wields 
  this power, and so hosts that seek to set up parties or 
  gatherings heavily skewed in their own favor—or simply 
  to embarrass rivals—can find the rest of their social 
  season stacked against them as others punish them 
  for overreaching. Creativity, style, and a certain zest for 
  interesting party rules are paramount to getting ahead in 
  the Seelie Court, while attempting to abuse this tradition 
  is seen as petty and, worse yet, horribly dull.
  The only exception to this rule is if the ruling noble 
  present declares part or all of the óstach dlí invalid, but 
  this is rarely done outside of dire emergency, or perhaps 
  as a truly epic and obvious insult to the host.
    THE ART OF INDIRECTION
  Power, simply stated, is the ability to make others do 
  what you want them to do. Money, position, charm, 
  wit, intelligence, and attraction are some of the tools of 
  power; physical intimidation is, of course, another tool 
  used in much of the world, though it is viewed as too 
  crude and inelegant for Court use.
  Knowledge is another important tool of power, 
  particularly when it provides information about what 
  the opposition may be up to. Members of the Court 
  are, of course, loathe to give away any bit of knowledge 
  that might be used against them, and that includes the 
  most basic—their motive. Much of the work in the Court 
  involves attempting to conceal one’s motives while 
  uncovering the motives of others. This is the reason Court 
  plots are so convoluted and filled with misdirection. For 
  example, initiating a hunt for a particular artifact may 
  seem to indicate a desire to find or possess that artifact, 
  but the hunt may actually be a feint to see how others 
  react. The whole pont may simply be to see who comes 
  after the artifact, and who truly wants it. It may even be 
  an effort to make others think the artifact is desired, to 
  distract them while a more secret, subtle activity takes 
  place. The only thing that you can be certain of is that 
  the search for an artifact is never just about the artifact. 
  Nothing is ever that simple.
  What this means is that conversations at Court are 
  about finding out who is doing what, and why, while 
  misleading others as to what you are doing. Simple to 
  state, but complicated in practice—and artful, too, if 
  you’re doing it right.
  
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  Maintaining Affiliation Relations
  Affiliations are maintained through munera. Characters 
  receive a debt of one munera to an affiliated faction per 
  cycle. This may reduce a positive balance, or put them 
  deeper in the red.
  If PCs carry a munera debt to factions over an ongoing 
  period of time, they may risk losing the affiliation. 
  At the beginning of a cycle, if a PC has a negative 
  munera balance, the character must make an Etiquette + 
  Charisma [Social] Test, with a threshold of the absolute 
  value of their debt. If they fail, the faction puts out an 
  ultimatum—either commence a favor immediately that 
  will completely erase the debt, or lose faction affiliation. 
  The faction gives (threshold) weeks for the completion 
  relatively faceless, and so they act in different fashion 
  than individual contacts. It cannot do the character any 
  favors, but you can gain or owe munera to the faction 
  (see Munera sidebar). Loyalty is limited to 1, and the 
  character has duties and obligations to the faction that 
  they should not break, lest they lose their affiliation. 
  Those duties and responsibilities come in the form of 
  munera; upon receiving an affiliation, PCs receive a debt 
  of one munera to the faction, which the faction can use 
  to call on favors. 
  Along 
  with 
  balances 
  of 
  munera, 
  group 
  and 
  organizational 
  contacts 
  can 
  provide 
  legwork 
  or 
  networking services. Additionally, known affiliations 
  bring various bonuses and penalties in Social tests (see 
  Faction Social Test Modifier table, p. 176). There are two 
  ways for an affiliation to be known; one is for the players 
  to simply tell people. Faction leaders will automatically 
  know of their affiliation with their particular faction, 
  so those leaders will immediately be subject to Social 
  test modifiers, regardless of player action. If the players 
  intentionally reveal their affiliation to any other Court 
  members, the gossip mills spread word of their affiliation 
  quickly, so then faction modifiers apply to any relevant 
  Court dealings.
  In addition to the Social test modifiers, the group 
  contact provides bonus dice to the character they can 
  use in tests made during legwork or efforts to find help. 
  This represents the character using the channels within 
  the organization. There is a downside to using this kind 
  of contact, as it leaves a clearer connection between the 
  faction and the player, which allows other courtiers to 
  have some idea about what you are up to.
  Selecting a faction affiliation is a little different 
  than choosing other contacts. Treat the Karma spent 
  at character creation for an affiliation as part of the 
  expenditure for positive qualities, making it part of the 
  limit that can be spent on qualities. Connection ratings for 
  the various factions are listed in the Faction Connection 
  Rating table. Note these ratings are only applicable 
  within the Court and nearby metaplanes; the factions do 
  not have extensive connections to the material plane, so 
  connections do not extend out to there.
  USING THE FACTION AFFILIATION
  The munera debt and repayment system is the principle 
  means of maintaining relations within a faction, but 
  there are some others. 
  Munera
  Munera is an old term that originally referred to 
  public works that brought benefits to the people, 
  but in some courts, including the Seelie Court, it 
  became a kind of social currency to measure what 
  a faction has done for you—or what you might 
  owe a faction. Note it is social currency only, 
  not physical currency. It represents the favors 
  performed or owed between factions, as well as 
  the social standing gained through interactions 
  with faction representatives. Munera can be spent 
  to get a faction to perform a favor, at a rate of 
  one munera per Rating point of the favor, per 
  the Favor Rating Table, p. 389, SR5. It can be 
  earned in the same fashion. By performing a favor 
  beyond a munera debt, that debt can turn into a 
  positive balance.
  Munera may also be the result of a social coup. 
  If an individual takes down a faction rival in Court 
  with a spectacularly witty barb, they may receive 
  munera from that faction. Other examples of social 
  skill, per gamemaster discretion, may gain similar 
  benefits. Munera relative to a faction should be 
  tracked by a player as a simple positive or negative 
  balance.
  Munera can only be earned or spent with an 
  affiliated faction. If an affiliation is lost, all earned 
  munera relative to that faction goes away. Munera 
  that is owed to a faction translates into Notoriety, 
  at a rate of 1 point of Notoriety for every 2 munera, 
  rounded down.
  
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  character. The character must use Intimidation in order 
  to get this contact to do anything for him (see Using 
  Intimidation, below). Favors with a blackmailed contact 
  do not cost the character.
  If the contact fails a Loyalty (Leverage) Test it means he 
  no longer cares who knows what he’s being blackmailed 
  for. The contact then is not a contact anymore. The 
  character gains a point of Notoriety, and there are now 
  people out for payback (use the contact’s Connection 
  Rating to determine the approximate Professional Rating 
  of the people who will be coming after the character 
  on his behalf). Any other fallout of the blackmailed 
  information on the contact is up to the gamemaster. 
  Contacts with this quality cost an additional 2 Karma.
  Using Intimidation
  Would your character threaten/bully a contact to 
  get what he wants? Intimidation can be used with 
  negotiations through a Teamwork Test (p. 49, SR5) in 
  order to gain a favor or service from a contact without 
  having to pay for it or fall into debt to the contact 
  through cash or favors. Note that this cannot be used 
  against group contacts or affiliated factions. The cost 
  of abusing contacts in this fashion is an immediate 
  reduction of Loyalty by 1 and removal of the player’s 
  ability to improve the relationship between the contact 
  and character. Every use of intimidation continues to 
  reduce a contact’s Loyalty by 1 until the contact is lost. 
  of the favor. If the favor is not accepted or not completed 
  in the designated time, the faction affiliation is lost. The 
  munera debt adds to the player’s Notoriety at a rate of 2 
  munera to 1 point of Notoriety.
  USES OF INDIVIDUAL CONTACTS IN 
  THE COURT
  Along with faction affiliations, PCs may gain individual 
  courtiers as contacts. Below are rules (adapted from p. 
  178, Run Faster) that provide extra dimensions on using 
  contacts within the intrigue-based rules of the Seelie 
  Court. With the elements listed below, gamemasters 
  should be sure to reward players for good role-play—
  if they develop a good approach, or role-play it in 
  interesting and entertaining fashion, give them an 
  appropriate dice pool modifier as a reward.
  Blackmail
  The character may gain an advantage over a faction when 
  they learn information about its activities that it does not 
  want the general public to know. Should the PCs want 
  to live dangerously, they can try to hold this information 
  over the faction’s head. Loyalty then becomes a measure 
  of how much leverage you have over this affiliation. 
  Loyalty Tests still apply as normal, but it’s not giving up 
  the character the contact is worried about, but having the 
  blackmail exposed. With blackmail, a contact’s Loyalty 
  (Leverage) doesn’t diminish, nor can a contact leave the 
  Faction Social Test Modifier
  If you are affiliated with … 
  Then you have the following Social test modifiers
    
  Aes Sidhe 
  Banrigh
  Bastard
  Comet
  Death
  Dragon
  Eclipse
  Hanged 
  Man
  Hermit
  Higher 
  Power
  Magician
  Aes Sidhe 
  Banrigh
  +4
  –4
  –1
  –1
  —
  —
  –3
  +1
  +3
  +2
  Bastard
  –4
  +4
  —
  +1
  –1
  —
  +3
  —
  –2
  —
  Comet
  –1
  —
  +4
  –1
  —
  +1
  —
  –2
  +1
  –1
  Death
  –1
  +1
  –1
  +4
  –2
  +2
  +1
  –1
  —
  –2
  Dragon
  —
  –1
  —
  –2
  +4
  —
  –1
  —
  –1
  +2
  Eclipse
  —
  —
  +1
  +2
  —
  +4
  –1
  –4
  +1
  –2
  Hanged 
  Man
  –3
  +3
  —
  +1
  –1
  –1
  +4
  —
  –2
  —
  Hermit
  +1
  —
  –2
  –1
  —
  –4
  —
  +4
  +1
  +2
  Higher 
  Power
  +3
  –2
  +1
  —
  –1
  +1
  –2
  +1
  +4
  –4
  Magician
  +2
  —
  –1
  –2
  +2
  –2
  —
  +2
  –4
  +4
  
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  Eclipse slurbow, or Hephestus’ arbalest). While most of the 
  named weapons below are crossbows, to better simulate 
  the type of action players use while employing a firearm, 
  that does not mean that players bringing in a crossbow 
  from the Sixth World receive an automatic upgrade. They 
  must retain the stats the weapon currently has. Note that 
  many objects, such as different types of rope, survival 
  gear, cyberware, and bioware don’t need different names 
  and so are not included on this table. They are still eligible 
  for use in the Court of Shadows setting, though they may 
  require some change in description, as detailed here:
  •	 Grenades: Grenades do not have a polymer 
  exterior; rather, they are made of ceramic or metal.
  •	 Commlinks and cyberdecks: These stay in a 
  player’s possession, but take the form of a notepad 
  upon which images and writing appear.
  •	 RFID tags: These take the form of small, metallic 
  scarabs.
  •	 Cameras: These take the form of small boxes with 
  lenses set in them, or crystal stones users can peer 
  through.
  •	 Sensors: These are specially formulated stones, 
  such as lodestones, but with more ability besides 
  magnetism.
  •	 Laser microphones: These appear as small ear 
  trumpets.
  •	 Maglock passkeys and keycard copier: These 
  look like large, metal keys with movable teeth 
  and flanges that can switch around to fit a variety 
  of locks. A press of a button sets the key moving 
  through several patterns and settings.
  •	 Gas masks: The masks take on a more old-fashioned 
  appearance like a plague doctor’s mask, which is 
  made of leather and has a long beak stuffed with 
  aromatics to counter whatever gas might approach 
  the doctor’s airways.
  •	 Cyberlimbs: These gain more of a steampunk vibe, 
  with visible gears, pistons, and rotors but no loss in 
  effectiveness.
  There are two areas, though, where simply translating 
  skills and gear over with a different appearance is not 
  sufficient: rigging and hacking. Those two areas will be 
  discussed in more detail in the pages that follow.
  The exception to this Loyalty reduction is contacts who 
  are being blackmailed.
  Using Con/Seduction
  Would your character deceive/lie to their contact in 
  order to keep the relationship going? During downtime, 
  an opposed Con (p. 141, SR5) Test can be used to 
  maintain a contact’s Loyalty. If successful, the contact’s 
  Loyalty remains the same even if the contact had to 
  make a Loyalty Test in the same week. If the character 
  gets more net hits than the contact’s current Loyalty, the 
  Loyalty rating goes up by 1. Failing this test reduces the 
  contact’s Loyalty by 1. This test can be made only once 
  in a downtime period per contact. If the character fails to 
  pay off debt in the appropriate amount of time or does 
  not redeem a favor asked by the contact, any Loyalty 
  Test that fails reduces their Loyalty by 2. The character 
  also earns a point of notoriety for their deception.
  Translating Characters 
  to the Court
  For the most part, attributes and skills translate 
  seamlessly into the Seelie Court. Magic functions just as 
  it would in the Sixth World, swords swing, fists punch, etc. 
  To keep the high-fantasy feel of the Court, firearms and 
  other such weaponry take on the visual characteristics 
  of more era-appropriate items; pistols become hand 
  crossbows (possibly with laser sights), grenades shift 
  to older-looking models (ceramic exteriors packed with 
  gunpowder), and other such transformations, but these 
  changes have no effect on the stats of the weapon. For 
  ease of gameplay and maintaining balance, everything 
  from weapons modifications to ammunition capacities 
  remain the same, though the nature of some ammunition 
  loading systems change as noted in the tables.
  Similarly, technological augmentations—cyberware, 
  bioware, nanowire, genetech, etc.—may lose some 
  of their shine when they move to the Court, but they 
  maintain their functionality (including wireless options—
  see Hacking the Court, below).
  Characters traveling to the Seelie Court, or those 
  created especially for Court of Shadows, may wish to have 
  gear names and labels that are more appropriate for the 
  Court’s fantasy setting. Alternate weapon names, along 
  with their stats, are provided in the Court of Shadows 
  Weapons table. Not all weapon makes are included here; 
  adjustments can be made by naming a particular type of 
  weapon after a faction or a weaponmaker of note (i.e., 
  
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  Court of Shadows Weapons
  Ranged 
  weapon
  Equivalent 
  to …
  Acc
  DV
  AP
  Mode
  RC
  Ammo*
  Avail
  Cost
  Sling
  Taser
  4
  9S(e)
  –5
  SS
  —
  4(m)
  —
  250¥
  Hand 
  crossbow
  Holdout
  4
  6P
  —
  SA
  6(m)
  4R
  120¥
  Bullet 
  crossbow
  Light pistol
  7
  7P
  –1
  SA
  —
  14(d)
  7R
  425¥
  Slurbow
  Heavy pistol
  5
  9P
  –2
  SS
  —
  6(m)
  4R
  400¥
  Chu ko nu
  Machine 
  pistol
  5
  6P
  —
  SA/BF
  (1)
  35(d)
  6R
  270¥
  Repeating 
  crossbow
  Submachine 
  gun
  6
  8P
  —
  SA/BF/
  FA
  1(2)
  50(d)
  11F
  900¥
  Munition 
  crossbow
  Assault rifle
  5
  10P
  –2
  SA/BF/
  FA
  —
  38(m)
  4R
  950¥
  Stonebow
  Shotgun
  4
  10P
  –1
  SS/SA
  —
  5(m)
  4R
  450¥
  Blowgun
  Dart pistol
  5
  as Drug/
  Toxin
  —
  SA
  —
  5(m)
  4R
  600¥
  Longbow
  Sniper Rifle
  7
  12P
  –4
  SS
  —
  5(m)
  4R
  2,100¥
  Windlass
  Machine gun
  5
  10P
  –3
  FA
  —
  100(d)
  12F
  7,000¥
  Hand 
  cannon
  Cannons
  4
  16P
  –6
  SA
  (1)
  6(m)
  20F
  21,000¥
  * Ammo is listed as either magazines or drums, as these types of weapons do not lend themselves well to clips.
  
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  Gamemasters can use multiple approaches to 
  giving riggers useful abilities in the Court. First, they 
  can introduce critters that act essentially as drones or 
  vehicles, with comparable stats. Creative adjustments 
  can be made to creatures so that what they do is more 
  reflective of their animal nature—giving them, for 
  example, a power such as Flay Touch might be a more 
  interesting power for a flying critter instead of trying to 
  mimic the firing power of an SMG mounted on a Roto-
  Drone. But this should be the result of cooperation 
  between the gamemaster and player—if, in the end, they 
  decide to give the rigger a bird they can jump into that 
  spits stones at a high velocity and rapid rate, that can fit 
  into the weird reality of the Seelie Court and keep the 
  rigger in the game.
  The Animal Rigging Substitution Tables shows some 
  possible types of critters that could be substituted for 
  existing drones and vehicles. Note that when using these 
  substitutions, the stats of the drone should still be used, 
  rather than the stats of the critter. When substitutions 
  are not provided, a carriage or other conveyance pulled 
  by another animal can be used as a substitute.
  Rigging the Metaplanes
  Rigging is a bit more difficult than translating other skills, 
  but not substantially so. There are not, of course, a lot of 
  cars, boats, motorcycles, and t-birds running around the 
  Seelie Court, and also a distinct lack of drones.
  All that means, though, is that rigging translates from 
  a mastery of machines to a mastery of animals. Through 
  mystical means not fully understood by observers 
  (since very few observers have had a chance to travel 
  through the new connection to the Court), the gifts and 
  technologies used by riggers become a quasi-mystical 
  connection to the animals or paracritters of the area.
  Keep in mind the “quasi” part—this does not mean 
  riggers suddenly have magical abilities or a Magic rating. 
  It means, though, that they can gain ownership of some 
  of the Court’s critters, jump into them, and maneuver 
  them like they would drones and vehicles.
  
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  Playing in 
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  Animal Rigging Substitution Table: 
  Groundcraft
  Groundcraft
  Animal substitute
  Dodge Scoot
  Mule
  Harley-Davidson 
  Scorpion
  Camel
  Yamaha Growler
  Zebra
  Suzuki Mirage
  Horse
  Rover Model 2072
  Elephant
  Ares Roadmaster
  Juggernaut
  Animal Rigging Substitution Table: Drones
  Drone
  Animal substitute
  Shiawase Kanmushi
  Ant
  S-B Microskimmer
  Blister beetle
  MCT Fly-Spy
  Fly
  Horizon Flying Eye
  Will o’ the wisp
  Aztechnology Crawler
  Devil rat
  Lockheed Optic-X2
  Hawk
  Ares Duelist
  Chimpanzee
  GM-Nissan Doberman
  Doberman pinscher
  MCT-Nissan Roto-Drone
  Eagle
  C-D Dalmatian
  Vulture
  Steel Lynx
  Lynx
  
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  Animal Rigging Conversion Table
  To get this rating …
  Use the critter’s …
  Handling
  Agility
  Speed
  Sprint movement bonus
  Accel
  Run movement 
  multiplier
  Body
  Body
  Armor
  Armor
  Pilot
  Logic
  Sensor
  Perception
  Seats
  1 per every 2 meters 
  of length, rounded up, 
  limited by Strength/
  Hacking the Court
  There is, of course, no Matrix in the Seelie Court and 
  associated metaplanes. There is still, however, a need for 
  the basic services the Matrix provides, namely information 
  preservation, transmission, and security. In the Seelie 
  Court, these functions are provided by the coimeádai.
  THE COIMEÁDAÍ
  Although court fashions come and go, one tradition that 
  has proved especially enduring is that of the coimeádaí, 
  more often simply known as the Keepers. Gliding behind 
  the beautiful and terrible members of the Seelie nobility, 
  typically mute to all but their master and swathed from 
  the neck down in beautiful yet all-concealing fabrics, 
  it still might be easy to overlook coimeádaí amid the 
  grandeur of the court if it were not for one thing: their 
  utter indispensability.
  A coimeádaí is a living storage vessel, filled with the 
  memories and emotions of their master, there to be 
  tapped as a useful resource in the endless intrigues and 
  countless centuries of court life. A noble who holds a 
  coimeádaí’s coin can access the stored information with 
  little more than a touch or a whisper, allowing them to 
  choose when and where to employ their life experiences 
  and information for maximum effect.
  Animal Rigging Substitution Table: Watercraft 
  and Aircraft
  Craft
  Animal substitute
  Morgan Cutlass
  Humpback whale
  Proteus Lamprey
  Gray whale
  Samuvani Otter
  Blue whale
  Vulkan Electronaut
  Dolphin
  Yongkang Gala Trinity
  Killer whale
  Aircraft
  Animal substitute
  Artemis Nightwing
  Pegasus
  Ares Dragon
  Dragon (lesser)
  Cessna C750
  Roc
  The other possibility for riggers is to give them a 
  chance to hack into and control the types of critters 
  they find in the Court, so that instead of coming up with 
  animals with drone- or vehicle-like statistics, they use 
  the critter stats but have the animal under their control.
  To use critters in rigging, translate their stats as shown 
  in the Animal Rigging Conversion Table. Note that 
  Availability and Cost are not provided on this table, as 
  this method requires characters to encounter and hack/
  train critters, rather than buy them. Riggers wishing to 
  purchase animals for use in the metaplanes should use 
  the Animal Rigging Substitution Table, and note that 
  the animals they use have the stats of the vehicles, not 
  of the critter.
  Note that critters are not for sale in the Seelie Court 
  (ownership of such critters is not something the 
  courtiers consider to be an actual concept); acquiring 
  a critter for rigging use requires training them, per the 
  rules on p. 183, Howling Shadows. While many riggers 
  may prefer to buy vehicles and drones in the material 
  plane and bring them over so they can translate into 
  animals, training critters while on the metaplanes can 
  present new challenges for characters.
  
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  Of course, while maintaining the security of their 
  Keepers is paramount, most nobles also don’t want to 
  let the pá get too far away either, lest they worry it has 
  gone missing or been tampered with in their absence. A 
  noble who does not carry it with her, therefore, is either 
  supremely confident in her cleverness in hiding it or 
  secure in the knowledge it is formidably guarded. Most 
  nobles are neither, however, and so tend to bring their 
  Keepers’ pá with them one way or another, a fact clever 
  thieves and spies can potentially exploit.  
  SO MANY THOUGHTS,  
  SUCH LITTLE MINDS
  Legend has it coimeádaí were first created as an 
  experiment of sorts, to see if mortals magically gifted 
  with the thoughts and insights of a courtier could truly 
  understand the perspective of nobility. In that respect 
  it was an utter disaster, with most mortal minds simply 
  shattering under the weight of such ancient and alien 
  thoughts. However, the sorcerers who moved to 
  clean up the mess found something interesting—the 
  memories that had been gifted were still intact, even if 
  the rest of the mind was not, and they could be retrieved 
  in pristine condition.
  With further experimentation, talented practitioners 
  found that by clearing out suitable space in mortal 
  minds, a servant could be rendered a living storehouse 
  of information while still retaining basic mortal utility 
  (walking, talking, performing simple tasks). Given the 
  long lives, endless histories, and untold secrets of the 
  nobility, this was a revelation almost beyond price, for 
  it allowed the elders of the court to shed centuries 
  of accumulated living and its attendant ennui and 
  experience the world again as if for the first time, while 
  still keeping their original knowledge safely stored and 
  in easy reach.
  Opponents of the practice point out that items can be 
  enchanted to serve similar memory storage purposes, 
  but adherents of the coimeádaí swear that memories and 
  feelings stored in inanimate containers quickly grow 
  sterile and stale, more like pictures of the thing than the 
  thing itself. By contrast, they claim, a living host keeps 
  the memory fresh and the emotions as powerful as 
  when they were first experienced.
  Aesthetic values aside, the tactical and strategic 
  benefits of the coimeádaí in court politics also cannot 
  be ignored. By entrusting the relevant memories to a 
  Keeper, for example, a noble could then honestly claim 
  to know nothing about a particular intrigue—even if 
  And in return, all a mortal needs is to sign away a 
  portion of their lives in hopes of a great reward on the 
  other side. 
  A PENNY FOR MY THOUGHTS
  A coimeádaí is the result of a very particular bargain, 
  struck between a noble of the court and an eager (or 
  desperate) mortal. Although it is technically possible 
  to create coimeádaí out of unwilling mortals, it is 
  considered extremely unfashionable, and (perhaps 
  more importantly) legends caution that strong-armed 
  servants seem to “accidentally” betray their masters 
  at the most devastating times. Whether this is true or 
  simply superstition, the combination of poor taste and 
  possible loss of security is enough to keep most nobles 
  from trying it.
  Besides, why stoop to kidnapping and force when 
  there are always plenty of mortals begging for the favor 
  of the courtiers?
  Assuming a suitable mortal is located, a coimeádaí 
  begins with a bargain. It used to be that a year and a day 
  was the traditional durance of a Keeper, though some 
  paranoid nobles change servants more often, while more 
  sentimental ones may keep a particular mortal around 
  for a decade or even longer. Given how complex a 
  coimeádaí network is, however, and how finicky it can be 
  to “swap out” individual components, most nobles trade 
  a measure of security for a bit less hassle and stay at least 
  somewhat close to the original annual time frame.
  As for the bargain itself, it can be most anything the 
  noble is willing to promise in exchange for the mortal’s 
  service. Magical favors are popular, of course, as are 
  enchanted items, but if something can be imagined, it’s 
  likely been requested at some point or another. Dickering 
  is customary during such negotiations, with the mortal 
  attempting to wring the most from the Seelie while the 
  noble attempts to maximize the duration and depth of 
  service. Considering the binding magics involved are 
  quite demanding on both parties, however, it is in the 
  best interest of the noble to deliver as promised.
  Once the terms of the deal are struck, the mortal 
  receives a symbolic payment, or pá, to enter the service 
  of the Seelie Court. A coin is traditional, though any small 
  and durable object will do, as it needs to be something 
  that can be easily carried (or hidden). As the physical 
  focus of the coimeádaí magic, in skilled hands this item 
  can provide the metaphorical “key” to cracking their 
  magical encryption, which means it is usually placed 
  someplace safe soon after the ritual is complete.
  
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  one to have the Keeper so bonded be part of a larger 
  personal network.  
  Of course, where there are valuable secrets to be had, 
  there will always be thieves to try to claim them.
  THE FORTRESS OF MEMORY
  As might be expected, Keepers are well-defended 
  magically, particularly their all-important minds. After 
  striking the bargain, they receive complex and beautiful 
  warding tattoos that cover large areas of their skin, 
  essentially creating an impassable firewall against brute 
  force enchantments and memory spells. Mundane 
  coercion does little better, as neither a lover’s hips nor 
  a brute’s fists can force their secrets past their lips; even 
  if a Keeper wanted to betray his master, he is unable 
  to speak, write, or otherwise give up the information 
  entrusted to him.
  However, that does not mean the coimeádaí are beyond 
  all trickery. There are several ways a skilled memory 
  thief can potentially tap into the secrets locked away in 
  a Keeper’s mind. For the most part, these techniques are 
  equivalent to normal hacking techniques; the coimeádaí 
  are devices that hackers can break into, looking for 
  particular memories to alter or copy.
  Some sample coimeádaí stats can be found on p. 187. 
  When hacking into these individuals, treat them as a 
  living persona, so that their Matrix attributes can be 
  determined per the Living Persona table.
  Living Persona
  Device Rating
  Resonance
  Attack
  Charisma
  Sleaze
  Intuition
  Data Processing
  Logic
  Firewall
  Willpower
  Armor
  Armor
  Pilot
  Logic
  Sensor
  Perception
  she was actually the mastermind. Likewise, passing off 
  unwanted emotions can make meeting with a hated 
  rival or a former lover much more tolerable.
  And that’s not even getting into the possibilities 
  of sharing certain memories or feelings—for a price, 
  of  course.
  A SOCIAL NETWORK
  Although creating a Keeper is useful, there is a limit to 
  how much a mortal mind can hold before it breaks down 
  and the vessel loses its utility. Many courtiers therefore 
  find it necessary to create several coimeádaí, typically 
  entrusting each one with a particular type of knowledge 
  or emotion. One might contain a century’s worth of 
  memory, another feelings for a long-lost love that have 
  become too hard to bear, and so on. Accessing stored 
  memories and feelings is a simple matter of touch or a 
  particular command phrase uttered in the presence of 
  the Keeper, which then causes the information to flow 
  back into the noble.
  Most beings would be more than content with such 
  potent and useful tools already, but of course the 
  courtiers have to go just a little bit further. Older, wiser, 
  or simply more paranoid nobles could have a dozen 
  coimeádaí or more, and even decadent as the Court can 
  be, it’s simply not practical to have so many mortals 
  hovering around them at all times. Not to mention that 
  going to a particular mortal too often could give away 
  the nature of the information stored within.
  The solution, then, was to “network” the coimeádaí 
  by means of mystical, interlocking tattoo designs. By 
  inking pieces of a single design on multiple Keepers, 
  a noble can potentially draw on the experience or 
  knowledge of any of the coimeádaí linked to the one 
  they’re addressing. They can also isolate some Keepers 
  by giving them interlocking designs, essentially making 
  it impossible to access their information remotely. Most 
  Keepers also sport multiple false design pairings as well, 
  in order to throw off potential observers.
  While it is an extremely rare sign of trust in the 
  paranoid world of Court, it is possible for two or more 
  nobles to use this same method to link Keepers with 
  each other, thereby sharing selected memories or 
  emotions with others through the network. Each noble 
  must contribute at least one coimeádaí to link, and 
  regardless of the relationship involved such a pairing is 
  called a leannán aigne, or “lover’s mind.” It is considered 
  an extraordinary act of trust and devotion to forge a 
  leannán aigne with another noble, and a nigh-suicidal 
  
  182
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  Forms of 
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  Playing in 
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  technomancers—the enchantment of the fae provides 
  the temporary Resonance while the individual serves as 
  a Keeper. Note that this only functions with coimeádaí on 
  the metaplanes; no other creatures can gain Resonance 
  this way, and once the coimeádaí leave the metaplanes 
  of the Seelie Court, all Resonance attributes disappear. 
  For the purposes of this book, the arcane rituals to create 
  a coimeádaí are beyond the characters, so they cannot 
  make their own Keeper.
  EXPOSE CONNECTIONS
  (Complex Action)
  Marks Required: 1
  Teat: Electronic Warfare + Logic [Sleaze] vs. Firewall + 
  Logic
  This technique presents a new way to track and gather 
  information around the Seelie Court. It is indirect but can 
  yield great rewards for the patient. Essentially it involves 
  creating a particular word or phrase, weaving a Matrix 
  code structure around it, and then spreading it around 
  the Court as much as possible. 
  This is a Complex Action that requires an Electronic 
  Warfare + Logic [Sleaze] Test opposed by the Firewall + 
  Logic of the coimeádaí. Net hits reveal the next Keeper 
  in this network (one Keeper per net hit), which helps 
  the hacker see how things are structured. A mark is 
  needed on the first coimeádaí targeted with this action, 
  but not the others revealed as part of the network. 
  Snoop actions can then be used to intercept messages 
  traveling in this network.
  HACKING KEEPERS
  The memories stored in Keepers represent the 
  knowledge of the various factions, meaning they have 
  the same value as datafiles and other similar Sixth World 
  storage. Memories can be copied or edited, just as 
  Sixth World datafiles can, in order to discover valuable 
  information or make changes that can influence events 
  going forward.
  Hacking into coimeádaí can also fit another important 
  Sixth World activity, namely gaining access to places 
  where you are not supposed to be. The magic used to 
  lock doors in the Court works very similar to biometric 
  locks in the material plane—namely, certain people 
  are able to open a lock with their touch, while others 
  cannot. Courtiers often give their coimeádaí access to 
  locked rooms, so that the Keepers may journey to such 
  rooms in advance of their masters and make whatever 
  preparations may be necessary. This means that gaining 
  This means that every coimeádaí needs a Resonance 
  Rating. This technically makes them technomancers, but 
  if they did not have technomancers skills before, they 
  do not have them now. Since Resonance skills cannot 
  be used untrained, this means that coimeádaí generally 
  cannot do technomancerly things such as compiling 
  sprites, but they can thread complex forms. This makes 
  them into sometimes unpredictable obstacles, as they 
  might throw out weapons opponents were not aware 
  that they had, but the mental enslavement comes at a 
  cost—Keepers generally do not have the self-awareness, 
  initiative, and wits to respond to threats with any kind of 
  flexibility. Their masters usually instruct them to follow 
  a set pattern of defenses, much like a host has IC that 
  launch in a particular order. Unless a coimeádaí’s master 
  provides new instructions, the Keeper will always follow 
  the prescribed order of defenses.
  The unusual nature of coimeádaí allows for some 
  different Matrix actions that can be used in the Seelie 
  Court, as follows:
  PÁ DUPLICATION
  (Complex Action)
  Marks Required: None
  Teat: See description
  As valuable as they are, pá are closely guarded by all those 
  who hold them. Attempting to steal them is possible, 
  much as it might be possible to steal an individual’s 
  commlink in the Sixth World to gain information. In the 
  Seelie Court setting, deckers and technomancers gain 
  the mystic ability to sense the shape of a pá and attempt 
  to summon a duplicate out of thin air. The duplicate is a 
  creation of the Seelie Court version of the Matrix only; 
  it has no physical substance and cannot be used in the 
  way the physical object of the pá could (for example, if 
  the pá is a coin, the duplicate a hacker creates cannot 
  be melted down into its component precious metals or 
  spent in any way). The process for duplicating a pá is 
  identical to the process of gaining a mark using either 
  Brute Force (p. 238, SR5) or Hack on the Fly (p. 240, 
  SR5). With each mark gained, the pá becomes a better 
  duplicate, giving the same levels of access to a Keeper 
  that having one, two, three, or four marks on a device 
  provides. As with both Brute Force and Hack on the Fly, 
  Pá Duplication is a Complex Action.
  The pá is drawn from the essence of the coimeádaí, 
  so its stats are derived from that. Treat the coimeádaí 
  as a living persona (p. 251, SR5). All coimeádaí should 
  have a Resonance Rating, even if they are not otherwise 
  
  183
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  The Court 
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  The Daily 
  Troubles
  Forms of 
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  Playing in 
  the Seelie 
  Court
  control of a coimeádaí can be an excellent way to gain 
  access to restricted areas of the Court.
  Keepers also act as a visual security system, similar 
  to cameras. Their masters often use clairvoyance to see 
  what their coimeádaí see, which means that by hacking 
  into a coimeádaí, hackers can interfere with surveillance 
  or gain access to Court security feeds. Note that hackers 
  do not actually gain clairvoyant abilities; they simply are 
  able to interfere with the abilities of the coimeádaí.
  AUGMENTED REALITY AND VIRTUAL 
  REALITY IN THE SEELIE COURT
  Characters used to the constant barrage of AROs in the 
  Sixth World may be somewhat disoriented by the lack 
  of such visuals in the Seelie Court. The shifting nature of 
  the Court, along with the many paintings and tapestries 
  that decorate its walls, may offset this lack somewhat, 
  but the absence of regular communication clamoring for 
  attention should be a change the characters notice—a 
  change that some might believe is for the better. This 
  does not mean there is no augmented reality, though. 
  While they are not aware they are doing it, the Resonant 
  nature of the coimeádaí means they display AROs over 
  their heads, reflecting their status. Most of the Seelie 
  Court, especially those who have nothing to do with 
  the material plane, are unaware of these images, since 
  they have no way to view augmented reality. Anyone in 
  the Seelie Court with the ability to perceive augmented 
  reality can perceive these images. The images are 
  simply the name of the coimeádaí (the name given 
  by their master, not their real name) along with some 
  coding system to indicate the number of marks an 
  individual has on the Keeper. This coding is idiosyncratic, 
  changing from Keeper to Keeper, and changes for each 
  individual—if the team’s decker has two marks on a 
  coimeádaí, but no one else on the team has any, the mark 
  will appear one way to the decker and another way to 
  everyone else.
  SEELIE GRIDS AND HOSTS
  The local “grid”—that is, the Resonance structure that 
  enables coimeádaí functioning—is the primary grid of 
  the Court, and all “devices” of the Court are accessible 
  from it. Each faction has their own specific grid with 
  coimeádaí belonging to faction leaders. The Court grid 
  functions as a local grid, while the faction grids function 
  as global grids. Rather than advertising, faction grids 
  contain images derived from the faction and positive 
  
  184
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  Creatures 
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  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  KEEPER LOSS
  It should be noted that simply killing a Keeper does not 
  destroy the information they hold. Instead, that data 
  typically returns directly to the original master. While 
  a sudden rush of memories and emotions can be a 
  disorienting experience, it causes no lasting damage; 
  therefore it is usually a lot more profitable to steal 
  information rather than break the vessel. This makes 
  data bombs a delicate tool to use, since they often result 
  in damage to a coimeádaí’s physical mind, meaning they 
  might never return to their normal selves even after 
  being released from service. There is some value in 
  using data bombs for shock value—a sudden flood of 
  memories returning to a master lets them know that a 
  Keeper has been damaged, and this can set off a hunt 
  for the culprit. By planting information appropriately, 
  hackers might be able to frame someone for the job in a 
  way to help them advance in Court.
  messages about the faction. The local grid does not 
  function outside of the Court structure; faction grids 
  sometimes extend beyond the walls based on faction 
  leaders’ whereabouts, but they are erratic. There is no 
  equivalent to the public grid.
  As currently constituted, coimeádaí cannot be arranged 
  into hosts, meaning that type of Matrix activity is not 
  available. Coimeádaí can, however, engage in some IC-
  like activities (see Keepers and Crows, p. 187), which 
  should help keep hackers on their toes.
  THE ROYAL OPPOSITION
  Upon leaving the Sixth World, hackers may breathe 
  a sigh of relief, thinking that while electronics may be 
  limited, they will at least not have to deal with hassles 
  from the almighty Grid Overwatch Division. They are 
  only partly correct—GOD’s reach does not extend to 
  the metaplanes of the Court, but there is still security 
  keeping an eye on the Keeper network and willing to 
  crush any opposition that appears.
  In functionality this works the same way that GOD 
  and demi-GODs work in the Sixth World, but the 
  terminology is different. Rather than having security 
  spiders who deploy IC to combat intruders, the Seelie 
  Court has individuals known as the Crows monitoring 
  their network and occasionally manipulating Keepers to 
  change their defensive strategies. 
  Crows are not beings of magical powers; rather, 
  they have hacking skills (in fact, some of them are 
  expert hackers brought to the metaplanes by lucrative 
  promises from the fae). In this respect, they fill the same 
  function as security spiders in the Sixth World, in that 
  they monitor networks for intrusion and actively counter 
  efforts when they detect them. They are somewhat 
  less aggressive than their material plane counterparts; 
  rather than go for the neural damage GOD agents like to 
  cause, Crows generally like to try to find out the identity 
  and/or location of intruders, and then either send Court 
  denizens after the hackers, or use the information about 
  their identity in ongoing Court intrigue.
  
  185
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  Court
  The 
  Factions of 
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  The Court 
  Itself
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  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  Secure Coimeádaí (Professional Rating 5)
  B
  A
  R
  S
  W
  L
  I
  C
  Ess
  Res
  5
  4
  4(5)
  4
  6
  5(6)
  5
  5
  5.3
  6
  Condition Monitor: 11
  Armor: 12
  Limits: Physical 6, Mental 8, Social 8
  Physical Initiative: 8(9) + 1(2)D6
  Skills: Clubs 3, Computer skill group 6, Cybercombat 5, 
  Electronic Warfare 6, Hacking 6, Perception 4
  Qualities: Codeslinger (Jam Signals)
  Augmentations: Cerebral booster 1, synaptic booster 1
  Living Persona: Device Rating 6, Attack 5, Sleaze 5, 
  Data Processing 5(6), Firewall 6
  Complex Forms: Infusion of Attack, Infusion of Firewall, 
  Diffusion of Attack, Resonance Veil, Puppeteer
  Gear: Armor jacket [12]
  Weapons: Club [Club, Acc 4, Reach 1, DV 7P, AP —]
  Typical Defense Program: Infusion of Firewall, 
  Diffusion of Attack, Infusion of Attack, Brute Force, 
  Puppeteer, Resonance Veil
  Standard Crow (Professional Rating 5)
  B
  A
  R
  S
  W
  L
  I
  C
  Ess
  3
  3
  5
  3
  5
  6(8)
  5
  4
  4.9
  Condition Monitor: 11
  Armor: 6
  Limits: Physical 4, Mental 8, Social 6
  Physical Initiative: 9 + 1D6
  Skills: Archery 5, Computer skill group 8, Cybercombat 
  7, Electronic Warfare 7, Hacking 9 (Personas +2), 
  Intimidation 4, Perception 6
  Qualities: Codeslinger (Hack on the Fly)
  Cyberdeck: Implanted, Device Rating 5, currently set 
  to Attack 8, Sleaze 6, Data Processing 5, Firewall 7
  Augmentations: Cerebral booster 2, commlink 
  (implanted, Device Rating 6), datajack
  Programs: Armor, Biofeedback, Biofeedback Filter, 
  Encryption, Exploit, Fork, Guard, Hammer, Mugger, 
  Sneak, Track
  Gear: Armor clothing [6], jammer (area, Rating 6)
  Weapons: Crossbow, medium [Crossbow, Acc 8, DV 
  7P, AP –2]
  KEEPERS AND CROWS
  Below are some stats to use for common versions of 
  coimeádaí and Crows that players might encounter in the 
  Court. Coimeádaí have descriptions of common defense 
  programs they will follow.
  Standard Coimeádaí (Professional Rating 3)
  B
  A
  R
  S
  W
  L
  I
  C
  Ess
  Res
  2
  3
  2
  3
  2
  4(5)
  2
  2
  5.8
  4
  Condition Monitor: 9
  Armor: 6
  Limits: Physical 4, Mental 5, Social 4
  Physical Initiative: 4 +1D6
  Skills: Clubs 2, Computer skill group 5, Cybercombat 4, 
  Electronic Warfare 4, Hacking 5, Perception 3
  Qualities: Codeslinger (Full Matrix Defense)
  Augmentations: Cerebral booster 1
  Living Persona: Device Rating 4, Attack 2, Sleaze 2, 
  Data Processing 4(5), Firewall 2
  Complex Forms: Infusion of Firewall, Resonance Spike, 
  Resonance Veil
  Gear: Armor clothing [6]
  Weapons: Club [Club, Acc 4, Reach 1, DV 6P, AP —]
  Typical Defense Program: Infusion of Firewall, Jam 
  Signals, Resonance Veil, Resonance Spike. Full Matrix 
  Defense may take priority over any of these actions.
  Aggressive Coimeádaí (Professional Rating 4)
  B
  A
  R
  S
  W
  L
  I
  C
  Ess
  Res
  3
  3
  3
  4
  3
  4(5)
  5
  3
  5.8
  5
  Condition Monitor: 10
  Armor: 6
  Limits: Physical 5, Mental 6, Social 5
  Physical Initiative: 8 + 1D6
  Skills: Blades 3, Clubs 4, Computer skill group 5, 
  Cybercombat 5, Electronic Warfare 5, Hacking 6, 
  Perception 3
  Qualities: Codeslinger (Hack on the Fly)
  Augmentations: Cerebral booster 1
  Living Persona: Device Rating 5, Attack 3, Sleaze 5, 
  Data Processing 4(5), Firewall 3
  Complex Forms: Diffusion of Firewall, Infusion of 
  Sleaze, Pulse Storm
  Gear: Armor clothing [6]
  Weapons: Club [Club, Acc 4, Reach 1, DV 7P, AP —]
  Sword [Blade, Acc 6, Reach 1, DV 7P, AP –2]
  Typical Defense Program: Diffusion of Firewall, Hack 
  on the Fly, Infusion of Sleaze, Hack on the Fly, 
  Pulse Storm
  
  186
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  The 
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  of the 
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  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  Alpha Crow (Professional Rating 6)
  B
  A
  R
  S
  W
  L
  I
  C
  Ess
  5
  3
  6
  4
  6
  7(10)
  6
  4
  4.5
  Condition Monitor: 11
  Armor: 9
  Limits: Physical 7, Mental 11, Social 7
  Physical Initiative: 12 + 1D6
  Skills: Archery 6, Computer skill group 11, 
  Cybercombat 12, Electronic Warfare 7 (Jamming 
  +2), Hacking 12, Intimidation 5, Perception 9
  Qualities: Codeslinger (Brute Force), Exceptional 
  Attribute (Logic)
  Cyberdeck: Implanted, Device Rating 6, currently set 
  to Attack 9, Sleaze 7, Data Processing 6, Firewall 8
  Augmentations: Cerebral booster 3, commlink 
  (implanted, Device Rating 7), datajack, mnemonic 
  enhancer 2
  Programs: Armor, Biofeedback, Biofeedback Filter, 
  Demolition, Encryption, Exploit, Fork, Guard, 
  Hammer, Mugger, Sneak, Toolbox, Track, Virtual 
  Machine
  Gear: Armor vest [9], jammer (area, Rating 6)
  Weapons: Crossbow, medium [Crossbow, Acc 8, DV 
  7P, AP –2]
  WIRELESS BONUSES IN THE SEELIE COURT
  Just as coimeádaí provide quasi-mystical ways for 
  hackers to interact with the memories stored in them, 
  devices that would be wireless in the Sixth World radiate 
  the same signals that hackers can interact with, just as 
  they would in the material plane. In the Seelie Court, 
  this extra boost in effectiveness is referred to as the 
  item’s gramarye, so any bonus gained from activating it 
  is a gramarye bonus. Providing this bonus leaves items 
  vulnerable to hackers, just as the wireless bonus does.
  
  187
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  Impossible 
  Gate
  The Seelie 
  Court
  The 
  Factions of 
  the Court
  The Court 
  Itself
  Creatures 
  of the 
  Court
  The Daily 
  Troubles
  Forms of 
  Function
  Playing in 
  the Seelie 
  Court
  PAYMENT IN COURT
  Material goods are not entirely unknown in the Seelie 
  Court, especially by the Higher Power faction, but the 
  almighty nuyen is not as fervently worshipped there as 
  it is in the Sixth World. Payment is more likely to come 
  in gems, precious metals, or magical items such as foci 
  or reagents. There are enough Sixth World denizens in 
  the Court that they recognize the worth of the nuyen, 
  and the Higher Power faction certainly has use for any 
  forms of hard currency. Electronic transfers of cash, 
  though, will be rare, meaning runners will often be paid 
  in credsticks or physical goods.
  Remember to account for the costs for fencing items 
  (p. 419, SR5), and make sure the payment they receive 
  translates into enough nuyen to compensate them fairly 
  for the jobs they are asked to do. Also remember, of 
  course, the value of munera (p. 176) in the Court, though 
  munera should only be used as payment when players 
  have an affiliation with a particular faction.
  SEELIE COURT ANARCHY
  The intrigue and story-based gameplay of Court of 
  Shadows is well suited to the narrative play style of the 
  upcoming Shadowrun: Anarchy rule set. The character 
  conversion concepts provided in that book would be 
  suitable for fast-paced explorations of the Court and 
  surrounding metaplanes.
  Miscellaneous 
  Information
  TIME IN THE COURT
  In agreement with many stories of fae realms, time 
  moves slower while players are in the Court and 
  surrounding areas. In general, a month spent in the 
  Court is equivalent to a day passing in the material 
  plane. This allows players to enter the Court, have a 
  detailed adventure, then return to the Sixth World 
  without having the world pass them by. This can, of 
  course, present challenges for players who leave the 
  Court, spend a month or so in the material plane, then 
  return to the Court to find many cycles have passed, 
  but the Court is patient and steady, and the long-lived 
  nature of the courtiers make them more resistant to 
  rapid change than their mortal equivalents. That means 
  the players might return without great changes hitting 
  the Court. When in doubt, of course, the gamemaster 
  can bend and twist time to suit their needs, giving the 
  players the chance to have fun in either setting without 
  the passage of time causing insurmountable difficulties.
  While generally the passage of time should be used 
  to serve the story, occasionally players might force 
  the gamemaster’s hand by partaking in one of the two 
  special foods of the Court, honey cake or leann daerg 
  (red ale). Give the players plenty of advance warning 
  that eating these things may cause problems, though 
  the exact nature of the danger does not have to be 
  specified. If players ignore the warnings and consume 
  these foods, then they will experience time in the 
  material plane moving much faster than their time in the 
  Court, and they’ll have to adjust once they return!
  
  Black leather never stands out like it does when it’s 
  surrounded by bright silk and taffeta. Codswallop was 
  no Court rookie, but just because he knew the scene 
  didn’t mean he wanted to conform to it. Blue Mohawk, 
  white A on his shoulder, face paint like a football 
  player. He made concessions to the Court, because if he 
  didn’t he wouldn’t be there, but his appearance wasn’t 
  one of them.
  “I dress like this for two reasons,” he said, sticking 
  two fingers in Rivet’s face. “One, because I look spizz. 
  Two, because I’m ready for anything. If I want to dance, 
  I’ll dance so to make the rest of them pumpkins look 
  like they never heard of rhythm. But if something goes 
  down—and I mean anything, knife fight, bodysnatch, 
  whatever—I’m ready. You and the others will get all 
  caught up in your slips and petticoats, and I’ll be 
  getting drek done.”
  Rivet nodded. She thought she looked like a pure force 
  of nature in her sky-blue gown, with subtle gems on 
  her tusks to match, but Codswallop could dress how he 
  liked. In front of her, fabric swirled around lean, warm 
  bodies in perfect time to lively strings, while servants 
  did a dance of their own weaving through the crowd and 
  making sure no bit of hunger or thirst went unrelieved.
  “And I’ll tell you another thing,” he continued. “People 
  out there got it all wrong with all that formal dancing 
  and precise movement. Everyone gets so consumed 
  learning the steps, they forget that the real power is 
  being the one who plays the music.”
  Rivet nodded like Codswallop was imparting deep 
  wisdom. She knew he liked that.
  “And I got a tune in mind they need to hear,” he said, 
  grabbing a flute and tossing back the champagne inside 
  in one smooth motion. “Watch how I play.”
  How To Disappear
  by Jason M. Hardy
  
  “And I’ll tell you this,” Codswallop said, ripping into 
  a large turkey leg while he was talking, “anyone who lets 
  themselves get neutered like Viltharion deserves what he 
  gets. I mean, come on, he’s got an axe, doesn’t he? A nice 
  one, too, from the looks of it. He needs to stop sitting in 
  the corner whimpering and start swinging, right?”
  There were several side conversations going on, and 
  Rivet guessed that the main topic of them was how 
  this boorish mortal got himself invited to the Regency 
  Banquet. That made her job easy—she just had to listen 
  and provide the right information.
  “This is what the Court will become,” intoned a 
  hawk-faced woman with steel-grey hair in one of these 
  murmured discussions. “Sponsorships will be given out 
  of a crude sense of novelty, and wit and elegance will be 
  replaced by capering puppets.”
  Rivet placed a hand on her chest. “Believe me, I’m as 
  mortified as you. He represents our kind so poorly. And 
  he is likely the type to not understand any punishment 
  directed his way, making it useless. But shouldn’t his 
  sponsor have to pay? After all, isn’t the sponsor to blame 
  at least as much as this sorry individual?”
  The woman smiled, probably thinking she was hiding 
  the cunning in her face. “You make an excellent point. 
  Sadly, such sponsorships are generally not openly known. 
  Perhaps, though, some careful inquiries might draw that 
  information out?”
  Rivet winked and quickly swiped the side of her nose 
  with her index finger in a gesture she knew was not at 
  all subtle. “I’m on it.”
  She drifted around the room for a half hour or so, 
  having several conversations that had nothing to do 
  with Codswallop, or anything of consequence at all. Then 
  she returned to the hawk-faced woman. 
  “It’s Eclipse, of course,” she said. “So passionate 
  about the outside world, so indiscriminate about what 
  it contains.”
  The woman smiled her tight, cunning smile. “Well 
  done. Well done, indeed.”
  Rivet did not exchange smiles or even so much as 
  a glance with Codswallop at that point. Despite some 
  appearances, this wasn’t amateur hour.
  
  She sat in a book-filled study, her round face lit by 
  flickering candles.
  “Your game may not be the most subtle, but that 
  doesn’t mean it hasn’t been effective. You’ve at least got 
  people talking. Let’s nip this in bud before it gets out 
  of hand, shall we? It won’t require much out of you. 
  It’s mostly the same game you’ve been playing, but 
  with a few twists. The compensation will make it all 
  worthwhile.”
  Codswallop smiled, then tapped out a simple rhythm 
  on the doorframe. The Keeper didn’t respond in any way.
  “Yeah, fine, don’t dance,” Codswallop said. “But don’t 
  pretend you’re not hearing the beat.”
  “It’s long. That’s the only complaint I have.” 
  Codswallop had his feet on a pine stool in one of the 
  small tavern rooms of the Court, leaning back in a chair 
  whose purple cushions were showing their age. “Stabbing 
  someone in the back goes nice and quick. Here, you’ve 
  got to have patience. But it’s worth it. Real test of your 
  skills, isn’t it? Stabbing someone only shows that you 
  know how to draw a sword. So crude.”
  Rivet licked foam off her upper lip as she put the 
  pewter mug down. “You’re talking like one of them now.”
  “Don’t have to be one of them to see the merits of the 
  system. It’s more … evolved. The cream really rises to the 
  top, rather than some lucky swipe with a knife taking 
  you out.”
  “You only think that because you’re doing well right now.”
  “Yeah, and I intend to keep doing well, so no worries.”
  “Just make sure the Keeper pays you before you do 
  anything rash.”
  Codswallop’s only reply was his best imitation of the 
  Queen’s icy stare.
  Rivet blinked a few times, then rubbed her eyes. Still, the 
  vision persisted. Codswallop was standing on a small stool 
  in a room filled with expensive silks and wools. A chubby, 
  bald man was skittering back and forth, measuring here 
  and there with an actual tape measure, writing things 
  down on paper with a stubby pencil, because people of the 
  Court were often quite determined to rub their resistance 
  to any technology in visitors’ faces.
  “So you’ve gone and sold out,” she said.
  At Morning Hearings, two days later, Codswallop 
  was clearly hungover. His skin was a special shade of 
  green, and he could barely stand. Yet when his name 
  was called, he somehow managed to rise and not 
  wither under the harsh glare of the Queen. With most 
  speakers, the Queen graciously offered an invitation 
  to speak, but she only glared at Codswallop. He was, 
  however, undeterred.
  “Morning, your worship, you wonderful rose among 
  all these blasted thorns. Just wanted to tip my hat in 
  your direction, ’cept I seem to have forgotten my hat, 
  but you take my intent, I’m sure. Anyway, my regards 
  for being one of the least objectionable beings in this 
  Court, and here’s hoping maybe someday you and the 
  rest decide to renounce racism.”
  The Queen allowed her icy stare to be her only reply.
  “I know you got some differences, but I figured you 
  and elves from my plane are all pretty much the same 
  brood, right? So maybe you all could lighten up about 
  the rest of us, stop discriminating, and let everyone who 
  wanders your way come forward on a, you know, equal 
  basis. Put yourself on the right side of history and all—
  that’s my advice. That’s it. Thanks for your time.”
  Neither the Queen nor the Steward offered any 
  summary or reply to Codswallop’s remarks, instead 
  allowing to stumble off. There was some enthusiastic 
  applause from a single individual, but since no one could 
  see who was clapping, most observers assumed it was one 
  of the Court’s many mischievous spirits.
  Rivet watched Codswallop exit, being sure to wear 
  an expression of disapproval. Inside, though, she was 
  wondering if the charade had become too obvious. It was 
  time to stop provoking and wait for a reaction.
  Not that night but the next, a knock came on 
  Codswallop’s door in the darkest dark. He responded 
  quickly and opened the door looking alert, because it was 
  the time of day when he was at peak functioning.
  Outside was a helmeted and armored figure, face darker 
  than could be explained by the brim over its forehead. 
  Some magical force was obscuring its features. It was a 
  Keeper, a comeádaí, someone’s servant. It extended its 
  hand in a gesture Codswallop didn’t recognize, but he 
  didn’t have to. His cybereyes saw the ARO the comeádaí 
  generated, which simply said “An invitation.”
  “Have at it, mate,” Codswallop said. “Invite away.”
  The comeádaí made no move, only shared a memory. 
  A fairly recent one, of Xanthe Cove of Eclipse talking. 
  
  “Short-sighted again. You want to play this game, 
  you really need to think ahead. Lookit.” He snapped his 
  fingers. “Get me that sample piece I liked. The blue one.”
  It was wool in a shade of blue that matched his hair, 
  with thin black stripes on it. The tailor handed it to 
  Codswallop, then dug in a pile of fabrics and passed over 
  the studded leather jacket. Codswallop put the vest on, 
  then the jacket over it. He spread his arms. 
  “Picture of perfection. And I got a sweet invite to the 
  Robin’s Waltz. Plum Room, one of those places with a 
  balcony overlooking the main floor. I will see and be seen.” 
  He turned up his collar. “And I will look smashing.”
  The ball put the other parties Rivet had seen to shame. 
  Fountains of champagne, wine, and other drinks flowed 
  across the grand hall, among pillars covered in branches 
  with budding leaves. She sampled many of them, but 
  knew enough to leave the red liquid brimming in one 
  bowl alone. Music resonated across the room, full 
  strings that sounded like they were played with wood 
  that had been shaped and aged over five thousand years. 
  Codswallop made full use of the balcony, standing tall 
  and proud in his perfectly tailored vest under his leather 
  jacket, sneering at anyone who dared look at him too 
  long, and occasionally throwing ice at unlucky courtiers 
  on the lower floor. It was a new kind of a game now. He 
  was outrageously over the top, ridiculously provocative, 
  so courtiers knew that if they gave into him, if they 
  reacted in any way, they lost. They did not understand 
  the purpose of the game, but they were still completely 
  unwilling to lose it.
  Rivet had a quieter role. She was his spotter, moving 
  around on the floor, picking out designated targets. For 
  the most part, these were people who were soon going to 
  have to duck ice flying their way, but some unfortunate 
  individuals had a different fate. Instead of jeering at them 
  or throwing things in their direction, Codswallop smiled 
  at them broadly and shouted out a boisterous greeting. 
  These individuals inevitably blanched and looked for a 
  place to hide. In the Court, guilt by association was not 
  much different from any other form of guilt.
  Something about Codswallop was off, though. Some 
  of the people he was supposed to be friendly toward were 
  targeted by ice, and vice versa. Rivet didn’t know if he 
  was drunk, had a bad memory, or was playing some 
  other game. Or all three. But she did not let any concern 
  show on her face.
  “’Course I mixed it up! Predictability is death here. 
  Gotta keep your employers guessing, and now that I have 
  two of them, that’s all that more people that I have to 
  keep off-balance. When you’re a street fighter and a 
  little undersized, one of the first things you learn is to 
  always keep the other guy off balance. Let them get their 
  feet under themselves, you’re dead. So I’m making sure 
  they don’t get comfortable.”
  “You’re also pissing a lot of people off.”
  “Yeah, but I’m making myself indispensable, too. They 
  wouldn’t dare get rid of me. Plus, that’s not how the 
  Court works. No knives slipped between your ribs on the 
  ballroom floor, right? Battle of wits is the thing.”
  Rivet shook her head. She was pretty sure he would 
  take it to be admiring, so she let him.
  It was late. Codswallop had once again managed 
  to get an invitation to the Regent’s banquet, and he 
  was determined to shut the place down. A creature of 
  dark feathers had lost whatever language capacity it 
  had hours ago and was limping around the room while 
  flapping awkwardly. An elf who had arrived at the 
  banquet wearing a silver circlet on her brow was now idly 
  spinning the circlet around her index finger. Codswallop 
  sat behind ten empty cups, eating macadamia nuts while 
  playing some sort of game with tarot cards. His opponent 
  was a blue-skinned, six armed human-like creature who 
  still seemed cheerful despite the fact that he appeared to 
  be losing. 
  A distant bell tolled four times. The door to the hall 
  opened, and the Keeper with the brimmed armored hat 
  and blank face walked in, then stood stiffly by the door. 
  Codswallop made no gesture toward the comeádaí 
  and did not glance at it, but his demeanor changed. 
  He leaned forward and played his cards with greater 
  alacrity. He was winning before, but now his opponent 
  truly started to suffer. It only took fifteen more minutes 
  before his opponent was out of whatever it was they were 
  wagering. The blue-skinned man leaned back.
  “Does this mean you are ready to call it a night?”
  Codswallop shrugged. “Might just spend some time 
  thinking about what to do with my winnings.”
  “You have amassed considerable sums. But you also 
  have debts, correct?”
  
  Codswallop shrugged. 
  “And you are not worried that someday soon, accounts 
  will be called.”
  “If they are, I’ll be fine.”
  “What if you have to choose to whom you will be loyal?”
  Codswallop smiled in a way that was probably 
  supposed to be charming but came across as smug.
  “Didn’t think that happened here.”
  They were back in the small tavern, and Codswallop’s 
  feet were once again on the pine stool.
  “A faction badge would give you some security,” 
  Rivet said. 
  “So would a nice corp job. Doesn’t mean I want it. 
  Besides, I’m safest as a free agent. Keeps everything 
  in balance.”
  “As long as you’re sure you have all the variables 
  covered.”
  He shook his head. “Keep watching. Keep observing. 
  See how I play the game. Of course I have it covered.”
  Another late night. Another crisp knock on 
  Codswallop’s door.
  He welcomed the helmeted comeádaí with a jaunty grin.
  “Would you like to come in?”
  The Keeper did not acknowledge the request in any way.
  “Then what can I do for you?”
  The comeádaí’s right hand lifted and made a simple, 
  slow sweep toward the hallway. It seemed clear enough, 
  but the word “Come” floating over the hand made its 
  meaning even more plain.
  “All right, mate, let’s go.”
  The Keeper led Codswallop through parts of the Court 
  he had never seen before, parts that possibly didn’t 
  exist before. They twisted down spiral staircases, walked 
  winding corridors, passed through doorways of wood, 
  doorways of moss, doorways of vine. At last he walked 
  through a stone archway flanked by torches atop a stone 
  staircase. The comeádaí stopped in the doorway. A few 
  steps down stood Xanthe Cove, with a light purple mist 
  poling at her ankles.
  Codswallop smiled. “Shook things up a bit, didn’t we?”
  Cove, dressed in a black-and-white doublet, smiled 
  back. “Indeed. And you have added some unpredictability 
  lately as well.”
  “Part of the job, right? Keep everyone guessing.”
  Cove nodded. “That sort of chaos can be beneficial. 
  Of course, it’s even better if some of the chaos can be 
  controlled, at least from one point of view.”
  Codswallop shrugged. “Controlled chaos isn’t really a 
  thing, is it? Either it’s chaos or it ain’t.”
  “Or it appears to be chaos to the people who simply 
  lack understanding.”
  At this point, the smoky mist had coalesced enough at 
  Codswallop’s feet that tentacles could be seen. And felt, 
  as they grabbed his legs.
  Codswallop looked quickly down, then glared at Cove. 
  “Right, what sort of bullshit is this?”
  “You played well, but slowly. A step or two behind. But 
  you were noticed enough that your disappearance will be 
  a sensation. The talk of the Court for a time. Which we 
  will steer more efficiently than we steered you.”
  It happened fast. More tentacles appeared, grabbed 
  a suddenly struggling Codswallop. He turned to the 
  impassive comeádaí, and naturally found no help there. 
  He made exactly zero progress against the tentacles 
  that wrapped him up, then pulled him down into inky 
  blackness until he was gone.
  Cove looked to the top of the stairs and smiled. “It was 
  a good plan.”
  Rivet tilted back the helmet of the comeádaí disguise 
  that had, on multiple occasions, served her well. The 
  blackness that had covered her face washed away.
  “He was full of advice, but he forgot one,” she said. 
  “Puppeteers are often so busy pulling strings that they 
  miss the ones attached to them.”
  Cove nodded. “We’ll need at least two stories spread. 
  One that his disappearance was an act one vengeance from 
  Eclipse, and another that it is an attempt to frame Eclipse.”
  “And a third, that he ran in fear.”
  Cove nodded. “Just be subtle.”
  “Of course.” One thing the Court had taught her that 
  Codswallop never could was the virtue of disappearing 
  in plain sight.
  
  © 2014-16 The Topps Company, Inc. All rights reserved. Shadowrun 
  and Matrix are registered trademarks and/or trademarks of The Topps 
  Company, Inc., in the United States and/or other countries. Catalyst 
  Game Labs and the Catalyst Game Labs logo are trademarks of 
  InMediaRes Productions, LLC. Printed in the USA.
  Under License From
  ®
  www.catalystgamelabs.com
  The Falling Dream
  You have seen it. You have felt it. The dream where 
  you are falling, falling, and you cannot see the 
  ground but you know it is there waiting. You may 
  try to brace yourself, you may try to force yourself 
  awake—you do anything to avoid the impact that 
  keeps rushing toward you.
  The Seelie Court is the realm of the hidden, 
  the rumored, and the unknown. Fairies, spirits, 
  and enchanted creatures mingle there, building 
  alliances, plotting, scheming, toying with the realm 
  of humans—and with each other. The Court has 
  long held a distant attachment to the material 
  plane, inf uencing it like a dream inf uences our 
  waking hours. But now a new connection has 
  emerged, allowing humans to inf ltrate the courts 
  and inf uence its proceedings. At a time when 
  magical power is ever in the rise, the mix of human 
  and fae could set both worlds into a calamitous 
  plunge, and no one will want to be awake when 
  they hit bottom.
  Court of Shadows is an alternate setting for 
  Shadowrun, Fifth Edition, emphasizing the magic 
  and intrigue of the Seelie Court. With full setting, 
  character, and plot details, as well as information 
  on using SR5 characters in the Seelie Court, this 
  book presents all-new ways to play Shadowrun 
  and to live in the mystical intrigue of the planes of 
  fairy, capturing the magic of the dream world—and 
  seeing if they can prevent its fall.
  Court of Shadows is for use with Shadowrun, 
  Fifth Edition.
  F I F T H  E D I T I O N
  
SOURCE: textdata/thevault/Shadowrun [multi]/5th Edition/Shadowrun 5e - Court of Shadows.pdf