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OutOfSecrets

The Winter Court

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Introduction Peerage Etiquette Military
Knightly Orders Commoner Guilds Commoner Titles Medals
Passtimes Duels How to Join
Characters Notes

Distinguished by their strict code of aristocracy as much as their symbol of an antlered stag skull, The Winter Court is a group that takes their perceived role in this world very seriously. Members of the Court do not ignore or hide from the modern world and its values, but always hold their own to be superior, with noble members following a code of behavior almost identical to that of the Noble codes of the Renaissance. Except, that is, for a few Fae twists such as not telling lies even when deceiving people and disdaining empathy.

Commoners are given much more leniency, but have to serve the every whim of a notably cruel nobility. Many are volunteers, working for pay or other benefits but others have been forced into service as part of some bargain made by them or their parents with the court. Several are even changelings, stolen from their cribs as children and swapped out with other children nobody would miss.

While members of the Court thrive in the human world, it is in the dark hours and shadowy places that they truly are free to become themselves, to follow their codes to the letter and to engage in their favorite pass times. Hunting humans for sport, decadent and extravagant parties, and prosecuting those who have violated their esoteric and often incomprehensible Fae law.


Royalty
Monarch The ruling King or Queen of the Court and undisputed ruler.
High Nobility
Duke & Duchess Highest ranking nobility, owners of large amounts of psychic property. Almost always members of the royal family. (Requirements: Wealth 3, Approved application)
Marquis & Marquesa Owners of less impressive amounts of psychic property who are required to pro-actively defend and expand the realm. (Requirements: Wealth 2, 1 combat or arcane focus, 2 level 2 bodyguards, Approved application or in game appointment)
Count & Countess Nobles who own a significant portion of psychic property in conjunction with a Court position, such as that of a minister. Typically a reward for good service. (Requirements: Wealth 2, Approved application or in game appointment)
Nobility
Viscount & Viscountess Similar to a Count but generally unlanded. Their noble rank is contingent on their continued service in their appointed position. (Requirements: Approved application or in game appointment)
Baron & Baroness Someone who has bought a noble title and position from the Court through some payment of financial or other resource. Sometimes are granted lands, sometimes just the title. (Requirements: Paid requested cost to Court in game, or created as)
Knight Someone ennobled in return for vows of service and loyalty. (Requirements: Knighted in game, or created as)
Courtesy Titles
Regent A title given to whoever is in control of the Court when the Monarch is absent, generally the Duke or Duchess closest to the line of succession.
King or Queen Consort Married to the reigning monarch, referred to and socially treated as if born royalty despite having no claim to the throne. Typically also given another landed title.
Crown Prince or Princess Whoever is next in line to inherit from the monarch.
Prince & Princess Any true born children of a monarch are given the title of Prince or Princess. Typically they are also given a Duchy or other landed title on which to rest their authority.
Lord & Lady Any direct family member of a noble is given the courtesy title of Lord or Lady except for the family members of Knights. This title persists even if the person who granted it loses their position or landed claim to nobility, but will not pass on beyond the first generation or to children born after the loss of position.






Forms of Address:
Full titles are used most often when a noble introduces themselves or is announced. They have the form (Primary title) (Name) (List of other titles, landclaims, honors, positions, and medals)

Example: Crown Princess Savina Lonraigh, Regent of the Winter Throne, Duchess of Moonmourne Fen.

Example: Count Thomas Aquinas, Lord of Darkling Woods, Five Moon General of the Winter Host, Knight of the Rose, Knight of the Golden Shield, bearer of the Silver spear, bearer of the golden horn.
(Knight of Winter can be used by knights not part of a particular order)


Short titles are used in most cases when referring to a noble. For royals they take the form of (title) name. Example "Crown Princess Savina Lonraigh", for nobles Lord/Lady (title) name. Example, "Lord Viscount Thomas Acquinas", In military situations title is swapped out for rank, such as "Lord Captain Thomas Acquinas". Courtesy nobles are simply Lord/Lady (name) and knights, both men and women, are sir (name).

When referring to nobles directly, "Your Majesty", "My lord/lady", "Marquis/(other title)", or "Sir (name)" are all acceptable.

When among non supernaturally aware, "Sir or Ma'am" can be used as can "Mr/Mrs/Miss (surname)"


Acts of Deference:
Before speaking to another member of the court, or immediately after being addressed an individual should bow or curtsy to a higher level noble(It is acceptable for women to bow if they prefer) and greet them using their short title if known. Similarly when the same noble rank, but higher military rank, the individual should instead salute.

Whenever a member of the royal family enters a room, all must stand and remain so until they sit or invite those others in the room to sit.

When in non-supernaturally aware company, it is permissible to not bow, salute or stand upon the entrance of a royal.

(Leniency with regards to etiquette is shown to any player as long as they are making a good faith effort. Deliberately violating etiquette standards however are grounds for society banishment and/or beheading.)

Commoner Etiquette:
Commoners are expected to use all proper behavior as listed above, they also should always be polite and deferential when speaking to other nobles, and be polite when in the presence of nobles. They should follow any instruction given them by a high noble unless it would contravene the instruction of another, equal or higher ranked noble.

Noble Etiquette:
Nobles should not literally lie, exceptions are sometimes made for those who need to lie to the non-supernaturally aware, but even then higher level nobility are expected to be able to handle all situations without recourse to overt lies.

Nobles should not have sex out of marriage. This demonstrates both a dedication to the importance of Faeborn noble bloodlines, but also emotional control. To succumb to base desires is to indicate a lack of noble restraint and weakness of character.

Nobles should disdain empathy, emotional control is part of the noble code but a disregard for empathy is particularly important among the Winter Court. Aiding others in distress with no benefit to yourself, or avenging the wrongs done to others are all considered incredibly gauche.

Nobles should do their best to follow the historical code of conduct for Nobility. This includes:

* Eloquence
* Skill at dancing
* Refinement of Manners
* Appreciation of the Arts
* Intellectual Curiosity
* Wit
* Glory
* Majesty
* Magnanimity - Noblesse oblige.
* Emotional Mastery
* Conspicuous consumption

Knights are technically nobles but as those on the border between the common and the noble are generally given more leniency. While it would be frowned upon for a knight to lie or engage in extra-marital sex it is unlikely to cause them to lose their position. New knights in particular are often indulged in working their common urges out of their system, as long as that period does not drag on too long or is not causing any embarrassment to the Court.

(Again leniency is shown for those who make a good faith effort, most of the noble code of conduct can boil down to acting refined and fancy)


Special Appointments
Marshal Whoever has been placed in charge of a current battle or war.
Commissioned Officers(Nobles)
General Insignia: One or more full moons.
Commander Insignia: Half a moon and two stars.
Captain Insignia: Half a moon.
Noncommissioned Officers(Commoners)
Lieutenant Insignia: One or more full stars.
Sergeant Insignia: Half a star
Soldiers
Corporal Insignia: None




The Army of the Winter Court is referred to officially as The Winter Host, despite generally not being very large. Generals and Lieutenants can continue to be promoted indefinitely when required, receiving more moons or stars respectively.

The Court does not often actively seek war, preferring their indulgent, manipulative lifestyle. Yet it is the responsibility of all nobles to fight for their leige when called and great honor is bestowed to those who comport themselves with valor upon the battlefield. It is almost unheard of for a member of a noble family to not take Knights Vows upon reaching their maturity. The court considers arcanists and combatants to be equal but different types of warrior.

Many among the court consider war to be a type of game, particularly when the conflicts do not seriously endanger the court, such as psychic operations. In such conflicts they compete to earn the greatest prestige through displays of skill, daring, cunning and strategy. Actually winning the conflict is generally of lesser importance than being able to show-off during it, and it makes some members of the Court unreliable allies.

The preferred weapon of the Court is the Glaive(A bladed spear), although many nobles also carry a sword for dueling and as a display of rank.(Only nobles can wear swords in social events)
While the court prizes archery and spear throwing in Hunts, in combat they tend to use modern firearms when possible. Their armor is typically a distinctive white bone-like armor made from the wood of a particular species of White Ash found in the Other. The older the armor the harder it becomes as the wood ages, and sets quickly become family heirlooms. Overall it is inferior to most modern armors, but not by so much as to cause a significant disadvantage. It also camouflages very well in the snow and does not hold a magnetic charge. The facemasks of commoners are often worked into frightening animalistic or demonic shapes, but nobles always wear perfectly impassive human facemasks and can also often by identified by adorning their helmets with antlers and wearing cloaks into battle.

(Wearing masks into battle is encouraged, if you want to wear a mask into battle, set your mask intro to A [something] warrior in bone-white armor. Pick the something based on your character’s stature/shape and ensure it is always unique to allow others to target you. Other variations are generally acceptable as long as they still involve a unique string and keep the same basic image. Wearing some form of the Court's bone-white armor is mandatory for all characters participating in combat, except when they lack sufficient time to prepare.)




Knightly Vow: "I (name and titles), swear my blade and heartsblood to the defence of his Royal Highness, King Alexander Lonraigh, his trueborn heirs and the Fae Court of Winter. I shall take all their enemies as my own, shall never allow harm to befall them and will vanquish all who oppose their will until Winter ceases to come."

Knights of the Rose Symbol: A frozen rose
Nobles can only be inducted into this order by a Princess of the current Monarch who is not married or engaged. It is an indication that the court, or at least those interested in such things, finds the noble in question particularly dashing, handsome and appealing. It can be granted to women but it is rarer.
Knights of the Pegasus Symbol: A white Pegasus with silver wings
Nobles who can fight while airborne are inducted into this order. That includes those who can fly themselves, here or in the Other, as well as those who can shift into combat capable or arcane capable flying forms.
Knights of the Golden Shield Symbol: A golden kite shield
Knights who have been chosen to protect and bodyguard the royal family above all other duties. Generally appointed because they are capable warriors who are also impeccably trusted not to gossip about things they might see while guarding the royals.
Knights of the Eternal Symbol: A silver oak tree with spreading branches
Knights who have mastered the ability to remain ageless and thus, at least in theory, serve the court for eternity.
Knights of the Storm Symbol: A golden lightning bolt
Knights who have mastered some form of sorcery, either in this world or the Other. (Includes any arcanist with a sorcerous themed custom discipline)
Knights of the Blade Symbol: A pair of crossed silver swords
Knights are recruited into this order after demonstrating their skill with the blade against other members of the Order. (Requires Martial Arts 3, combined unarmed+melee discipline of at least 40)
Knights of Winter Symbol: None
Any knight not part of another order is considered part of the order of Winter.






All commoners need to be a member of at least one Guild unless they have special permission from the Crown. Each guild they are in beyond the first grants increased weekly pay of $20 per week up to a maximum of $100. While the guilds lay out the basic responsibilities of a common member of the court, they are still subject to the whims of nobles above and beyond these.

Royal Guards: The everyday warriors of the Court. They must attend combat patrols and operations whenever possible, must escort and protect nobles when asked or guard locations when requested.

Entertainers: The backbone of every Fae party, they function as actors, dancers, living art or any other source of entertainment the nobility require for any particular function. Almost certain to suffer minor injuries and significant indignity on the job, but generally safe from serious harm. (Must have a decent level of ability at writing reasonably fast, well-written emotes)

Huntsmen: Those who aid the nobility on their hunts, handling horses, hounds, weapons and prey after the hunt as well as offering martial aid. Must escort nobles on hunts either in the forest or for humans when requested. Must regularly contribute alchemical resources.

Merchants: Those who handle business for the nobles. They must bring in on average $500 resources a week or launder at least $1000.(Laundering reefers to arranging for someone of substantially higher secrecy to commit the resources instead.)

House Servant: Those who carry out the every day domestic tasks of the house. They are responsible for cooking, cleaning, and repairs as well as seeing to the every day needs of the nobility. They must keep roads and buildings of the court free of forest encroachment and perform any other domestic task as required by the nobility.

Scholars: Those who manage the administration and scholarly pursuits of the courts. Must carry messages when requests and speak on behalf of nobles as their proxy when asked. Must aid in prosecutions and carry out any other secretarial or organization duties when requested.

Armorers: Those who produce the arms and armor of the Winter Host. (Must have engineering 2 and decent ability with writing descriptions for weapons and armor.)

Artisans: Those who produce or acquire the finer things in life in service to the Court. Must produce or acquire clothing/jewellery/paintings/sculptures/food/drink/or room decorations upon request.(Must write descriptions for the nobility, either RPing them as being done themselves or simply acquired by them. Must have reasonable skill at writing descriptions for things.)

Inquisitors: Responsible for the handling, punishment, interrogation and possible execution of court prisoners. Must be willing to torment victims upon request, must have some level of mind control abilities. Must regularly contribute blood resources(Obtained by contributing blood after victimizing people)

Squires: Squires support a particular knight or noble by caring for their equipment and helping to manage their affairs. Squires are typically not paid and paid by their patron either in money or tutelage. But exceptions can be made when their actions are of particular value to the Court.

Ladysmaid: Maids support a particular noble by caring for their clothing and helping to manage their affairs. Maids are typically not paid and paid by their patron in money, tutelage or prestige but exceptions can be made when their actions are of particular value to the Court.




Commoners can additionally be appointed to unique positions within the court. Each position conveys increased weekly pay of $30 a week. In some cases these positions may be filled by the nobility if no suitable commoner exists and the position is deemed important. In that case Master is exchanged for Minister. Frequently such an appointment goes along with a promotion to Count or Viscount. In some instances it is even possible for a Minister and Master to co-exist, in which case the Master reports directly to the Minister. Ministers may also be appointed to oversee particular guilds or any other area of the Court the Crown deems necessary.

Master of Coin: Keeps records of who has paid or is owed what and when. Responsible for ensuring everyone is paid what they are owed and are providing what they should.

Master of the Grounds: Overall responsibility for ensuring all properties and roads used by the court are free of encroachment.

Master of Hounds: Manages the Court's kennels including care of all their hunting hounds and prisoners.

Master of the Kitchen: Responsible for ensuring there is adequate food and drink at any Court social event.

Master of Horse: Responsible for managing the courts stables as well as any equestrian events.

Master of Arms: Responsible for regular court security.




Any who are rewarded with a medal are entitled to refer to themselves as the bearer of (medal name) in their full title. You can receive the same medal more than once but it does not change your title.

The Winter Medal Appearance: A golden fractal snowflake hung on a black ribbon
The highest honor that can be granted, given for acts of incredible service to the crown. Most often awarded posthumously for actions that cost the recipient their life.
The Golden Horn Appearance: A curled golden hunting horn hung on a dark red ribbon
Awarded for acts of great leadership in service to the crown. Typically granted to high ranking officers who've led court forces in achieving a great victory or many small victories.
The Silver Stag Appearance: A silver stag hung from a dark blue ribbon
Awarded to those who are seriously wounded in service to the crown.
The Silver Spear Appearance: A silver spear hung from a dark green ribbon
Awarded for acts of great bravery or combat prowess in service to the crown.
The Silver Eye Appearance: A silver hieroglyphic eye hung from a dark green ribbon
Awarded for acts of great intelligence or wit in service to the crown.
The Silver Shield Appearance: A silver kite shield hung from a dark green ribbon
Awarded for any other acts of significant service to the crown, or for many small such services. Frequently awarded as a long service reward.






Prosecutions: Charging people with violations of Fae law and then carrying out their trial and punishment is a favored passtime among the court, with particularly witty and eloquent prosecutions drawing large crowded and granting the prosecutor much esteem.

Fae law holds that all things in the world have legal rights which can be infringed against, this includes inanimate objects and even abstract concepts. Infringing against some of these is treated particularly seriously, and the consequences for crimes against the court, or nobility are often deadly.

Other forms of trespass however are considered less seriously and the conduct of the individual trial matters far more than the actual crime. Indeed nobles usually gain more prestige by bringing prosecutions for trespass against particularly abstract or poetic victims. A noble has the right to act as both prosecutor and judge whenever conducting a trial against someone else who is not a noble. While this might lead many to suspect that the courts are very biased, the reality is that because the point of these trials is really more about spectacle and entertainment than justice better prosecutors frequently find in favor of the defendant whenever they have put on a decent performance and they think it would add drama to the event. Members of the court of course never admit that entertainment is the point of these prosecutions and instead will always insist that violations of Fae law must be treated most seriously.

There are no set punishments for violations of Fae law, instead punishments are determined uniquely for each trial. Prosecutors generally earn more favor by coming up with particularly creative or poetic punishments but frequently fall back on indentured servitude, flogging, imprisonment, or time in the stocks.


Parties: Probably the absolute favorite passtime of the Court is a good party. Typically blending feudal balls and modern high society gatherings with their own unique decadent Fae twist. Fashion is a large part of any social event and those who wear the same outfit to two different parties are sure to earn the scorn of the court. Only nobles can wear swords to social events held by the court.

Every party has some unique focus which the Courts entertainers usually help to bring to life. Some might be dances, others focus on particular entertainments such as plays, concerts or gladiatorial combat. These are almost always performed with a cruel and often decadent twist however, the gladiators might fight naked, the actors might stab each other with real weapons during the climactic scene of their play. People might serve as furniture or be twisted into uncomfortable positions to act as living art displays.


Hunting: Hunts are a mainstay of Court entertainment. Humans are almost always the chosen targets of these hunts which can be carried out in a variety of ways. Some as individuals, some with groups, sometimes on horseback and sometimes on foot. Sometimes they use hounds or birds to flush prey and other times they go without.

In almost all cases however they use a particular type of arrow which ends in a half inch long needle point and has a small spider web-like construction at the base of the needle. Called spider arrows, these weapons could do serious harm if they struck the eyes, generally they are fairly safe, the needle sticking into someone's outer flesh and the webbing adhering to the skin, making them almost as difficult to pull out as a proper arrow. The needles are tipped with a paralytic agent which weakens muscles and accelerates physical exhaustion, it can also cause delirium and hallucinations in some people. Even one arrow is enough to slow someone down noticeable and most humans will be unable to do more than crawl by the time they've been struck with four or five. Even a powerful supernaturally will generally be brought low by the time they've been hit a dozen times.

After capturing the victim the court will sometimes simply release them. More often however they will be held for some form of prosecution, or will be held captive for a short time afterwards in order to be displayed at the dinner table of the post-hunt feast, or placed on the mantle above the fireplace of the successful hunter for some time afterwards. Supernaturally unaware victims generally have their memories of the event wiped with hypnosis induced amnesia before being returned to their homes.


Art:The Winter Court places a high value on art, but particularly on art that uses people as a canvas. Almost always this involves some sort of mind control, but frequently also includes body paint, cosmetics, wardrobes or restraints to aid in creating the effect. The goal is to remake someone into something interesting, amusing, or pleasing to witness. Due to the nature of the Fae nobles, these transformations are typically in some way unpleasant, painful, lascivious or humiliating for the subject. Body hypnosis is usually chosen over other forms exactly because the subject is aware they are being controlled when it is used.

Nobles can earn much prestige by creating particularly creative or entertaining works of art and frequently will have a photograph or painting of the subject made to commemorate the work, some particularly modern Nobles have even taken to recording short videos of the subject and then mounting displays on their walls that play these videos on a loop. Signing the person in some out of the way area is also common practice.

Almost all such works of art are temporary, with effects lasting no more than a day or two, but some children sold to the Court are done so precisely so they can become permanent canvases for some noble or another, their mind and body constantly changed to meet the whims or creative moods of their betters.



Any noble who feels they have been insulted by another, or that someone has dishonoured them or the court may challenge that individual to a duel. The challenged may seek a decision from the crown that the duel has no real basis to have it dismissed, otherwise they must face their challenger or be exiled. An insult must in general be quite blunt in order for it to be held as valid grounds for a duel, and most nobles avoid ever being challenged by being clever and obscure in the way they insult each other. Those out of favor with the crown however need to be particularly careful.

There are three times of duel, the type is chosen by the challenger. While the challenger has the right to choose a type their target is particularly maladept in, it is looked down upon unless they have no real alternative. The types are blades, arcane and wit.

Bladed Duels: Are conducted with swords, combatants can use their own swords and cannot use any weapon other than that blade. Armor is allowed, as are abilities that manipulate the battlefield, but not those that attack the target directly. The duel continues until one individual surrenders, falls unconscious or is incapable of continuing.

Arcane Duels: Are conducted in the manner prescribed for arcane societies. Only violence that can be brought about through arcane means is permissible. Such as that through minions, mancing or sorcery. It continues until one individual surrenders, falls unconscious or is incapable of continuing such as through losing their minion when they have no sorcererous or directly harmful powers.

Duels of Wit:Three judges are appointed by the crown or their representative. The combatants take turns debating the merits of each other back and forth. Whenever the judges believe that one of the fighters has failed in their attempted verbal riposte, they indicate this by raising the hand on the side of the fighter. If two judges raise their hands, the duel is won by the other party.
A verbal riposte is continued failed if they have fallen back on repeating themselves, returned only a blunt argument with no wit or eloquence, or simply failed to counter any of what was said to them in the last exchange.

Results:In all cases once the duel is finished the winner has the right to kill the loser. Typically the loser will bargain for clemency from the victor at this point and offer bribes or to accept other punishments in exchange for their life. It is rare for a victor to choose to kill their opponent except when they remain defiant and refuse to humble themselves in pursuit of mercy.




Oath of Fealty: "I swear my body, spirit and mind to the service of his Royal Highness, King Alexander Lonraigh, his trueborn heirs and the Fae Court of Winter. I swear that I shall wrest the life from my own body before I bring dishonor or shame upon this Court, and that I shall serve faithfully until I am released from this oath or the seasons cease to turn."


This society is joinable from creation, or can be joined by OOCly arranging joining with the leadership shortly after creating, or can join ICly. It is usually a good idea to contact leadership OOCly even if you are joining from creation however to discuss your concept and how it fits into the overall court.

Anyone can join as a commoner as long as they're willing to sign up to at least one guild. As long as you are faithfully serving in your guild you will be kept on the roster, even if you are not codely that useful. However if the society becomes so large the extra expense from membership is too onerous, members may be kicked with the most useful and active members being kept over less active or useful ones.

You can also join as someone who is ICly unwilling to serve the court, but has been forced to. But these concepts have to be discussed with the leadership OOCly before hand as there is a fine line between unwilling servants and pain in the ass servants.

Commoners absolutely need to be able to commit to following the theme of the society. They must willingly bow and say my lord and all the other things that go along with the position. There is zero tolerance for characters looking to roll their eyes while bowing or being bitchy or sarcastic to the nobility. But beyond this and having to uphold your guild responsibilities there are no real limits on who you can be and what you can do as a commoner of the court.

Nobles are held to a much higher standard, in general anyone can become a Knight or Baron as long as they are willing to put in a good faith effort to fulfilling the thematic role of a noble. Higher positions need to be discussed with the leadership and in general the higher the position you are given the more is expected from you.




*) Positions will probably be: mildly pro-supernatural, moderately material, strongly manipulative, strongly corrupt, strongly autocratic, strongly lawful.

*) As the purpose of noble marriages is dynastic the court does not accept gay marriage between nobles unless one partner is willing to be fleshformed long enough for them to produce a few heirs.

*) Knights are encouraged to fight on horse back. To do this codely recreate your horse as a jewelry object that is artificed into a running charm. Bonus points for shadowing attacks to spears and blunt for lancing and trampling attacks.

*) To joust compete with spears, running and dexterity for the first tilt, spears, running and strength for second, and spears, running and stamina for the third.

*) Predatory patrols are the easiest way to engage in human hunts.

*) Non supernatural faeborn can become nobles, but are generally thought less of than supernatural ones.

*) Disdaining empathy means no ganksquadding badguys even if they're really super naughty.

*) The society will probably have loyalty enforcement but practically anyone who wants to leave will be allowed to as long as they complete some quest first.