The War of Summer's Ending
Main Page
History of the Trident
Early Growth, and the Big Blow
The Coup and the City of Endless Summer
Locations of Note
Home-brewing
Mechanicals – A new Seeming based on machines and technology.
Contracts of Industry – The signature Contract of the Mechanicals.
The Frightening-Rod – A powerful defensive Token.
The Neptune Society – An insular, aquatic Entitlement.
The Bacchanalian Jesters – An Entitlement of Winter courtiers, with a decidedly Spring-like flair for parties.
The Old Boys’ Network – A network of movers-and-shakers in political arenas, both fae and mundane.
The University of Mount Pelion – Hero-trainers who vicariously spur their charges on to greatness.
Contracts of Fading Light – Deals with the negative effects that light can cause: first fascination, then confusion, and finally total disorientation.
Contracts of Eternal Light – Deals with the positive and protective aspects of light. Light gives humans a sense of guidance and safety. A fixed star to guide us, and a light to see things as they really are.
Contracts of Spellbound Light – Deals with the magical effects of light from another world. The light that shines in Arcadia is not merely passive and insubstantial; in the right or wrong hands can be used to wreak unbridled destruction. A changeling invoking these clauses channels a portion of that light into our world to his foe’s dismay.
Contracts of the Stalking Cat -