The Sun Court

When the sun rises, the Court of the Day gladly resumes its control of the freehold. And what does it do with its 12 hours in power? The Court seeks to undermine the efforts of the Moon Court in whatever way the Court of the Day can manage.   Some say the best way to do this is not necessarily to undo the work of the adversaries, but merely to do moral, virtuous things and this righteousness helps to tip the scales. Such righteousness might be expressed in a number of ways: One changeling might work at a homeless shelter, while another motley will go into the Hedge to try to rescue lost travelers (that's one of the Sun Court's big ideals, helping others find their way -- hence the alternative name, "the Found Path”). Some endeavor to close rogue doorways into the Hedge, bring lost Clarity back to one's allies, or provide healing for those who might've been hurt the night before. The King might himself go out with a pack of huntsmen to roust the wicked from their holes and put arrows, bullets, and blades into them.   Others say that the only way to truly counteract the iniquitous ways of the Wayward Road is to be proactive and literally unmake their efforts. This might mean going out to find any pledges they've made and help the tricked humans into breaking those pledges (though the Sun Court changelings might not be so clear as to the true ramifications of breaking such a pledge), or it may involve tracking down the Moon Court's secret Hollows and closing them off or even burning them down. The allies of the Court of the Night are easy targets -- pawnbrokers, sex workers, mammonite businessmen, whoever -- and some within the Sun Court are glad to put the torch to such malefactors. Part of the deal is simply trying to uncover all the Moon Court's dirty little deeds -- they do a fine job at obscuring their works so that the Sun Court cannot undermine them.   Thing is, while the changelings play at being moral, it doesn't mean that they're free from sin. Some within the Sun Court believe that it is sometimes necessary to do the immoral thing to make a wrong situation right. If they go out to hunt criminals, be it some jackbooted neo-Nazi thug on the streets of Prague or just the wormy ringleader of a local gambling ring in Vilnius, they don't give that criminal a trial. Sometimes the Sun Court changelings hurt the criminals, breaking fingers or foot bones; other times, the changelings just kill them. Is that justice? Or wrath? In thinking themselves better, they give themselves over handily to the vice of pride, and this pride often gives them false license to do what they want and take what they desire. While not every Sun Court member is so consumed with his own righteousness, some certainly are -- a "golden boy” courtier might believe that it's perfectly acceptable to take whatever pleasure he wants from some street trash from a Moon Court operated whore's den. It's not universal, but many within the Court of the Day see those of lesser morals to be lesser in all ways (and the irony of this is that it only confirms their own fragile morality, but few are willing to turn the light on such a shadowy realization). Many genuinely try to walk the straight and narrow -- broad-shouldered knights, honest maidens, upstanding merchants. But it's all too easy to become convinced of one's moral authority, which is a slippery slope indeed.  

Mantle

  The Mantle of the Sun Court is one clearly represented by light and the sun. The way light plays off or even radiates from a courtier is emblematic of this Mantle. At Mantle 1 to 3, a character's mien displays glints or starbursts of bright light, like sun reflecting off burnished metal (even if the character isn't in the sun or wearing metal at all). At 4+, the light becomes brighter -- it may pulse, shine off in stark beams or drift off the skin in languid tendrils of golden luminosity. Plants seem affected by this; as a courtier walks by them, they might faintly lean toward him, as a plant might do when it has a chance to sit in the sun for a time.   The Sun Court's members find that their light guides them and provides them with righteous strength. At Mantle 1, the light illuminates the path before them and allows them to add +1 to all Perception rolls. At Mantle 3, the light can be confounding to those in close combat with the courtier, and so he gains a +1 to his Defense. At Mantle 5, the light provides inner strength: the character gains +1 to degeneration rolls and rolls made to determine whether a derangement is gained after degeneration.

Nicknames

Court of the Day, the Found Path, the White Hill

Emotion

Shame

Colors

White
Related Species

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