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Changeling Venice

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Author: Chris Handley

Editing: Sam Kapral, Bryce Perry, Katherine (www.thereadingpanda.com)


Cover Art: Malacar
Thanks to: Mike, Stephen, Adrian, Mark, James, and to my rpg group Steve, Heather, Chris, and
Emily.


The World of Darkness, Changeling: the Lost, Vampire: the Requiem, Werewolf: the
Forsaken, Mage: the Awakening and White Wolf are all trademarks of CCP North America. This
book is a fan-written project that makes no claim to the intellectual property of the trademarks
above. All work within this ebook are the work and views of the writer, inspired by the
trademarks above, and in no way should be thought of as accurate, credible or real. All art used
in this work are either my own or are used under the creative commons license. The supernatural
elements of this book are fictional and intended for the purpose of entertainment. Within the
book are mature themes. Reader discretion is advised.









Broken Masks, Splintered Dreams


Venice - La Serenissima - a city of lust, greed, mystery, magic and dreams. It is the fairy
city of man sat upon ever rising waters. Venice sits at the gateway of the classical and medieval
worlds, an ancient nexus now nothing more than a city-sized, water-logged, museum of the
Renaissance.
Venice may no longer be a centre of the mortal world, but it has remained the centre of
the world for those that live within its shadows. Venice has a dynamic, colorful, and sordid
history since the fall of the Roman Empire, and has always been influenced by those other beings
that take an interest in human affairs. One particular group is the Lost. Just as the original
founders of the city fled the invading Huns, so the Lost fled from the captivity of Keepers. And
Venice is the place even not the Lost escape to.

The Carnival is integral to Venice. In the Christian calendar, it marked the lead up to
Lent. Because the six weeks of Lent would be spent fasting and being pious, and no wine or rich
food was to be consumed in honor of Jesus 40 days in the desert, all of this food and wine had
to be used up. For this reason, there was a long party to do just that. The Carnival.
Carnival, like many Christian rites and festivals, has many traditions that predate the
church. In many ways Carnival is similar to the festivals of Saturnalia and Bacchanalia held by
the Romans. There are also a number of pagan rites involving masked figures. Due to the pagan
rites traditionally related to Carnival, the clergy adopted the celebration rather than prevent it,
but introduced more Christian elements. Though the tradition of Carnival takes place all around
the Christian world, the Carnival of Venice was one of the most grand and extravagant.
Carnival is often referred to as the Fifth Season, and traditionally starts on the 11
th
of
November. But the main celebrations and events would only begin after Christmas, and end the
week before Lent on Mardi Gras (Fat Tuesday). The term Carnival has a disputed origin but
possibly has its origin in the Greek for meat, carn, or the Latin carne levare, or to remove
meat. It may also mean farewell to meat, carne vale. This of course is a double meaning. Not
only do they say goodbye to meat, but also they let go of their everyday self and succumb to the
celebrations.
The Carnival of Venice was first recorded in 1268, and masks have always been a central
feature of the Carnival. However masks were also a part of the celebrations during Ascension
and from October the 5th. For this reason people were able to spend a lengthy period of time in
masks. There were many attempts to ban the wearing of masks in Italy for the subversive nature
they allowed. The mask makers, or Mascherari, were able to take advantage of this and formed
guilds and their own laws and had an important position in Venetian society.
The Carnival has always had a sordid history, with tales of men dressing as women and
entering convents, others wore masks so they could hide from their creditors, or some wore
masks to commit acts of murder. The people of Venice loved masks, but their rulers and the


church came to loathe them, with laws being created to ban the wearing of masks, cloaks and
indecent attire.
For the Changelings of Venice, the Carnival is life, death, revelry, and survival. The
Carnival is all seasons and none, a Court of its own. A Changeling game set in Venice revolves
around the theme of Carnival. Changelings wear masks in many ways; to hide from their
Keepers, to hide from other things that would hunt them, to hide their motives in Court, to hide
in the shadows and strike out at others. The mask allows a dual life for the Changelings. On the
one hand, they may cavort in their Grand Balls, weaving their Glamour, indulging in the
emotions of others. But also masks allow for Changelings to hide, to conspire, and to lurk in the
dark. The Carnival really does mean farewell to the flesh, for it represents their freedom from
the Gentry. But the Carnival also represents that last celebration before giving it all up in order to
brave the desert. It is the last deadly dance, and at the end all have a price to pay when the masks
come off.

The Fairy City of the Heart, so Lord Byron named Venice. But was does that mean?
Venice is both beauty and decay, a dying flower. The modern Venice is not very different from
how it was at the height of its power. However, the average tourist misses the breath-taking
vistas that can simply be seen if they took the time to look up from the windows of gaudy
Murano glass jewelry or took a route off the beaten path. Behind each corner, above each shop,
down each canal, Venice, the Fairy City, awaits to capture the love of another traveler. The city
is bittersweet to its roots and is not unlike many of the Gentry. Palazzos and apartments twist and
lean over the small waterways, and during the acqua alta the city meets its dark reflection in the
high waters. The mood of Venice is simple, a city that is a true embodiment of all that is Fae.
And so for all its beauty, creeping dark things are not far away. For every precious thing that lies
in Venice, it sits nestled with its darker twin, the price of sin that must be paid. Venice is thus a
city that does not forget consequences. For every great work there is a fall, a sin. This is Fortuna,
the life blood of Venice.

http://www.freefoto.com/preview/1551-12-23/Night-Time--Venice--Italy--Venezia--
Italia


The Fairy City


Venice has stood since the end of the
Roman Empire founded by refugees who fled
the invading Huns. The people from the north
east of Italy fled their lands and took boats out
into the lagoon and settled on the marshy
islands. These survivors of the Western
Roman Empire were ruled over by the
Byzantine Emperor of the Eastern Empire, and
in the 8th century the first Doge of the lagoon
was elected, Orso, who was recognized by the
Byzantine Empire. Orsos successor and son,
Diodato, moved the seat of power of the
region to the isle of Malamocco. This move to
Malamocco was a sign of Venetians wanting
to become unimpeded traders while being able
to defend themselves from pirates and
invaders. Venetians were looking for
autonomy. Not too much, but enough so that
they were masters of their own trade.
Venetian control of the lagoon and the
Adriatic continued easily for the next few
decades, undisturbed by the fall of Ravenna,
the seat of Byzantine rule over the ports of the
Adriatic. However, the Lombards, the new
rulers of Ravenna, were then ousted by the
Franks, led by Charlemagne, who assumed the
title of emperor of the Western Holy Roman
Empire. Venetians were caught in the middle.
On the one hand, they had their loyalty to
Byzantium, and on the other they had a new
Emperor on the border to their duchy.
The current Doge, Obelario, courted
both parties, and together with the Duke of
Dalmatia traveled to the Frankish capital and
claimed to ignore Byzantine authority while
asking for their lands to be seen as
independent. However, this was seen as an
affront to Byzantium and in return a fleet was
sent from Constantinople to the Venetian
lagoon. The Doge surrendered claiming it was
all the fault of the patriarch of Grado. With
Venice between two rival powers, the isles and
their people were split by internal bickering
and conspiracy. In an attempt to once more
dominate the region, Charlemagne sent his
son, Pepin, King of Italy, to the Adriatic at the
head of a large fleet. Ravenna and Dalmatia
fell, but the march of Pepins forces was halted
at Malamocco where the Venetian forces were
focused. The refugees from the conflict fled to


Castle Olivolo, in the centre of the lagoon,
which stood in the Rivoalto - high ground -
(later contracted to Rialto) Islands. From these
isles the city of Venice would be born.
Of course the Frankish fleet was intent
on finding and destroying the Venetians. But
legend has it that when the fleet asked for
directions from a woman, the fleet was pointed
in the wrong direction, running aground in the
shallow water. It was here the Venetian fleet
destroyed the Franks. The network of shallows
would be the natural Venetian defenses for
centuries.
The next Doge to be elected, Agnello
Partecipazio, was the first Doge to have
Venetian coinage minted. The Doges family
was affluent and owned much land. Under the
rule of Agnello, the Venetians enjoyed the
privileges of both the Eastern and the Western
empires.

It was in the mid-ninth century that the
first Doges Palace was erected. As the
influence, power, and wealth of the Venetians
grew, so did their territory. They aided the
Byzantine Greeks in their war against the
Muslims. But the most important event was in
828 A.D. , when the body of St Mark arrived
in Venice.
Legend has it that St Mark had first
preached in the lands of Veneti, and that by
right his body should rest there. But at the time
the body of St Mark lay in Alexandria. Two
Venetian merchants convinced the priest who
cared for the body to hand the body over so
that it may be taken to Venice. In order to
move the body in secret, it was stowed with
pork. Pork being a vile meat to Muslims, who
controlled Alexandria, was used to pack the
cargo, the Venetian hoping that this would
deter the Muslims. Along the journey back to
Venice one miracle said to have happened was
the vision of St Mark before a monk, asking
for the man to warn the merchants that they
must lower their sails in order to survive a
coming storm. Once in Venice, the body was
placed in the chapel next to the Doges Palace,
where it would rest until a church was built
that was grand enough.
Venice grew and soon was more than a
simple province. It was now an imperial
duchy. It still acknowledged the power of the
Western Empire but retained its autonomy.
With the growing population of the isles, the
lagoon became properly settled on the largest
islands. Simple single storey wooden houses
were the standard, and they lined the
embankments. Over time the marshes were
drained, and crops were grown on the islands.
The city continued to grow and soon all the
homes and streets formed a continuous
settlement. Each part of the city was centered
on the local churches, and the foundations of
the city were strengthened and reinforced. Of
course the main feature of the growing city
was the Grand Canal, the main waterway that
divides Venice in half.
Under the command of Doge Orso
Parteciapzio, the power of Venice increased
and it started to increase the amount of
military action that the duchy was involved in.
The primary aim of Venice was to remove the
pirates from the Adriatic in order to ensure the
safe passage of trade to Venice. The other
enemy of the duchy were the Saracens of the
south who held domain in southern Italy.
Venice itself also grew, with more of the
marshy islands being settled and built upon.
Venice even maintained its ban on slavery as
trade grew. Trade between Byzantium and
Venice flourished, and gifts were exchanged
between the Doge and the Emperor of the
Eastern Empire.
Trade was the lifeblood of Venice, the
reason for its existence. One item key to their
trade was salt, a substance that was their
currency for it could be traded for all the
things that could not be grown or reared on the
islands of Venice. However, trade came at a
price. There were Narentine pirates, against
whom expeditions were sent, and even a Doge
died at the hands of them. To the north there
were the Hungarian Tartars, against whom the
Venetians raised a wall to defend their city.
In the mid-tenth century, Venice
extended their trade to Istria, but in doing so
brought upon themselves the resentment of the
marquis of Istria. Venetians were jailed, cargo


confiscated, merchants killed and ships
destroyed. In response, the Venetians
blockaded the Istria ports leading to the
marquis begging for trade to be reopened.
Following on from this success the Venetian
military crushed the Croatians, Slavs and
Narentine pirates. Of course power breeds
greed and Venice was rife with internal
struggles. Families fought one another, and
father and son were even at each others
throats. This was the case of the Doges Pietro
III and his son Pietro IV, who after a long
struggle and the exile of the younger, finally
ended with the son returning and taking the
mantle of Doge.
As time went on and the power and
influence of Venice grew, the Doge saw no
reason why his people should submit to the
will of the emperors of either the east or west.
Sons were made patriarchs of neighboring
cities, wives were sent away so new marriages
of politics could be made. Such was the way
of the Doges of Venice as they made more and
more advances for power in the lands of Italy
and beyond.
Venice of course stood at the gateway
between the two great empires. And so in 967
when the Doge renewed their allegiance with
the Western Holy Roman Emperor, he made
the Emperor of the Eastern Empire angry,
threatening them, though under the pretext that
the Venetians had been trading with the
Saracens.
But life was not good for all Venetians.
And so Pietro IV paid the price for his despot
nature and warmongering at the hands of his
own people. The palace of the Doge was burnt
down, and with it St Marks Basilica and
numerous homes. The broken body of the
Doge was then taken for display in the
Rivoalto.
The next Doge, of the Orseolo family,
rebuilt the palace, built a hospital and had the
golden screen, the Pala dOro made for the
Basilica. This new Doge then abdicated, and
another of the Orseolo family took his place.
The new Orseolo Doge had higher
aspirations than just his own wealth. Under his
guidance Venice survived battles with the
Holy Roman Emperor Otto II and followed a
http://www.simonecolferai.com/?showimage=
104


political plan of Venetian prosperity.
Now Venice claimed lands to the north
east of Italy and, with the pirates and the Slavs
removed, the Adriatic was Venices alone. The
Doge laid claim to the lands of Dalmatia, he
was the Duke of the Dalmatians, and Venice
was now in a mystic union with the sea, a
ceremony which began back then.

The Marriage with the Sea is a sign
of Venetian dominance over the seas of the
Adriatic, the Aegean and the Mediterranean.
https://travelbugster.files.wordpress.com/2012/
04/img2353-venice-from-rialto-x2.jpg
Begun by Doge Peitro Orseolo II after
conquering of the Dalmatian coast, the
ceremony is a grand affair where the Adriatic
is even referred to as the Gulf of Venice. The
Doge dresses in gold and ermine, and sails in
an elaborate gilded galley called the Bucintoro
the Lido where he stands at the mouth of the
harbor.
Standing at the edge of the harbor with
the patriarch, the Doge throws a wedding ring
into the sea and says: We marry you, O sea, in
a sign of true perpetual dominion, asking God
to protect those who travel by sea. Rather
than throwing the ring into the ocean, in later
times the Doge would simply pour holy water
into the sea.
It was said that Pope Alexander
donated the ring for use in the ritual, while
others say that the ring was given to the Doge
by a fisherman who was given the ring by St
Mark.

Venetians had an elected Doge for a
reason. They disliked the idea of dynasties
ruling over the city, remembering the previous
tyrants of the Candiano family. And so Otto,
son of the previous Doge Pietro, was ousted
and exiled from the city.
In order to control the power of the
Doge, two councils representing factions from
either side of the Grand Canal were formed,
the Castellani and the Nicolotti. The Castellani
wore red caps to show their allegiance, while
the Nicolotti wore black caps. The rivalry was
seen as a benefit to the city, ensuring that the
people were always well trained for combat
http://travelbugster.wordpress.com/page/7/


against each other and in turn for war against
enemies outside of Venice.
In 1081, 15 years after the invasion of
Britain by William the Conqueror, the
Normans continued to increase their lands,
seizing land in the Mediterranean, Italy, and
even going as far as invading the holdings of
the Byzantine Empire. Venice came to the
rescue, after all the Normans were now
imposing themselves upon the region of the
Adriatic, an area of Venetian domination. In
return Venice was rewarded with tax
exemptions when trading and was even given
its own quarter in the city of Constantinople.
Venice of course was not the only
republic to rule the waves. There was Pisa,
Amalfi and Genoa. During the First Crusade,
the Venetian ships captured a rival fleet from
Pisa, setting it free on the guarantee that
Venice alone would sail Byzantine waters.
Slowly the Venetians took a more
active role in the Crusades in order to take
advantage of the situation so that their rival
naval republics would not gain the upper hand.
In return for aiding the King of Jerusalem,
Venice was rewarded with land and tax
exemptions in the city. Even on the journey
back from the Holy Lands the Venetians took
many ports, such as Rhodes.
It was in 1126 the emperor of the
Eastern Empire, John II, called for peace with
Venice once more, and again Venice was
given a seal to show their right to tax
exemptions, so long as Venice aided in the
fight against the Saracens and Normans that
plagued the waters of Byzantium.
It was during this time of near constant
warfare in the seas that Venice acquired the
pink granite columns that stand in St Marks
Square. On top, once they were erected,
symbols of Venice were placed. These
symbols were St Theodore, the original patron
of Venice, and the winged lion of St Mark. It
was at these columns that the criminals would
be punished and executed.
It was also around this time that the
Arsenale, the place where warships were built,
stored, equipped and repaired, was founded. It
was the lynchpin in Venetian domination of
the seas. This domination of the Mediterranean
by Venice and other naval republics caused the
Byzantine Empire much anger, and in envy the
Emperor of Byzantium had many people from
the Venetian quarter of Constantinople held,
their possession and goods destroyed or
confiscated.
Soon after the failed excursion in 1171
by Doge Vitale Michiel II, the electoral system
for the selection of the Doge was reformed and
the Great Council was formed. This group of
over four hundred nobles would elect the Doge
in one of the most complicated systems ever
devised.
It was the alliance of cities with the
pope that prevented the then Holy Roman
Emperor, Frederick Barbarossa, from invading
the lands of Italy. In return Venice, through
politicking and diplomacy, achieved peace
with the Pope and true independence from
Rome.

In 1203 Venice was contracted to
transport and protect the troops of the Fourth
Crusade. However, the leaders of the Crusade
did not have enough money, and so the Doge
Enrico Dandolo diverted the crusade from its
course to Egypt. Instead they first landed on
the Dalmatian coast and sacked Zara. Then the
fleet moved on to Constantinople, seeking
revenge for the treatment of Venetians in
recent times.
At first the siege on land failed, and the
Crusade forces were repelled. But then they
changed tactics and assaulted the walls of the
city from the sea. Lashing together ships they
were able to construct siege towers and so
were able to scale the sea walls.
Constantinople was sacked, its riches
taken away by the crusading forces. One
treasure of importance was the four bronze
horses that now stand atop of St Marks
Basilica.
The lands of the Eastern Empire were
then divided up and a new puppet emperor was
put in place to rule over the empire. In total the
lands now under the rule of Venice accounted
for three quarters of the Roman Empire.
Venice was now indeed mighty, and its


influence was over the entire Mediterranean.
Of course this colonial empire of
Venice was not left unopposed. The forces of
Genoa and the revenge-thirsty Byzantines
formed an alliance against the Venetians.
In Syria the Venetians broke the chains
barring the port and destroyed the Genoese
ships. But soon after the Genoese-Byzantine
alliance retook Constantinople from the
Western Empire. However the Venetians were
not prevented from trading in Constantinople
by the Byzantines. Aggression between the
Genoese and the Venetians came to an end
with a peace treaty that was overseen by the
king of France.

The complex election system of the
Doge was introduced in 1268 by the Doge
Lorenzo Tiepolo.
The system was designed to ensure that
it could not be influenced by just one family or
subject to fraud.
The Great Council, over four hundred
nobles, would select 30. Those 30 chose 9 of
themselves. Those 9 selected 40 from the
Great Council, who in turn selected 12 of their
own. These 12 chose another 25 from the
council who reduced themselves to 9. Those 9
chose another 45 from the council, who
reduced themselves to 11. These 11 chose 41
councilors who then elected the doge.
Easy, neh?


The 13
th
century saw Venice undergo
much social reform. There was the new
electron system already, but also many public
works, including state funded doctors and
management of the lagoon itself. But of course
all these are nothing compared to the might of
an earthquake, and one such major tectonic
event caused much suffering to Venice. This
century also saw Venice extend its hand ever
further, enforcing their dominion over others,
securing their trading rights and even minting
a coin that would be used beyond the
boundaries of their empire, such was the
prestige that came with the name Venice.
It was also in this century that the
explorer Marco Polo returned to his homeland.
He brought with him tales of the distant lands
of China and India, and spoke of the great
wealth and opportunity that such a trading
route could give.
The end of the 13
th
century was not
easy as enemies at home and abroad moved
against the Republic. Doge and Saracen,
Byzantine and Genoese - all had their eyes set
on Venice.
The early 14
th
century saw more
changes to the way Venice was administered,
with the Great Council being locked. This
meant that eventually only those houses that
were members would be members for life, and
so membership to the Council became
hereditary. The Doge was now elected by the
elite and not by the masses. Though such a
change led to stability, the removal of the
publics right to vote on the Doge meant that
they would become disenfranchised and
rebellious.
Conspiracies against the Doge were not
uncommon, but the Doge had his own allies.
The punishments meted out to those insurgents
were not light. Exile was a light sentence, the
worst being torture and execution in front of
the pillars in St Marks Square.

The influence of Venice extended far
and wide. Ships laden with cargo would set
sail to Constantinople, the Black Sea, Spain
and London. Venice even began to make
inroads into land-based trade routes to the
north, much to the annoyance of the merchants
of Padua and Verona.
The mid 1300s were not the easiest for
Venetians as the city was hit by an earthquake,
and the Plague finally arrived in Venice. No
surprise in hindsight, as Venice had ships
travelling to all ports in the Mediterranean.
Over a half of all Venetians died.
War once more hit the Venetian
traders. Again it was from Genoa. However,
for once the Byzantine forces were the


Venetians allies. With a shortage of troops,
and Venetian forces depleted by the Plague,
the Venetian galleys were also manned by
troops from Dalmatia and Byzantium. But as
the war came to an end between the two
republics a new Doge came to power. A great
traitor - Doge Marin Falier.
Falier was the model citizen and
statesman. He was a count, a lord, a knight and
a merchant of high renown. Brought to the
palace on the Doges galley, he passed
between the two pillars in the square. This was
considered a bad omen. Falier had plans to
take Venice and appoint himself as dictator.
Whether it was out of revenge for a previous
slight against his family or just political
ambition, Falier formed a conspiracy to take
the throne for his family. But the conspiracy
was uncovered, Falier executed and his co-
conspirators were either hanged or exiled.
Falier was executed on the 17
th
of
April 1355, a day considered unlucky in Italy.
He was decapitated on the grand staircase of
the palace, his head displayed to the public and
his body buried in an unmarked grave. In
thanks to God for stopping this plot against
Venice, the event was honored by holding a
public Mass in St Marks. By decree of the
Council of Ten the traces of Falier were
removed from the palace, his portrait painted
black and inscribed upon with the following:
This would have been the place of Marin
Falier, beheaded for the crime of treason.
War with Genoa was followed by
battles against the Padua, Austria, and
Hungarians, any who laid their sights on the
lands of Dalmatia. The new Doge of Venice
was the captain Lorenzo Celsi. He was brought
back to the city as he had been elected while
he was out at sea. However, peace with the
Genoese was never permanent. Plagues swept
the city at the end of the fourteenth century
and the lagoon of Venice even came under
attack.
At the start of the fifteenth century
Venice was a growing power on land and in
the seas. The start of the century was a time of
celebration, with jousting contests held in
honor of the new Doge. But soon enough war
came to Venice again. And once more it was
Hungarians, Turks, and the leader of Aquileia.
But the lands of the Venetian Empire grew.
But with this came rivals. The Visconti of
Milan, the Carraras of Padua and the Scaligeri
of Verona.
Doge Francesco Foscari came to power
in 1423, but was the first Doge whom was
elected without the blessing of the people. The
Council of Ten now was fully in command of
the selection of the Doge. But the previous
Doge, Tommaso Mocenigo had warned the
Council against Foscari, calling him a
warmonger and a liar. He was not wrong.
There was war against Milan, and it cost
Venice dearly, with Foscari eventually forced
out of office by the Council of Ten.
The fifteenth century was also an age
of exploration, with Venetian merchants
traveling the world and bringing back new
goods, and new ideas, making Venice the
unique city that it is. Merchants traveled as far
as the Atlantic African coastline and beyond.
This century also saw the end of Venices old
rival, Constantinople, at the hands of the
Turks.

In Venice the new trade was the
printed word. It was a new export that made up
for the lack of trade due to the fall of
Constantinople to the Turks. Trade routes had
to be shifted for safety of the merchant fleet,
and the loss of trade would have hit the purses
of the Venetian merchant if not for new forms
of trade. Venice was the growing centre of the
printed word, publishing hundreds of books
constructing hundreds of printing presses. It
cemented Venice as the intellectual capital of
the world, publishing books on art, war,
religion, history, and science.
Meanwhile the war against the Turks
was escalating. Venetian ports in Greece were
overrun; the coast of Dalmatia was attacked.
But peace was eventually made, and Venices
new sign of prestige, their new export, was art.
So as a sign of peace Venice sent the painter
Gentile Bellini to paint the Sultans portrait. In
the Renaissance, Venetian artists were more
than artists, they were celebrities and


ambassadors. One prominent artist was Titian
who studied under Gentile and Giovanni
Bellini. He studied the classical forms and
painted some of the most erotic nudes ever to
be seen. Other paintings depicted scenes from
the Bible, but the painters pushed the
boundaries of accepted art. In particular
Veronese was deemed a heretic for including
images of fools, drunks and dwarves in his
painting of the Last Supper. The artists of
Venice were incurring the wrath of the Church
as they pursued art.
The Renaissance was not all good for
the Venetians. With the Americas discovered
and new trade routes to the Indies, the
Venetian markets for their goods plummeted.
To be rivals of these new markets, it meant
that Venice had to face the might of powers
such as France and Spain, and at the start of
the 15
th
century these countries looked to Italy
for new territory. Old Italian enemies of
Venice were now new allies against the
powers of Europe. Worse still was that
rivalries with Milan led to the Turks renewing
their attacks against Venetian lands in
Dalmatia. Venice was being attacked from all
sides, Christian and Muslim alike. Venice had
to make a choice, and for the time being they
had to hand over their dominance of the seas
of the Mediterranean.
In 1508 war was declared against
Venice once more. This time the threat was the
League of Cambrai. The League was formed
by all the great powers of Europe - the Pope,
the Holy Roman Emperor, the Spanish, French
and Hungarians. All of these European
kingdoms and lords wanted a piece of the
Serenissima. Though they lost land to the
Spanish, the Pope, Julius II, was convinced
that the end of Venice would be worse for
Christendom than if it remained. But soon
enough the League fell apart and allies turned
upon each other, this time against Spain. These
wars had a lasting effect, leaving Italy a
fractured land and weak, with Venice
retreating to its old borders. Venice had held
out against all odds and was revered for its
resolve.

Venice as it looks today has barely
changed since the end of the 15
th
century.
Venice consists of the canals, streets called
calli, and squares called campi.
Venetian architecture is unlike any in
Europe, fusing Western Gothic with Eastern
Byzantine styles. Palaces (palazzo) were the
merchants homes, but also a place of trade
and warehouses. They consisted of a central
courtyard that let light in, a main entrance that
opened onto the canals, and the upper stories
were given over to living space, with further
levels added in later years to some of the
palaces. In fact the palaces were only able to
be so boastful due to the protection given by
the Venetian fleet and the lagoon defenses.
Venice is also the origin of the
Classical style, first seen in the construction of
the land entrance to the Arsenale. The
Classical style was large and grand, echoing
the Empire of Rome and the times of the
Greek philosophers. It features clean lines and
imposing scales compared the more modest
and intricate Venetian Gothic. So while St
Marks Basilica is clearly of an eastern style,
the Doges palace boasts a merger of styles,
with a Venetian Gothic front, but also the
magnificent Giants Staircase, a Classical
staircase on which statues of Neptune and
Mars stand.


At the turn of the 16
th
century Venice
burned. Twenty four hours of fire ravaged the
Rialto. Venice was rebuilt, but not as it was. It
was now Classical, and what had begun with
the Arsenale now was to adorn the Doges
Palace and the Basilica. But this was all a
show of power while the Venetian Empire was
slowly being consumed by the growing powers
of Spain and France. One possibility to regain
their might was that Venice was to undergo an
overhaul, start the construction of ocean going
ships and engage in the dangers of traveling
through Spanish and Portuguese waters, so


that they might journey to the New World. But
Venice was no longer the naval power it once
was.
In an alliance with Spain, Genoa, and
the Pope, Venice once more went to war with
the Turks, and finally the march of the Turks
was halted and the powers of Christendom and
Islam began a long standing rivalry. But at last
the tide of the Turks had been ended. It was
this victory in the waters of Lepanto that
spread around Europe, news that the Sultan
had been killed by the might of the Christian
fleet.
Venice not only felt the pressure of
enemies beyond their borders, there were
traitors ready to see the Republic fall. But
amongst all the backstabbing and fear of the
Inquisitors of the Supreme Tribunal worse was
to come. But it did not arrive in the form of
Venetian or foreigner, but disease.
The Plague hit Venice. Often the
lagoon would prevent the spread of illness. But
not during the outbreak in 1575. The city was
suffering under the unbearable heat of the
summer, and the canals were swarming. Boats
were now filled with the dead rather than the
living. In fact the dead were now filling up the
canals with their unburied bodies and those
who fell sick and sank into the water. Venice
was at a loss as to what to do or why they were
suffering. Of course Venices trading was hard
hit, with ports fearing the Plague being
brought to their lands. But Venice was not
ruled by fools. Ships coming to Venice were
subject to health inspections and quarantined.
The Lazzaretti Islands were where the ships
would be taken. One island, Lazzaretto Nuovo,
was used to observe the ships and fumigate
them. Lazzaretto Vecchio was where the ill
were taken and watched for 22 days. If they
stayed healthy they were free to leave. But all
the Venetian precautions had failed. All the
best investigations could not find the cause of
the outbreak. Most saw that it was a
punishment from God. To maintain order it
was decreed that every house in the Great
Council present at least one person.
Venices population was reduced by a
quarter. But the skills and lessons learned
during the epidemic would save the city in the
future, and taught other countries how to
survive diseases.
Even after the death of some fifty
thousand people, Venice once more rose from
the ashes. In 1587 the first public bank was
formed, and soon followed by a second. These
banks were critical to the future of Venice as
they would help fund future wars. These banks
were revolutionary, allowing for credit, where
paper replaced coins and gold, and loans were
available. These public government run banks
were different to the previous private banks as
they allowed direct transfer of funds from the
books under one name to another name. It was
also about this time that the Rialto Bridge was
built. This bridge was Classical and signified
mans defiance against the elements. But as
always there were enemies at the gates. The
Turks and the Hapsburgs were expanding into
Venetian territory, while the Pope
excommunicated the Doge for imprisoning
priests for common crimes. Venice of course
did not care.
At the turn of the 17
th
century Venice
had to act as diplomat to the array of countries
around it. But this unenviable position led to
confrontations with the Austrians and their
new allies the Uskoks. The Spaniards also
tried to lay claim to the Adriatic but met a
defeat at the hands of Venices superior naval
might. Within Venice things were not easy as
traitors sought to take advantage of the
situation. One group, known as the Bravi, were
rounded up and hanged for their conspiracy.
Another traitor was Senator Foscarini, hanged
for giving secrets to the Spanish. But after his
death it was found that Foscarini was the
victim of a plot, and those that had perpetrated
the lie were executed.
Plague once more hit Venice in 1630,
following a famine. The end of the epidemic
was marked by another church, Santa Maria
della Salute, constructed in thanks for the
ending of the disease, joining the church from
the last epidemic, Il Redentore.
Even after another plague and the
famine, Venice was still considered a grand
and beautiful city. But this beauty masked the


darker side of Venetian life. Venetians were
always Catholics when it counted, otherwise
they were often happy to act in ways that
contradicted their faith and the words of the
Pope. This was true of all Venetians, even
their priests and nuns who engaged in
dangerous activities. Monks would attend
parties, and nuns would engage in sexual
activities. The lifestyle of the nobility of
Venice was no less extravagant.

The young nobles of the time wore the
latest fashions of France, though they hid
themselves under dark cloaks and dark caps.
But these simple cloaks were embellished with
gold thread, silk and lace, and many wore
noble wigs. On special occasions red robes
would be worn, but more outrageous were the
rituals of greeting each other. This obsession
with position and titles was not limited to the
nobles, as all Venetians expected to be referred
to by the correct term.
However, this was just the surface. The
nobles of Venice were far more involved in the
day to day affairs of the city and their
businesses, fighting on the front lines against
Turks. They were also admired for their
intellect, good nature and undaunted by bad
turns of luck. The nobles were also well
instructed on matters of the state.

The nobility of Venice considered
themselves the equal to princes as technically
they all had a right to be elected as Doge.
However there were ranks within the nobility.
The highest rank consisted of the oldest
families, who could trace their titles as far
back as 800. Then there were the new
families who were given titles after this year.
Very new families, the third rank, gained
their titles after they helped support the war
with Chioggia in 1380. The final ranks of
families were added to the ranks of the nobles
during the war of Candia in the 17
th
century
and the later war with Morea in the 18
th

century. These later nobles did not get their
positions for free; instead they had to pay
100,000 ducats.
Nobles were well fed on fish and
meats, but laws prohibited both being served
during the same meal. The same laws also
prohibited what people could wear. Of course
those below the nobles could only be as well
fed on the mainland.
Below the nobles were the middle
class, made up of the trained, skilled
craftsmen, doctors and city officials,
merchants and bankers. Below them were the
commoners, gondoliers, dock workers and
fishermen.
In 1638 war with the Turks continued
as the Venetian fleet destroyed pirates from
Africa, with battles escalating in 1644. The
Turks used the capture of the Sultans harem
as an excuse to invade Crete. Further battles
took place along the southern coastline of
Greece, and at the head of the Venetian force
was the dishonored Francesco Morosini, who
took Athens and returned to Venice a hero. He
was elected Doge and continued the fight
against the Turks until his death in 1693.
The start of the 18
th
century saw the
Turks take back the islands south of Greece,
but Venice was now taking the stance of
neutrality, and let these islands fall to the
Sultan. Venices naval power was in decline,
the Arsenale now silent. However, Venices
shops still had a booming trade. The Rialto
Bridge was lined with shops, and in the area of
the Rialto there were stalls selling fish, silk,
fruit and vegetables, cloth and gold.
But Venice had lost all of its trading
might and instead was known for its depravity
due to the antics of Giacomo Casanova.
The end of the 18
th
century brought the
end of mysticism as science changed the face
of the world. Steam power and electricity
would push back the boundaries of the world,
and as the nations of the world expanded,
Venice looked inward, remembering times
long lost.
Venice slipped ever more into its grave
while enjoying the feasts and balls of all the
festivities that the city followed. Gambling
was rife, and the nobles walked the streets
under the cover of a mask. Theaters showed


opera and the improvised shows of the
commedie dellarte. Music entertained the
people in these dwindling nights of the
Republic, such as the work of Vivaldi,
Galuppi, and the plays of Goldoni.
Royals and nobles from all of Europe
visited Venice, but their presence was not
enough to halt the decline of the city. New
ideas from revolutionaries were creeping in
and the Republic was in danger. The nobles of
Venice were lost in debt and the wealth of
ages past was now gone.
In 1786 Venices fleet took to the seas
for the last time, responding to the piracy of
the Barbary Coast Pirates. They were able to
get a truce, but the piece of paper meant
nothing as the pirates continued their attacks in
the Bay of Tunisia. But worse was to come. In
France the Revolution had struck; King Louis
XVI deposed. Venice stood neutral to the
growing wars with France as the greater
powers of Europe turned upon the rebel state.
In 1796 Napoleon marched on the
lands of Italy, sweeping through the north of
Italy, his sights set of the treasures of Venice.
On the 16
th
of May 1796 French troops entered
Venice. The Republic was over, and Venice
was handed over to Austria. In 1802 the last
Doge, Lodovico Manin died.
A few years later Napoleon returned.
This time Venice was taken back and became
part of the new Kingdom of Italy, which he
himself had established. However, soon after
the Austrians returned, taking Venice and
Milan. But the delights of Venice were not
gone. Venice attracted the eccentric and
debauched, such as the incestuous Lord Byron,
who indulged in the women of Venice and the
Carnival. Poets and artists like Byron still
found romance within the city, the decaying
islands being at their height of beauty.
In the mid 19
th
century the bridge from
the mainland to Venice was finished and it
carried modern steam trains. Gas light now
illuminated the squares of Venice, and for
some this progress was too much, ruining the
romantic beauty of the city. Rebellion soon
followed and Venice once more had the
chance of being a free republic. But the
Austrians retook the area of the Veneto, and
were only halted by the destruction of parts of
the lagoon bridge. Starved and bombarded, the
Venetians allowed the Austrians in once more.
Over the course of the mid 1800s wars
of independence were fought, and through a
series of uprising against their oppressors the
Italian states were unified after Venice was
handed to the French by the Austrians, who in
turn handed the territory over to the new
Kingdom of Italy.
Within this new state Venice continued
to crumble as its coffers were empty and it
great treasures were handed over. But efforts
were made to revive the port, with hotels built,
expansion of the lagoon bridge and the use of
modern boats along the canals. Electricity and
gas now powered the city, and slowly the city
awoke to the 20
th
century.

Venice was becoming home to the arts,
with opera premiered in the Teatro La Fenice,
and the first moving picture films were shown
in the city. Art was Venices new life blood.
The regeneration of Venice was
brought to a standstill with the start of the First
World War. At first neutral Italy joined the
Allies, hoping to settle old scores and regain
territories lost years before. Italy set its sights
on the old rulers, Austria, who in retaliation
bombed Venice.
After the war Venice continued to
modernize. A new industrial region was
formed and the port became the center of
commerce and production. Fascism swept the
nation, the regeneration of the country came at
the price of freedom. Italy pushed into Africa,
and the League of Nations declared sanctions
against the country. As an ally of Germany,
Italy entered World War II and Italian troops
fought French, Greek, Russian and in North
Africa. But Venice was lucky, as the enemies
of Italy spared it destruction in favor of hitting
the industrial towns of Mestre and Marghera.
In 1943 Italy overthrew Mussolini and
the Allies surged into southern Italy as
German forces came from the north to turn
them back, with Italian guerillas aiding the
Allies against the Germans. Eventually British


forces liberated the city.
After the war Venice continued to
grow, influencing the trade of refined
chemicals made on the mainland of the lagoon.
But progress had come at a cost, an unseen
one. The very nature of the lagoon, its
chemistry and dynamics, had been ruined by
industry.
In 1966 rain and wind caused Venice
to be flooded in a way unseen before.
Underground oil reserves were flooded and
burst, and the electricity was shorted out. But
the flood brought another type of flood.
Tourists. With Venice now in the spotlight, the
sinking city was the place to go. Now major
projects were funded by the world to save the
city. But now the population of the city
dwindled and homes became hotels. Venice
was maybe not dying on the outside, but the
people themselves were leaving.
The Venice of today is a centre of the
arts, films, fashion and a tourist location that
attracts thousands every year. Venice plays
host to a number of events all year round.
The city is part of the northern region
of the Veneto, along with the cities of Padua,
Verona, Vicenza, Treviso, Rovigo and the
towns of Mestre and Chioggia. To the north
the Veneto is bordered by Austria.
Venice itself has changed little since
the end of the 17
th
century. Venice consists of
a number of islands interconnected by bridges
and canals. The natural defenses of the city are
the shallow waters within the lagoon and the
barriers of the lagoon itself. Rivers were even
diverted to prevent silt building up in the
lagoon and thus allowing for attacks from the
mainland. However the islands of Venice are
low lying and subject to flooding. The acqua
alta, or high waters are due to a number of
causes. First there is dredging of the lagoon to
allow large ships into the very heart of Venice.
These underwater trenches helped the surging
water in the winter months to flow into
Venice. Secondly there is the issue of
subsidence. The industries along the coastline
began to suck water from wells, drawing it out
from beneath the lagoon itself. This has caused
the islands to slowly sink. Of course the final
contribution to the Acqua Alta is global
warming and the rising sea levels as the ice
caps melt. To tackle this threat a series of
barriers have been planned to that will inflate
and prevent the incoming tides from the
Adriatic. But future plans see the city being
raised higher by pumping material into the
earth beneath the city.
Venice consists of 6 main districts,
called sestieri. Three lie to the western side of
the Grand Canal. These are San Polo, Santa
Croce and Dorsoduro. On the other side are
Castello, San Marco and Cannaregio. The
largest island is Castello, originally called
Olivolo where the Roman fort was standing.
Getting to Venice is of course easier
now than it ever was. Venice is connected to
the mainland by a bridge along which trains
are carried to the station in Cannaregio, and
the main transport hub for cars and buses in
San Marco in Piazzale Rome. The Piazzale is
only a short walk from the fourth and newest
bridge over the Grand Canal that takes people
to the train station.
Most tourists arrive in the Veneto at
the airport of Marco Polo, located on the
mainland to the north of Mestre. Of course the
area can also be reached by air by arriving at
the Treviso Airport, which lies further inland
from Mestre. Arrivals at Marco Polo can either
take a private car or bus to Venice, a journey
that is only 20 minutes long. But those who
wish to arrive in style may hire a water taxi
and travel to the city. From the train station it
is easy for travelers to reach other cities and
towns in the Veneto, with Verona only an hour
or so away.
Travel about the city is primarily by
foot, with four bridges crossing the Grand
Canal. The Rialto bridge crosses the canal at
the very heart of the city. The Accademia
bridge crosses from the Peggy Guggenheim
museum of modern art in Dorsoduro, and leads
into San Marco. The bridge is wooden, and
replaced a dreadful iron bridge made in the
19
th
century. The Ponte dei Scalzi is another
arched stone bridge made by the Austrians and
joins Cannaregio to Santa Croce near the train
station, which is where the fourth bridge sits,


the, Ponte della Costituzione.
Numerous plans for were made for the
new Rialto Bridge. The previous bridge had
collapsed under the weight of a crowd
watching foreign ambassadors and nobles. The
new bridge was designed as part of a
competition. The winning design was single
grand arch that spanned the canal. This
winning design by Contino was subject to a
number of problems over the course of its
construction. Legend has it the problems were
the work of the devil, who would tear chunks
of stone from the bridge in the night. A
foreman did see the being, and heard its vow:
No man will ever succeed in building this
stone bridge, but for a price I can help you.
The devil didnt want the soul of the foreman.
Just the soul of the first man to cross the
bridge.
When the bridge was finished the first
person to cross the bridge would be a priest,
except a dog was seen to rush ahead. The act
saved the priest and trapped the devils soul.


The fastest way to travel between
places in Venice is by foot, but for those who
wish to travel from one end of the Grand
Canal to another, and then onward to the outer
edges of the city and to the other islands of the
lagoon, there are the water buses called
vaporetto. Travel by motorized boats up and
down the canals is limited in speed to prevent
damage to the canals. Only the emergency
services can break this limit. Of course most
produce and waste is transported from the
islands by boat, with goods being taken to the
morning markets.
San Polo lies at the heart of Venice and
starts at the western end of the Rialto and
extends as far as the Piazzale Roma. To its
north is the sestieri of Santa Croce, and to the
south is the region of Dorsoduro. The main
focus of the San Polo district is the market
area of the Rialto, with two main routes
winding through San Polo leading to the Rialto
bridge, Campo di San Polo, and the church of
Frari.
The Rialto is a garish and cluttered
collection of shops and stalls. The tables and
windows are filled with Murano glass, lace,
models of gondola, paper and writing journals,
masks and hats. The shops are pressed together
in the narrow streets, and even line the bridge
itself.
Near to the Grand Canal, just off the
Rialto bridge, is the more traditional market of
fresh produce that is brought into Venice daily.
Here there is fish brought in from the lagoon
and the Adriatic that morning, vegetables and
fruit from the mainland, meats and spices. By
midday the stalls close down, bar a few of
their number, but about the area are a number
of cafes and bars, these osetria staying open
late into the evening.
Over looking the Rialto is the church
of San Giacomo di Rialto, apparently the
oldest church in Venice. The church was
rebuilt in 1071, and now as an underused
church it is often the location for music
concerts.

Opposite the church of San Giacomo is
a stone figure of a hunchback. Carved in the
16
th
century, the figure supports a platform
from which messages of the state were read
aloud.
In the past criminals would be forced
to run the gauntlet from St Marks square to
the Gobbo, naked.
Other rumors and legends abound as to
the nature of the statue. Some claim that the
statue is an Ogre that broke a pledge to a lover,
others say that the changeling was turned to
stone so that the Rialto Islands would forever
stand above the seas and some say that the
statue is the remains of one of the Gentry.
Either way it has been ritual for the
changelings of Venice to touch the statue on
its nose when passing by.



Moving south from the Rialto, we push
deeper into San Polo and to Campo di San
Polo. The square is the second largest in
Venice. The square is overlooked by the
church of San Polo, Palazzo Soranzo, Palazzo
Corner Mocenigo and Palazzo Bernardo. San
Polo Church is a stark church that houses a
painting by Tintoretto of the Last Supper.
More unusual is the campanile which has at its
base two lions, one toying with a snake, the
other with a severed human head.
Continuing west is the Frari, a
collection of buildings holding a great many
paintings. The Frari is dominated by the
church of Santa Maria Gloriosa dei Frari.
Constructed by the Franciscan monks, they
had first built one church and then planned an
even grander one to replace it. Over a hundred
years of work, the church is visible from the
Campanile in St Marks square. Within the
church are a number of works of art by Titian,
and even the tomb of the artist, one of the few
people to ever be entombed within a church
during a plague.
Next to the Frari is the Archivio di
Stato, the state archive that houses all of the
documents of the Republic of Venice, packed
into just 300 rooms. The church of San Rocco,
and the adjacent Sucola Grande di San Rocco
contain many more of Tintorettos work, and
the Scuola acted as a mission which was
concerned with the treatment of the sick, just
as like its patron, Saint Roch.
At the far western end of the sestieri is
the public gardens of Papadopoli and finally
the church of Santa Maria Maggiore which
forms part of the city prison.
Starting at the Rialto and the markets,
Santa Croce sits to the north of San Polo,
following the curve of the Grand Canal. The
area was apparently settled by people fleeing
the Lombard invasion, or was land taken from
Benedictine monks.
The area just adjacent to the fish
market is a winding pack of workshops. The
nearby Campo San Cassiano was where the
first public opera house stood. Packed in
amongst the streets is the Ca Psaro, which
was given to the city by Felicit Bevilacqua La
Masa. She was a patron of the arts and left her
home to be a studio for artists. But instead the
palazzo became the home of the Galleria
Internazionale dArte Moderna. This museum
of modern art houses many pieces by Klimt,
Kandinsky, Matisse and Ernst. On the top
floors of the Ca Psaro is the Museo
Orientale. Now refurbished, the museum
boasts many cases of ceremonial samurai
armour, clothing, paintings, silks, swords and
many weapons.
Heading further west from the Ca
Psaro is the 17
th
century Palazzo Mocenigo, a
museum to period clothing and furnishings,
where the delicate fabrics are protected by the
curtains being closed at all times. Nearby to
the Palazzo is the deconsecrated church of San
Giovanni Descollato. The church is closed at
all times and the name means St John the
Beheaded. This church dates back to the 11
th

century and claims some of the oldest
examples of Venetian frescoes.
Further along towards the Piazzale
Roma is the Museo di Storia Naturale. The
museum contains examples of local marine life
and many dinosaurs, including a huge example
an ancient crocodile.
Continuing west from the museum
there is the church of San Giacomo dellOrio,
and then the church of San Simeone Profeta.
Near to the last of these churches is the Riva di
Biasio. Between the columns that lead from
the stretch of street to the Piazzeatte, a butcher
by the name of Biasio was decapitated for
selling human flesh as pork.



Dorsoduro lies to the south of San Polo
and follows the curve of the southern section
of the Grand Canal. Dorsoduro stretches from
Piazzale Roma in the west to Santa Maria della
Salute.
The church of Salute, meaning
salvation, was built in 1630 in thanks to the
Virgin Mary who the Venetians think saved
them from the Plague. The Salute is a huge
structure of white stone, the central chamber
illuminated by a circle of windows high in the
dome. This circle of eight windows, a Marian
star, signifies the crown of the Virgin Mary.
Meanwhile the mosaic floor has a coded
reference to Marys feast day coinciding with
the date of Venices foundation. The enormous
structure of the Salute required 100,000
wooden piles to support it and over 50 years to
complete it. Still celebrated to this day is the
feast of the Presentation of the Virgin. On the
21
st
of November the salvation of the city is
remembered.
Next to the Salute are the museum of
Seminario Patriarcale and the old customs
house Dogana di Mare. On top of the Dogana
di Mare is the figure of Fortune, standing upon
a gold ball and acts as a weather vane.

In the water right beneath the Punta
della Dogana is a hole from which a sea beast
is said to emerge on moonless nights. The
beast is said to have a head of a horse, and is
eight meters long, and almost a meter thick. It
was last seen in 1933 by fishermen who said
that the beast rose up out of the water and
swallowed a seagull.
As for the nature of the beast none are
sure. Some may think it is similar to the Loch
Ness monster or the Kraken. However a
number of changelings who have seen it think
it is one of a number of beasts, for example a
water-based hobgoblin that works for the True
Fae Commodore Fathom.

Following the Grand Canal west leads
to the church of San Gregorio where the skin
of one of Venices heroes was kept. The hero,
Marcantonio Bragadin, was skinned by the
Turks in 1571 and first laid to rest here.
Next along the way is the Ca Dario, or
the Cursed Palace. The story of the palace is
that the Giovanni Dario had an illegitimate
daughter. She married into the Barbaro family.
The Barbaro then inherited the house.
Giovanni Dario was then was expelled from
the Grand Council. Darios son-in-law lost all
their money, and Darios daughter died of a
broken heart. In the 17
th
century Giacomo
Barbaro was assassinated in Candia, and the
house was bought by an Armenian merchant.
The Armenian lost all his money and died.
Over and over owners died. Even the manager
of The Who died. The house is cursed and
haunted by the ghosts of the dead owners.

Legend has is that the lover and fiend,
Casanova, was cured at the age of eight of a
strange disease by a sorceress who closed him
a trunk and he emerged cured, a form of
magical rebirth.
Another story says that he met the
magician, the Count of Cagliostro, in the
Squero of San Trovaso in order to exchange
secrets. Apparently the Count knew the secret
of the philosophers stone and the elixir of
youth. Cagliostro was also a founder of a
group under the title of Egyptian Freemasons.
It was said the members were taught how to be
returned to the state of being before the loss of
their original sin, and live for 5557 years.
Casanova, armed with this knowledge,
may have succeeded in making the formula.
He officially died the 4
th
of June 1798, but his
tomb disappeared, and now lives in Venice.

Nearby the Ca Dario is the Peggy
Guggenheim Collection of modern art held in
the Palazzo Venier dei Leoni. Then there is the
Gallerie dellAccademia, located in an old
school of art, one of Venices most renowned


galleries. It is outside the gallery that one of
the bridges crosses over the Grand Canal.
Further west is the church of San
Trovaso, and the Squero di San Trovaso. The
Squero is named after the people that
manufactured the gondola.
Heading north from the Squero and
across the Fondamenta di Borgio is the
Ognissanti, a former Benedictine convent that
is now a hospital.
Following the Fondementa north and
crossing back over toward the Grand Canal is
the Palazzo Loredan which overlooks the
canal. Together with the Palazzo Farsetti they
now house the town hall.
Across the Rio Malpaga is the Ca
Rezzonico and the church of San Barnaba. The
parish about the church was where the noble
families would live if they had lost their
wealth. As they were prevented by law to run
shops, the nobles would sell their votes to the
other families. The Ca Rezzonico is a
museum of the work from the 18
th
century.
Just off the square outside the church of San
Barnaba is the Ponte dei Pugni. Here the rival
factions of the Nicolotti and Castellani would
fight.
Following the Grand Canal from the
Ca Rezzonico is the Ca Fscari. It was here
that Henry the III once stayed, and now is
home to the university. Across the Rio Fscari
is the Palazzo Balbi. West from the Palazzo is
the church of San Panteleone, a place
renowned for its healing abilities. The area
about it is filled with cafes and bars due to the
presence of the university nearby.
Crossing back over the canal and south
is the large square of Campo di Santa
Margherita. A true centre of Venetian life this
square is also filled with bars and cafes due to
the number of students that study nearby. The
church in the square is adorned with dragons
which relate to the story that the churchs
patron, Saint Margaret, was swallowed by a
dragon but emerged unscathed when the
dragon exploded.
Off the southwest corner of the square
is the Scuola dei Carmini and the church of
Santa Maria del Carmelo, also known simply
as the Carmini church. Following the Rio di
Santa Margherita to Rio di Crmini we come
to the Palazzo Zenobio.

On the other side of the canal is the
Fondamenta Gheradini; behind the Carmini
church an 18
th
century merchant called
Grimano Grimani called the area home. He
had spent some time in Cyprus and returned
with a servant from the island.
Both fell ill and the servant was
promised to be buried in his homeland by his
master. But of course this never happened. The
servant was buried in next to the Carmini
church, and on that night there were screams
from the servants grave. The skull was
quickly dug up and placed in the Grimani
house. The removal of the skull causes it to
scream and no one has ever removed it since,
with it still hidden in the house.

The Palazzo Zenobio was built by the
Zenobio family who were one of the
wealthiest in Venice. Now it is the Armenian
college and boasts a ballroom which is a hall
of mirrors. The hall is often used as a venue
for showcasing modern art. Next door to the
Palazzo is the chapel of Santa Maria del
Soccorso. This is where the courtesan
Veronica Franco founded a house to help
prostitutes who wanted to end their lives as
whores.

Venice to me is not just an amazing
city to visit, with some of the most gorgeous
architecture and absorbing history. No, Venice
is also a place of romance for me as I have had
the joy of visiting twice. The first time was
with my girlfriend, and we got engaged there
(a mutual engagement, I didnt get on one
knee, but instead a ritual of engagement to
each other). The second time was for my
wedding the following year, which my wife
and I dressed in period clothing for and had
performed in the Palazzo Zenobio hall of


mirrors.
So if reading this book you want to
visit then please do so. If you want to be all
romantic when you go, then go for it!

Following the canal of Rio di San
Nicolo from Zenobio is the Palazza Arian, the
church of Angelo Raffaele and the nearby
church of San Sebastiano and finally the
church of San Nicolo dei Mendicoli.
Dating from the 7
th
century the church
is one of the oldest. The church is well known
as being a location used in the film Dont Look
Now. Near to the church is a statue of the
Virgin that is crushing a serpent under foot.
The statue also has an inscription that
translates to you are very beautiful, my
friend. The story linked to this inscription is
that a young 16 year old woman called Dorina
Lotti, having only just had her birthday the
other day, was met by a woman dressed in
white while returning home. The woman just
stood and stared at Dorina. The same thing
happened for three days. The fourth day was
different. The woman spoke and said, Little
Dorina, wouldnt you like to be as beautiful as
I am? The girl was shocked that the woman
knew her name. She asked if she was a witch
but the woman said no. She said her name was
Laura, and was impressed by the young girls
faith and wanted to reward her with the secret
of beauty. To do this the girl was told that she
had to cover all the furniture in white sheets.
Then she had to undress and anoint herself
with the contents of a vial that the woman
gave her, and then light some candles. The
woman went on to tell her that she was to
leave the window open and three women
would appear dressed in white. Most
importantly the woman told Dorina not to
invoke the Virgin Mary or God, nor leave
mirrors in sight or knives.
That night Dornia did as she was told
but left a mirror uncovered. The women
arrived and asked her what she wanted. But as
Dorina answered Dorina looked at the mirror
and saw the backs of the women, covered in
hair and like that of an animal. Dorina fled in
fear and headed to the church. The woman
from the days before was in the same place as
before on the street and told Dorina to be
quiet, but Dorina saw that the woman had the
feet of a goat. Dorina exclaimed and called out
to the Virgin, and the fairy faded away. The
statue is in thanks for this act.
Cannaregio is located to the north of
the city on the other side of the Grand Canal
from Santa Croce, and stretches from the train
station in the west to church of San Giovanni
Crisostomo and the Rialto bridge.
Cannaregio is one of the quietest
districts of Venice, and remains more like a
collection of parishes. It is here that most
people will find something like authentic
Venetian life.
Starting at the train station there is the
church known as the Scalzi. The outside is
adorned with angles and white stone, while the
interior is dark and brooding. Within the
chapel lies the tomb of the last Doge of
Venice, Lodovico Manin.
The main street from the Scalzi is the
Lista di Spagna, a street overrun with tourist
shops, sweet shops and stalls selling cheap
goods. Pressing onward away from the station
is the church of San Geremia and the Palazzo
Labia. The Palazzo gets its name from the
Lasbias family who lived there and had bought
their way into nobility, a family that was
notorious for its expenditure of wealth.
Crossing over the canal from the
Palazzo we enter an area that is dominated by
the Ghetto. The Ghetto, getting its name from
the word for forge, was where all the Jews
were to live in Venice. Jews fled to Venice in
fear during the war against the League of
Cambrai. In return for being given a place to
live, the Jews helped fund Venices defenses.
At night the Jews were forced to stay in the
Ghetto, but were protected by soldiers they
had paid for.
The Jews of the city were not allowed
to have professions such as architect, and so
this led to the Jews having to employ Christian
architects to design and build their homes and
synagogues. For this reason the scole, their
synagogues, have a Christian flavor, free of


marble as this is not allowed, and decorated
inside with stucco and gold.

In 1575 the plague struck Venice, and
while it ravaged the city, in the Ghetto it killed
only the children. Confused by the selective
nature of the disease, the rabbis gathered to
conduct fasting and prayers in order to ask for
Gods forgiveness. However this was in vain.
While the leader of the rabbis, Rabbi
Sterchel, searched the books and tomes for a
solution, he was visited by the prophet Elijah.
The prophet led the rabbi to the Jewish
cemetery where they watched the ghostly
children playing.
The next day, Sterchel ordered a
disciple to go to the cemetery at night, and
while there to take the death shroud from the
ghost of one of the children. Obeying the
disciple did as he was told and returned to the
rabbi. Later that night the ghost of the child
came to the rabbi, asking for his death shroud
to be returned. But the rabbi refused, and
demanded to know why the children were
dying. The ghostly boy told Sterchel that the
reason why the children were dying of the
plague was that a mother had killed her
newborn son.
The next day the rabbi ordered the
woman and her husband to come before the
rabbis to be judged for their crime. And so
with justice served the children no longer died
of the plague.


North of the Ghetto is one of the most
modern parts of the city and the district, where
continual land reclamation has led to the
canals of the area being very angular and less
natural. To the northwest is the more attractive
area near the church of the Madonna dellOrto
and the church of SantAlvise. The church of
Sant Alvise was founded by Antonia Venier,
the daughter of the Doge Antonio Venier. She
was moved to create this church after she had
a vision of the saint.
The church of Madonna dellOrto was
originally a church dedicated Saint
Christopher as the area was once the main port
for ferrymen who traveled to the northern
isles. The name was changed after a statue of
the Madonna was found in a garden of
vegetables nearby, a statue that began to
perform miracles. The church, redecorated by
Tintoretto after insulting the doge, holds the
ashes of the painter and also those of his son
and one of his daughters.
The outside of the Madonna dellOrto
is a series of twelve niches that contain statues
of the Apostles. Legend has it that the statues
were cursed. The statues were sculpted by the
Delle Masegne. The youngest, Paolo was
devoted to the devil, and had been given one
of the silver coins of Judas which was to be
inserted into the statue of the Apostle which
had been carved to look like Judas. The statue
only needed to be consecrated, but on the day
it was to be blessed, the young woman leading
the procession on Holy Week pointed out
Paolo and declared him a Satanist. The boy
was doused in holy water and the devil left his
body. As for the statue, it is said that on the
night of Good Friday it moves and flies to
Jerusalem and goes to Akeldam, the field that
Judas bought with the silver.
Across from the church is the Campo
dei Mori, a place that possibly is named after
the Greek brothers who lived there that came
from Morea. Nearby is the Palazzo Mastelli,
which in 1757 was the centre of mysterious
spiritual events.
On Campo dei Mori there are four
statues, one of which sits just around the
corner from the others. The statues are said to
be of the Mastelli brothers, while legends say
that they are in fact the actual borthers
themselves, turned to stone as punishment for
their dishonesty and greed.

Tintoretto lived at 3399 on
Fondamenta dei Mori. It was here as a young
father he and his daughter came into contact
with a witch.
His eldest daughter was to have her


first communion, and for ten days she and
other girls of her age would receive the
eucharist each morning. However, on the first
day the girl met an old woman who convinced
the girl that if she kept the wafer at
communion and hid it, and did so for ten days,
she would be shown how to be like the
Madonna.
Tintorettos daughter did so and kept
the wafers in a metal box hidden in the manger
in the barn where Tintoretto kept pigs and a
donkey. But after 6 days the animals would
not move from the barn, kneeling in front of
the manger. His daughter confessed what had
been happening. Tintoretto was no fool.
Through his work and studies he had come
into contact with the occult and knew of the
methods employed to recruit followers.
Tintoretto took the wafers and returned
them to the church and then awaited the witch
on the tenth day, a stick of the linden tree
ready to beat the crone. He asked his daughter
to invite the witch in if she appeared. The
witch did, and when she was in the house
Tintoretto struck her with the stick, but she
soon fled, changing into a cat and then into
smoke before leaving the house through a hole
in a wall.
In order to stop the witch returning by
the same means, Tintoretto placed a statue of
Hercules on the outside of the wall, the hero
standing with club in hand.

Past the Palazzo Mastelli are the
Palazzo Minelli Spada and the Palazzo
Contarini dal Zaffo. Further east is the Scuole
della Misericordia and the Casino degli Spiriti.
The Scuola Vecchia della Misericordia
is known for the story of the old money lender
who if seen and offered help turns into a
burning skeleton. This ghost of Bartolomio
Zenni is cursed to exist this way as punishment
for not helping children flee a fire, instead
choosing to save his own belongings. The
nearby Casino degli Spiriti gains its name as it
is a rumored gathering place for restless
spirits.
Across the waters of the Sacca de la
Misericordia is the Fondamenta Nuove
Theatre. This area is avoided by fishermen as
it was here that in 1947 a smuggler, a woman
called Linda Cimetta, was stuffed in a trunk
and drowned. It is said that the squid here now
have the eyes of a woman.
It is across the lagoon from the
Fondamenta Nuova Theatre is the Venetian
island of the dead, the island of San Michele,
the cemetery of the city. The island, once a
monastery and a prison is surrounded by high
red brick walls. In times past the island acted
as shelter to those boats that were making their
way out to the northern islands. The island is
the location of the church of San Michele in
Isola, a revolutionary example of Renaissance
architecture. The island was made a cemetery
by Napoleon after it was forbidden for there to
be burials on the main Venetian islands.
Bodies lie there for ten years, after which their
bones are moved to the ossuary. However
Jewish burials take place on the Lido and so
San Michele is where all others are buried.
One denizen of the island was fra
Mauro, the most renowned cartographer of the
Medieval age. If legend is correct, the
cartographer was able to draw such maps by
capturing the dreams of the devil, seeing them
in the clouds over Venice.
The island is also filled with ghosts and
spirits, and the waters about San Michele are
no different. At night in November it is said
that the candlelight from a casket floating on
the water can be seen. This is the ghost light of
a young girl who was never buried.
South of the Ghetto is the church of
San Leonardo and the Rio Terr San
Leonardo, a former canal that was filled in by
the Austrians in 1870s. This street is filled
with more shops that cater for the visiting
tourists and day trippers. Nearby is the church
of San Marcuola, where once a priest, while at
the pulpit, claimed to not believe in ghosts. In
response that night the dead rose from their
graves and dragged the priest out to beat him.
Continuing east is the Maddalena
district, and here is the Palazzo Vendramin-
Calgeri, the place where Richard Wagner died
in 1883 and is now home to the city casino.
Further along is the Palazzo Diedo where in
1606 an astrologer claimed to have seen a


vision of gun-powder under the Sala del
Maggior Consiglio. The Council of Ten found
this but suspected the astrologer, having him
shaved and tortured to death, even as the man
claimed the stars had shown him everything.
Past the Palazzo Doria Giovanelli is the
the Strada Nova, a street that cuts through
towards the Rialto, and along the way the most
famous of palazzos, the Ca dOro.
Meaning House of Gold, the Ca dOro
is a masterpiece of Venetian Gothic
architecture and now is home to a gallery and
once boasted a faade that was once covered in
gold leaf. These days the Ca dOro is now
home to the Galleria Giogrio Franchetti.
Across the Strada Nova is the church
of Santa Sofia, and further down the street is
the church of Santi Apostoli. It is over the
campo from Santi Apostoli that the Ca da
Mosto sits on the Grand Canal. Heading south
towards the Rialto bridge is the church of San
Giovanni Crisostomo and the nearby Teatro
Malibran. Between these two buildings are
two squares named after Marco Polo, well at
least his nickname, Milione, for Marco Polo
would always talk about the millions of men
and ships and forts held by the Emperor of
China, Kubli Khan. The Teatro Malibran
contains the remains of the Polo house.

Marco Polo returned from China with a
wife, Hao Dong, one of the daughters of
Kublai Khan. Though beautiful and an
enchanting singer, she was despised by Marco
Polos family and as a foreigner and non-
Chritian, watched intensely by the Church. For
these reasons she remained in the family home
so that she did not draw attention.
When Marco was captured by the
Genoanese she was informed by her sister-in-
law that Marco had died. Distraught with grief
the Chinese princess set herself on fire and
flung herself to her death from the windows of
the Polo palace.
Now, at sunset on summer evenings
the princess can be heard singing, or even seen
floating from the windows of the Polo house,
her hands holding a blue flame as she begins
her nightly journey to the other end of the
world to be with her family.

North of Santi Apostoli is the Gesuit
region of the city, and the church of Santa
Maria Assunta. The outside of the church is
enormous and disproportionate, while the
interior is more beautiful and extravagant, the
entire interior decked in green and white
marble. For this reason the building is a huge
weight and is slowly sinking.
We will first discuss the section of the
city known as Central Castello. It is denoted
by the church of San Lazzaro dei Mendicanti
to the north, Campo di Santa Maria Formosa
in the centre, and San Zaccaria to the south.
The church of San Lazzaro now sits
within the city hospital. Attached to the
hospital is the Scuola Grande di San Marco
which acts as the faade and foyer to the
hospital, a grand display and the hospital itself
is home to a number of pieces of art by
Tintoretto and Veronese. To the east of the
Scuola is the church of the Ospedaletto which
features giants heads looking down and
decoration that English art critic, Ruskin, took
a great dislike to.
Next to the Scuola is the church of
Santi Giovanni e Paolo. This gothic brick
church is known in Venetian dialect as the
church of San Zanipolo. The church was home
to a mendicant order of Dominican priests that
acquired wealth through begging amd working
to help the poor of the city.
The church itself was first built in
1246, the Doge Giacomo Tiepolo handing the
land to the priests after having a vision of
white doves marked on the head with the
cross, the flock flying over the area where the
church was to stand. Later in 1333 the church
was replaced and consecrated much later in
1430. The church itself is huge inside, and
filled with many tombs, many of the Tiepolo
family and the Mocenigo family.



On Calle della Cavallerizza, behind
San Zanipolo, every night the ghost of a doge
is seen. Here in 1355 the Doge Marin Falier
gathered his men to plot the takeover of the
State, overthrowing democracy. However, the
plot had been discovered and the Doge was
executed, beheaded on the scala dei Giganti at
the Ducal Palace. Now the ghost of a headless
corpse wanders the streets about San Zanipolo
in search of its head.
Another ghostly doge, the blind Enrico
Dandolo, the same doge who led the Fourth
Crusade to Constantinople, also walks the
streets here. His eyes are burning coals, a
sword, held by the blade in his hands so that
he may atone for the brutal sacking of
Constantinople. He is said to wail as he
searches for the ghost of Falier, his task to
punish the ghost for his attempt at usurping
power. Over time they have not met, but they
get closer and who knows what will happen
when they meet?
Some distance away another doges
spirit walks the streets. The prophetic doge,
Tommaso Mocenigo, so-called because on his
death-bed he foretold the ruin that the next
Doge, Francesco Foscari, would bring to the
city if elected. The ghostly Tommaso walks
the streets, silent, with a roll of paper pouring
from his mouth, every word printed upon it
saying Veritas. He chokes as this happens,
stumbling as his feet are caught up in the ever
growing length of paper. Tommaso is a kind
ghost to those who take the time to free his
legs.

South of San Zanipolo is campo Santa
Maria Formosa. The square hosts a food
market and is overlooked by the churchs
grand campanile which at the base has an ugly,
grotesque mask, a face that grimly leers down
on pedestrians. The critic, Ruskin, found it
disgusting, while the historian, Molmenti,
stated that the head is a talisman against evil.
From the campo Santa Maria Formosa
towards the Rialto is the church San Lio and
Santa Maria dell Fava. Heading towards these
churches are many sweet shops, selling typical
Venetian sweets and pastries.
South of campo Santa Maria Formosa
are a number of the most opulent houses in
Venice; the massive palazzo Grimani, the
palazzo Trevisan-Cappello, the crumbling
deconsecrated church of San Giovanni in
Oleo, the gothic palazzo Zorzi-Bon and the
palazzo Zorzi, and the palazzo Querini-
Stampalia which houses a eclectic collection
of art.
To the southwest corner of Central
Castello are the churches of San Zaccaria and
San Giorgio dei Greci. The convent attached to
San Zaccaria was infamous for the sexual
relations of the nuns, many of whom had been
sent there for being troublesome or because
their fathers were unable to pay a dowry. In
fact the convent became one of the most
important salons of the city.
From the Ducal Palace, running along
the lagoon edge to the entrance to the canal
before the Arsenale is the Riva degli
Schiavoni. A promenade that is heaving with
tourists and souvenir merchants, the Riva
gives a view of the southern lagoon. Along
this route is the Hotel Danieli, a favorite place
to stay for the movie actors that arrive in
Venice for the film festival. Along the Riva,
marking the end of Central Castello is the
Piet. It is here at the orphanage that Vivaldi
worked on many pieces and worked as
choirmaster. Many parents of the time
attempted to get their children into the
orphanage, such was their need for their
children to be trained in this prestigious
school.
Eastern Castello is dominated by the
shipyards called the Arsenale. Between central
Castello and the Arsenale is the church of San
Francesco della Vigna. Though the area about
it is rather run down this is the spot, if legend
is to believed, that Saint Mark was visited by
an angel who told him that these islands would
be his final resting place. The area remained a
vineyard until 1253 when the Franciscans were
given the land to build a new church.
South of San Francesco della Vigna is


the Scuola di San Giorgio degli Schiavoni.
This sculoa was built for the Slavic population
of Venice. By the mid-fifteenth century the
Slavs were no longer slaves of the city but
citizens so the scuola was to represent their
people.
Further south is the church of San
Giovanni in Brgora. The church is renowned
for being the location of the baptism of
Vivaldi. Dating from 1475 the building is
gothic and shows no sign of the Renaissance
architecture that had begun at about the same
time.
Near to the campo where San Giovanni
in Brgora sits is the infamous dark alley, the
calle della Morte, the Street of Death. It is here
that the Council of Ten had their unofficial
executions carried out. The typical recipients
of their judgment were those who were
considered dangerous to the state.

Behind the church of San Giovanni in
Brgora is the street called sotoportego dei
Pretti. Here as you walk along look up and you
will find an arch with a brick heart at the top.
If touched by two lovers they are destined to
be together forever.
If alone, the person can make a wish
and if made with a true heart, they will find
love within the year.

East from the San Giovanni in Brgora
is the church of San Martino. Founded by
Paduan refugees in 593, the church is one of
the oldest in Venice. Of course one of the
grandest sights from the church are the walls
of the Arsenale.
The Arsenale was one of the first
factories in the world, producing numerous
ships a week. The Arsenale dominates Eastern
Castello, the huge red brick walls looming
over the houses of the islands. The Arsenal is
most famously seen in paintings and is the
inspiration for a passage of the Inferno by the
poet Dante.
The Arsenale was created in the early
12
th
century as the area of the city was turned
to the task of ship fabrication and repair. The
Arsenale grew over the years and was the one
location in all the state where ships were
made. At its height the Arsenale employed
16,000 men. After the rounding of the Cape of
Good Hope the number of ships registered at
the Arsenale was halved. The arrival of
Napoleon marked the end of the Arsenale, the
docks were burned to the ground and the
remainder of the Venetian fleet was
confiscated. The Arsenale was reconstructed
by Napoleon and was used up to the end of
WWI when it was finally closed.
In modern times the Arsenale is open
during the Biennale only. It also now acts as a
marine research centre funded by the EU, with
further plans to modernize the buildings and
docks.
After two nights of bad weather in
November 1719, mangled bodies began
turning up. There were the bodies of two
sailors, one Greek and a Maltese, their bodies
found outside the entrance of the Arsenale.
There was no apparent reason for their deaths
or connection between the men. Even stranger
was that the sailors appeared to have been
killed by wild animals. After much speculation
blame was laid upon the lions of the Arsenale,
the four statues that sat proudly outside the
entrance to the docks. It had to be magic.
Another bad spell of weather happened
six nights later, and another body was found in
a crumpled mess. This sailor shared a home
nearby with his young wife, both local
Venetians. A young captain was assigned to
the case. A couple of days later the young
widow, a known prostitute, stood outside a tall
house yelling Murderer! to a man, an old
merchant, called Fosco. The widow was livid
and was soon dragged away. Fosco came to
the window and replied to her cries. Well
see, woman, where your boldness will take
you, just wait till the next stormy night! The
captain took note of this. The captain knew
that the old man never left his home so he
instead followed the widow. The woman, now
hard up having lost her husband, now took to


the streets more often with a friend, selling her
body. Another storm hit 10 days later, and the
young captain hid in a boat near the Arsenale
entrance. In the dead of night, under torrential
rain, a stream of fire rose from the houses
nearby and from it the old man appeared
before the lions. First he cast a spell, freezing
the guards in place, and then Fosco read the
inscriptions on the lion, running his bony
finger over their forms. At the apex of the gate
to the Arsenale a globe of energy formed and
from it lighting sprung out and touched the
first lion. The statue was transmogrified into a
bloodthirsty animal and attacked the widow
and her friend.
The captain, overcoming his fear,
attacked the merchant, this wizard, but now
the second lion was alive and moving to attack
the widow. The captain struck Fosco and his
sword plunged into the old mans chest. With
a flash the lions were immobile and the
captains sword was blackened. The wizard
was gone, but there was a stone heart on the
ground. The guards awoke and rushed to the
aid of the women, and the captain seeing that
the third lion was half alive, decapitate the
beast. The head did not simply fall away, but
rose into the air and exploded.
The reason for this death was put down
to the widows dead husband swindling the
merchant. The other men were just decoys.
The head of the third lion was replaced. Of
course it is easy to check which of the lions is
the third. To this day the inscription on the
lions is still visible, if not worn, and is
supposedly the runic graffiti of a Norse
mercenary.

Near to the Arsenale are the Museo
Storico Navale and the church of San Biagio.
The museum is located in an old granary and
houses the numerous documents that detail the
history of the Venetian navy. One curious item
here is a manned torpedo.
The church of San Biagio served the
local Greeks and as a naval chapel, but is
rarely used.
Past the Arsenale is the main street of
Eastern Castello, Via Garibaldi, a former
canal. This street is lined with shops, bars,
cafes and restaurants. Following the street to
the end and keeping right takes you to the
island of San Pietro.
The church formerly known as Castello
after the castle that once stood in the same
spot. The church was the home of the first
patriarch of Venice, and the church remained
as the cathedral of the city until 1807.
The island is the site of the Festival of
Marys. Slave pirates interrupted a multiple
marriage and stole away the brides. Venetian
men succeeded in bringing back the brides and
the festival celebrates this with weddings of
two women from each district of Venice.
A strange relic of the church is the
Throne of St Peter. This marble seat is 13
th

century and inscribed in Arabic with text from
the Koran.
Along the Via Garibaldi are the public
gardens, in particular the Giardini Pubblici and
the adjoining gardens that are used for the
Biennale arts festival.
On the eastern side of the Grand Canal,
sitting to the south of Cannaregio and the east
of Castello is the sestiere of San Marco. The
region is the centre of Venice. The district is
dominated by the Piazza San Marco where the
Palazzo Ducale and the Basilica di San Marco
stand.
The Piazza lies to the southeast corner
of the district. It is bordered by the Palazzo,
the Basilica, the Procuratie Vecchie,
Procuratie Nuove and the Libreria
Sansoviniana.
The first Palazzo Ducale was built in
the 9
th
century, and in the 12
th
century the rest
of the land was made available as a public
space, with canals redirected and removed.
The piazza in general hasnt changed since the
12
th
century save for the buildings that now
stand on square. The piazza is a nexus for the
tourist trade of Venice. In the past the area was
used for markets, moneylenders, the slave
trade, and a variety of stalls. These days things
are not much different. The large open space is
often filled with tourist groups taking photos,
purchasing gifts from the shops that look out


onto the square, enjoying coffee shops, and
feeding the thousands of pigeons whose
presence is seen as more of a problem as their
droppings damage the fine buildings that make
up the piazza. Notable places to drink while in
the piazza are the Florian, an 18
th
century tea
house that once used to be a salon, the art in
the house still reflecting this past trade; the
Quadri and the Lavena. Thus even in modern
times the Piazza San Marco is a focal point of
Venetian trade, life and festivities.
The Basilica di San Marco looms over
the piazza, the domes of the Basilica
dominating skyline. The Basilica is
representative of the Venetian goal of having
their city blessed by God. Their actions were
in order to bring about an ancient prophecy
and make the words of an angel come to pass.
The Basilica was consecrated in 832
and reflects a mixture of western and
Byzantine design. However the current
Basilica is the third to have been built on this
spot. These reconstructions have allowed for
numerous different styles and pieces of art to
be incorporated into the building, items that
have been stolen from across the world.
Initially the Basilica was just the Doges
personal chapel, but now it serves as the
cathedral of Venice.
The outside of the Basilica is
characterized by the Byzantine domes and
arches. However, these eastern features are
accompanied with 17
th
-19
th
century mosaics,
gothic arches and the Tetrarchs, the four giant
bronze horses of San Marco. Legend has it that
the horses once had rubies for eyes, but these
were lost when the horses were taken to
France. As a result, these horses now are said
to move, searching the piazza for their lost
eyes, and now with electric lighting, the horses
no longer move. But the original horses now
sit within Museo Marciano, while those on top
of the Basilica are fakes.
Other notable items that adorn the
Basilica are the two square columns from Acri.
These columns are covered in Egyptian and
Syrian monograms. Deciphered, two read A
God supreme, ultimate, maximum, benefactor
and To God advocate and saviour. Another
is still legible while another is lost to time.
Within the Basilica there are numerous
points of interest, including a number of tombs
of dead doges, the many mosaics that decorate
the interior of the domes and ceilings, and the
collection of artifacts taken from around the
world. The inside of this cathedral is unlike
any Catholic church and is more like an
eastern mosque. The remains of Saint Mark
were more than likely destroyed, immolated
during the fire of 976, but there is the golden
altar screen, the Pala dOro, a dramatic piece
that has grown and been added to over the
years, especially to include the jewels taken
during the 4
th
crusade.
If the altar screen is a mass of jewels
then the treasury is just as eclectic, hosting a
large collection of chalices, icons and works of
silver and gold. Most was taken from
Constantinople during the 4
th
crusade, but then
a lot was lost when the French invaded during
the 18
th
century.

If you really want to know the Basilica
and the Palazzo inside out, it is suggested that
you go online or pick up a reference book or
guide book. There is just far too much to list
here, but every piece of art, every item, every
sculpture, could be a story hook just waiting to
happen.

The Palazzo Ducale, just like the
Basilica, is not the first building to stand in its
spot. The first was built in the 9
th
century and
destroyed by fire in 976. The second was also
ruined by a fire in 1106. The third was finished
in 10 years and underwent further extensions
and alteration over the following centuries.
The Palazzo Ducale is a mixture of eastern and
gothic styles, bearing striking geometrically-
patterned stonework on the exterior, with a
more Classically styled central courtyard. The
central courtyard is dominated by the Scala dei
Giganti. This enormous staircase is watched
over by the Classical figures of Neptune and
Mars.
The Palazzo itself was the centre of the


Venetian Empire. It served as palace,
administration centre and prison. Like the
Basilica, the Palazzo is filled with art and
artifacts and today is open to the public as a
museum displaying the art and weapons of the
Venetian Empire. The most notable room
within the entire palace is the Sala del Senato,
where the painting on the ceiling by Tintoretto
shows Venice, depicted as a woman, sits as an
equal amongst the gods and angels. Within the
armory are curious items like a pronged
chastity belt, guns that were also swords or
maces, armor and swords taken from around
the world, and even a twenty-barrelled gun.
The prisons lie across from the palace
on the other side of a canal. Going through the
appeal court the prisons are reached crossing
the Ponte dei Sospiri, the Bridge of Sighs.
The name comes from the sighs made by the
prisoners as they cross the bridge from the
palace to the prison.
The Piazzetta lies between the Palazzo
and the Libreria Sansoviniana. It runs from the
Basilica and the Campanile and leads down
onto the waterfront overlooking the lagoon. It
was here that councilors of the Republic would
meet, and it was also where public executions
took place. The typical location was between
the two granite pillars on the stretch of water
front called the Molo. There were supposed to
be three of these columns but the first fell from
the boat that carried them. Atop one of the
columns is a statue of St Theodore, the patron
saint of Venice during Byzantine rule, and the
other column carries a statue of a winged lion.
The Campanile bell tower was
originally a lighthouse and bell tower
combined, constructed in the 10
th
century. It is
the tallest building in Venice and from it the
Dolomite mountains can be seen. The bells of
the tower each had a specific function, rung to
denote the start of a particular part of the day.
The Campanile also played a part in the penal
system, with prisoners hung from the south
face in a crate. However, in 1902 on July the
14
th
the Campanile collapsed. The collapse
was expected and so only a cat died. More
miraculous was that the Campanile fell in a
controlled manner and the nearby buildings
escaped with only minor damage. Ten years
later the Campanile was reopened, rebuilt
exactly as it was. To the north end of the
Piazza, next to the Basilica is the Torre
dellOrologio, a clock tower built at the end of
the 15
th
century. Legend has it that the
designers had their eyes taken out to prevent
them from making another such clock.
The Procuratie Vecchie sits to the west
of the clock tower. This building was once
home to part of the Venice administration,
with the upper levels being given over as
apartments to the nobles of the city. New
buildings were established for the
administration, the Procuratie Nuove, now
home to the Museo Correr. These new offices,
first built by Scamozzi, but then under the
leadership of Longhena. The two buildings
were then connected when Napoleons stepson
demolished the church that sat in the west
wing of the square, just so that a ballroom
could be built to connect the two.
The Museuo Correr has existed since
1923 and is not the most popular of museums,
but contains numerous paintings and examples
of Venetian life. Maybe one of the more
curious items on display is a key that was
capable of firing poison darts.
The attached Museo Archeologico
collection is predominantly made up of statues
of Greek and Roman origin. The collection
also consists of coins, gems, statue fragments
and pieces from other ancient civilizations.
The rest of the Correr consists of more
paintings of Venetian life, ceramics, and the
Museo del Risorgimento, a collection detailing
the fall of Venice to Napoleon and the
occupation by the Austrians.
Adjacent to the Molo, looking out onto
the lagoon, is the Zecca and the Giardinetti
Reali. The Zecca once served as the mint for
the Venetian Republic. This building was
constructed in the mid 16
th
century and was
designed to be fireproof. The funds for the
construction were gathered by selling the
Cypriot slaves their freedom. It is from the
word Zecca, that the other name for the
Venetian coin, the ducat, was derived, the
zecchino. The gardens next door, the
Giardinetti Reali were once the site of the state
granaries and now is one of the most popular


spots during the height of summer.
Heading north under the Torre
dellOrologio is the area known as the
Mercerie, a section of the city that is crammed
with shops and in essence the shopping mall of
Venice, it is also the most busy part of the city
and the part that is so commercial that the very
essence of Venice is missing. But, if you
follow your way north to the Rialto bridge past
the shops and busy stalls the square of Campo
San Bartolomeo can be found, a popular spot
for the locals of the city to spend the evening
after work. Nearby, past the church of San
Salvador are Campo San Luca and the bar, Al
Volto. The Al Volto is one of the most popular
and well-stocked bars in Venice and hosts
some 1300 wines from all over Italy.
Heading north and right from the
church of San Salvador is the Campo San
Bartolomeo. The church has been recently
renovated, and now the church plays host to
musicians for their recitals.
Rather than heading north from the
Rialto bridge, heading south, following the
Grand Canal, there is the Teatro Goldoni, and
further on the Palazzo Loredan, the Palazzo
Farsetti, both of which now are home to the
town hall of the city. Behind these buildings is
the church of San Luca and the Campo San
Luca. The square is a frequent open-air spot
for locals, as well as market traders.
Heading back towards San Marco is
Campo Manin and the Frezzeria. The Campo
Manin is modern and was where a printing
press once stood, and has a monument to
Daniele Manin, a lawyer who in 1848 led a
revolt against the Austrians. A notable piece of
architecture is the Scala del Bovolo. This
spiral staircase is named after the Italian word
for snail shell.
Continuing south down the Grand
Canal from the town hall are the Palazzos
Grimani, Corner Spinelli, Mocengio and the
church of San Benedetto. Near to San
Benedetto is the Museo Fortuny, another
former palazzo. The Palazzo Mocenigo is the
location where Byron stayed and indulged in a
number of affairs, and it is also rumored to be
haunted by the alchemist Giordano Bruno.
From the Piazza San Marco and
heading west to the canal to the Pazzo
Mocenigo, we pass another large shopping
district and a number of exclusive bars and
hotels. There are also the churches of San
Moise and Santa Maria del Giglio. San Moise
is known as the most ugly church in Venice. In
comparison, the church of Santa Maria del
Giglio is far more beautiful and features a
number of pieces of art and religious artifacts.
North of Santa Maria Giglio is campo
San Fantin, the church of San Fantin, and the
theatre La Fenice, and the eclectic museum the
Ateneo Veneto. The main site of importance is
the theatre, which lives up to its name of
Phoenix. Over the centuries it has been
rebuilt after being consumed by fires, the most
recent taking place in 1996. These days the
theatre is the location of major musical events.
Further westward is the large campo
Santo Stefano. The church sits at the north end
of the square. As a large space it often plays
host to festivals and event and often held bull
fights until 1802. Also facing onto this large
space is the Palazzo Loredan. At the other side
of the campo is the campiello Pisani which is
encompassed by the Palazzo Pisani, which is
one of the largest houses and now acts as the
city Conservatory of Music.
Finally if we follow the Grand Canal
from the Palazzo Mocenigo are the Palazzo
Grassi, the Cadel Duca, the Palazzo
Franchetti and the Palazzo della CaGrande.
The Grassi is host to a large collection of
modern art, owned by the French collector
Pinault. Possibly one of the most impressive
sights is the Ponte dell Accademia. This
wooden bridge was to be just a temporary
replacement for the grim iron bridge that was
built by the Austrians.
Venice is predominantly known for the
main island and its network of canals.
However, about Venice are a number of
smaller islands that are also important sites of
historical interest and also play a major part in
modern Venetian society.


San Michele lies a short distance from
Venice to the north and is the city cemetery.
Originally known as the island of San
Christoforo della Pace it was chosen as the
location of the city cemetery by Napoleonic
edict. The reason was sanitation, in order to
prevent the spread of disease which can occur
if bodies are kept on the main island. The
island is in fact two islands that have been
connected together, the other being the island
of San Michele, which was formerly known as
Cavana de Muran, the name referencing the
fact that the island offered shelter to those
boatmen who were travelling to and from
Murano.
The island is a surrounded on all sides
by high walls, and within is the church of San
Michele in Isola. The cemetery itself is home
to the Catholic dead of Venice, packed
together. After ten years the graves are dug up
and the bones moved to the ossuary and the
plot is then available to more recent dead.

One of the residents of the island was
Fra Mauro. The priest was a skilled map-
maker, and people did not know how it was
possible for him to draw maps of lands that he
had not visited himself. Legend has it that the
priest was able to read the dreams of the devil.
His skill, if legend is to be believed, was to be
able to project the devils dreams onto the
skies above the island, the maps forming in the
clouds.

Murano, further north of Venice, just
beyond San Michele, is well known for the
fine glass that is blown there. In the past the
noble elite of Venice would retreat to the
island in the summer, taking advantage of the
larger open spaces. It was also home to a
renowned accademie, and here the sciences,
arts, philosophy, religion, occult and literature
were discussed.
The glass from Murano was famous all
over the world, and even today tourists flock
to the islands to watch the manufacturing
process. In 1291 all glass blowing was moved
from central Venice to the island in order to
prevent fires from consuming the city. Such
was the importance of Murano glass, the
Venetian government attempted to prevent the
secrets of the art from leaving the island, with
those glass-blowers that left being called
traitors.
The island is home to a number of
attractions; churches and palazzos which boast
their own pieces of art and historical
collections.
Burano sits next the quiet island of
Mazzorbo. Once Mazzorbo was the location
where disgraced nobles would be sent to live.
Mazzorbo can be reached from Burano by a
long foot bridge.
Burano, on the other hand, has a small
settlement of brightly colored houses. The
colors, if it is to be believed, allowed sailors to
spot their home from the sea.
Burano is also well known for its lace.
Lace is what the sailors wives made while
their husbands were at sea.
Torcello was one of the first islands to
be settled and as a result boasts some of the
oldest buildings and the oldest church in the
lagoon. Now, compared to the other islands, it
is practically deserted save for the tourists that
come in the summer months. One strange
feature in Torcello is the chair of Attila, a seat
which the town judges sat in and that legend
says that if you sit in it you will be wed within
the year.
This island served the purpose of
controlling the travelers arriving in Venice, in
particular to route out the plague infected.
While the sick and their belongings were sent
south of Venice to Lazzaretto Vecchi, the
healthy crew of a ship were held in quarantine
on Nuovo. These days the island is quiet,


empty save for a warehouse which lies
abandoned, and the island still is surrounded
by the fortifications erected during the
Napoleonic period.
This small island just a few hundred
meters south from the Piazza San Marco is the
site of the church of San Giogio Maggiore.
The church is enormous, taking 45 years to
build, and has its own towering campanile
which gives a grander view of the city
compared to the San Marco Campanile. The
church boasts a number of paintings, a few
examples by Titian. The island is also home to
a monastry, with the area also being used as an
open air theatre.
Running from San Giorgio Maggiore
and sweeping west, just south of Dorsoduro,
the collection of islands, La Giudecca, once
was home to the Jewish population until their
removal to the Ghetto. The islands were once a
place where the nobles of the city spent their
summers. For this reason La Giudecca has a
number of fine gardens. The islands also were
once an industrial centre of the city, but in
modern times these workshops and factories
lie abandoned. However, the area is being
slowly regenerated as old mills and
warehouses are turned into modern homes.
The lido is a long stretch of land that is
one of the barriers between the Adriatic and
the Venetian Lagoon. It is here that the doge
would have performed his ritual marriage to
the sea (see page XXX). The Lido was
undeveloped until the 19
th
century, with the
land becoming a bathing resort, and now is
one of the most luxurious and expensive
resorts in the world. Now numerous flashy
hotels line the Lido.
One important site and event that takes
place on the Lido in modern times is the
Venice Film Festival which takes place at the
Palazzo del Cinema. The Lido is also the
location of the Jewish cemetery, and nearby
the Lido airstrip.
Poveglia, a small island south of
Venice, once was where plague victims were
taken by the Romans and was routinely used
by the Venetians as a hospital island and
plague pit. It is estimated that 160,000 people
died on the island. More disturbing is that in
1922 the island was a mental hospital, and
rumor states that a doctor there began to kill
patients and died after being thrown from the
bell tower. But the same legend states that he
survived the fall only to be strangled by a mist
that came up from the ground. Today the
island is a vineyard and of course is said to be
haunted.
Chioggia sitting to the south of the
Venetian Lagoon was once a Roman port and
a salt producing town, the town was of
strategic importance, and today is the second
largest settlement in the lagoon and an
important fishing port. Chioggia claims as
good beaches and food as the Lido, but only at
a fraction of the cost, making it an ideal choice
for those that want the feel of the Lido without
being movie stars.
Another curious island is San Lazzaro
degli Armeni, which lies just to the north of
the Lido, and near to Lazzaretto Vecchio. This
island was used as a leper colony in the late
12
th
century, and so is named Lazzaro after
Lazarus, the patron saint of lepers. The island
has a library which has a collection of strange
items, such as a mummy from Egypt, a throne
of ivory an teak from Dehli, a Sanskrit
Buddhist manuscript and many more items
from around the world.
Venice sits in the region of Italy known
as the Veneto. This area is bordered to the
north by Austria and the Dolomite mountain
range. It is here that many wealthy Italians go
skiing during the winter months. To the south
lies the city of Ferrara, and to the west is
Mantova and Milan. The other key towns and


cities of the Veneto are the industrial
nightmare of Mestre, the university town of
Padua, the modern and wealthy city of
Vicenza, the historic and Shakespearian
Verona, and the medieval city of Treviso.
Mestre sits at the other end of the
bridge connecting Venice to the mainland.
Because of the cost of living in Venice is so
expensive, Mestre, and its neighbouring town
of Marghera, boast far larger populations.
After WWI both towns became important
industrial centres, and grew in importance
under the command of Mussolinis
government. Of course this meant that during
WWII both towns were of strategic importance
and targets for the Allied forces.
The presence of these two industrial
centres meant that the younger population of
the Venice lagoon moved to the towns and the
average age on the islands increased, further
propagating Venices slow decline and
decrease in numbers of native Venetians. But
more drastic has been the pollution and
ecological problems that these towns have
created in the lagoon. The large chemical
refineries, that create the labyrinthine maze of
pipes and lights seen from above when flying
to Marco Polo Airport, have pumped out
untreated waste into the lagoon, damaging the
ecosystem and thus the livelihoods of the local
fishermen. This pollution came to the attention
of the world when people in gondolers were
forced to wear face masks. Since 1988 the
Italian government has implemented a number
of initiatives to undo the damage.
Another consequence of the intense
industrialization of the two towns has been
subsidence. Water was drawn from beneath
the lagoon causing subsidence, and the
catastrophe was averted when in 1973 water
was pumped back in beneath the lagoon.
What cannot be stressed enough is that
these two towns are modern and urban
nightmares. Crisscrossed with pipelines,
motorways, rail lines, the two towns are bleak
and depressing.
Padua is a medieval university city that
lies south west of Venice, just near the river
Brenta. Along this river many Venetians in
centuries past would have had villas as their
summer retreats.
Padua was restored after WWII and is
one of the key focal points of culture in
northern Italy. The city dates back to 1185 BC,
and is said to have been founded by Antenor
of Troy. It survived the invasion of the
barbarians after the fall of Rome. The
university was founded in 1221, and in 1405
the city was taken over by the Venetian
Republic and was in turn given to the
Austrians after Napoleons invasion.
Paduas renown for culture can be
attributed to artists and scholars such as Dante,
Petrarch, Donatello and Galileo.
There are many points of interest in
Padua. The university itself is situated in the
Palazzo del B. The university also boasts the
first permanent anatomy theatre and that it
once enjoyed the prestige of having Galileo
lecturing physics. There are many fine
townhouses and villas centered around the two
main squares; the Piazza della Frutta and the
Piazza della Erbe. Both of these market
squares are busy and are lined with cafes,
shops and bars. Of course Padua also has
many historic churches and museum filled
with art, in particular the Basilica del Santo.
Just south of Padua are two other
medieval sites. The first is Monslice, a
fortress which only retains its towers, the five
concentric walls having been demolished in
the 19
th
century for their stone. The second is
Montagnana, another medieval fortress and tha
was once the first line of defense for the Da
Carrara family against the Scaligeri family.
Between these two medieval forts is
the town of Este, which is well known for its
ceramics and claims to be the oldest town in
the Veneto. This claim of age is backed up by
large numbers of pre-Roman artifacts.
West of Padua is Vicenza, a very
modern city, the centre of Italian textile
production and is also the Italian Silicon


Valley.
Vicenza has many buildings that mirror
the design of those found in Venice. Before it
was taken by the Venetian Republic,
Vicenzas main rival was Verona. Vicenza is
surrounded by industrial estates, but at the
heart are the remains of a ancient town, still
partly circled by Gothic medieval walls.
Vicenza is one of the wealthiest cities
in Italy, and this is reflected in the culture and
the people themselves, the population being
some of the most stylish outside of Milan.
In the heart of Vicenza is one of the
oldest clock towers in Italy, the Torre di
Piazza. Near to this tower, over-looking the
Piazza dellErbe is the Torre del Tormento,
which was what is was named, a prison. What
is most striking is the style of many of the
citys buildings, most of which were designed
by Pallido, who followed classical designs
instead of following Venetians trends.
Notable works are the Basilica, the Teatro
Olimpico, and the Palazzo dei Signori.
Verona is ancient, and so obviously, at
its centre is the massive Roman arena, the
amphitheatre and the large number of
medieval buildings that still stand. Verona is
obviously famous in its own right; in particular
it is the location where Shakespeares Romeo
and Juliet is set. But Verona can also be seen
as an example of how Venice could have
looked if the city had not been left to rot.
Verona sits further west of Vicenza and
was an important Roman site as it sat between
the west and east of northern Italy and Europe.
After the fall of Rome Verona was controlled
by Ostrogoths, then Franks, and it grew into a
powerful independent state before it became
part of the Venetian Republic in 1405. Before
then Verona had taken control of Vicenza,
Padua and Treviso, dominating the mainland.
Following the invasion of Napoleon, Verona
was given over to the Austrians and Verona
eclipsed Venice in importance.
Unlike many of the other cities, Verona
is far calmer and the centre of the city is
pedestrianized. The centre of the city is
encircled by medieval walls, of which one is
the grand Portoni dell Br. Beyond these
arches is the main city square and the Roman
arena. The Arena dates to the first century AD
and has survived earthquakes. These days the
arena is used for open air concerts and shows.
West of the arena is Castelvecchio, a
fortress that was built during the 14
th
century
before the rule of Venice. The fort now is the
city museum and holds a collection of art,
weapons and sculptures.
The cultural centre of Verona is the
Piazza delle Erbe, a square filled with shops
and bars, bordered by medieval and
Renaissance palazzo. The Casa Mazzanti looks
upon the square, and to this day still bears the
16
th
century murals. Nearby the square are the
towers of Torre del Gardello and the Torre dei
Lamberti. Leading from the Piazza delle Erbe
is the Arco della Costa. The arch of the rib,
from which a whale rib hangs, has a
superstition attached which says that if an
adult virgin walks beneath the arch the rib will
fall. However, this rib may well not be a whale
rib, and instead be from a dinosaur.
Beyond the arch is the Piazza dei
Signori, also known as Piazza Dante for the
statue of the poet that stands in the square. The
square was the location where city decrees
were read out but these days now stands quiet.
Verona has impressive churches and
cathedrals. The largest are the church of
SantAnastasia, a tall and imposing Gothic
building, and the Duomo. The Duomo,
destroyed by the Nazis in 1945, was rebuilt
from the original stones. The building has been
in a state of constant construction and so
changes in style as you move up the building.
The northern end of the city centre is
marked by the curve of the River Adige.
Across the river to the north of SantAnastasia
is the Teatro Romano, a Roman amphiteatre
which is still used today for concerts. Up the
steep steps to the side of the amphitheatre is
the Castel San Pietro. The castle is an Austrian
addition. The building is grim and a
replacement for the old Visconti castle; the
castle offers a panoramic view of the city.
Of course we have to mention Romeo
and Juliet. Near to the Piazza delle Erbe is the
Casa di Giulietta, a courtyard where it is


claimed that the story took place. Of course
this is all unfounded, and the walls of the
courtyard are covered in graffiti from lovers.
The courtyard is also host to a bronze statue of
Juliet. The right breast of the statue is highly
polished, smoothed by the constant grip of
hands upon it, as holding the breast is said to
give a person good luck in seeking love.
North of Mestre is the city of Treviso,
and onward are the mountains of the
Dolomites. The northern Veneto is also dotted
with impressive forts and villas. Before
Treviso was taken over the Venetian Republic,
the city was already important, minting its
own coins and attracting poets and artists. But
in 1389 Treviso fell under Venetian control.
The centre of Treviso is characterized
by the network of canals that cut through the
city and the fresco adorned buildings with long
porticoes that cover the sidewalks. The city
centre is then surrounded by canals and the
city walls and the River Sile. The city centre is
also a compromise of modern and Gothic
architecture, the city having suffered terrible
bombardment during WWII. Many of the
impressive buildings about the city social
centre, the Piazza dei Signori, had to be
reconstructed. Many of the frescos and
paintings in the churches and palazzi of the
city are the work of Tomaso da Modena who
lived during the 14
th
century. The fish market
of the city, the Pescheria, is located on a island
in the middle of the widest canal, it being the
law to have the market near to a waterway.
The Castelfranco Veneto lies to the
west of Treviso. Five towers of the moated
fortress still stand, with one tower, known as
the Torrione, housing a clock. The fortress
houses the work of the artist Giorgione, the
piece being the Castelfranco Madonna. The
painting is curious, using unusual techniques.
Another historical site is Cittadella,
which lies next to Castelfranco Veneto.
Cittadella remains untouched - a fortified town
with four gates at the cardinal points. The one
gate, the Porta Padova, sits next to the
ominous tower the Torre di Malta, a former
prison and dungeon.
Other important towns to the north of
Venice are Bassano del Grappa, renowned for
it grappa distilleries and mushrooms, and the
grand Monte Grappa and the curious town of
Marstica where the central town square is a
giant chess board where every other
September the Partita a Scacchi, a chess game
using human pieces, is played.
Venice is the fifth most expensive city
to rent an apartment in Italy. Compared to
other cities in the region, Venice is far busier
and this causes more stress on those who live
in Venice. 12 million tourists visit the city
each year, and so the economy of the city is
focused upon taking advantage of this tourism.
Of course it is not surprising why those that
live in the city feel oppressed and invaded.
This has an influence on the cost of living,
making Venice the fourth most expensive city
to live in. The cost of living makes life
difficult for the youth of Venice. It is almost
impossible to buy a first home in Venice. Most
housing is occupied in Venice, but almost a
third is used by short-term residents who are
seeking to stay in the city for a less than a
month. This has pushed the price of housing
up to prices far out of reach of natives to the
city. In an effort to curb this trend, the
government has introduced housing zones
where rent is capped and residents are
provided tax breaks so long as certain
regulations are followed. The job market is not
much better. Most young Venetians leave the
city and seek better opportunities elsewhere. It
is due to this that Venice has an aging
population.
A typical Venetian family is a large
group, where the grandparents are looked after
by their children who have moved back to live
in the traditional family home. Children
remain with their parents until they are
married, and so a Venetian home can be very
tightly packed.


The main focus of family life is the
Sunday meal, where the family and relatives
gather together. It is also very common for a
family to remain in the same district of
Venice, and so the local communities are
tightly knit.
One of the defining features of Venice
is the need to walk to get to somewhere. The
lack of transport, especially cars, creates a
unique Venetian lifestyle. Walking around
means that you are more than likely to bump
into someone you know. It is this lifestyle of
random encounters that makes Venice so
relaxed for the residents. If you meet someone
along the way, you can pause for a few
moments and have a chat before continuing
on. This also means that you are more than
likely to meet new people as you chance upon
you friends and their own friends. This makes
Venice a very social city. It also means that the
entire lack of cars makes Venice laid back. No
one is rushing about, stuck in a car and getting
frustrated in a traffic jam. Your pace is
determined on how quickly you want to walk.
Venice is a quiet city, and has no real
nightlife to speak of. If seeking such
distractions its typical for young Venetians to
go to Mestre and the mainland. This lack of
night life makes Venice ideal for young
families who seek to raise their children in a
pleasant and calm city. In fact Venice is a city
of opposites for its youth. It has the excellent
university, but no jobs for those who leave. It
has a unique and exciting environment that
nurtures a social community, but of course not
the exciting night life that young professionals
and students enjoy. Venice is a place to learn
and then leave. A sign of this disharmony is
the amount of graffiti that covers the back
alley walls of Venice.
The community life is a strong feature
of the lifestyle of the older Venetians. Most
older Venetians have lived in Venice all their
lives while some have returned after following
a career elsewhere in Italy or the world. Of
course one of the major challenges for the
elderly of Venice is mobility. Venice is all
about walking, bridges and boats, all of which
become difficult for the elderly and infirm.
However, a good proportion of the elderly
population has attribute this need to walk as
being a positive influence on their health.
Those elderly Venetians that require more
intensive care are looked after by Batandi.
These individuals are nurses who are often of
Eastern European descent.
Venice is geared towards offering
everything it can to the tourists that pour into
the city. But this means that true Venetian life
must be located off the main street.
The Venetian social life is
distinguished by the bcaro. These bars open
out onto the streets, allowing patrons to stand
and chat on the streets while they drink wine
and Campari, and serving a selection of
snacks. Osterie are larger establishments
which have a dining area of a few tables. Of
course larger places are restaurants, which in
Venice have two menus. Typically there is a
menu that is focused on serving the tourists,
and so lacks quality. Most of the best
restaurants of course lie far from the main
attractions of the city. Of course pizza is a
readily available meal, while seafood caught in
the Adriatic is the specialty of Venice.
If sweet snacks are in order Venice is
in no short supply of such vendors. Numerous
cafs and pasticcerie line the streets, and often
these vendors also serve alcohol. These pastry
shops are filled in the early mornings as
Venetians stop off for a quick bite and coffee
before continuing on to work. Of course the
other main feature Venice is the large number
of places to buy ice cream.
The Venetian nightlife has died out as
the city has become more overrun with
tourists. But even though it is quiet, there are a
number of places to go beyond the theatres and
concert halls.
One of the busiest locations is the
Fondamenta della Misericordia in Cannaregio,
and Dorsoduro. Here bars are busy affairs with
plenty of music playing. There are just two
nightclubs in Venice, the best being a
members only venue called Club Malvasia
Vecchia which is near to the Fenice. The other
club is a student favourite called Round
Midnight. Otherwise for a decent night out


there are just the clubs in Mestre, Marghera,
and Jesolo. Jesolo sits north of Venice on the
edge of the lagoon, and it a difficult place to
get back from in the early hours. The route
from Jesolo to Venice is a stretch of road that
has the highest death toll in Italy, mainly due
to the intoxicated youth that drive back from
Jesolo to Venice.
One other option is the casino, situated
in Palazzo Vendramin-Calergi, on the Grand
Canal, those who go there to gamble must
dress accordingly and must be over the age of
18. Most of the gamblers are affluent youth
from the mainland.
Venice is of course famous for its
carnival, something that we have explained in
detail in the introduction of this book. But
there are other important festivals in Venice
that take place over the course of the year.
The Biennale is an arts festival, taking
place every two years (on odd numbered
years). The focus of the event is contemporary
art, but is also tied to architecture, dance and
film. The festival takes place in the Giardini
where a number of pavilions are set up for a
number of countries. There is also a larger hall
which is managed by the curator of the event.
Making up part of the Biennale, but
also running every year, is the Venice Film
Festival. The festival is the oldest of its kind
and plays host to famous directors and screen
icons. Held in late August to early September
the festival is located on the Lido, with
screenings of upcoming films being held in the
Palazzo del Cinema.
Other key festivals are All Saints Day,
and the Feast of Santa Maria della Salute. The
latter festival celebrates the end of the plague
and the salvation of Venice, for which the
church was built. On the 21
st
of November a
floating bridge is laid out that connects the
church to the main islands of Venice.



Behind the Mask





Venice, since the beginning, has been a
refuge for people of all cultures, beginning
with the Veneti who fled the invasion of the
Huns. Venice, the collection of marshy islands
defended by sandbanks and the lagoon barriers
themselves offered the perfect protection from
the invaders, and would do for the next sixteen
centuries. Even in the early days of Venice,
changelings have coexisted with the ragtag
collection of colonists and fishermen. The
earliest legends that the changelings keep
recall that a changeling of the Elemental
Seeming, simply known as Mother of Pearl.
She called out to the sea and made a pact with
it. In return for her soul and herself, the sea
would provide the changelings of the island all
the protection they needed. Mother of Pearl
then walked out into the sea and vanished, and
the changelings of the city were safe from the
True Fae. The Hedge about Venice took on a
new form. The marshy vines and stagnant
pools shifted and were reshaped by the sea into
a maze of tall arching vines, almost as if the
Hedge itself had hidden the islands from the
Gentry. The marshy islands in the Hedge were
surrounded on all sides by the tall, tearing
vines and were interconnected by a network of
trods that wound their way through the Hedge,
only accessible by water.
For whatever reason changelings were
drawn to Venice due to the protection the city
offered. Venice was a true freehold defended
against the Fae by the Hedge itself. But as the
reputation of the city grew, the defenses in the
Hedge were worn away and soon the largest
trod ever known was formed. The Lions Tail
Trod as it came to be known, was formed in
828. With the arrival of the body of St Mark to
the city an influx of escaping changelings
arrived in the city. A large number of
changelings marched out of the Hedge and
into the city. For some reason Venice was a
beacon to the Lost and attracted fleeing
changelings regardless of where they had been
stolen from.
The initial changeling court of Venice
was ruled by the Court of Water, in honor of
the pact made by Mother of Pearl. Water was
both the element that gave Venice life and also
allowed it to be kill. Water was sustaining and
unforgiving, and in these early days the
changelings of the city engaged in ceremonies
and Pledges with the sea to ensure that the
Hedge was maintained. However, as
changelings arrived from other places within


Europe, the Court of Water was replaced with
the seasonal courts. No matter which court
ruled, the position of King or Queen of the
seasonal court was referred to as Doge, and
was elected by members of their own court.
But even these elected Doges were not foolish
enough to forget the Pledge made by Mother
of Pearl.
As the population of changelings in the
city grew, the courts became more elaborate,
their rites and practices becoming long and
dependent upon the acknowledgement of each
others rank. The changelings were nobles in
their own right, merchants of dreams, traders
of wishescurses and enchantments were
their coin. But as the wealth and security of the
changelings became greater, so did their
apathy and complacency. Unknown to the
courts the changelings had traitors amongst
themselves and they had been hard at work
now for some time.
The Pledge made by Mother of Pearl to
the sea was powerful indeed, and its catch was
shrouded in mystery. A group of rebels,
seeking to bring down the city and its court
searched the city for the catch, the loophole,
and after much searching found it. It was well
known that when a person dies in the sea their
soul must float along the waters, holding a
candle, hoping that the Ferryman will pluck
them from the waves and take them onto the
other side. But the Pledge of Mother of Pearl
with the sea relied on the sea being treated
with respect by the changelings of Venice. The
Pact should not be soiled or else the sea would
be angry at the changelings and their vices.
Through careful observation the rebels noted
that the trods through the Hedge became more
open when a child died in the waters of the
lagoon. But worse was when men had killed
them and thrown them into the waters to
remove the evidence.
Over the course of a year at the end of
the 13
th
century, the traitors stole away
children from every district and from every
level of society. Rumours that the True Fae
had somehow found a way to the city started
to spread, and the control of the city by the
courts was crumbling. Venice was bursting at
the seams with changelings and now in this
bitter climate many were taking the chance to
settle old scores. It was only when a number of
changelings allied to the seas made a
gruesome discovery that the true ramifications
of the Pledge hit home.
The rebels, through disguise or magic,
had sought out and kidnapped 37 children, all
of whom who had been born at sea. These
treasured ones that the sea loved most were
then ritually slain, their throats cut and bled at
points about the islands of Venice, forming a
large fairy circle. These children would act as
candles to direct the Gentry to the city. When
the courts learned of this it was too late. On
the last day of Carnival the following year, a
great number of True Fae invaded the city,
dragging off changelings and mortals to their
citadels in Arcadia.
Over the course of 40 nights the
changeling population of Venice was halved
and the Hedge defences were torn to shreds;
now the trods led out of Venice and allowed
the Fae in. One particular Gentry who struck
fear and awe in the hearts of the courts was
Commodore Fathom, Master of the Leviathan,
His Eyes of Blackest Pearl. Arriving in a bank
of fog, Commodore Fathom unleashed a horde
of hobgoblins, the crew of his baroque ship,
the Fathom. The hobgoblins, a Wyrd shaping
of crustaceans and sharks and cephalopods,
stalked the streets of Venice and captured
numerous humans and changelings who would
be forced to man the Leviathan for the crab-
like Commodore.
With the hunt over and the remaining
changelings of the city now living in fear of
further attacks, many went into hiding. Others
took on a more martial stance, rooting out the
privateers and rebels who had led the True Fae
to the city that they had thought was safe. For
the next few years the Seasonal Courts took
hold in Venice and the changelings, looking
for someone to blame, turned upon each other
with the Courts constantly bickering. Some
could see that this could not last forever and
that there was a need for stability and a leader
who transcended the Courts and the old
pledges and contracts with the sea.


In 1427 the changelings of Venice
were once more under siege from the
predatory Gentry. Children were stolen,
women went missing, and some people were
found murdered, victims of the foul tastes of
the Keepers. Once more the Leviathan was
docked in the Venetian lagoon, its hold filled
with fresh slaves. For one changeling enough
was enough. Though his name is lost to time,
the pledge that he forged his legacy still lives
on. It was early February, and the festival of
Carnival had been in full swing since the end
of Christmas. The people of the city were
decorated in masks and gaudy attire, and none
could tell the difference between servant and
master. The revelry and disguises and
costumes would be the very tool to protect the
changelings of the city. The ancient ritual of
the Carnival embodied the needs of the
changelings of Venice. It allowed for the
indulgence of the Spring Court, the displays of
martial prowess of the Summer Court, the
mystic rites of the Autumn Court, and the
ability to hide in the open of the Winter Court.
On the night of the full moon, on the last day
http://stockeffect.deviantart.com/art/Black-Carnival-1-
277018956?q=boost%3Apopular%20in%3Aresources%20carnival%20masqu
erade&qo=20


of Carnival the changeling, using a knife of
glass, cut his own face from his skull. He
collected the blood that fell from his ragged
visage, an offering to Bacchus, and incinerated
the tattered remains of his face in honour of
Saturn. In the final act the changeling, their
gender is even a mystery now as it was then,
donned an all concealing mask of many colors,
reciting a Latin verse to the god Janus. The
new Doge of the changelings was born, and so
was the Pact of the Carnival and the new Court
of the Carnival.
His first act as Doge was dramatic and
terrifying to the other Lost of the city. During
a gathering of the changelings before the
Winter Queen, Francesca Blue Lips, the
Frozen Tears of a Hundred Lovers, the Doge
marched in, adorned in gold and silver and red.
His mask shifted with each step, and a smile
would become a frown with every whisper in
his presence. All of the freehold looked on in
awe and fear as he stepped forward,
brandishing in one hand a mighty sword made
of a narwhals horn, and in the other he held
high the head of a twisted serpent-like being.
Blood dripped from its severed neck and the
tongue dangled slack from the cruel smile.
One of the Lost present immediately
recognised the harrowing visage as her Keeper
and wept knowing at last she no longer had to
fear being taken back to their bestial realm in
Arcadia.
The Winter Queen was rightly shocked
by this interruption and demanded to know
who this new arrival was. In response the
changeling strode forward, threw the head of
the Keeper to the base of her throne and
proclaimed aloud, I am Doge, if you like it! I
come to you now to claim Venice as the
domain of the Court of the Carnival. You, my
subjects, can now live without fear, in plain
sight, free to enjoy life as you once did, and
protected from those who would otherwise
take freedom from you!
All about the Lost bowed in respect,
seeing that the very aspect of Winter was
banished from the court, the Winter Queen
herself shrinking in stature and finding that
upon their faces were now masks of all
varieties and their mien now banished. Music
could be heard in the wake of the new Doge,
wine and sweets could be tasted on the air. The
Winter Queen, acknowledging her new ruler
asked what was to become of herself and her
cousins within the other courts. The Doge said,
that if they liked, they would become his
advisors and leaders of the Seasonal Houses
that would comprise the court of the Carnival,
and that so long as the Carnival was respected
then so would the seasons. The Queen bowed
and looked for similar gestures from members
of the other courts, and at once their masks
shifted and their regalia of power evaporated
away, for only the Doge would be allowed to
see past all masks within his Court.
Over the coming year the nature of this
new Court was fully understood. The presence
of masks and the shrouding of the mien within
the presence of the Doge ensured that all
appeared equal before the Doge. But it also
meant that no changeling could be certain of
the identity of who they were talking to within
court, meaning that conspiracies no longer
could operate so easily, and the Lost were now
open to express their opinions before the Doge
without fear of repercussions. The masks
ensured that the members of the Freehold had
to work together. But there were also other
benefits. Balls and parties increased as the
Lost found that the Gentry were now
hampered by power of the Doge, and no
longer could they identify their old slaves.
The Court of Carnival is also known as
the Court of a Thousand Masks, the Harlequin
Court, the Court of Ecstasy, and the Violet
Court. The Court of the Carnival grew and
prospered. Every year new Lost poured in
from the Lions Tail trod, and in Venice they
found refuge and security. The Gentry
themselves also came into Venice, but masked
by the power of Carnival, the changelings of
the city were able to drag the True Fae into a
world of madness and ecstasy from which they
could not escape. It was in these parties of
wine and meat and music that the unfortunate
True Fae lost all sense of themselves, finding
human emotions and worst of all, human
weakness. Prone and drunk on the human


condition, the Lost would strike upon their
Guests dragging them before the Doge
before either incarceration or execution.
For a time peace and tranquility
reigned in Venice. That was until the Doge
was assassinated.
The identity of the Doge is always an
unknown. The power of Carnival means that
whenever someone assumes the mantle of
Doge, all history and knowledge of that person
becomes masked by the Wyrd. Others may
remember the person but assume they left for
some other city, or that they died or were taken
back by the True Fae. Either way all memory
of the identity of the Doge is clouded, while
the old Doge reassumes their old life as if they
had always been there, whilst forgetting of
their time as Doge. It is for this reason that the
first ever assassination of the Doge came as
quite a surprise to the Lost of Venice.
One of the Gentry, a self-made master
of mirrors and masks, found their entire notion
of Venice to his dislike. She was insulted that
these wayward slaves, even some of her own,
acted as if they were lords and ladies because
they had the immunity granted them by the
Pact of Carnival. This True Fae, a jealous
fiend, Her Body of Cackling Wine, sought to
show the Lost of Venice the error of their
ways. She would find the Doge and pluck out
his eyes to show all of the foul creatures that
nothing comes without some sort of price.
Through intrigue and dark pacts Cackling
Wine duped and seduced a number of the Lost
of Venice, bending them to her will so that the
Pact of Carnival could be uncovered. This cat
and mouse game continued for many nights
and years as Cackling Wine discovered more
about the Carnival, more about this ancient
festival. And it was by understanding it that
this True Fae discovered the secret to the
Doge.
During the great fire of the early 16
th

century, Her Body of Cackling Wine
destroyed a number of her entitlements,
banishing her Arcadian powers given by these
names. Her hair fell to the ground and pooled
like oil, her eyes wept smoke and she found
herself diminished. But with the ritual came
the Doge, summoned by her sacrifice, by the
very Pact of Carnival. The Doge, their mask
now shattered and their true self now open to
all that looked upon him, confronted the True
Fae, his rage visible as his elemental mien of
fire ignited and burned bright. All over the city
the Hedge opened into the city and the
Hobgoblins and Gentry that had lain in waiting
poured into the city to take back their wayward
slaves. Meanwhile the Doge fell upon
Cackling Wine, flame and fire setting the
surroundings and oil a blaze. And then
together, burning and fighting, the Doge and
Cackling Wine fell into the waters and were
lost forever.
After the city had burned and ash now
fell from the skies, the Lost gathered together
for safety, their grand ball over. They had paid
the price of their decadence. Carnival had
come to take the flesh it was owed. But one of
the Lost went out looking for the missing
Doge and discovered floating in the water the
skull of the dead duke. Compelled to repay
Carnival, this changeling used the teeth of the
skull to pluck out his eyes and then donned the
skull as his new face. Carnival had been
appeased, and a new Doge had risen from the
ashes.
The mid 16
th
century saw Venice hit
with plague and the city dwindled in power.
The Lost, once the dominant force of Venice,
now had to tackle the strange vampires and
ghosts who had snuck into the city, taking
advantage of the chaos. Fingers were pointed
at these entities for bringing disease to the city,
but these were only suspicions. With Venice
reduced by death and destruction, the House of
Winter, the Ca di Ghiaccio, flourished. The
swell of mourners and feelings of loss brought
much power to the House of Ice, and many
more changelings joined their House, seeking
to find shelter and safety. Winter cast a long
shadow over Carnival, and so the balls and
revelry were replaced by secret decadence and
hidden orgies. It was also at this time that the
House of Winter, the Ca dei Crani, the House
of Skulls, organized a new group of dedicated
changelings who could deal with the threat of


the restless dead. The isles of Lazaretto are
cursed places where things that should remain
dead lurk in the dark and only those
changelings that seek goblin fruits tainted by
death dare to tread these shores.
As the years past and more and more
foreigners arrived in the city, the changelings
of the city feasted on their emotions. The
Carnival still took place, and princes and lords
from all around came to indulge. This
decadence was all the Lost of Venice had to
stave off the effects of the decline of the city
and its Empire. The House of Spring, the Ca
della Consacrazione, fed off the dark desires of
the visiting nobles. The Ca di Sun, the House
of Summer, feasted off the anger and rage that
seethed within the Venetian sailors and lords
as their lands were stolen from them. Those
changelings of the Ca dei Crani sipped at the
fear of all Venetians, the fear that Venice
would fall, the fear of plague, of death, of the
end of the Empire. And the Ca di Ghiaccio
just hid themselves away, storing away what
things they could while gnawing on the
constant feeling of sorrow that had fallen on
the city. Venice was falling and the
changelings carried on their Great Carnival,
ignoring the inevitable end.
Debauchery and revelry hit its height in
the 18
th
century , and as the city found new
depths of sin, the magic of the city was
banished as science and industry altered the
face of the city. Imagination, the savage
garden of emotion, was gone, and the city was
devoid of feeling. Glamour of all kinds ran
thin within the city, the harvest was over and
now was the citys winter of discontent. The
Court of Carnival withered, and the Houses
warred with one another for the little glamour
that flowed into the city.
Then came Napoleon, and with him
corrupt mortal sorcerers and vampires. The
city, sick and empty of any form of emotion or
passion, fell to the warlord and the Court of
Carnival was broken. But not before the price
of flesh was paid. The last Doge of the old
Court hung himself from the Campanile in St
Marks Piazza, the pact with Carnival
maintained. Their years of revelry were over
and now their sins were to be weighed and
counted.
During the darker years of Napoleonic
rule, and under the rule of Austria and
Mussolini, the Lost dwindled, hunted down by
mystics and Fae hunters. The magic of the city
was gone, but those who remained, the
remains of the Houses and the Court, kept the
embers of Carnival alive. Secret balls, private
parties, all these things helped keep the dream
alive. In this desert of emotion the mask of the
Doge was protected. But then there were those
of the Houses who sought to destroy the mask,
the crown of the Doge, and so replace the
Court with the Seasonal rule. Changeling
killed changeling and a shadow war ground
the Houses down, and all the while mages and
vampires stole their ancient artifacts and
magical devices.
But worse was to come. Magical war,
the loss of the great dream of Venice, the end
of the Serenissima, had damaged the very
essence of Venice. Like Atlantis and the
Minoans, Venice was to be consumed by
water. The city reflected darkly in the oily
waters that flooded the city, and into these
waters the Gentry dragged mortals to Arcadia.
Flooding became a frequent event and
people were lost to the waters as the mirror-
like floods allowed the Gentry to hunt far and
wide within the city. The very defenses of the
seas had been turned against them, another
cost of their debauchery.
However, Carnival returned. A new
pact was made with the great festival, and this
time the price was even higher. In return for
Carnivals protection, for returning the city to
its former glory, the Doge and his court would
have to pay the ultimate price, their souls,
when Carnival comes looking from its
payment of flesh.
Ever since the re-emergence of the
Carnival in the early 80s the Lost of Venice
has grown in strength. The Freehold is once
more stable, and the dream of Venice now
draws tourists in from all over the world and
with them they bring their passions, their
emotions, their imaginations, and their hope.
Venice was once more a place where people


could indulge in their desires, sorrow, fear,
rage.
Of course there were those who still
opposed the Court of the Carnival and the
Doge, but they could not deny that Carnival
had caused a resurgence of emotion and
energy with the city. Vampires were driven
from their havens and terrible wizards were
banished from their sanctums. Dreams of
Venices salvation were planted in the minds
of those mortals that could save the city and
the trods of the city were once more patrolled.
But despite these things Venice was still
terribly damaged. Floods still ravaged the city
in Winter, and the waters still threatened to
rise and consume the city forever. And of
course the Gentry still came into the city, now
more aware than ever of the high price of
Carnival.

The Freehold of Venice has been held
by the Court of Carnival for many centuries.
During that time countless Doges have held
office. Some were granted the position by the
departing Doge, others were simply bestowed
the seat upon the death of the last Doge. The
identity of the Doge has always been one of
the greatest mysteries of the city. Every time a
new Doge is appointed, he is bound to keep
that identity secret or he will die and the title is
then passed on. Meanwhile the old Doge slips
back into his old life as if he was never gone.
Gaps in details are filled in, and all memory of
his time as Doge is removed. The only tie
between the Doges of the Court of Carnival is
the Book of the Long Masquerade, a journal
detailing the history and lore of the Freehold.
The role of the Doge is that of arbiter
and chairman. He is the head of the Freehold
but not a despot. His rule must first pass the
approval of the Dukes of the Seasonal Houses.
Only in times of great need can the Doge rule
without question, but even that must be agreed
upon by the heads of the Seasonal Houses of
Venice. The Doge authorizes new laws for the
Freehold, acts as the final judge of tribunals,
and acts as the commander of arms when war
is declared.
The Doge also plays a major role in the
social aspect of the freehold, holding court and
listening to the needs of his subjects. Thus the
Doge performs an important part in the
Freehold, acting as counselor and master of
rites.
The Glamour that acts upon the Doge
ensures that the identity of the Doge is a secret
and his human face is concealed when in
court. Outside of his duties as Doge, the Doge
cannot reveal his title and the magic associated
with the title is not revealed. For all intents and
purposes the Doge is just like any other
changeling.
The Glamour associated with the title
of Doge is not just limited to the Doge
themselves, but extends to all of those within
court. When entering the official court of the
Doge, all other changelings have their mien
banished and their image is concealed by a
mask. The Pact of Carnival allows for all
changelings to associate with each others as
equals at the price of not knowing whom they
are with. This curious effect means that only
changelings that enter court together are aware
of which mask that they each wear. For others
that arrive at the court, changelings must ask
for their identity. Thus it is completely
possible for changelings to remain anonymous
in court, free to speak their mind to all others.
Such a state of affairs means that concerns can
be openly expressed without fear of
repercussions. But it also means that rumor
and conspiracy is rife, and paranoia reigns as
changelings try to ensure that they are not
identified and singled out for their views and
actions. But this maddening court of intrigue,
backstabbing and whispers is the price paid for
their freedom. The Pact of Carnival gives the
Lost of the city shelter from the Gentry.
Carnival works its Glamour upon all members
of the freehold, hiding their mien from the
Gentry so that they appear as just mortals. This
does not stop the True Fae however, it is just
another mask and like all masks they can be
looked past.
The most notable Hollow of the Court
of Carnival is associated with the Ca Psaro,
the museum for oriental and modern arts. This
stone-clad gothic building is covered in


gruesome heads.

The Court of Carnival, the Thousand
Masks, the Quicksilver Court, the Court of
Revelry and Laughter.
Some wish to hide, some wish to loses
themselves to their desires, others give into
their rage, and others wish to cause fear. But
the court of Carnival is something else. It is
farewell to the flesh, to let go of themselves
and be lost within the festival of Carnival. If
they are willing to make the sacrifice, the
Carnival offers safety, pleasure, mystery,
magic, secrecy and power. The ultimate
message of Carnival is one of festival and
showing that the Lost can turn the tables on
the Gentry. Of course the question is when
Carnival will come seeking to collect their
debts.
For the above reasons the Court of
Carnival is eclectic, maddening, and colorful,
attracting changeling from all walks of life.
But typically the court attracts those
changelings that have a taste for politics,
intrigue, revelry and magic, all at once. They
are all self-styled princes of Faerie. But of
course this intense mix is difficult for many
changelings to accommodate, and often
courtiers can be driven to insanity by the
pressures of Carnival. But this is the cost of
the power that comes from the Court.
Of course the most important rituals of
the Court focus on the period of Carnival.
Starting on the 26
th
of December the Doge,
along with a representative of the House of
Winter, leads the celebration of the start of
Carnival. Masks are ritually burnt, signifying
the start of the period of renewal. But first the
changelings must give up their past year and
confide to Carnival their sins. The real
celebrations do not begin until two weeks
before Fat Tuesday, and on the Sunday at the
start of this period the Doge elects the Carnival
Prince and Princess. These two lead the balls
and parties and act as a focus for the
Freeholds celebrations, culminating in their
ceremonial marriage on Fat Tuesday. This
marriage sees a grand ball and Lost from other
Freeholds beyond Venice are invited to join in
the celebration.
The following day, Ash Wednesday,
marks the start of Lent, and so the changelings
of the Court of Carnival focus intently on their
purpose and duties for the following year.
For the remainder of the year the Court
is devoted to secrecy and study, defending the
Freehold and rooting out dangers within the
city.
The heraldry of the Court is a strange
mix. It is the clear blue skies over the Adriatic
in February, the bracing sea breeze, the smell
of mulled wine, the sparkle of light from the
crests of waves, the taste of hot chocolate, the
sound laughter, the ringing of church bells,
masks, tricorn hats, cats, lions, violins,
gondola, mercury, salt, a sense of
disorientation and loss of direction.
The Mantle of Carnival is somewhat a
mix of all others. The Mantle gives a senses of
Carnival as an overload of the sense as a
means to hide the changeling. At Mantle to
the mien of the changeling is confusing
and sensual as the observer is assaulted by the
smells and tastes of Carnival. When invoking a
contract laughter may be heard or a cold wind
blows. At Mantle + the mien of a
Carnival courtier is even more intense as
dimensions are confused, directions twisted,
spices can be smelled in the air and laughter
assaults the ears of the observer. Even more
important is that this Mantle only manifests in
locations where the Doge is holding court, or
if the Carnival courtier wishes.
At Mantle + a Carnival courtier
become harder to spot and so those actively
seeking the changeling have a -1 die penalty to
their appropriate search skill (Wits +
Composure or Wits + Skill) roll. At Mantle
+ the changeling becomes even more
masked by Carnival, their mien is diminished
and they gain a +1 dice bonus to all subterfuge
rolls. At Mantle the previous penalties
and bonus at previous levels increase by one.
Thus their stealth/subterfuge rolls are
increased by +2, and a -2 penalty to those
seeking the changeling.
The emotion tied to the Court of
Carnival is Carnival itself. Changelings


harvest the Glamour associated with festivity,
celebrations, grand balls, and drunken parties.
This emotion is brought to the forefront in
others as a way of once more feeling what was
stolen from them by the Gentry. Only by
seeking out Carnival can the Court feel as
though it has turned the tables on their
debauched Keepers, stealing back their old
lives and the magic of Faerie. But Carnival
also means acknowledging that all great things
come at a great price and that their freedom
and powers come with strings attached. It is
only when this is acknowledged that a
changeling is free to celebrate his freedom,
knowing what it cost to regain it.
The Court holds certain stereotypical
views of the other courts.
Spring Court: They may indulge in
their passions, but they lose themselves too
easily to their desire and forget to celebrate all
other aspects of life.
Summer Court: They may win the
war but they never take the time to rejoice in
their achievements. No, instead they just seek
out more war, more bloodshed.
Autumn Court: They may try to steal
the magic of Faerie, and use such things for
their own war, to make the Gentry fear their
own tools, but they do not take the time to
enjoy the pleasures that it can bring, or
celebrate the world that it reveals. But always
know that all gifts come with a price.
Winter Court: They can hide but
Carnival will always come, always seeking to
take what is owed, that debt. But also, no
matter how the Winter Court acts, they cannot
deny that they have succeeded in escaping the
Gentry, and not celebrating such an
achievement is a terrible thing as then you
have no drive to achieve greater things.

The current Doge is theorized to have
been in power for the last decade at least. His
rule has been characterized by his balance
between tough justice and a light-handed rule.
Balls and parties are allowed at all times, but
in the shadows his agents are constantly on the
lookout for loyalists, privateers, Gentry and
militia. Within court the Doge has been
attacked openly for not being more proactive
and has gained the hatred and distrust of those
within the Summer and Spring houses. This
revulsion has been born out of the disgust at
the Court of the Carnival preventing seasonal
rule, but also at the Doge clamping down on
the parties and gatherings that have gotten out
of hand, or the more militant Summer courtiers
who think the Doge is not doing enough to
actively hunt those who would bring down the
Freehold.
The Doge appears in court dressed
much like a prince or lord would during the
18
th
century. His attire is white and gold, with
an opulent coat, buckled shoes and powdered
wig. His mask fully conceals his face and is a
shifting mask of emotions.
The Doge does not work in a vacuum,
and has a number of aides that are known
within Court. The Pact of Carnival allows for
the changelings of the city to come to court
and act anonymously, but there are
changelings of the court who are identifiable,
at least within court. Outside of court, it is up
to these changelings to reveal their title.
The seneschal of the Doge is the Bauta.
This changeling is in charge of keeping track
of the details of the city, the funds that are kept
by the Doge, files on the threats to the
Freehold, and works with the Dukes of the
Seasonal Houses to distribute titles and duties,
maintaining the location of Freehold
commons, safe houses and hollows.
Of all the members of the Court of
Carnival, the seneschal is possibly the most
important role but also one of the most
disrespected positions within the Freehold.
Many of the House of Autumn feel that the
seneschal is intruding on their responsibilities,
while the House of Summer and Spring see the
seneschal as a puppet of the Doge.
The Bauta appears in court in robes
almost as opulent as the Doge, and his mask is
the Bauta mask. The Bauta mask is a full face
mask with an angular pronounced jaw that
disguises the mouth. The mask is covered in
gilding and ornate designs.
The role of Volto is the official
peacekeeper of the city. Dressed in the Volto
mask, similar to the Bauta but in pure black,


and worn with a tricorn and a cloak. The Volto
acts as both investigator and executioner, and
works in unison with the defenders of the
Freehold from the Seasonal Houses. Thus the
Volto acts as leader and commander of these
militant changelings, but this an uneasy
alliance that leads to conflicts of interest. Of
all the positions with the city the identity of
the Volto is well known to all changelings in
the Freehold.
The Larva appears similar to the Volto,
however with a mask of pure white. The Larva
is the official ghost hunter of the Freehold.
Such a position is required when the city has
such a deep and troubled history. Thus the
Larva is normally associated with the Autumn
and Winter Seasonal Houses. The other main
duty of the Larva is that of assassin. Whenever
things must be done quietly, the Larva is the
one that is called upon by the Doge. This
means, unlike the Volto, the Larva operates in
complete secrecy.
Servetta Muta is always a female
changeling and dresses in opulent robes and a
black oval mask that has only slits for eyes.
The wearer must bite down onto a bit so that
the mask is held against the face. Thus the role
of the Servetta Muta is that of a confessor. The
Lost of the Freehold can reveal their sins and
troubles to her without the fear that she will
reveal these secrets to others, such is the Pact
with Carnival that is made by the Servetta
Muta. Over the centuries others have tried to
pervert this position, but before long there is a
new Servetta Muta, a changeling is missing
and the Larva is cleaning his blades.
The Columbine and Columbina are the
two changelings who are considered the most
beautiful within the Freehold. The Columbino
masks are the classic half masks, concealing
just the eyes and nose leaving the lower
portion of the face exposed. The masks are
very ornate and so are the costumes that the
courtiers wear. These two changelings are in
charge of organizing the balls and parties of
the Freehold, gifted in the performing arts, and
also are notorious for their numerous and
frequent sexual encounters at these parties.
The final official position within the
Court of Carnival is the Medico della Peste, or
Plague Doctor. This changeling is dressed in
the traditional black robes and wide brimmed
hat, with a mask that covers the entire face.
The mask features small eye slits covered in
clear stones, and is completely white. The
main feature is the grim looking curved wide
beak. This beak, during the Venetian plagues,
was designed so that it could be stuffed with
herbs and spices that would prevent the doctor
from breathing in the plague.
The Medico della Peste is the Freehold
physician, but also acts as intermediary
between the Freehold and the Vampires and
sorcerers that live within the bounds of Venice
and the Venetian mainland. Other than the
Larva and Volto, the Medico della Peste is one
of the most feared and respected changelings
in the Freehold, and on rare occasions
changelings that have been brought in for
minor ailments have disappeared without
trace.

The Court of Carnival has power over
the Masquerade, enabling Changelings to
literally say Farewell to the Flesh.

This clause allows the Changeling to


take on the visage of another.
Prerequisites: None
Cost: 1 Glamour
Dice Pool: Manipulation + Mantle
Action: Instant
Catch: Wear a mask worn by a
stranger within the last hour

Roll Results
Dramatic Failure: Gain a face of a
person who has bad luck attached to them e.g.
they owe money and they run into their
creditor. Last until sundown.
Failure: Nothing Happens.
Success: Your face becomes that of
another and passes the inspection of others
who know that individual. All other body
features remain the same. Lasts for a numberof
hours equal to your Wyrd.


Exceptional Success: You may take
on the face of the target, and in future this
clause can be invoked and on success be used
to reassume that face. All costs are as normal.

This clause allows the Changeling to


take on the visage of another and all other
features in appearance only voice, mantle,
smell, height, weight. Of course this does not
extend to knowledge or personality.
Prerequisites: Mantle * Court
Goodwill ***
Cost: 1 Glamour per feature (voice,
face, height and weight, smell, mantle, aura)
Dice Pool: Manipulation + Subterfuge
+ Mantle
Action: Instant
Catch: Hold a mirror of polished iron
to the face of the person you wish to mimic.

Roll Results
Dramatic Failure: The Changeling
becomes the target all the hate and anger of the
person they wish to mimic. Also those who
have reason to hate the person they wished to
mimic, now instead target the Changeling.
Last until sundown.
Failure: Nothing Happens.
Success: You gain the features you
have paid for. The effect lasts until sundown.
Exceptional Success: You take on all
the features of the target, plus gain +2 modifier
to all rolls when trying to act like the target.

This clause allows the Changeling to


increase the size of a party and make it more
intense and harder for the revelers to leave.
Prerequisites: Mantle ** Court
Goodwill ****
Cost: 3 Glamour + 1 Willpower
Dice Pool: Socialize + Mantle
Resolve (highest of the group)
Action: Instant
Catch: The Changeling has had their
finger in the drink of each person at the party.

Roll Results
Dramatic Failure: The party falls
apart in spectacular fashion e.g. fight,
bickering, a police raid etc.
Failure: Nothing Happens.
Success: A success is required for
every 10 people present. After that all extra
successes increase the party by 25% of the
initial size. The Wyrd has arranged for them to
obtain tickets, money etc to enable them to go.
Those at the party will remain there for a
number of hours equal to the successes rolled.
The party will have all the food and drink
required, as the Wyrd has somehow
manipulated fate for this to happen. To leave
the party a contested Resolve + Wyrd roll is
required between the person and the
Changeling that invoked this clause. The
people at the party will remain there for a
number of hours equal to the half the number
of successes rolled.
Exceptional Success: Same as above.
Now the party will increase by 50% instead of
25% with the extra successes. The party now
lasts a number of hours equal to (successes +
wyrd)/2.

This clause allows the Changeling to


know of the location of the True Fae within
the city.
Prerequisites: Mantle *** Court
Goodwill *****
Cost: 4 Glamour + 1 Willpower
Dice Pool: Empathy + Resolve +
Mantle
Action: Instant
Catch: The Changeling eats a piece of
paper which has on it the name and all the
titles of their Keeper.

Roll Results
Dramatic Failure: The Changelings
location is revealed to the True Fae.
Failure: Nothing Happens.
Success: The Changeling speaks the
word Ferrum and then is able to know the
location of a number of True Fae in the city,
equal to the number of successes they rolled.


This lasts for 1 hour. If the catch is used then
the Changeling knows the location of the
named Keeper for a number of hours equal to
the number of successes they rolled.
Exceptional Success: Same as above.
But the power can be conveyed to other
changelings by wearing a mask and then
passing it on to others.

This clause allows the Changeling or


another of their choice to undergo an inversion
of their morality. For some this would allow
them for a time to commit sins that they could
not before, and for others it would give them a
taste of what they have lost.
Prerequisites: Mantle ****
Cost: 5 Glamour + 1 Willpower
Dice Pool: Empathy + Composure +
Mantle (vs Resolve + Wyrd)
Action: Instant
Catch: The Changeling performs the
ritual on a night of a half moon, listening to a
person reveal a sin of theirs to another.

Roll Results
Dramatic Failure: Immediate test of
degeneration of Clarity, (roll three dice).
Failure: Nothing Happens.
Success: The Changeling or their
target (who is allowed to resist), has their
Clarity (or equivalent morality rating) inverted
e.g. 7 becomes 3, 2 becomes 8 etc. This means
that things that were sins are now not, or vice
versa. This lasts for a number of hours equal to
the successes rolled.
For the duration if a sin is committed,
based upon the inverted morality rating, the
degeneration does not take place immediately.
Instead check for degeneration after the power
wears off.
When the power wears off the
character will suffer nightmares for a number
of nights equal to the highest morality rating
they had from the two states of inversion. So if
they inverted from Clarity 3 to 7 then they
would have nightmares for 7 nights. The
nightmares would mean the character would
suffer the effects of fatigue over this time.
Exceptional Success: Same as above.
However, it also gives those inverting from
low to high morality the chance to regain
morality after the effect wears off, by spending
a willpower dot.



What is obvious from above is that the
Court of Carnival is a court of extremes. It
allows for excessive revelry, but also harsh
punishments and complex Byzantine politics.
No surprise when within the court of the Doge
all changelings are disguised by Glamour. This
chaotic court extends to the Seasonal Courts.
Because there is no rotation of the Seasonal
Courts in Venice, something not required with
Carnivals inherent concept of revelry and
sacrifice, the Seasonal Courts have formed
Houses. These houses function in much the
same way as they would normally, except that
instead of the rotation of leadership, the heads
of each of the Houses act as Councilors to the
Doge. The Doge has final say in matters, in
laws and pledges and oaths, but not without
the support and advice of the Councilors.

The House of Spring shares much in


common with the Court of Carnival. Both
promote parties, following desire, revelry and
indulgence. But the House of Spring takes
these things a step further without a thought
for the cost of such indulgence. Their house,
sitting on the edge of the Grand Canal, is the
dilapidated Ca da Mosto. The Mosto family
was an influential family in Venice but then
with the fall of the Venetian Empire, the house
was sold on. The name Mosto comes from the
word for grapes or the name for the priest of
Bacchus, the Mustes. This house appears to be
empty, but within the upper stories the House


of Spring often holds their decadent parties.
The real House of Spring lies within the
Hedge, where the Ca da Mosto has been
extended and replicated. The building is
opulent, decorated in frescoes and mirrors,
murals and statues, with curtains of plum and
lime. This building is both the party house,
with many rooms containing large beds, and
the seat of power of the head of the House of
Spring.
The head of the House of Spring is the
Vernal Duke. The selection of the Duke is a
simple popularity contest. Of course popularity
is a fickle thing. You can be popular for being
fun and promoting the desires of the House, or
for being scathing, or for causing fear in those
you dislike. Thus the Duke gains the title
through their strength of will.
The Duke sits at the centre of a spider
web of intrigue, listening to every piece of
gossip and news that is brought to his court. A
well placed observation or insult by the Duke
could make or break a changeling in the city,
and these views can be spread about the
Freehold quickly by the Dukes agents.
The Duke is served by a number of his
own household. The first of these is the
Claviger. This Spring courtier is the official
bodyguard of the Duke, but is also in charge of
organizing security for the House of Spring,
which often brings him into competition with
the Doges Volto. Typically the Claviger has a
passion for weaponry and the martial arts, and
in the history of the Venetian Freehold, is one
of the most skilled sword masters of the city,
equal to even the most skilled Summer
courtier. In fact the Claviger is often
recognized for bearing the Flowering Steel, a
symbol of his office and also a powerful token
in the hands of a skilled warrior. On rare
occasions the Claviger has also been called
upon to fight in a duel for the honor of the
House of Spring.
If the Columbino of the Court of
Carnival are the club kids of Venice, then the
House of Springs Sage Escort is the citys
matron of whores. She is one of the most
passionate of the house and is renowned for
having harems that consist of Lost from all
Houses and genders. In fact the Sage Escort, or
simply Veronica (a title based upon the name
of the famous courtesan of Venice), is the best
intelligence officer for the House. Pillow talk
being the source of some of the best secrets,
and damning information. Her position is seen
as competition by the Columbino, and the
Servetta Muta has a distaste for the Veronicas
actions, often hearing confessions from those
Lost who have disclosed their deepest sins to
this Spring courtier.
The other prominent role with the
House of Spring is the Joyeux. This muse of
joy is holds a position of respect, helping other
courtiers, not just those of Spring, in the
pursuit of their work so that they may achieve
happiness. Of course the Joyeux is a skilled
listener and counselor, but can at times been
seen as a meddler, sticking their nose into the
business of others when they are unwanted.
i
Carnival means farewell to the flesh.
The Carnival is about sacrifice, and what
greater sacrifice is there but giving yourself in
defense of others. This is how the House of
Summer, the House of the Sun, relates to the
Court of Carnival. Carnival also promotes
saying farewell to the Losts former life as
mortals and accepting what they are. It also
recognizes that they are no longer slaves but
free. But this freedom comes at a price; blood
and flesh, and the House of Summer pays this
price every day.
The House of Summer operates out of
the Arsenale. The changelings make use of the
most dilapidated sections of the former war
factory, appearing to either work for the
museum or as local homeless people. The
Arsenale extends into the Hedge, and this
Hollow of the House of Summer is a
storehouse of weaponry and tokens that can be
used against the Gentry. It is a grim fortress
within the Hedge, similar to the Arsenale at its
height of production, or the Ducal Palace
prison. The Arsenale Hollow consists of
barracks, a war room, numerous training
rooms and armories, and a jail.
The House of Summer is modeled on
the Venetian Empires military, in particular


their navy. So like the sailors of old, the House
of Summer is ready to take the fight to foreign
lands, regardless if it is the territory of rival
Freeholds or the Hedge. This structuring
means that almost all members of the House
hold titles derived from the navy.
The head of the House is the Admiral.
The Admiral expects discipline within his
house and punishes those who not give him his
due respect. The position of Admiral must be
earned, it is not bestowed, and typically this
occurs when the previous Admiral dies or
steps down and the Doge formally promotes a
Summer courtier to the rank of Admiral. This
can at times mean that the next highest ranked
Summer courtier isnt promoted to Doge. Such
a thing is rare but as expected can cause
political strife within the House as the Doge
snubs those who may think they have the right
to the position of Admiral.
Below the Admiral are the Crimson
Captains. Serving in the same role as Iron
Adjutants in other Freeholds, thus they act as
the Admiral within the field when he himself
is otherwise in engaged in other matters of the
Freehold. There are always at least two, and
there can be at most half a dozen, and these are
the most obvious agents of Summer in the
Freehold, executing the orders of the Admiral.
They are not expected to be mindless servants,
and so captains are often skilled soldiers and
quick-witted. These captains are never just the
leaders of motleys that consist purely of
Summer changelings. Some captains are the
only members of the House of Summer within
other motleys. At times these captains are
called upon to lead gatherings of soldiers of
the Summer court, these soldiers being drawn
from all motleys within the Freehold.
The soldiers of the Summer House
come in two ranks, lieutenants and corporals.
The difference is simple. The more skilled
lieutenants are better armed and command
more respect from their commanders, while
corporals are expected to follow orders
without question.
Some captains have duties other than
just commanding the grunts of the House of
Summer. The House of Summer has taken it
upon itself to police the Freehold, and in
charge of these operations is the Constable of
Calefaction, and so this has often led to the
House to being at odds with the Volto of the
Court of Carnival. However most times these
two positions act together. The other position
held by a captain of Summer is the Jager. This
captain is a skilled hunter, especially within
the Hedge, and is often called upon by the
Admiral to lead hunting parties into the Hedge.
The Jager and the Larva share similar
expertise, but also know their respective
specialties; the Jager often differing to the
Larva when matters concern Vampires, the
dead and Magi.
i
Behind every mask is a mystery, and so
there is fear, paranoia and horror. But there is
also magic. Carnival is a festival of revelry,
and also a chance to indulge in the magic of
illusion and to enjoy the quick frights that it
brings. Carnival allows for the reversal of
roles; the beggar becomes the lord, the nun
becomes the whore. For the Lost of Venice,
Carnival allows for the reversal of power, and
turning the tools of their enslavement on their
Keepers. For these reasons Autumn and
Carnival can be allied in their fight against the
Gentry.
The House of Autumn operates in the
Teatro Fenice. Here the courtiers of Autumn
masquerade as actors and theatre hands.
Within the Hedge the theatre is dark and
brooding and it is here that they perform their
commedie dellarte. These improvised plays
are designed for amusement, to invoke the
magic of Venice, but also to teach. Often these
plays are tales of morality, humility and
mystery. For their changeling audience, these
are a means to teach. For the mortals that see
these plays, they allow the Autumn House to
harvest fear. This gothic theatre is also a
storehouse for all of the Autumn House
artifacts, tomes and tokens.
The leader of the House of Autumn is
often never seen by his subjects, instead
cultivating a society of fear and mystery
within his own House. His existence is only
confirmed by meeting with the Doge, but


again this figure may well just be a puppet.
The leader of the House of Autumn is known
as the Silent Skull. This name is suggestive of
the role of Lord of Autumn, a being that may
well be watching the dark and causing events
that terrorize the unwary so that they will be
ready for when the Gentry come a calling. It is
also in reference to the means of
communication that the Lord of Autumn uses;
messages magically sealed with a snarling
skull.
The hierarchy of the House is often just
as secretive, with changelings only knowing
which changelings are their direct superiors or
their students, and with changelings referring
to each other as mentor and ward. This means
that the House of Autumn is like a university
of fear and secrets, and only a few know all
the connections between the members of the
House. This means that it is possible for
members of the House to pass each other in
the halls of the theatre but not speak or
acknowledge each other as neither is aware of
the others respective rank.
Some Autumn courtiers are bestowed
titles, but again these are secret titles that are
only revealed when there is a requirement to
do so.
The Ranger of the Thorns is entrusted
with the duties of harvesting goblin fruits from
the Hedge, hunting Hedge beasts and
hobgoblins, mapping the trods and Hollows,
and also acting as a guide to others. Such a
role is easy to conceal but does lead to
competition with other hunters and those
harvesting. The Ranger is also distrusted as the
Ranger is able to locate Hollows already taken
by changelings of other Houses.
Venice Carnival would not be the same
without fools and jesters, and the Fool of First
Frost is a very visible role within the House of
Autumn, and also within the Court of
Carnival. The dark comedy of the Fool nestles
neatly with the philosophy of Carnival, the
jester poking fun, making satirical jokes,
creating distractions and promoting the House
of Autumns commedie dellarte. The fools
tales also act as warnings, designed to terrify
and amuse.
The other most prominent role for
Autumn courtiers is the Ashen Notary. It is
known that one exists in the Freehold, but no
one knows the identity of this changeling, only
that there is an Autumn courtier who
investigates all Pledges and records their
nature and their participants. Such information
is used by the Silent Skull to root out those
Pledges that have been used to orchestrate
conspiracies.

Winter is the season of sorrow. It is


also the time of quiet, punishment, hibernation
and hiding. Winter seeks the shadows, the
darkness and camouflage. Winter is also about
sacrificing comforts. Winter is about self-
sacrifice, and that a changeling can only rely
on their own skills when the chips are down.
The Pact of Carnival meshes well with the
concept of Winter.
The location of where the House of
Winter meets is not well known to the other
Seasons, and in fact the House is only a House
in name; the House tends not to hold frequent
large gatherings. One location where the
House of Winter does gather, and is only
known to the members of the House of Ice and
their allies, is the Hotel Danieli. Once the most
expensive hotel in Venice, the Danieli is a
gothic palazzo which is favored by celebrities
and the rich. The members of the House fo
Winter masquerade as hotel staff and make use
of the store rooms for their meetings. Within
the Hedge the Hollow located here is a dark
brooding building that is a maze of hotel
rooms, all surprisingly empty. This is because
the Hollow is a decoy. No one really knows
where the head of the House of Winter rests
his head, or where the House keeps their safe
houses.
The head of the House of Winter is the
known as the Nameless One. This Lord is a
master of Winter and sits at the heart of a web
of mystery and is only seen in person in the
presence of the Doge if he is called upon.
Otherwise the Nameless One is exactly that,
and unknown. His word and orders are only
heard through his Onyx Thanes, who in turn
issue orders to the Iceclad Amigers, who in


turn speak to the Squires of Frost, who then
use the Flowing Pages as their messengers.
This web of intrigue and minions are held
together by the code and seals of Winter and
the Mourning Cant.
Other than these titles that are
determined by the Mantle of a changeling of
the House, there are more specific titles that
are not specifically tied to their Mantle.
The Sun Banisher is a well known
position within the Freehold, even if the
changeling is not known directly. Word simply
must reach the Banisher that evidence of some
form must be removed and that his services are
required, and then in return the Banisher sets
his price. This communication then continues,
facilitated by the Flowing Pages.
The Lord of Inhospitable Chamber is
another title that is rumored to exist and the
identity of the Winter Courtier is unknown.
What is known comes from the whispers of the
victims of this changeling. He is an
interrogator, jailer, torturer and master of
information extraction, setting up situations
where the subject divulges secrets when they
are unaware that such actions are being taken
against him. In many cases the subject has no
idea that he has been watched or that events
have been orchestrated to reveal these details
until they are used against him and the foot
soldiers of Summer come calling.
The Maggior Consiglio is what the
Freehold of Venice would like outsiders to
think of them; a group of Lost who together
think of themselves as nobles and lords and
ladies. They pretend that their court operates
with the Doge overseeing their great balls and
grand parties and that the Doge listens to the
issues of the Freehold presented to him in
court and that his rule is fair and just. But this
is far from the truth. In recent years the
Freehold has become more and more unstable
as members of the House of Spring have come
to resent Carnivals continuing reign which
overshadows the commencement of Spring.
What follows is an overview of the current
political climate of the Freehold of Venice.
The current Doge of the city, unknown
to their subjects, is the Air Touched Elemental
Aura. This Lost, stolen as a child to blow
cooling breezes for her Keeper, returned to the
sea town of Chioggia, finding that for herself 7
years had passed while for her family 27 years
had gone by. Blessed with the ability to sing
enchanting songs, Aura made her way within
the Freehold of Venice, and spent 37 years
acting as a court entertainer within the House
of Spring and became a well-respected
manipulator of Glamour. It was 12 years ago
she was given the title of Doge, the former
Doge in secret bestowed the mask upon her
and with that act the roles were reversed and
the former Doge left the city, his memory of
their time as Doge struck from his mind.
The Doge for the last 4 years has
battled with a number of problems. The first
has been the slow increase in sightings of
hobgoblins and reports of disturbing dreams
amongst the population of the city. The second
has been the disappearance of a few members
of the Freehold. Apparently this has been the
work of those Loyalists hidden within the city
limits, or worst the Gentry. It has been these
issues that have led to the loss of confidence in
the Court of Carnival, especially from the
Spring and Summer Houses who expect more
direct action.
The most prominent opponents of the
Doge have been the Spring Courtier Malvolio,
and the Summer Courtier Captain Tomaas
Tusk. Within court Malvolio, a Flowering
Fairest who holds as much respect as the
Verdant Duke, is known to speak out against
the Doge within the halls of the House of
Spring, his words and gossip directing others
to stand against the Doge and her puppets. Of
course this is seen as distasteful by the Verdant
Duke who only wishes for the status quo to
remain due to the privilege that House has
with the organization of balls and
masquerades. But of course there are those
who want to rise above their station and see
the Court of Carnival brought down so that
they are no longer lorded over by the Carnival
courtiers.
The Captain Tomas Tusk, a boar-like
Beast, has always been known to be something


of a troublemaker and outspoken against the
moderate, festive, Court of Carnival. Of course
this warmongering Summer soldier has always
been under the leash of the his Admiral, the
Earthbones Elemental, Capricornus. Of course
this does not stop the Captain from voicing his
concerns as the Admiral becomes increasingly
seen as blundering and obsessed with orders
and red tape. In comparison the second
Captain, the Cinder Bella, a Fireheart
Elemental, accepts her commanders habits
and tries to take up the slack instead of trying
to bring down the regime. Of course this
means the soldiers of the House are caught
between their own opinions and following
orders.
The Silent Skull, the Duke of Autumn,
is the least vocal on issues pertaining to the
rule of Carnival. Some suggest that Autumn
fears the Court, since only they would truly
respect the climate of fear that the Doge has
created. In truth the Duke of Autumn is more
aware of the intrigue rife within the Freehold
but does not divulge all the details to the Doge.
Instead what little bits of information are
revealed are said at times when they would
have the most impact on the Court, to create
the most amount of fear so that the Court is
driven to achieving greater things. The real
problem for the Doge and the Silent Skull
comes from the inevitable shadow war
between their respective spies and the ever
heightening atmosphere of paranoia within the
Freehold. Both know that if these fears are not
conquered, then they will drive the Lost of the
Freehold to committing terrible actions. But
worst is that within this quagmire of rumors
and secrets the real truth will be overlooked. It
would be easy for this to be solved by
removing the Court of Carnival from power,
but the Silent Skull is more aware than any
other that Carnival is integral to the Freehold
and the city, and that on the horizon the city
will have pay its dues to Carnival. Within the
House of Autumn there are those who see too
many secrets, and these individuals now pass
secrets to other Houses as they seek to
reinstate the cycle of Seasons, but they must
work quietly and discreetly as it has been
known for traitorous Autumn courtiers to
vanish without trace. Then there are those who
just feast on the fear within the Freehold and
just seek to see this blossom into terror and
harvest it.
If the Autumn House is a court of ash,
where those in power are unseen, then the
House of Winter is just as well hidden. The
Nameless One is even more quiet on matters
concerning the cycle of Seasons. There are
those who can only see the coming sorrow that
will fall upon the Freehold, and those that see
the ensuing chaos as the perfect theatre within
which to hide from the Gentry. And so the
Nameless One allows the Freehold to continue
as it does. But then that is because Winter
wishes to remain unseen so that those traitors
can be caught in the act. The Nameless One is
fully aware that there are traitors within the
Houses of Spring and Summer. But it is also
the rule of the Icelaw to not interfere with the
practices of the Houses. Thus the Nameless
One is biding his time, letting his messengers
bring him all the information he needs so that
when the time comes Winter will be able to
wait out the storm and not be harmed by the
Pact of Carnival.
It is then clear that the Freehold is torn
between secrecy and revelry, magic and
muscles, survival and sacrifice, and there are
those not ready or willing to make a choice.
The main focus of Freehold life is the
unending Carnival. At least once or twice a
week a masquerade party of some form is held
in the name of Carnival. The location is
marked on the doors by the symbol of the Pact
of Carnival, the lions of St Mark and the book.
Within this marked location, the Pact of
Carnival weaves the Glamour to form the
masks upon the faces of all changelings within
the building, while dispelling the mien of the
changelings. The effect is identical to that
which occurs in the court of the Doge. The
difference is that this power is an extension of
the Doges, invoked by his officers only who,
simply masked, draw the symbol in gold or red
paint.
These parties are the perfect
opportunity for the Lost of the city to indulge
in Carnival and to socialize without the worry
of people using their actions and words against


them. However, these parties have the added
problem of paranoia as people hear rumors
involving themselves but dont know who has
said what. It is for this reason that these parties
often remain focused on more trivial matters
and enjoyment. Those Lost who can perform
take the opportunity to do so, otherwise
entertainment can be provided using
ensorcelled mortals.
The larger gatherings of the Freehold
take place once a month on a Saturday night.
These gatherings begin as more somber affairs
where Freehold issues are brought up and
decrees are made. News such as upcoming
tribunals and other Seasonal House events are
announced, along with the formal
announcement of titles being bestowed. After
the more serious business is over, the real
party can begin. These larger gatherings are
often held in the Hollow maintained by the
Columbino for the Doge. This Ducal Palace is
a building shaped by the Wyrd and stands in
the Hedge where the Rialto would be. Access
is only granted by the two Carnival
changelings, and those with the appropriate
tokens must simply pass under the arch facing
south on the Rialto bridge. The Ducal Palace,
known as the Rialto Palazzo, stands on a
bridge that spans the river like trod of the
Lions Tail. The palazzo is a gleaming
construction of white marble and gold, Doric
columns and pink stone.
Other meetings do take place within
the Freehold. Once a month the House of
Autumn holds its commedia dellearte, while
the House of Spring holds more decadent
parties at its Hollow, on a bi-monthly basis.
The House of Summer holds monthly
tournaments, while the House of Winter
remains indifferent and tends to stay quiet and
only engage in more open meetings during the
Winter months when they hold their markets.
The term Mascherari was the name
used by the mask-making guilds of Venice. In
modern times this term is now used by the
Lost when referring to the motleys of the city.
However this term has also been adopted by
the groups of the Bound that haunt the city.


The Hundred Masks is a group of
Spring courtiers. They are devoted to the task
of organizing the decadent balls that the Lost
attend. The success of the balls is a sign of
their own prestige and dominance within the
politics of the Freehold. Their parties are
extravagant affairs and a chance to upstage all
the other Houses and the Court of Carinval.
For this reason they are often at odds with the
Columbine and Columbina.
In order to hold their parties, the
Hundred Masks have a hold over club and bar
owners (though there are not many clubs in
Venice itself) and the owners of some of the
palaces in Venice. The Hundred Masks also
have contacts with drug dealers, buying
mundane drugs and selling their Glamour-
infused, mystic, narcotics.
Quote: May I have this dance my
lady?, These decorations are all
WRONG!, I dont think they were invited?
Could you see to them please?
Background: Malvolio is from Milan
and grew up during the 60s and was heavily
involved in the social revolution that was
taking place. His family were suit and shirt
makers, but he had no desire to go into the
family trade. Instead Malvolio hung out with
his friends from school, riding his motorcycle
and taking drugs.
It was while out riding his motorcycle
that he pulled off the main road and stopped to
smoke a joint. It was while there that he
walked through an unseen gateway into the
Hedge. The Hedge reacted to Malvolios
intoxicated state of mind, and the Hedge
blossomed with flowers in impossible colors,
and fireflies darted about in the thorns.
Malvolio was soon good and lost.
Lost in the Hedge, Malvolio was
discovered by Mandrake. Mandrake, a strange
figure dress in a white suit but with a mesh
face mask, almost like a beekeeper, lunged at


Malvolio and gassed him.
Malvolio awoke in a glorified
greenhouse that was hot and humid, that
stretched on for miles. There were others
there, but they stood motionless, their arms up
stretched to the sky as flowers sprouted from
their fingertips, eyes and mouth. Every plant,
vegetable, fungus and shrub was a person. And
he was now slowly succumbing to the heat.
Years passed and Malvolio awoke,
startled by something. The greenhouse had
been untended for some time and become
overgrown, and with great effort Malvolio was
able to shake himself free. He noted that vines
and flower petals fell from him. The petals
were a dark purple and from his lips fell
sickly, white berries. He picked his way
through the overgrown garden and out of the
greenhouse, into the cool air of the barren
landscape that was the realm of his keeper.
Malvolio returned to mortal world after
almost 20 years had gone by, while he was
only 6 years older. He arrived back in Milan,
but not where he had left his motorcycle all
those years ago. Instead he returned through a
door in an alleyway in downtown Milan.
Malvolio discovered that he had been deemed
dead by the authorities, and his family had
since moved from the city.
Malvolio was picked up by the local
Freehold, but after some problems in Milan he
moved on to Venice where he joined the
House of Spring, fitting in perfectly with the
House and their ideals and aspirations.
Once in Venice Malvolio gained a
reputation for being a bit of a player and
nihilistic. His parties were some of the most
decadent, his balls the most grand. His links
with the drug trade made him influential in the
harvesting of Glamour for the House of
Spring. His investment in narcotics has
brought him into conflict with the Silk Road
Pirates as he attempts to provide even stronger
potions that have been harvested from the
Hedge, with little regard for the effect that
such drugs have on the mental state of the
mortal population. He is also in competition
with Count Carnelian and Silver Heart, the
Columbine and Columbina respectively. Both
see Malvolio as having overstepped his status
and putting the security of the Freehold as risk.
Description: Malvolio is a handsome
man, with dark messy hair and a well trimmed
goatee. He dresses in designer suits and wears
a flower depending upon the emotions he
wishes to broadcast. His Mien shows that his
eyes are violet, with pale, ivory skin and
purple hair. His ears are pointed and his lips
are as inviting as a flower. His Mantle is heavy
with the smell of flowers, almost sickly.
Flowers near him bloom and give off a
nauseating fragrance.
Storytelling Hints: Malvolio is a
womanizer and is lecherous. He indulges his
vices readily and will publicly destroy the
reputation of others, with little regard for their
own feelings. No form of indulgence is too
depraved for him. He hates the rule of the
Court of Carnival and actively seeks to see its
downfall with the Vernal Duke. He also hates
the fear-mongering of the House of Autumn
and has a vendetta against the Fool of First
Frost.
Apparent Age: Early 30s
Court: Spring
Seeming: Fairest
Kith: Flowering
Keeper: Mandrake
Mental Attributes: Intelligence 3, Wits 4, Resolve 4
Physical Attributes: Strength 2, Dexterity 3,
Stamina 3
Social Attributes: Presence 4, Manipulation 4,
Composure 2
Mental Skills: Academics 2, Investigation 2,
Medicine 2, Occult (Hedge Fruit) 2, Politics
(Freehold) 2
Physical Skills: Athletics 2, Brawl 1, Drive
(Motorcycles) 2, Larceny 3, Stealth 1, Weaponry 2
Social Skills: Empathy (Emotions, Lies) 2
Intimidation (Veiled Threats) 2, Persuasion
(Seduction) 3, Socialize (Dress Balls, Bars) 3,
Streetwise (Drug Dealers) 2, Subterfuge (Lying,
Misdirection) 2
Merits: Allies (Drug Dealer), Contacts (Night Club
Owners, Drug Dealers, Bent Police Officer) 3,
Harvest (Emotions) 3, New Identity 4, Mantle
(Spring) 3, Resources 3, Toxin Resistance 2,
Retainers 2, Token 3.
Willpower: 6
Clarity: 5
Virtue: Prudence


Vice: Gluttony
Health: 8
Initiative: 5
Defense: 3
Speed: 10
Wyrd: 4 (Glamour 13/4, 10 Goblin Fruits, 7
Pledges)
Contracts: Elements (Plants) 3, Fleeting Spring 3,
Eternal Spring 3, Mirror 2, Dream 2, Vain Glory 3
Pledges: Motley Pledge (Adroitness Persuasion),
Oath of the Rose and Thorn (Retainers)
Token: Hedge Spun Raiment 2, Ace in the Hole 1

Quote: The cat shall have his
cream., You dear are a whore, and worse, a
syphilitic one!
Background: Tybalt was born in
Venice in 1746. The Venetian Empire was
now nothing but a rotting city where princes
and nobles of Europe came to gamble and go
whoring. Here Tybalt was a young boy of 7,
running through the streets. An urchin, thief
and a troublemaker. It was one night, when the
moon was high in the sky over the city that
Tybalt was once more fleeing the night
watchmen, his pockets filled with ducats. He
rounded the corner and did not realize a coin
fell to the pavement, rolling through an
archway marked with the sign of two crossed
keys. Looking for an escape, Tybalt fled down
this path.
Tybalt was lost and the Hedge grew
tall and enveloping over the young boys head,
growing darker and darker. Behind him keys
rustled and jangled and before him was the
Zookeeper. The strange figure was thin and his
face was like that of a magpie. Those dark
beady eyes regarded the young man, and he
produced a whip, made of a long piece of
rawhide. He lashed out at the boy and directed
him deeper into the Hedge.
Tybalt worked for many years in the
menagerie of the Zookeeper, cleaning the
cages of the strange creatures that the Keeper
maintained. Tybalt and others like him were in
turn kept caged together, like the animals that
they looked after for the Zookeeper.
But one day Tybalt, now more feline
than man, and some of his fellow captives
made a break for it, the Keeper chasing them
with whip and nets. But Tybalt was free at last,
his feline speed and agility lending him the
skills needed to escape the Hedge and the
pursuit of his Keeper.
Tybalt arrived in Venice 1994. For him
only 10 years had passed, and Venice was now
a modern tourist city. He survived on the
streets, suffering from future shock, making
money as a street performer and from
employing his skills as a thief.
Tybalt was picked up by the Freehold,
and the Vernal Duke gave him a home,
teaching him how to live in these modern
times. Over the years Tybalt became less like
the scared young boy he once was, and is now
a confident trickster, aloof and alluring. He is
considered one of the best thieves in the city
and one of the best performers of simple magic
tricks.
Description: Tybalt is lithe, with a
small nose and with scruffy hair. He has
almond-shaped eyes and a streak of grey
through his mousy brown hair. He tends to
wear a frock coat and ruffled shirts, the
pockets of which are slightly torn. He has the
look of a gypsy to him. His Mien shows his
cat-like form. His ears are pointed, his eyes
almond-shaped and double-lidded. He has a
tail, and fur sprouts out from under his clothes.
His teeth are more pointed and he has a
moustache of fine whiskers. The Mantle of
Spring manifests as a cool, fresh, breeze, the
smell after the rain and the blue light of the
skies above Venice.
Storytelling Hints: Tybalt is a
trickster, a rebel, a thief and untrustworthy. He
is aloof, and theft to him is a game. He mocks
those who are foolish enough not to watch
their possessions and mocks those who fall
into his traps. He enjoys the spoils of life and
sneers at those who are constantly at work.
Apparent Age: Mid 20s
Court: Spring
Seeming: Beasts
Kith: Hunterheart
Keeper: The Zookeeper
Mental Attributes: Intelligence 2, Wits 4, Resolve 2


Physical Attributes: Strength 3, Dexterity 4,
Stamina 2
Social Attributes: Presence 2, Manipulation 3,
Composure 2
Mental Skills: Crafts (Forgery) 2, Investigation 2,
Occult 2, Politics 1
Physical Skills: Athletics 3 (Run, Climb), Brawl
(Dirty Fighting) 3, Larceny 3, Stealth (Move
Quietly) 3, Weaponry 2
Social Skills: Animal Ken 3, Empathy 2,
Intimidation 2, Persuasion 2, Streetwise 2,
Subterfuge 1
Merits: Ambidextrous 3, Fast Reflexes 2, Fleet of
Foot 2, Contacts (Fence, Antiques Dealer) 2,
Harvest (Pledge) 2, Mantle (Spring) 2, Resources 2,
Token 2.
Willpower: 4
Clarity: 5
Virtue: Hope
Vice: Greed
Health: 7
Initiative: 6
Defense: 4
Speed: 12 (14)
Wyrd: 3 (Glamour 12/3, 7 Goblin Fruits, 6 Pledges)
Contracts: Fang and Talon (Cats) 3, Fleeting Spring
2, Mirror 1, Smoke 3, Dream 2, Goblin Contracts:
Fair Entrance 2
Pledges: Motley Pledge (Adroitness Persuasion),
Oath of the Rose and Thorn (Retainers)
Token: Trifles: 3 Bilefruit, 3 Thimbleblack
Quote: What delights can I perform
for you tonight?, Delicious!
Background: Blue Monday was born
in Russia in the 1980s. She was born to a
family of gangsters, and her father treated her
like a princess. She was protected by his men
and at the age of 16 was sought after by the
young men in the gang. However none were
good enough for her. At least that is what her
father said.
Her life was a lonely existence, kept
from the family business, treated to whatever
she wanted, driven about in expensive cars and
dressed in high fashion. Her mother was the
perfect example of vanity, and her father an
example of wrath. However, through those
young men in the business, she gained an idea
of what the family business was, and after
leaving school she began to take more of an
active role, acting as her fathers PA and
advisor.
It was at the age of 19 she killed her
first person. She was at home when an assassin
from a rival mob broke into the family home.
By sheer fortune she came upon the trespasser,
and with the assailant confused, she was able
to take the shot. The assassin fell back,
bleeding from the chest, and in his death
throes he smeared a bloody hand print on a
painting of a winter scene. That following
January Blue was on a night out and met a
handsome man, he called himself Jakob. In
fact he was one of the Gentry, Jack Frost. By
some means Blue had broken a pledge of some
form or caused a key to be turned. Either way
she was stolen away by this Fae, and a fetch,
made from ice and snow, was left to lead her
life.
Blue suffered a durance of servitude.
Raped and forced to look after the kitchens of
Jack Frost, her heart became just as hard and
cold as the domain she had been taken to.
Her escape, back to Moscow, was
enabled by tricking the Fae to drink a warming
elixir. With her master paralyzed, she was able
to escape. She returned to the mortal realm and
found 10 years had gone by. Her other self, her
fetch, was now head of the household, having
killed her parents. Worse her fetch noticed her
return and chased her from Moscow, but not
before Blue had stolen back some of her
inheritance.
Blue journeyed to Venice, having
passed through the Balkans looking for a
permanent home. Arriving in Venice, she
established herself with the local mob and the
Spring Court. Her contacts and influence with
the Russian and Eastern European Mafia was
of use to the House of Spring and the
Freehold, and so Blue Monday, as she came to
be known, grew in influence over the years
until she was bestowed the position of Sage
Escort. She had established a strong foothold
in the sex trade in Venice and Mestre and
through it was able to indulge the needs of the
House of Spring.
Blue Monday joined Malvolios motley


out of having a similar outlook on life and
similar goals. However Blue Monday is not as
politically motivated, and she is focused on
simply maintaining her position within the city
and the power it gives her. She is unaware of
Malvolios real goal of bringing down the
Court of Carnival.
Description: Blue Monday is 5 4,
and obviously Eastern European, with wide
hips and is voluptuous. She is apparently
emotionless, or at least does not display her
emotions. She is always well dressed in the
Milan designs. Her Mien shows her skin as
being tinged blue, her hair even darker, her
eyes completely white, and her nails like
icicles. Her mantle of spring manifests as melt
water, a touch of frost, bluebells and the smell
of vineyard blossom, and takes the appearance
of this blossom.
Storytelling Hints: Blue Monday is
focused almost entirely on her role as Sage
Escort and actively seeks to bring the desires
of the House and the Freehold to the fore. For
this reason she is fun-loving and is something
of a matchmaker and swinger, enjoying
numerous sexual partners. She does not like
being labeled a slut or whore, and competes
against the Columbine and Columbina, and the
rival motleys to the Hundred Masks, and she
hopes to hold the most extravagant orgies.
Apparent Age: Mid 30s
Court: Spring
Seeming: Elemental
Kith: Snowskin
Keeper: Jack Frost
Mental Attributes: Intelligence 2, Wits 4, Resolve 3
Physical Attributes: Strength 2, Dexterity 4,
Stamina 3
Social Attributes: Presence 5, Manipulation 4,
Composure 3
Mental Skills: Academics 3, C rafts (Glass
Blowing) 2, Investigation 2, Medicine 3, Occult
(Hedge, Hedge Fruits) 3, Science 3
Physical Skills: Brawl 2, Drive (Boats) 1, Larceny
3, Stealth 2
Social Skills: Empathy 2, Persuasion (Fast-
Talking) 3, Socialize (Bars) 3, Streetwise 2,
Subterfuge 3
Merits: Barfly 1, Contacts (Bartender, Market Stall
Spice Seller) 2, Court Goodwill (Autumn) 1,
Harvest (Hedge Bounty) 3, Hollow: Size 2,
Amenities 2, Doors 1, Iron Stomach 2, Language
(Italian) 1, Mantle (Spring) 2, Resources 2.
Willpower: 4
Clarity: 5
Virtue: Temperance
Vice: Wrath
Health: 8
Initiative: 6
Defense: 3
Speed: 11
Wyrd: 3 (Glamour 12/3, 7 Goblin Fruits, 6 Pledges)
Contracts: Artifice 3, Eternal Spring 3, Dream 3
Pledges: Good Neighbors Pact (Jager), Motley
Pledge (Adroitness Survival), Commendation
(Vernal Duke), Commendation (Doge)

Other members of the Hundred Masks
are Mercutio and Paulo Vino Vino.
Mercutio, a member of the House of
Spring and a Fairest Dancer, is also the House
of Spring Joyeux. He dances for the pleasure
of the Freehold as well as bestowing small
favors on those in need of a little cheering up.
He is kind-hearted but not a pushover. He
dislikes those who moan far too much. Some
consider him to be nosey, boisterous and
simply annoying.
Paulo Vino Vino is also of the House
of Spring and an Ogre Farwalker. He acts as
the muscle and security for the motley. His
size is massive, and he is a furry beast of the
mountains. He is a drunkard and brutish,
though some just say he is enjoying himself.
However, in his drunken rage, he exhibits his
sexist views and enjoyment of just smashing
things up.

The Hundred Masks is not the only
motley devoted to pleasure. There are others,
and in the Court of Carnival they are
collectively known as Stocking Groups, after
the term used for those groups of men that
would compete in the organization of the
festivities for Carnival.
The Harlequins of Carnelian is led by
the self-titled Count Carnelian, the city
Columbine, and one of those officially tasked


with organizing the balls and parties of the
Freehold. His motley are equally devoted to
the task and take the role seriously and do not
appreciate interference by those of the House
of Spring who have not been appointed to the
task by the Doge.
Where the parties of the Hundred
Masks are decadent affairs, those of Carnelian
are more formal and follow the etiquette of the
Venetian courts of old.

Quote: We would be honored by your
appearance in Court, When one is in
Venice, one must feel it in their blood
Background: Carnelian would have
some think he is from Spain or Naples or even
London. He pretends to be a lord, an earl or
some duke. In reality Carnelians history is
more mundane.
Carnelian was born to a poor family in
the slums of Rome during the end of the 19
th

century. While his family slaved away as
bakers and maids, he was unique. He could
sing. And for this he gained the education and
freedom his family always wanted for their
children. He joined the local church choir,
took lessons and by the age of 12 was a local
celebrity as people would come to hear him
and the choir sing to the heavens.
His singing would be a gift and a curse.
It raised his family out of poverty, but also
gained him the unwanted attentions one of the
Gentry, Vzaldizak, Boyar of the 31 Crystal
Mountains. Stolen away by the Fae, chased
down by the Boyar, who rode upon a stallion
made of onyx, Carnelian was taken away to
one of the crystal castles. The realms of the
Boyar sparkled with such intensity, a mind-
fracturing spectrum. But the Boyar needed
something to fill one of his castles with sound,
with music, and Carnelian was fashioned into
a canary, with wings of yellow ruby shards.
For over 300 years Carnelian sang endlessly
for the Boyar and his guests. He sang the
Boyar to sleep. He sang for their grand balls.
He sang and sang and sang. His lungs bled and
still he sang. But that was his gift. And with it
his means of escape, as he sang the Boyar to
sleep, other changelings helped Carnelian
escape.
Carnelian took flight, free from the
cage of malachite that the Boyar kept him in,
his song keeping the Boyar asleep long enough
for him to leave the confines of the castle.
Escaping to the Hedge, and through it
back to the real world, Carnelian found
himself in Venice. His song had been heard by
the Doge, and he had drawn Carnelian to the
Lions Tail trod and to the Fairy City.
Carnelian returned to the mortal realm
in 1963. He had only aged a few years during
his captivity, and so he needed help getting to
know the current age. One thing that did
capture his interest was modern media, and
with the help of a new identity, Carnelian has
become a locally known singer and radio host,
most well known for his opera performances.
Carnelian, due to influence in mortal
affairs and his love of performance and the
Carnival, was bestowed the position of
Columbine, and has held the position for over
30 years. Along with the Columbina, he
organizes many of the balls and court events
for the Doge, his primary concern being the
well-being of the guests, the choice of
location, and the entertainment. For this reason
he often performs at court, choosing to sing
songs that are most relevant to the concerns of
the court.
Carnelian, even at his late age, is still a
notorious womanizer, though he is considered
dashing and gentlemanly.
Carnelian, though easy-going and
welcoming, dislikes those who break with
court etiquette. For this reason he cannot stand
the interference of Malvolio in court business,
or worse, Malvolio acting above his station.
Though Carnelian and Malvolio are both of
the House of Spring, Carnelian is seen as the
superior and the true representative of Spring
interests with the Court of Carnival.
Carnelians motley, predominantly
drawn from the House of Spring, were chosen
for their ability to perform. Carnelian chooses
not to make his home at the House of Spring,
instead renting an apartment just above a
music school where he may listen to new
talent.


Description: Count Carnelian is an
anachronism. He dresses like a dandy of the
19
th
century, wearing fine brocade coats, his
hair a mop of curls. He adorns his cravat with
fancy gem-encrusted pins, and he wears many
rings. Of course the most predominant color in
his attire is the canary yellow.
His Mien shows his skin to be a sallow
grey, with his hair a blazing yellow, and his
eyes framed by glowing feathers. His fingers
are tipped with fine talon-like nails.
His Mantle manifests as birdsong and
the smell of freshly cut grass, with a
shimmering of golden light.
Storytelling Hints: Carnelian is a
gentleman, following etiquette and attending
to the needs of his guests. He is discerning in
his choice of food, wine and clothes, and the
decorations for the parties he hosts. He is
considered something of a food lover and will
often eat all courses presented to him during a
meal while others would have finished eating
or skipped courses during the same meal.
Carnelian is not known for loud outbursts, but
he has clever and witty discussions and put-
downs.
Carnelian hopes one day to be elevated
to the position of Doge, knowing that with it
will come total freedom from his Keeper. He
fears that each night he performs his Keeper is
in the audience, but Carnelian knows that he
must sing, for if he didnt then his Keeper will
have stolen more than his life, but his song as
well.
Carnelian is also actively researching
the mysteries surrounding the Red Priest,
Vivaldi, hoping that within the music of
Vivaldi there are more clues to Venice and the
nature of the Gentry.
Apparent Age: Early 30s
Court: Spring
Seeming: Beasts
Kith: Windwing
Keeper: The Boyar
Mental Attributes: Intelligence 4, Wits 4, Resolve 4
Physical Attributes: Strength 3, Dexterity 4,
Stamina 3
Social Attributes: Presence 4, Manipulation 5,
Composure 3
Mental Skills: Academics 2, Investigation 2,
Occult (Pledges) 3, Politics (Freehold) 3
Physical Skills: Athletics (Leaping) 3, Brawl 2,
Larceny 1, Stealth 1, Weaponry 2
Social Skills: Empathy 3, Expression (Singing) 4,
Persuasion (Seduction, Fast talk) 3, Socialize (Dress
Balls, Bars) 4, Subterfuge (Lying, Misdirection) 2
Merits: Allies (Radio Station chief), Contacts
(Theatre owner, Bar owner) 2, Harvest (Emotions)
4, Hollow (size 3, amenities 4, doors 2, wards 3)
New Identity 4, Mantle (Spring) 3, Mantle
(Carnival) 3, Resources 3, Retainers 2, Token 4,
Fame 2.
Willpower: 7
Clarity: 6
Virtue: Charity
Vice: Pride
Health: 8
Initiative: 7
Defense: 4
Speed: 12
Wyrd: 5 (Glamour 14/5, 15 Goblin Fruits, 8
Pledges)
Contracts: Mirror 4, Dream 3, Fang and Talon
(Birds) 4, Fleeting Spring 3, Eternal Spring 3, Vain
Glory 2, Carnival 3
Pledges: Motley Pledge (Adroitness Expression),
Commendation (The Doge), The Knights Oath
(The Doge)


Quote: 7 years bad luck is the least of
your worries!, Beauty is in the eye of the
beholder., I only show what your soul
reflects., My art is just a reflection of the
truth that is all about us. I just make it clearer
for you to see.
Background: Lady Murano is one of
the oldest of the Lost of Venice and also
comes from one of the oldest time periods of
history. She remembers little of her true life,
such is the effect of future shock, but what is
known is that she was from medieval Italy and
was the daughter of a priest who angered one
of the Fae known as Queen Bathory, The
Drinker of 99 Hearts. Lady Murano was to be
tormented by acting as a mirror for the Queen.
Every act she committed, Murano would


reflect and repeat as entertainment for the
Bloody Queen.
Muranos escape came when she was
able to show Bathory her weakness, her own
stain of humanity. Disgusted in what she saw
Bathory threw the mirror, and thus Murano,
from her tower in Arcadia, smashing the object
and freeing Murano. The young woman, now
with skin of reflective gossamer, fled, before
the Queen changed her mind.
Returning to the mortal world, Lady
Murano was picked up by a group of
privateers in the Hedge before being rescued
by a motley. She was taken back to the
Freehold of Florence, and it was here that she
was taken in by the Spring Court. She could
see into the hearts of those about her. She
could see their pain, and she now wanted to
bring out their dreams.
Fleeing Florence after a war between
the Courts of Summer and Autumn, Lady
Murano, taking the name only on her arrival,
came to Venice hearing much about the Court
of Decadence, the Court of Carnival. She
brought her reputation as a form of
psychopomp.
As her reputation increased, and so her
ability to guide others in their pursuit of their
desires, Murano, an important informant and
director for parties that revolved around
particular individuals. She became adept at
working out who to invite and who not to
invite to balls and gatherings. She also always
knew what gifts to give to guests and what
music would entertain them. For all these
skills Carnelian invited Murano to join his
motley, and she has been a member for 15
years now.
Muranos main rival is the Sage Escort,
Blue Monday, and the two often try to out-do
each other with gifts for a particular member
of the Freehold. Murano is also in competition
with members of the House of Autumn, for
amongst the House of Spring she is one of the
most knowledgeable in occult lore.
Lady Murano works in one of the
many shops that sells glass objects made in
Murano.
Description: Lady Murano is tall,
blond, and has plain features. For this reason
she tends to wear a lot of makeup and
extravagant clothes. She of course wears a lot
of gems, with the color choice depending on
her mood. Her mien shows her as being made
of shimmering glass, her facial features now
gone and just formed from the reflections
about her. Her mantle manifests as droplets of
dew on her mirror skin, and the light shining
through her in shades of blues and yellows.
Storytelling Hints: Lady Murano is
charismatic, helpful and attentive. She is a
good listener and is observant. However, she is
also superstitious and quick to chastise those
who would foolishly commit acts that would
bring the ire of the Gentry or other beings.
Apparent Age: Mid 40s
Court: Spring
Seeming: Elemental
Kith: Manikin
Keeper: The Bloody Queen Bathory
Mental Attributes: Intelligence 4, Wits 4, Resolve 3
Physical Attributes: Strength 2, Dexterity 4,
Stamina 2
Social Attributes: Presence 4, Manipulation 3,
Composure 3
Mental Skills: Crafts (Glass, Jewelry) 3,
Investigation 3, Occult 4
Physical Skills: Athletics 1, Brawl 1, Larceny 3,
Stealth (Hide in crowd) 2, Weaponry 1
Social Skills: Empathy 4, Expression (Violin) 3,
Persuasion 3, Socialize 3, Subterfuge 3
Merits: Fast Reflexes 2, Fleet of Foot 2, Contacts
(Art dealer, Book collector) 2, Harvest (Pledge) 2,
Mantle (Spring) 3, Resources 3, Striking Looks 2,
Token 2.
Willpower: 6
Clarity: 5
Virtue: Faith
Vice: Greed
Health: 7
Initiative: 6
Defense: 4
Speed: 11
Wyrd: 4 (Glamour 13/4, 5 Goblin Fruits, 7 Pledges)
Contracts: Mirror 4, Fleeting Spring 4, Artifice 4,
Vain Glory 3, Elements (Glass) 3, Carnival 1
Pledges: Motley Pledge (Adroitness Expression),
Commendation (The Doge)

Other members of the Harlequins of


Carnelian are Aurora, a Fairest Shining One,
another courtier and who is the eyes of
Carnelian, no matter how obvious she may be.
Amaretto is a Winter Courtier, and Carnelians
most trusted spy. Another Elemental, a
Woodblood, Amaretto is suspicious and
speaks and writes in riddles.

The Imaginarium, as they are known,
are a fellow Stocking gang of the Harlequins.
They have a friendly rivalry and follow the
laws of Carnival closely. The Imaginarium, led
by the Columbina, Silver Heart, are devoted to
their art of entertainment, and claim one of the
smaller theaters as their territory. However,
they are also known for traveling to other
Freeholds in the region to spread the word of
Carnival.
The majority of their entertainment
takes the form of morality plays, designed to
let the audience realize their own fears and
desires, and embrace their lost humanity.
The Imaginarium takes their work
seriously and takes great offence to those that
plagiarize their work or use their shows as
opportunities for other actions that the
Imaginarium has no interest in.

Quote: We are tonights
entertainment!, I have a story to tell you
all.
Background: Silver Heart was born in
Paris in the 1980s. She was raised in a family
of musicians and taught to sing and dance.
However, she did not adhere to the rules of the
theatre where she trained and gained the
attention of the fiend, the Creeping Silence.
This foul creature was jealous of the beauty it
saw and desired the words that were sung.
Silver Heart was stolen away and taken
to a realm of darkness and pain. She was
forced to dance to entertain the entity of
darkness. In the caves of the Silences realm,
she danced in the deep underground hall where
little light shone. She danced until her feet
bled, and her legs caved in to tiredness. And
when she could dance no more, the Silence
would take her to his bed to enjoy her body,
indulging in the weak flesh.
Her escape from the realm of tunnels
and darkness was by chance, as other pets of
the Silence, filthy goblins and Lost of the
darkness, made their escape having finally
mapped the tunnels. And though she had
trouble navigating the pitch black caves, her
grace was what allowed her to escape, for the
Silence was blind.
Her escape back to Paris showed that
10 years had gone by. Her life had been taken
by a fetch, made from discarded ticket stubs
and crushed glass. Her fetch had fallen out of
ballet and now was living a shadow of her life,
married in a loveless marriage, her family
disappointed in her abandoning her future in
dance. Disgusted with what had become of her
life, Silver Heart found work at the theatre
while learning the ways of the Lost in the local
Freehold. She would find joy once more in her
life, in her lifes passion, and in turn make her
fetchs life a living hell.
For the next two years she followed her
fetchs every move, seeing the creature
indulge in an affair and steal from her parents.
She finally struck when her fetch was alone,
waiting along the river bank near Notre Dame.
She moved like the wind and dragged the
mockery of her life into the waters, drowning
the thing and making it nothing more than the
scraps that it had been fashioned from.
Knowing that her family were
distraught with the loss of their daughter and
the prodigy that she once was, Silver Heart
invited them to the theatre where she once
more performed. She appeared to them as if
she was a ghost, one lasting memory of what
they knew and loved her for.
Following the death of her fetch, Silver
Heart traveled from Paris to Vienna and then
onto Venice where she performed for the lords
and ladies of the modern nights, forming her
own motley of performers, knowing now that
her calling in life was to remind mortals and
Lost alike that life is to be enjoyed, and that
through her art she can do this.
Silver Heart as Columbina is in charge


of organizing balls, parties and court with the
Columbine, Count Carnelian. She is even
rumored to be romantically involved with the
Autumn Courtier, the Fool of the First Frost.
Description: Silver Heart has fine
austier features. Her eyes are deep in shadow
and her hair is an ash blond. Her legs are long
and slender and her feet are equally small and
pointed. She tends to wear loose gowns
allowing for the greatest amount of freedom of
movement.
Her Mien shows her true elven
features. Her eyes are completely black and
almond-shaped, and her figure is even more
slender and sensuous. Her hair is more like
fine spider webs.
Her Mantle manifests as light music,
violins and harps, layered with hushed,
sensuous moans of pleasure.
Storytelling Hints: Silver Heart is a
performer and so is the centre of attention, not
because of her words but because of her grace.
She is polite and eloquent. However, on stage
her calm grace become fiery, passionate,
striking movements and gestures, commanding
the attention of her audience.
Her main goal is to empower the Lost
of the Freehold with passion so that they may
strive against the hardships present to them.
She aims to inspire hope and resolution of the
challenges facing the Freehold.
Apparent Age: Early 30s
Court: Spring
Seeming: Fairest
Kith: Dancer
Keeper: The Creeping Silence
Mental Attributes: Intelligence 4, Wits 3, Resolve 4
Physical Attributes: Strength 2, Dexterity 5,
Stamina 3
Social Attributes: Presence 4, Manipulation 2,
Composure 4
Mental Skills: Academics 3, Crafts 2, Investigation
2, Medicine 3, Occult (Illusions) 3
Physical Skills: Athletics (Dance) 5, Brawl 3,
Larceny 1, Stealth 2
Social Skills: Empathy 3, Expression (Dance) 3,
Intimidation (Alien) 2, Persuasion (Seduction) 4,
Socialize 2, Subterfuge (Lying) 3
Merits: Ambidextrous, Contacts (Dance Instructor,
Choreographer) 2, Fleet of Foot 3, Harvest
(Emotions) 2, New Identity 4, Mantle (Spring) 3,
Mantle (Carnival) 3, Resources 2, Hollow (size 3,
amenities 2, wards 2, doors 2)
Willpower: 8
Clarity: 7
Virtue: Temperance
Vice: Envy
Health: 8
Initiative: 9
Defense: 3
Speed: 12
Wyrd: 4 (Glamour 13/4, 10 Goblin Fruits, 7
Pledges)
Contracts: Dream 3, Mirror 4, Vainglory 3, Fleeting
Spring 3, Carnival 3
Pledges: Motley Pledge (Adroitness Atheltics)

Quote: Not a sound as he pretends to
be trapped in a box.
Background: Oriel Paris was born in
Verona and was a quiet young man. He kept to
himself, cared for his studies at school, and
was generally considered a quiet but stern
individual. What was not known was that he
was abused at home by his stepfather.
Everyday saw another beating and more scars
on his back from the cane that cracked his
back.
This all changed when he looked at the
ancient Roman statues that still stand in some
places in the city and wished to not feel pain
like these everlasting figures.
His wish that night was granted and the
Fae lord, Rosariosso of the Red Lion on the
Seas, came to him and offered him what he
desired most. All he wanted in return for his
gift was that Oriel would never speak a word.
Oriel accepted, and Rosariosso fashioned from
a lump of clay Oriels fetch.
Oriel and Rosariosso made their way to
Arcadia and to the manor kept by Rosariosso.
It was here that Oriel was given his gift, and
he was transformed into a statue to adorn the
landscaped gardens kept by the Fae lord.
Oriel stood there for centuries,
watching the Fae lord dine with guests,
attended to by Fairest changeling servants,
hunting his Beast creatures, and having his


Wizened slaves work on the expansive palace.
But Oriel did escape, remembering his
lost life and finding the will to remember that
his body can move and is alive.
Returning to Verona, Oriel discovered
that he was a wanted man. His fetch had
murdered his stepfather and gone on the run,
leaving his mother alone and brutally scarred
from the ordeal.
Knowing that he could not stay in
Verona, Oriel fled to Venice, taking the name
of Oriel Paris, and joining the House of Spring
after initially being protected by the House of
Summer.
Oriel used his memories as means to
find work, becoming a mime artist. Before he
was taken by the Fae, he had wanted to
become a physicist, but now that would never
be possible.
Oriel now tries to express himself as
much as possible, since it was his very
expressions that were denied him for centuries
in Arcadia. He also has a dislike for those who
try to deny their own emotions, and so looks
down on all members of the House of Winter.
Description: Oriel Paris is a tall,
atheletic young man, with a physique like a
Roman gladiator, reflecting that he once was
in fact a living statue. His eyes are cold and
grey, and his features are classical.
His Mien betrays his true form. His
skin is as white as alabaster, his eyes are
nothing but white stone.
His Mantle manifests as small vines
that grow across his body.
Storytelling Hints: Oriel Paris, though
a mime, is not a quiet person, and will indulge
in drink and food. He hates those that do not
express themselves properly, and is known for
his abrupt insults.
Apparent Age: Mid 40s
Court: Spring
Seeming: Elemental
Kith: Earthbones
Keeper: Rossariosso the Red Lion
Mental Attributes: Intelligence 4, Wits 3, Resolve 2
Physical Attributes: Strength 3, Dexterity 2,
Stamina 4
Social Attributes: Presence 2, Manipulation 2,
Composure 4
Mental Skills: Academics 2, Computer 2, Crafts
(Art) 2, Investigation 3, Occult 3
Physical Skills: Athletics 5 (Weights, Dance),
Brawl (Boxing) 3, Stealth (Move Quietly) 2
Social Skills: Empathy 2, Expression (Mime) 3,
Intimidation 3, Persuasion 2, Subterfuge 1
Merits: Fighting Finess: Boxing 3, Iron Stamina 2,
Harvest (Pledge) 2, Mantle (Spring) 2, Resources 2,
Strong Back, Token 2.
Willpower: 6
Clarity: 8
Virtue: Justice
Vice: Wrath
Health: 9
Initiative: 6
Defense: 2
Speed: 10
Wyrd: 3 (Glamour 12/3, 7 Goblin Fruits, 6 Pledges)
Contracts: Elements (Earth) 4, Stone 3, Eternal
Spring 3, Mirror 2, Carnival 1
Pledges: Motley Pledge (Adroitness Atheltics)

Other members of the Keepers of the
Imaginarium are San Serif, Samson Greyback
and Madam Canvas.
San Serif is a Antiquarian Darkling of
the House of Spring. He is well read and
snobbish about literature. He also acts as the
narrator for the many plays and shows that the
motley performs.
Samson is a House of Summer Beast of
the Broadback Seeming. He is a large gorilla
of a man and is the motleys strongman and
bouncer. He is good humored, boastful and
also serves as a Crimson Knight for the House
of Spring, meaning in times of conflict he
leads the motley rather than Silver Heart.
Madam Canvas is another of the House
of Spring and is an Artist of the Wizened
Seeming. She is in charge of designing and
painting the backgrounds for their plays. She is
also skilled in painting and drawing. She is
diligent and dislikes loud noises, something
that is related to her durance with the Fae.

The Lords of Love are without doubt
the most decadent of the entire House of
Spring. They expect to be properly respected


by those of other Seemings and Houses, and
they simply wish to indulge their senses and
desires. The entire motley is made of
changelings from the Fairest Seeming.
The Lords of Love present themselves
as being the most influential in the desires and
emotions of the mortals of Venice, and they go
from party to party as if they are celebrities.
They even have an entourage of mortals who
hope that being in their presence will allow
some of their magic to rub off on them. They
dress in fine clothes, eat at expensive
restaurants and associate with the celebrities
and entrepreneurs who come to make money
in the city.
The Lords of Love are not that well
loved in the Freehold. They are seen as
prejudiced, aloof and patronizing. They see
those of other Seemings as nothing but
pathetic creatures and ugly.
Led by the charismatic Madam Rose
Blood, the motley operates from rooms rented
in a hotel on the Lido, where they may wine
and dine guests. They are also known to have
at least one large yacht where they host
parties.
Because of their prominence within the
Freehold, and within mortal society, they have
a number of mortal retainers. They are also
well known for keeping contacts with the
Vampires of Mestre and the so called Prince of
the Veneto.

Quote: Show some respect you filthy
dog!, So I was talking with Angelina... yes
as in Bragelina...
Background: Rose Blood, or simply
Rosaline when she was mortal, was taken
when she was 23. She was out on the lush
green hillsides of California when she was
taken by the Fae, leaving behind her friends
who accepted the fetch that was left behind.
Rosaline was taken by Mandrake who
planted her and let her grow into a beautiful
flower. His scissors would cut her flesh and
prune her stems to make her the most beautiful
flower possible. And for all the pain she
experienced in the endless greenhouse of
Mandrake, she could not scream or cry as she
became one of the docile flowers.
Her escape came as she remembered
what it was like to run on the green hills of
Orange County. With the memories came the
strength of her legs, and she was able to shake
free from the soil and find her escape from the
greenhouse.
Returning to the mortal world she
found that for her family little time had passed.
Her fetch had given up on all hope of a
modeling career while her boyfriend was now
mentally abused by the charlatan.
Rosaline wept. She could not deal with
her life having been stolen from her, and so
she fled East. It was her new gifts that gained
her popularity in New York, and from there
she continued to Europe, having already
gained contacts and allies within the film and
media business. Her need to go to Europe was
prompted by her fetch, who had been snapped
up by a TV show and now was filming in New
York. People would comment on their
similarity which frustrated Rose Blood.
In Venice, which Rose chose as it
allowed her to maintain her links to the media,
she started up a small promotional company
that also acted as an agency for those who
wished to film in the city. She also began to
form a small motely of changelings who were
also similarly involved with the media and
public. Her past experiences with the Freehold
of New York led to her picking only Fairest
changelings, and even then those of the House
of Spring. In New York she had suffered from
being betrayed and used by Lost of other
Seemings and Courts. This was something she
was not keen to have repeated. It also did not
help that she viewed all other Seemings as less
than human, something she now desires to be
more than ever since her abduction.
Description: Madam Rose Blood is
very tall and slender with a perfect figure. She
has the palest of skin and her eyes are a shade
of violet. She tends to wear quite fashionable
clothing, usually the latest trends from Milan.
Her Mien shows that her lips and nails
are a vibrant red and thorny vines creep from
her clothing to wrap about her arms and legs.
She has the heady scent of roses and jasmine.


Her Mantle is expressed as a further
enhancement of her mien, leading to all those
about her feeling overwhelmed by the scents
and colors.
Storytelling Hints: Madam Rose
Blood is aloof, patronizing, prejudiced and
spiteful. She desperately wants to maintain her
beauty and return to being fully mortal like the
very celebrities she works with. She hates
being reminded of her Arcadian nature by the
more inhuman Lost of the city.
Madam Rose is not beyond using
seduction and blackmail to get what she
desires. She is also knowledgeable in the
occult and the nature of Vampires, or Kindred
as they prefer to call themselves. She secretly
has a Vampire lover whom enjoys her
Glamour-infused blood.

Apparent Age: Early 30s
Court: Spring
Seeming: Fairest
Kith: Flowering
Keeper: Mandrake
Mental Attributes: Intelligence 3, Wits 4, Resolve 3
Physical Attributes: Strength 2, Dexterity 3,
Stamina 2
Social Attributes: Presence 4, Manipulation 4,
Composure 2
Mental Skills: Academics 2, Computer 3,
Investigation 2, Medicine 2, Politics (Freehold,
Spring Court) 3
Physical Skills: Brawl 1, Larceny 3, Stealth 2,
Weaponry 2
Social Skills: Empathy (Lies) 4, Intimidation
(Public Humiliation) 3, Persuasion (Seduction) 4,
Socialize (Dress Balls, Bars, Celebrities) 3,
Streetwise (Drug Dealers, Prostitutes) 4,
Subterfuge 3
Merits: Allies (Pimps) 2, Contacts (Hotel Owner,
Paparazzi) 2, Harvest (Emotions) 4, New Identity
4, Mantle (Spring) 3, Resources 5, Toxin Resistance
2, Retainers 2, Striking Looks 4
Willpower: 5
Clarity: 4
Virtue: Hope
Vice: Envy
Health: 7
Initiative: 5
Defense: 3
Speed: 10
Wyrd: 4 (Glamour 13/4, 10 Goblin Fruits, 7
Pledges)
Contracts: Elements (Plants) 3, Fleeting Spring 4,
Mirror 2, Vain Glory 3
Pledges: Motley Pledge (Adroitness Persuasion),
Oath of the Rose and Thorn (Retainers),
Commendation (Verdant Duke), Commendation
(Doge)
Derangements: Narcissism


Quote: A wise man once said...
Background: Ao Run was born in the
heartland of China. He was brought up
amongst the peasants, but this betrayed his true
history, that his bloodline was in fact the last
remnants of the Qing dynasty.
He was brought up to help on the farm,
and when his chores were finished he would
practice kung fu, hoping that he would be
accepted into the local school.
It was this desire to rise up out of
poverty, his natural skill as a fighter, and his
noble blood that led to him being taken by one
of the Gentry, The Emperor of the 12
Kingdoms of Fire.
In the palace ground of the dragon-like
Fae, Ao Run trained with over a hundred other
students in the ways of dragon kung fu. The
training was strict and painful. He had his
hands thrust into flaming cauldrons of sand,
backs lacerated by whips, and forced to eat
almost rock-like food and drink blood.
Years of training continued until Ao
Run was ready to be taken outside of the
palace, to act as a guard for his master as they
traveled the Hedge. It was during a conflict
between his Keeper and his Keepers rival, the
two meeting along a trod in the Hedge, that Ao
Run took his chance to escape, fleeing through
the Hedge, pursued by the Chinese Hounds
kept by his Keeper.
But Ao Run never made it back to
China and instead found himself in Venice,
emerging from a door near Marco Polos
house.
It took some time for Ao Run to get


used to living in Venice. He stills struggles
with the language and so chooses to speak in
English. Ao Run originally fell in with the
House of Summer. His martial arts skills were
spotted, and so he was used as a minor soldier
for the House. However, he fell out of love
with the House. He was tired of fighting and
instead wanted to focus on just enjoying life.
For too long he had been in training, hardening
his body. So Ao Run left the House of
Summer, and through temptation put in place
by Madam Rose, joined the Lords of Love. Ao
Run represented to Madam Rose the beauty of
the human figure through diligent training, and
Madam Rose brought out Ao Runs own love
of his body and the pleasure it could bring.
Ao Run now acts as a master of arms
for the House of Spring, but is primarily a
practitioner of martial arts and other arts that
give health and pleasure benefits. He is skilled
in tai chi, yoga, tantric sex methods and more.
To promote this he works at a spa hotel on the
Lido. Celebrities and the rich come to his
lessons and Ao Run uses it as an opportunity
to indulge himself, having one night stands
with those women and men that desire his
body.
Description: Ao Run has the perfect
physic. His body is athletic and taut with
muscles. He has short, cropped, black hair and
an olive complexion. He face is fierce and his
eyes are a vivid green.
Ao Runs Mien displays his skin to be
the same color, but covered in scales. His nails
are dark claws and his eyes are more reptilian.
His Mantle manifests as the smell of
incense, opium and strong tea.
Storytelling Hints: Ao Run is focused,
both on perfection and physical pleasure. He
feels the needs to maintain Ying and Yang
balance. However, that is not to say that he is
always calm, and he can explode into
passionate rages. He has a rivalry with Cold
Rosaline of the House of Summer.

Apparent Age: Mid 20s
Court: Spring
Seeming: Fairest
Kith: Draconic
Keeper: The Emperor of the 12 Kingdoms of Fire
Mental Attributes: Intelligence 3, Wits 3, Resolve 4
Physical Attributes: Strength 3, Dexterity 4,
Stamina 4
Social Attributes: Presence 3, Manipulation 3,
Composure 2
Mental Skills: Crafts 2, Investigation 2, Medicine
3, Occult 2
Physical Skills: Athletics 3 (Yoga), Brawl (Kung
Fu) 4, Stealth 2, Weaponry (Staff) 3
Social Skills: Animal Ken 3, Empathy 2,
Intimidation 4, Persuasion 2, Socalize 2, Streetwise
2, Subterfuge 1
Merits: Ambidextrous 3, Fast Reflexes 2, Fleet of
Foot 2, Contacts (Celebrity therapist) 2, Mantle
(Spring) 2, Resources 3, New Identity 4, Fighting
Finess: Martial Arts 3.
Willpower: 6
Clarity: 5
Virtue: Faith
Vice: Wrath
Health: 9
Initiative: 6
Defense: 3
Speed: 12
Wyrd: 2 (Glamour 11/2, 5 Goblin Fruits, 5 Pledges)
Contracts: Stone 3, Fleeting Spring 2, Mirror 1,
Smoke 3, Elements (Fire) 2
Pledges: Motley Pledge (Adroitness Persuasion),
Commendation (Verdant Duke)

Other members of the Lords of Love
are Aurora, a Bright One Fairest and escort,
Lily Black, another Flowering Fairest, Madam
Rose Bloods protg and a radio news
reporter, and Balthazar, a Dancer Fairest and
performer at one of the theatres.

The Emerald Horn is the name of the
motley that the Vernal Duke is a member of,
and is in fact the leader of.
The Emerald Horn, like the other
stocking gangs, are committed to pushing the
aims of the House of Spring. They represent
the entire season in the Court of Carnival and
try to ensure that the rulings of the Doge do
not impact upon the members of the House of
Spring.
The Emerald Horn is made of the


closest allies of the Vernal Duke, and they act
as his council, protection and officers with
regard to the action and laws of the House of
Spring.
In order to maintain their position, the
Emerald Horn do not rule with an iron fist and
are instead involved in a sort of ongoing PR
action where they try to appease all members
of the House of Spring.
The primary concern of the House of
Spring is the harvesting and nurturing of the
emotion of desire and using this to safeguard
the House against the other seasons and the
Gentry. It is only through forgetting the past
and rediscovering the pleasure of the life they
were denied, that the Lost can be free, and this
freedom is the goal of the Vernal Duke and his
Emerald Horn.
In order to perform their task the
Emerald Horn cares for the Ca da Mosto, the
home of the House of Spring, and it is also
here that the House of Spring and the Emerald
Horn hold a number of parties for the rich and
famous, harvesting Glamour from the revelers.
The House provides its courtiers with the tools
to pursue their desires.

Quote: It is my desire to make your
desires real., Carnival may rule but this is
the season of Spring, and so I will let passions
run true regardless of what the Doge
dictates.
Background: The Vernal Duke,
Ayther, was an extreme sportsman. He grew
up amongst the mountains of Austria, and it
was here that by the age of 25 he was already
an accomplished skydiver, base-jumper and
flight suit diver. He had a young girlfriend,
and they already had a daughter who was just
a few months old.
It was while scaling the cliff face,
ready for another jump, Ayther was taken.
From out of the mountain came the Fae lord,
Kaligostro. Kaligostro rode upon a great lizard
of bronze, and appeared much like a Roman
god. He chased Ayther over the mountainside,
his beast grabbing Ayther in its jaws and
taking him back within the mountain.
In Arcadia Ayther was fashioned into
the wind. Kaligostro was a raging warrior. His
realm was reminiscent of ancient Roman
cities, and Ayther was set the task to watch
over the city, looking out for those invading
Gentry.
Ayther soon forgot himself, becoming
nothing more than a thunderous storm.
However, it was as Ayther watched Kaligostro
throw from his tower another of his used-up
lovers, that Ayther remembered what it was
like to glide from the mountainside. Aythers
humanity awoke, and the winds gathered and
took shape, reforming his lost body.
Ayther fled from Arcadia and found his
way back to mountainside in time to witness
his fetch gliding down the mountain. Ayther
couldnt understand what had happened.
Upon returning home and watching his
doppelganger, Ayther realized that his life had
been stolen and an entire year had passed by.
His fetch had assumed his life, but clearly at
the expense of the wellbeing of his family.
Ayther was distraught and fled. He
lived on the street before being picked up by a
motley. Ayther joined the Autumn Court,
seeking to find out all he could about the Fae
and how to take his revenge upon them and
reclaim his life.
Ayther eventually took revenge upon
the fetch, but it was savage as he murdered the
creature before his family. Disgusted with
himself, he fled from Austria and made his
way to the Veneto. He joined the Freehold of
Venice and the House of Autumn. He hoped to
find some way of turning back time and
undoing all that had happened. But his
research was thwarted at each turn. Vengence
became depression, and Ayther lost himself to
drugs and alcohol until he was guided back by
members of the House of Spring. Ayther
realized that even now his life was still being
affected by his time in Arcadia, and that he
had to embrace the one thing he had denied
himself, his own happiness.
Ayther came out of his depression and
learned to enjoy the things that he pursues in
life, and once more he took up his old hobby
of extreme sports. Ayther sought out ever
more extreme, physical activities, ranging


from death defying sports to sadomasochistic
acts. Ayther forced the pain from his heart, but
still he could not forget how Arcadia had
stolen his soul.
Over time Ayther grew in prominence
amongst the House of Spring. He helped
others deal with their pain and their fetches.
He guided others to their desires through
various forms of meditation and dreams. After
8 years in Venice, Ayther had become so
popular amongst the House of Spring that he
assumed the position of Vernal Duke, the
previous Duke stepping down for the younger
changeling.
As Vernal Duke, Ayther has strived to
ensure that the desires of his courtiers and
those of other Houses are met. He watches
from afar the House of Autumn and Winter,
pitying their attempts to understand and hide
from the Fae. Ayther knows that this can never
happen, that the Fae are truly too strange to
comprehend. This has led to bitter arguments
between Ayther and those of the Houses of
Winter and Autumn.
Ayther maintains good ties with the
House of Summer and tries to ensure that he
can at least reward this house of warriors with
pleasure. However, Ayther will not just let the
House of Summer take charge of situations
unchecked and blow situations out of
proportion.
With regard to the Court of Carnival
and the Doge, Ayther enjoys the balls and
masquerades held in honor of Carnival. He
attempts to work with the Court and its
officers, many of whom are members of his
House. This closeness allows Ayther to
promote his own Houses agenda, but he is
careful to ensure that this appears to be
beneficial to the Court of Carnival. For this
reason Ayther is keen to ensure the status quo
with the Doge be maintained, and that his
House may grow in prominence. His main
enemy within the Court is the House of
Winter.
Description: Ayther has an athletic
build, with blond windswept hair. His features
are grizzled, and he has stubble. He tends to
wear billowing coats and loose shirts that
show off his figure.
His Mien shows that his hair is
composed of a storm of clouds, his eyes are
misty and skin is like gossamer.
His Mantle manifests the sound of
spring rain, light breezes and the odd blossom
petal blown on the wind.
As Vernal Duke his Mantle manifests
the Mask of the Green King. During the Court
of Carnival gatheringz the Vernal Duke wears
a full face mask that is in the form of the
Horned God, Cernunnos, with large antlers
sprouting from the forehead.
Storytelling Hints: Ayther is a
pleasant man, who greets all his guests and
attempts to see to their every need. Some think
that Ayther is not that wise, nor aware of the
politics that are taking place within his House.
The fact is Ayther plays dumb, using this view
others have of him to his advantage. Ayther is
like a thundercloud with regard to his temper.
He likes to be relaxed and calm, but he is
prone to sudden outbursts and thunderous
rants.
Apparent Age: Early 30s
Court: Spring
Seeming: Elemental
Kith: Airtouched
Keeper: Kaligostro
Mental Attributes: Intelligence 3, Wits 4, Resolve 4
Physical Attributes: Strength 3, Dexterity 3,
Stamina 3
Social Attributes: Presence 4, Manipulation 4,
Composure 2
Mental Skills: Academics 3, Investigation 2,
Occult (Hedge, Pledges, Venice) 4, Politics
(Freehold, Spring) 4
Physical Skills: Athletics (Base Jumping) 4, Brawl
2, Stealth 3, Weaponry 3
Social Skills: Empathy (Body Language) 2
Intimidation 3, Persuasion (Reassuring) 3, Socialize
(Dress Balls, Bars) 4, Subterfuge (Poker Face) 2
Merits: Allies (Power Boat drivers), Contacts (Tour
Guides, Club DJ) 2, Harvest (Pledges) 4, New
Identity 2, Mantle (Spring) 5, Resources 3, Hollow
(size 4, amenities 3, doors 4, wards 3)
Willpower: 6
Clarity: 4
Virtue: Faith
Vice: Sloth
Health: 8
Initiative: 5


Defense: 3
Speed: 11
Wyrd: 6 (Glamour 15/6, 25 Goblin Fruits, 9
Pledges)
Contracts: Dream 3, Elements (Air) 4, Fleeting
Spring 5, Eternal Spring 4, Mirror 2, Eternal
Summer 1
Pledges: Motley Pledge (Adroitness Socialize),
Commendation (The Doge)
Frailty: Minor Taboo - Cannot cross a line of
mercury.
Derangements: Wanderlust, Depression

Quote: I really dont think you were
invited.
Background: Johnny Vermeil grew up
in New York during the height of the 80s. He
was into the club scene, and took plenty of
drugs while parting into the late night. He was
meant to be studying law at university, but the
partying lifestyle had pulled him away from
his studies.
In a LSD induced haze, Johnny opened
a gateway into the Hedge. He tapped five
times on a spray-painted four leaf clover. On
the fifth tap the wall fell away, and he
stumbled into the Hedge.
Johnny awoke to find himself curled up
in the dark of the Hedge. Looking about he
made his way deep into a cave where he was
taken away by a mob of goblins. Johnny was
taken deep into the caves of Arcadia and
brought to the Well of Tears. Here he met the
Old Man, his eyes staring deep into his soul.
Rather than be used as a simple miner or
keeper of the Old Mans treasure, Johnny was
gifted with the skin of mirrors and sent to find
a way past the Old Mans enemies within the
twisting caves.
Johnnys escape came when he found
another tunnel back out into the Hedge.
Johnny returned to the world finding
many years had passed. He had returned via
the Hall of Mirrors in the Palazzo Zenobio.
His return to the mortal world was
fraught with fear and paranoia. He desperately
did not want to be taken, and so he
disappeared into the population of Venice,
assuming the life of a simple beggar, but one
with many faces. He was initially picked up by
the House of Winter, and he was trained to
hide from the Fae who he saw stalk the Fairy
City. He eventually was assigned the title of
Archer, one of the Archers of the Lonely
March, the scouts of the House of Winter.
However, the structure of the House and the
atmosphere was too much for Johnny, who
missed his life before he was taken, and so he
left the House of Winter and joined the ranks
of Spring.
As a member of the House of Spring,
Johnny was able to express his old desires and
passions, however, his abilities and training
with the House of Winter made Johnny a
perfect Claviger, a bodyguard.
Description: Johnny is tall and
slender, his face no longer the young youthful
man he once knew. Instead he looks tired and
simply grey. He tends to wear clothes that look
like a mass of colorful rags, giving him the
appearance of a gypsy.
His Mien betrays his formless features,
his skin nothing but flowing glass.
His Mantle is the light of a Spring
dawn refracting through his glass skin.
Storytelling Hints: Johnny is
mercurial, his moods shifting with each day.
He takes pleasure in the Byzantine politics of
the Court of Carnival, and he uses his abilities
to gain leverage on his enemies while also
using them to preempt any attempts on the
Vernal Dukes life.
Apparent Age: Mid 40s
Court: Spring
Seeming: Darkling
Kith: Mirrorskin
Keeper: The Old Man
Mental Attributes: Intelligence 2, Wits 4, Resolve 4
Physical Attributes: Strength 3, Dexterity 4,
Stamina 4
Social Attributes: Presence 2, Manipulation 3,
Composure 4
Mental Skills: Crafts (Forgery) 2, Investigation 2,
Medicine 3
Physical Skills: Athletics 3, Brawl (Dirty Fighting)
3, Firearms 3, Larceny (Stolen Goods) 3, Stealth
(Move Quietly) 3, Weaponry 3


Social Skills: Empathy 2, Intimidation 3,
Persuasion (Bribe) 2, Socialize 3, Streetwise (Drug
Dealers) 2, Subterfuge 3
Merits: Contacts (Fence, Weapons Dealer) 2,
Harvest (Emotions) 4, Mantle (Spring) 3, Resources
2, Iron Stomach 2, Toxin Resistance 2
Willpower: 8
Clarity: 4
Virtue: Fortitude
Vice: Gluttony
Health: 9
Initiative: 8
Defense: 4
Speed: 12
Wyrd: 4 (Glamour 13/4, 10 Goblin Fruits, 7
Pledges)
Contracts: Darkness 4, Fleeting Spring 4, Mirror 3,
Smoke 3
Pledges: Motley Pledge (Adroitness Socialize),
Commendation (The Doge)

Other members of the Emerald Horn
are the Spring Courtiers. The Draconic Fairest,
Sulphurous Sofia, and the Gristlegrinder Ogre,
Luca Limbchew are the more martial members
of the motley. The Darkling Antiquarian,
Quillian, acts as Aythers Searce, picking and
choosing those of the House of Spring who are
in need of recognition.
The Triumphal Quadriga are a motley
of four Changelings, named after the four
horses on the roof of St Marks Basilica these
four form one of the newest motleys of
Venice. Led by the Crimson Knight, Etiene
Epee, the Triumphal Quadriga are foot soldiers
of the House of Summer.
Etiene trains his men at the House of
Summer, the Arsenale. In the belly of the
unrestored sections, Etiene works his men
tirelessly, practicing swordsmanship each day,
and keeping watch over the city and those that
attempt to harm the Lost of the city. When
called upon by the Admiral to fight, the motely
is often the first to fight, seeking whatever
honor they can in order to find a promotion
within the House of Summer.

Quote: Wrong! Again. Thrust, thrust,
parry, parry, riposte!, Men, to arms! For
the House of the Sun!
Background: Etiene Epee was taken at
the age of 32 from his life in France, long
before the revolution. He was born in the
countryside and joined the army when he
could, before returning to Paris and becoming
a Musketeer, one of the King of Frances own
guards. His swordsmanship was excellent,
though not the best in the court, and he was
favored by many noblewomen, despite the scar
that extended across his left eye.
His abduction by the Fae occurred
when he was introduced to the beautiful and
alluring Lady Astrid of Aumont. That night
they made love together, and in the morning
he awoke to find himself in another bed, far
from Paris, in the heart of Arcadia. His lady
was the Princess of the Court of Sapphire
Fires. She was beautiful and terrible, indulging
in lust, punishing her slaves, hunting her
menagerie of humans and admiring those she
kept as pieces of art.
Etiene lived amongst her court, one of
her own guards and infrequent lovers. She
admired him for his prowess with the sword,
his fine figure and skill in bed, but she would
quickly turn on him. One day she would kiss
him, the other kick him and whip him. He was
expected to keep her safe from her rivals
amongst the Gentry.
Etiene hated his lady for turning him
into a lapdog, and so he sought to escape.
Taking the advantage, he fought through the
halls of the palace, his sword cutting through
those who knew no better, and he made his
escape. He fled through the burning fields of
blue, and then through the Hedge, hacking his
way through until he return to the mortal
realm.
Etiene exited from the Hedge via a
secret street in Venice. He was still clad in the
tattered rags of his livery and his sword was
now just a simple stick. He did know where he
was, but the House of Summer would explain
all as that night their patrol picked him up.
Etiene has now been in Venice for
almost 5 years and already gained the title of


Captain of the Crimson Knights. Amongst the
warriors of the House of Summer Etiene is one
of the most skilled in the sword, but is also
considered nave when it comes to matters
concerning the modern world and women.
Etiene has a number of friends within the
House of Spring, in particular Count
Carnelian.
Description: Etiene has a grim dark
face. A scar runs from his left eyebrow to his
nose. He dresses well in functional clothing,
and has long locks of brown hair and a well-
kept moustache.
His Mien shows his true form, his blue
scales, his rasping forked tongue and his
whipping tale.
His Mantle manifests as the fires of the
sun, a scorching heat that pulses from him and
his eyes, smoke whisping up from his nostrils.
Storytelling Hints: Etiene is relaxed
unless training. He is confident in his skills
and is boastful about his exploits. In combat he
unleashes his fury, and he is quick and deadly,
striking like a cobra. During training he hates
any form of interruption from his students.
Apparent Age: Early 30s
Court: Summer
Seeming: Fairest
Kith: Draconic
Keeper: The Princess of the Court of Sapphire
Fires
Mental Attributes: Intelligence 2, Wits 4, Resolve 2
Physical Attributes: Strength 4, Dexterity 4,
Stamina 3
Social Attributes: Presence 3, Manipulation 2,
Composure 3
Mental Skills: Crafts 2, Investigation 2, Medicine 2
Physical Skills: Athletics 2, Brawl 4, Firearms 2,
Larceny 3, Stealth 2, Weaponry (Fencing) 4
Social Skills: Intimidation (Physical Threats) 3,
Persuasion 1, Socialize 2, Streetwise (Weapon
Dealers) 2, Subterfuge 3
Merits: Contacts (Police Officer, Police Detective)
2, Harvest (Pledge) 2, Mantle (Summer) 3,
Resources 2, Fighting Finesse: Two Weapons 3
Willpower: 5
Clarity: 6
Virtue: Justice
Vice: Wrath
Health: 8
Initiative: 7
Defense: 4
Speed: 13
Wyrd: 3 (Glamour 12/3, 7 Goblin Fruits, 6 Pledges)
Contracts: Elements (Fire) 2, Fleeting Summer 2,
Eternal Summer 3, Vain Glory 3
Pledges: Motley Pledge (Adroitness Weaponry),
Knights Oath (Summer Duke)

Quote: When I strike you wont even
feel a thing.
Background: Fuligin was born in
Mestre. Her family were poor and worked at
the local chemical factory, and as a result were
heavily involved with the local unions and in
turn the mob. Fuligin, or Lia, was admired by
most of the young workers in the town. And
while she knew she would simply follow in
her mothers footsteps, she longed for
something more. She looked out from the
shore to the city of Venice, and it was there
that she wished to be. And she wished hard, on
one moonlit night, promising her soul to the
dark. She turned about once, twice, and then a
third time, confused by her feelings. And then
there before her walking across the surface of
the water, was a being made of spiderwebs. It
strode forward, yellow eyes peering from
beneath a hood, and it beckoned her forward.
It spoke, rasping, promising her the pleasures
she sought. Lia was captivated by this dark
being, and part of her wanted to embrace the
dark being since anything would be better than
her life of mediocrity.
Lia was taken beneath the waters into
the Hedge and onwards to a shadowy realm.
The moon always hung in the air, and ghosts
moaned in the groves of vines. The being,
simply known as Aracna, took Lia through the
gothic graves and into the dilapidated church.
It was there that it turned on her and caged her,
retorting that it had promised her nothing but
to take her away from her home, exactly as she
asked.
Lia was caged for years on end, kept
with others, and together they were twisted by
their master. Fed raw meat, dirty water or cold


blood, the captives were changed, and Lia
came to live just upon the blood that was
brought to her. At times they would be
released from the cages, used as servants,
guards or explorers. They would be rewarded
for returning with the herbs and goblin fruit
that Aracna desired. Other times they would be
asked to go and hunt for mortals who had
stumbled into the Hedge.
Lias hunger for blood grew as she
tasted the fresh blood of a mortal. But it was in
that one taste that Lia remembered her lost
mortality and humanity of her life that she
once had in Mestre. She had been so twisted
by the blood, she had become more flexible,
better to hunt her prey, and she wriggled free
of her cage and fled from the church and the
graveyard.
Fuligin returned to Venice, through the
gateway in St Marks Square, and into the
throng of gathered tourists. Her tattered
clothes marked her out as some gypsy or
beggar, and they shunned her. Fuligins hunger
was barely in check, and so she ran and hid in
the fish market. There she fed on the bloody
casts-offs of fish that had been brought to
Venice.
That night, she stalked the streets and
canals of Venice, looking for prey. As she
struck from the shadows at some poor, hapless
woman, she was stopped from feeding by the
intervention of the night watchmen of the
House of Summer. They pinned her down, and
in the water of the canal Fuligin noticed her
true face, her Mien, and that her Keeper had
made her a monster. Where once she was a
fairly good-looking young woman, now she
was gaunt and pallid, her mouth a set of
mantis-like mandibles, and her eyes dark and
insect-like. She wept and asked to be killed.
But the head of the watchmen did not. He saw
that she was a changeling, and the House of
Summer took her in.
Over the following year, Fuligin
learned of the ways of the House of Summer,
and she felt a new strength that sated her
hunger, namely the desire for revenge on all
Fae. Her nature as a Darkling, and a
Leechfinger, made her an expert assassin, and
she was often used against both the Fae
enemies of the Freehold and mortal threats.
Over the years Fuligin has become a
renowned hunter, and as a result has acquired
the title of Constable of Calefaction. Her skills
as an assassin have now been turned to the
task of keeping the peace and acting as an
investigator, tracking down lawbreakers and
threats to the Freehold of Venice.
As Calefactor, Fuligin is keen to ensure
that the House of Summer follows the laws
laid out by their commander and those of the
Doge. She must work with the Volto, the
Doges own peacekeeper, and so the two must
work together, with the Volto ensuring that
Fuligin does not overstep her position,
policing the House of Summer.
Description: Fuligin has pale skin and
could be considered an alien beauty. Her eyes
seem set too far apart, and her hair is thin and
dark and limp. She moves with an inhuman
grace and dresses like a beggar.
Her Mien shows her spider-like nature,
with the set of six dark orbs that look out onto
the world, and the spider-leg-like spindle
fingers that she has. Her mouth is a foul set of
mandibles.
Her Mantle is the heat of the sticky
summer at night, and the warmth retained by
the streets.
Storytelling Hints: Compared to other
Summer courtiers, Fuligin prefers not to voice
her opinions and show her aggression. Instead
she prefers to let her anger simmer, and
usually unleashed it upon her target when they
least expect it. She is not beyond brutally
beating a person in an alleyway after stalking
them. With regard to her everyday life, Fuligin
keeps to herself, not liking attention. She
thinks those who do not seek out revenge are
cowards, while she hates what she has been
turned into.
Apparent Age: Mid 20s
Court: Summer
Seeming: Darkling
Kith: Leechfinger
Keeper: Aracna
Mental Attributes: Intelligence 2, Wits 4, Resolve 4
Physical Attributes: Strength 3, Dexterity 4,
Stamina 2


Social Attributes: Presence 2, Manipulation 3,
Composure 2
Mental Skills: Crafts (Forgery) 2, Investigation 3,
Medicine 2
Physical Skills: Athletics 3 (Climb), Brawl 3,
Larceny 3, Stealth (Move Quietly, Move in
Shadows) 3, Survival 2, Weaponry 2
Social Skills: Animal Ken 1, Intimidation 3,
Persuasion 2, Streetwise 3, Subterfuge 2
Merits: Ambidextrous 3, Fast Reflexes 2, Fleet of
Foot 2, Contacts (Police Officer, Beggar) 2, Harvest
(Emotions) 2, Mantle (Summer) 2, Resources 1,
Token 2.
Willpower: 6
Clarity: 4
Virtue: Justice
Vice: Wrath
Health: 5
Initiative: 6
Defense: 4
Speed: 12
Wyrd: 3 (Glamour 12/3, 7 Goblin Fruits, 6 Pledges)
Contracts: Fang and Talon (Spiders) 3, Fleeting
Summer 3, Mirror 1, Smoke 3, Dream 3, Goblin
Contracts: Fair Entrance 2
Pledges: Motley Pledge (Adroitness Weaponry),
Knights Oath (Summer Duke)
Token: Lantern of Ill Omen 3

Other members of the Triumphal
Quadriga are Canon, a brutish Ogre
Stonebones who rushes headlong into combat
and has no love for the other Courts, Squall, a
Levenquick Elemental who is loud, brash and
crafty, and finally Kurt Grimtongue, a Spring
courtier, Wizend Soldier, and Claviger to the
Vernal Duke who is bitter and seeks to take
great delight in every victory he can find.
The Watchmen take it upon themselves
to shine when it is darkest, keeping watch over
Venice even while it sleeps. They are skilled
not just in hunting the creatures of the Fae, but
also the other creatures that stalk the night, be
they Vampires, ghosts, strange spirits and
shambling bodies.
The Watchmen are a long-lasting
motley that has had a high turnover of
members due to death, injury or burnout. They
are currently led by Cinder Bella, an Elemental
of Smoke, and a renowned warrior and a
Captain of the Crimson Knights. Where Etiene
and his motley struggle to follow orders to the
letter, Cinder expects creativity and more than
just physical prowess. Her motley is not just
comprised of Summer courtiers, but claims a
number of Winter courtiers as members since
she values their skills in stealth, and also a
member of the House of Autumn who she
turns to when more specialized knowledge of
the occult is required.
The Watchmen claim a small church
tower as their home from which they are able
to better survey the city. From here they have a
number of doors into the Hedge that lead to
places about the city so that they can more
quickly move in times of urgency.

Quote: Trust me, once I am done
with them there will be nothing left but ash!
Background: Cinder Bella was born in
the South of Italy, on the outskirts of Rome.
She was considered something of a tomboy,
desired by the young men who sought to tame
her. She was well known in the town for her
passion, something that not even her father
could stop. It would be this passion that would
be her undoing, as one night, again out past
curfew, she was enticed and abducted by one
of the Gentry. She was carried away by her
Keeper, the monsterous and gargantuan
Trussock Stoneskin. This brute of a Fae took
Cinder back to his realm and to his hunting
lodge. There he bound her to warm his home,
to cook his food and to bring light at night.
There were other Changelings there also.
Some had been bound to bring fresh water.
Others acted as his hunting dogs, while others
tended to his weapons and clothes.
Cinder spent an untold number of years
in the service of the Fae master. But she did
learn of her means of escape. There were some
times when she would be taken on the hunt,
providing light for her master, and she would
notice how small embers from her skin would
be left behind. She discovered that she could
use these embers to move about her master's


realm. This would be her escape, and as she
did, she burnt her way through the Hedge and
back to her home on edges of Rome.
Returning to the family restaurant she
discovered, to her horror, that 5 years had
passed by, and that another who looked and
acted like her had taken up her life and had
married a man she had hated as a child. This
fetch had no fire in her heart and worked a
dreary life in the local factory.
Filled with hatred for what had become
of her life, Cinder killed her fetch and her
fetch's husband, setting a blaze the home that
they lived in.
Cinder fled North, first to Florence,
where she joined the ranks of the Summer
Court, before moving further North to the city
of Venice. By the time she had reached
Venice, Cinder was already a capable fighter
and hunter, known for her talent in hunting the
creatures of the Hedge and also the Vampires
that would occasionally interfere with the
Courts.
Cinder has risen through the ranks of
the House of Summer and is a renowned
hunter and tracker. She has gained the rank of
Captain amongst the Crimson Knights.
However, even unknown to her motley and
those of the House of Summer, she is also the
Doge's Volto. As Volto she is the official
peacekeeper of the city, allocating to
changelings the tasks of patrolling the city,
seeking out Loyalists and other dangerous
changelings, and enforcing the laws of the
Doge. This means that only occasionally does
her role as Volto and that of a Crimson Knight
come into conflict. But there are some
amongst the House of Summer that are wary
of her desire to follow the commands of the
Doge.
Description: Cinder Bella is
voluptuous and athletic. She is pretty, but
more like a farm maiden rather than a lady.
She wears loose-fitting, functional clothing,
that allows for her to move easily across the
rooftops of Venice, while also concealing her
knives and handgun. Her hair is cropped short
and is a deep red-brown, and her skin is olive
and warm.
Her Mien shows that she burns from
within, flames escaping her eyes and mouth,
waves of heat distorting the air around her.
Her hair is more alive, and whips about,
energized by the inner fire within her.
Her Mantle manifests as the sweltering
heat of the South of Italy. There is the buzzing
of thunderflies, the smell of melting tar and the
crackle of burning coals.
Storytelling Hints: Cinder is a focused
individual. She is entirely devoted to
protecting others from the Gentry, and when
faced with the horrors of Arcadia, she will
allow her anger to be channeled into her
martial skill and not lose her head to the
bloodlust, unlike some others of her House.
She is secretive when she goes hunting on her
own, and this often a cover for her meetings
with the Doge, and so she is careful to cover
her tracks to ensure that no one can suspect
her.
Her only weakness is that at times she
can burnout from her constant fighting and
hunting at night, and can go into week-long
periods of seclusion.
Apparent Age: Early 30s
Court: Summer
Seeming: Elemental
Kith: Fireheart
Keeper: Trussock Stoneskin
Mental Attributes: Intelligence 3, Wits 4, Resolve 3
Physical Attributes: Strength 3, Dexterity 4,
Stamina 3
Social Attributes: Presence 4, Manipulation 2,
Composure 2
Mental Skills: Investigation 3, Medicine 2, Occult
(Venice) 3, Politics (Freehold) 3
Physical Skills: Athletics 2, Brawl 3, Firearms 2,
Larceny 1, Stealth 3, Survival (Tracking) 2,
Weaponry (Spear) 4
Social Skills: Empathy (Lies) 2 Intimidation
(Interrogation) 2, Socialize 1, Streetwise 2,
Subterfuge (Lying) 2
Merits: Contacts (Gang thugs) 2, Harvest
(Emotions) 3, Hollow (size 2, wards 4, doors 3,
amenities 2), New Identity 4, Mantle (Spring) 3,
Mantle (Carnival) 3, Resources 2, Weaponry
Dodge 1.
Willpower: 5
Clarity: 5
Virtue: Temperance
Vice: Sloth


Health: 8
Initiative: 6
Defense: 4
Speed: 12
Wyrd: 4 (Glamour 13/4, 10 Goblin Fruits, 7
Pledges)
Contracts: Elements (Fire) 4, Fleeting Sumer 3,
Eternal Summer 3, Mirror 3, Carnival 3, Dream 3
Pledges: Motley Pledge (Adroitness Weaponry),
Knights Oath (Duke of Summer), Knights Oath
(The Doge)
Quote: Don't try to hide for none can
hide where my web extends little fly.
Background: Guido was born in
Milan but raised in Verona, the son of tailor. It
was his lot in life to follow this path, and he
did. By his 40s Guido had a wife, two children
and had taken over the family business. He
was well known locally for his skill in
fashioning fine suits for his clients.
One day he was offered a challenge,
that if he could make a suit in 2 days, he would
be paid 10 times over for it. However, as he
began to craft the suit for the customer, at each
turn he found that the suit did not fit. At one
moment the customer was suddenly too small,
then too large, then too tall. In the end he
failed to make the suit, and he was then taken
away. The Gentry left behind a fetch,
fashioned from the cloth off cuts.
The Fae lord, Julis Luminor, was a
vain and cruel creature, and set Guido to work
immediately. He was tasked with making
clothes for every day, to reclothe the Gentry's
royal guard, and to make dresses for his
numerous whores.
Over time Guido, locked away with his
spinning wheel in the basement of the castle,
became more spider-like, all the better to
weave and stitch.
Then it was Guido's turn to trick his
master. He offered the same challenge again.
But this time it was not just any form of suit he
fashioned, but a suit of gold, but also a straight
jacket. Noting the Fae lord had shrunk again
on purpose, Guido tightened the jacket again,
then again, and once more. Luminor was
trapped and Guido made his escape.
Returning to the mortal world, Guido
found his life had been taken by his fetch, and
his children now in the care of the soulless
being. Instead of taking back his life and
killing his fetch, Guido found others of his
kind and relocated to Venice, seeking to forget
his life and not draw the attentions of the Fae
to his wife or children.
Guido joined the Watchmen, part of his
role as a watcher amongst the Squires of Frost,
and his position amongst the Watchmen
facilitates this role, using his knowledge to
direct the actions of the motley so that threats
are eliminated before they surface.
Description: Guido is tall and gaunt.
His eyes are deeply set into his skull, with dark
shadows about them. His lips are thin and his
skin is pallid. He has thin, scruffy dark hair
that is cut short, and long fingers. However,
his attire is almost immaculate, consisting of
well-fitting suits in pinstripe.
His Mien displays his spider nature.
Bristles protrude from the backs of his hands.
His fingers end in thin needle-like nails. His
eyes are more like dark orbs, and now, has 4
more smaller ones set into his forehead.
Guidos Mantle manifests as a cold,
damp breeze, shadows stretching and
twitching, and the smell of slowly
decomposing corpses.
Storytelling Hints: Guido is a spider,
and so tries to sit where he can survey his web
of lies and truths. He watches changelings go
about their business, and looks into their
possessions and dangerous items and potential
threats to the city, so that the House of Winter
can hide while the other Houses mobilize
against the threat.
To others Guido can seem distant,
aloof and heartless. However, Guido still
misses his family but knows he can never, and
must never, see them again.
Apparent Age: Mid 20s
Court: Winter
Seeming: Beasts
Kith: Skitterskulk.
Keeper: Luminor
Mental Attributes: Intelligence 4, Wits 4, Resolve 2


Physical Attributes: Strength 2, Dexterity 4,
Stamina 2
Social Attributes: Presence 1, Manipulation 4,
Composure 2
Mental Skills: Crafts (Fabric) 3, Investigation
(Enigmas) 4, Occult 2, Politics 3
Physical Skills: Athletics 3 (Climb), Brawl (Dirty
Fighting) 3, Larceny 3, Stealth (Move Quietly) 3
Social Skills: Animal Ken (Spiders) 2, Empathy 2,
Intimidation 2, Persuasion 2, Streetwise 2,
Subterfuge 3
Merits: Ambidextrous 3, Fast Reflexes 2, Fleet of
Foot 2, Contacts (Fence) 1, Harvest (Pledge) 2,
Mantle (Winter) 1, Resources 1
Willpower: 4
Clarity: 5
Virtue: Prudence
Vice: Greed
Health: 7
Initiative: 6
Defense: 4
Speed: 11
Wyrd: 3 (Glamour 12/3, 7 Goblin Fruits, 6 Pledges)
Contracts: Fang and Talon (Spiders) 3, Fleeting
Winter 2, Mirror 2, Smoke 2, Dream 1
Pledges: Motley Pledge (Adroitness Weaponry),
Commendation (Duke of Winter)
Derangements: Fixation

Other members of the Watchmen are
the bellowing and destructive Gargantuan
Ogre, Benjamin Watchtower, the dutiful
Soldier Wizened, Tommy Gun, and the
whistling and rusting mechanical warrior, the
Manikin Elemental, Sister Metropolis.
The Swords of the Lion are a collection
of hunters. Composed of changelings of the
Beast seeming, they are furious warriors, and
dislike many of the other motleys, especially
those rivals within the House of Summer and
those of House of Winter.
Led by Tomas Tusk, the Swords
engage in any battle they can find, even going
as far as to test their might against those things
in the Hedge, Vampires and even Werewolves
on the mainland.
Tomas Tusk trains his men in a private
location on one of the outlying islands where
they can better maintain their arsenal of
weapons. His troupe contains many appointed
Mud grunts, with Tomas being another
Captain of the Crimson Knights. A number of
his motley are wanted criminals and have not
been taken in as evidence against them is slim
and ever decreasing due to the actions of the
Freehold against the mortal police force.
Quote: This is your end, goblin!
<dull sound of flesh beaten to a pulp>
Background: Tomas Tusk was
construction contractor in California. He had a
new wife and was also now the proud owner
of a new house that he had built for himself.
However, his current job on a site brought the
ire of his Keeper to be. One evening the Earl
of Glorious Bones came knocking. He wanted
an answer for why his fairy circle had been
damaged. It went against the terms of his
pledge with the owner of the land. Without an
answer for the Earl, Thomas was snatched
away and brought to heel. He was dragged
back through the Hedge, while a fetch
assumed his life.
In the kingdom maintained by the Earl,
Thomas was tasked with pulling carts filled
with stones for the Earls castle. Over time,
pulling these large loads and being caged away
at night, fed on offal and left-overs, Thomas
changed. Thomas became more and more like
a boar. His skin bristled with tough hair. His
feet became like hooves and his nose more
piggish.
Almost 200 years passed by like this.
And over time his clothes were nothing but
tatters, and so was his human form. He could
only communicate with grunts and growls.
Escape came by chance, as in his cage,
under the hay and dirt, Tomas found a
reminder of his old life. It was a photo of
himself and his wife. Overcome with
memories thought lost, Tomas broke free from
his cage and ran back through the Hedge. With
each step he found more of his humanity and
his human form.
Tomas eventually found his way onto
the Lions Tail trod, and it was here he was
picked up by traveling goblins, who took him


in on the chance they could sell him at the
market. But it was by the actions of a motley
of changelings that he was saved this fate and
brought back to Venice.
Tomas realized that only 2 years had
gone by, and that his wife was already
remarried and his fetch now was in prison
back in the USA. Tomas knew he could not
return and this pain and anger brought him to
the doors of the House of Summer.
Since his return to the mortal world,
Tomas has taken it upon himself to take the
battle to the Fae. He will lead his motley into
fights against Hedge monsters, Hobgoblins,
Gentry and rival motleys whenever he could.
His motley is viewed with suspicion and hate
by other Houses, in particular those of Autumn
and Winter.
Tomas has obtained the position of
Captain of the Crimson Knights, with many of
his motley being Crimson Knights and Mud
Grunts. He commands them with no interest
for their safety, sending his men into battle for
the glory they can obtain.
Description: Tomas is large, heavy-set
and ugly. His teeth are disordered and his
clothes are ragged and stained. His beard is
thick and dark. Some may think he is fat, but
in fact that is all muscle.
His mien shows that he has a snout and
protruding tusks, with drool dripping from his
mouth.
His mantle manifests as the smell of a
sweating and the heat of the Summer sun.
Storytelling Hints: Tomas is out for
blood and glory. Any chance to act out his hate
for the Fae he will take, and bystanders be
damned. The Admiral accepts that Tomas is a
valuable fighter, but also a dangerous loose
cannon.
Tomas is also a glutton. He is prideful
and spiteful to those more beautiful
Changelings.

Apparent Age: Early 30s
Court: Summer
Seeming: Beasts
Kith: Broadback
Keeper: The Earl of Glorious Bones
Mental Attributes: Intelligence 4, Wits 2, Resolve 4
Physical Attributes: Strength 4, Dexterity 3,
Stamina 5
Social Attributes: Presence 4, Manipulation 3,
Composure 2
Mental Skills: Crafts 3, Computer 3, Investigation
3, Medicine 3, Occult (Werewolves, Vampires,
Hedge Creatures) 3
Physical Skills: Athletics 4, Brawl 3, Drive 2,
Firearms 3, Larceny 3, Stealth 3, Survival Tracking)
2, Weaponry 2
Social Skills: Intimidation (Physical Threats) 2,
Persuasion (Bribe) 3, Socialize 2, Streetwise 1,
Subterfuge 2
Merits: Allies (Fisherman) 1, Contacts (PI, Mortal
Hunter) 2, Harvest (Emotions) 2, Mantle (Summer)
2, Iron Stomach 2, Fighting Style: Boxing 3, Toxin
Resistance 2, Hollow (size 2, wards 4, amenities 1,
doors 3)
Willpower: 6
Clarity: 4
Virtue: Justice
Vice: Pride
Health: 10
Initiative: 5
Defense: 2
Speed: 12
Wyrd: 5 (Glamour 14/5, 15 Goblin Fruits, 8
Pledges)
Contracts: Fang and Talon (Boars) 3, Fleeting
Summer 3, Eternal Summer 2, Mirror 2, Dream 2,
Stone 3
Pledges: Motley Pledge (Adroitness Brawl),
Knights Oath (Summer Duke)

Quote: Sssshhh. I will ssstop the
poisssson if you tell me where the otherssss
are
Background: Rosaline was born in
Sicily, the daughter of a wealthy family of
bankers. She was married off to a young CEO
of a pharmaceutical company. She was a vain
and jealous person, who had everything she
needed in life.
Her abduction by the Fae was during a
gala dinner, where her husband received an
award. She was met by one of the Gentry, the
sly trickster, Dario Scales. She did not note his
reptilian tendancies; the way of his tongue


flicking out, his eyes never blinking, the
coldness of his skin. He tricked her with the
promise of jewels and love. But the catch was
that she had to go back to his room. The
question was where the room was.
In Arcadia, in the labyrinthine temple,
Rosa, as she was known back as a mortal,
acted as one of many consorts to Dario. Over
time she took on more snake-like aspects, the
better to tend to his sexual desires.
Her escape from these never-ending
orgies and abuse was not of her own devising.
She was instead left in the Hedge, discarded
by her master who had grown tired of using
her.
Rosa found her way back to the mortal
world and discovered that her life had been
taken over by a soulless bitch of a fetch. She
watched her sleep with her husband, using his
money and committing adultery. She was
sickened by the creature, and seeing reflected
the life she once led.
One night Rosa set upon her fetch.
Within her home she murdered the creature,
ripping her throat out and slaking her thirst on
its Glamour. But from a distance she could
hear her Keepers laughter. Sickened that she
had committed the act which her old master
wanted to have happen, she fled and sought
out somewhere to start her life once more.
In Venice Rosa has taken her anger and
need for vengeance and become a hateful
person who will dispatch all creatures of the
Fae. She is Tomas second in command,
valued for her agility and capablility as an
assassin. But they are also on-off lovers. Their
anger boils and becomes uncontrolled lust.
Description: Rosaline has an
animalistic beauty, with piercing eyes, slender
features, and long blond hair. Her lips are thin
and her teeth are fine. She tends to wear slinky
dresses that can attract the attention of others.
Her mien displays her skin to be a pale
green with fine scales. Her eyes are viper-like,
and her hair is more like a cobras hood.
Rosas mantle manifests as a scorching
desert heat, and the smell of hot sand.
Storytelling Hints: Rosaline is
alluring and venomous. She will fight on and
off the field of battle. She will poison the
waters in the social domain, often as a prelude
to attacking the person physically.
She is alluring and has a constant
temper that simmers below the surface and is
prone to snapping.
Apparent Age: Mid 20s
Court: Winter
Seeming: Beasts
Kith: Venombite
Keeper: Dario Scales
Mental Attributes: Intelligence 2, Wits 4, Resolve 3
Physical Attributes: Strength 3, Dexterity 4,
Stamina 2
Social Attributes: Presence 3, Manipulation 4,
Composure 3
Mental Skills: Academics 3, Crafts 1, Politics 1,
Science 2
Physical Skills: Athletics 2, Brawl 3, Larceny 3,
Stealth 3, Weaponry 1
Social Skills: Animal Ken (Snakes) 2, Empathy 3,
Intimidation 2, Persuasion (Seduction) 3,
Streetwise 2, Subterfuge 3
Merits: Ambidextrous 3, Fast Reflexes 2, Contacts
(Pimp, Banker) 2, Harvest (Emotions) 2, Mantle
(Summer) 1, Resources 2
Willpower: 6
Clarity: 4
Virtue: Prudence
Vice: Envy
Health: 7
Initiative: 7
Defense: 4
Speed: 12
Wyrd: 3 (Glamour 12/3, 7 Goblin Fruits, 6 Pledges)
Contracts: Fang and Talon (Snakes) 4, Mirror 2,
Smoke 1, Dream 2
Pledges: Motley Pledge (Adroitness Brawl)

Other members of the Swords of the
Lion are the menacing, eagle-like Windwing,
Hawk Eye; the self-assured and dare-devil,
Cheetah Runnerswift, Swiftpaw Sara; the
noble brute, the bull-like Broadback, Mikael
Minos; and the feral dog Hunterheart, Andros
Anubis.
The Armory consists of a group of
changelings that can be considered weapon
masters. They are led by the Wizened Smith,


Blackhand. He is a diligent worker, capable
swordsman, and trained in the forging of
swords and other blades. He acts as another of
the Captains of the Crimson Knights and is
also in charge of ensuring the House of
Summer is properly equipped. His motley
consists of some of the best equipped Crimson
Knights and Mud Grunts.
Quote: <banging of a hammer on
steel> Yes, this blade will be perfect just
like the rest
Background: Blackhand was once a
young boy in Germany near the woods of the
Rhine. He and his father were out on a
camping trip when he was taken. The Fae lord
took Blackhand and caged him within his dark
and imposing fortress. He endured years of
torture. Scorching brands were used to sear his
flesh off. His body was cut and scarred.
However, Blackhand was eventually
released and put to work having endured the
pain of heat. He was given the task of making
items from metal for his master. He made new
armor that glowed in the sun, baroque
chandeliers, and chains for the other prisoners
of the castle.
His escape was by his own making, as
he fashioned a mace capable of shattering
stone and carving a way through the Hedge.
His return to the dark woods of the
Rhineland led to Blackhand finding his family
had moved on since his disappearance.
Blackhand could see that his parents had since
had a daughter and forgotten about him.
Blackhand traveled about Europe
before settling in Venice. This was a
consequence of Blackhand being
commissioned by the Doge to fashion a new
suit of armor. Since then Blackhand has been
an important part of the House of Summer,
maintaining the weapons cache and tokens of
the House.
Description: Blackhand is squat, bald
and has coal-stained nails and clothes. His skin
is tanned from the heat of the forges. He is
heavily set and his arms are well muscled.
His Mien shows that he has grayish
skin, pointed ears and beady black eyes. His
beard is grey and gold like straw.
His Mantle manifests as the burning
heat of a forge and the smell of burning coal
and steam.
Storytelling Hints: Blackhand is
single-minded in his work. He dislikes
distractions and works tirelessly to make the
next new weapon against the Fae. He hates
what was done to him and has no issue with
inflicting harm to others just for the sake of it.
Apparent Age: Early 30s
Court: Summer
Seeming: Wizened
Kith: Smith
Keeper: The Emperor of Darkened Stars
Mental Attributes: Intelligence 4, Wits 2, Resolve 4
Physical Attributes: Strength 4, Dexterity 3,
Stamina 5
Social Attributes: Presence 4, Manipulation 1,
Composure 2
Mental Skills: Academics 2, Crafts (Smith) 5,
Investigation 2, Occult (Artifacts) 2
Physical Skills: Athletics (Lifting) 4, Brawl 3,
Drive (Boat) 2, Weaponry (Hammers) 3
Social Skills: Intimidation (Threats) 3, Persuasion
(Bribe) 1, Socialize 1, Streetwise 1
Merits: Allies (Scrap Metal Dealer) 1, Contacts
(Antiques Dealer, Merchant) 2, Harvest (Pledges) 3
Mantle (Summer) 3, Resources 3, Iron Stamina 3,
Strong Back 1, Token 5
Willpower: 6
Clarity: 5
Virtue: Temperance
Vice: Greed
Health: 10
Initiative: 5
Defense: 2
Speed: 12
Wyrd: 6 (Glamour 15/6, 25 Goblin Fruits, 9
Pledges)
Contracts: Elements (Fire) 4, Eternal Summer 4,
Artifice 4, Mirror 1, Dream 2, Hearth 3
Pledges: Motley Pledge (Adroitness Crafts),
Commendation (Duke of Summer)
Token: Hedge Spun Weapon 2, Trifles: A selection
Bane: He must fix broken shoes



Quote: I am like a well-oiled rifle
<winks>
Background: Gabriel was born in
Tuscany. He grew up in the countryside
working on the vineyards kept by his
grandfather, and he too was to work there and
eventually inherit the land. However Gabriel
wanted more than a life in the country. He
raced about the countryside on his Vespa,
eager to have a life in the city of Rome.
It was while out driving one night that
his bike stalled and from the shadows came an
old woman dressed in rags. Her teeth gleamed
in the starlight as she asked the young man if
he needed help. In return she asked that she
could have a kiss. Gabriel allowed for the
woman to fix his bike, but backed out of the
deal when it was his turn to give her a kiss.
She revealed herself to be the terrible, furious,
Duchess of the Waning Hours.
She took Gabriel off to Arcadia and his
family assumed that he had died at the hands
of some thief.
In Arcadia Gabriel was victimized. The
Duchess watched as her goblins beat and
bludgeoned Gabriel. She only had them stop
when Gabriel finally mustered the last of his
courage to fight back. After that the beatings
ended, and he was drafted into her endless
army and its endless war. He fought against
the troops of her enemy. Dying over and over
again, only to rise at dawn to fight once more.
Escape came from playing dead on the
field of battle and fleeing before the Duchess
men could drag his corpse away once more.
Returning to Tuscany, Gabriel found
that everything had changed. 40 years had
passed and now his father had sold on the
vineyards. Now it was a rundown farm and his
family were gone.
For some time Gabriel was nomadic,
looking for his family, while acting as a
mercenary. But Venice gave him a cause to
stay, with the promise of finding his family in
return for his service.
Description: Gabriel is thin and his
body is taut and athletic. He is almost like an
old Shaolin monk, and so is deceptively
strong. He tends to wear clothes that allow him
to blend into the crowds of Venice. His hair is
pale like straw, closely cropped and scruffy.
Her Mien displays his skin to be
scarred with cuts and bullet wounds. He is pale
but with bruising about the edges of these
wounds.
His Mantle is the smell of gunpowder,
the staccato of gunfire, and the light of muzzle
flashes.
Storytelling Hints: Gabriel has seen
much war and is a grim, lonely figure. He still
wishes to find his family, but equally wants to
bring the Fae to a war of his creation,
following his rules.
He hates others touching him, and if
others ask him too many questions of his past
life, he will snap into a rage.
Apparent Age: Mid 20s
Court: Summer
Seeming: Wizened
Kith: Soldier
Keeper: The Duchess of the Waning Hours
Mental Attributes: Intelligence 2, Wits 3, Resolve 3
Physical Attributes: Strength 4, Dexterity 3,
Stamina 3
Social Attributes: Presence 3, Manipulation 2,
Composure 3
Mental Skills: Crafts (Smith) 3, Investigation 2,
Medicine 3, Occult 1
Physical Skills: Athletics 3, Brawl 3, Stealth 2,
Survival 2, Weaponry (Spear) 3
Social Skills: Empathy 2, Expression 2,
Intimidation 2, Subterfuge 1
Merits: Weaponry Dodge 1, Harvest (Pledge) 2,
Mantle (Summer) 2, Resources 2
Willpower: 6
Clarity: 5
Virtue: Fortitude
Vice: Sloth
Health: 8
Initiative: 6
Defense: 3
Speed: 12
Wyrd: 3 (Glamour 12/3, 7 Goblin Fruits, 6 Pledges)
Contracts: Artifice 3, Fleeting Summer 2, Eternal
Summer 3, Dream 2
Pledges: Motley Pledge (Adroitness Crafts)

Other members of the Armory are
Infernus, a Fairest Draconic who is an expert
in explosives, and Titania, an Elemental


Manikin made of an amalgam of metals.
The Helm of Ares is a motley led by
the Admiral of the House of Summer. The
motley acts as the Admirals own personal
bodyguard and consists of Crimson Knights,
Mud Grunts and the Jager. The Jager is the
Admirals assassin and hunter and expert on
all matters of the Hedge.
The Helm, when not led by the
Admiral, is instead directly commanded by the
Jager, who leaves behind those who shall
guard the Admiral while the Jager and the
others go about their business.
The Helm operates out of the Arsenale,
under the guise of workers involved in the
restoration of the old shipyards.
Because of the Helms role in House
affairs, members of their group are often
assigned to other motleys as advisors or
commanders. Of course this does not sit well
with those motleys with members from other
Houses.
Quote: We have our heading. Let us
sink this Fae Lord for good and cast them to
the bottom of the Adriatic!, Hold it, hold
it Fire!
Background: The Admiral, known as
Vittorio before his durance, was a part of the
Italian army during WWII. He fought against
the Russian and the British armies. He was
young and a trained boxer. But he had no
family of his own except his mother after his
father had died during the previous war. It was
during the war in Egypt against British forces
that Vittorio was taken in the night. He awoke
in the lands of the Vizier of the City of Brass.
All about the gleaming palace were endless
deserts, and it was here the Vizier buried
Vittorio in the sands.
He awoke choking, having spent days
beneath the scorching earth. His skin was now
like flaking stone, baked and sandy. His mouth
tasted of nothing but iron and dust. And as he
clawed his way out of the sand, he collapsed
back into it.
As time passed he took out his spite
and malice on those who trespassed on his
sands. But freedom did come. He watched as
another man stumbled through his desert,
dressed in the fatigues of the Italian army.
Remembering his lost life he reformed his
body and marched back to the mortal realm
through the Hedge.
Returning to Egypt, Vittorio found that
11 years had passed and that the war was over.
His comrades had died in battle and now he
was far from home and out of synch with time.
In Italy things were no better as he found that
his mother had passed away and no one
remembered who he was.
Vittorio could not hold in his anger and
turned upon all those who helped the Fae. He
would smother them in sand, clogging their
lungs, or simply pound them into paste. He
was an unstoppable soldier and feared among
the local Freehold.
His move to Venice was prompted by a
search for a weapon that would be able to end
the existence of the Vizier, but instead of
finding the weapon, he joined the Freehold. In
time he rose through the ranks, leading the
Crimson Knights against the goblins and crew
of Commadore Fathom.
Vittorio, at this time known as Amun,
eventually obtained the rank of Jager before
becoming the Admiral of the House of
Summer, following the descent into madness
of the previous Admiral.
As Admiral, Capricornus has led a
constant war against the force of the Fae lord
Commodore Fathom and has been a firm ally
of the Doge. There have been times where the
Doge and Admiral have clashed over issues,
where the Doge has favored the option of
keeping to the shadows and hiding from the
threats to the Freehold.
The Admiral maintains an active war
room within the House of Summer, calling
upon his Captains and Jager to keep him
informed of the movements of the Fae and
Hobgoblins, along with the location of the
Goblin Markets, openings of verges, and the
actions of the other Houses. He has ordered
preemptive strikes against other members of
the Fae, regardless of the evidence.
Description: The Admiral has a wide


jaw and a prominent brow. His hair is straw
blond and his body is heavily tanned. He
wears clothing that is suggestive of his time in
the military.
His mien shows that he has skin like
sandstone, lined with strata and dusty.
His mantle manifests as the shining sun
at its zenith. There is the stain of blood and the
smell of cooking flesh on the heat of the sand.
Storytelling Hints: The Admiral is
stoic and calm on the exterior. However he is
physical in expressing his rage and desire for
revenge on the Fae. He will fling tables and
smash down walls.
He is a capable strategist but tends for
the most direct and bloody solution, having
become jaded over time with following the
law of the Court of Carnival.
Apparent Age: Early 30s
Court: Summer
Seeming: Elemental
Kith: Earthbones
Keeper: The Vizier
Mental Attributes: Intelligence 3, Wits 4, Resolve 6
Physical Attributes: Strength 5, Dexterity 3,
Stamina 5
Social Attributes: Presence 4, Manipulation 3,
Composure 4
Mental Skills: Academics 2, Investigation 3,
Medicine 2, Occult (True Fae, Weapons) 5, Politics
(Freehold) 2
Physical Skills: Athletics 2, Brawl (Boxing) 6,
Firearms 4, Larceny 1, Stealth 1, Weaponry
(Swords) 6
Social Skills: Expression (Oration) 3, Intimidation
(Stare downs, Threats) 4, Socialize (Formal
Meetings) 3
Merits: Contacts (Police Officer, Police Detective,
Weapons Dealer) 3, Harvest (Pledge) 5, New
Identity 4, Mantle (Summer) 5, Resources 3,
Retainers 3
Willpower: 10
Clarity: 4
Virtue: Justice
Vice: Wrath
Health: 10
Initiative: 7
Defense: 3
Speed: 13
Wyrd: 7 (Glamour 16/7, 50 Goblin Fruits, 10
Pledges)
Contracts: Elements (Earth) 5, Elements (Fire) 3,
Fleeting Summer 3, Eternal Summer 5, Mirror 3,
Dream 4, Stone 3, Carnival 1
Pledges: Motley Pledge (Adroitness Weaponry)
Frailty: Minor Bane Pain by the sight of a raven.
Minor Taboo Must clean a dirty sword
immediately.





Quote: I will hunt you down and
chew your guts and slurp out your marrow
from your bones.
Background: The changeling known
as the Maw is a terrible creature, just barely
human. During his life he was a respected
soldier in the armies of Napoleon. As the
French forces waged war in the North of Italy,
the Maw, then known as Jean-Sebastian, was a
portly soldier. He was a dead shot with the
musket and had survived encounters with the
other armies of Europe. However, this was not
enough for him to prevent his abduction by the
Fae.
The Maw, a name he acquired from the
amount he ate, fought in the gladiatorial arenas
of his Keeper. He fought endlessly. He was fed
the flesh of his victims. He was stitched back
together after his battles. And on he fought.
One night with his other cell mates, he
hatched a plan to escape. They fought past the
guards and slaughtered the vile goblins that
had taken pleasure in watching the games.
Together they fled through the Hedge. But one
by one they were picked off by the Keeper and
her minions.
The Maw returned to Paris and found
that almost a hundred years had passed and
that Paris was now a thriving and modern city,
following the ideals of the Revolution.
However, he was sickened by the decadence
that the French had fallen into. This was
something that was a stark reminder of his
time in Fairy.
He traveled East and to Venice, having


heard word of a city that was out of step with
time, and here he found many changelings
who were also suffering from future shock.
The Maw joined the House of Summer and
became one of the motley of Capricornus
before he became the Admiral.
The Maw, upon the promotion of
Capricornus to Admiral, was made his Jager,
the Hunter of the Longest Day. In this role the
Maw became the Admirals personal tracker,
hunter and assassin, a role that has brought the
Maw into conflict with many of the
changelings in the Freehold who have similar
roles.
Description: The Maw is stocky and
not very tall. He looks fat to some, but that just
disguises his own strength. He looks brutish,
with a heavy brow, wide jaw, and equally wide
nose. His clothes tend to be functional, and he
would not look out of place as a dock worker.
His Mien displays his skin to be almost
red and covered in cuts. His teeth protrude and
drip saliva, and his belly is even more
engorged and distended.
His Mantle is the smell of rotting flesh,
port, the heat of coals and the glint of light of a
sword.
Storytelling Hints: The Maw is
terrifying to behold, a glutton and single-
minded. He is a capable tracker, though some
say that is because he is able to sniff out food
from a mile away.
The Maw hates the Fae, and he will
descend into cannibalistic rages when facing
the Loyalists and the Privateers.
Apparent Age: Mid 40s
Court: Summer
Seeming: Ogre
Kith: Gristlegrinder
Keeper: Tekrof, Eater of the Hearts of Children
Mental Attributes: Intelligence 2, Wits 4, Resolve 3
Physical Attributes: Strength 4, Dexterity 4,
Stamina 6
Social Attributes: Presence 4, Manipulation 1,
Composure 3
Mental Skills: Crafts 3, Investigation 3, Medicine
3, Occult 2, Politics 1
Physical Skills: Athletics 4, Brawl 4, Firearms
(Rifle) 3, Larceny 2, Survival 3, Weaponry 4
Social Skills: Empathy 2, Intimidation (Ugly) 3,
Streetwise 3, Subterfuge 1
Merits: Gunslinger 3, Iron Stomach 2, Contacts
(Butcher, Brewer) 2, Harvest (Goblin Fruit) 4,
Mantle (Summer) 4, Resources 2, Token 2.
Willpower: 6
Clarity: 4
Virtue: Hope
Vice: Greed
Health: 11
Initiative: 7
Defense: 4
Speed: 13
Wyrd: 6 (Glamour 15/6, 25 Goblin Fruits, 9
Pledges)
Contracts: Smoke 3, Artifice 4, Stone 4, Dream 4
Fleeting Summer 3, Eternal Summer 3
Pledges: Motley Pledge (Adroitness Weaponry),
Commendation (Duke of Summer)
Token: Ribbon of Nevermiss 2

Other members of the Helm of Ares
are the bodyguards of the Admiral. They are
the Gargantuan Ogre, Fort, the Gravewight
Darkling, Pox, and Steepscrambler Beast,
Gormaul.


The Library of the Lion is a group of
Autumn courtiers who make it their business
to collate, decipher and understand the secrets
of the city and of Fairy. It is of no surprise that
they are mainly changelings with an affinity to
magic and the discovery of secrets.
Led by Codexial, the motley maintains
that library kept in the Teatro Fenice, within
the Hedge. They are the gatekeepers of this
knowledge, and they are the ones who many
changelings will turn to when they are in need
of elusive information on matters of the occult
and the workings of the Wyrd.
Quote: Now this is a particular
version of Sanskrit. One not seen for
thousands of years., Touch that book
without my permission and you will know how
painful a quill pen can be!


Background: Codexial was always a
bookish young woman. She grew up in
London and would read anything she could get
her hands on. Her mother frowned upon it,
wishing she would mature and find a husband,
while her father would just give her another
interesting book he would find on his business
trips.
Codexials abduction to Arcadia was
an ill-thought wish, as she read about the
history of fairies. She wished that she could be
spirited away to a distant land and have all the
books she could ever desire to read. Her
Keeper, a lazy prince called the Count of
Divine Lust, used her to keep a track of all of
his affairs in the mortal realm. He had no
desire to bother himself with all this
knowledge, and so used her to manage his
library. It was a dull task, but one that had to
be done.
Years of neglect and abuse led to her
becoming more and more wretched. She
treasured the library, not because it was of
worth, but because it was the only thing she
knew. Her escape came from the most unlikely
of places. A book. This book was one she had
not yet placed upon the shelves, and within it
she found the story of her life. Remembering
this she followed the story in the book, and
behind one of the shelves found her way out of
the dark library to the Hedge.
Her return to the mortal realm brought
her to Venice. She was struck by the amount
of knowledge locked in the city, gathered here
over the ages. She discovered that for her only
a year had passed while 17 had gone by.
In Venice Codexial joined the Autumn
court. She hated how her Keeper had tricked
her into becoming his slave and sought to
understand the workings of the Wyrd and
through it have her revenge on the Fae.
Description: Codexial is small and
thin. She wears concealing clothes, and her
hair is tied back revealing her taut face. She is
pretty, but she makes no advantage of it. Her
age seems wise beyond their years.
Her Mien shows that she has skin like
parchment, and she is dusty and shrinks away
from others.
Her Mantle manifests as the rustle of
books pages and the musty smell of an old
library. She appears as if illuminated by
shrinking candles.
Storytelling Hints: Codexial is quiet,
keeps to herself, and will sit for hours poring
over books and scrolls. Her motley is much the
same, and she only turns to them to work as a
team when researching a specific issue. She
misses her life as a mortal and is not beyond
using some of the magic she has learned to
improve things for herself.
Apparent Age: Late 50s
Court: Autumn
Seeming: Darkling
Kith: Antiquarian
Keeper: The Count of Divine Lust
Mental Attributes: Intelligence 4, Wits 2, Resolve 4
Physical Attributes: Strength 2, Dexterity 3,
Stamina 3
Social Attributes: Presence 2, Manipulation 2,
Composure 2
Mental Skills: Academics (History, Venice) 4,
Crafts 2, Investigation (Enigmas) 3, Occult (Fae) 5,
Politics (Freehold) 3
Physical Skills: Larceny 2, Stealth 3
Social Skills: Expression (Oration) 3, Intimidation
2, Socialize (Lectures) 2, Subterfuge 2
Merits: Contacts (Museum Curator, Antique Book
Dealer) 2, Harvest (Pledge) 3, Mantle (Autumn) 2,
Resources 3
Willpower: 6
Clarity: 5
Virtue: Faith
Vice: Sloth
Health: 8
Initiative: 5
Defense: 2
Speed: 10
Wyrd: 3 (Glamour 12/3, 7 Goblin Fruits, 6 Pledges)
Contracts: Artifice 3, Smoke 2, Dreams 2, Hearth 2,
Fleeting Autumn 3, Eternal Autumn 2, Carnival 1
Pledges: Motley Pledge (Adroitness Occult),
Commendation (Duke of Autumn),
Commendation (The Doge)

Quote: Sit still. Just another hour
and this painting will be done!


Background: Tristan was born in
Mestre and had a typical and fairly uneventful
childhood. His father worked at the airport
while his mother worked in Venice as a tour
guide. He was expected to do better, and he
hoped to work in the banking sector and move
to Rome or Milan.
One night, while out with his friends,
Tristan saw strange lights in the sky. They
came close, and he bathed in the eerie Fae
light and was taken from the streets to
Arcadia.
His Keepers, a collection of imps,
maintained a perverted form of school. In the
citadel hundreds of changelings were whipped
and abused, forced to create every piece of art
imaginable. The imps were looking for
something, something only humans could
create, but with each piece of art came the pain
of torture and the threats of worse if the next
piece was not better than the last.
Tristan spent hundreds of hours
painting everything he could imagine. Sleep
blurred with painting, and his bones ached
from the beatings he took. He poured out his
soul and in time became as small and
powerless as his other wretched captive
fellows.
Escape was not a real escape. Instead
he was discarded. Tristan was burnt out. He
had created every piece of art that he could
ever imagine and more. Enough work for ten
lifetimes. Returning to his parents, Tristan
found that only one night had past, and he
could no longer understand his family.
In Venice, Tristan discovered the
Freehold and those changelings who directed
him to the Autumn court. Knowledge rested in
the works he had created, and through this he
could command the very power his Fae
Keepers had been trying to find.
Description: Tristan is a young man
with long dark hair and dark eyes. His hands
are long and nimble, and he wears fashionable
clothes like any other student of the city. To
some he is considered handsome, if a little
weird.
His Mien displays his skin to be pale
and splashed with bits of paint. His eyes are
murky like water from washing brushes, and
his hair is equally stained. His back is covered
in bruises from his durance.
His Mantle is the diffraction of light
from a looking glass and the feathers of a
crow.
Storytelling Hints: Tristan is a little
mad, seeking to recreate the work he had made
in Arcadia. His artwork is abstract, and to
some he seems to suffer from autism. He loves
looking at the work of other artists, hoping to
discover something that he may have painted
in Arcadia.
Apparent Age: Mid 20s
Court: Autumn
Seeming: Wizened
Kith: Artist
Keeper: The Three of Three
Mental Attributes: Intelligence 3, Wits 4, Resolve 3
Physical Attributes: Strength 2, Dexterity 4,
Stamina 2
Social Attributes: Presence 2, Manipulation 4,
Composure 2
Mental Skills: Academics (Art) 3, Crafts (Forgery,
Painting) 4, Investigation 2, Occult 3
Physical Skills: Athletics 3, Brawl 1, Larceny (Pick
Pocket) 3, Stealth (Move Quietly) 2, Weaponry 1
Social Skills: Empathy 2, Persuasion 2, Streetwise
2, Subterfuge 1
Merits: Ambidextrous 3, Fast Reflexes 2, Fleet of
Foot 2, Contacts (Fence, Antiques Dealer) 2,
Harvest (Pledge) 2, Mantle (Spring) 2, Resources 2
Willpower: 5
Clarity: 5
Virtue: Hope
Vice: Envy
Health: 7
Initiative: 6
Defense: 4
Speed: 11 (13)
Wyrd: 3 (Glamour 12/3, 7 Goblin Fruits, 6 Pledges)
Contracts: Artifice 3, Vainglory 3, Smoke 2, Hearth
2, Dream 2, Fleeting Autumn 3
Pledges: Motley Pledge (Adroitness Occult),
Commendation (Duke of Autumn),
Commendation (The Doge)

Other members of the Library of the
Lion are the owl-like Windwing Beast called
Athena, and the well read and poetic
Cyclopean Ogre, Byron.


The Silk Road Pirates are less pirates
and more like explorers. The Hedge is indeed
strange and difficult to navigate, but is even
more confusing when the Hedge is accessed
when upon water. The clear and crisp waters
of the Venetian Lagoon give way to the
stinking marshes and bogs of the Hedge. It is a
twisting, winding maze of waterways and
sodden islands where strange beasts lurk in the
shadows amongst the thorny undergrowth.
This landscape can be constantly shifting, but
some trods exist having been cut through the
water to form canals that have walls of cruel
vines.
The Silk Road Pirates make it their job
to map these watery parts of the Hedge, to
discover the lost islands of Venice that have
been consumed by Faerie, and to uncover
treasure that has been lost within the misty
networks of canals and shallows.
This task is not easy and requires
changelings of great Clarity so that they are
capable of perceiving the boundaries between
our world and the Hedge and to spot the signs
of Hobgoblins, Gentry and potential Hollows
and trods.
Quote: Look lively scallywags!,
Finocchio! (fag!), Tua mamma
bocchinara! (Yours mothers a fluffer!)
Background: Polo originally was from
a coastal town on in Sicily, stolen from his
family in the early fifties when he was just 15.
Polo, then just Guido, worked with his father
and brothers as a fisherman. It was happy life
and he, like his brothers, grew up strong,
though considered simple by his school
friends.
It was on a stormy night, when Guido
was sent out by his father to check that the
boats had been tied up properly, that Guido
was stolen away by the Hobgoblin pirates of
Commodore Fathom. There on the deck of
Leviathan, the twisted ship made from the
carcass of a blue whale, Guido was whipped
into shape, forced to work on board the ship
amongst the other Lost who had been taken
from around the world. The Leviathan was a
hard place to live as strange Hobgoblins
barked orders, and the Leviathan engaged in
tremendous battles against other ships in the
rolling waters of Arcadia.
13 years passed on the Leviathan while
in the real world 24 had gone by. Guido,
taking a knife, broke free from the bonds that
held him to the ship, and he grabbed a barrel
and leapt overboard, and soon found himself
on the shores of the Lido in Venice.
Polo spent his early time in Venice
amongst the House of Autumn. He discovered
that his fetch, a vile duplicate of himself, had
left the family home, and in doing so had
abandoned his father and mother. His brothers
also had trouble understanding how their
brother Guido had apparently changed.
Within the Autumn court Polo tried to
learn more about his Keeper and where these
creatures come from. He was angry, but like
his father, he wanted to understand the Fae just
as he understood the seas. He began to venture
into the Hedge more frequently so that he
could map the trods and help those escapees.
Overtime he improved this skill of navigating
the Hedge, and also the other supernatural
realms that bleed into the Venetian lagoon.
To the other Houses Polo is something
of a madman, venturing into danger on a
whim. But he also is a troublemaker. On
behalf of the House of Autumn, Polo has taken
it upon himself to confiscate items that present
a danger to the Freehold. To the other Houses
he is a literal pirate, stealing what is not his for
the House of Autumn. That is not to say that
he doesnt abuse his position as a form of
customs and excise officer, but in general the
items that are taken have been a real concern
to the Freehold and the Doge. In order to
perform this duty better, Polo has gathered
together a motley.
Due to his experience with traversing
the Hedge, Polo has been given the title of
Briar Ranger within the House of Autumn,
however, this title is known only to those
within the House.
Description: Polo is well-built and
tanned Italian, with a broad brow and dark
curly hair that has grown into dreadlocks. He
is almost six and a half feet tall and muscled,


with the hands of a man who works tirelessly
with rope and at sea. His beard is thick and
matted and he is almost always smoking a
cigarette he has just rolled. As an Ogre of the
Water-Dweller kith, Polo has scaly skin like
that of a turtle, while his neck is lined with
gills and his body is covered with coral and
shellfish in places. His mantle manifests as the
twinkling of light on the seas, the sea life on
his body moving ever so slowly, and a chill
sea wind.
Storytelling Hints: Polo, though an
Ogre, is still very quick-witted. Though he
would rather others didnt know, he does have
the best in mind for his crew and the Freehold,
but he often plays up to expectations of either
being a rebel or a pirate. But then this better
serves the needs of the House of Autumn to
cause fear in those who travel the Hedge.
Apparent Age: Mid 40s
Court: Autumn
Seeming: Ogre
Kith: Water-Dweller
Keeper: Commodore Fathom
Mental Attributes: Intelligence 3, Wits 4, Resolve 4
Physical Attributes: Strength 4, Dexterity 3,
Stamina 3
Social Attributes: Presence 4, Manipulation 2,
Composure 2
Mental Skills: Academics 2, Crafts (wood
working) 3, Investigation 2, Occult (Hedge) 3
Physical Skills: Athletics 2, Brawl 3, Drive (Boats)
3, Larceny 2, Stealth 2, Survival (Sea) 2, Weaponry
2
Social Skills: Intimidation (Physical) 3, Persuasion
2, Socialize (Barfly) 1
Merits: Contacts (Fishermen, Divers) 2, Direction
Sense 1, Fighting Style (Boxing) 4, Harvest (Hedge
Bounty) 2, Mantle (Autumn) 3, Resources 2, Strong
Back 1, Token 3.
Willpower: 6
Clarity: 5
Virtue: Fortitude
Vice: Greed
Health: 8
Initiative: 5
Defense: 3
Speed: 12
Wyrd: 4 (Glamour 14/3, 10 Goblin Fruits, 7
Pledges)
Contracts: Elements (Water 2), Fleeting Autumn 2,
Stone 3, Dream 4, Carnival 1
Pledges: Good Neighbors Pact (Jager), Motley
Pledge (Adroitness Survival), Commendation
(The Silent Skull), Commendation (Doge)
Token: The Hungry Arrow (3, Rites of Spring page
148)




Quote: Worse things stalk these
waters. ME!
Background: Barbosa originates from
the longest surviving principalities still in
existence, San Marino. He, like his father, was
very much into any form of racing, and it was
hoped that he might make his way into
professional motor sports. He spent much of
the warm summers either driving one of his
fathers sports cars (his family being well off
and so owned numerous car showrooms) or
powering about the bay on a jet ski. Barbosa
was something of a hot head, often getting into
ludicrous bets with his friends, and became
something of a womanizer by the age of 17.
Everything changed on the night of his
18
th
birthday when fate caught up with his
family. A storm rolled in from the sea and the
bay with a thrashing nightmare. Lighting split
the sky and thunder boomed. Boats and ships
were all tied up and everyone stayed in the dry
safety of their homes. All except his father
who stood on the edge of the dock, weeping
and screaming. Don't take him! My only son.
Please don't take him! Barbosa (back then
just Tomas) went searching for him and found
him at the dock, looking on as the hulking
form of the Leviathan approached, its twisted
captain, the crustacean-like Commodore
Fathom, stood at the prow with a satisfied grin
on his face. Hobgoblins jumped to shore and
made ready for their captain. Fathom stomped
to shore and approached the weeping man.
You truly are a wretched man. No use
amongst my crew. But your son has grown to
be a fine boy. Our deal still stands. Your


freedom must be repaid by your bloodline
spending 100 years on the Fathom.
Barbosa's father wept and begged the
captain to not take his son, but Fathom had no
sense of compassion. You pathetic dog. This
is the price for the life you have enjoyed at my
expense. I demand his soul! With that the
Hobgoblin crew dragged Barbosa away, onto
to the Leviathan.
Barbosa spent just 11 years in service
to Fathom and the Leviathan. He learned the
ways of the ship, naval warfare and the pain of
failure. His back was often turned into ragged
flesh by a whip. But Barbosa was no fool and
was slowly coming up with a way to escape
the watery gloom of the Leviathan. He found a
loop hole. The term 'bloodline' could be meant
literally. He drew his blood on the deck of the
Leviathan and found he was no longer bound
to the service of Fathom, the ship or the vast
oceanic hell-realm that Fathom ruled.
Returning to San Marino Barbosa had
not aged one day, while his family had carried
on without him. He looked on and watched his
father play with his new son, a small boy of 5.
It stung Barbosa how easily it seemed his
father and family had forgotten about him, and
he did eventually face his father to demand
why any of this had happened in the first
place.
Since his return Barbosa has made his
peace with his family but has chosen to stay
away so that they may be safe from any form
of retribution by Fathom. He journeyed to
Venice, hearing of the great court that existed
there, and it did not take long for Barbosa to
meet Polo and his motley of pirate
changelings. Polo and Barbosa shared a
common history, that they had both served on
the Leviathan and so both shared a bitter
hatred of the Commodore.
Amongst Polo's crew Barbosa has
gained a reputation as a mean-spirited, tough
and hardy man, not adverse to using force to
get his way and finish a job. For this reason he
also has the honor of being one of the Crimson
Knights of the city, acting as an elite soldier
when called upon by the Summer Duke.
However, the orders of both his peers amongst
the Knights, and the Duke, have brought him
into disrepute within the Court of Carnival and
he is watched to ensure he doesn't start causing
chaos and leading a personal vendetta against
one of the Gentry. Amongst Polo's crew his
role of Crimson Knight is just the leverage the
Captain needs in order to pursue their role of
explorers and customs and excise. Dangerous
items identified by the Captain have often
been difficult to acquire by civil means. With
Barbosa's might these items have been
ruthlessly removed.
Description: Barbosa is a towering
man of muscle, his head clean-shaven and his
face round and crossed with a wide grin. He is
certainly a match for his Captain, but where
his captain lacks grace, Barbosa hides an
agility behind his brutish exterior. Being of the
Beast Seeming, and a Swimmerskin, Barbosa's
Seeming gives him the appearance of a shark.
His mouth is lined with rows upon rows of
razor sharp teeth, his eyes a beady and black,
and his nose is a pointed snout. His mantle,
being of summer, gives the appearance of
warm, tropical seas.
Storytelling Hints: Barbosa is not the
most calm of people, and quickly reacts
violently. That is not to say that he is not
smart, as he plans out attacks with the mind of
a cold-hearted killer. He has no worries that
others in the Freehold regard him with dread, a
reputation that has gotten him far in the House
of Summer. He will often challenge the rule of
the city and will come to blows with the agents
of the Volto or other Houses, but pays respect
to both his Duke and his Captain.
Apparent Age: Mid 20s
Court: Summer
Seeming: Beasts
Kith: Swimmerskin
Keeper: Commodore Fathom
Mental Attributes: Intelligence 2, Wits 3, Resolve 3
Physical Attributes: Strength 4, Dexterity 4,
Stamina 3
Social Attributes: Presence 3, Manipulation 2,
Composure 1
Mental Skills: Crafts (Wood Working) 2, Occult
(Hedge) 2
Physical Skills: Athletics 3 (Swim), Brawl 3 (4),
Drive (Boats) 2, Larceny 1, Stealth 1, Survival (Sea)
2, Weaponry 2


Social Skills: Animal Ken 3, Intimidation
(Physical) 4, Streetwise 2
Merits: Contacts (Smuggler) 1, Court Goodwill
(Autumn) 1, Fighting Style (Boxing) 2, Giant 4,
Harvest (Hedge Bounty) 2, Mantle (Summer) 2,
Resources 1, Strong Lungs 3, Token 1.
Willpower: 4
Clarity: 6
Virtue: Faith
Vice: Wrath
Health: 9
Initiative: 5
Defense: 3
Speed: 14
Wyrd: 2 (Glamour 11/2, 5 Goblin Fruits, 5 Pledges)
Contracts: Fang and Talon (Sharks) 3 (Cephalpods)
1 , Fleeting Summer 2, Dream 3
Pledges: Good Neighbors Pact (Jager), Motley
Pledge (Adroitness Survival), The Knights Oath
(Admiral Galleon), Commendation (Doge)
Token: Ace in the Hole (1)
Quote: More wine? No? How about a
Campari? Rum maybe hey where has all the
rum gone?
Background: Mosto was originally
from France. It was just after WWII, and he
and his family were struggling through the
reconstruction of the country. It was while he
was out in the ruins of his hometown that he
saw strange flickering lights in the night sky.
While his fetch returned to his wife and child,
he was being experimented on. His body was
mutilated, his blood replaced with various
alchemical fluids. Altered, Mosto was tasked
with aiding his Keeper in the creation of more
mystical fluids in their machine realm. What
the Keeper didnt count on was Mosto learning
enough to create a fluid that would be able to
cut through the walls of his cell and allow him
to escape.
Mosto returned, through the Hedge, to
France, to find that while he had only aged a
few years, 50 years had passed. His child had
grown old and had a family of their own. His
wife had passed away, and his fetch now was
rotting away in a jail for the murder of two
men. Mostos life had been taken from him
and twisted. He had no life there anymore, and
so instead he traveled south, into the French
wilderness where for many years he worked at
a vineyard, preparing wine and helping in the
maintenance of vines. It was here that he
perfected his art.
Though the French countryside was
thinly populated, Mosto did come into contact
with other changelings who were passing
through. Some had just escaped Arcadia while
others were moving from one city Freehold to
another. But it was one group of visitors that
changed Mostos life of seclusion. Loyalists.
Mosto was chased through the fields and
vineyards by this band of fiends. On his heels
he could hear the growls of his Keepers
hounds, and all Mosto could do was keep
running. Hiding in a town, his pursuers
became bored, and he heard the screams of a
young girl as she was taken away back to
Arcadia. Mosto was distraught. His fear of his
Keeper had led to another being dragged away
into hellish realm of the Gentry.
Mosto was now driven by a new goal,
to never live in the fear, True Fae. It was time
to live the life he had denied himself for so
many years. Mosto eventually reached the
south coast of France and from there travelled
to Italy, and onwards to Venice.
Mostos arrival in Venice was not the
most welcome, as he was picked up by a band
of Summer Courtiers, eager to find some sort
of sport or potential Loyalist to beat up. Mosto
was lucky as Polo and his motley of Silk Road
Pirates waded into the fight. They rescued the
Brewer and returned to their yacht.
Since his arrival in Venice, Mosto has
joined the House of Spring, and is a well
respected Brewer, his skills often being sought
out before a party or gathering is held. But
Mosto has maintained his friendship with the
Silk Road Pirates. Within their number Mosto
has become their surgeon, cook and brewer.
Though he may not be strong, or the best of
fighters, he is certainly capable of tending to
the injuries of his fellow pirates.
Mosto is typically a jolly fellow,
though he is careful to never become too
intoxicated for fear that his indulgence would
put him at the mercy of the Gentry.


Description: Mosto is around 5 11
but so thin he appears almost anorexic. He has
a clean-shaven look, pronounced cheekbones
and pale skin. His hands are equally long and
slender, and his voice is a hushed whisper,
punctuated by his cackling. He tends to wear
functional clothes, the sleeves rolled up and an
apron over the top to prevent the spillage of
liquids from staining his clothes.
His Mien shows that his skin is more
green, his eyes are black almonds, his ears are
not even present.
His Mantle of spring manifests as the
smell of vineyard blossom, and takes the
appearance of this blossom.
Storytelling Hints: Mosto is jovial,
regardless what task he is given. He takes
great delight in seeing the reaction that others
have to his latest concoction, and he is known
to make an impressive cocktail. At a party
Mosto is usually the last to be drunk, but will
encourage others to drink.
Apparent Age: Mid 40s
Court: Spring
Seeming: Wizened
Kith: Brewer
Keeper: The Sleepless Hundred
Mental Attributes: Intelligence 4, Wits 3, Resolve 2
Physical Attributes: Strength 2, Dexterity 4,
Stamina 3
Social Attributes: Presence 2, Manipulation 4,
Composure 2
Mental Skills: Crafts (Glass Blowing) 2,
Investigation 2, Medicine 3, Occult (Hedge, Hedge
Fruits) 3, Science 3
Physical Skills: Brawl 2, Drive (Boats) 1, Larceny
3, Stealth 2
Social Skills: Empathy 2, Persuasion (Fast-
Talking) 3, Socialize (Bars) 3, Streetwise 2,
Subterfuge 3
Merits: Barfly 1, Contacts (Bartender, Market Stall
Spice Seller) 2, Court Goodwill (Autumn) 1,
Harvest (Hedge Bounty) 3, Hollow: Size 2,
Amenities 2, Doors 1, Iron Stomach 2, Language
(Italian) 1, Mantle (Spring) 2, Resources 2.
Willpower: 4
Clarity: 5
Virtue: Temperance
Vice: Wrath
Health: 8
Initiative: 6
Defense: 3
Speed: 11
Wyrd: 3 (Glamour 12/3, 7 Goblin Fruits, 6 Pledges)
Contracts: Artifice 3, Eternal Spring 3, Dream 3
Pledges: Good Neighbors Pact (Jager), Motley
Pledge (Adroitness Survival), Commendation
(Vernal Duke), Commendation (Doge)
Quote: I spy on the horizon, profit!
Captain I hope I cut a good cut this time?
Bloody Italians
Background: Drake was born in
England, just outside of city of Bristol. He had
a fairly normal life in the suburbs. His parents
argued, his sister got married and divorced in
the space of 3 years, and when he was 18 he
stayed in the city and trained in graphic design
at the college. He had a skill for the fine arts,
but his obsession with his work made him
something of a recluse. He would sit in his
room in the flat he shared, smoking weed and
drinking gin while he worked on his latest
piece. When he did work up the energy to go
out socially, he would go to the local metal
night, and sit in the corner smoking and
drinking. He enjoyed the company of a
number of women but nothing became
permanent.
It was one night on the way back from
a club in the cold winter, he was approached
by a woman dressed in red, her hair had an
almost wet sheen to it. She spoke with a husky
voice, asking Drake, What is it you wish for
most in life. His answer was everything the
Fae needed. I want to be free of this world.
You know, like a bird. Free from people just
as an eagle is free of the earth, he replied.
With that the Fae, Mistress of the
Twelve Pelts of Fenris, led Drake down the
street. She spoke sweet nothings into his ear
about how he is better than these other people
in the city, that his sight is his gift, and that
others are jealous of him. The streets of Bristol
gave way to the Hedge. For Drake the skies


seemed to become clear, the Hedge shrinking
away as he found himself lost in his ability to
fly. He could fly! But at a price; his foot was
bound to the Mistress. He had been seduced
and slowly forgot his previous life.
Years past, and Drake served his
mistress as a bird of prey, scouring her domain
for their quarry. But it was after the last hunt
where they chased a poor human child, that
Drake remembered his past life. Seeing his
chance to escape from his cage, Drake flew
high and fast, his feathers and beak receding as
he pushed back through the Hedge.
Drake found himself on the Lions Tail
Trod, the wide expanse in the Hedge with
putrid water flowing through it. Spotting
others on the banks of the trod, Drake fled
from them, fearing they were his Keepers
agents. Looking for an escape route Drake fell
through the Hedge and back into Venice.
Here in Venice, Drake was taken into
the care of the local Freehold, and he soon
found a place amongst the House of Autumn,
as Drake, having a good eye for items, became
their man for finding relics and tokens. It was
this skill in appraising goods that caught
Polos attention, and Drake was invited to join
his crew, needing a good lookout and someone
with the gift of the gab.
Amongst the Freehold Drake is
something of a haughty womanizer. He often
gets into verbal fights, exchanging witty
remarks and socially wrecking other
changelings reputations. He is also considered
a show off and pretentious, and amongst
Polos crew he is the best dressed and also the
one who gets the crew into the most fights.
As far as his family is concerned, he is
now a failed designer living in London, his
fetch living a mundane and heartless life,
something that Drake has no desire to return
to.
Description: Drake is around 5 8
and thin. His hair is wild and shoulder length.
He has a pointed nose and yellow eyes. He is
slender and well dressed. A sort of fop. He has
well-manicured hands and nail vanish.
His Mien shows that his hair is filled
with black and green feathers, his nails are fine
talons, and from beneath the cuffs and collars
of his jacket more feathers protrude.
His Mantle manifests as the twinkling
of light off his feathers, the dying sounds of a
kestrels screech, the smell of apples.
Storytelling Hints: Drake is a trickster
and a fop. He is a pretentious womanizer and
has a curious collection of tokens, trifles,
artifacts and pieces of art. He is discerning and
dislikes people who have no sense of magic or
mystery.
Apparent Age: Mid 20s
Court: Autumn
Seeming: Beasts
Kith: Windwing
Keeper: Mistress of the Twelve Pelts of Fenris
Mental Attributes: Intelligence 3, Wits 4, Resolve 2
Physical Attributes: Strength 2, Dexterity 4,
Stamina 2
Social Attributes: Presence 3, Manipulation 4,
Composure 2
Mental Skills: Academics 2, Crafts (Drawing) 2,
Investigation 2, Occult (Tokens) 3
Physical Skills: Athletics 2, Brawl 2, Drive (Boats)
1, Larceny 3, Stealth 2, Survival 2, Weaponry
(Rapier) 2
Social Skills: Empathy 2, Persuasion (Fast-
Talking) 3, Socialize (Bars) 3, Streetwise (Black
Market) 2, Subterfuge 3
Merits: Barfly 1, Contacts (Black Market Dealer) 2,
Harvest (Emotions) 2, Hollow: Size 2, Amenities 4,
Doors 1, Language (Italian) 1, Mantle (Autumn) 1,
Resources 3, Token 3
Willpower: 4
Clarity: 6
Virtue: Hope
Vice: Envy
Health: 7
Initiative: 8
Defense: 4
Speed: 11
Wyrd: 2 (Glamour 11/2, 5 Goblin Fruits, 5 Pledges)
Contracts: Fang and Talon (Birds) 3, Fleeting
Autumn 2, Mirror 2, Dream 2
Pledges: Good Neighbors Pact (Jager), Motley
Pledge (Adroitness Survival)
Tokens: Hedgespun Raiment 2, Trifles: 2
Sweetblood, 1 Glimmerbraid

There are a few other members of
Polos crew. Gondalino is an Autumn


Courtier, a Wizened Woodworker who is in
charge of maintaining the boats they use. Hes
an irritable carpenter but a diligent designer.
Maria Cutlass is a young ship hand, and a
member of the House of Spring. A Draconic
Fairest, she is hot-tempered but free-spirited,
enjoying the company of her crew-mates and a
good fight.

The Skulls are one of the motleys that
run the House of Autumns commedia della
arte. They perform improvised plays which
focus on morality, humility and mystery.
Through these plays, and their involvement in
the Teatro Fenice, the Skulls and their fellow
motleys can influence the rich and the
intellectuals that come to see the plays.
Furthermore, the Skulls and the House of
Autumn use these plays to teach mortals and
Changelings alike to fear the unknown. The
majority of these plays will show the ways to
notice the Fae, the dangers of interacting with
them, and how to fend them off. But also,
amongst these tales, the House of Autumn will
warn humans about Vampires, Mages and
other strange beings that lurk in the night.
The Skulls major focus is the depiction
of horror, tragedy and cultivating fear in the
audience. The Skulls are lead by Eric Red
Mask, a self-styled phantom of the opera. He
is considered an expert on the subject of the
Grand Guignol, and enjoys the use of illusion
and stage magic for his bloody plays.
Quote: <Quoting The Phantom of the
Opera> Why so silent, good monsieurs? Did
you think that I had left you for good? Have
you missed me, good monsieurs? I have
written you an opera!, Welcome Ladies and
Gentlemen. You shall witness untold horrors,
hear tales of maddening mystery, and feel fear
pulse through your veins!
Background: Eric was born in Spain,
in Barcelona, and was a promising student of
the sciences. He was not into sports and was
considered a weakling by his fellow students
at high school. He suffered from bullying for
years, and it was when out on a school
excursion that he fled from his bullies and into
a cave. While the rest of his class was on the
beach for the field trip, he went further into the
cave, and deeper, losing sense of where he
was. When he looked back, he saw that the
real world had faded away and the cave
entrance was gone and instead there was the
darkness of the Hedge.
Stumbling through the Hedge Eric
came upon the Circus of the Black Flame. The
Ringmaster of 7 Smiles captured the trespasser
and so Eric was slung into a cage with other
poor changelings who were kept by the Fae for
his shows.
Over time Eric performed for his
master, trained to perform tricks and to look
out for other Fae who might steal from the
Ringmasters collection. But Eric was brutally
beaten and shaped to the whims of the Ring
Master, and his mortal self was flayed away to
leave the ghastly amorphous face of clay. Eric
was a Mirrorskin.
His escape came as the cage was
opened one night by others who had escaped
their prisons. The Ringmaster pursued his
escaping pets, riding atop a twisted,
gargantuan elephant-like creature. But Eric
was clever, and shaped his face to that of one
of the goblins that had attended the Circus.
Returning to the mortal realm Eric
found himself emerging from the Venetian
canal. Shivering from the cold, he was taken in
by the Freehold and eventually he joined the
House of Autumn. Initially he was a member
of the House of Winter, but he could not
console himself to a life without a connection
to others. However, he was interested in the
magic that had shaped him. No longer did he
want to fear his life being taken away, so
instead he sought to find the means to protect
himself from the Fae.
Since joining the House of Autumn,
Eric has worked with many motleys, before
creating his own. He has become a master of
illusion and slight of hand, and has taken it
upon himself to ensure that others do not
suffer as he has. So his aim is to educate with
fear, and so to others he comes across as a
dark, gothic, individual with a grim sense of


humour. Within the Teatro Fenice, his motley
has one main rival within the House of
Autumn, and also conflicts with the Lords of
Love, The Hundred Masks and the Keepers of
the Imagnarium. Often the conflict comes
from Eric causing disruption by sowing the
seeds of distrust and fear. In particular he is
hated by Silver Heart and Malvolio.
Unknown to his motley, and known
only to the lord of the House of Autumn, Eric
is the Ashen Notary, using his control over his
form and the darkness to watch other
changelings in order to discern the nature of
the pledges they have committed to. It is also
for this role that he is the Bauta to the Court of
Carnival, as the role requires the same sort of
skills.
Description: Eric is dressed like a
gentleman of the 19
th
century, in a tailcoat and
top hat. However, his face is now is almost
forgettable and his skin in unnaturally smooth,
like melted wax.
His mien shows that his face is like
wax, constantly shifting and dripping onto his
clothes.
His mantle manifests as the sound of
violins playing, dust falling away from his
clothes, the smell of burning candles, the stain
of red berries where he walks.
Storytelling Hints: Eric is a showman,
a womanizer and a creep. He cannot help but
take opportunities to be the centre of attention
and to spook others. He plays at being the
brooding poet, when in fact he is twisted and
decadent. He is not above victimizing others to
make a point.
Apparent Age: Early 30s
Court: Autumn
Seeming: Darkling
Kith: Mirrorskin
Keeper: The Ringmaster
Mental Attributes: Intelligence 4, Wits 4, Resolve 4
Physical Attributes: Strength 3, Dexterity 4,
Stamina 3
Social Attributes: Presence 4, Manipulation 4,
Composure 3
Mental Skills: Academics 3, Crafts 3, Investigation
4, Occult (Magic) 4, Politics (Freehold) 4
Physical Skills: Athletics 2, Brawl 2, Larceny 3,
Stealth (Disguise) 4, Weaponry 3
Social Skills: Empathy (Emotions, Lies) 2,
Expression (Acting, Opera) 5, Intimidation (Veiled
Threats) 2, Persuasion (Seduction) 3, Socialize 3,
Subterfuge 2
Merits: Allies (Theatre, Hotel Owner) 2, Contacts
(Conductor, Music Composer) 2, Harvest
(Emotions) 3, Mantle (Autumn) 4, Mantle
(Carnival) 4, Resources 4, Retainers 2
Willpower: 7
Clarity: 5
Virtue: Prudence
Vice: Gluttony
Health: 8
Initiative: 7
Defense: 4
Speed: 12
Wyrd: 6 (Glamour 15/6, 25 Goblin Fruits, 9
Pledges)
Contracts: Dream 4, Mirror 4, Darkness 3, Fleeting
Autumn 4, Eternal Autumn 3, Carnival 4
Pledges: Motley Pledge (Adroitness Expression),
Commendation (Duke of Autumn), Knights Oath
(The Doge)
Frailty: Minor Bane Pain by touch of Mercury.
Derangements: Anxiety

Quote: You are born with beauty and
grace, or it is torn out from within you.
Background: Sidney was a renowned
dancer in New York, performing in musicals
and ballet, with world class production teams.
She led a strict lifestyle and punished her body
which meant she had no time for others.
It was this dedication to her art that led
to her making a bargain with an old woman.
The woman, who she met on the streets of
SoHo, promised that Sidney would have
endless grace, like that of a swan, if she would
dance for her. Sidney, bemused, performed a
little for the old crone. But when she stopped
the deal went sour, and Sidney realized the
error she had made. The woman did not state
that she could stop dancing, and so by the rules
of the pledge Sidney was taken back to the old
crones castle in Arcadia. Sidney was caged
and hung from the rafters and made to dance
all day, until her feet bled.


After some time Sidney forgot herself
and knew only the dance. She had become the
Swan, and her prison had twisted her into the
embodiment of the Black Swan, the sensual
and dark personification of dance.
The crone eventually became tired of
the creature she had captured and set Sidney
free, releasing her back into the real world, and
to Venice.
In Venice, Sidney found herself
initially with the House of Spring. She would
dance for them and act as entertainment.
However, she became tired of the shallow
nature of those of the House and sought to
discover how to find her humanity once more,
just like the princess of Swan Lake, and so
joined the House of Autumn, using her skills
to teach others the dangers of the Fae and what
you wish for.
Description: Sidney is in her mid-
twenties, thin and light, with taut and angular
features. She moves with grace and wears
either flowing clothes or gym clothes when
training. Her hair is tied back into a bun.
Her mien displays her eyes to be black
and beady, with feathers lining her eyes. She
has white skin and black feathers sprouting
from her hair and hands.
Her mantle is long shadows, the sound
of violins and the sickly smell of cooked
apples.
Storytelling Hints: Sidney is aloof,
graceful, but filled with spite. She is set upon
learning how to undo what has been done to
her by the Fae. She is not above using her
knowledge of the Fae against other
changelings to obtain what she needs.
She follows Eric and his goals for the
motley, and finds his attacks on the House of
Spring amusing, for she finds that the Spring
courtiers are all style over substance.
Apparent Age: Mid 20s
Court: Autumn
Seeming: Beasts
Kith: Windwing
Keeper: The Crone of the Citadel of Fingers
Mental Attributes: Intelligence 3, Wits 3, Resolve 4
Physical Attributes: Strength 3, Dexterity 5,
Stamina 4
Social Attributes: Presence 4, Manipulation 2,
Composure 3
Mental Skills: Academics 3, Investigation 2,
Occult 2
Physical Skills: Athletics 4 (Gymnastics), Brawl 3,
Stealth (Move Quietly) 3, Weaponry 2
Social Skills: Animal Ken 3, Empathy 2,
Expression (Dance) 5, Intimidation 2, Persuasion 4,
Socialize 3, Subterfuge 2
Merits: Ambidextrous 3, Fast Reflexes 2, Fleet of
Foot 2, Contacts (Dance Teacher, Harpist, Caf
Owner) 3, Harvest (Pledge) 4, Mantle (Autumn) 3,
Resources 2
Willpower: 7
Clarity: 6
Virtue: Temperance
Vice: Envy
Health: 9
Initiative: 8
Defense: 3
Speed: 12 (14)
Wyrd: 4 (Glamour 13/4, 10 Goblin Fruits, 7
Pledges)
Contracts: Fang and Talon (Birds) 3, Mirror 3,
Vainglory 3, Fleeting Spring 2, Eternal Spring 3,
Carnival 1
Pledges: Motley Pledge (Adroitness Expression),
Commendation (Duke of Autumn)

Quote: I see the dance of the
Carnival. I see through the eyes of the mask of
fate. And I can see that the Wyrd has
something in store for you., Three crows
circle, and the clocks strikes 10. The child
cries out and the lion will roar!
Background: Scaramuccia was a
young girl growing up in the city of Padua.
Her mother was a successful doctor and her
father an engineer. She had all the toys she
needed, but it would be greed that would be
her undoing when she stole a doll from a
antique shop. That night, the Fae lord, Her
Smile of Moon Beams and Opals, came into
her room and dragged her into the Hedge
through the wardrobe.
Scaramuccia was made to perform the
most mundane of jobs. She was hit and beaten
as she scurried about after her master, picking


up books, trinkets and clothes. But it was out
of curiosity that Scaramuccia looked into the
crystal ball of her master, and her mind was
overwhelmed. She could see how she was to
escape, and escape she did, able to pick her
way back to the mortal realm, and to Venice.
As a seer Scaramuccia is bombarded
with visions, and her dreams of the future are
vivid. Troubled by these visions, she was
taken in by the House of Autumn, and by Eric,
who helped her channel this power.
Considered mad by many, she is an important
seer in the Freehold and is Erics mad jester,
and thus she is the House of Autumns Fool of
the First Frost. With her insight she is able to
lend important points of view on political
issues within the Freehold. In addition, her
madness and vision are the perfect distraction,
allowing Eric and others of the House of
Autumn to take action unopposed.
To the general population Scaramuccia
is a streetside fortuneteller and street artist.
She often will cause children fright so that she
can protect them from the Fae, and in some
rare instances even stalks a family just to
prevent another child from being taken by the
Fae and so stops the vision she has seen.
Description: Scaramuccia is a messy
young woman. She looks like a gypsy, with
her hair tied up into many small knots, and her
eyes daubed with lots of eye shadow. Some
passerbys may think she was a goth or simply
homeless.
Her Mien shows that her skin is
deathly pale, and she is small and thin. Her
eyes are pupil-less and a deep blue.
Her Mantle is composed of the smell of
fermenting grain, a chill breeze and the smell
of opium.
Storytelling Hints: Scaramuccia is
delusional and has moments where her grip on
reality fades away. She has little memory of
her time before her durance in Faerie, and
lives as one of the homeless in Venice.
She is polite to those her give her
charity, but curses those that do not heed her
warnings. Amongst the Fae this is no different.
Apparent Age: Mid 20s
Court: Autumn
Seeming: Wizened
Kith: Oracle
Keeper: Her Smile of Moon Beams and Opals
Mental Attributes: Intelligence 4, Wits 2, Resolve 4
Physical Attributes: Strength 2, Dexterity 2,
Stamina 2
Social Attributes: Presence 3, Manipulation 3,
Composure 4
Mental Skills: Academics (Venice), Crafts
(Carving) 2, Investigation (Enigmas) 3, Occult
(Astrology, Fae, Pyromancy) 4
Physical Skills: Athletics 2, Larceny 2, Stealth 2,
Weaponry 2
Social Skills: Empathy 2, Expression 3,
Intimidation 2, Persuasion 2, Streetwise 3,
Subterfuge 3
Merits: Meditative Mind 1, Fast Reflexes 2, Fleet of
Foot 2, Contacts (Beggars) 2, Harvest (Pledge) 5,
Mantle (Autumn) 4
Willpower: 8
Clarity: 4
Virtue: Faith
Vice: Greed
Health: 7
Initiative: 6
Defense: 2
Speed: 9 (11)
Wyrd: 4 (Glamour 13/4, 10 Goblin Fruits, 7
Pledges)
Contracts: Artifice 3, Dream 4, Hearth 4, Eternal
Autumn 4, Smoke 3, Goblin Contracts: Diviners
Madness 2
Pledges: Motley Pledge (Adroitness Expression),
Commendation (Duke of Autumn)
Derangements: Schizophrenia

Other members of the Skulls are the
Darkling Gravewight mime, Master White,
and the Fairest Muse narrator, Melpomene.

The Green Caps are a motley devoted
to growing plants, keeping animals and
harvesting items and curiosities from the
Hedge. The motley masquerades as a
collection of local fish farmers and live on the
island of Burano in the North of the lagoon.
Much like the Silk Road Pirates, the
Green Caps are skilled navigators of the
Hedge and know the local Goblin Market well.


But their real skill comes in the creation of
hedgespun items.
Quote: Just a little bit more
seasoning and this soup will perk you right
up.
Background: Saor grew up on the
coastline of the Adriatic, in Montenegro. He
worked for his father, a grocer. It was when
out with friends at the beach that Saor was
taken. He was swimming, having dived off a
cliff face, and after swimming for sometime
found that he could no longer find his way
back. In fact the only bits of land he could find
were small outcrops that were covered in
thickets and thorny brambles.
Standing there on the shore, with a
blanket of mist rolling in off the water, Saor
watched as a ship approached. Strange fish-
men lurked on deck, and the Leviathan
stopped before the small island. Saor was
dragged on board and brought before
Commodore Fathom.
Saor was made to work below deck for
decades. He was lashed a number of times, and
the time spent at sea shaped Saor into an
embodiment of the sea. His body was covered
in barnacles and seaweed, and he worked
tirelessly on deck.
Saor eventually escaped, finding a
chance to escape when the Leviathan docked
to once more allow its crew to go ashore to
capture more people. Saor dove into the water
and slipped away, his body now in tune with
the element of water.
Arriving in Venice, Saor initially
joined Polos Silk Road Pirates, before
forming his own motley. During his time on
the Leviathan, Saor had become a capable
fisher and now, like Polo and his crew,
navigates the local Hedge, mapping trods and
harvesting the strange bounty of the Hedge.
Saor is a capable sailor and is equally
skilled in navigation of the Hedge, but is a
better alchemist. He knows all the right places
to find goblin fruits, where to catch the
whispering fish and the slime crabs.
Description: Saor is large and bulky.
His hair is slick and lank, and he has a large
beard. He looks like he has been at sea for
years. He looks like a typical fisherman of the
islands, dressed in waterproof clothing and
warm woolen jumpers.
His Mien shows that he has blue-tinged
skin and is covered in barnacles and seaweed.
His eyes are black and his beard is filled with
sea creatures.
His Mantle manifests as a cold breeze
and the light from a lighthouse blinking.
Storytelling Hints: Saor is grim and
hardworking. He enjoys his food and drink and
preparing meals for others. He expects his
crew to work just as hard.
Apparent Age: Early 30s
Court: Autumn
Seeming: Elemental
Kith: Waterborn
Keeper: Commodore Fathom
Mental Attributes: Intelligence 4, Wits 4, Resolve 4
Physical Attributes: Strength 3, Dexterity 3,
Stamina 3
Social Attributes: Presence 2, Manipulation 2,
Composure 2
Mental Skills: Academics (Horticulture) 3, Crafts
2, Investigation 3, Medicine 3, Occult (Hedge Fruit,
Alchemy) 4, Science 2
Physical Skills: Athletics (Swim) 3, Brawl 3, Drive
(Boat) 2, Larceny 1, Weaponry 2
Social Skills: Intimidation 2, Persuasion 1,
Socialize 2, Streetwise (Fishermen, Black Market) 2,
Subterfuge 1
Merits: Allies (Fisherman, Herbalist) 2, Contacts
(Fisherman, Bar Owner) 2, Harvest (Hedge Fruit)
4, Mantle (Autumn) 3, Resources 2
Willpower: 6
Clarity: 6
Virtue: Fortitude
Vice: Gluttony
Health: 8
Initiative: 5
Defense: 3
Speed: 11
Wyrd: 4 (Glamour 13/4, 10 Goblin Fruits, 7
Pledges)
Contracts: Elements (Water) 3, Elements (Plants) 3,
Elements (Wind) 3, Eternal Autumn 4, Dream 4
Pledges: Motley Pledge (Adroitness Occult)


Quote: Take this twice a day. Yes it is
made of leeches., Now which arm do you
prefer?
Background: Dr Morphine was a
respected doctor of medicine in San Francisco
when he was taken. It was while walking back
one night that he was chased through the
streets by a strange creeping figure, made of
shifting flesh and metal. He ran, watching it
effortlessly throwing obstacles out of the way
and tearing down chain link fences.
Morphine passed out and awoke in a
cage filled with straw that smelt of excrement
and blood. Outside he watched as the twisted
creature auctioned him off to a large, thuggish-
looking creature. The man, if it was one, was
so large that it stood almost 20 feet tall and
had a mouth of tusks.
Morphine was taken back to the beasts
mountain home, nothing more than a large
cave filled with the bones of its prey. Other
changelings scuttled about. They were hulking
monsters having feasted off the leftovers of
their master. Morphine was thrown in with this
group and made to gather food for his new
master.
Over time, and with constant
punishment and feeding on raw flesh and bone
marrow, Morphine evolved into an equally
lumbering creature. His flesh was thick and his
teeth were now strong and sharp.
Morphines escape came as he
remembered his life as a mortal, and he
concocted for his master a potion to make him
sleep. The giant did sleep, and so the ogre
slaves made their escape.
Morphine made his way back through
the Hedge and found his way to Venice. He
was picked up on the Lions Tail trod and
taken back to the city. He was initially given
over to the House of Summer, however,
Morphine, being a doctor, wanted to
understand more about what he had become
and how he may reclaim his life. And so he
joined the House of Autumn. His knowledge
of medicine, coupled with his growing
knowledge of the Fae which has made him a
skilled doctor for the Lost of the city, and so
he holds the title of Medico della Pesta, having
to deal with the Vampires of the city. His large
bulk is an impressive deterrent to those
Vampires that would try and attack him.
Description: Morphine is large and
bloated. He wears a suit that barely conceals
his large belly. He has ruddy cheeks and jowls,
with a double chin. He appears sweaty and has
chubby hands.
His mien displays that he is somewhat
larger, and his mouth is filled with terrible
teeth. He has filth from his food down his
front, and his stomach is even larger and
distended.
His mantle is the smell of various
cooked meats, pumpkin and the smell of sickly
fruit.
Storytelling Hints: Dr Morphine is
sadistic and a glutton. He has no time for
wimps when he knows that the best cures are
often the most painful, scarring, or simply
taste bad.
Morphine hates the Fae with a passion,
and actively tries to experiment on others to
find a way to be mortal once again.
Apparent Age: Mid 50s
Court: Autumn
Seeming: Ogre
Kith: Gristlegrinder
Keeper: The King of Blood and Fat
Mental Attributes: Intelligence 4, Wits 3, Resolve 3
Physical Attributes: Strength 3, Dexterity 2,
Stamina 5
Social Attributes: Presence 2, Manipulation 1,
Composure 2
Mental Skills: Academics 3, Investigation 3,
Medicine (Operation) 4, Occult 3, Science 3
Physical Skills: Brawl (Biting) 3, Larceny 3,
Weaponry 2
Social Skills: Empathy 2, Intimidation 4,
Persuasion 2, Streetwise 2, Subterfuge 1
Merits: Iron Stomach 2, Natural Immunity 1,
Contacts (Doctor, Gangster) 2, Harvest (Pledge) 2,
Mantle (Autumn) 2, Resources 2
Willpower: 5
Clarity: 4
Virtue: Charity
Vice: Gluttony
Health: 10
Initiative: 4
Defense: 2
Speed: 10


Wyrd: 3 (Glamour 12/3, 7 Goblin Fruits, 6 Pledges)
Contracts: Stone 4, Mirror 4, Eternal Autumn 4,
Dream 3
Pledges: Motley Pledge (Adroitness Occult)

Other members of the Green Caps are
the Fairest Flowering gardener, Horatio
Hawthorn, and the fox-like Hunterheart Beast,
Montgomery Redcoat.

The Wordless are a motley involved in
crime. Many mortals think they are the Mafia,
or drug dealers, or immigrant criminals. There
is some truth in this, as they make use of their
contacts in these circles to promote fear.
However, they cultivate this fear, and their
links with these nefarious groups and
organizations, so that they may get better
access to tools and allies that they can use
against the Fae and their servants.
More importantly the Wordless motley
is in fact the motley who claims the Silent
Skull as a member, something which is not
known to any of the Freehold or the House,
such is the secrecy the Silent Skull maintains.
Instead, using the Wordless, and other trusted
motleys, the Silent Skull can promote their
goals and commands without ever having to
appear before their subjects. Fear is the tool of
power, paranoia drives all motleys to perform
their best, and terror is the tool they wish to
claim from the Silent Skull so they may strike
at their enemies.

Quote: <GROWLS> Hey punk! What
you looking at?!, You better have the money
or tomorrow I am going break your legs and
set my dog on you!
Background: Mad Dog grew up in
Florence and was a grade A student. His
family were typical small town folk, while he
had won a scholarship to attend university at
Florence. He studied the arts and history, and
he built up a number of friends and even had a
girlfriend. He had a straight run to a PhD, but
fate had other things in store for him.
It was one evening in the library, and
he was pouring over a book of Renaissance
art. He was busy working on his thesis and so
he went looking for another book he required.
In the depths of the library, in the quiet of the
late hours, Dog found a book on fairytales. He
briefly looked at the book and then simply
placed the book haphazardly on the shelf. As
the book fell to the floor the pages flipped
opened and from the pages emerged the
Hunter of the Endless Woods of Screaming
Tears. He was tall and elven like. At his side
dire wolves snarled, and they stalked through
the library looking for Dog. Dog ran for his
life, his mind racing as he tried to make sense
of what was happening. Every door he got to
denied him entrance, and he ran from the
being that chased after him. His blood went
cold as he heard it blow its horn once more,
and backed into a dead end in the university.
The wolves were upon him and the Hunter
dragged him off into Arcadia.
In the Hunters realm Dog was treated
as such. He had to eat from a bowl. He was
kicked and beaten and expected to protect the
Hunters tower. Over time Dog thought of
himself as nothing more than a dog and slept
in the remains of his clothes, curled up on the
stone floor. His reawakening to his human self
came as he witnessed his Keeper looking at the
tattered remains of a painting by Monet. Dog
recognized it and remembered his life before
the tower. With this small spark of humanity
he fled from the tower, working his way back
to his home.
Returning to Florence he found 30
years had gone by, his girlfriend was married
with children, and his life had been taken over
by something that looked like him but had
become spiteful and full of hate. Dog chose to
watch this imposter and learn what he could
from it. He began to understand the manner in
which these fetches operated, that they were
devoid of that spark of humanity that he
himself had also lost when he became a beast.
With this understanding, he joined the local
Freehold and the House of Autumn, before
journeying north to Venice where he might
learn even more from the far older Freehold of
Carnival.


In Venice Mad Dog, as he came to be
known, had a fearsome reputation, but this was
more a cover for his aptitude in the occult. He
became both a physical and magical tool of
fear, and over time his motley grew and
adopted his approach, that to fight the Fae you
must embody fear wholly.
Mad Dog has since become a fearsome
rival to the motleys of the House of Summer,
and his motley is respected for its command of
many strange tokens and contracts. However,
the motley is also considered to be too far
gone to the cause of fear. Mad Dog and his
gang are feared gangsters in and around
Venice, and dabble in drug trafficking,
prostitution rackets, and worse.
Unknown to most of the motley, Mad
Dog is in fact the Silent Skull of the House of
Autumn. Through a network of drop boxes and
secret meetings, Mad Dog issues his orders to
the House. These orders are instructions on the
acquisition of magical artifacts, tomes,
missions into the Hedge to scout out areas,
delving into the dreams of mortals, and the
research of new contracts. Other orders are
more militant, focusing on the cultivation of
fear in mortal society so that areas of the city
are designated off limits in order to prevent
mortals getting involved with the Fae or their
lackeys.
Description: Mad Dog is tall and has a
strong physique. He wears clothes that
enhance his gangster appearance and lend him
an air of superiority and danger. His hair is
slicked back and his is always chomping on a
cigar.
His Mien shows that he has yellow
eyes, pointed ears and dark skin. To others he
looks like a Doberman, with his teeth visible at
all times.
His Mantle manifests as the growth of
cobwebs, the smell of candle wax and long
shadows.
Storytelling Hints: Mad Dog is not
above playing the fool. He is a good actor and
allows others to make assumptions of him. In
fact, behind closed doors, he is calculating and
cold, issuing orders to cause harm and distress
to others so that a lesson is learned.
However, Dog does have time for
those that are willing to learn, and if they can
withstand his bullying then they gain his
respect.
Apparent Age: Early 50s
Court: Autumn
Seeming: Beasts
Kith: Hunterheart
Keeper: Hunter of the Endless Woods
Mental Attributes: Intelligence 3, Wits 4, Resolve 4
Physical Attributes: Strength 3, Dexterity 4,
Stamina 3
Social Attributes: Presence 4, Manipulation 4,
Composure 3
Mental Skills: Academics 3, Investigation
(Enigmas) 4, Medicine 2, Occult (The Fae, Tokens)
5, Politics (Freehold) 3
Physical Skills: Athletics 3, Brawl 4, Drive 2,
Larceny 3, Stealth 3, Weaponry 2
Social Skills: Animal Ken (Dogs) 4, Empathy
(Lies, Fear) 2, Intimidation (Terror, Physical
Threats) 3, Persuasion 1, Socialize 2, Streetwise
(Gangs, Corrupt Police) 3, Subterfuge (Lying,
Misdirection) 2
Merits: Allies (Gangs, Vice Police) 2, Contacts
(Gangster, Fence, Black Market) 3, Harvest
(Emotions) 3, New Identity 4, Mantle (Autumn) 5,
Resources 4, Retainers 2, Token 5+, Hollow: Size 3,
Wards 3, Doors 2, Amenities 3
Willpower: 7
Clarity: 4
Virtue: Prudence
Vice: Pride
Health: 8
Initiative: 7
Defense: 4
Speed: 12
Wyrd: 7 (Glamour 16/7, 50 Goblin Fruits, 10
Pledges)
Contracts: Fang and Talon (Dogs) 5, Mirror 3,
Fleeting Autumn 5, Eternal Autumn 5, Artifice 5,
Thorn 4 Dream 4, Hearth 3, Goblin Contract:
Diviners Madness
Pledges: Motley Pledge (Adroitness Occult),
Knights Oath (The Doge)
Frailty: Minor Taboo Must count the grains of
salt that have been spilt. Minor Taboo Cant enter
a room that is entirely red.



Quote: I hates all this being nice.
Can we not make them scared and run away
like the little girls, boss?
Background: Little John was always
bullied at school. He was shorter and not as
strong as the others, and so he kept to himself,
reading his books. He loved the fantasy novels
of Tolkein and spooky stories he found by
other writers. John, in his own time at home
would read up on magic, and hoped that he
would learn how to curse his tormentors or
leave this world altogether.
One night, the Doctor of Misty Eyes
came to Johns home and snatched the young
man away. He took him back through the
Hedge to work in the dark and labyrinthine
hospital of the Doctor. The wards wailed with
the pain of his patients, and John was kicked
about and ordered to come and go, fetching
blades, and vials, and salves. Over time, all
this running about made John a little
diminuitive worker. Goblin-like he scuttled
about.
His escape came one day, when he was
cleaning out one of the many morgues in the
Doctors realm, John came upon a small chute.
It was covered in filth and blood and gore, but
with a little squeeze John was soon crawling
down it and to his freedom.
John escaped back to the mortal realm
and arrived in Venice, picked up by Polo and
his crew on the edges of the Lions Tail trod.
John was brought into the fold of the House of
Autumn, with Dog eventually asking the little
man to join him. Dog could see that such a
small goblin would be an asset to his motley.
He was small and capable of stealing things
that Dog wanted.
Johns time in Venice has made him an
expert on the secret waterways of Venice,
those small tunnels that wind their way under
the streets. He has also taken an interest in the
dead, and is now a respected authority on the
ghosts of Venice, and is the Doges Larva,
official ghost hunter of the city. This role has
brought the goblin into contact with some of
the stranger creatures that lurk in Venice, such
as Vampires, Sin-Eaters, Mages and stranger
things still.

Description: Little John is exactly that.
He stands only 5 2 and is bald and scrawny.
His clothes are not much better and to most
others he appears as a mad homeless man who
speaks to people that are not there.
His Mien displays that he is small, with
toady skin, white eyes, and elongated limbs.
His teeth are yellow and foul, and he walks
with a stood.
His Mantle is the smell of salt, the
flicker of candles, the smell of soot, and the
faint sound of ghostly whispers.
Storytelling Hints: Little John is a
spiteful little man who takes pleasure in
causing frights for others. He prefers to talk
with the dead and other Darklings and hates
the Fairest with a passion.
Apparent Age: Unknown
Court: Autumn
Seeming: Darkling
Kith: Tunnelgrub
Keeper: The Doctor of Misty Eyes
Mental Attributes: Intelligence 3, Wits 4, Resolve 4
Physical Attributes: Strength 2, Dexterity 4,
Stamina 2
Social Attributes: Presence 2, Manipulation 4,
Composure 2
Mental Skills: Crafts 2, Investigation 2, Occult
(Ghosts, Vampires, True Fae) 4, Politics 1
Physical Skills: Athletics 3 (Run), Brawl (Dirty
Fighting) 3, Larceny 4, Stealth (Move Quietly) 3
Social Skills: Empathy 2, Intimidation (Creepy) 3,
Persuasion 2, Streetwise 3, Subterfuge 2
Merits: Ambidextrous 3, Fast Reflexes 2, Fleet of
Foot 2, Contacts (Beggars) 2, Harvest (Dreams) 2,
Mantle (Autumn) 3, Mantle (Carnival) 3, Hollow:
Size 1, Doors 2, Wards 4
Willpower: 6
Clarity: 4
Virtue: Charity
Vice: Envy
Health: 7
Initiative: 6
Defense: 4
Speed: 11 (13)
Wyrd: 4 (Glamour 13/4, 10 Goblin Fruits, 7
Pledges)
Contracts: Darkness 4, Fleeting Autumn 4, Mirror
4, Smoke 3, Dream 3, Carnival 3, Goblin Contracts:
Fair Entrance


Pledges: Motley Pledge (Adroitness Occult),
Oath of the Rose and Thorn (Beggars), Knights
Oath (Duke of Autumn)
Derangements: Paranoia

Other members of the Wordless are
Fairest Draconic, Vesuvian, and the bat-like
Beast Windwing, Chira.

The Cleaners are exactly that. They are
the motley that is turned to when information,
or more importantly criminal information,
needs to be found and destroyed. You have a
body on your hands? The Cleaners are called
in. Not only do they clean up scenes, but they
also try and make places clean of any magic or
signs of changelings. Led by the Sun Banisher
of the House of Winter, Dr Z, the Cleaners
will mop up blood, make fake IDs, sort out
alibis, and even balance your checkbooks for
you.

Quote: Oh, it looks like redecorating
went out of control. An arterial spray. My, my,
what did they do here?
Background: Dr Z was a student in
criminal investigations at the University of
Rome when she was taken. She was working a
case for her thesis when she got involved too
deeply. The killer turned out to be a
changeling, and worse, the entire string of
murders was a setup just to trap her. The
changeling, a Loyalist, had planned it all out
so that its master could have a new play thing.
In Arcadia Dr Z was subjected to string
of vile and painful experiments. Each day a
new test. First her eyes were removed and
replaced. Then her skin was flayed off and
replaced. Then her ribs each removed and put
back. But her Keeper grew tired of slicing her
apart and putting her back together, and so
instead made her an assistant, making her
perform the operations for him.
Years went by, and Dr Z had gotten
used to the regime, preferring it to the years of
torture she had already endured. She had even
begun to enjoy the pain she was inflicting. It
was only when she recognized the next patient
as a fellow university student that she snapped
awake from her madness and realized what she
had become.
Dr Z escaped that night, using a
cadaver as a decoy, placing it in her bunk as
she pried open the door to her Keepers
citadel.
Dr Z returned to Rome, and fearing the
repercussions of her escape, and the minions
of her Fae Keeper that had trapped her in the
first place, Dr Z went about removing every
trace of her former self and tried to live off the
radar. In doing so she joined the Winter Court.
Her arrival in Venice was after a Fae
hunt in the city of Rome. Dr Z had heard about
the magic of the Court of Carnival and so
journeyed north to witness it herself.
Since coming to Venice, Dr Z has
helped many other changelings operate off the
radar, establishing new identities and
destroying incriminating evidence. Her
motley, which she was not the leader of to
begin with, have become masters of this.
Originally simple messengers for the House of
Winter, the motley have risen above that and
now command a healthy status. But with
renown comes attention, and so Dr Z has taken
to only being contacted through particular,
carefully managed and secret methods.
Description: Dr Z is a wiry young
woman dressed in a suit dress and when
working, wears a lab coat and face mask. Her
hair is cut short and she wears only a little
makeup to help blend in.
Her mien shows that she has red eyes,
greenish skin, and many scars across her body.
Her hands are nimble and her mouth is lipless.
Her mantle manifests as an icy chill
and a stillness in the air like after the snow has
fallen.
Storytelling Hints: Dr Z is cold,
clinical and methodical. She suffers no fools
and will do everything that is possible to
ensure her own secrecy. In extreme cases there
are jobs that even she will turn down, only
considering them if she is commanded by the
Nameless One.
Apparent Age: Early 50s


Court: Winter
Seeming: Wizened
Kith: Churigeon
Keeper: The Prince of Cracked Bones
Mental Attributes: Intelligence 4, Wits 4, Resolve 4
Physical Attributes: Strength 2, Dexterity 3,
Stamina 3
Social Attributes: Presence 2, Manipulation 4,
Composure 2
Mental Skills: Academics 3, Investigation (Crime
scene) 4, Medicine (Autopsy) 3, Occult 2, Politics 2
Physical Skills: Brawl 2, Drive 3, Larceny 3,
Stealth 3, Weaponry 2
Social Skills: Intimidation 3, Persuasion 2,
Socialize 2, Streetwise 2, Subterfuge (Lying,
Misdirection) 3
Merits: Contacts (Forger, Police, Fire Officer) 3,
Harvest (Emotions) 3, New Identity 4, Mantle
(Winter) 3, Resources 4
Willpower: 6
Clarity: 5
Virtue: Justice
Vice: Greed
Health: 8
Initiative: 5
Defense: 3
Speed: 10
Wyrd: 4 (Glamour 13/4, 10 Goblin Fruits, 7
Pledges)
Contracts: Artifice 4, Mirror 3, Smoke 3, Dream 3,
Fleeting Winter 3, Eternal Winter 3
Pledges: Motley Pledge (Adroitness
Investigation), Commendation (Duke of Winter),
Knights Oath (Doge)

Quote: Time to wash all this away
Background: Triton was taken while
his mother pushed him along in his pram near
to the canal edge in Venice. The Fae, desiring
a new gift for his lover, snatched the babe and
replaced him with a collection of crabs and
fish bones, fashioned to look like the baby. His
mother was none the wiser.
Triton grew up in the underwater
realm, playing with the other fish-like slaves
of his Keepers. He was their way of trying to
feel what it must be like to have a child. Over
time he grew to reflect his would be parents,
growing fins and scales over his body.
But this magical life would not last
forever, and upon the death of his real mother
he felt her mortal pain through the Wyrd. He
realized that the twisted beings he called
mother and father were not his own. He saw
their true nature, and that he too was a slave to
their own game.
Triton was able to escape, finding his
way back to the canal where he was taken, and
he was now in his teens. He found his way
home and discovered that his real mother was
dead. The death was a mystery, but Triton
would find out. He lived as a street urchin and
became used to the modern world that he had
been denied. He watched his fetch live out the
hollow version of his life, and he came to
realize the truth. His fetch had murdered his
mother. But Triton was to be denied his
revenge, as those of the House of Winter, with
whom he had joined, forbade him from
following this route. He knew he must stay in
the shadows and that if he was to get his
revenge, it must be swift and unseen.
Triton is a member of Dr Zs motley,
using his affinity with water to remove traces
of evidence, cleansing areas of the touch of
changelings. To this day he still watches his
fetch, planning his revenge.
Description: Triton is young and
dressed like one of the many homeless young
men that wander the streets of Venice. He
looks dirty and has scruffy hair and looks
malnourished.
His mien displays that he is instead
composed of water. His skin is translucent and
his eyes are dark pools.
His mantle is the feeling of icy water
droplets on the skin, and the glow of sunlight
through snow.
Storytelling Hints: Triton is young
and impulsive, and needs guidance from his
older friends and motley members. He is
clever and quick witted, but has bouts of being
emotionless when confronted with failure.
Apparent Age: late teens
Court: Winter
Seeming: Elemental
Kith: Waterborn


Keeper: The Lady of the Darktouched Water
Mental Attributes: Intelligence 2, Wits 4, Resolve 2
Physical Attributes: Strength 3, Dexterity 4,
Stamina 2
Social Attributes: Presence 2, Manipulation 3,
Composure 2
Mental Skills: Crafts 2, Investigation 3, Occult
(The Fae) 3, Politics 1
Physical Skills: Athletics 5 (Swim), Brawl
(Underwater) 4, Larceny 2, Stealth (Move Quietly)
3, Survival 4, Weaponry (Spear) 3
Social Skills: Animal Ken (Fish) 4, Empathy 2,
Intimidation 3, Persuasion 2, Streetwise 2,
Subterfuge 2
Merits: Ambidextrous 3, Fast Reflexes 2, Fleet of
Foot 2, Strong Lungs 3, Harvest (Pledge) 2, Mantle
(Winter) 2, Resources 2
Willpower: 4
Clarity: 4
Virtue: Faith
Vice: Envy
Health: 7
Initiative: 6
Defense: 4
Speed: 12 (14)
Wyrd: 3 (Glamour 12/3, 7 Goblin Fruits, 6 Pledges)
Contracts: Elements (Water) 4, Fang and Talon
(Fish) 3, Fleeting Winter 2, Eternal Winter 3, Mirror
2, Smoke 3
Pledges: Motley Pledge (Adroitness
Investigation)

Other members of the Cleaners are the
Darkling Mirrorskin, Mr Sand; the Elemental
Airtouched Autumn courtier, Nimbus; and the
rat-like Beast, Hamlin.

The Confessors are masters of secrets
and also the watchers of the sanity of the
Freehold. They welcome those who are
troubled and listen to them, helping them make
sense of their lives as changelings. They
promise they will not trade the secrets that
they learn. However, this trust is sometimes
broken when they learn of things that endanger
the House of Winter and the Freehold itself.
Not simply just confessors or
psychologists, the Confessors are spies,
watching those troublemakers, Loyalists,
Privateers and Bridgeburners. They gather all
the clues and information that is required so
that allies within the House of Summer can
strike, or so that the agents of the House of
Winter can act quickly and quietly.
The Confessors are led by Lady
Midnight, the Servetta Muta of the city. She is
the Doges confessor and so her role coincides
with that of the House of Winter. Lady
Midnight tries to be welcoming and honest
with her guests, and has the hard task of
ensuring that knowledge of the House of
Winter is kept secret from the Court of
Carnival. For this reason she knows that others
of the House of Winter watch her intently to
see if she steps out of line.

Quote: <nothing, she simply directs
guests to sit and speak>
Background: Lady Midnight was a
nun during the 17
th
century. She was involved
with a man, breaking the codes of her church
and her promise to God. She knew of the
importance of secrets, and she kept the secrets
of others. However, this would be her undoing
as one of the Gentry tricked her into revealing
a secret. The previous day it had told her one
at confession. However, it made her make a
promise. Through cunning and deception the
Fae made her break this promise, and on the
ground that the pledge was broken, the Fae
took her away to Arcadia.
There in the Faerie realm, in a tall spire
made of glass, she was used and raped. She
was kept like a princess, yet she could not hide
from her captor as every wall was as clear as
water.
Her escape came as she discovered the
secret of her prison, and she tricked her
Keeper into keeping his eyes shut. She fled the
tower and returned to Venice, now as a Bright
One. She discovered that hundreds of years
had gone by and that her world was replaced
by new technology that meant no one could
stay hidden.
Lady Midnight joined the House of
Winter, trying to reclaim the privacy that was


denied her during her durance. She acted as a
spiritual counselor to the others of her House,
and gained the title of Servetta Muta after the
previous holder was killed for the secrets she
knew.
Description: Lady Midnight is pale
and has golden hair. She is beautiful and
dresses in mourning garb and a veil. People on
the street dismiss her as either aloof or as a
vain celebrity.
Her Mien shows that she has golden
eyes, with pointed ears, fine hair, and alabaster
skin.
Her Mantle manifests as the sunlight
reflecting off snow, the taste of ice cold water
from the mountains, and the odd snowflake.
Storytelling Hints: Lady Midnight is
passionate and has many lovers so that she
may hear many secrets through pillow talk.
She believes that the best way to hide is to
hide in the open. However, she still enjoys her
privacy and keeps a clean and tidy home that
can be packed up in a moments notice and
moved through the Hedge to a new safe haven.
Apparent Age: Early 30s
Court: Winter
Seeming: Fairest
Kith: Bright One
Keeper: The Count of Stolen Tears
Mental Attributes: Intelligence 3, Wits 4, Resolve 4
Physical Attributes: Strength 2, Dexterity 2,
Stamina 2
Social Attributes: Presence 3, Manipulation 4,
Composure 2
Mental Skills: Academics (Bible) 3, Investigation
2, Medicine 2, Occult 2, Politics (Freehold) 4
Physical Skills: Athletics 2, Brawl 2, Larceny 1,
Stealth 4, Weaponry 2
Social Skills: Empathy (Emotions, Lies) 4
Intimidation 2, Persuasion 3, Socialize (Dress Balls,
Bars) 4, Subterfuge (Lying, Misdirection) 4
Merits: Allies (Church Priest), Contacts (PIs) 3,
Harvest (Emotions) 3, New Identity 4, Mantle
(Winter) 3, Mantle (Carnival) 2, Resources 3,
Retainers 3
Willpower: 6
Clarity: 5
Virtue: Prudence
Vice: Lust
Health: 7
Initiative: 4
Defense: 2
Speed: 9
Wyrd: 6 (Glamour 15/6, 25 Goblin Fruits, 9
Pledges)
Contracts: Dreams 4, Mirror 4, Smoke 3, Vainglory
4, Fleeting Winter 4, Eternal Winter 3, Carnival 2
Pledges: Motley Pledge (Adroitness Empathy),
Oath of the Rose and Thorn (Retainers), Knights
Oath (Doge)
Frailty: Minor Bane Pain by the sight of her
reflection reflected in another mirror.
Quote: Up here <he then leaps
down, taking out his victim>
Background: Hanuman was always a
climber, having grown up in the North of the
Veneto with his family and trained in rock
climbing. This was his life, scaling the sheer
cliff faces with little support.
It was while scaling one of these
treacherous walls of rock that he was shocked
as a face of stone leered at him. He lost his
grip and plummeted to his death, only to be
snatched away and replaced by a fetch made of
stones and goat bones.
Hanuman was taken away to the forest
realm of Wukong, Lord of Trees. Here he was
made to climb and scale the twisting vines and
palm trees as snarling beasts roamed below.
For many nights he did this, surviving on the
fruit of the trees. He grew a tail that aided in
his navigation of the forest, and his hands
became more dextrous.
One day Wukong came to him, and sat
on the branch petted his new monkey. Wukong
was also ape-like, but larger and more
colorful. He was a trickster and a joker, and
played tricks upon Hanuman.
Years passed like this, as Hanuman
was treated as pet and prey by the master of
the forest. But escape did come as Hanuman
found a cave. He crawled his way out and into
the harsh daylight of the mountainside.
Hanuman journeyed to Venice, hearing
about the Freehold and finding that he was


safer here than anywhere else. He initially
joined the House of Summer, but after a failed
attack on one of the Fae, he left the House,
thinking that outright war with the Fae was
futile. Instead he simply wished to live his life
away from the magic of the Fae and the
attentions of others.
The House of Winter has found a use
for him, as messenger and spy. He is able to
navigate from one end of the city to the other
by climbing over the rooftops of Venice. This
has earned him the respect of the Nameless
One and gained him the friendship of Lady
Midnight, who he loves.
Description: Hanuman is tall and has
scruffy hair and a beard. He wears clothes that
allow him to move easily, and by day acts as a
messenger. Others have commented on his
large eyes.
His Mien displays that he has a
prehensile tail, larger eyes, long fingers and
fur.
His Mantle is the feeling of snow under
barefeet, the cold wind and the smell of spices.
Storytelling Hints: Hanuman is a
trickster and is playful. He makes a game out
of his tasks but fears he will be taken away.
This is compounded by the fact that he loves
Lady Midnight but knows that he cannot tell
her.
Apparent Age: Mid 20s
Court: Winter
Seeming: Beasts
Kith: Steepscrambler
Keeper: The King of Blood and Fat
Mental Attributes: Intelligence 2, Wits 4, Resolve 2
Physical Attributes: Strength 3, Dexterity 4,
Stamina 2
Social Attributes: Presence 2, Manipulation 3,
Composure 2
Mental Skills: Crafts (Forgery) 2, Investigation 2,
Occult 2, Politics 1
Physical Skills: Athletics 3 (Run, Climb), Brawl
(Dirty Fighting) 3, Larceny 3, Stealth (Move
Quietly) 3, Weaponry 2
Social Skills: Animal Ken 3, Empathy 2,
Intimidation 2, Persuasion 2, Streetwise 3, Socialize
3, Subterfuge 1
Merits: Ambidextrous 3, Fast Reflexes 2, Fleet of
Foot 2, Contacts (Fence, Thief, Homeless) 3,
Harvest (Pledge) 2, Mantle (Winter) 2, Resources 2,
Token 2.
Willpower: 4
Clarity: 6
Virtue: Charity
Vice: Envy
Health: 7
Initiative: 6
Defense: 4
Speed: 12 (14)
Wyrd: 3 (Glamour 12/3, 7 Goblin Fruits, 6 Pledges)
Contracts: Fang and Talon (Apes) 3, Fleeting
Winter 3, Mirror 2, Smoke 3, Dream 2, Goblin
Contracts: Fair Entrance 2
Pledges: Motley Pledge (Adroitness Empathy),
Oath of the Rose and Thorn (Retainers), Knights
Oath (Doge)

The other member of the Confessors is
the Wizened Chirurgeon, and psychoanalyst
Morpheus.

If the Confessors are the holders of
secrets given freely, then the Lost of the
Endless Sigh are those who gain information
through force. Led by the terrible Mammoth, a
Farwalker and a gangster, the motley watches
from afar the comings and goings of the
Freehold. When there is suspicion, the Endless
Sigh strike, snatching those Lost they distrust
and putting them under arrest. Under the care
of the Sigh, so named for the Bridge of Sighs
that led from the Doges Palazzo to the Doges
prisons, the captives are interrogated and
tortured, as they attempt to draw out a
confession or truth.
The Sigh are careful not to overstep
their position and only take action when it is
clear they must or when there is no doubt in
their suspicions. However, this does not stop
the Sigh from pulling others off the streets at a
whim. This of course means that many in the
Freehold look upon the Sigh as a disgusting, if
required, group of changelings. That is if they
could look upon them, such is the secrecy of
the Sigh.
The Sigh publish their findings through
the Icelaw, allowing the information to filter


through the lines of Lores until it reaches those
that the truth is destined for.

Quote: <Loud footsteps in the dark>
So you were about to tell us everything you
know <The crunch of bone and the screams
of the prisoner>
Background: Mammoth was a farm
laborer just before WWII. He toiled on the
land, lugging about sacks of grain and bales of
hay. He was never the most intelligent of men,
but he was no fool. He could not stand to see
the abuse of others by the foremen, and once
intervened before such men had their wicked
way with one of the maids that worked on the
farm.
His exile to Arcadia was through no
fault of his own, just bad luck and a forgotten
promise of many generations ago to leave out
a small offering of corn for the Fae. In an act
of spite the Fae lord, the Duke of Redwoods,
stole Mammoth away and twisted him to slave
away in his kingdom.
Thousands of harvests passed, and
Mammoth labored, pulling the carts, lifting
huge boulders, carrying cattle and ploughing
the fields. Over time Mammoth forgot about
his freedom and knew only the sting of the
lash. But it was his memories of lost love that
brought him back to the world and allowed
him to find his mortal self again.
Mammoth found that he was once
more home, in the fields of Tuscany. He feared
being found once more by the King of
Redwoods and fled. He spent some time in
Naples and through the Winter Court he was
offered safe passage north, further from the
lands of his Keeper.
Mammoth joined the Winter Court in
Venice in the 80s. He feared his Keeper and
wanted the simple life that was stolen from
him. He knew he could never return to such a
life and that safety now resided in hiding.
However, the sting of the whip also spurred
him on, and that only through pain,
emotionless, truthful pain, could the Lost be
safe by finding the truth by all means possible.
Mammoth moved through the ranks of the
House of Winter, using his own form of
intelligence gathering, ensuring that his
victims could never point to him as their
captor. It is for this work that Mammoth is the
Lord of the Inhospitable Chamber.
Description: Mammoth is large and
heavy set. He ripples with strength and has a
short buzz cut and tanned skin. His clothes,
that of a dock worker, can hardly conceal his
form.
His mien shows that he has a thick fur
of grey and auburn all over his skin. His mouth
is filled with jagged teeth and his body is even
taller by another 2 feet.
His mantle manifests as the first chill
wind after harvest, the smell of rotting apples
and the cold rain and hail.
Storytelling Hints: Mammoth is
devoted to his purpose. He has shut his heart
tight, so tight that he at times cannot see past
his own crusade. He is frightful to behold, but
more fearsome is his complete lack of
empathy.
Apparent Age: Early 30s
Court: Winter
Seeming: Ogre
Kith: Farwalker
Keeper: King of Redwoods
Mental Attributes: Intelligence 3, Wits 2, Resolve 4
Physical Attributes: Strength 5, Dexterity 2,
Stamina 4
Social Attributes: Presence 3, Manipulation 2,
Composure 3
Mental Skills: Academics 2, Investigation 4,
Medicine 2 (Truth Serum), Occult 1, Politics
(Freehold) 4
Physical Skills: Athletics 4, Brawl 4, Larceny 3,
Stealth 3, Survival 3, Weaponry 3
Social Skills: Empathy (Lies) 3, Intimidation
(Torture, Blackmail) 5, Persuasion 2, Streetwise 2,
Subterfuge (Lying, Misdirection) 2
Merits: Allies (Gangsters) 2, Contacts (PI,
Vampire) 2, Harvest (Emotions) 4, New Identity 4,
Mantle (Winter) 4, Resources 3, Strong Back 1, Iron
Stamina 3
Willpower: 7
Clarity: 3
Virtue: Fortitude
Vice: Pride
Health: 9
Initiative: 5


Defense: 2
Speed: 12
Wyrd: 5 (Glamour 14/5, 15 Goblin Fruits, 8
Pledges)
Contracts: Stone 4, Smoke 4, Mirror 4, Fleeting
Winter 3, Eternal Winter 3, Carnival 1, Dream 3
Pledges: Motley Pledge (Adroitness
Intimidation), Commendation (Duke of Winter),
Knights Oath (Doge)
Derangements: Irrationality

Quote: Just a kiss <she begins to
drain them of blood >
Background: Lilith was born in Israel
and grew up in poverty. Her father was a farm
laborer and her mother had died in an attack
by terrorists. Her life was difficult, living in
the slums as her brother joined the local gangs.
It was while out on the hills, playing
around the ruins of some old church, that she
angered one of the Fae. She was throwing
stones at a pillar. It was in fact the remains of
an old Fairy circle. The Fae seized her and
dragged her away, into a place so different
from her home. It was the Dark Marshes.
There in the strange Arcadian realm
she toiled away, trying to find safety from the
foul creatures that stalked the swampland.
Over time her diet of grubs and vermin
changed her. She had no need to eat the flesh
cooked, for it brought the attention of the her
Fae lord who simply found amusement in
hunting her. Instead she developed the taste for
blood.
Escape came as she saw her reflection
in the moonlight for the first time in months.
She shrieked in horror as she saw the spine-
teeth maw that now was her mouth. She had
lost her beauty and now had skin that was
pallid and vulgar.
Her race through the swamps brought
her to the swamps that made up the Hedge
about the city of Venice, and it was here on the
islands that she was captured by Polo and
brought to the city to be reintroduced to the
world. Lilith was fearful and wanted little to
do with the world or with the Fae, however,
Mammoth knew that she was a capable hunter,
and she also had skills that made her a capable
interrogator.
Description: Lilith is voluptuous and
pale with full red lips and raven black hair.
She tends to wear revealing but functional
clothing.
Her Mien displays she has a mouth
filled with spindle-like teeth, dark eyes and her
fingers are tipped with leech-like suckers. Her
skin is more than pale but white and almost
translucent.
Her Mantle is the feeling of cold fog
and the taste of red berries.
Storytelling Hints: Lilith is self-
hating, but must hide this from her enemies
and those who would take advantage of it. She
hates the likes of the House of Spring, and is
repulsed by Malvolio.
Apparent Age: Mid 20s
Court: Winter
Seeming: Darkiling
Kith: Leechfinger
Keeper: The Knight of the Black Waters
Mental Attributes: Intelligence 3, Wits 4, Resolve 3
Physical Attributes: Strength 2, Dexterity 4,
Stamina 4
Social Attributes: Presence 3, Manipulation 3,
Composure 2
Mental Skills: Crafts 3, Investigation 3, Medicine
4, Occult 2, Politics 2
Physical Skills: Athletics (Climb) 4, Brawl
(Grapples) 3, Larceny 3, Stealth (Move Quietly) 3,
Weaponry 2
Social Skills: Empathy (Motives) 2, Intimidation 4,
Persuasion (Seduction) 2, Streetwise 2, Subterfuge
2
Merits: Fast Reflexes 2, Contacts (Vampire, Pimp)
2, Harvest (Emotions) 3, Mantle (Winter) 2,
Resources 2
Willpower: 5
Clarity: 5
Virtue: Faith
Vice: Lust
Health: 9
Initiative: 6
Defense: 4
Speed: 11
Wyrd: 2 (Glamour 11/2, 5 Goblin Fruits, 5 Pledges)


Contracts: Fang and Talon (Leeches) 2, Darkness 4,
Fleeting Winter 2, Mirror 2, Smoke 3
Pledges: Motley Pledge (Adroitness
Intimidation)

Other members of the Endless Sigh are
Opiuos, a Wizened Brewer and expert in the
art of narcotics and in particular truth serums,
and the Spring Courtier, the dream
manipulator and Muse, the Fairest, Epiales.

There is always the need for those who
defend those who wish to disappear. They are
the White Guard. They are excellent fighters,
defenders and also masters of dealing with
ghosts.
The skill of the White Guard is that
they guard things so that you would not realize
what they are keeping safe. And so they rely
on misdirection and entrapment as a method to
protect things. Better to remove a problem
than let it get too close.

Quote: Are you certain what we
protect is even her? We are like ghosts, and
soon you shall also be one.
Background: Charon was born in
Victorian England. He was the son of a
wealthy family and he was taken at his
grandfathers funeral as payment for his
grandfathers long life. He was spirited away
through a portal within the tombs, and taken to
a strange land within Arcadia.
As part of the payment, Charon was to
be the Fae ladys master of ghosts. Many
passed on during their time in Arcadia, but the
Fae would not let their souls pass on. She
required one to manage and keep them, their
bodies hanging from her trees in the orchard of
tears.
Many passed into the orchard, and he
hung more up within the branches. He listened
to the singing of the shades that hung there,
their cries to pass on to the next life. And then
one day he heard one more. His sisters. He
then realized how long he had been in that
orchard and he fled. Through the orchard he
ran and then through dark tunnels before
coming out into the light on the island of San
Michele in Venice.
Upon coming to the city Charon was
inducted into the House of Autumn, however,
he had seen far too much of both the
Underworld and Arcadia to want to learn
more. He wanted to forget. But his eyes were
cursed and he could now see all the shades of
Venice. He had been tainted and knew that he
would never be free of it.
Charon has found his place within the
long lived motley called the White Guard. He
has come to accept his curse and over the
years has assumed the position of leader of the
motley, defending the secrecy of those Lost
who wish for a normal life of some form away
from the threat of the Fae.
Behind it all Charon is in fact the Lord
of Unbidden Mourning, the secret Duke of
Winter and none know of this role.
Description: Charon dresses in a
simple suit of black, almost as if it was
recovered from a recently buried person. He
has dark eyes and is unshaven with dark
stubble. He looks tired and obviously
distracted, haunted.
His Mien shows that he has thinning
hair, his eyes are even more deep set and
surrounded by dark rings, and that he has
skeletal hands.
His Mantle manifests as the cold of a
tomb and the smell of preserving ointments.
Storytelling Hints: Charon is cold,
calculating and emotionless. He knows that his
life is over and that all he can do is help others.
He is jealous but has to shut it away.
Apparent Age: 40s
Court: Winter
Seeming: Darkling
Kith: Gravewight
Keeper: The Dead Woods
Mental Attributes: Intelligence 3, Wits 4, Resolve 4
Physical Attributes: Strength 2, Dexterity 3,
Stamina 3
Social Attributes: Presence 4, Manipulation 3,
Composure 4


Mental Skills: Academics 4 (Venice History),
Investigation 3, Occult (Ghosts) 4, Politics
(Freehold) 2
Physical Skills: Brawl 3, Drive (Boat) 2, Larceny 2,
Stealth 3, Weaponry 2
Social Skills: Empathy (Emotions) 2, Intimidation
2, Persuasion 1, Socialize 2, Subterfuge (Lying,
Misdirection) 3
Merits: Allies (Historian, Priest) 2, Contacts
(Historian, PI) 2, Harvest (Pledges) 4, New Identity
4, Mantle (Winter) 5, Mantle (Carnival) 2,
Resources 3
Willpower: 8
Clarity: 4
Virtue: Temperance
Vice: Greed
Health: 8
Initiative: 7
Defense: 3
Speed: 10
Wyrd: 7 (Glamour 13/4, 10 Goblin Fruits, 7
Pledges)
Contracts: Darkness 3, Smoke 4, Fleeting Winter 4,
Eternal Winter 5, Mirror 2, Dream 2
Pledges: Motley Pledge (Adroitness Occult)
Frailty: Minor Bane Pain by the touch black
roses. Minor Taboo Must try and catch a spider if
spotted, and then eat it.
Quote: There is always an escape
route
Background: Mara was born in the
Veneto. Her family were wealthy landowners,
and it was while playing that she happened
upon a fairy circle. Entering she found herself
in the Shrieking Woods, and here she was
pursued and tortured by the Fae, The Red
Witch of Ragged Prayers.
Mara eventually did escape using
stolen lore from the Fae and returned to the
mortal world to find only a few minutes had
passed. But for her she had aged from 10 to
17. She tried to convince her parents of her
identity, but there was a fetch in her place.
For a time Mara lived alone in the
wilderness. But the ever constant threat of her
Keeper forced her to leave for nearby Venice.
Since joining the House of Winter,
Mara is now an expert spy and scout. She still
has trouble forgetting her old life and is often
reminded that she must break all links with her
family. But that does not stop her planning the
death of her fetch.
Her primary role in the House of
Winter is that of Archer of the Lonely March.
Description: Mara is short and stocky.
She looks like she has had a hard life out on a
farm and many just mistake her for a laborer.
She has dark hair and wears functional
clothing.
Her Mien displays that she is scrawny,
with deep set eyes that are wide and black. Her
skin is blotchy and green tinted. And in her
hair twigs and leaves can be found
Her Mantle is the feeling of cold mist
amongst pine trees and the silence brought by
fresh snow.
Storytelling Hints: Mara is quiet and
cunning. She always has an escape plannd and
trust no one. She will sniff the air and taste the
dirt to get a better measure of where she is.
She is loyal to the course and distrusts those of
other Seasons.
Apparent Age: Late 40s
Court: Winter
Seeming: Wizened
Kith: Woodwalker
Keeper: The Lord of the Bleeding Oaks and
Screaming Willows
Mental Attributes: Intelligence 4, Wits 4, Resolve 3
Physical Attributes: Strength 3, Dexterity 5,
Stamina 3
Social Attributes: Presence 2, Manipulation 3,
Composure 2
Mental Skills: Crafts (Wood working, leather
working) 4, Investigation 4, Occult (The Hedge) 4,
Politics 2
Physical Skills: Athletics 3 (Run, Climb), Brawl
(Traps) 3, Stealth 4, Survival (Tracking, Hunting) 3,
Weaponry (Spear) 2
Social Skills: Animal Ken 3, Intimidation 2,
Persuasion 2, Streetwise (Homeless) 2, Subterfuge
3
Merits: Fleet of Foot 2, Contacts (Other Archers in
other Freeholds, Homeless) 3, Harvest (Hedge
Fruit) 3, Mantle (Winter) 3, Resources 2, Token 2.
Willpower: 5
Clarity: 4
Virtue: Prudence
Vice: Pride


Health: 8
Initiative: 9
Defense: 3
Speed: 13 (15)
Wyrd: 3 (Glamour 12/3, 7 Goblin Fruits, 6 Pledges)
Contracts: Artifice 4, Fang and Talon (Owls) 3,
Fleeting Winter 2, Eternal Winter 4, Mirror 2,
Smoke 3, Dream 2
Pledges: Motley Pledge (Adroitness Occult),
Oath of the Rose and Thorn (Retainers), Knights
Oath (Doge)


Quote: Secrets are carried on the
chill wind of the Icelaw
Background: The current Doge of the
city, unknown to her subjects, is the
Airtouched Elemental Aura. This Lost, stolen
as a child to blow cooling breezes for her
Keeper, returned to the sea town of Chioggia,
finding that for herself 7 years had passed
while for her family 27 years had gone by.
Blessed with the ability to sing enchanting
songs, Aura made her way within the Freehold
of Venice and after 37 years of acting as a
court entertainer within the House of Spring,
became a well respected manipulator of
Glamour. It was 12 years ago she was given
the title of Doge, the former Doge in secret
bestowed the mask upon her and with that act
the roles were reversed and the former Doge
left the city, their memory of their time as
Doge struck from their mind.
The Doge for the last 4 years has
battled with a number of problems. The first
has been the slow increase in sightings of
hobgoblins and reports of disturbing dreams
amongst the population of the city. The second
has been the disappearance of a few members
of the Freehold. Apparently this has been the
work of those Loyalists hidden within the city
limits, or worst the Gentry. It has been these
issues that have led to the loss of confidence in
the Court of Carnival, especially from the
Spring and Summer Houses who expect more
direct action.
As a member of the White Guard, Aura
is able to perform her duties in such a way that
it compliments her role as Doge of the Court
of Carnival. For the White Guard she acts as a
spy and uses her Contracts to watch over the
House of Winter and their gatherings.
Through the House of Winter, Aura is
able to see her commands as Doge filter down
through the House from the Duke of Winter,
and also is keen to see how they also flow
through the other Houses. She is keenly aware
where decrees are bent, altered or simply
ignored. It is with this information that Aura,
as Doge is able to ensure her rule and the
safety of the Freehold.
Description: Aura is small, slight, and
quiet. She has blond hair and wears loose
clothing. When on duty as part of the White
Guard, she wears more functional clothing in
grays. As the Doge her gender is obscured and
she is dressed in fine golden robes and wears a
mask that is off shifting expressions that
completely conceals her own face.
Her Mien displays she composed or
mist. She is almost translucent, and has cool
white skin and hair blown by an unseen
breeze.
Her Mantle shows only that of Winter,
as her Mantle of Carnival is concealed. It is the
feeling of cold mist amongst pine trees, and
the silence brought by fresh snow.
Storytelling Hints: Aura is obviously
very secretive, but maintains this secrecy as
part of being a Winter courtier, and uses
misdirection to hide her true identity as Doge.
She is aware of much of the intrigue of the
city, and tries to keep up with it. She also uses
this information to learn about the threats to
the Freehold. However, she is not above
sacrificing members of the Freehold to save
the city, even if that were to include herself.
She is calculating and creates plans within
plans.
To others she appears as a Winter
courtier who is more concerned with herself
and staying safe and hidden. However, she
makes it known that she is struggling with
leaving behind her family from her previous
life.
Apparent Age: Late 40s
Court: Winter


Seeming: Elemental
Kith: Airtouched
Keeper: The Queen of the Blasted Desert of Bitter
Tongues
Mental Attributes: Intelligence 4, Wits 6, Resolve 4
Physical Attributes: Strength 3, Dexterity 5,
Stamina 4
Social Attributes: Presence 4, Manipulation 7,
Composure 5
Mental Skills: Academics (Venice) 4, Investigation
4, Occult (Venice, Fae, Ghosts) 6, Politics
(Freehold) 4
Physical Skills: Athletics 3, Brawl 3, Stealth
(Crowds, Stalking) 5, Survival 3, Weaponry 2
Social Skills: Empathy 3, Expression 5,
Intimidation 4, Persuasion 3, Socialize (Parties) 4,
Subterfuge 3
Merits: Contacts (Mages, Politician, Police) 3,
Harvest (Hedge Fruit, Pledge) 6, Mantle (Winter)
3, Mantle (Carnival) 5, Resources 3, Hollow: Size 2,
Wards 5, Doors 3, Amenities 5
Willpower: 9
Clarity: 4
Virtue: Prudence
Vice: Gluttony
Health: 9
Initiative: 10
Defense: 5
Speed: 13
Wyrd: 8 (Glamour 30/8, 100 Goblin Fruits, 11
Pledges)
Contracts: Elements (Air) 5, Elements (Water) 5,
Fleeting Winter 4, Eternal Winter 4, Dream 5,
Smoke 3, Mirror 4, Carnival 5
Pledges: Motley Pledge (Adroitness Occult),
Oath of the Rose and Thorn (Retainers)
Frailty: Minor Taboos Cannot sleep without a
open window, she cannot stand in the midday sun.
Major Bane A red hot poker.


Other members of the White Guard are
Blank, a Stonebones bouncer, and Mundi, a
Wizened Chatelaine who keeps track of all the
Winter Cottages.
The term Papstesel is taken from the
name for a creature of folklore. The Papstesel
originated from the river Tibre, and was said
to have a womans body, and ass head, and
limbs taken from a number of other beasts.
Such a creature has become synonymous with
the True Fae and the other creatures and beasts
of the Hedge.


There are a number of True Fae that
have been spotted in Venice over the years.
The most notorious is the captain of the Fae
ship Leviathan, Commodore Fathom. Another
fiend that has terrorized Venice is the Endless
Breath. The Breath is a creature formed from
smoke and oil paint it seeks to release itself
from its timeless prison.

Quote: Look lively you dogs! Make
more sail!
Background: Fathom is the captain of
the Leviathan. He journeys the endless seas of
dreams and nightmares, looking for treasure
and for new crew who he can persecute. In
many respects Fathom is as much part of his
ship as he is commander of it.
On the right alignment of the stars his
ship can break through the Hedge into our
world, and his crew of Hobgoblins will head
ashore to steal away those who make a suitable
crew for him.
Description: Commodore Fathom has
many forms. His human form is typically that
of a captain of a fishing ship. He is large and
brutish and with a large dirty beard. The clue
to his true nature is his eyes, which are dark
beady pupils. His skin is also scaly like that of
fish. His Mien however is far more
monsterous. His maw is that of a lobster, a
collection of chattering mandibles. His hair is
made of seaweed and his limbs are more like
those of a crab and octopus. Of course in
Arcadia his form is more than just his physical
body, as he becomes part of the ship itself.
Storytelling Hints: Fathom is a slave


driver. He will punish his crew and work them
to the bone. There is not enough treasure in all
of the worlds to sate his greed. He will raid the
human world, taking what he deems to be
treasure and also capturing people and
changelings to be his crew amongst the
hobgoblins that also sail upon the Leviathan.
However, Fathom is incapable of commanding
his vessel without his charts, and at times
changelings have escaped through the
destruction or alteration of his charts.

Mental Attributes: Intelligence 3, Wits 4, Resolve 5
Physical Attributes: Strength 6, Dexterity 3,
Stamina 4
Social Attributes: Presence 5, Manipulation 2,
Composure 4
Mental Skills: Academics 2, Crafts (Ship Repair) 4,
Investigation 2, Medicine 2, Occult (Hedge Fruit) 3
Physical Skills: Athletics 5, Brawl 4, Drive (Sail) 3,
Firearms 3, Larceny 3, Weaponry (Sword) 3
Social Skills: Animal Ken 3, Intimidation 4
Merits: Harvest (Hedge Fruit) 3, Retainers (Crew
of Hobgoblins) 5, Fighting Style: Boxing 4,
Brawling Dodge
Willpower: 9
Virtue: Hope
Vice: Gluttony
Health: 9
Initiative: 3
Defense: 3
Speed: 14
Wyrd: 7
Frailties: Cannot stand in Moonlight (minor bane),
Fire (major bane)
Contracts: Artifice 3, Dream 4, Elements (Water) 5,
Fang and Talon (Fish) 5, Stone 4
Mien Blessing: Many Eyes, Quill Barbs, Swarm
Cloud


Quote: Tick tock, tick tock
Background: The Breath was a Fae
that once was able to travel to and from
Arcadia. It was tricked by a painter and
trapped within a realm within paintings. The
pledge the Breath was tricked into was that if
the sun shone upon the painters world. This
however meant the paintings, which the
painter ensured, would never see day light
again.
The two paintings were copies of
works by Titian. One is Death of Abel, and
the second is The Death of Saint Peter the
Martyr. Both paintings however have within
them, in the background, two sun dials. These
are the additions that have trapped the Breath
to the paintings.
However, when light does fall upon the
paintings the Breath may use the paintings to
escape. However to be truly free the Breath
must destroy the power of the sun dials. This
requires the removal of the Eve ribs from 12
victims, who have their heads marked with the
Roman numeral of their death i.e. V for the
fifth victim. These ribs are used to create a
clock which would undo the pledge.
The victims to this gentry leave some
clues. All victims, at death heard it say Sine
Sole Sileo. A clue will be that the victims
ghosts think it said Sin souls lie, meaning
perhaps that it is targeting those who commit
the sin of lying. However, it means without
the sun I am silent. Other clues are:
Revelations 5:7-9 He came and received the
scroll from the right hand of the one who sat
on the throne. When he took it, the four living
creatures and the twenty-four elders fell down
before the Lamb. Each of the elders held a
harp and gold bowls filled with incense, which
are the prayers of the holy ones. They sang a
new hymn: "Worthy are you to receive the
scroll and to break open its seals, for you were
slain and with your blood you purchased for
God those from every tribe and tongue, people
and nation., suggesting the number 24; Isaiha
38:8 Behold, I will make the shadow cast by
the declining sun on the dial of Ahaz turn back
ten steps. So the sun turned back on the dial
the ten steps by which it had declined. This
suggests the theme of the sundial.
An actual puzzle is the rhyme written in blood
next to a victim before they died. We all stand
on the field of battle at Marostica. None can
take first blood, such is our honor, such is our
law. We are the armies of day and night. This
suggests the living chess match played at the


town (also located in the Veneto). But more
importantly the solution is that 24 knights can
be placed on a chess board so that none can
take one another.
The link to the paintings of Titian will
be further clues from victims (ghosts or
messages in their dreams as they have
foresight of their death). These are First
among 12, and The First to Die. With these
there is the link to the paintings, but not Titian.
The link to Titian himself is a bloody scrawl of
alchemical symbols, in particular the symbol
for the Sun, surrounded by the symbols for the
other planets, along with the word Paridiso.
This is a clue to Dantes book, The Divine
Comedy, and the line that taken from this
work to describe Titian as "The Sun Amidst
Small Stars".
The Breath exists trapped in the world
of the paintings. One can enter the paintings
by simply looking deep into them so that
without realizing that they are in the paintings
themselves.
Description: The Breath appears as a
thin man with long gaunt features and wearing
loose fitting clothes that conceal his form. His
eyes are beady and black. But it his fang like
teeth that give away his otherworldly nature.
His mien is that of a shifting mass of shadows
and dark oily paint strokes. Otherwise the only
other feature it has is the wide grin of dagger
like teeth.
Storytelling Hints: The Breath is
desperate to complete its work to be free. It
will stalk victims, who must be of the same
bloodline as the original painter. It will let
none get in the way of its goal, for freedom is
all it wants.

Mental Attributes: Intelligence 3, Wits 4, Resolve 5
Physical Attributes: Strength 6, Dexterity 3,
Stamina 4
Social Attributes: Presence 5, Manipulation 2,
Composure 4
Mental Skills: Academics 2, Crafts (Ship Repair) 4,
Investigation 2, Medicine 2, Occult (Hedge Fruit) 3
Physical Skills: Athletics 5, Brawl 4, Drive (Sail) 3,
Firearms 3, Larceny 3, Weaponry (Sword) 3
Social Skills: Animal Ken 3, Intimidation 4
Merits: Harvest (Hedge Fruit) 3, Retainers (Crew
of Hobgoblins) 5, Fighting Style: Boxing 4,
Brawling Dodge
Willpower: 9
Virtue: Hope
Vice: Gluttony
Health: 9
Initiative: 3
Defense: 3
Speed: 14
Wyrd: 7
Contracts: Artifice 3, Dream 4, Elements (Water) 5,
Fang and Talon (Fish) 5, Stone 4
Mien Blessing: Blurflesh, Flicker, Nightmare Aura

Quote: You will sing for ME!
Background: Staccato is obsessed
with music. It is an ethereal, immaterial thing
created by man, which makes it difficult to
destroy. He sees himself as some master
musician and composer, but to mortal ears his
music is like pain and is disconcerting, leading
to brutal nightmares.
Staccato invites other Gentry to his
realm, within which is a large amphitheatre,
where he plays his violin, and is accompanied
by his orchestra of changelings. If any one of
them gets a note wrong Staccato delivers a
harsh punishment after the performance has
finished.
Staccato looks for mortals who dream
about music, and is sickened by the thought
that mortals can have far more genius than
himself.
Description: Staccato appears as a
beautiful woman, slender and tall, with
abnormally long fingers. Her voice is also too
perfect. Too perfect in the sense that a real
piano is slightly out of tune, while a piano can
be perfectly tuned to a particular scale and as a
result not sound correct to the human ear.
She tends to wear elegant dresses and
has her long black hair tied up in a tight bun.
She is alluring but cold and calculating.
Her Mien shows her true form as a


shimmering mandala of sound. Her ethereal
form scrapes at the minds of mortals, and is a
glow of purples and greens.
Storytelling Hints: Staccato is a
collector of music, and a jealous artist, driven
to destroy her own and others work. She will
deliver severe beatings to her student
changelings, while cooing to those that display
progress.

Mental Attributes: Intelligence 5, Wits 4, Resolve 5
Physical Attributes: Strength 3, Dexterity 6,
Stamina 3
Social Attributes: Presence 5, Manipulation 4,
Composure 4
Mental Skills: Academics 5, Crafts (Music) 6,
Investigation 2
Physical Skills: Brawl 2, Larceny 3, Weaponry 3
Social Skills: Empathy 3, Expression 4, Persuasion
3, Socialize 3
Merits: Harvest (Emotions) 4, Striking Looks 4,
Token 3 (Violin of Wicked Song)
Willpower: 9
Virtue: Prudence
Vice: Envy
Health: 8
Initiative: 10
Defense: 6
Speed: 19
Wyrd: 8
Contracts: Darkness 3, Dream 5, Mirror 4,
Vainglory 5
Mien Blessing: Flicker, Lyrical Voice, Somnolent
Perfume


Venice is of course home to True Fae
that are Charlatans; those Fae who have for
whatever reason become trapped in the mortal
realm, unable to return to the Hedge and
Arcadia. They are trapped either raging
against the world looking for a way back
home, or simply lost, with no knowledge of
their previous existence.

Quote: This piece is exquisite and
will fit in my collection so well.
Background: Ophelia was once a
queen of a realm of gems and silver. Her cave
was a glittering mine, and her slaves burrowed
into the earth to gather more and more crystals
for her throne room.
But it was a rumor, that the greatest
gem to be found was in the mortal realm, that
brought Ophelia out of Arcadia. She searched
and searched, looking over all the Earth for it.
She over turned homes, invaded dreams and
stole mortals for their knowledge. But it was in
Venice that she came across something unlike
the gems in Arcadia. It was a piece glass, one
of those pieces that contained the metallic
flecks, apparently based on materials designed
for the space program. Ophelia could not
understand the piece of glass. It was strange
and she soon discovered that there was many
different types of these man manmade
materials. In the space of an evening she was
lost in the mortal realm. She had forgotten
why she was here and now she was sat in a
square in Venice, looking up at the rising sun
without a clue as to who she was or how she
got there.
She was initially taken in by a family
in Venice and she got a job selling glass from
the island of Murano. She had a persuasive
personality and was a capable saleswoman.
She eventually moved out and over the years
she has become something of an art critique,
selling rare glass art around the world.
Description: Ophelia dresses in a
glamorous manner, wearing fur coats and
designer dresses. She however is not
particularly beautiful. Her Mien of course
shows her to be the proverbial diamond in the
rough. Her hair shimmers as if made from
strings of pearls, and her eyes glisten like
emeralds. He flesh is like fine marble and light
plays upon the surface of her skin
Storytelling Hints: Ophelia is prone to
having screaming rants at her employees, and
has been known to throw things at them. Her
calm is a fragile thing when a sale is in the
process of being completed. These are
flashbacks to her tantrums as a queen of
Arcadia.
Her need to collect the finest pieces of


glass and jewels are also a throw back to her
former existence and her need to find the finest
gem in all of the mortal realm. The twist to
this quest is that the gem is naturally
occurring, and in fact is a form of stone only
found in meteors and so typically is anathema
to the Fae as it is often in the presence of
meteoric iron.
Mental Attributes: Intelligence 3, Wits 6, Resolve 5
Physical Attributes: Strength 3, Dexterity 4,
Stamina 3
Social Attributes: Presence 4, Manipulation 6,
Composure 4
Mental Skills: Academics (Antiques) 4,
Investigation 4, Occult 2
Physical Skills: Athletics 5, Brawl 2, Larceny (Safe
cracking) 4, Weaponry (Sword) 3
Social Skills: Expression 2, Intimidation 3,
Persuasion (Seduction) 4, Socialize 3, Subterfuge 3
Merits: Striking Looks 4, Fast Reflexes 3, Resources
3
Willpower: 9
Virtue: Hope
Vice: Greed
Health: 8
Initiative: 12
Defense: 4
Speed: 12
Wyrd: 6
Frailties: Must pick up the pieces of something
glass shattered in her presence (minor bane),
Quicksilver (major bane)
Contracts: Artifice 5, Dream 4, Elements (Glass) 5,
Elements (Stone) 5, Vainglory 4
Mien Blessing: Flicker, Shocking Caress, Goblin
Illumination (as Fairest Shining One mien blessing)

The misty marshes of the Venetian
Hedge are filled with danger. There are many
hobgoblins that navigate these strange water
ways and decrepit canals. Some of these
hobgoblins are of course unique Venice.

Quote: Meewooow! Come closer
little meeowuse.
Background: The Gatto were
apparently created by Fae known as the
Puppeteer. This being also goes by the name
of Burrattino. Some say they were once cats
that had chased rats into the hedge and were
then reshaped. Other legends say that they are
mortals who the Puppeteer has been reshaped,
turned in the Beast Seeming, and then sat back
and watched them play their pathetic games of
intrigue.
Other hobgoblins distrust the Gatto,
and rightly so, and when their Fae master is in
their presence they become nothing more than
his play things to use and control.
Description: The Gatto appear to be
human sized anthropomorphic cats. They wear
the clothing of the 18
th
century. Their joints
betray their puppet like form, and their eyes
are made of unblinking glass. They have an
other worldly beauty and they act with an air
of grace that is sometimes lacking from other
hobgoblins. But despite their beautiful, if fake,
furs, and porcelain claws, the giant animate
toys are sadistic killers. They roam the
Venetian hedge, riding their clockwork horses,
hunting other hobgoblins and changelings.
When not hunting, the Gatto set up
camp, which is their own little court where
they are attended to by their rat like servants.
These are lavish affairs where there is dancing,
fine food, and the drawn out torture of their
captives.
Storytelling Hints: The Gatto are
sadistic, melodramatic, shallow monsters.
They will look for any fault in their opponent
and using that against them. They are spiteful
and taunt their quarry. But rather than just
chase them down, they will play all manner of
games, use all forms of torture.
Mental Attributes: Intelligence 3, Wits 4, Resolve 2
Physical Attributes: Strength 2, Dexterity 4,
Stamina 3
Social Attributes: Presence 3, Manipulation 5,
Composure 2
Mental Skills: Academics 3, Investigation 2, Crafts
2, Occult 2
Physical Skills: Athletics (Climbing, Running) 3,
Brawl (Claws) 2, Larceny, Weaponry (Sword) 3
Social Skills: Animal Ken (Cats) 2, Empathy 2,
Expression (Dance) 2, Intimidation 3, Persuasion 2,
Socialize 3, Subterfuge 3
Merits: Striking Looks 4, Fast Reflexes 3


Willpower: 4
Health: 8
Initiative: 9
Defense: 4
Speed: 11
Wyrd: 2
Turn: Vainglory 1
Type Damage Range Dicepool Special
Claw 1(L) - 6
Bite 3(L) - 7
Quote: <the sound of thrashing
tentacles>
Background: A strange creature that
has been born from the nightmares of all those
women who have been harmed, abused, and
murdered, thrown to be forgotten in the waters
of the lagoon. In the Hedge these nightmares
have taken form, wanting to reach strangle
others with their pain. They appear as the
Octopus With the Eyes of a Lady.
Description: These ladies appear as
man sized octopus, with the typical eight limbs
and shape. But their skins shimmer a multitude
of colors, the parrot-like beak of the creatures
shrieking with the voice of a woman, a woman
being murdered. Of course their eyes are that
of a woman, a woman that is frantically
looking for release.
Storytelling Hints: The Ladies lurk in
the waters of the Hedge, waiting for unwary
Lost and Hobs, pulling them in the marshes
and tearing their flesh from their bodies, and
their hope.
Mental Attributes: Intelligence 2, Wits 4, Resolve 2
Physical Attributes: Strength 4, Dexterity 4,
Stamina 3
Social Attributes: Presence 4, Manipulation 2,
Composure 3
Mental Skills: Investigation 2
Physical Skills: Athletics 3, Brawl (Grapple) 2
Social Skills: Intimidation 2
Willpower: 5
Health: 8
Initiative: 7
Defense: 4
Speed: 13 (In water 18)
Type Damage Range Dicepool Special
Crush 1(B) - 8
Bite 3(L) - 9


Still to come SAS, and the other supernatural
creatures of Venice (Geist, Vampire, Mage,
Hunter)

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