Undermoon

Undermoon is the name of an extradimensional kingdom of the Fae, and of the capital city of the kingdom; this article is concerned with the kingdom. Since the beginning of 2062 the kingdom has had formal diplomatic relations with United Earth, and trade relations have been developing. Undermoon's embassy on Earth is located in Colonial Bay, and its trade is conducted through the city. Despite this contact, Undermoon remains largely a mystery to the general population; few humans have been there.

''Much of the information here is not widely known, but in general is not secret; it could be learned by contacting the embassy even if it is not yet in any human publications. Exceptions will be noted, but the article is currently being rewritten and such notes may not yet be in place.''



Geography
Undermoon is located primarily on three different worlds of the Twilit Worlds on which most modern fae kingdoms are located; it has several tiny exclaves, mostly ambassadorial, on the other three and on several other worlds, including Earth-1. Two of these worlds are especially well connected by fairy paths and are usually talked about as if they were one, Heartworld, by the fae; if they need to distinguish they call them Nether and Upper Heartworld, for reasons no one recalls (the respective SUI designations are Earth-1380 and 1492). The third is called Gloaming (Earth-1493) and is rather less Earthlike, if indeed it can be called an Earth at all; it is a world of perpetual twilight, and the geography is unlike that of Earth. Undermoon is traditionally divided into the Heartland and the Provinces.

The Heartland lies mostly in the region corresponding to Scotland and northern England on both Heartworlds, though some outlying places on those Earths are also considered Heartland. Much of western Scotland in Nether Heartworld is not part of Undermoon but rather the goblin kingdom of Wyrmwood (which includes much of Nether Ireland too).

The Provinces are scattered in other places across Heartworld and Gloaming. Despite this, most have at least one direct link to the Heartland by a fairy path, so they are not as isolated as one might expect. The most isolated provinces were founded by ship; they have contact only by sea or by indirect fairy path. The highest concentration of Heartworld provinces is in the equivalent of Europe. Undermoon’s territory in Gloaming is mostly contiguous, with two exceptions.

The Heartland is generally the territory settled longest (a notable exception is an area of Gloaming, which antedates the kingdom). It has a higher population density and generally enjoys a higher standard of living, better infrastructure, etc. In the Heartland a duchy’s territories tend to be more contiguous; in the younger Provinces they are non-contiguous as a matter of policy (it makes ducal rebellion more difficult).

Demographics
Undermoon has a population of approximately 10 million, of which 4.5 million live in the Heartland. Roughly 30% of the population is non-fae, mostly living in the Provinces (there are places where the fae are the minority); in the Heartland non-fae are much rarer, especially outside major cities. The non-fae are often the descendants of conquered peoples, but some are economic migrants, finding even lowly work among the fae yields a better standard of living than in their native countries.

Though slavery is legal, it is uncommon; it usually arises when people are captured in war and is typically resolved with a prisoner exchange. If a territory is conquered it is normal practice to free the vanquished. On rare occasion this is delayed, if doing so would threaten security; this is the only case where widespread slavery ever occurs.

Among the fae, women noticeably outnumber then men, making up perhaps 60% of the population; this is a consequence of unagingness combined with the fact that women are generally non-combatant.

Approximately 5% of the fae are Sightless, i.e. lack Second Sight.

No statistics are available on age distribution, and indeed would be practically impossible to gather, given that the fae are used to moving between dimensions with different rates of time flow.

Government, Law and Constitution
Undermoon does not have a constitution. Instead it has what is to the fae mind a much more solemn thing: custom, which the rulers have sworn to uphold by oaths.

Custom is exactly what it sounds like: the way things are generally done, "proper" behaviour. It is not quite the same as tradition, because although the fae tend to be conservative, especially given their long lives, they are not immune to fashion (and indeed often take with great passion to a new fad). So customs do pass out of usage and new customs come in, and custom is nothing really but the current, fluent rules of smooth-running society.

The rulers swear oaths to protect their people and their customs (among other things). These oaths are perhaps the closest thing to a constitution, though they are spoken, not written (though of course they exist in written form), and it is clear that they are ancient in origin: the oaths are similar in all the fae realms, and the language is archaic to the point of being hard to understand; it’s possible they date back to the Golden Age.

Most rulers take these oaths seriously. Every king of Undermoon has died in battle, as part of defending the people: while there is a lot more to being a ruler than providing military forces, they are still expected to lead troops or even fight personally, when the need is great enough.

In a sense, the king’s word is law (or rather, the king’s word spoken in the appropriate form is law, not every word that passes his lips). Similarly, a duke or earl’s word is law in his territory, subject to any higher law. This decretal law takes precedence over custumal law, though in principle it can’t violate custom directly, only modify it, or the ruler’s oath would be broken.

It is the duty of the dukes collectively to ensure that the king upholds his oath, and if he is not, to remove him, by force if necessary. It is similarly the duty of the king to depose any oathbreaking duke. Similarly, dukes guard the behaviour of the earls under them and earls must watch their dukes (though in the latter case, deposing the duke is handled by petitioning the king to remove him, which is less effort for the earls and ensures the matter is handled in a way acceptable to the king). Thus "checks and balances" are provided.

(Because the ability of the dukes to remove the king is a "constitutional" requirement, the size of the army under direct royal control is limited. The kingdom’s army is therefore still organised by duchy and county, with the most of the troops’ duty being to their own duke or earl. By traditional, the king’s army is kept at about the size of that of those of the two most powerful dukes combined; being able to match the three most powerful would certainly be cause for deposition.)

No king of Undermoon has ever actually been deposed, though kings of other fae kingdoms have. Care is taken to resolve the issues long before it comes to that; the parliaments have helped with such discussions. Zoramin, in his early rule, came closest to deposition when he introduced reforms increasing the influence of commoners, but even then arms were never taken up.

As part of protecting the customs, rulers are required to rule in disputes: that is, act as judges. These days this is seldom done in person, but rather through appointed judges skilled in the Art of Mediation. Rulers are more likely to act as judges in cases involving the nobility or that are otherwise politically sensitive.

Great Officers of State
A state as large as Undermoon requires numerous officers to keep it running smoothly. These officers are sometimes noble and sometimes (increasingly) common, but the offices come with a noble title as long as the post is held (suffixed with “honorary”). The greatest among these, coming with the title Marquess Honorary, include:


 * Marquess of the Armies [Lord Marshal]
 * Marquess of the Navies [Lord Admiral]
 * Marquess of Monies [Lord Treasurer]
 * Marquess of the Royal Household [Lord Chamberlain]

Lesser but still high offices (cf. cabinet ministers) come with the title Viscount Honorary, and lesser ones still Baron Honorary. Many offices, of course, come without noble title.

Parliaments
Since time immemorial, kings have called occasional parliaments of all the ruling nobles in their realms. Under Orthanien, the Parliament came to be called regularly: as the kingdom’s population grew in times of (relative) peace, it became increasingly necessary as a way to stay in touch with the whole of the kingdom.

Zoramin’s early constitutional changes renamed Parliament the High Parliament, and added a Low Parliament to represent the commoners and the Arts.

The High Parliament consists of the dukes and earls of the realm, together with the marquesses honorary and the viscounts honorary; any of these may send deputies in their places (not infrequently, their wives). Marquesses and Viscounts Honorary (or their deputies) have the right to address the parliament, but may only vote if the title is attached to a duchy or a county (that is, for instance, the Lord Treasurer has no vote, unless he is also an earl or higher in his own right).

The Low Parliament consists of the Grand Masters and Grand Mistresses of all the Arts; they may send deputies, which can be their spouses, but are more often Masters or Mistresses of the same Art.

The Parliaments are theoretically strictly advisory and no votes they take are binding. In practice, however, a two-thirds majority in either parliament carries a weight that cannot be ignored, by the king or by the other parliament; such a motion will assuredly become law, though some modifications might be negotiated.

Both parliaments used to meet (separately) in the throne room of Undermoon Castle, but each now has its own dedicated Hall.

Government [old text to be merged or moved]
Inheritance of noble titles is open to any descendant of the current holder, or, if there is no such person, to any descendant of previous holders back to the original holder of the title. If the entire line is extinct any noble may be chosen to inherit. Who inherits is decided by a complicated weighted voting system, in which family members, and the inferiors, peers and superiors in the noble chain of command get votes. A woman who inherits rules jointly with her husband (or in the absence of a husband, a regent).

Political Divisions
The Kingdom of Undermoon is mostly divided into duchies (ruled by a duke), which are mostly divided into counties (ruled by an earl). Each duchy also has some ducal land, ruled directly by the duke, and the kingdom also has a small amount of royal land ruled directly by the king; there are also some royal counties ruled by earls answerable directly to the king.

None of these territories need be contiguous, or even located on the same world; indeed, not a single duchy is. Counties tend not to be far-flung, however. Many duchies and counties have small enclaves in the royal land near Undermoon, providing “home ground” close to the royal court (the land was granted by the king to help promote attendance of parliament and involvement in national affairs, and thus encourage a sense of nationhood).

Storfirth and Wyrmsend are deliberately left undetailed to allow future development.

Social Structure
This section contains errors, and will soon be updated.

Social status in Undermoon is a complex and heavily formalised matter. There's an order of precedence that defines everyone as above or below you. Nobility, ability, talent, skill, family connections, politics, age and gender are all factors in determining one's formal status. For most people, however, the main factor is skill - or more precisely, one's level of achievement in one of the Crafts - and talent and skill are in practice much admired by the Fae even when formal social standing does not recognise it.

The Classes
In practice, Undermoon society has three main social classes, determined by whether or not one is noble and whether or not one is sightless (there have been no cases, to date, of sightless nobles).

The Nobility
The nobility are all descended from individuals who emerged as leaders in the Time of Troubles, whether by reason of martial prowess, magical skill, wisdom or diplomacy - or, most commonly, a combination of these. However, not all descendants of these original nobles are still noble: only the current holder of a noble title and his or her descendants are strictly so, though the noble's other close relatives are treated so, and re-elevation to the nobility is possible by inheritance (see Government above).

Precedence among the nobility is determined by the quality of the title and the proximity of relationship to the holder of the title. All nobles rank above commoners, although in practice masters and grand masters of a Craft may receive at least as much respect.

The nobility are not above the Crafts; indeed, it is expected that they will be highly talented at them: though they may rule by tradition now, they reached that point by being the best, and maintaining the show of skill important. (The less talented of the nobility as unlikely to be selected for inheritance, and so are likely to fall into the middle class.)

The Middle Class
The majority of the population is in this class. One's rank in it is determined by one's level of achievement in one or more Crafts.

The Sightless
At the bottom of the social scale are the sightless (not to be confused with the blind) - those that lack the Second Sight. So great is their handicap in a land steeped in magic that they generally can get only get manual work, often heavy: agriculture, mining, etc. - and even so need the supervision of someone sighted. They can't even be common soldiers or hunters, because for those the need to see "reality" can be vital. That said, they - and the less talented sighted who also do such work - are the backbone of the economy: no amount of glamour takes away the need for raw materials and foodstuffs.

A very few of the sightless, however, make it in the mainstream of society: these all have some talent that doesn't depend on second sight, usually music. These are accorded formal rank according to the usual middle-class rules, though in practice they maybe be looked down on because of their disability, or, more commonly, treated kindly but patronisingly.

Marriages (or sexual relations) between the sighted and unsighted are frowned upon (though, people being what they are, not entirely unheard of): the social gap is considered too wide to bridge. In consequence, sightlessness tends to run in families, though there are families with both sighted and unsighted members (which can be socially awkward).

The Arts
Most skilled trades, professions, arts, magical skills and other fields of endeavour - collectively Arts - are organised on the same basis. There are many ranks, ranging from apprentice up to master and grand master. In theory, and broadly speaking in practice, one's rank is determined by one's ability rather than by political considerations, as judged by the other members of the Art. The rank of grand master is the exception: while notionally this should be held by the single greatest practitioner of the Art in the land, in practice it is decided politically, because it's the grand master who attends the Low Parliament and represents the Art to the rest of society.

If one has no higher social rank from other considerations (e.g. by being noble or by relation to someone of higher rank), one's rank is determined by one's left of achievement in one's best Art. As a first tiebreaker, some Arts (especially magical and artistic ones) ranks above others; as a second tiebreaker one's second-best Art is considered. (The long-lived Fae typically practice more than one Art.)

The Arts should not be confused with trades. Trades are simply jobs - what one does for a living. While many trades have (formally or de facto) prerequisites of certain ranks in certain Arts, they do not share the same uniform organisation, and have no significant effect on one's social position.

Family
If a family member's rank is higher than one's own, one may instead be rated by the "reflected rank" of that family member. The full system is complex, but put briefly, descendants and close relatives are assigned a reflected rank somewhat lower than the source of the rank, while spouses are accorded the same rank (see also Gender below).

Age
As a final tiebreaker in determining relative rank, the older party has precedence: the society respects experience. In practice, age is a more significant factor that this would indicated, because older people are more likely to have developed one or more Crafts to the highest level.

Gender
A woman's social rank, as such, is determined by the same rules as a man's; that said, there is considerable difference in the rights, privileges and treatment of men and women. One important aspect is women do not govern directly in their own right (dating to when the government was more military: fae women do not, except exceptionally, bear arms): if a woman inherits a noble title, governance is through her husband (which may in practice mean he is in charge). For similar reasons a woman is seldom elected to the rank of grand master (unless the intent is for her husband to represent the Craft to the Low Parliament, despite what his rank may be).

Slavery
Slavery is not common in Undermoon, but it does, by ancient tradition, occur. Most slaves are prisoners of war in origin; in this case the slavery is usually shortlived, lasting only till an agreement can be reached on the exchange of prisoners or other ransom.

Longterm slavery usually only arises in two cases. Firstly, an exchange of hostages may be arranged to cement a deal with a not-so-friendly power. In this case the hostages are legally slaves as above, but in practice are treated as honoured guests. Secondly, the home country of a prisoner of war might not want him back, likely because of criminal activity at home. Such a slave is the most likely type to receive poor treatment.

The status of slave is essentially independent of the class system. A slave is entitled to be treated with respect commensurate with his or her nobility and skill at the Crafts. The difference is one of lack of certain rights, especially with regard to mobility and treatment before the law. But a well-mannered and well-behaved slave can be practically indistinguishable from any other member of society.

Religion
The Fae are not generally very religious, and those of Undermoon are no exception. While they believe in a great many things which many humans do not - those with Second Sight can after all see spirits and the like that are invisible to humans - they generally conceive of these being as their equals or inferiors, not their superiors. They may negotiate with them, but they do not worship them. If faced with a dangerous powerful spirit they might try to appease it, but they still would not regard it as their superior in character. They might even fight it despite its raw power: they tend to hubris.

Philosophically, they might allow that there could be a creator of the entire universe, but because the matter can't be proven they tend to find the question uninteresting.

History
Undermoon’s early history is more of a matter of legend than fact, although there are several fae, most notably Edhelnes, who are older than the kingdom. The early days of the kingdom were ones of endless war; record-keeping was sporadic and records were often destroyed. While the eldest fae have personal memories of these times, even fae memories become vaguer and more muddled over the centuries, so their accounts cannot be taken as entirely reliable.

It is unknown where the fae originated. The oldest fae recall stories of "the lands of unspeakable woe" to which "even the paths are dead". The indication seems to be that their original world was destroyed in some great catastrophe (natural or artificial), from which survivors fled to many worlds by the fairy paths – but those paths no longer exist, so the world is lost to the fae.

The civilisations that grew from these bands of refuges constitute what is now thought of as the Golden Age of the fae. Many fae polities were spread across most of the worlds of Greater Faerie (as it then was – the paths change over time) – including Earth-1 – while human civilisations were still in their infancy, if that. In truth, the fae were relatively primitive by their modern standards, but it was the period of their greatest geographical expanse, albeit in many small states.

Following this came the Time of Troubles –during which history, as opposed to legend, prehistory and archaeology – can be said to begin. This long period – probably millennia in Earth-1 time – has a vague beginning and a vague ending, though the Great Accord following the Dragon Wars is usually considered the end date. The characteristic feature was unending war and migration, though the wars and causes were many. Especially in the beginning many of the wars were between the fae themselves, with empires expanding as magic and technology improved at the end of the Golden Age. Then non-fae races – some perhaps from other worlds, some developing on the world shared by the fae - came to challenge the weakened fae for land and resources – the Atlantean civilisation being a human example. Some of these even developed cold iron, with disastrous effect to the fae.

But it was the dragons who dominated the end of the Time of Troubles. Like the fae, their culture was older than that of the other races, and they were active throughout the Time of Troubles; also like the fae they favoured high-magic worlds. Unlike the fae they were (as well as carnivores) manavores. Their homeworld was somewhat magical – they could not have lived there otherwise – but once they learned to cross to other worlds – the still more magical worlds favoured by the fae – something disastrous happened: the dragons bred much faster. In their home it was natural for them to reproduce more in high-mana areas, but the new worlds were more magical than they had evolved to handle. The dragons’ numbers increased vastly, till they were so many they drank a world dry of its magic; then, starving, they moved on to a new world. By the end of the Time of Troubles, the threat of the dragons – both direct and on magic – was so great that the other races and nations set aside their difference to fight them: the Great Alliance.

Meanwhile, with the gradual shifting of the fairy paths between worlds, the Twilit Worlds – the six worlds on which most of the fae now live – had been discovered. The name only accurately applies to Gloaming, the first of them, but they shared the properties they were strongly magical and that glamour magic had no fixed time limit there. These were ideal worlds for the fae – and a lot of other magical races – and it was here to which they fled from the devastation of the dragons, and here that the Great Alliance was formed, to defend this rich new home from the dragons.

The stories speak of glorious battles against the dragons – and indeed there were many - though historical records are vague. And the Great Alliance held firm beyond the last battle with the dragons, the Battle of Horrors. They divided the Twilit Worlds between them in peaceful accord, albeit in most cases this was simple recognition of where the various peoples had already made their homes.

It was during the Dragon Wars that the Kingdom of Undermoon was born. Many fae princes and petty kings, migrating from devastated Earths to the Twilit Worlds, had laid claim to territory in or near what is now the Heartland of Undermoon. But Mordaugon of Undermoon – a great warleader whose territory included many key fairy paths – came to pre-eminence. The other petty rulers, seeking strength in unity in the war, swore fealty to him, becoming dukes of Undermoon, and so the kingdom was born. Mordaugon did not fail the dukes who put their trust in him – he and all his heirs perished the war, defending Undermoon. But the kingdom itself survived, and another duke and famed warleader, Aranien of Overglen, was elected King. The house of Aranien rules Undermoon to this day, though it too suffered heavy losses in the war. The fifth Aranien king died in the Battle of Horrors; his son, Orthanien, was the first peacetime King.

The Great Peace did not last long, at least as the fae perceive things. One by one the agreements broke down and new wars started, and of course often also ended in new treaties. But for Undermoon the greatest thorn in the side has for millennia been the goblins of Wyrmwood. Among the lands given to these goblins was a largely wooded section of western Scotland on Nether Heartworld, bordering on the Undermoon’s Heartland. For a time there was peace, but the goblins bred faster than the fae and soon found their territory crowded. They began to cross Undermoon’s borders and live in the then sparsely-populated neighbouring land. For a while this was tolerated, but as the number of invading goblins increased and as they penetrated Undermoon further, Orthanien demanded that they leave his lands. When they did not, war began.

The war was devastating to the goblins, who despite greater numbers could not match the greater skill, magic and technology of the fae. They were driven back to their borders and beyond, or cut down. For a while there was a long cycle: the goblins would recover, increase their numbers, expand their lands again, and the fae would fight back. Eventually it was decided that the goblins had to be driven from the island entirely, to end the war once and for all. Given the goblins’ use of guerrilla tactics, this was not an easy campaign, but it was an almost complete success: but for a few bands in hiding, the goblins were driven over the sea to Ireland, and all Nether Scotland was in Undermoon’s hands.

The goblins’ return was unexpected and bloody. The fae never imagined that the goblins would dare attack them again, after so total a defeat, much less given the difficulty of the sea crossing. But the goblins had new, devastating weapons: from somewhere, they had learned the crafting of cold iron. (The role of cold iron has not be made known to humans: the fae do not want to advertise the magnitude of their weakness.) They fell upon the fae with a fury, taking back all their lands and still more, before they were finally defeated at the gates of the City of Undermoon itself. Never had so many fae lives been lost since the Dragon Wars, nor have they in any war since; King Orthanien himself was slain in the Battle of Undermoon.

Such devastation could not be forgiven by either side; it still is not. But Orthanien’s son, Zoramin, the current king, was wise enough to see that such atrocities caused only escalation and – once the goblins were driven back far enough for safety, to a territory slightly larger than the original Wyrmwood – he sought to cool the war down. Great castles and walls were built along the border, and a policy of watchfulness and containment was favoured over the endless cycle of vengeful attacks. Nowadays, the war is cold, with border skirmishes, spies and assassins, but not outright battles.

In its other wars, Undermoon was more often the victor. Though Undermoon seldom started these wars, especially under Zoramin, the kingdom’s borders slowly expanded under both Orthanien and Zoramin, till now more than half the population lives outside the Heartland.

City of Undermoon [to be moved to own article]
The city of Undermoon is built around a large square in which is a bustling market. The town extends in three directions from the square; the fourth side of the square is a river. The road crosses the river at a bridge and leads up to a strong, majestic castle, with walls 5 storeys high. It appears to be located in the Earth-1380 equivalent of Scotland.

The Royal Family
King Zoramin has ruled Undermoon for a long time, likely millennia. He appears to be regarded as a good ruler. He has two daughters. The elder is Liandere. She was married under Undermoon law to Palanir, though given she was under sorcerous influence at the time, and that she was already married under UK law to Quentin Dallimore, it's unclear if this marriage was valid. Palanir has been exiled from Undermoon for treason and attempted regicide. Liandere has one daughter by Quentin, Stephanie, otherwise known as Lorelei.

The king's younger daughter is Merilwen; she is married to another nobleman of the realm, Delanu, and they have one son, Canador.

Other Nobles

 * Marquess of the First Emerdir the Bold, son of Istuaran the Red, son of Tancauien the Wise: mysoginistic suitor of Princess Stephanie.
 * Prince Himhael, Duke of Overglen: regent when the king was poisoned by Canador; he appears to be loyal to the king.
 * Vicount Mathanan: known to be a bit of a hot head.
 * Duke Nelnirof Langdyke and his wife Hallnis appear to lead another noble faction.
 * Duke Silidhor of Greyfells appears to be the leader of a conservative faction of nobles; he is openly scornful of humans.
 * Duke Thallion of Rilland, of the House of Galnendil: frustrated prospective suitor to the Princess Stephanie.


 * The duke, shaken from his confused state, breaks the seal, reads the message, and frown. "I'm afraid, your Highness, this must wait for anothe day. The goblins of Wyrmwood have grown ever bolder in the attack. And worse, they are now striking into the Upper Heartland! I must return at once - they say it may soon be full war...."


 * He gets it together, the distraction having helped. "Your face. Highness, will give me cause to win this war swifly and return!" He starts to head off, then turns back and adds, as an aftethought, "I will leave my band here to play for you." And then rides off, wondering if that was lame.


 * Duke Tuveril of Portpyre: Marqess of the Armies. He's supposed to be a strategic genius.

Undermoon Embassy to Earth
''Lorelei says, "If you need food, just send to the kitchen, or come here! But never enter without knocking. Berithea is very good-natured -" she grins - "unless you disturb her kitchen."  Lorelei says, "Vanasse is one of the rare fae who took an interest in humans even before my return to the court." ''
 * Junior Spearman Alion: Assigned to the Princesses' Guard, Alion is the person to ask if you want anything.
 * Student Harpist Alwen is a runner and messenger assigned to the Princesses' Guard headquarters. She is fae, but is considered handicapped due to her lack of fae second Sight. She is also quiet and painfully shy.
 * Adept Worldwalker Beindor: Embassy Postmaster. A busy fae man with narrow eyes. Even his bow to the princess is curt, almost (but not quite) rudely so. The fae postal horses can run at 60 mph.
 * Mistress Baker Berithea: chief chef at Undermoon Embassy. Known for her exceptional baking, she was one of the few staff members specifically requested by Princess Liandere.
 * Librarian Lyost (also known as Ableman Diviner Lyost) is librarian at the Undermoon Embassy and appears gentle and encouraging of almost anyone who wants to learn, regardless of species. Lyost looks young and scholarly. His skin is pale, his hair and eyes dark.
 * Marchioness of the Fifth Vanasse of the House of Sellion: official translator. She also teaches the human staff fae and the fae staff English. An auburn-haired woman, unusually curvacious for one of the fae (not dissimilar in that way to Lorelei). Her English does not carry a fae accent.
 * Senior Warleader Menasiron Birnae: Recently appointed Captain of the Guard at Undermoon Embassy over several noble applicants. His hair is red and his eyes are narrow.
 * Randion is the fae gardener at Undermoon Embassy
 * Raptlennograp is a goblin fire carriage driver who serves Zoramin. He is currently assigned to Princess Stephanie and the Princesses' Guard

Others

 * Drexler the Tourist is an exceptionally gifted Worldwalker who has refused several official appointments by both the fae government and military. He carries no official title or Craft rank due to skipping out on his exams.
 * Edhelnes is an old woman in appearance and her memory certainly extends back to more warlike times. Her exact position at the castle is unclear, though she was charged with it seems to include taking care of honoured guests.
 * Elion: a guard in the House of Aranien
 * Mistress Sculptor Galonelwa: commissioned by the parliaments to make a memorial for those lost in the assault on the embassy.
 * Lothven is the Captain of the Guard at Undermoon Castle, and staunchly loyal to the king.
 * Maenor is a merchant for wares for travellers in Undermoon City.
 * Aunt Silif is a diviner in the city of Undermoon; she too appears old.
 * Arandur, Ceremaedhil, Nionanna, Taennon - Four fae explorers sent to Earth in Feb 2061 on an Expedition from Undermoon.