Faerie Courts & Factions
These are the most significant and powerful major groupings of Faerie in Hibernia and perhaps the world. All are formed around at least one of the Tuatha De Danann though not all Tuatha De are a part of these groups. Other more minor Faerie factions and groups exist both in Hibernia and elsewhere. Each of these major Faerie factions can be assumed to have significant internal factions and politics of their own, much further than described here.
Court of Meadhbh
The Court of Summer, Light, Air, and Life. A formal and chivalric court of noble faerie houses conducting eternal politics that revolve around the ghost of their nominally dead Queen, Meabhbh. The heart of their court lies in the fortress of Meabhbh in Cruachan, found in Connacht yet the noble houses of faerie have holdings throughout Hibernia or indeed beyond. This Court is exemplified by chivalric knights and lords ruling lands and domains that somehow are side by side yet hidden from mundane society. Their political schemes, feuds, and even wars can span mortal generations yet are held to the strict courtly rules of their society. Within this Faerie societies all freely accepted bargains are sacred and binding. Most significantly the Court makes no secret that there is a plan for arranging the rebirth and a new life for Meabhbh herself, though details are never provided. Detractors say this is impossible and the Court is ever more on the wane, along with their strict and antiquated ways. Supporters say it is just a matter of time and the Lords of Summer know what they are doing and are never ones to share their plans before their time. If such were to come to pass there is no doubt that the Court of Summer would wax more powerful than ever.
Court of Goibniu
The Court of Winter, Darkness, Earth, and Rebirth. Here are joined the major Goblin Clans along with the Dokkalfar who followed the Norse to Hibernia. Their Court is found in an underworld Regio beneath Athlone from which they administer a great Goblin Market. Finding the Goblin Market is the starting point of many legends and stories. How to access the Goblin Market is not a secret, since the Fae here do want to do business with people, however it still isn't a completely casual affair. Each new customer in search of the market is in some way tested for their earnestness and sincere interest, in a way unique and appropriate to them, before "finding" their own personal way in and out of the Regio network. The Goblins and Dokkalfar are master craftsmen and artificers, capable of building enchantments and constructs of great power. Their crafts and artifacts are all for sale at the Goblin Market though the prices are generally never so straight forward as money or even vis. The currency of the Market beyond anything else is Stories. Beyond the market itself and the undercity, Forionnag, of the clans and craftsmen that support it, the Court divides. The Dokkalfar administrate Forionnag and maintain it. The Goblin clans defend and patrol the city and conduct the broader trade interests of the Court outside of Forionnag and Athlone. The Dokkalfar are aloof, stern, and meticulous. The Goblins are more exuberant, hearty, and aggressive. Within the scope of their broader trade network the Goblins also manage and sponsor a crime network that perhaps doesn't quite dominate yet certainly reaches all of Hibernia at least, perhaps more.
Court of Donn
The Court of Death, Entropy, Spirit, and Otherworlds. Donn is one of the greater Tuatha De and was a powerful ally of the Diedne. It is known in Hibernia however that he fought with them and was an ally of the House until it was destroyed and the Schism ended. Much knowledge of him, his court, and his motivations have been lost or suppressed since the Schism and the Quaesitorial banning of materials having to do with the Schism or House Diedne itself. There persist dark rumors that Donn is rebuilding his power still. An army of the dead and of ghosts that he gathers in his fortress of Teach Duinn on the Isle of Dursley, off the coast of Munster. The purpose of this rebuilding of power however remains a mystery.
The Wild Hunt
The Hunt is nomadic and rides the Faerie Roads & Trods throughout Mythic Europe unpredictably and reveling in blood and destruction wherever it goes. The Lord of the Hunt is believed to be an avatar of Odin himself consorted by the bloody Badhbh. It is difficult yet not impossible to make peaceful contact with the Hunt, indeed groups of Riders have been known to act as mercenaries when it suited their interest. They are never cheap and only ever are interested in being part of attacks and raids. The Hunt also takes prisoners, though only the most desirable ones. Captives of The Hunt can be exorbitantly ransomed or if they are not may expect to be sold into slavery somewhere very distant from their point of capture if not literally into Faerie itself.