Goblin Court

The Goblin Court, ruled by the Goblin King, is a realm where chaos is exalted and the very notion of order is scorned as antithetical to true strength. The Goblin King demands lawlessness and insists that it is unruly to be ruly. In this anarchic domain, treachery and greed are not vices but virtues, with cunning trickery a means of prevailing over brute might. Amidst this tumult, the Goblin Market stands as a peculiar sanctuary—a bustling bazaar where fey of all courts, along with unsuspecting mortals, barter and trade wares. This market serves as a rare meeting ground for those shunned by more rigid courts, offering a space to forge clandestine alliances and strike deals that reverberate through both the fey and mortal realms. As such, the Goblin Court is not merely a den of misrule but a vital pivot point in the intricate web of politics, where chaos itself becomes a catalyst for change and opportunity.   Within the backdrop of this Unseelie Winter Court, the very landscape pulses with an air of anarchic rebellion. The ground is littered with improvised fortifications and ramshackle dwellings crafted from scavenged debris, and the winds carry the raucous laughter of those who revel in disorder. Here, the Goblin King’s edict is paradoxically strict: he enforces a rigid code that dictates precisely how one must defy authority. He rules the anarchy like a despot. In this twisted hierarchy, a well-placed knife in the back is esteemed above a frontal assault, for it demonstrates the cunning and stealth prized above mere brute strength. Every act of betrayal, every subtle subversion of the expected, cements one’s place in the intricate power plays of the court.   The Goblin King, a despotic figure with a penchant for violence and unpredictability, rules his domain with an iron fist hidden within a velvet glove of misrule. His subjects, a motley assortment of goblins, tricksters, and other misfits, navigate an ever-changing social labyrinth where alliances shift as quickly as the winter snows. While displays of brute force can settle skirmishes on the field, it is the art of subterfuge and deceit that truly paves the way to prominence. The court’s unwritten rules, enforced with brutal efficiency, reward those who embrace the chaotic spirit of the realm—those who can both strike from the shadows and vanish without a trace.   At the heart of the anarchy lies the famed Goblin Market—a stark counterpoint to the surrounding mayhem. Within its tightly guarded boundaries, violence is strictly forbidden, and even the slightest transgression is met with swift and severe retribution. This sanctum of relative order attracts a diverse array of visitors: fey from rival courts, opportunistic mortals, and exiles seeking to escape the strictures of more conventional realms. In the market’s crowded stalls and shadowy back alleys, secrets are traded like precious currency, and dark pacts are brokered away from prying eyes. The Goblin Market’s unique blend of strict regulation amid widespread chaos not only bolsters the court’s reputation but also cements its role as a crucial nexus in the broader tapestry of Faerie politics, where even the most unruly forces can find common cause in the pursuit of profit and power.

Demography and Population

The few winter eladrin who reside in the Goblin Court have developed a tolerance for the chaos and frenzy of the goblins who reside there. Masses of goblins live in the court, reproducing even faster than others are killed. Goblins of all types and from different realms co-exist within the court. Though less frenetic and more disciplined, a few hobgoblins have etched out enough order to survive here. Boggarts, redcaps and gremlins create chaos and mayhem within the realm. The occasional mortal who finds there way here after being lost in the Goblin Market does not last long.

Laws

  • The Law of Cunning: Cunning is the highest virtue. The clever and deceitful are rewarded, while the foolish are exploited.
  • The Law of Acquisition: What you take, you keep—unless someone more cunning takes it from you.
  • The Law of Servitude: Loyalty is bought, not given. Those who fail to pay their debts or betray the Goblin King are doomed.
  • The Law of the Mask: Deception is a right. All are free to lie, cheat, and disguise themselves, but the discovery of a lie carries its own risks.
  • The Law of the Goblin King: The Goblin King’s word is absolute. To defy or question his orders is to invite ruin.
  • The Law of Betrayal: Betrayal is expected but must be profitable. Betraying for sport or spite without gain is foolishness.
  • The Law of Barter: Every deal is binding. Those who break a bargain are cursed, and their word becomes worthless.
  • The Law of Retribution: Grudges are eternal. An insult or injury must be repaid, often with interest.
  • The Law of Exchange: Nothing is given freely; everything has a price. Even kindness comes with a hidden cost.
  • The Law of Chaos: Order is the enemy. If you have made it this far in the rules, you are a fool.

Trade & Transport

The only non-subterranean feature within the court is the Goblin Market. The Goblin Market within the Goblin Court is a place where the lines between commerce and chaos blur, and where even the most cunning visitors must tread with care. This market, though situated in the heart of the treacherous Goblin Court, is considered neutral ground—a rare and strange oasis where deals can be struck without the immediate threat of backstabbing. However, the neutrality of the Goblin Market is tenuous at best, upheld by ancient pacts, powerful wards, and the mutual benefit it provides to all who partake in its business.   Laid out above the subterranean features of the court along green grass is a grand open air market. A road from each realm leads to the Goblin Market, drawing out vendors and deal-makers from every court. The Seelie and Unseelie trade openly here, and members of the Winter and Summer Courts can openly conspire. The air is thick with the scent of strange spices, roasted meats, and acrid smoke, mingling with the sound of haggling, laughter, and the occasional screech or growl.   The market itself is a chaotic maze of stalls, tents, and carts, each run by a different vendor—many of whom are goblins, but also other fey, hags, and even the occasional enterprising mortal. The pathways between stalls are narrow and winding, deliberately confusing to disorient unwary visitors. Hidden corners and shadowed alcoves provide places for secretive deals and hushed conversations, where the truly dangerous bargains are made.   The Goblin Market is infamous for the bizarre and often dangerous goods that can be found there. While some items are mundane or even useful, many are cursed, enchanted, or simply beyond mortal comprehension. More than physical good are sold here; dreams, gossip, memories, blessings, and curses are traded openly. Prices are binding and often are not simple barter or coin. The price might be memories, service, eye color, or any other cost only limited by imagination.   While the Goblin Market is a place of chaos, there are rules that maintain its neutrality:
  • No Violence: Physical violence is strictly prohibited within the market. Violators face immediate expulsion or worse, as the market’s guardians—the enigmatic Market Keepers—enforce this rule without mercy.
  • No Stealing: Theft is forbidden, though what constitutes "theft" is often a matter of interpretation. Clever vendors may trick a buyer, but outright stealing from a stall is met with swift and harsh punishment.
  • Fair Payment: Every deal must be sealed with an exchange of value. While coin is accepted, the market prefers more unusual payments: a year of your life, a heartfelt secret, or a treasured memory. Beware, though—once given, these cannot be reclaimed.
  • Binding Deals: Every deal made in the Goblin Market is magically binding. Breaking a contract, no matter how small, brings a curse upon the breaker, enforced by the Market Keepers.
The Market Keepers are mysterious and powerful entities that ensure the rules of the Goblin Market are upheld. They are seldom seen but always present, watching from the shadows or hidden among the stalls. Their true nature is unknown, but they are feared by all, even the Goblin King himself. When a rule is broken, they intervene swiftly and decisively, often with punishments that are as creative as they are terrifying.   On each equinox, the border between the feywild and the mortal world blur and the Goblin Market is manifest within the isles themselves. There is no rhyme nor reason to where it will be located, but these are special times for the market where the vendors have a bunch of mortals unsuspecting of the true weight of the prices they ask.   The Goblin Market is a place where the lines between good and evil, fair and foul, blur into ambiguity. It is a domain where anything can be bought or sold, for a price, and where those who enter must be prepared to navigate its labyrinthine rules and treacherous inhabitants. The market’s neutrality is a fragile thing, maintained only by the mutual interest of all who visit—knowing that while they may strike a bargain today, tomorrow could see them at the mercy of the very deals they’ve made.

What is Yours is Ours, and Ours is never Yours.

Type
Court, Royal
Leader
Government System
Anarchy
Parent Organization
Location
Controlled Territories
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