Minor Courts and other randomness

So, one of the ideas that really resonated with me in C:tL was the reasoning for why the faerie courts exist. The idea of seasons, specifically of ordered change, is antithetical to the Gentry, so tying themselves to the powers of the seasons offered the changelings some amount of protection from their former masters. Now, mechanically there's nothing to this - courts get you cool contracts, but they're just that - but conceptually it's pretty awesome. Awesome enough that I immediately started thinking about other, lesser courts.

Now, this idea may be better served as one of the organizations among the changelings, but I think those serve a different role. The idea of tying oneself to a power or idea because it's an anchor against the fae is what makes these interesting to me, so I've been pondering what ideas a changeling might tie themself too for that purpose.

The first one that struck me was the
Court of Fools, who pledged themselves to luck, with the philosophy that it was luck that allowed them to escape and keeps them free. Fae understand madness, change and randomness, but luck is not part of their repetoire - for all that they are wild beings, they are defined by contracts and always in control of their own fate. Luck laughs in the face of fate. The king of the court is the king of fools, and those who spend time among the seasonal courts (high favor characters) may be called the fool of the appropriate season.

Mechanically, I figure that lesser courts either only have contracts that go to 4 dots, or only have one contract. Beyond the first power, I haven't considered it too much. Now, that first power,
Call It, is like a safer version of the goblin contract, albeit only for 50/50 chances, with the catch that it's free if you made the last call of the same type correctly. Since this allows for the bit from Rosencrantz and Guildenstern are Dead, that makes me happy.

I'm also struck by the idea of the
Court of Games. I'd originally been struck by a court of chess, but the idea broadened (while keeping chess as its central theme). Again, the Fae understand play and they understand rules, but they don't respect the rules of play, seeing them as mere inconveniences. For mortals, these ideas of rules of play are some of the most powerful of ideas knocking about the collective unconscious. Not entirely sure how the contracts settle out though.

Unrelatedly, I love the pledges to death, but they forgot one critical type:
the Wager. It's easy enough to fold into the existing system, thankfully, but it's absolutely critical to make sure it's there.

Anyway, I'll probably write these up more fully as they suit my fancy, but for the moment, I just wanted to get these down on paper (so to speak) so I could reference them later.