Freehold of the Mended Quilt: Smalltown, Midwest
This freehold was formed in the late 19th century by a rather unlikely set of people. A quilter who wove magic as well, a hard-working and hard-partying farmer, his cousin a vigilante who stalked the Hedge looking to save people, and the half-broken, hidden boy whose rescue set off an attack by the Gentry that led to these figures, and several others who joined them, into making a Freehold, though they lacked knowledge of the seasonal courts. But with this protection, and with the magical quilts of the woman as their symbol, they were formed.
Later, when the Seasonal System came and was adopted, playfully people would retroactively place the founders into the Seasons, revered as they are. There are a lot more now then there were then. Well, sorta.
There's not a huge number, so they're not really a big Freehold, but they're a big happy family, and more importantly, they get along well with the locals, many of which are Ensorcelled and in on the secret. Many many. It's a small town, less than two-thousand people, but there are several hundred Ensorcelled, and plenty of other humans who are in the know. They protect their own, they help each other, that sort of thing.
Advantages
All But Family: There is very little in the way of discord between the four courts, and while there are no doubt rascals and strange folks in the Freehold, everyone knows everyone, and trusts everyone for the most part, and so while there is not a strong government, as it were, they definitely don't have as much need for it.
Mortal Advantage: They have Ensorcelled plenty of people, friends and allies, and they will be able to take these people along for the ride, rather than them having been left behind.
Countryfolk Will Survive: They are survivors, all of them, people who are used to taking care of themselves. While there are no super-experts on fields laying around, people are likely to know plenty about, say, survival or first-aid or hunting, and are likely to stock up on supplies, to know little bits of information that might help in the case of troubles.
Neutral
Out of the Way: In both good and bad ways, it is out of the way. In the Dresden crossover, this manifests rather obviously, in not being anywhere important, in Warhammer and Fallout, one will wind up a little more out of the way of the main stuff, which provides both safety and time, but also difficulty and challenges.
Disadvantages
Middle of Nowhere: There is no Goblin Market, there are few Tokens, and most of them are passed down from person to person, and whatever else you might say, it's not exactly the best place to go if you want an exciting Hedge life.
Sleepy Town: This isn't a place you go if you want to be a hot-shot sorcerer, a powerful warrior, or otherwise the cream of the crop. Sometimes people who are taken here or wind up here leave to go to more exciting places, so there's SOMEWHAT less quality in terms of ambition/scope.
We Few, We Happy Few: There aren't a lot of Changelings in this Freehold, better make them count. Total number will be 20-30 (will roll for it.)
Freehold of New Atlanta: Atlanta, Georgia
Formed after the burning of Atlanta, this is an ancient Freehold that has fully embraced the Seasonal System, and is in some ways maybe a little stratified. But this holds advantages as well. For in the ruins of the old Freehold, there is quite a lot to loot, in the wealth of the Freehold there are many advantages, and they have many, many Talebound, having taken to cultivating families of Talebound since the 18th century.
They're currently quite powerful and quite contented, though there are perhaps problems beneath the surface.
Population: 140+ (Will Roll for the exact number)
Advantages
The First Families: The Talebound of New Atlanta are famous for their loyalty and their long and distinguished lineages of both service and power within the Freehold. A small handful of families, but with plenty of retainers and power, their Minor Fae Powers and connection to Changelings makes them very useful indeed.
The Ruins: The remains of the various buildings in the Hedge that used to be the old Freehold are still yet only partially scavenged, and there are many Tokens, Goblin Fruit trees, and other secrets yet to be unearthed. And that wealth draws interest, attention, people willing to trade for its goods.
Blue is the Blood: The Freehold, if in fact not all of its members, are rich. Very rich, from connections both legal and illegal. If they wind up in the Dresden-verse, they manage to maintain some of their ties and contacts, and knowledge of ways to gain wealth, while in the other two, they hoard some of their wealth on their way over, where it will no doubt come to good use.
Neutral
A Feudal Future: They are governed according to the rational and simple principles of feudalism, in which authority and power is properly split up at every level, so that all matters are carefully addressed and everyone knows their place, and so there's no question of who has what authority.
No, wait, wrong notes. They are governed according to the chaotic principle of 'you take what you can' and then trying to preserve it against all comers, creating vast power blocs that bicker and argue, or maintain their authority whether it is for the best of everyone or not, and engage in what is known as 'capture' in terms of both regulation and the economy of the Freehold.
In truth...it's a bit of both.
Disadvantages
Criminal Ties: Said wealth and ties comes partially from doing crime, from being involved in some pretty shady deals, and that both means that there are obligations that come with it, and also even if they leave the universe, they're taking a *lot* of people with them who think that allying with criminals and murderers is perfectly fine and good.
Leaving a Marx: The Freehold is greatly divided by issues of both class and race, and is thus something of a powder keg, waiting for a match, as powerful as it is.
Amid the Ruins: In the ruins, too, are dangerous Goblins, and a crazed member of the Gentry who thinks that the year is 1864, that he is a Plantation Owner, and that everyone in the Freehold is a Yankee. So, yeah, good luck with that.
Freehold of the Marble Arch: St. Louis, Missouri
Built off of the back of the River in the Hedge, Marble Arch is a rich and powerful Freehold indeed, one that in no way should be called second-fiddle just because Thousand Trods is in the same state and more populated and powerful and influential. Because they don't have as good access to the River, and they don't have the Gateway Arch, whose magical and symbolic potential is well acknowledged by all.
Population: 140-160
Advantages
The River Goes On: They are sitting, on the Hedge side, on the largest River in the world, one which can take one anywhere in the Hedge if one follows it, and has vast wealth to be gleaned from it, both in terms of trade and artifacts. Even in another world, this River survives, and is the heart of the Freehold. They also have moderate advantages towards seamanship and other such areas.
Gateway City: While not as full of Trods as the famed Freehold in Kansas City, Thousand Trod, the gateway it has means that in the Hedge there are many ties around the world, and the magical importance of the gateway has spawned an interest in symbology and magic relating to symbols, including sorcery and Onieromancy.
The King Stays The King: Their monarchies seem remarkably stable, and while there is friction between the four seasonal monarchs, and within the courts as well, it doesn't erupt into disagreement and squabbles all that often. The monarchs are likely to be experienced and capable men and women.
Neutral
Borderlines: I suppose if one wants to really get bent out of shape, it's the closest of all of these options to Chicago for the Dresdenverse crossover. So there's that.
Disadvantages
Second City: Their 'second-fiddle' nature means that some of the most ambitious of them resent Thousand Trods, or else go to join it. In the Dresdenverse, one will have to deal with the influence of such a nearby and powerful Freehold (nearby relatively speaking), while in other cases, one will have to deal with not having several of their best and brighest.
A Gateway to What?: Besides the mysteries that surround the Hedge Arch, there is the fact that many wandering bands of goblins sometimes show up to wreck things. They're kinda a problem, but it's even more of a problem because…
Pirates: Argh, matey, there are Pirates on the River. Surprised? Yeah, having to deal with bands of goblin and Changeling pirates, and those willing to give them aid and comfort, sometimes even within the Freehold itself, but generally the Courtless population, will be a bit of a hassle.
Kingdoms of the Volcano: Honolulu, Hawaii
Having gone through a rough time in the 1960s, the Kingdoms of the Volcano are recovering rather well, though recently a few things have gone a little sour, like the return of some of the Courtless Volcano Lords who had been so troublesome in the decades prior. Rather rich, connected, and with plenty to explore, the Freehold is an anomaly in that its Hedge is a sea of thorns and water, with islands jutting out, which connect to many other of the islands of the world. It is quite strange, and sometimes even a little claustrophobic, since the Hedge is far less made of water than Earth, and so everything is closer together.
Population: 100ish.
Advantages:
Remember, First, it is an Island: The Freehold's people are masters, many of them, at all things nautical, and more than that at trade, at learning to navigate the Hedge, and their own relationships are defined by this simple fact. It provides both wealth and talents which will be more than a little useful.
Walk the Fires of Life: Home to several powerful and unique Entitlements, as well as several potent sorcerers, it is not a magical backwater at all, and more than that, it is home to a number of potent tokens whose origins date back to before America ever reared its head.
Friends With the Natives: They are allies of a number of goblin groups, some more brutal and violent than others, and these alliances and bonds are powerful enough that even when transported to another universe, they are worth their weight in gold.
Neutral
Remember, again, an Island: If transported to Warhammer Fantasy, they will have their own...unique starting place, as compared to the Border Princes where I was going to set down everyone as the default.
Negative
Volcano Lords: A group of independent and bizarre figures from the past, at the time they had had strong support and control over several groups of Goblins, and had been a thorn in the Freehold's side, Changelings who acknowledged no master but themselves, and would deal with even the Gentry, though they treated them as equal. This new group, well, it's nothing near as dangerous, a bunch of bandits and thieves and little else...right?
The Dance of Factions: There is at least a little tension in the Freehold between the recent attempts to set up a fully-functional Directional Court, and the traditional Seasonal Courts which ruled over much of the island. It's a complex political issue, and one that is currently engaging the attention of the Monarch, to the exclusion of some other issues.
A Light Footprint: The focus on the politics of the goblins and Hedge trade means that their relative earth-bound wealth is weak, and the Freehold doesn't have its hooks into the politics and culture of Honolulu the way many Freeholds do over their own cities.
Freehold of Strong Fort: Fort Worth, Texas
Dominated by summer, this is a powerful Freehold, if not always rich. Their ties to the military, as well as to the political and art scene, have left them a flexible Freehold, one which is far more than their reputation as strongly militant would suggest. They have a smaller population than some Freeholds, being more normal (whereas most are standouts in one direction or the other), and have to share the space with other, nearby, Freeholds, yet they seem to do alright for themselves, for the most part.
Population: 60-90
Advantages
The Worth of a Strong Militia: Their access and ties to the military, both the air force and others, allows them to have weapons that few would credit, and more than that, the ability to maintain them, though if stripped of a manufacturing base, they'd run into problems. This could allow them to equip themselves or others quite well, and combined with the martial tradition of the Freehold, means they punch rather above their weight.
Mercenary Pursuits: Yet despite this, they quite recognize that they need more than just their numbers, and they are very open with and comfortable around mercenaries, a flexibility that can lend them a pragmatic, whatever-works, air. An accurate one.
Deadly Cultured: Every Court in the Freehold is dangerous, and that includes Spring. Home to many warrior-poets and warrior-artists, whose influence on the culture of Forth Worth and the world at large is felt strongly, they gather about followers and, in general, have a lot of fame and connections that can be exploited.
Neutral
Honed for Struggle: Over the past decade, the wars they've fought have mostly been low-level, and relative peace has reigned. This has allowed them to expand their training and had many helpful advantages, but there are some who fear that this has made them weak. Has it? Probably not, but the fears are there.
Disadvantages
There are Others: There are Freeholds whose territory abuts and sometimes overlaps with Strong Fort's, and so there are definitely tensions there. Room for disagreement, error, and other such hilarious problems.
A Warrior Needs Enemies: Constantly engaged in low-level war, the Freehold's culture tends to value it, and so there is a constant drive to be moving, conquering, expanding into the Hedge, and while doing so can bring a lot of power to the victor, it has made enemies.
Guns or Butter: There are internal disagreements about funding allocations. Sound boring? It certainly can be, but the question of whether to focus on infrastructure and the economy or on becoming yet more vigilant against the coming of any of the Gentry is definition a problem.
Freehold of Brotherly Love: Philadelphia, Pennsylvania
Ancient and powerful, this is a Freehold that, even more than New Atlanta, has history behind it. History brings wealth, brings power and Tokens and magical excellence which is acknowledged throughout the world, but it also brings a prosperity which can leave a Freehold unprepared, which can make one almost forget that this is the world of darkness, and that ultimately nearly brought the Freehold to ruin. Just under three months, a devastating attack by the Gentry killed three of the four Monarchs and sent the Freehold into chaos, nearly splintering before it was done and the threat was dealt with. But magically, not martially. Now, as they reel and try to cope, the Freehold hopes to recapture its old glory.
Population: 175-225
Advantages
Old Magics: Magic is strong in this Freehold, and examples of almost any kind of Changeling magic-user can be found, and more than that, the Freehold has access to a small number of world-class Sorcerers or Contract-Masters or Talecrafters, or whatever else. They are limited, and of course they have their own agendas, but this is a great wealth in the one resource that nobody in this new world might expect: Changeling's unique magic.
Old Families: As ancient as it is, it is quite wealthy and powerful, and this has extended into the magical (non)-families which are so prevalant. The adoption of one Changeling by another has created ruling first families whose hand is light on the wheel, though some chafe at it. Characters from one of these old families tend to have high Resources and gain advantages in social and mental stats.
Old Beauty: The Freehold possesses, on its Hedge side, many ancient and worthwhile Hollows, whose beauty and resources aren't to be mocked or thought of as something small, though few are made, at least yet, as fortifications. They definitely do serve as hideaways and getaways, sources for meeting and common communication of a sort that might be vital in the days to come.
Neutral
Rich in Tradition: Magically and otherwise, in the case of a Dresdenverse crossover, there are likely to be more than a few powers interested in the state of play in Philadelphia.
Negatives
Young Blood: Three of the four monarchs are brand new to their posts, and relatively untested. They'll tend to have weaker stats, if more room for growth, and are often liable to conflict with each other, not having the easy comraderie of the old monarchs.
Peace and Prosperity: With them brought martial weakness, and a lack of focus and drive that made the Summer Court small and underfunded, and now that the crisis has passed, this problem has been thrown into stark relief. Changelings as a whole from the Freehold will *tend* to be less martially inclined.
From Many, Many: The large population of the Freehold, while primarily a boon, has also led to the threat of it splintering, as it has almost done several times, and even to this moment, there are factions and groups that have threatened to break away.