The Skinwalker is a representation of a peoples fears and legends, due to its presence within their part of the world shaping said cultural mythos. But I don't think that serving as an ethnic boogeyman is its actual
purview, so to speak.
I'm not really sure what its deal is, other than being a shapeshifting abomination driven by pure malice.
In DF, the term
Naagloshii seems to encompass a fairly broad range of supernatural beings; though in this context I am speaking of semidivine immortals such as Shagnasty.
Still, all of that may be entirely irrelevant.
I don't know much about how magic works in C:TL. In laymans terms, what is Talecrafting and how effective is it within material reality?
I'm just speculating that if they find existence hard to bear, they'd find those beings who help enforce physical/metaphysical qualities of existence even worse. Not that it likely matters too much as most DF Immortals have a very limited capacity to interact with the world. Generally speaking the higher up the supernatural power chain something is in DF, the more bound by rules it is.
Uriel is powerful enough to annihilate galaxies, for example and he can barely do anything most of the time.
So basically unless the True Fae try to screw with the physical/metaphysical order of existence in some significant way, it is likely a moot point whether Immortals could act as silver bullets or not.
Talecrafting is, whoo-boy. It is manipulation of the Wyrd, of the rules of reality and fairytales itself, to your advantage. The world manifests what are known as Hooks, or Principles, that you can notice or force. "The Hero gets the girl", "The House Always Wins", "If Dresden is in a Book, a Building Will Be On Fire" are some examples for the Principles end of things. A Changeling who is a Talecrafter (and the mroe skilled the more they can do with it) can force reality to act to fit it. Suddenly their enemy starts losing at poker, Harry Dresden's spell goes awry immediately and sets the building he's in on fire, etc, etc. You see the situation, and then press it.
Now, these often come with Cruel Twists of Fate that the Wyrd deals out, consquences for having done so that you have to deal with, so one has to be careful not to do it too often...or be so good at it/stack enough dice that you get an Exceptional Success and don't get a Cruel Twist.
Now, there are other things that can be done. You can manipulate how others act or are. That is known as Personal Talecrafting. Like, for instance, you try to inhabit the 'character' of an action Hero, and by doing so gain power, but also are forced to act like one to maintain the 'Tale'. Or you can see that someone is acting like a certain sort of character and force them to conform or pay.
In addition you can do a number of things like conditional Tales, trying to guess at the 'genre' of the "Tale" you're in, and some other stuff that is either too high level to be discussed, or just as often too obscure.
Now, there are several limitations to this. First, it takes a lot of skill, and a lot of glamour, and you have to be able to deal with the Cruel Twists that will be coming your way. So in some ways, the ideal Talecrafter is someone skilled enough that they might be able to get what they want without Talecrafting, since using it to do something big means you might get a bad Twist. The House wins, but then accuses you of cheating and you have to run from goons. It turns out that the Harry Dresden building on fire means *you* might get caught in a blazing inferno. Whoops.
Second, it's arrogant as fuck: some Talecrafters avoid it, but the stereotype/bad ending for a lot of Talecrafters is you start to see people as characters. As setting and props and tropes and cliches and fairy-tale things. And yourself as well. You see the world as this not-real thing that you have the power to manipulate, dominate, and decide for. It can make you an asshole, a self-righteous prick, or even a monster if you dive too deep into it, and even if it doesn't, you can start to grow addicted to Talecrafting, for one, and can also start to lose touch with reality, with the fact that the world ISN'T a story with easily definable cliches. Which means someone too far into addiction and Talecrafting Madness would be more likely to make mistaken assumptions based on a world that isn't actually, you know, real most of the time.
All that said, its power and versatility mean that quite a few people pursue it, and a powerful Talecrafter can be scary as fuck.
Does that help?
Edit: Oh, and it works everywhere. Talecrafting, that is.