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Something really neat here is how the whole thing feels diegetic, as in like I could see most of the text being found in the journal of some fae-obsessed sage or hermit. Something the heroes find just before a fae centric plot starts to unfold around them, mayhaps. Especially dig the Rules for Mortals—give the players paranoia and anxiety right before their negotiation! They can’t even get mad at the director’s maniacal laughter, it’s in character.