The high society of the city of Efeterthrop is a lively bunch to say the least. Their dedication to chaos and anarchy is unbeatable, so long as they stay in charge.
With power borne from their unusual markings, men and women of the Five Orders of Ivory Tower are guardians and rulers of the Desert Realms, and guides to the people. But what secrets lay beneath their strange tattoos?
The Nobles of Vartanadel play a yearly game of politics that climaxes at the yearly Naming ceremony that changes everything. It is then that the King names his favorite and they all find out if they are still labeled as a King's favorite or if their lives will be forfiet.
A gathering place for basic info on the societies, secret and otherwise used and referenced in the Chronicle of Tsuria
The beast within became the beast without; ferocity and might blossoming in corpore upon the flesh.
”...but bad news sells much better than good news. And no one can deliver the bad news as we can, senator.”
The Order of the Yellow Rose was her princess order of bodyguards and companions. It was more like a roving party of dreamers and idealists. They became the spies, military arm, and rabblerousers, of The Yellows and the Duke.
Originally an honor guard created by the Princess Reisha, they played a pivotal role in maintining Kingdom Humana over the course of the wars and reconstruction.
The Knights serve a variety of roles within the land-locked Kingdom of Tresserhorn, few of them known.
The Premire Legal Office in the City, the 10 partners and horde of associates, form the most formitable legal operation in the city, if not the country. It is known for its ruthless prosecution and single minded hard hitting negociation. Their defense attornies are the bane of the local DA’s office.
What do three guild masters, one noble, a seneschal, a “wine barrel merchant”, and a massively wealthy merchant have in common? Nothing, except maybe they an appreciation for wine.
Secret societies have long existed for a number of social and political reasons. The Red Flower Society dates back to the time around the burning of the Great Temples of the South when the Churians invades the Great Civilized Land from the North. The organization teaches the finest martial arts and skills of subterfuge to its members
The Greens are a group of balance between the Colors, the factions of Blue and Yellow.
There are always factions at Court. These “teams” are color coded for your convience. However, it is not always good to wear your affiliations on your sleeve.
These magical boots empower the wearer with several abilities at once. Wondrous leaping, water-walking, and even flying! Yet the boots possess an insidious curse upon them as well. A deep and almost unfathomable (by others) feeling of listlessness, boredom, and even apathy affects the boots' wearer at all times whenever they are donned. Magic will not dispel the effects.
And so while the wearer of the boots can perform great feats of action during combat or at other opportune times and key moments, they'll never really want to do so, complaining "Meh, what's the point of it all anyway?" or "I would fly up and save us all guys, but sigh, maybe uhm, soonish, mkay? Bit bored by this whole burning tower at the moment."
Naturally the boots wearer's fellow PCs will grow quickly frustrated with this arrangement. There have been numerous occasions when one angry PC literally tears off the boots from his companion's feet in anger, and dons them in turn, only to immediately suffer from the same effects.
The solution lies in constantly "motivating" the boots' wearer with successful rolls, involving threats, flattery, fiery speeches, or even bribery.