The Unsung
Without Laws, Society Ceases to Exist, stated Grand Arbiter Grom’tal, 1st order of the Spoken, on the History of the Council.
In the Second Age, the great houses set aside their disputes, uniting to form the Guild Houses that defined Ertha’s societal order. Entrusting the Arbiters with law enforcement, they created a force to protect the balance and carry out justice with unwavering finality. Renowned for their role in ending the Great War of the First Age, the Arbiters became synonymous with justice, impartial and absolute. They serve as both protectors and executioners, their actions decisive and irreversible.
The Judges Guild, anchored in House Oona-Caloofid, became the foundation for Arbiter training. Here, the first nine members of the Oblivion Star withdrew from public view, becoming mentors who passed their knowledge to new generations tasked with preserving peace and executing judgments across Ertha.
The Council of the Nameless
In the Third Age, the Council was established to handle matters not directly tied to the cosmic balance, a domain reserved for the Star Chamber. Unlike the Arbiters, whose purpose is execution and protection, the Council governs the gray areas of mortal disputes. Its rulings are made by justices drawn from every guild and house, a system created during the Second Age under the Reformation Act. This gathering of wisdom was intended to ensure that no single power held sway over Ertha’s legal systems.
Despite its ideals, whispers of corruption have always lingered. Operating on the fringes of the House of the Holy Rollers is a clandestine faction known as the Council of Nine. This rogue group, rumored to consist of select members of the Nameless, convenes in secret. Their influence seeps through Ertha’s justice system, manipulating outcomes to serve dark purposes.
Though the Star Chamber’s reach does not extend to mortal disputes unless cosmic laws are broken, the Council of Nine quietly dances at the edges of their notice. Their actions do not breach contracts outright, ensuring the Arbiters remain uninvolved. However, these nine justices have been touched by a greater evil, serving the Voidborn trapped behind the Shadowgate. Their marks of corruption are subtle but undeniable, their allegiance shifting toward a dark agenda hidden beneath the surface of mortal law.
Justice and Conflict in Ertha
The Council’s authority is broad, handling disputes that affect daily life, commerce, and guild interactions. Its members embody the ideals of impartiality, ruling on issues that do not disturb the delicate cosmic scales. Yet, their decisions are influenced by the gray complexities of mortal existence, and the presence of the Council of Nine casts a shadow over their integrity.
When disputes arise, presenting a case to the Council is the most prudent course. The Arbiters, by contrast, do not offer mediation or guidance; they act only when called to enforce contracts, uphold cosmic laws, or protect the balance. Their role as protectors and executioners leaves no room for compromise or ambiguity.
Within this structure, the Council’s rulings shape the social order. They navigate the delicate intricacies of truth, knowing that perspective often alters the facts. Justice, as seen by the Council, is fluid and adaptive—a stark contrast to the unwavering absolutes of the Arbiters.
The Great Guilds Role in Justice
The guilds and their associated houses enrich the framework of justice on Ertha, offering diverse perspectives and resources:
The Artisans Guild, rooted in House Gravan-Myrwinia, contributes enchanted creations that often serve as evidence or tools in disputes.
The Fire and Forge Guild, with its seat in House Alka-Gimel-Zhared, provides the weapons and armor that equip both protectors and challengers.
The Shapers Guild, led by House Zend-Wynn, uses their mystical knowledge to aid in investigations or provide unique artifacts essential for truth-finding.
The Stonemasons Guild, based in House Brandlekliener, holds secrets of Ertha’s ancient structures, revealing hidden truths in legal matters.
House Sdradzah of the Glass Guild offers enchanted tools such as truth-goblets and scrying panes, often used in deliberations.
The Leather-Craft Guild, under House Harrowrunnah, provides protective seals and artifacts essential for arbitration ceremonies.
House El-Whoonah of the Wood Guild supplies sacred wooden artifacts used in ritual judgments.
The Healer’s Guild, seated in House Chla-Drothrow, combines natural remedies and magical expertise to restore victims and uncover foul play.
The Apothecaries Guild, represented by House Ty-Lah-Nul, holds a wealth of knowledge about toxins and antidotes, vital in cases of poisoning or corruption.
Finally, the Clerics Guild, led by House Whaydothophier, provides spiritual guidance and divine arbitration when mortal perspectives falter.
GM Tips
Incorporating Justice and Intrigue into Your Campaign:
The Dual Roles of Justice: Use the Arbiters as decisive figures whose presence signals a pivotal moment. Introduce the Council to explore moral dilemmas, contrasting their adaptable rulings with the Arbiters’ absolute actions.
Uncovering the Council of Nine: Gradually reveal the influence of the Council of Nine. Use their subtle manipulations as a backdrop, creating intrigue and distrust among players as they piece together the truth behind this faction’s dark agenda.
Guild Interactions: Encourage players to interact with the guilds, leveraging their resources or seeking justice from their representatives. Each guild’s unique perspective can enhance the complexity of disputes or provide tools to uncover hidden corruption.
Narrative Depth: Highlight the tensions between the Council and the Arbiters, allowing players to navigate a world where justice is both absolute and fluid. Explore the consequences of decisions made in this dynamic system, shaping the broader narrative of Ertha.
This framework ensures a rich, layered experience for players, blending moral conflict with the shadowy intrigue of Ertha’s justice system.