Courts

Every character belongs to one allegiance: one of the seven courts, the Courtless or the Outlaws. Ranks are in Ranks; open rank claims are in #claims. Every empty throne is held by a regent, a staff NPC, until a claimant takes it.

🌙 Night Court

  • Seat: House of Wind, above Velaris. Old nobility rules the Hewn City.
  • Temper: secretive, proud, fiercely loyal to its own. Prythian believes the Night Court is all nightmare; Velaris prefers it that way.
  • Common gifts: darkness, shadow, mind-work, starlight.
  • Court Power: darkness and night, and the strongest mind-gifts in Prythian.
  • Watch for: the Illyrian war-bands, who obey whoever can make them.

☀️ Day Court

  • Seat: City of Day.
  • Temper: learned, ordered, contemptuous of ignorance. Knowledge is currency, and the court is rich.
  • Common gifts: light, fire, spell-cleaving, truth-sense.
  • Court Power: sunlight, and the unmaking of spells.
  • Watch for: the sealed stacks of the Great Library, and the Peregryns' own politics.

🌅 Dawn Court

  • Seat: Cliffside Palace.
  • Temper: gentle on the surface, relentlessly inventive beneath. Its healers are welcome everywhere; its inventors are watched everywhere.
  • Common gifts: healing, light, artifice.
  • Court Power: healing and renewal.
  • Watch for: the Halls of Healing are neutral ground. Drawing steel there is a crime in every court.

🌸 Spring Court

  • Seat: Spring Manor.
  • Temper: courtly, passionate, slow to forgive. Spring guards the Wall and the holes in it.
  • Common gifts: growth, shapeshifting, beast-speech.
  • Court Power: growth, and the shifting of shape.
  • Watch for: Rosehall, abandoned since the war, and the Calanmai fires.

🌊 Summer Court

  • Seat: Island Palace, in Adriata.
  • Temper: merchant-princes, rich and wary. Twice burned, never trusting.
  • Common gifts: water, tide, sea-weather.
  • Court Power: water and the tides.
  • Watch for: the treasury everyone covets, and the pirates of the Sapphire Reefs.

🍂 Autumn Court

  • Seat: Forest House.
  • Temper: ambitious, fiery, at war with itself. Heirs have a habit of dying young.
  • Common gifts: fire, woodcraft, the hunt.
  • Court Power: fire and the turning year.
  • Watch for: the Great Hunt in the Hunting Grounds.

❄️ Winter Court

  • Seat: Winter Palace.
  • Temper: patient, stoic, long-memoried. Winter endures what kills other courts.
  • Common gifts: ice, snow, cold.
  • Court Power: ice and the deep cold.
  • Watch for: the White Wastes, where cold kills faster than steel.

🔥 Courtless

Wanderers, mercenaries, scholars, merchants and anyone who never swore to a court.

  • Free to travel anywhere outside court cities. Entering a court's lands takes a writ, a guide or a believable reason.
  • No court training (see Abilities), no court missions, no court protection.
  • Rank by reputation: Wanderer, C-Class, B-Class, A-Class (see Ranks).
  • A courtless character may swear to a court in play at any time.

🗝️ Outlaws

Oathbreakers who fled their court with its secrets, and criminals every court wants dead.

  • Former rank is stripped. Standing is a Bounty class (see Ranks).
  • Death-enabled whenever recognized by someone who would reasonably know them.
  • Hunting parties may join any outlaw's thread they could reasonably track.
  • Redemption exists, rarely, and only in play.