CREDO
“Connection or suffering.”
WHO THEY ARE
Whenever two or more beings agree upon something, who enforces those terms? Without equivalent power, eventually one party is free to violate the terms. The Arbiters exist to level the playing field. Even compared to the Healers who can turn back time, no one really understands how the Contracts of the Arbiters work, but work they do. Nor do the Contracts have to be fair – the universe has no innate sense of justice, after all – but they must be consensual. Something about the act of agreement gives a Contract its power.
Despite their reputation as diplomats and peacekeepers, not all Arbiters are such. Sometimes violence is the answer, and the Arbiter is the one who will see it done to completion.
JOINING
Every Arbiter may have a say when it comes to admitting new Arbiters. Not all need agree, but most of them must, and the prospective Arbiter is part of those arguments. These sessions can take days, weeks, or even months in the case of a contentious applicant, but one consensus is reached, the applicant studies with the Guildmaster themselves and signs their own Contract, ending their life and power should they abuse the abilities of an Arbiter. Arbiters tend to be Arbiters for life. Given that leaving the Arbiters nullifies their previous Contracts, this makes cleaning up after a former Arbiter a big deal.
POWERS
All powers are once between Rests and take an Action to activate unless otherwise stated.
CONTRACT (LEVEL 1)
An Arbiter can create a binding Contract between a total number of consenting beings equal to their level +1 or lower. The Contract is written in inks mixed with the Arbiter’s own blood and must be signed by everyone with complete knowledge of its contents, terms, consequences, and the identities of other signers. A Contract must contain the following to be viable:
- what the Contract hopes to accomplish
- signatures of the parties involved using whatever name they wish to use (false or not doesn’t matter to the Contract)
- the goal all parties are hoping to achieve together
- individual benefits from this goal which may differ from above
- consequences for failing to uphold or work towards this goal (must be agreed upon by both parties) for all sides, which may differ from one another
- the Arbiter who brokered the Contract
An Arbiter can create a Contract for ANY reason, but cannot be a party in one of their own Contracts. Contracts must involve two or more sentient parties (either individuals or collectives).
The Arbiter need do nothing else – as long as they’re an Arbiter, the power of the Contract will persist until fulfilled or abandoned by agreement by all parties, which does not require the Arbiter present. The Arbiter will know if a Contract has been fulfilled or abandoned.
Consequences
Contracts don’t do anything unless the terms are willfully violated by one of the parties who signed it. For every violation, the violating party receives a -1 die penalty to all rolls until they fulfill the terms of the Contract, the Contract is abandoned by all parties, or they rectify the violation. This penalty is cumulative per violation and can add up quickly. Upon receiving the penalty, the violating party will know the Contract caused it and precisely why.
WEAPONS RUST UPON THE EARTH (LEVEL 3)
The Arbiter knows what will get an opponent to surrender in a fight. They may not be able to do this but they’ll know.
THE GRASS ITSELF CAN DANCE (LEVEL 5)
With a short conversation or at least a round of observation, an Arbiter can determine a being’s true motivations for that encounter (combat or non-). What the Arbiter does with that information is up to them, and the being has no idea the Arbiter knows.
ALL HANDS MUST GRASP (LEVEL 7)
By touching two or more consenting sentient beings, the Arbiter can share their impressions of each other with each other. It gives them whatever emotional reactions they have as well as a short sentence describing their basic impression.
THE PRICE OF UNITY (LEVEL 9)
After witnessing at least an hour of discussion, the Arbiter will know what agreement – if any – will settle the current issue facing the discussion participants. If there are multiple options, the Arbiter will know those as well. The options may not be easy, probable, or ethically acceptable to any of the involved parties.
GOALS
Sometimes it takes a greater force to make people get along and we are determined to wield that force justly and appropriately. It takes work to broker peace even in times of crisis – how easy it is to let panic reign and inequity grow between our worlds! We think others fail in seeing the state of now as broken – change is change. It is not up to us to judge its worth, but to move forward once it occurs.
REALITY PHILOSOPHY: UNIFY
We can’t go back; we must move forward. We must band together, all Worlds together, to save ourselves from the Outer Light. Breaking down the walls between Worlds, creating connections between disparate people, and finding peaceful solutions at almost any cost will keep the Cluster safe and let us come together.
STRUCTURE
Arbiters care a great deal about documentation, education, and accountability. All existent Contracts must have a copy stored with both the Guild and CORSAIR Records. All Arbiters regularly have independent study topics they’re assigned to increase their understanding of law, diplomacy, history, and de-escalation techniques. Arbiters not on active duty review new Contracts for any issues or unfairness as well as debate interesting diplomatic scenarios or concerns. All Arbiters are considered equal but informal mentorship is common.
GUILDMASTER
Habril Salma, Amaranth, UH10
Habril is a towering figure of blue-bronze skin, soft voice, multiple arms filled with documents, though one hand is always left empty to greet anyone they meet. Their soul orb is large and usually fluctuating between soft shades of green and blue. It’s hard to ruffle Habril; their composure is legendary. While the Guildmaster prefers field work, training new Arbiters takes priority. Some say it’s wrong to keep someone so skilled locked in days of tutelage but Habril argues that’s what the power is for: to guide through experience, to encourage others to grow beyond their current limitations, and that one person holding the reins leads to progress in only one direction.
What is lesser known about Habril is their fiersome combat capabilities. A master of hand-to-hand skills, Habril ripped the Strangulation Heart from its tower in the very first Tribulation over Amaranth. It’s said Habril and Witchjack have a friendly competition going – meeting in secret to push their training further.
BENEFITS
Arbiters have a reputation as a resource to turn to when other options for mediation have failed. There’s always someone who needs a favour from or owes a favour to the Arbiters. A team with an Arbiter is unlikely to be denied assistance or resources in friendly Worlds.
TITHES
The leash for an Arbiter is necessarily short; one that goes off the rails can cause an impossible mess to untangle. Everything an Arbiter does must be documented and registered with both the Guild and CORSAIR – no excuses.
ACCORDS/TABOOS
I AM THE REFLECTION OF MYSELF
ACCORD: An Arbiter may daub blood on their face and meditate for at least an hour on the nature of justice. These are dynamic internal discussions, where the Arbiter is encouraged to examine all facets of their knowledge on the matter.
TABOO: The Arbiter may not cast judgement on a situation without being asked for their opinion first.
OFT WE MAR WHAT’S WELL
ACCORD: Whenever a day passes with one of their successful Contracts still in existence, the Arbiter may mark the ground with a few drops of their own blood.
TABOO: If the blood must be removed, the Arbiter themselves may not do it.
MEMORY OF WRONGDOING
ACCORD: The Arbiter may discuss a hypothetical (genuinely) or historical Contract with someone for at least an hour. As long as the conversation doesn’t come to violence, the Arbiter gains luck. If the other participant is also a Hand, they gain luck as well.
TABOO: There can be no violence initiated by the Arbiter against the other participant before the Arbiter’s next rest. If the other participant attacks the Arbiter or their allies/associates, the Arbiter is free to attack.