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Viridian Order

Description

The Viridian Order is an association of conjurers who answer directly to Duke Arthur Oakthorne, and are guided by the divine inspiration of his mythic cryture, The Verdant King. Members of the Viridian Order are expected to uphold a code of conduct that demands the following.

  • Be good stewards of the land.

  • Embrace courage over caution.

  • Defend the defenseless.

  • Never back down from a challenge.

Functions

  • Carry out the will of Duke Arthur Oakthorne

  • Administrate settlements in the Vivid Vale

  • Defend Rootrun and its villages

Membership

  • Must be a conjurer

  • Must swear and uphold the Viridian Oath

  • Must successfully hatch a Kriebean egg

Duties

  • Uphold the Viridian Oath

  • Coordinate with and assist the militia when necessary

  • Partake in regular rites and ceremonies

  • Tend to the Order's gardens

Benefits

  • A Kriebean egg

  • A monthly stipend, starting at 1000 cash

  • Training in the Order's secret crafting techniques

  • Can commission special equipment from the Order's craftsmen

Ranks

  • Initiate - An initiate carries out low-level tasks for the Viridian Lords and studies the Viridian Codices.

  • Squire - Squires are expected to have some skill in combat and learn a profession. They help Knights perform rites and rituals of the order, and are the main forces that are sent into combat roles.

  • Knight - Knights are skilled combatants that command a group of squires and initiates on challenging missions. They can also perform the rites and rituals of the order at their discretion.

  • Viridian Lord - Lords are hand-picked by Arthur Oakthorne, and given a section of the The Vivid Vale to develop into a village. They are the highest authority, behind Arthur himself. The current lords are Julian of Starshire, Geldhart of Ironweal, Gideon of Wilderglade, and Chloe of Rockwood.

Downtime Actions

The following actions can only be taken when a character has access to a hub of their organization.​

Day Labor

Type: Job, Work

Labor Action

Roll: Fitness + Athletics

Difficulty: 6

Complexity: 1+

Success: You gain 1 Experience per success.

Crit: You gain 5 Favor per crit.

Crit Fail: You suffer a random Injury.

Reward: 25 Cash

Mediation

Type: Job, Social

Labor Action

Roll: Sense + Persuasion

Difficulty: 7

Complexity: 1+

Success: You gain 2 Experience and 2 Favor per success.

Crit: You gain 5 Favor per crit.

Crit Fail: You lose 5 Favor.

Peace Keeping

Type: Job, Patrol

Labor Action

Roll: Fitness + Melee

Difficulty: 7

Complexity: 1+

Success: You gain 2 Experience and 2 Favor per success.

Crit: You gain 5 Favor per crit.

Crit Fail: You suffer a random Injury.

Study Codices

Type: Research

Labor Action

Roll: Intellect + Lore

Difficulty: 7

Complexity: 1+

Success: You gain 3 Experience per success.

Tend Gardens

Type: Plant, Job

Labor Action

Roll: Sense + Nature

Difficulty: 7

Complexity: 1+

Success: You gain 2 Experience and 2 Favor per success.

Crit: You gain 5 Favor per crit.

Crit Fail: You lose 5 Favor.

Starting Crytures
Members
Rootrun Militia Sigil colored.png
Telepath Illustration.png
Terror Illustration.png
Frostbrand Illustration.png
Rockslide Illustration.png
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