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8/3/2019 Guild Law
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Everything Players need to know about the world in which they are about to step.
Players Startup Guide to:
Tribulations of the Masks
A Campaign Setting by:
Rex L. Hansen
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Table of Contents
WORLD OVERVIEW ............................................................................................................................................ II
THE CITY OF KELL .............................................................................................................................................. III
THE CITIZENS OF KELL ......................................................................................................................................... V
GUILD LIFE.................................................................................................................................................................. V
MASKS...................................................................................................................................................................... VI
THE GOVERNMENT OF KELL ............................................................................................................................ VIII
FIRST TIER POLITICS................................................................................................................................................... VIII
SECOND TIER POLITICS ............................................................................................................................................... VIII
THIRD TIER POLITICS..................................................................................................................................................... IX
ISSUES OF THE SYSTEM .................................................................................................................................................. IX
THE WORLD OF KELL ......................................................................................................................................... IX
CHARACTER CREATION ...................................................................................................................................... XI
CHARACTER BACKGROUNDS ............................................................................................................................ XII
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World Overview
It is thought, and generally accepted,
that before the current history records;there was a world event, known only
as The Rising. Although there is a lot
of speculation, nobody can be sure
what The Rising actually was. All that
is known is that the last bastion of
mortal civilization now resides in the
Valley of Kell. The old world,
commonly referred to the Outlands, is
views as dangerous, nebulous, and is
shrouded heavily in myth and legend.
In the beginning the city of Kell was
governed by a king, and the nobility
ruled with strong traditions. However,
eventually the worker class became
significantly higher in number than
the nobility and so began the Secret
Revolution. At the time guilds were
starting to form in the workers
society. Although they were but a
glimpse of what they would
eventually become, they were
significant to the workers lives. Since
the Secret Revolution was driven by
many prominent figures within the
guilds, revolutionaries took to
wearing masks to protect their
families and fellow guild members.
Through the extreme efforts of the
revolutionaries, the Secret Revolution
never became reached the point of
outright war, and the nobility and
their king fell silently. Once the
workers were free from the
oppression of the nobility, the
revolutionaries reviled their identities
and were honored. The masks they
wore, once a sign of deception,
became a symbol of the new order
and law within Kell. So it was that the
guilds of the city banded together and
signed into existence Guild Law.
Now, nearly a thousand years after the
Secret Revolution and countless years
after The Rising, the city of Kell has
become a much different place than
even the Guild founders could have
imagined.
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The City of Kell
The city of Kell, in its nature is a
difficult place to understand, and even
more difficult to explain. Its chaotic,
and ever changing. Its culture,
architecture, and people are so varied
that mere blocks from ones home
could seem like another part of the
world.
Topographically the main city, wheremost of the populous resides, is in the
main valley, known as the Lowlands.
The main valley is 7 miles long, and
only 1 mile at its widest point. The
valley walls of the Lowlands are on
average half a mile high. Because the
city could not grow out, as the
population increased, it had to grow
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up; so the citys buildings over the
many years became immense towers
and the streets became bridges.
Eventually the Lowlands became a
honeycombed maze of alleys, bridges,
and walkways. They even started
building into the valley walls. Some
areas in the city have completely
become void of daylight; these areas
are known as the Underdwells. Any
area that sees sunlight, even fleetingly
momentary sunlight, is consideredpart of the Skywalks.
The Midlands are east of the main
valley, in a plateau which is not as
deep into the valley floor as the
Lowlands. The Midlands are not
nearly as crowded, or changing, as the
Lowlands. This is where all thegovernment buildings, and Guild
Houses, reside.
Above the valley wall, to the north, is
known as the Highlands. In the
beginning the Highlands is where the
nobility lived, but it has sense become
vast farmlands and is the main food
source for the city. While there are
some who live in the Highlands it is
not generally seen as a positive place
to reside.
Above the valley wall, to the south, isknown as the Roughs, and nobody
lives there. Because of its very rough
terrain it is of little use other than
grazing lands for mountain livestock.
There are, however, a few mines in
the east, where the terrain becomes
too mountainous for livestock.
The entire valley, including the
Highlands and Roughs, is surrounded
by impassible mountains. The only
passage into the Outlands is blocked
by the Grandgate. The Grandgate is a
towering wall that is built from the
valley floor and towers over the
valley wall. Where there were once
passages to the top of the wall, and it
was once manned, nobody has braved
the traitorous climb in generations.
There is no longer a living memory of
what lies beyond that wall and the
massive adamantine gate that blocks
the only passage.
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The city is heavily crowded and
through impressive engineering there
is at least cold running water
throughout most of the city; however
all other resources such as food, coal,
and textiles are heavily regulated.
Families are even restricted to one
child.
The Citizens of Kell
The culture of the people is so widelyvaried that one can never be sure what
to expect from an area in the city.
There are countless dialects of
Common, Elven, and the Dwarven
languages. There are, however,
several common traditions that tie all
the citizens of Kell together.
Guild Life
A persons life is ruled by their Guild
and Faith. These things define every
aspect of their lives. They dictate how
one lives, and how they think. The
Guild is intrinsic to the family unit,
foundation, and future of every citizen
of Kell.
When a child reaches adolescents, and
is no longer considered a baby, theyare initiated into their Guild. From
that point on, throughout their entire
childhood, the Guild provides their
education and upbringing; the family
has little control over the childs life.
Thus the Guild dictates the entire
foundation of the kind of person the
child will become.
At the age when an adolescent
becomes an adult they go through the
Ceremony of Choosing. This is when
they choose their Faith. Each Guild is
made of inner factions, called Faiths.
During the three month long
ceremony the adolescent vies for
Faith membership. The Faith provides
the tests and determines at the end of
the three months if the youth will be
admitted into the Faith, and thus
becomes an adult. Those who fail
rarely survive to try again, but if they
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do survive they are allowed to attempt
again in a year.
While it is not illegal, it is unlikely,
and frowned upon that one shouldpursue a Faith in a Guild they were
not raised in. If this should happen,
they renounce their original Guild,
and are now seen as a member of the
Faiths Guild. Chances are that any
Faith would make the tasks for this
kind of applicant all but impossible,
and deliberately deadly.
Once a person is a member of a Faith,
the Faith dictates what they are likely
to do with the rest of their life. While
this could be anything from being a
laborer, merchant, or craftsmen, it is
always meant to aid the advancement
of the Guild as a whole.
Masks
Aside from Guild life, the only other
joining aspect of culture for the
citizenry of Kell is the use of Masks.
Every single person in the city wears
a Mask. Being seen barefaced by
someone who is not of the most
intimate closeness is the most taboo
of acts. Most people go their whole
lives with only a small number of
people seeing their faces.
There are several
kinds of Masks
that a person
wears throughout
their life. The first
Mask they wear is the Birth Mask.
These simple white masks are worn
almost from birth to the age of
adolescence. When a child enters the
age of adolescence, and chooses a
Guild, they gain their Learning
Masks.
The Learning Mask
is still somewhat
simple, but covers
more of the face.
Its the first Mask to
show any markings, and they adopt
the color scheme of the Guild they
chose. The Guild Mark is also on the
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mask, and some prominent families
may have a Family Mark as well.
The Trials Mask is worn during the
Ceremony of Choosing. These maskscover from the cheekbones, over the
forehead, and hair. They are always
bright copper in color and featureless.
Copper on Masks is seen as the color
of choosing, therefore no other Masks
use copper in their design. When the
Ceremony of Choosing is completed
the person gains their Life Mask.
Life Masks are not really a singular
type of Mask; its more a stage of
ones life. Once a person is at the Life
Mask stage, they are no longer limited
in the design of their Mask, and they
may possess as many Masks for as
many purposes as they choose.
Typically there are three major
characteristics of a persons Life
Masks; a persons mask displays their
Guild and Faith. These Masks are
symbolic in nature, and generally will
be designed in a manner that
showcases any honors, or
accomplishments from that persons
life. The final characteristic of a
persons Mask is its style. The amount
of skin that a mask covers is a
personal preference. Some may cover
just the face, but others can cover the
whole head; although only ceremonial
Masks are likely to
cover the mouth in
any way. Because
there are very few
animals to be
found in the city
rarely are they
depicted in the
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style of a Mask. Generally a person
uses one style of Mask throughout
their entire life; this will allow anyone
to know who they are even when
wearing a new or unfamiliar Mask
and that style is the common factor
within all the Masks they wear.
The Government of
Kell
Over the many years since the
original signing of Guild Law the
document has been added to,
rewritten, ratified, and amended so
many times that it would be difficult
to say what the exact original
document contained. The easiest way
to understand how the government
works is to break it down into three
different tiers of rule.
First Tier Politics
This level of government involves the
workings of each individual Guild.
While each Guild is likely different
from the next, they are all built in s
similar style dictated by Guild Law, if
that Guild wishes to have Charter
Membership in the City Council.
First, to be a Chartered Guild, a Guildmust have a Council of Faiths, with
no less than forty Faiths. The Council
of Faiths is made up of the Leaders of
each of Faith. This is the most stable
level of government in the city,
because while each Faith has different
approaches, they are all working to
the betterment of the Guild. Funding
for the guild is obtained by monthly
Guild dues from their members.
Second Tier Politics
Each Chartered Guild is allowed to
place an Advocate in the City
Council. The city Council is the majorgoverning force of all of Kell. Its
wrought with infighting, and
deception, as the Guilds vie for
political power.
Every year there is an Annual
Accounting. During this time is when
new Guilds may apply for Charter
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status. This is also when Council
standings are announced, and each
Advocate learns how much political
power is awarded to their Guild. The
other side of the Accounting is
Council dues. In order for a Guild to
maintain Charter status, they must pay
dues. Any Guild that cannot make the
payment is disbanded, and its
members must apply to new Guilds.
Third Tier Politics
The Top 9 Guilds in the City Council
make up the Inner Council. These
Advocates are the true power within
the city. They dictate who in the City
Council are assigned to what areas of
government. While the Annual
Accounting can change the Inner
Councils membership when Political
standing is announced, this is a rare
change. Matter of fact one of the only
three Guilds, that have survived since
the original Guild Law was signed, is
head of the Inner Council. The
Ringilders have spent most of history
in this seat of power.
Issues of the System
At every Annual Accounting, tasks
and responsibilities change hands.
The greatest of issues to rise from thispractice is the records of History.
Every year, when a new Guild takes
over the Archives, they are likely to
implement a new system of
cataloguing, but a year is never long
enough to implement such changes.
So when a new Guild takes over, they
attempt to implement their own
system. Vast quantities of information
have been lost to this practice over the
centuries. The greatest of scholars
may have wildly varying takes on
history. Even which edition of Guild
Law a particular Guild follows could
differ greatly from the next.
The World of Kell
Aside from the ceremonies tied to
Guild membership, and Masks, there
are not many holidays in Kellen
culture. The Annual Accounting is a
very big deal, but is not really seen as
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a holiday. Birthdays are not even
commonly celebrated. There are,
however, three holidays of note.
There is the Celebration ofEnactment, which celebrates the day
Guild Law was signed. This is a three
day festival where nobody is allowed
to work, or even exchange money.
The main aspect of this holiday is the
reading of the original preface of
Guild Law.
The other two holidays are Ulday and
Elday, which are the shortest and
longest days of the year. Elday, the
longest day of the year, takes place
the day after the Annual Accounting,
and beckons the New Year. Ulday is
seen as the milestone to the year.
Neither of these two holidays sees
much ceremony, but they are marked
by the prohibition of political
dealings.
The Kellen calendar has 342 days, 26
hours a day, 6 days a week, and 4weeks in a month. The Annual
Accounting, which takes a week, is
not considered part of the calendar;
therefore the calendar has 14 months,
plus the week of Accounting.
There are two moons; Isid [aye-zid]
and Demn [dem]. Isid, the larger ofthe two reflects a bluish light, and has
a 25 day cycle. Demn reflects a deep
red light, and has a very long,
changing, and unpredictable cycle. In
the known history of Kell, Demn has
never been seen full without Isid also
being visible in the sky. Even if Demn
is full and Isid only a sliver, Isids
light still washes out that of Demn.
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Character Creation
The following are changes made to the core rules, and additional information
regarding character creation for this campaign setting.
Books: This game is limited to only Pathfinder books1. Race: Players are restricted to Core races, Monster races will not be allowed. Half-Orc is
substituted with Half-Dwarf2.
Class: Druid and Gunslinger are prohibited3. Level: Well be starting at level one. Age: Your character age should be the normal starting appropriate for your class. Alignment: Evil alignment is prohibited, all others are welcome4. Ability scores: Stat generating will be at a 25 point buy system 5. Guild: All characters will be members of theMappers. Skills: All characters have these class skills and gain one 1st lvl bonus skill point
o ReadMappers Map [INT] Craft (Mask) [INT]o Interpret Mask [WIS or INT]6 Navigate City [WIS or INT]7
Traits: All characters may select two traits, but must be backed up by character story. Languages: Common, Dwarven, and Elven languages are automatic. But the Linguistics
skill may be needed to understand some Dialects.
Normal Starting Gold.
1 Pathfinder RPG Core Rulebook, Advanced Players Guide, Ultimate Magic, and Ultimate Combat.2
Orcs are unknown to Kellens. Half-Dwarves are just as common as Half-elves.3 The druid restriction should be obvious. The gunslinger restriction is because gunpowder doesnt exist.4 YOUR ALIGNMENT DOES MATTER AND I WILL HOLD YOU TO IT.
5 Page 16 of the Core Rulebook.6
Choose which stat you want the skill to be at character creation, it cannot be changed afterward.
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Character
Backgrounds
The Mappers are of middle standing
in the City Council. Most Guilds,
after all these years, rarely do what
their name implies, but the Mappers
are an exception, and are 1 of 5
prominent map-making7
Guilds.
Because the city is ever changing, so
must be the maps. Map making is a
fierce competition, and each Guild
fights hard so that their maps are the
most accurate for the longest period
of time.
As Mappers are a fairly old Guild,
they have a rather large number of
Faiths8, so the methods that the Guild
implements to keep their maps up to
date may vary greatly. While some
Faiths feel the best option is to
employ an army of cartographers,
another Faith may feel it best to
7 Obviously they do not make maps of the Outlands,
as nobody leaves the city.8
At last Accounting there were 64 Faiths.
sabotage the maps of another Guild.
Some Faiths may even attempt to
subvert the changing nature of the city
in an attempt to prolong the accuracy
of the map. Either way all Faiths work
to improve, or prolong the, accuracy
of the Maps and to subvert the
accuracy of the competition.
All players are a member of this
Guild, but you may invent any Faith
that you feel fits your character. The
only stipulation is that you cannot be
a major player in Guild, or city
politics.
Character Masks: Please try to give
your characters Masks as descriptive
detail as you possible. If your Mask
has symbolic aspects, explain the
reasoning of them. Remember this is
an extremely important part of your
character. All masks should be
functional in design.