Guild Law

Embed Size (px)

Citation preview

  • 8/3/2019 Guild Law

    1/13

    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

  • 8/3/2019 Guild Law

    2/13

    Guild Law I | P a g e

    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

  • 8/3/2019 Guild Law

    3/13

    Guild Law II | P a g e

    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.

  • 8/3/2019 Guild Law

    4/13

    Guild Law III | P a g e

    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

  • 8/3/2019 Guild Law

    5/13

    Guild Law IV | P a g e

    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.

  • 8/3/2019 Guild Law

    6/13

    Guild Law V | P a g e

    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

  • 8/3/2019 Guild Law

    7/13

    Guild Law VI | P a g e

    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

  • 8/3/2019 Guild Law

    8/13

    Guild Law VII | P a g e

    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

  • 8/3/2019 Guild Law

    9/13

    Guild Law VIII | P a g e

    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

  • 8/3/2019 Guild Law

    10/13

    Guild Law IX | P a g e

    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

  • 8/3/2019 Guild Law

    11/13

    Guild Law X | P a g e

    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.

  • 8/3/2019 Guild Law

    12/13

    Guild Law XI | P a g e

    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.

  • 8/3/2019 Guild Law

    13/13

    Guild Law XII | P a g e

    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.