Culture Of The Walking City

Origin of the Walking City

At the twilight of empires a creeping green jungle swallows up the last edifices of man. A few thousand survivors gathered from several dying civilizations retreat to the mountainous shoulders of a fallen colossus, each culture bearing the grand artifacts and darkest secrets of their kind. To stay ahead of the surging green fringe their greatest magi resurrect the ancient mass, and compel it to flee the yawning wylds. Now they squabble and feud, clawing for every inch and every day on the Walking City's back.

The Gatherer's Guild

There are many vocations on the Walking City. Almost all of them have a guild structure of mentors, apprentices, and bonded servants - all of them referred to as Guilders. There is only one such organization that is commonly called 'The Guild'.

The Gatherer's Guild acquires material goods. They are the sole provider of many vital needs, from food to building materials and more. The guild has been structured to remain independent of factional influence. The headmasters office of the guild negotiates contract requests from all of the factions on the Walking City. Bids are placed as particular materials come into proximity with the city. The gatherer's guild obtains goods for the highest bids first, and on down the list until the resources are exhausted or all contracts are filled. The guild is constantly scouting the colossus' surroundings, and posts an assessment of all locally accessible resources once a week.

The Headmaster of the Gatherer's Guild is Aldo Brandino(NPC)

The Gatherer's Guild is broken up into three sections.

The Climbers An apprentice of the guild is often sent down to the canopy of the forest to collect wood, flowering plants, berries and other wildlife.

Head of the Climbers: Fabian Rossetto(NPC)

The Rooters These advanced gatherers venture beneath the canopy to the arching banyan like root level and occasionally to the forest floor. They hunt trap and gather building materials for the city.

Head of the Rooters: Lucio Rossi(NPC)

The Delvers Only the hardcore and most experienced gatherers become delvers. those who enter ruins tunnels and caverns in search of ancient treasures and arcane texts.

Head of the Delvers: Carlo Ferro(NPC)

Topography of the Colossus

The colossus can be divided into five wards; there are the three upper tiers, the three lower tiers, the crawl space, the labyrinth and the barnacles.

The Upper Tiers

The upper tiers house the Seprisian noble families, the governmental buildings, the arcane guild, the great tree, Warholm and the opera house, as well as the market place, the plaza of sky and Adakan Tower.

Upper Tier points of interest:

Academy Guildhall

Far from the long faded glory of the Grand Trade Academy, this guildhall is little more than a grimy tavern serving a spoiled class of untouchable halfling "explorers".

Adakan Tower

After an era spent as a freehold and trade hub, Li Salagh was conquered by, Memin, the red dragon. Called, “Sultan, Son of Ghen”, Memin annexed the city, adding it to his growing sultanate. Memin's demon servant, Adakan, the Blackworm Marquis, ruled the city from within a new gnome constructed spire. The tower's lower levels were filthy slave pits. Humans captured in battle or raids on Kavalnic towns were enslaved, and under Warholm supervision were made to craft weapons for the sultan's sydreith soldiers.

When Adain Rossi, the copper cock, rose up he and his fellow slaves slew every last one of the Marqui's guardsmen. Most with their bare hands. Meanwhile Adakan was locked in combat with a demigod of Seprisian origin, referred to by the imperials as “The Adversary”. The demigod defeated Adakan, drawing all of the water from his body, and sundering the tower in the process. It is said that the demon's desiccated form lies sealed within the shattered remains of Adakan Tower to the present day.

Arcane Guild

The arcane orders share a single guild hall. The large central structure houses several lecture halls and the Librum Ex Nihilo, a collection of tens of thousands of rare and arcane texts. Two onion domed towers rise up from either end of the central structure and between the gnarled boughs of the great tree. The towers house the mysteries of water and wind respectively. Guilder caste acolytes, the majority being wood elves (half-elves), perform bureaucratic functions within the guild hall and are attached to a particular order. Each order is organized around one master, or archmage, with a number of ranked apprentices. Most apprentices are human noble seventh sons, although elves and halflings are not uncommon.

Bath House

The bath house beneath the Palace of Man is open to the first sons of the human noble families, and their guests. It is most often used as the prime location for political dealings, lobbying efforts and intrigue.

Citadel Gate

Located in the market, under the Plaza of Sky. This is a portal to Averus, the first plane of hell. The Citadel Gate is commonly referred to as the drain. Interplanar trade passes through the gate regularly, giving the market a very strage mix of infernal beings and exotic goods.

Clothing, Fashion and Arts Guilds

At the base of the Opera House are the arts guilds. Many Tiefling bloods are vying for a share of the market in the arts. The competition between high couture houses within the fashion guilds can be extremely vicious. Trends come and go both in the Citadel and on the Walking City usually the later following the former. Commanding the trends means garnering staggering profits from the noble families on both sides. The Aurmanis blood are currently on top, but many claim their approach is too bold to be maintained.

Courts

A charter was agreed to by the powers that raised the colossus, but many fiercely differing opinions molded its inception. The Seprisian Sharpers were intent on refusing any decision making power to nobles of the Kavalnic empire. The Copper Cock's followers refused anything but slave status for citizens of the Sultanate. This was bent only by the archmagi who pleaded for a special exception related to the contruction of the towers of wind and water.

Of course the city itself was already present, rife with complex politics of it's own and a history dating back to before the Alodantric Empire. The Warholm maintained complete autonomy from the new judicial structure, and the Guild Academy fell upon itself in spectacular disarray.

Amid the din the Citadel presented a calming voice, steady hand and a just path for all. Counselors and judges emerged from Avernus and swiftly pit a functional judicial system into place. Leader ship was shared by a council,split along racial lines, and enforcement was handled by the Kodani.

The courts remain in the hands of tiefling bloods, foremost among them the Trumanis, who refer to themselves as the Firm. The law practiced is a combination of common law, drawn from long standing precedence in Li Salagh; charter law, as dictated by what is set out in the “Charter of Raising”; and of course precedent law derived from decisions accumulated in the courts. As one might imagine precedent law has been quickly creeping up into political affairs, without showing signs of stopping.

The Courthouse is adjacent to the opera house, both perched atop the colossus' shoulders. Its entrance faces the Plaza of Sky and the Rotunda.

Demon in the box

In a narrow alley between the Warholm and the Rotunda sits the Demon in the Box. The surface of the box glimmers with the shifting lavender luster of mithral. Around it lie the burned husks of pigeons and rats. To touch the box is to be slain instantly. Some say it absorbs you. It traps your soul, and then you add you voice to the whispers that seep from it on thickly misted eves. Calling for help in a void beyond comprehension. Or maybe it's just a box...

Entrance to Adabruni's Chambers

A sealed and warded mechanical door that is said to lead to one of the mysterious chambers of Adabruni, the craft master, exists within the grand vault, beneath the throne room of the Warholm

Gardens on the Plaza of Sky

Gatherer's Guild



Market



Palace of Man



Rotunda



Temple of Kavaln



Warholm

The Lower Tiers

The lower tiers house hundreds of unbound humans of the Shaiv caste as well countless gnomes. Many guild houses and somewhat less savory enterprises make their home in the lower tiers.

Lower Tier points of interest:

Arena

Armory

The armorer's guild is adjunct to the Warholm and is comprised almost entirely of dwarven master craftsmen. The forges sit at the very back of the Warholm's sublevels and as such are most easily accessible from the Lower Tier. The forge's stacks run up the length of the Adakan tower, providing in addition to the main purpose, some much needed support for the ruined tower. A handful of journeyman rune crafters can be found in the armory at any given time. Runemaster Rorin Umucan keeps things on the armory floor running smoothly.

Construction and Mining Guilds

Adjunct to the Warholm, the construction and mining guilds are largely the realm of the dwarves. The Kodani nobles have a hand in the construction guild, so many sydrieth and humans are also Guilders there.

Inn Significant

The Crawl Space

The crawl space is a lattice work of tunnels chambers and cisterns maintained by the dwarves. The crawl space is used to produce fungi for food, house potable water, carry away waste, and as a thoroughfare for gnomes travelling between the barnacles and the tiers.

The Labyrinth

The dwarves tell of discovering a thick maze of passages deep within the chest of the colossus. It is said that these passages are perilous due to a proliferation of pitfalls and diabolic mechanical traps. It is also said that the passages in the Labyrinth shift and heal themselves, the living rock regrowing where it has been shattered.

The Barnacles

The barnacles are housing units of gnomish construction built in haphazard clusters about the flanks and underbelly of the colossus.

Pantheon

The Three Brothers (High Gods)


Kavaln

LG.

Domains: Protection, Community, Nobility, Law.

Subdomains: Agathion, Family, Leadership, Loyalty. Kavaln is the most powerful of the three main gods. A god of order in society and familial bonds. A fatherly figure, firm and noble.

The old Church of the Father

The old church of Kavaln was a very personal experience for the old seprisian people, without much division between those of the cloth and its flock.

The Holy Imperial Kavalnic Church

The avatar and voice of Kavaln on earth was revealed to be the emperor.


Habrini

NG.

Domains: Good, Travel, Sun, Healing.

Subdomains: Purity, Exploration, Day, Restoration.

Youngest of the three brothers. A god of light, balance and good deeds.

Monastic Order of Habrini

Demon hunters.


Usonis

LN.

Domains: Repose, Glory, Earth, Strength.

Subdomains: Ancestors, Honor, Caves, Resolve God of honorable death.

Cult of Sheul

Some followers of Sheul worship Usonis by proxy. He is largely unknown among the commoners.


The Lovers (Lesser Gods)


Adon, The Mad God

Chaotic Neutral. Domains: Death, Madness, Air, Travel. Subdomains: Undead, Insanity, Wind, Trade


Araeshi

Chaotic Good. Domains: Scalykind, Chaos, Charm, Healing Subdomains: Dragon, Whimsy, Love, Resurrection


The Ascendant Titans (Demigods)


Thothus

Neutral Evil. Domains: Knowledge, Magic, Rune. Subdomains: Thought, Arcane, Language,


Vauchena

Neutral Good. Domains: Weather, Darkness, Void, Trickery. Subdomains: Seasons, Moon, Stars, Deception


Avadon, The Burning God

Lawful Evil. Domains: War, Strength, Destruction, Fire. Subdomains: Tactics, Ferocity, Rage, Ash


Bachan

Chaotic Neutral. Domains: Liberation, Luck, Plant, Animal. Subdomains: Freedom, Fate, Growth, Fur


Ilquanezza

Neutral Good. Domains: Water, Charm, Song, Destruction. Subdomains: Oceans, Lust, Catastrophe


Sheul

Chaotic Evil. Domains: Evil, Chaos, Death, Repose Subdomains: Fear, Entropy, Murder, Souls

Adabruni, the Craft Master

Neutral good. Domains: Artiface, Rune, Fire, Earth Subdomains: Construct, Wards, Metal

Astrology

Constellations:

The Peat Cutter



The Medusa



The Eladrin Emperor



The Champion of the Weak



The Smith



The Dragon



The Scales



The Orphan



The Battling Magi (two wizards)



The Chimera



The Hunter and the Wolf



Vauchena's Road - A band of stars, similar to the milky way



Comet:



The Cup Bearer - Adversary

Currency

New Seprisian

Bantam: 1gp - A large gold coin with a Rooster on one side and one of a number of Doxes on the other.
Day-n-night: 5sp - A small gold coin with the moon on one side and the sun on the other.
Biddy: 1sp – A silver coin with a rooster on one side and the spire on the other.
Peck: 1cp – A copper coin with the scales of Habrini on one side and the rooster on the other.
Crown Royal: 1pp – a platinum coin with the Kavalnic crown on one side and the scales of Habrini on the other.

Infernal

A note on Infernal currency: Infernal coins are covered in symbols, have holes in them, and are commonly kept on cords tied to the belt for the ostentatious, or inside of the pouch or pack.
Major cord: 50gp – fifty Infernal gold coins on a cord.
Minor cord: 50 sp - fifty Infernal silver coins on a cord.
Augmented cord: pp – a cord with any platinum coins on it.
Diminished cord: a cord that is any mixture of coins or less than a full cord above.
Power cord: Mithril

Regional Traits

Antique Dealer

You are no stranger to the grey market trade in relics of the past. You have turned a tidy profit selling around the Gatherer's Guild rather than through it. You are careful not to be caught, lest you be unceremoniously bounced.

You gain a +2 trait bonus to Appraise checks and Appraise is always a class skill for you. You start with 30 extra bantams.

Astrahdi Darkblood

You are of the dark. You are a tiefling of the Astrahdi blood. Few know your people even exist on the colossus, let alone what it is you do.

You gain Abyssal as a bonus language. Two times a day you can re-roll a d20 and take the more favorable result. You gain a +2 trait bonus to disguise.

Crawl Space urchin

You were born and raised in the spaces between spaces on the colossus. You have survived several purges, can navigate a maze of twisting tunnels and know how to stay two steps ahead of the upper tier guardsmen.

You gain a +1 trait bonus to Escape Artist, Knowledge Dungeoneering and stealth.

Delver's Sense Extension

You have grown accustomed to maintaining an extended state of high alert.

Divination spells with the keyword, detect, last 2 minutes per level rather than 1.

Gnome Wader

You've grown up on the lower tiers, spending most of your time among the gnomes. Given the daily cacophony, it really takes a lot to phase you.

You gain a +2 trait bonus to Will saves versus confusion effects, and all illusions.

Guild Bookworm

The Gatherer's Guild maintains a private library rivaled only by the collection of the Arcane Guild. You have spent many a wee hour perusing the historical tomes there and have absorbed material that proves useful in a variety of fields.

Once each day when making a Knowledge check, you can choose to first make a DC 20 Knowledge (history) check. You gain a trait bonus on that check equal to the amount by which you exceeded the DC of the Knowledge(history) check. You do not suffer a penalty if you fail the check.

Kainen Darkblood

You are a tiefling of the Kainen blood. You are the picture of good taste, a trend setter since birth. Born to a family of fame and the stage life, you are accustomed to being the center of attention.

You can cast Unwitting Ally once per day. You gain a +2 trait bonus to performance. You start with an additional 50 bantams.

No Aversion to Avernus

You've been through the Citadel Gate several times, serving as a delivery boy for one of the tiefling firms. Having seen hell first hand, you are quite certain that you don't want to dwell there permanently.

You gain a +1 trait bonus to knowledge planes, diplomacy and sense motive, and one of these skills becomes a class skill for you.

Noble Offshoot

You were born on the Upper Tier but not high enough to be considered a Patrizio. You are well taken care of, and are insured a fine position in the guild of your choice, but you will never, ever, be heir to the families holdings.

You start with an additional 100 bantams. You gain knowledge nobility as a class skill with a +2 trait bonus.

Nodvinci Darkblood

You are a tiefling of the Nodvinci blood. You were raised at the heart of the marketplace in the citadel, hellside in Avernus. You have a deep understanding of the ebb and flow of goods, value of currencies and the price of a soul.

You gain a +2 trait bonus to appraisal and sense motive, and you are under the effects of undetectable alignment at all times.

Ring the Belle

You have a close affiliation with the thieves guild known as The Belle. You can call on them, or do they call on you?

You gain a +1 trait bonus to intimidate, bluff and knowledge local, and one of these skills becomes a class skill for you.

Rooter's Route

You have spent many a long hour negotiating the winding limbs of the great trees. You are at home beneath the canopy and are quite deft at finding the quickest path.

With this trait you can skillfully negotiate overgrown terrain. You can ignore difficult terrain created by dense foliage, creeping vines, or on treacherous great tree branches when you take a 5-foot step.

Rumor Monger

You are abreast of the intrigues and affairs of the upper tier denizens.

You gain a +2 bonus to Knowledge nobility and Knowledge local, and one of these skills becomes a class skill.

Student of Tarnus

Trained by the wood elf duelist, Tarnus, said to channel the high elven swordsmaster Doreil Faelynn, you've learned to think on your feet and anticipate your enemy's reaction.

Benefit: When you are not surprised and have a weapon in hand, you gain a +2 trait bonus on initiative checks. In addition, you receive a +1 trait bonus to your CMD against disarm attempts

Trumaris Darkblood

You are a tiefling of the Trumaris blood. You eat other people for breakfast and have their souls for a power lunch. A place at the table of one of the most powerful firms on the colossus is in your future.

You gain a +2 to intimidation, +1 to initiative and you are never caught flatfooted in a surprise round.

Adherent of Kavaln

Kavaln has been your guiding light through your years spent training in the warrior arts.

You gain an additional +1 when aiding another in combat. Thus if you succeed at an attack roll against AC 10 they gain +3 on their AC against their opponents next attack, as long as it comes before your next turn.

Child of Kavaln

You were an orphan raised in the temple of Kavaln until old enough to be bonded to a guild. You owe your life to father Giocopelli and the grace of Our Lord Protector, Kavaln.

You gain an additional +1 when aiding another. Thus, if you roll a 10 or higher on the skill check they gain a +3 to their check (normally +2). Your bonus is a +2 on heal checks (resulting in a +4 to your companion).

Zealot of Kavaln

Your faith in Kavaln is unshakable, even amidst the chaos of fierce combat.

You get a +2 bonus on concentration checks made to cast a spell when casting on the defensive. This stacks with combat casting.

Habrini's Balance

You follow Habrini's golden path, and thus you know just where to step.

You add +2 to your CMD against Bull Rush, Drag, Move (when grappled), Reposition and Trip.

Habrini's Path

All of the world is at your feet, well under them at least.

You gain a +2 bonus to Knowledge Geography and it becomes a class skill for you.

Light of the Traveler

Habrini's light shines on the brow of those willing to face their true destiny.

While using channel energy to heal you can re-roll all natural 1s.

The Spiraling Fist

Your knowledge of the true fabric of reality allows you to strike an opponent's astral form.

You gain +2 to strike outsiders with your bare hands, and your fists gain the Ghost Touch special ability.

Eye of the Storm

Usonis teaches patience and resolve in the face of difficult situations.

This offers you a trait bonus of +1 to the normal +4 to AC from using total defense.

Usonis' Glory

Measured retribution can be an acceptable path to glory.

When a creature damages you with a weapon, on your next turn you gain a +1 trait bonus on weapon damage against that creature. If this creature is a noted racial or favored enemy this bonus increases to +2.

Usonis' Resolve

Like the stone, you will not be shaken.

You gain a +2 trait bonus to saves versus fear effects.

Adon's Aura

Your exposure to the Black Wind has strengthened your defenses against necromancy's vile rot.

Benefit: You gain a +1 trait bonus on saving throws against spells from the necromancy school or any effect that deals negative energy damage

Adon's Lucidity

Your worship of the mad god and the Black Wind has left you less vulnerable to insanity.

You gain a +1 trait bonus on any saving throws against confusion, insanity, madness, and Wisdom damage and drain.

Voice of the Emperor

You can hear the voice of the long dead Kavalnic Emperor gibbering arcane secrets on the Black Wind.

You gain a +2 to knowledge history and knowledge arcana, and one of these becomes a class skill for you.

Law

Amnesty

A week of amnesty may be granted by the Temple of Kavaln to those seeking shelter from a faction that has wronged them. During this week the court can provide a representative to present argument on the subjects behalf before an arbiter or the justicar.

Blood Feud

A Blood Feud is a lawful state that a faction can enter, in which it can openly battle an opposing faction. Several restrictions apply to the state.

Blood Feuds must be declared publicly at the court house. No blood should be spilled until such time as the declaration has been posted by the justicar, this usually takes two days and many disputes are settled without bloodshed before the posting.

Blood Feuds can take place in any Exter Hall and in any holding of the factions involved. Some public places are exempt; the temple of Kavaln, the opera house, the market and the library are examples. Injury incurred to bystanders in Exter Halls during a Blood Feud is forgiven, and does not demand compensation to the injured faction. Unintended harm done to an uninvolved Patrizio during a blood feud calls for the sacrifice or equivalent bloodletting of a patrizio of equal rank from the offending faction.

A Blood Feud is permitted to run until the end of the current month, or until the Consuls declare the Blood Feud a danger to the colossus' over all well being. After which a cooling period of no less than one week is required before another Blood Feud may be filed by the parties involved.

Century Truncation

No faction or guild is allowed an excess of 100 branded souls. Any factional subjects held without proper branding are subject to execution without exception. Unbranded guilders must remain in guild holdings at all times except when summoned by the court.

The Circlet

Circlets must be worn by guilders, faction agents and patrazios alike while engaging in all official functions. The circlets are tracked by the Guardians of the Rod and Cup arcane order. Tresspassing, and other infractions of the law will be prosecuted individually and the faction involved will be made to compensate those wronged.

Consuls

The Consuls share duties as rulers of the colossus. They are drawn from four groups: the Doxe, elected official of all human affairs, comes from the senate of first sons - the Maestro, capo of all tiefling business on the colossus - the Warlord of the dwarven clan - and a nearly faceless representative from the Eladrin Harmonium.

The Culling

A biannual culling of the gnomish population must be undertaken by all of the factions. The gnomish population must be held to under approximately 3,000 heads. Any unbranded shaivs discovered during the culling are marked for execution until such time as a faction comes forward to claim them. A week of clemency is granted.

Patrizio Imperative

The Patrizio Imperative is the law stating that the sydrieth guardians, provided by the Kodani as defenders of the colossus, will protect any patrizio in most circumstances, except when an official Blood Feud or a Duel has been declared. Patrizio are forbidden to fight with one another (or one another’s entourages or minions directly) without declaring one of the above states of warfare. If in a state of warfare then the Patrizio Imperative does not apply and that noble will not be defended. There is a state of warfare called a Vendetta in which the Patrizio Imperitive remains in place.

Right of Primacy

The Right of Primacy is the right of a patrizio to execute any branded or guilder they feel has dishonored them, regardless of the current state between the involved factions. Right of Primacy holds sway in all Exter Halls. Public places exempt from Blood Feud are also exempt from Right of Primacy executions. A Right of Primacy execution must be filed with the courts after it has occured. If the patrizio is found to have been in the wrong a compensation is paid to the faction or guild that was wronged.

Vendetta

A Vendetta is a quiet state of lawful factional warfare that is restricted by the use of assassins who may target only opposing patrizios. A vendetta can be carried out anywhere except within the temple of Kavaln. A patrizio may be defended from an assassin by the Patrizio Imperative.

Guild Creation

Guilds will be chartered by the Consul to address a need of the colossus when such is identified. An organization formed outside the purview of of the Consul garners no rights.

Guild Membership

No more than thirty percent of a guild's rolls can be comprised of souls from a single faction. Guilders who are not branded must not leave guild holdings except when summoned by the court.