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Kern Valley Society


The People of the Valley

The majority of the people of the Kern Valley are simple folk: farmers in the main with a scattering of carpenters, weavers, blacksmiths and the like. They live straightforward lives in small villages and scattered farms. Most do not travel far from where they were born, and never want to.

To the people the Tower is life. It is this that sustains them and protects them from the Mists, the ravaging hordelings, and the enemy forces of other nations. There are no raiders; theft is rare, disease usually treated, and famine unheard of. All are fed, clothed, given a trade and cared for. In return they work in their craft or trade six days a week and have one day off. Life is good. To be without a Tower is considered practically a death sentence.

The Tower is made possible by 'the lords'. These govern the Valley and ensure that all the people are protected and have their needs met. In return the people render their labour and pay their respects to the lords. The Kern Valley is a classic medieval feudal society. The lords seem so different to the villager that both groups are generally happy with their place in the world.

The Tower is also made possible by the Guildsmen (sometimes called 'the Army' or 'the Adventurers'). It is these volunteers that are the armed defenders of the Tower. They take risks and fight battles for the good of the Valley, under the command of the Lords. The life of a Guildsman is not for everyone. Whilst it is true that you can gain extra privileges (and some might even become a Lord one day) it is a hard path. Should you choose this as your craft, you will have to fight, suffer great pain and in some cases be permanently slain before your time. Life in the villages is much safer and you are almost guaranteed a full natural lifespan (as long as the lords can keep the Tower safe). To the common folk of the land (who refer to themselves as Craftsmen) those who choose to join the Guilds are often the wilder, more adventurous ones (hence the term 'adventurer'). To many Guildsmen the simple life of a Craftsman seems boring, and so the two groups seldom mix.

The towers themselves are divided into 'the Shires' (also known as 'Sectors') and 'the Halls'. The Shires are where the common folk (the Craftsmen) live, the Halls are the residences and training grounds of the Guildsmen and also the location of the taverns and stalls where the Craftsmen and Guildsmen may mingle.

The Shires are primarily farming land. This has to be used carefully, and tended appropriately, to provide space for the people to live and sufficient food to support the tower population. Leading Craftsmen manage most of these resources, and as long as the appropriate food and goods are made available the Lords do not interfere.


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Valley Alliance Law

You will not steal from, or by action or inaction allow another to steal from, any member of the Kern Valley Alliance.

You will not harm, or by action or inaction allow another to harm, any member of the Kern Valley Alliance.


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Life as an Adventurer

All the people of the Kern Valley must earn their keep. Each must take a trade or a craft and work for the general good of the Valley. In return their basic needs are met: they are fed, clothed and sheltered. This is the 'feudal' deal.

Becoming a Guildsman is just like choosing any other trade. You are obliged to work for most of the time for the Guild and in return you receive food, clothing and shelter, are equipped for your trade and even have some time to spend at leisure. Everything you own is effectively paid for by the Guilds and in return you work for the Guild, spending the vast majority of your time training and doing guild duties.

The Valley is a meritocracy and, although family may give you an edge, position is not hereditary (perhaps because the Valley itself owns nearly everything). You must work your way up from Apprentice (e.g. warrior or acolyte), finally being accepted into the Guild proper (e.g. veteran or priest) and then, perhaps, if you are talented enough, one day you will be made a Master of the Guild (e.g. Champion or High priest). The extremely talented may even gain a position of authority in the guild (e.g. Assistant Guildleader), and those that raise themselves to these lofty heights are considered the Lords of the Valley.


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The Common Training Areas

All Guildsmen start in one of the Training Camps that are found in each Tower. You do not need a pass to get into these, and these common areas teach the basic skills to people from all backgrounds (hence starting warriors may find themselves next to a Sorcerer learning how to use a sword in the Barracks). The trainers in the camps are higher rank Guildsmen carrying out their service to the Guild.

  • The Barracks - Here they teach weapons, armour, scouting and other physical skills. This is the very first place all Guildsman are placed to teach the basics of handling a weapon. The Barracks are by far the largest of the training areas and tend to dominate the camps.
  • The School of Magic - Here they teach all colours of non-specialist battle magic (to level 5).
  • The Temple - Here they teach lay invocations in the three standard Spheres (to rank 5) and medical skills.

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As an Apprentice (rank 0 - 19 characters)

When first seeking to join a guild you are allocated a mattress on the floor of a communal room in one of the three training areas. This could be in any of the three Towers, but by far the largest of these training areas is to be found in the Valley Alliance Tower (often called the 'Village' tower).

The Valley pays for all food, clothing etc. and also for all basic training in any of the training camps (this therefore includes magic and power casting 1-5). All armour, weapons, shields etc. are loaned to you.

Apprentice Guildsmen work the same as Craftsmen e.g. 6 days a week followed by one day off. If you are sent on a task, or volunteer to go, outside the Tower (e.g. on an adventure) you are often given a small cash payment in recompense for the danger and hardship suffered. You may also be allowed to keep the treasure/loot you find, or profit you make.

Apprentices are known by the following titles: Warrior, Apprentice (scout), Acolyte and Mage (with warrior being the commonest profession).

As an apprentice the guild pretty much runs your life from the moment you wake to the time you go to sleep. Apprentices don't have any authority to speak of and do not have any say in the running of the guild. They are considered trainees, and it is fairly common for them to change from one guild to another as they find their way in life.

The Guild administrator and the Guild masters handle matters pertaining to apprentices.


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As a Guild member (rank 20+ characters)

After getting some reasonable experience under your belt, and showing your worth, you can apply to join a Guild proper. Some people never advance beyond the apprentices, seeming to thrive on having no responsibility, and some return to the ranks of the Craftsmen.

If you are accepted into a Guild you move into the appropriate guild quarters in the Halls, where you get a bed, locker etc. in a dormitory, shared with 5-23 other people.

You are then given a suit of armour, talisman, focus etc. relevant to your guild. The guild pays everything for you, which includes continued training in all the Training Camps as well as the specialist training you receive in your Guild quarters. This includes the casting of High Magic, Ritual power, weapon attunement, and the specialist scout skills.

Full Guild members are known by the following titles:

  • Veteran
  • Journeyman scout
  • Priest
  • Wizard

Full Guild members work 5 days a week, followed by 2 days off. As the Guilds make such an investment in these members (in terms of training, armour, talismans etc.) most members are heavily committed to their guild. Not only is the majority of what you have actually owned by the Guild (and therefore the Valley), but perhaps more importantly your lifestyle is almost entirely dependent upon your place in the guild. For example the Assistant Guildleader, or the Guild Administrator, allocate your dormitory and therefore its size and the amount of people you share with. They also allocate the duties which Guild members occupy themselves with 5 days a week.

Having said that the life of a Guildsman has considerably more freedom than an Apprentice or a normal Craftsman working in the Shires. Not only do you get two days off each week, you get to travel outside the towers and can pretty much choose which missions to go on (as long as your general duties are met week in, week out). Guildsmen don't have any authority over how the Guild is run, but they tend to have a fairly free hand and are expected to get on with their daily business without close supervision. Common duties include teaching the basics to apprentices, guard duties, escorting people across Orin Rakatha, etc.

When you join a Guild it is possible to select a Faction (veterans/ journeymen scouts), specialise in one magical School (wizards) or join an individual Sect (priests). This provides a code or ideal to follow, and a path to specialisation. These paths vary in the amount of discipline they demand, and some of the specialist guilds require an oath or binding commitment to be made to an appropriate Lord.

Separate to the Guilds is the concept of the Orders (most commonly the Order of Saint Michel). If you decide to sign up to this, and are accepted, you are effectively joining a military organisation. Discipline is much stricter and you are sponsored by the Order, though it is still possible to join Guilds as normal. You are expected to tithe some of your free days each week to Order training and duties, and to obey instructions when they are (infrequently) given. In general you are rarely given direct orders, but when called upon the Order mobilises with strict discipline. In return members of the Order enjoy the brotherhood of a larger group and often better equipment and accommodation.


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As a Guild Master (Champions, Master Scouts, Sorcerers, High Priests, etc. - Rank 64+)

Experienced and effective Guild members can eventually receive the full recognition of the Guild and be elevated to the ranks of Guild Master (then being known by the following titles: Champion, Master Scout, High Priest and Sorcerer)

The Valley continues to pay for all food, clothing, etc. and also for all basic training in any of the training camps. The Guild continues to provide any specialist training required (e.g. Level 6 - 8 spells) and in addition provides access to the very limited number of tutors, rare books and expensive equipment that will allow people of this rank to progress.

Guild masters are important enough to warrant their own room or rooms, although the size of these varies significantly. They generally work 4 days a week followed by 3 days off, and have a considerable say in the type of duties they undertake. Common duties include teaching the guild members, research around new areas of skill for the Guild etc. In general Guildleaders themselves appoint masters and allocate chambers etc., so their regard for you has a significant influence over your lifestyle and chance to learn.

Guild masters have a significant say in the way the general business of the Guild is conducted. Each is expected to be generating ideas and progressing areas of interest. A guild master is empowered to speak for the guild and can if necessary commit them to a course of action (although they will later be called to account for their decision).


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As a Hero (Rank 128+ or those that have been named 'Hero' before this time)

Experienced and effective Guild members can eventually receive the full recognition of the Guild and be elevated to the ranks of Hero.

The Valley continues to pay for all food, clothing, etc. and also for all basic training in any of the training camps. The Guild continues to provide any specialist training required and in addition provides access to the very limited number of tutors, rare books and expensive equipment that will allow people of this rank to progress even further.

Heroes warrant their own room or rooms, although the size of these varies significantly. They generally work 3 days a week followed by 4 days off, and have a considerable say in the type of duties they undertake. Common duties include teaching the guild members, research around new areas of skill for the Guild etc.


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Law, order and justice.

All of the above only remains true as long as you continue to serve your guild, the Tower and the Kern Valley. In return the Guild is at least partially responsible for the actions of all its members, even down to the lowest apprentice. The Guildleader and Assistant Guildleader have full control over who they admit, and keep, in their guilds. There are recognised procedures that are followed, and the only way to get a Guildleader to change their mind, should they choose to censure a guild member, is to get other Guildleaders (or influential masters) to petition on the person's behalf.

Being expelled from a Guild is a rare and drastic event, and for the person expelled this means disaster. Much of what you carry and use is Guild owned, the place you live is Guild allocated and without Guild sponsorship you must return to the huts and simple dwellings in the Shires, and are unable to learn new skills.

Basic public order is kept by members of the warrior guilds as part of their guild tasks. Petty disputes are generally settled by referral to a relevant guild master or, if more significant, by referral up the chain of the relevant Guild's hierarchy. It is the Guild structure and their ability to control and censure their members that allows the society of the Kern Valley people to flourish.

The feudal society places great store on rank and people of a lower rank are expected to pay respect to those above them (whilst the reverse does not apply). In general a grievance against someone must be brought to the person above them in their guild by someone of equal rank. Only the most serious issues are dealt with (formally) outside a guild's own hierarchy. Some guilds are more active in defending their members than others: however all agree that rank attracts extra rights (with commensurate responsibilities), and guild masters are less likely to be punished than apprentices. It is rarely advisable, and often dangerous, to antagonise people above your rank in the feudal structure.


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The Kern Valley hierarchy summary

This structure is a loose outline: position is also related to political influence and, occasionally, military power.

  • Tower Leader - Each leader is advised by a council of some sort.
  • Guildleaders - Look after the high-level guild members - the masters: Champions, Master Scouts, Sorcerers, High Priests and the like.
  • Assistant Guildleaders - Have some political power and are responsible for the mid-level guild members - some large guilds have more than one.
  • Guild Administrators - Have very little political power and look after the low-level guild members.
  • Heroes - May have quite a lot of political power due to their popularity, and are sometimes influential in foreign affairs.
  • Guild Masters - Experienced Guild members who have reached the heady heights of Sorcerer, High Priest, Champion or Master Scout etc.
  • Guild Members - Paid up members of the guild with rights: wizards, priests, veterans, journeymen scouts etc.
  • Craftsmen - These individuals from the Shires fit approximately here.
  • Guild Apprentices - Starting out as adventurers, they are assigned to various tasks and have little influence or rights.