Plains of Sedia D20

Home Province

Home Province#

Ask a stranger where they're from before you ask their name. The name they can change.

A ferryman of the Agiea

What your province decides

Your province is the hometown you write on your sheet. It decides which military ladder you can enlist in and what that ladder calls you, where your citizenship is chartered and taxed, which clans and powers sit nearest, and how the peoples living there take to you. It doesn’t change your scores.

Choosing a home#

After the War of Souls the nine pieces of the Everspark were carried to nine places on Sedia, and the nine provinces grew up around them. A tenth, Narsis, was there long before any of them, buried now under Tharsis. Those are the ten homes a character can come from.

Pick the one your character grew up in, or the one that took them in. It doesn’t have to be where your race is most comfortable. A dwarf raised in Crecia’s ports or a halfling who came of age in Dumasque gives your storyteller more to work with than one more dwarf from Jewall.

The provinces#

Sedia from above, colored the way the atlas colors its ground. Pick a province to read its page. Narsis has no ground of its own to color. It lies under nearly the whole province of Tharsis, and the ring marks the Outer Reach, its busiest way in, under the province’s southwest.

Map of Sedia's provincesNew SaellemJewallTharsisCreciaDumasqueEstharAmariMoriaMenusiaNarsis (below)

Where should I start?#

Every race weighs every province, and the simulation that grows Sedia’s towns uses those weights to decide who settles where. Pick a race to see how it takes to each province, warmest first, along with how many of that race actually live there today.

Two ladders of status#

Every province has two ranks a character can climb. Citizenship is the civil ladder, from citizen up to emperor. It’s bought with a charter, paid out daily and taxed by the ranks above it. Military is the province’s army, from its lowest recruit to its commander, earned by service: active duty quests, war, the city’s bounties.

Most political business goes through the citizenship ranks first and reaches the military only when it has to. A war turns that around, and while it lasts the military ranks carry the weight.

Who outranks whom

Compare rank numbers. The same number is the same standing, whichever ladder it’s on: an admiral of Tharsis (military rank 7) stands level with a marquis (citizenship rank 7) and above a count (rank 6). Someone who holds both is addressed by the higher of the two.

Citizenship#

A citizenship charter is bought, and it opens at level 20. Every rank pays a daily salary, and every rank owes part of what it takes in to the rank above. Salaries and dues settle at the bank when it opens each morning. A character who would rather not count coin can hire a tax keeper and read a statement once a week or once a month instead.

  1. Rank1
    Citizen

    Level 20 · 5 vern a day · 1 room · charter 1 sovern

  2. Rank2
    Gentry

    Level 40 · 10 vern a day · 3 rooms · charter 5 sovern

  3. Rank3
    Seigneur / Madame

    Level 60 · 15 vern a day · 5 rooms · charter 25 sovern

  4. Rank4
    Baron / Baroness

    Level 80 · 30 vern a day · 8 rooms · charter 150 sovern

  5. Rank5
    Lord / Lady

    Level 100 · 85 vern a day · 12 rooms · charter 750 sovern

  6. Rank6
    Count / Countess

    Level 150 · 1 dover a day · 20 rooms · charter 5,480 sovern

  7. Rank7
    Marquis / Marquise

    Level 200 · 2 dover a day · 36 rooms · charter 10,670 sovern

  8. Rank8
    Duke / Duchess

    Level 250 · 5 dover a day · 50 rooms · charter 135,810 sovern

  9. Rank9
    Vassal King / Vassal Queen

    Level 300 · 10 dover a day · 65 rooms · charter 980,470 sovern

  10. Rank10
    Sovereign King / Sovereign Queen

    Level 400 · 20 dover a day · 80 rooms · charter 4,725,400 sovern

  11. Rank11
    Emperor / Empress

    Level 500 · 50 dover a day · 100 rooms · charter 25,000,000 sovern

How the tax runs

A lord with thirteen citizens in their holding collects 4 vern a day from each of them, 52 in all. The lord owes 10 a day to the duke they hold under, and keeps the other 42 on top of their own salary. The higher the rank, the more it owes upward and the more comes in from below.

Military#

Every province keeps soldiers who serve as its law and its protection, and anyone can enlist at any level. Each rank pays the same from one province to the next; what changes is the title, and it says a lot about the place. Esthar’s soldiers climb from thrall to jarl, Menusia’s from arad to khan, and Jewall’s are named for the arena.

Soldiers are respected everywhere right now. The last wars are not long over, and Mandak’s Legion is pushing into the Bleak.

RankLevelPayQuartersKeeps
1010 vern a dayBarracks bedFood
21515 vern a dayBarracks bedFood, Chest
33020 vern a dayBarracks bedFood, Chest, Office
44525 vern a dayPrivate quartersFood, Chest, Office
56030 vern a dayPrivate quartersFood, Chest, Office, Mount
67535 vern a day1 roomFood, Chest, Office, Mount
79040 vern a day3 roomsFood, Chest, Office, Mount
810045 vern a day5 roomsFood, Chest, Office, Mount
New Saellem
  1. 1Phalangite
  2. 2Hoplite
  3. 3Hoplomachos
  4. 4Lokhagos
  5. 5Tagmatarkhis
  6. 6Syntagma
  7. 7Taxiarchos
  8. 8Strategos
Jewall
  1. 1Bestiarii
  2. 2Dimachaeri
  3. 3Mirmillones
  4. 4Retiarii
  5. 5Saggitarii
  6. 6Velite
  7. 7Essedari
  8. 8Andabatae
Tharsis
  1. 1Scout
  2. 2Wood Guard
  3. 3Wood Captain
  4. 4Stone Guard
  5. 5Stone Captain
  6. 6Senior Captain
  7. 7Admiral
  8. 8Commander
Crecia
  1. 1Guard
  2. 2Sentry
  3. 3Private
  4. 4Corporal
  5. 5Sergeant
  6. 6Lieutenant
  7. 7Captain
  8. 8General
Dumasque
  1. 1Arif
  2. 2Raqib
  3. 3Molazim
  4. 4Naqib
  5. 5Ra'id
  6. 6Moqaddim
  7. 7Fariq
  8. 8Moshir
Esthar
  1. 1Thrall
  2. 2Karl
  3. 3Hauld
  4. 4Thegn
  5. 5Huskarl
  6. 6Merkismathr
  7. 7Herse
  8. 8Jarl
Amari
  1. 1Turai
  2. 2Samal
  3. 3Rasal
  4. 4Rasab
  5. 5Kama
  6. 6Seren
  7. 7Alam
  8. 8Ra'al
Moria
  1. 1Ghazi
  2. 2Effendi
  3. 3Agha
  4. 4Bey
  5. 5Vizier
  6. 6Khedive
  7. 7Shah
  8. 8Padishah
Menusia
  1. 1Arad
  2. 2Qarachu
  3. 3Nokud
  4. 4Bahadur
  5. 5Yurtchi
  6. 6Orlok
  7. 7Boyan
  8. 8Khan
Narsis
  1. 1Underling
  2. 2Blood Guard
  3. 3Bone Guard
  4. 4Blood Fiend
  5. 5Bone Fiend
  6. 6Fleshmonger
  7. 7Dread Lord
  8. 8Overlord

The clans#

Five clans hold most of Sedia’s real power. Their members fill the highest offices, and each clan has five ranks that work like a caste: every rank commands more respect than the one below it, and fewer members share it. Each clan has a seat in one province and a settled stance toward every other clan.

Tribes of TyrSchzo'erschExuvaeRevnatiMandak's Legion
Tribes of TyrNeutralEnemyEnemyAlly
Schzo'erschNeutralEnemyEnemyEnemy
ExuvaeEnemyEnemyAllyNeutral
RevnatiEnemyEnemyAllyEnemy
Mandak's LegionAllyEnemyNeutralEnemy

Tribes of Tyr#

Seated in Mt. Tyr

  1. Worker
  2. Hunter
  3. Guardian
  4. Sultan
  5. Chieftain

The Tribes of Tyr is a close-knit clan that resides around the base of Mt. Tyr. Those of similar ranks refer to each other as brother and sister. The Tribes don’t have too much ambition except to maintain general peace and seclusion from the rest of the world. It is rumored that the first son of Duke Xorcos, Donovan Xorcos, had once contracted their help to fight beside Julius Mandak’s Legion against Narsis, but it only floats around Tharsis and not much further.

Schzo’ersch#

Seated in Narsis

  1. Slave
  2. Minion
  3. Worshiper
  4. Overseer
  5. Dark One

Schzo’ersch is a clan that originates from the unruly streets of Narsis, the town of chaos and corruption. Schzo’ersch has been known to stick their hands in most all politics in the largest cities so they can cause corruption, gathering money and siphoning materials and power to better benefit the future operations of the clan. They resemble closely a mob or underground agency that has no morals whatsoever, but only an absolute respect for their own clan’s authority.

Exuvae#

Seated in New Saellem

  1. Student
  2. Scribe
  3. Librarian
  4. Elder
  5. Ancient

Exuvae is a clan only whispered by those powerful enough to summon the courage to betray the laws of the ancients or perhaps the foolish with too much information. Exuvae is a clan comprised of those who belong to or have aspirations to belong to the family line of the ancients. It was once said that mankind was made most prominently from the original thirteen but rumors within the clan say otherwise. Exuvae is stationed inside New Saellem but have occasionally appeared within the Mage Spire. They thrive only for knowledge like their Father Lythantos, and are comprised of Psions, Mages, and those who seek better knowledge of what was, is, and will become of Urd.

Revnati#

Seated in Crecia

  1. Fledgling
  2. Tormentor
  3. Doomsayer
  4. Prophet
  5. Savior

The Revna are sometimes considered a religious group because of their beliefs. They are stationed within Crecia and believe solely in the balance of Urd. They make sure that Urd is maintained safely and that neither Lythantos nor Dekkashraen develop too much power. They believe one day Ettephemone may rise again and pull the two gods back into peace and restore balance to Urd. The belief is commonly referred to as Revnatiesm and has been known to occasionally appear corrupt. The Revnati are either feared, scorned, or ignored by the peoples of Sedia and aren’t very well liked.

Mandak’s Legion#

Seated in Tharsis

  1. Trainee
  2. Soldier
  3. Praetorian
  4. Field Marshal
  5. Commander

Mandak’s Legion is a publicly revered group of soldiers who follow Julius Mandak in a war against the corruption of Narsis and its spread throughout the continent and into the daily lives of normal peoples. The Legion, as it is commonly referred to, follow their leader almost blindly at times with as much esteem they have for him. The Legion is comprised of many different kinds of peoples from various backgrounds and locations. The Legion is now stationed in Tharsis with Mandak, housed within the barracks, and occasionally train outside his Manor. Sides are now beginning to form in what is becoming a bigger war of different aspects sometimes skewed in proportion.

Where you grew up#

Roll a d20 for your family’s station, then a d10 on your province’s table for what you grew up around. Keep what sparks something, reroll what doesn’t, and hand the result to your storyteller. Each province’s page has its d10 table.

The d20 of family stations
d20Your family's station
1Foundling. Nobody knows who left you, and the people who took you in never let you forget it.
2Born in a debtor's cell, and out of it before you could walk.
3Orphaned young and raised by whoever needed another pair of hands that season.
4Raised by a temple, which fed you and expects you to remember that.
5Your family begged, and taught you which doors open and which set the dogs on you.
6Day laborers. Your parents worked whatever work came, and so did you once you could carry.
7Tenant farmers on land your family has worked for four generations and never owned.
8Herders, moving with the season and the grass.
9Fisherfolk or river folk, up before the light every day of your life.
10Your family kept a stall in the market and fought for the same corner every morning.
11A craftsman's household. You swept the shop before you were trusted with the tools.
12Your family ran a tavern, an inn or a waystation, and you heard every traveler's story twice.
13Soldiers. A parent served, and the barracks were as much home as the house.
14A guild family. Your name opens one guildhall's door and shuts a few others.
15Merchants who did well, then badly, then well again, and may be doing badly now.
16Your family keeps the records: scribes, clerks or a minor magistrate's office.
17Gentry. A charter hangs on your family's wall, and most of the money it brought in is spent.
18A house that fell. Your grandparents were somebody, and the name still costs more than it pays.
19Exiled. Your family left another province in a hurry, and nobody talks about why.
20One of the founding houses. Your family name is on the charter that made the place, and everybody knows it.