Professional Documents
Culture Documents
Shannon Kalvar
Contents
Structures ................................................................................................ 3
The Core Structural Elements: Farms, Rooms, and Shops ................. 3
Structures: Combining Elements........................................................ 4
Upgrades: Improving Structures and Adding Functions .................... 5
Typical Structures: Farms, Fortresses, and Caravans ......................... 8
Settlements ........................................................................................... 10
Demographics: Some basic ratios .................................................... 10
Mechanical Note on Citizen Categories ........................................ 12
Villages: The Common Denominator ............................................... 13
Towns: Markets and Trade Centers ................................................. 14
Cities: Regional Centers ................................................................... 15
Metropoli: Cultural and Magical Icons ............................................. 17
Settlements of the Elder Races ......................................................... 17
Features: Boons from the Environment........................................... 18
Hazards: Threats and their Effects ................................................... 20
Prosperity and Fortunes: The passage of years ................................... 21
Prosperity .......................................................................................... 21
Prosperity Categories: Unskilled to Established Master Artisans 21
Basic Costs: Hearth and Meals ..................................................... 23
Lifestyles: Generic Costs for Generic Lifestyles ............................ 24
Sharing the Load: Economics of Couples and Extended Families 25
Fortunes: Good and Bad .................................................................. 26
The Year: One Roll to Rule Them All ............................................ 26
Prosperity and the Heroic Life .............................................................. 28
Earning Income as an Adventurer ..................................................... 28
Long-term Employment and Piece-work ...................................... 29
Artisan Kits: Expanded and Revised ............................................. 29
Adept Tradesmen: Trades and Class Abilities .................................. 29
Adept Class Ability: Magical Tradesman ...................................... 30
Magical Trades .............................................................................. 30
Banks, Families, and Gangs: Borrowing What You Need ................. 31
Leader Paragon Class: Sovereign Wisdom ....................................... 32
Sovereign Wisdom ........................................................................ 32
Awards, Rewards, and Treasures .......................................................... 33
Generic Reward Information ............................................................ 33
Specific Rewards ............................................................................... 34
Artefacts: Valuable Objects .......................................................... 34
Certificates and Licenses: Valuable Relief ..................................... 34
Coin and Gems: Direct Income ..................................................... 34
Holdings: Fields, Rooms, and Stores ............................................ 34
Memberships: Access to Jobs and Resources .................................. 35
Positions: Reliable Income ........................................................... 35
Structures
Farms, villages, towns, cities, and manor houses are all “structures”
within the world of Sedena. They provide people with shelter from the
storm, resources with which to generate the prosperity they need to
feed their families, and defense in times of war. The later is more
common that anyone other than the Elder Gods themselves would like.
Systemically, fields, rooms, and shops are the basic building blocks of
all structures. Each unit provides the ability to perform specific
functions which improve the likelihood of a person being able to earn
an income or survive a year.
Basic Field (1500 silver to buy, 185 silver per year to maintain): A
basic field has enough land to allow one farmer to ply his trade.
Several fields can be placed together to represent larger farms or noble
holdings. A field may maintain a number of modifications equal to its
owner’s farmer craft rank (1 for apprentice, 2 for journeyman, 3 for
master, 4 for grandmaster, 5 for legendary). A basic field has DR 1/1
(p/e), 40 Health, and is living (it will heal over time if left alone).
Basic Room (2000 silver to buy, 185 silver per year to maintain): a
single room with a roof, sturdy walls, and basic furnishings. Up to two
people can sleep in a room without causing fatigue penalties with a
maximum of six being able to take rest in a room without recovering
fatigue. A room can be modified to provide additional protection,
inhabitants, or even magical boons. The maximum number of
modifications a room can hold is equal to the craft rank of the person
constructing it (1 for apprentice, 2 for journeyman, 3 for master, 4 for
grandmaster, and 5 for legendary). A basic room has DR 2/2 (p/e) and
20 Health.
Basic Shop (1500 silver to buy, 185 silver per year to maintain): a
simple shop (possibly in a flimsy building or even a tent/satchel) which
provides one craftsman with enough resources to ply his trade. A shop
may maintain a number of modifications equal to the trade rank of the
shopkeeper (1 for apprentice, 2 for journeyman, 3 for master, 4 for
grandmaster, and 5 for legendary). A basic shop has DR 2/2 (p/e) and
20 Health.
Examples include:
Upgrades are defined by what they can be applied too. Some upgrades
only work on a specific building element, while others are available
more broadly.
Each upgrade costs 750 silver to install but does not add to the
element’s maintenance cost. If an upgrade is beyond the caretaker’s
skill to maintain, it does not provide its boon and can degrade over
time (1-4 on a d20 each year).
The upgrade categories are: field, general, magical, room, and shop.
General and magical upgrades may be applied to any structural
element. Field, room, and shop upgrades may only be applied to the
appropriate element.
Bedding (room, cost 200 silver) – the room can sleep 2 additional
people without incurring fatigue penalties
Elfin Furnishings (room) – the room has running water, light, and heat
from crystals. Those who live within it are resistant to disease and
weather hazards.
Loom and Spinning Wheel (room) – allows a weaver to ply her trade
Mill (field) – the field generates normal income during winter months
and cold threats
Shrine to the Dragonrite (room) – resist one threat during the year
Shrine to the Judges of the Dead (room) – those who die here stay
dead
Workstations (shop) – one additional person can ply the shop’s trade
Typical Structures: Farms, Fortresses, and Caravans
The following examples expand on the basic structures listed above.
Total Expenses (4210): 925 for maintaining the inn, 3285 for 3 meals a
day for the three family members.
Profit (9745 – 4210): 4535 silver per year profit on normal years. This
is enough to set aside a fair amount of coin for when there is a
downturn or to help support a moderately lavish lifestyle. Note this
assumes 2 master level and 1 journeyman level tradesmen – running
this inn alone is a terrifying proposition.
Red Oak Farm has grown from a small farm on the outskirts of
Marquette to a massive economic undertaking. Worked by 20 farm
hands, their wives, children, and several craftsmen, it generates
enough income to qualify as a small village. Lauren Redoak manages
the farm with a firm but gentle hand and would never dream of selling
the wonder her husband’s sacrifice has drawn from the earth.
The West, ravaged by war and struggling to find its footing, has a large
number of displaced people who lack the skills to work the land. They
were a highly urbanized economy before the Grey and will take
decades to recover. Even the Ogre cannot reverse the tides of fate.
Mechanical Note on Citizen Categories
The four categories roughly correspond to the following character
level/class combinations. More information prosperity categories can
be found in the Prosperity section (below).
Unskilled: may be of any character level (roll 1d8) but do not have a
trade they can pursue to generate income. Humans may have
dedicated all their work to self-improvement (attributes). Alternatively
they may simply lack the tools or resources to pursue their chosen
trades. Some may also have been or currently be cursed either
practically or magically. They generally fall into the “unskilled”
prosperity category unless something happens to change their
circumstances.
Villages occur where wells, roads, or other resources make it easy for
people to gather together. Local artisans, craftsmen, and merchants
gather there to engage in local trade and exchange news. On average,
a villages are no more than one mile from one another and may well
share holidays or festival preparations.
A village has seven “artisans” and three “elders” for every 100 people.
The artisans may be anything from skilled cobblers to a good
blacksmith or a tavern keeper. The elders (who may also be artisans)
act as the local leaders and provide guidance in times of trouble. They
may have a formal title (e.g. mayor, squire, headsman) but are just as
likely to hold informal authority.
Villages in the lowlands of Lopan are rarely exceed one hundred souls
but are very numerous. The wood and reed houses stand on stilts,
with raised walkways leading between them. Every cluster of villages
has an attendant “shadow village” where the witches and their families
live, work, and play.
The towns of Timro are larger versions of the villages, with strong
fortifications ringed in “the green”. Living out in the green is
dangerous; everything from vengeful spirits to roving Coyal bands can
bring death at a moment’s notice. Tall spires ring the city, with the
strongest sorcerer living in a central tower which overlooks everything.
Eastern cities were built on the ruins of an older human culture which
vanished long before the Voyage. They have a dense inner core
formed of ruins and the construction of the first generations which
built on them. Expanding outward from the core, in fits and starts, are
newer sections using stone and timber construction. The cities were
founded by royal charter in Year 0; their nobles are called kings and
owe fealty to the High King who moved to Itmas from Balator before
the second Undead War.
The cities of Han are wonders of stonework, gifts from the fey courts to
their human partners. Thousands of souls live in close-packed
apartments linked together by soaring bridges and narrow allies.
Broad central streets lead to the public buildings and the great walls
which surround the “legacy”. Villages cluster around that wall, cruder
human crafted structures crouching at the feet of a monument to the
elder races.
The great cities are where the greatest artisans, the most powerful
politicians, and the mightiest adepts gather together to determine the
fate of kingdoms. Any wonder can be found within their walls; every
horror as well.
Deep Water: a deep source of water feeds the land. The settlement
does not suffer from the effects of a single year of drought, though
several years can cause distress.
Elven Haven: a settlement of elves has opened the veil hiding their
homes for a select few. Anyone practicing an entertainer (courtesan,
minstrel, street magician, etc) gains a +2 boon to their trade income
challenge limit.
Verdant: fields in the settlement can support two farmers rather than
one.
Hazards: Threats and their Effects
Sometimes natural features or circumstances arise which cause
considerable danger to those near them. These hazards can crush a
settlement or at least destabilize it to the point where its population
needs to leave.
Blight: something causes life itself to seep from the soil and air. Those
caught in a blight cannot heal more than 1 Health per day and suffer a -
2 bane to trade challenges.
Nightmares: those who cannot sleep, who cannot dream, are forced
to survive on will alone. Everyone in the settlement suffers from
nightmares which cannot be stopped. They gain a -2 fatigue bane to all
challenges.
Uneasy Graves: the undead rise and stalk the night nearby. An uneasy
truce can be reached, but the people suffer a 1d threat every day.
Vermin: an infestation consumes any stores of food, forcing the
settlement to constantly spend silver to renew its stores or starve.
Prosperity
The core concept of everything in Sedena is that of “prosperity”. Hard
work, good luck, and the focused application of one’s personal prowess
can provide for shelter, food, and luxuries. Those who focus on the
acquisition of such things can become wealthy. Of course, it is easier
to become wealthy if one starts out wealthy – wealth gives additional
opportunities to gather wealth.
Unskilled: the character either cannot ply his trade or has no trade
which can generate income. These are generally displaced,
desperately poor, or otherwise disadvantaged.
Apprentice: the character can ply his trade but is not very good at it
yet. He has just begun his training and may not be able to survive on
his own. Most live in common quarters and make due with whatever
they can manage in terms of food for the day (roughly 2 meals per
day).
Journeyman: the character can work his trade and has some skill at it.
She is able to make ends meet so long as nothing goes terribly wrong.
They will typically live together in small groups in order to share
expenses and soften the blow of a run of bad luck. Most are roughly
5th character level. In an prosperous year a journeyman may break-
even; on a normal year he amasses between 400 and 600 silver in
debt.
Master: the character is adept in his trade and can practice it. He can
support himself and possibly a small family. Dwarves generally reach
this status by 5th character level due to their focused training, but
humans may take up to 7th or 9th level before they achieve this type of
prosperity.
Flop: 1 silver per day – gain access to basic shelter for the evening,
shared in common with many people. Under normal circumstances
this allows for the recovery of fatigue if and only if the character has
had at least 2 meals per day.
License and Materials: 2 silver per day – gain access to the licenses,
materials, and tools to execute on a trade.
Rent: 6 silver per day per room – gains access to a room which
provides normal rest. Can be shared with up to one other person
without penalty, but more than that reduces fatigue reduction per
night by 1.
Meal: 1 silver per meal – gain access to enough food for one meal. A
person can subsist on one meal per day, but suffers an additional +1
fatigue penalty for doing so. Two meals per day do not generate
additional fatigue but do prevent the application of one positive rest
condition.
Maintenance: 0.5 silver per room per day – a building, shop, or farm
costs roughly ½ silver per day to maintain. This is “paid” instead of
rent.
Lifestyles: Generic Costs for Generic Lifestyles
Although life should be about more than simple survival, many find
simply getting enough to eat a full-day’s job. Famine, poverty, and
pain are all regular parts of life even when magic could be used to raise
people from the dust.
Abject Poverty (2 silver per day): the person sleeps in the streets or a
shelter (formal or informal). He can acquire enough resources to get
one meal a day in some fashion. If he is lucky, he wakes up less tired
than he was when he went to sleep.
Traveler (4 silver per day): the person sleeps in a common room with
others, but his need to move means he cannot take short rations.
Sleeping in a semi-private room costs an additional 2 silver per day and
will generally allow for the restoration of more than 1 fatigue.
Established Wealthy Artisan (16.5 silver per day): the artisan owns a
shop and two additional rooms (generally a living space and a kitchen
or garden). The shop allows him to ply his trade and the house
provides basic shelter. At this income level he can support up to 5
family members without additional help.
Wealthy Artisan (32 silver per day): the artisan rents a shop plus two
additional rooms. The shop allows him to ply his trade and the house
provides basic shelter. At this income level he can support up to 4
family members without additional aid.
Roll Result
1 Great Fortune (+2 prosperity), roll 1d20 and gain a
chance for a new feature on 1-2
2 to 5 Good Fortune (+1 prosperity), roll 1d20 and gain a
chance for a new feature on 1
6 to 15 Typical Fortune (+0 prosperity)
16 to 19 Ill Fortune (-1 prosperity), roll 1d20 and gain a
hazard on 16 to 20
20 Disastrous Fortune (-2 prosperity), roll 1d20 and
gain a hazard on 12 to 20.
Great Fortune (+2 prosperity): things turn well for the community.
The weather is perfect, goods are easy to acquire, and health abounds.
Every established member of the community receives a +2 boon per
income dice. Great fortune attracts artisans and can allow the
impoverished to begin to lift themselves up.
Good Fortune (+1 prosperity): good weather and good health bless
the community this year. Every established member receives a +1
boon per income dice. Good years allow the wealthy and moderately
well off to build up reserves against the bad times which will surely
follow.
A store the hero can carry is called a “kit”. Each kit costs 100 silver and
can be used for 30 days. Refilling the kit costs 50 silver. The kit counts
as a heavy item. Each 30 days of materials to work counts as an
additional heavy item.
Magical Tradesman
The adept selects one trade he possesses. He gains+2 to trade income
challenges with that trade. If he selects this ability twice it only costs
25 silver to refresh an artisan kit.
Magical Trades
Most adepts are magical tradesmen, weaving their magic into the
rhythm of life. A few attempt to make their way using solely their
magical talents. These individuals can make tremendous coin, but tend
to let their actual magical training slide in favor of turning a profit.
Emporium Shopkeeper: sells magical trinkets and toys for those with
the resources to purchase them. She plies her trade by setting out a
blanket, building a stall, or selling her wares in shops. The
shopkeeper’s trade boon applies to assessing the quality of wares,
identifying magical enhancements, and providing quality service in the
moment.
For those who do not have family or friends, or who need significant
amounts of coin, merchants and banks can provide large amounts of
silver on demand. In the East this function is taken up by the merchant
house, local nobles, and often an apprentice or journeyman’s master.
The long tradition of “paying it forward” and supporting one another
means that most journeymen and even struggling masters find help
from their communities when they need it.
Sovereign Wisdom
Not all leaders are either wise or just. However, those that are can
greatly increase the prosperity of the settlements they lead. Sovereign
Wisdom requires at least 10 total between any two of Charm, Craft,
Memory, and Will.
Rank Effect
1 Planning: If the leader is one of the elders of a
community, he increases the likelihood of a positive
feature emerging during the year by +1.
2 Preparation: If the leader is one of the elders of a
community, he decreases the likelihood of a hazard
emerging by +1.
3 Fair: If the leader is one of the elders of a community, he
rolls the prosperity check twice per year (midsummer
and midwinter).
4 Foresighted: If the leader is one of the elders of a
community, he knows what kind of hazard will arise
during the season before it arrives.
5 Wise: If the leader is one of the elders of a community,
he rolls the prosperity check four times per year
(midsummer, harvest, midwinter, planting)
Awards, Rewards, and Treasures
A chest of shining rubies. A certificate waiving weaver’s guild fees in
Itmas for life. A commission into the town guard. A battered sword
which grants good fortune to its owner. All of these are treasures, the
value of which may be best expressed in sentiment but can be
translated into cold, hard silver.
Some artefacts (those with worth of over 3000 silver) may be used as
collateral in and of themselves, if someone is willing to lend the coin.