Plains of Sedia D20

Between Adventures

Between Adventures#

A hero's life is nine days of waiting and one of running. Spend the nine well.

A bounty master at the Nexus Entrance

When nobody’s swinging a sword

Characters buy homes, put prices on heads, earn the trust of the people they work for, and spend their days training and making things. None of it needs a roll unless something’s at stake, but all of it changes what the next adventure looks like.

A home of your own#

Some houses in town are for sale, and walking in tells you the price. Pay it and the house is yours for good, with no rent. You can own one home at a time. Its door is locked to everyone else, and anyone resting there gets back health, stamina and willpower at the home’s own rate, which the owner can pay to raise (Getting it back).

Every home has one pit, a chest or a strongbox that keeps whatever’s in it safe while you’re away. Furniture holds things too, but only the pit is safe from a long absence, a fire or a burglar the storyteller has been saving up. A home holds only so many things, the pit among them.

The kinds of house Sedia builds, from a hut to a château, and how many rooms each runs to:

Every kind of house, 33 of them
HouseRoomsWhat it is
Chaga hut1Small conical thatched hut.
Igloo1Small shelter made from blocks of hard snow.
Messuage1A large dwelling for multiple peasant units. room specification is per peasant.
Quinzhee1Shelter made by hollowing out a pile of settled snow. this is in contrast to an igloo, which is made from blocks of hard snow.
Sod house1House made of rectangular patches of sod with a straw and grass roof.
Tipi1Conical tent traditionally made of animal skins and wooden poles. these are used by the troll tribes surrounding dumasque.
Yurt1Portable felt-covered, wood lattice-framed dwelling structure used most prevalently within new saellem. most yurts are more home-like than a tent in shape and build, with thicker walls.
Bothy1 to 2Basic shelter, usually left unlocked and available for anyone to use free of charge. usually left for gardeners or other workers on an estate.
Burdei1 to 2Type of half-dugout shelter that resembles something between a sod house and log cabin.
Hut1 to 2Small crude and generally inexpensive shelter, usually used for a dwelling.
Izba1 to 2Traditional log house built close to a road or side yard that also encloses a kitchen garden, hayshed, and barn with a simple woven stick fence.
Log cabin1 to 2House made from logs, usually one and a half story structures, where there is a slight loft with a ladder that transcends to the bottom floor.
Orri1 to 2Type of small stone hut that’s dome-shaped resembling stone igloos, but built without mortar, often with a top made of wood or slate. they only contain one low room.
Rondavel1 to 2Round or oval shape hut made of stone with a thatched roof built with wooden support beams.
Shack1 to 2A small type of house usually in a state of disrepair.
Tent1 to 2Shelter consisting of sheets of fabric or some other material such as leather that's draped over or attached to a frame of poles or some sort of supporting rope.
Cabana1 to 3A small hut built with a thatched roof, found most commonly built in tropical climates near natural bodies of water.
Clochán1 to 3A dry-stone hut with a corbelled or a piece of stone jutting out of a wall to carry any superincumbent weight, roof. they're most commonly round hut most commonly compared to a beehive.
Dacha1 to 3Word for 'second home', usually elaborate and sometimes considered a second home. they are often vacant most of the year.
Lean-to1 to 3Either a free-standing structure of three walls with a sloping roof or a similar structure that isn't free-standing, and that may very well be connected to another structure altogether.
Trullo1 to 5Conical dry stone huts or even larger buildings meant most predominately for craftsmen.
Chalet bungalow3 to 7Similar to bungalow except made primarily of wood with a second loft.
Raised bungalow3 to 8Similar to bungalow except in which the basement is partially above ground.
Chalet3 to 9Building in an alpine region, made of wood, with a heavy, gently sloping roof with a wide, well-supported, eaves, set at right angles to the front of the house.
Silt house3 to 10Rasied houses on stilts above marshes or near shore-sides. the houses have angular roofs and are built most predominately of just wood.
Souterrain3 to 11Type of houses used within caves of narsis. they're underground structures built with wooden or stone supports using the structure of the existing cave to build and accomidate the house.
Cottage3 to 12A modest dwelling. usually home to middle-class.
Bungalow3 to 13Type of house ellaborate and much as though a large cottage made for high status members .
Konak9 to 16Large stone house used for official residence of military commanders.
Manor house9 to 18Large house smaller than a mansion and built most often in the country on a flat or land the owner also owns, used as a center administration hub.
Mansion10 to 23Very large and usually luxurious detached house.
Château10 to 65Immensely large and regal palace.
Palace15 to 66Large and luxurious building with numerous rooms.

Bounties#

A bounty master takes the bounties of a realm. Anyone can post one: name the head and the price, at least a sovern, and the coins leave your purse. The whole realm hears of every bounty posted and every one collected.

To hunt one, take up a chit from the bounty master first. Kill the hunted while you hold it and the chit is complete, and so is every chit held by your party who were there. Hand it in before someone else does. A bounty on a creature or a common sort of person is paid for any one of its kind: one on a gate guard pays for every gate guard.

Taking it back
Withdraw your own bounty before anyone collects it and you get half back.
Going cold
An open bounty loses a tenth of its price as the days pass, and lapses once it's worth less than 50 dover.
On a player
A bounty on another character needs both of them, and the table, to agree that kind of story is welcome.

Standing and trust#

Every faction in Sedia keeps a running opinion of the party, and so does every person they deal with more than once. Finishing work for a faction raises standing with it; working against it lowers it, below zero if it comes to that. A faction’s people treat the party by their standing: a Friendly guildhall shares gossip, an Honored one opens its back rooms, and a Hated one sends people with knives.

StandingPoints
Exalted3,000 and up
Revered1,500 to 2,999
Honored500 to 1,499
Friendly100 to 499
Neutral0 to 99
Unfriendly-1 to -499
Hostile-500 to -1,499
Hated-1,500 and below

Trust is the same thing for one person: a Stranger at first, an Acquaintance after a favor or two, Trusted after a few more, and an Ally after five. An Ally tells the party the truth, lends them what they need and expects the same back.

Keeping count

A job done for a faction is usually worth 25 to 50 standing, as the game’s quests pay it, a great service 100 to 300, and a betrayal the same taken away. Keep the numbers on the back of the sheet, or keep them in your head and let the faction’s people show the party where they stand.

Escorting someone#

Leading someone somewhere (a witness to the magistrate, a merchant through the hills, a child home) is a job with one rule: they have to arrive with you. Whoever you lead does nothing of their own along the way, follows where you go, and travels the roads beside you. In a fight they stand where they are unless someone steps in front of them with rescue (Moves & Escape). If they’re killed, the job is lost, unless someone brings them back in time (Defeat & Death).

Training and making things#

A character’s quiet days are spent getting better. A training point takes a trainer and a day (Levels), and practice past 75 efficacy needs a trainer too. A tradesguild’s work takes its own time and materials, and a day lost to a failed craft roll is a day nobody went adventuring (Tradesguilds).