The last few articles have dealt with Riedra in 5E, the provinces of Riedra, and the Inspired. Before we leave the region, I want to address a few questions about the cities of Riedra. In describing the city of Dar Jin, Secrets of Sarlona says that “the people… go about their business silently, speaking only when it is absolutely necessary.”
In light of this, people have asked: What is life like in the cities of Riedra? Is it like being in a city of zombies? Why does Riedra even HAVE cities?
Cities and Villages
Riedra is largely split into two types of communities: small villages that serve a specific function (typically agriculture or mining), which are spread out around a central massive city, known as a bastion. The bastion serves as a military garrison and houses the Inspired who govern the region. Crucially, every bastion has a teleportation circle, typically connected to Durat Tal. So if you’re on official business for the Inspired and need to travel quickly, you’ll travel to the nearest bastion, use the circles to reach the bastion closest to your destination, and then go from there.
What’s the purpose of Riedran cities?
Bastions serve as military strongholds and transportation hubs. They are also the centers of industry. Most villages gather raw materials, while the bastions contain the factories that produce goods. Wait, factories? Riedra has factories? Yes. Reidra doesn’t have the wide magic of Khorvaire, and its factories are more primitive than their Cannith counterparts in Khorvaire; work is done by hand, without the aid of constructs or arcane tools. But you don’t have a lot of individual blacksmiths; instead, the bastion has a massive foundry, with a hundred smiths all working together. Assembly lines are common, with each individual focused on a single task. And while you don’t see the magecraft or arcane tools of Cannith, there are psionic tools at play. Riedran factories employ background telepathic projection. In some cases, this is simply a tool that helps the workers clear their minds and focus on a task. In others, the projection actually guides the hands of the worker, operating as a constant form of magecraft.
The most unusual form of factory are the sentira production facilities. Sentira is a form of solidified ectoplasm formed from intense emotion. Where tools of crysteel and steel can be created by mundane workers, sentira can only be worked by shaper psions, using a powerful psionic form of fabricate. The role of the common worker in a sentira factory isn’t to produce the finished goods, but rather to feel; the Inspired need concentrated emotion to create raw sentira. Different emotions create different forms of sentira, and factories that focus on hatred or sorrow are usually also prisons; the Inspired have no desire to force loyal citizens to feel miserable, but this is a perfect use for dissidents. So if a group of adventurers is looking for a force of possible allies, they should find a sentira factory with an unpleasant aura…
In addition to being centers of industry, military fortresses, and transport hubs, the bastion cities are administrative centers. Chosen and Inspired monitor events in the Bastion sphere, tracking production, transport of supplies, dissident activities, and other critical information. While paper is used to some degree, information is primarily stored in crystal form, a system similar to spellshards. Administrative centers have large crystal repositories that are managed by psychic figments created by the Inspired—simple personalities (not unlike the 3.5 psicrystals or the spirits associated with the UA archivist artificer) that assist and manage data access, as well as performing other minor administrative functions. Each center has a figment capable of moving between Dal Quor and Riedra, and all records are also stored in a central repository in Dal Quor; if an Inspired in Dar Jin needs to know about troop requisitions in Dar Ulatesh, the figment clerk can quickly retrieve that information from Dal Quor.
Life in a Riedran City
Dar Jin is larger than any city in Khorvaire. It is composed of five spherical wards, each a metropolis in its own right. Four of the wards are almost identical. The streets are paved with smooth black cobblestones, interspersed with squares of clear crysteel. When darkness falls, the crysteel blocks glow with a soft light. Workhouses, dormitories, and storehouses are made of blocks of black and white stone; crysteel panels serve as skylights during the day and glowing lanterns at night. Most buildings are curved or whorled; hard angles are few and far between. The city is beautiful in its way, but is extremely repetitive; every dormitory looks exactly the same.Secrets of Sarlona, Page 72
As mentioned in the previous article, casual psionic projection is used to identify streets and buildings. At a glance, it seems like it could be impossible to find your way. But if you stop to think about it, you’ll realize that you know where you are. It’s an alien memory nestled in your subconscious, but one you’re aware of it this casual projection makes it easy to find your way around. Likewise, the dormitories look exactly the same, but you know which one is Jhora Hall and which is Ula Hall.
Secrets of Sarlona calls out the fact that Riedrans go about their business silently, speaking only when necessary. This doesn’t mean they act like zombies! Riedrans are focused on their tasks. They know exactly what they need to do, and they are determined to do the best job they can; they don’t have time for small talk. But this doesn’t mean that they’re emotionless robots. Riedrans may smile or nod to each other in passing. If someone drops what they are carrying, the people around them will likely stop to help pick it up. They may not SAY anything, because nothing needs to be said; it is understood that we are all working together, we are here to help you. The key point is that the silence of Riedra isn’t OPPRESSIVE; it occurs because most of the time, nothing needs to be said. Most Riedrans are comfortable with their lives. They feel that they share a common cause with the people around them. So they aren’t shuffling, emotionless zombies; most are content, determined to work as hard as they can and to earn their advancement on the Path of Inspiration.
A key part of this is that for a Riedran citizen, daily life is very predictable. You work with the same people in the same building following the same general schedule. You all dream the same dreams; you all receive the same messages from the Voice. Again, this doesn’t make Riedrans zombies, it just means that they have safe, reliable patterns. This is a critical reason that adventurers make most Riedrans uncomfortable: they are disrupting that pattern. Riedrans know what to expect from one another. They have no idea what to expect from a warforged, an elf, and a dragonmarked human—all the worse if these three appear to be armed and prepared for violence!
So what is life like in a Bastion city? As called out in Secrets of Sarlona, there are many people but little conversation. People aren’t standing around, they aren’t shopping or killing time. They act with a sense of purpose. They know where they are going, they know what they have to do, and they are always moving toward that goal. They rarely speak, but that doesn’t mean they won’t acknowledge one another; and again, if someone stumbles or if there’s an accident, the closest people will provide assistance. When adventurers enter the picture, they will find that people keep their distance. Civilians will typically avoid eye contact; soldiers will watch adventurers closely, clearly concerned that these outsders may be up to something dangerous. If forced to interact, most Riedrans will be polite to adventurers but seek to end the conversation as quickly as possible; they have somewhere they need to be.
A secondary point is that Riedran cities aren’t designed for tourists or consumers. There are no shops or restaurants; Riedrans eat in their dormitories or garrisons. There are no theatres, no gambling. There are gardens of reflection and memorials that share memories of tragic events or grand triumphs. There are statues of the Inspired that radiate awe, plazas where priests of the Path of Inspiration inspire the crowds, spaces where soldiers drill or people engage in group exercise. But there’s no luxuries, nothing that’s designed for pure leisure; everything serves a purpose.
But what about the Jhodra?
So, life in a Riedran city is stable and predictable. The people are quietly devoted to their work. They largely ignore outsiders, and adventurers are seen as a curiosity at best and as threats at worst. Which is why Dar Jin and Dar Ulatesh—the two major ports where foreigners are welcome—have foreign quarters that cater to the needs of outsiders. The Jhodra is the foreign quarter of Dar Jin. It has dragonmarked enclaves and embassies of a number of nations of Khorvaire. There are theatres, shops, and taverns; however, most of these are actually run by the dragonmarked houses. So the good news is that after your long journey across the sea to the mysterious empire of the Inspired, you can still get a bowl of tribex stew at the Gold Dragon Inn (Disclaimer: The tribex stew served at the Jhodra Gold Dragon Inn is not actual tribex, but rather a pomow-based meat substitute being tested by House Ghallanda).
Most Riedrans are forbidden from entering the Jhodra. Those who work in the foreign quarter are trained and prepared to deal with foreigners, and thus don’t display the discomfort seen elsewhere. There are many guides, always watching for travelers who seem lost or confused, always ready to provide assistance; there are even some who are only guides, as opposed to agents of the Thousand Eyes!
So in imagining a scene in the Jhodra, keep that cosmopolitan population in mind. Walking through the Jhodra, you’ll have that odd sensation of knowing where you are—of remembering the name of the street even though you’ve never read it. Most Riedrans are going about their business: sailors headed for the docks, envoys headed to an embassy, all moving quietly and with purpose. Dragonmarked heirs share jokes with embassy staffers. An expat grabs you—Did you just get off the Sharn boat? You don’t have any of Mazo’s shaat’aar, do you?—and perhaps they have a story to share, or a risky opportunity for a few capable people. You see a statue of the Inspired, and you can’t help but be impressed… but is that your actual feeling, or just a projection of the statue? And perhaps… though it’s unlikely… one of those silent, hardworking Riedran gives you a look or makes an odd gesture. What are they trying to convey? Do they want to find a way to speak to you alone? Is there something going on? Or is it an agent of the Thousand Eyes, testing you to see if you are searching for dissidents?
Crime is almost unheard of in Riedran communities—in part because most people have little to steal. There are criminals in the Jhodra, but they’re mostly from Khorvaire and focus their attentions on fellow travelers. However, the Jhodra is well defended, both by soldiers of the Harmonious Shield and the imposing oni of the Horned Guard. The Jhodra also has an unusual number of Inspired, who help monitor the area and support the soldiers if needed. In most places, the priest in a garden of reflection will be an unoccupied Chosen or even a mundane human. In the Jhodra, it will be a hashalaq Inspired with significant powers of coercion and empathy.
Secrets of Sarlona discusses Dar Jin and the Jhodra in more detail, including the mercantile center, the tower of the Thousand Eyes, and the exotic Song of Skin—a talhouse catering to changelings.
How do you LEAVE the Jhodra?
Previous articles have discussed secret ways to enter Riedra: traveling through Khyber, passing through another plane, working with the Dream Merchants or other smugglers. But if you truly have a good reason to explore another part of Dar Jin or to travel across Riedra, all you have to do is ask. Secrets of Sarlona says the following…
In order to explore Riedra, a traveler must acquire a transit visa from the Iron Gate, the foreign relations office, in Dar Jin or Dar Ulatesh. This scroll provides a description of the travelers, states the nature of their business, and delineates any restrictions on travel. A bearer might be limited to traveling in specific provinces or spheres, and the visa usually has a set expiration date…Secrets of Sarlona, pages 45-46
The Iron Gate does not charge for transit visas, but it rarely grants them. Riedra isn’t for tourists. Travelers must provide a valid reason for entry and show that they have no criminal tendencies or intent, as well as enough knowledge to avoid accidentally breaking Riedran laws. A successful DC 30 Diplomacy check is sufficient to get an entry request considered, but even then the reason must stand on its own. Finally, mind probe (EPH 119) is often brought into play to ensure that the travelers have no hidden motives. If the request is especially intriguing or risky, the Iron Gate might allow travel but send a member of the Thousand Eyes along as a chaperone and observer. Unless the party is deemed a serious risk, this observer is a Chosen; the controlling spirit only takes possession of the vessel every few hours to check on the situation.
Do the planes play into the sentira factories? I imagine it’s hard to have a prison-factory of despair in Khalesh.
Absolutely! Most sentira factories only focus on a single emotion. Part of the point of having a mass teleportation network is that factories can specialize like this, because it’s easy enough to transport such specialized goods across the Unity. So certainly, you don’t put your despair factory near a wild zone to Irian.
Sentira is a MASSIVELY cool material. Would you see it made and used in Adar, too? Or is it something that you need psions on the level of the Inspired to create, and thus it’s harder to make useful quantities in Adar?
Secrets of Sarlona calls out that Adaran kalashtar also work with sentira, but they don’t have the facilities or resources to produce it in the same quantities as the Inspired. So you can fine sentira items in Adar — notably, the horned headdresses kalashtar are often shown wearing are supposed to be sculpted from sentira — but you don’t see buildings made of it.
Is loving/adoration sentira a genuine reflection of emotion or artificially sustained?
That’s a good question. With any sort of sentira factory, can the emotion be artificially induced? Can you create love with a charm effect, or generate fear with psychic power? The simple answer is yes, but I think it’s more INTERESTING if the answer is NO: if the emotion has to be sustained and natural. This makes a factory that deals in fear more horrifying, because they can’t simply cast fear; they have to truly make you terrified for an extended period of time. And this would also lean toward certain emotions being much harder to produce. It could be that Love sentira is quite rare in Riedra—but that it can be found in Adar, whereas Adarans are almost never found using fear or hate sentira.
Could you elaborate on Riedran families? Riedrans seem to live in various communal housings by what you say. If people are silent much of the time, when do they converse and get to know each other?
This is covered in Secrets of Sarlona. Here’s two relevant passages; SoS elaborates on both of these topics, as well as describing a day in the life of a Riedran villager.
Time away from work is usually spent with other members of the community. Riedrans dine together in central halls, participate in group athletic exercises, and gather in the evenings for storytelling and religious instruction. They are allowed a brief amount of unstructured time each day, ostensibly for meditation on the day’s events; however, many prefer to remain among friends even during this private time. Privacy is not something the Riedrans treasure—solitude can be a painful and disturbing experience for a Riedran.
Young Riedrans are raised communally. They are often transported to new villages as soon as they are old enough to travel, to prevent birth parents from forming an unhealthy bond with the child. Youths live in segregated dormitories, tended by dedicated caregivers (part of the Guiding Path). As they grow, children serve as apprentices to other members of the community, allowing the caregivers and priest to determine their aptitudes. A youth is usually set on his path in his thirteenth year and moves into an adult dormitory at this time.
Riedrans are largely silent while they are focused on their work, unless that work requires conversation. But they talk with one another when they don’t have other tasks that demand their attention. As noted above, they enjoy the company of others; but often being around friends is sufficient, even if there’s nothing you need to talk about.
Can you talk about subversive activities in a city of Riedra? I am not asking about big things like spies or revolutionaries, but small things as places to do things not encouraged by Inspired (maybe play a game, buy a book, etc…). On what level do you think that this happens, is there is races with more probability of do this kind of thing, graduation of the punishment, etc…
First of all, consider that most Riedrans don’t have any frame of reference to understand these concepts. The majority of Riedrans are illiterate and most villagers have never seen a book. They have assigned activities; why would they “play a game?” Part of the challenge of driving revolution in Riedra is that the people don’t see why they’d WANT all the freedoms the people of Khorvaire take for granted.
Hard as these things are in general, they are exceptionally difficult to perform in a Riedran city. There ARE no private spaces. Almost all activities are group activities. There are people everywhere, and it’s generally believed that the Thousand Eyes are always watching.
Does this mean these things are impossible or never occur? Of course not. Secrets of Sarlona presents many groups that tie into these things. The Broken Throne is a faction that seeks to recover the knowledge of pre-Sundering Sarlona; they specifically teach members to read, and might treasure ancient games. The Dream Merchants are a network of smugglers, and they will happily sell books to members of the Broken Throne… though, of course, Riedrans have no money, so they’ll have to find something of value they can trade. But it’s still exceptionally difficult to find a safe space in a Riedran city. Perhaps, if the city is built on an old foundation, there’s an ancient chamber hidden below (… but can you be sure the Thousand Eyes don’t know about it? That they haven’t left it intact specifically to lure such dissidents?). Perhaps there’s a part of a factory that was abandoned after an accident. There’s nothing RELIABLE or safe; every cell has to find its own sanctuaries. A more unusual resistance movement is that of the Unchained, a group that practices free dreaming and communicates using the dreamspace. But again, if you want more information about any of these organizations or Sarlona in general, refer to Secrets of Sarlona.
Now it’s time to leave Riedra! My Patreon supporters have chosen the Nobility of Khorvaire as my next major topic; as with Riedra, I will likely post some Patreon-exclusive content as part of this. Thanks to those supporters for keeping this site going!